// AI_monster_demon_wraith.cpp // Native state-machine replacement for ai_monster_demon_wraith.script. #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" rvmMonsterDemonWraith::rvmMonsterDemonWraith() { invisible = false; nextDodge = 0.0f; nextInvisible = 0.0f; painNextTime = 0.0f; combat_node = NULL; spawn_effect = NULL; } void rvmMonsterDemonWraith::Init( idAI* aiOwner ) { rvmMonsterBase::Init( aiOwner ); run_distance = WRAITH_RUNDISTANCE; walk_turn = WRAITH_WALKTURN; SetState( "state_Begin" ); } stateResult_t rvmMonsterDemonWraith::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( "Legs_Idle", Legs_Idle ); AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk ); AI_DISPATCH_STATE( "Legs_Run", Legs_Run ); AI_DISPATCH_STATE( "Legs_DodgeLeft", Legs_DodgeLeft ); AI_DISPATCH_STATE( "Legs_DodgeRight", Legs_DodgeRight ); AI_DISPATCH_STATE( "state_Begin", state_Begin ); AI_DISPATCH_STATE( "state_Idle", state_Idle ); AI_DISPATCH_STATE( "state_LostCombat", state_LostCombat ); AI_DISPATCH_STATE( "combat_melee", combat_melee ); AI_DISPATCH_STATE( "combat_dodge_left", combat_dodge_left ); AI_DISPATCH_STATE( "combat_dodge_right", combat_dodge_right ); AI_DISPATCH_STATE( "combat_become_visible", combat_become_visible ); AI_DISPATCH_STATE( "combat_become_invisible", combat_become_invisible ); AI_DISPATCH_STATE( "spawn_fx", spawn_fx ); return rvmMonsterBase::RunStateByName( stateName, parms ); } stateResult_t rvmMonsterDemonWraith::Torso_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "idle" ); parms->stage = 1; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", WRAITH_IDLE_TO_PAIN ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonWraith::Torso_Pain( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() ); painNextTime = DelayTime( WRAITH_PAIN_DELAY ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", WRAITH_PAIN_TO_PAIN ); return SRESULT_DONE; } if ( AnimDone( ANIMCHANNEL_TORSO, WRAITH_PAIN_TO_IDLE ) ) { FinishAction( "pain" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", WRAITH_PAIN_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonWraith::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, WRAITH_MELEE_TO_IDLE ) ) { FinishAction( "melee_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", WRAITH_MELEE_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonWraith::Legs_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "idle" ); parms->stage = 1; } if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", WRAITH_IDLE_TO_RUN ); return SRESULT_DONE; } if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", WRAITH_IDLE_TO_WALK ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonWraith::Legs_Walk( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; } if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", WRAITH_IDLE_TO_RUN ); return SRESULT_DONE; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_RUN_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonWraith::Legs_Run( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "run" ); parms->stage = 1; } if ( !run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", WRAITH_IDLE_TO_WALK ); return SRESULT_DONE; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_RUN_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonWraith::Legs_DodgeLeft( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_left" ); parms->stage = 1; } if ( AnimDone( ANIMCHANNEL_LEGS, WRAITH_DODGE_LEFT_TO_IDLE ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_DODGE_LEFT_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonWraith::Legs_DodgeRight( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_right" ); parms->stage = 1; } if ( AnimDone( ANIMCHANNEL_LEGS, WRAITH_DODGE_RIGHT_TO_IDLE ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_DODGE_RIGHT_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonWraith::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 rvmMonsterDemonWraith::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; } nextDodge = RandomTime( WRAITH_DODGE_RATE ); nextInvisible = 0.0f; SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_ERROR; } int rvmMonsterDemonWraith::check_attacks() { int flags = 0; const float range = EnemyRange(); const float currentTime = Time(); if ( invisible ) { if ( ( range < WRAITH_INVISIBLE_DIST_MIN || currentTime >= nextInvisible ) && CanBecomeSolid() ) { flags |= ATTACK_BECOME_VISIBLE; } return static_cast( flags ); } const bool canMelee = CheckForMelee(); if ( !canMelee && Pain() && currentTime >= nextDodge ) { if ( TestAnimMove( "evade_left" ) ) { flags |= ATTACK_DODGE_LEFT; } if ( TestAnimMove( "evade_right" ) ) { flags |= ATTACK_DODGE_RIGHT; if ( flags & ATTACK_DODGE_LEFT ) { if ( RandomFloat( 100.0f ) < 50.0f ) { flags &= ~ATTACK_DODGE_RIGHT; } else { flags &= ~ATTACK_DODGE_LEFT; } } } } if ( !canMelee ) { combat_node = GetCombatNode(); if ( combat_node.GetEntity() ) { flags |= ATTACK_COMBAT_NODE; } } if ( canMelee ) { flags |= ATTACK_MELEE; } if ( owner && owner->AI_ONGROUND && range > WRAITH_INVISIBLE_DIST_MAX && currentTime >= nextInvisible ) { flags |= ATTACK_BECOME_INVISIBLE; } return static_cast( flags ); } bool rvmMonsterDemonWraith::do_attack( int attack_flags ) { const int flags = attack_flags; if ( flags & ATTACK_BECOME_VISIBLE ) { StartAction( "combat_become_visible" ); return true; } if ( flags & ATTACK_BECOME_INVISIBLE ) { StartAction( "combat_become_invisible" ); return true; } if ( flags & ATTACK_DODGE_LEFT ) { StartAction( "combat_dodge_left" ); return true; } if ( flags & ATTACK_DODGE_RIGHT ) { StartAction( "combat_dodge_right" ); return true; } if ( flags & ATTACK_COMBAT_NODE ) { scratchEntity = combat_node.GetEntity(); StartAction( "combat_ainode" ); return true; } if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; } return false; } stateResult_t rvmMonsterDemonWraith::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", WRAITH_WALK_TO_MELEE ); 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; } stateResult_t rvmMonsterDemonWraith::combat_dodge_left( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); FaceEnemy(); waitActionName = "strafe"; SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", WRAITH_WALK_TO_DODGE_LEFT ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; } nextDodge = DelayTime( WRAITH_DODGE_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonWraith::combat_dodge_right( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); FaceEnemy(); waitActionName = "strafe"; SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", WRAITH_WALK_TO_DODGE_RIGHT ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; } nextDodge = DelayTime( WRAITH_DODGE_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonWraith::spawn_fx( stateParms_t* parms ) { // Project-specific effect spawning is intentionally isolated here. // Bind your wraith_spawneffect entity to spawn_effect if desired. return SRESULT_DONE; } stateResult_t rvmMonsterDemonWraith::combat_become_visible( stateParms_t* parms ) { enum { STAGE_START, STAGE_SOLID, STAGE_FADE, STAGE_DONE }; switch ( parms->stage ) { case STAGE_START: StopMove(); if ( !invisible ) { nextInvisible = RandomDelay( WRAITH_INVISIBLE_DELAY_MIN, WRAITH_INVISIBLE_DELAY_MAX ); return SRESULT_DONE; } AllowMovement( false ); parms->stage = STAGE_SOLID; return SRESULT_WAIT; case STAGE_SOLID: if ( !CanBecomeSolid() ) { return SRESULT_WAIT; } BecomeSolid(); if ( owner ) { owner->AllowHiddenMovement( 0 ); } AllowMovement( true ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 ); StartSoundKey( "snd_fade_in", SND_CHANNEL_VOICE2, false ); ShowOwner(); scratchEndTime = DelayTime( 0.75f ); parms->stage = STAGE_FADE; return SRESULT_WAIT; case STAGE_FADE: if ( Time() < scratchEndTime ) { return SRESULT_WAIT; } ClearBurn(); invisible = false; nextInvisible = RandomDelay( WRAITH_INVISIBLE_DELAY_MIN, WRAITH_INVISIBLE_DELAY_MAX ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonWraith::combat_become_invisible( stateParms_t* parms ) { enum { STAGE_START, STAGE_FADEOUT, STAGE_HIDE }; switch ( parms->stage ) { case STAGE_START: StopMove(); if ( invisible ) { return SRESULT_DONE; } invisible = true; StartSoundKey( "snd_fade_out", SND_CHANNEL_VOICE2, false ); scratchEndTime = DelayTime( 0.817f ); parms->stage = STAGE_FADEOUT; return SRESULT_WAIT; case STAGE_FADEOUT: if ( Time() < scratchEndTime ) { return SRESULT_WAIT; } PreBurn(); HideOwner(); if ( owner ) { owner->AllowHiddenMovement( 1 ); } nextInvisible = RandomDelay( WRAITH_VISIBLE_DELAY_MIN, WRAITH_VISIBLE_DELAY_MAX ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonWraith::state_LostCombat( stateParms_t* parms ) { enum { STAGE_INVISIBLE, STAGE_ROUTE, STAGE_VISIBLE }; switch ( parms->stage ) { case STAGE_INVISIBLE: StartAction( "combat_become_invisible" ); parms->stage = STAGE_ROUTE; return SRESULT_WAIT; case STAGE_ROUTE: if ( InAction() || Time() < nextInvisible ) { return SRESULT_WAIT; } StopMove(); if ( !CanReachEnemy() ) { return SRESULT_WAIT; } scratchEndTime = DelayTime( 2.0f ); parms->stage = STAGE_VISIBLE; return SRESULT_WAIT; case STAGE_VISIBLE: if ( Time() < scratchEndTime ) { return SRESULT_WAIT; } StartAction( "combat_become_visible" ); SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_ERROR; }