// AI_monster_demon_mancubus.cpp // Native state-machine replacement for ai_monster_demon_mancubus.script. #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" rvmMonsterDemonMancubus::rvmMonsterDemonMancubus() { nextAttack = 0.0f; nextNoFOVAttack = 0.0f; fire = 0.0f; painNextTime = 0.0f; combat_node = NULL; } void rvmMonsterDemonMancubus::Init( idAI* aiOwner ) { rvmMonsterBase::Init( aiOwner ); walk_turn = MANC_WALKTURN; SetState( "state_Begin" ); } stateResult_t rvmMonsterDemonMancubus::RunStateByName( const char* stateName, stateParms_t* parms ) { AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle ); AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain ); AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack ); AI_DISPATCH_STATE( "Torso_RangeAttack", Torso_RangeAttack ); AI_DISPATCH_STATE( "Torso_TurretAttack", Torso_TurretAttack ); AI_DISPATCH_STATE( "Legs_Idle", Legs_Idle ); AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk ); AI_DISPATCH_STATE( "state_Begin", state_Begin ); AI_DISPATCH_STATE( "state_Idle", state_Idle ); AI_DISPATCH_STATE( "combat_range", combat_range ); AI_DISPATCH_STATE( "combat_melee", combat_melee ); return rvmMonsterBase::RunStateByName( stateName, parms ); } stateResult_t rvmMonsterDemonMancubus::Torso_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "stand" ); parms->stage = 1; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } if ( fire > 0.0f ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonMancubus::Torso_Pain( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() ); painNextTime = DelayTime( 0.25f ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } if ( AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { FinishAction( "pain" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonMancubus::Torso_MeleeAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: if ( AnimDone( ANIMCHANNEL_TORSO, 2 ) ) { FinishAction( "melee_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonMancubus::Torso_RangeAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_START_WAIT, STAGE_LOOP_START, STAGE_LOOP_WAIT, STAGE_END, STAGE_END_WAIT }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, "range_attack_start" ); parms->stage = STAGE_START_WAIT; return SRESULT_WAIT; case STAGE_START_WAIT: if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } if ( !AnimDone( ANIMCHANNEL_TORSO, 0 ) ) { return SRESULT_WAIT; } parms->stage = STAGE_LOOP_START; return SRESULT_WAIT; case STAGE_LOOP_START: if ( fire <= 0.0f ) { parms->stage = STAGE_END; return SRESULT_WAIT; } PlayAnim( ANIMCHANNEL_TORSO, "range_attack_loop" ); parms->stage = STAGE_LOOP_WAIT; return SRESULT_WAIT; case STAGE_LOOP_WAIT: if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } if ( !AnimDone( ANIMCHANNEL_TORSO, 0 ) ) { return SRESULT_WAIT; } fire -= 1.0f; parms->stage = STAGE_LOOP_START; return SRESULT_WAIT; case STAGE_END: fire = 0.0f; if ( !AnimDone( ANIMCHANNEL_TORSO, 0 ) ) { SetBlendFrames( ANIMCHANNEL_TORSO, 4 ); } PlayAnim( ANIMCHANNEL_TORSO, "range_attack_end" ); parms->stage = STAGE_END_WAIT; return SRESULT_WAIT; case STAGE_END_WAIT: if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } if ( AnimDone( ANIMCHANNEL_TORSO, 0 ) ) { FinishAction( "range_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonMancubus::Torso_TurretAttack( stateParms_t* parms ) { // Uses the same staged burst sequence as Torso_RangeAttack, but completes the turret action token. stateResult_t r = Torso_RangeAttack( parms ); if ( r == SRESULT_DONE ) { FinishAction( "turret_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); } return r; } stateResult_t rvmMonsterDemonMancubus::Legs_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "stand" ); parms->stage = 1; } if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 2 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonMancubus::Legs_Walk( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 2 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonMancubus::state_Begin( stateParms_t* parms ) { enum { STAGE_START, STAGE_MONSTER_BEGIN }; switch ( parms->stage ) { case STAGE_START: SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 ); StartAction( "monster_begin" ); parms->stage = STAGE_MONSTER_BEGIN; return SRESULT_WAIT; case STAGE_MONSTER_BEGIN: if ( InAction() ) { return SRESULT_WAIT; } SetMoveType( MOVETYPE_ANIM ); SetState( "state_Idle" ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonMancubus::state_Idle( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT_FOR_ENEMY }; switch ( parms->stage ) { case STAGE_START: StartAction( "wait_for_enemy" ); parms->stage = STAGE_WAIT_FOR_ENEMY; return SRESULT_WAIT; case STAGE_WAIT_FOR_ENEMY: if ( InAction() ) { return SRESULT_WAIT; } nextAttack = 0.0f; nextNoFOVAttack = 0.0f; SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_ERROR; } int rvmMonsterDemonMancubus::check_attacks() { int flags = 0; const bool canMelee = CheckForMelee(); if ( !canMelee ) { combat_node = GetCombatNode(); if ( combat_node.GetEntity() ) { flags |= ATTACK_COMBAT_NODE; } } if ( canMelee ) { flags |= ATTACK_MELEE; } if ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) { if ( !CanReachEnemy() || Time() >= nextAttack ) { if ( CanHitEnemyFromAnim( "range_attack_loop" ) ) { flags |= ATTACK_MISSILE; } } } return static_cast( flags ); } bool rvmMonsterDemonMancubus::do_attack( int attack_flags ) { nextNoFOVAttack = Time() + MANC_NOFOVTIME; const int flags = attack_flags; if ( flags & ATTACK_COMBAT_NODE ) { scratchEntity = combat_node.GetEntity(); StartAction( "combat_ainode" ); return true; } if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; } if ( flags & ATTACK_MISSILE ) { StartAction( "combat_range" ); return true; } return false; } stateResult_t rvmMonsterDemonMancubus::combat_range( stateParms_t* parms ) { enum { STAGE_START, STAGE_DELAY, STAGE_FIRE, STAGE_FINISH }; switch ( parms->stage ) { case STAGE_START: FaceEnemy(); scratchEndTime = EnemyInFOV() ? Time() : DelayTime( 0.4f ); parms->stage = STAGE_DELAY; return SRESULT_WAIT; case STAGE_DELAY: if ( Time() < scratchEndTime ) { return SRESULT_WAIT; } fire = MANC_MIN_SHOTS + idMath::Ftoi( RandomFloat( MANC_MAX_SHOTS - MANC_MIN_SHOTS ) ); waitActionName = "range_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 4 ); parms->stage = STAGE_FIRE; return SRESULT_WAIT; case STAGE_FIRE: if ( fire > 0.0f ) { if ( !CanHitEnemyFromAnim( "range_attack_loop" ) ) { fire = 0.0f; } if ( Pain() && ( check_attacks() & ATTACK_MELEE ) ) { fire = 0.0f; } return SRESULT_WAIT; } parms->stage = STAGE_FINISH; return SRESULT_WAIT; case STAGE_FINISH: if ( InAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack" ) ) { return SRESULT_WAIT; } nextAttack = DelayTime( MANC_ATTACK_RATE ); nextNoFOVAttack = Time() + MANC_NOFOVTIME; return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonMancubus::combat_melee( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: LookAtEnemy( 100.0f ); FaceEnemy(); waitActionName = "melee_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 5 ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "melee_attack" ) ) { return SRESULT_WAIT; } LookAtEnemy( 1.0f ); return SRESULT_DONE; } return SRESULT_ERROR; }