// AI_monster_zombie.cpp // Native state-machine replacement for ai_monster_zombie.script. #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" rvmMonsterZombie::rvmMonsterZombie() { painNextTime = 0.0f; can_run = false; } void rvmMonsterZombie::Init( idAI* aiOwner ) { rvmMonsterZombieBase::Init( aiOwner ); run_distance = 192.0f; walk_turn = 65.0f; can_run = HasAnim( ANIMCHANNEL_LEGS, "run" ); SetState( "state_Begin" ); } stateResult_t rvmMonsterZombie::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( "state_Begin", state_Begin ); AI_DISPATCH_STATE( "state_Idle", state_Idle ); AI_DISPATCH_STATE( "combat_melee", combat_melee ); return rvmMonsterZombieBase::RunStateByName( stateName, parms ); } stateResult_t rvmMonsterZombie::Torso_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "idle" ); parms->stage = 1; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombie::Torso_Pain( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() ); painNextTime = DelayTime( 0.25f ); parms->stage = STAGE_WAIT; return SRESULT_WAIT; case STAGE_WAIT: if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 8 ); return SRESULT_DONE; } if ( AnimDone( ANIMCHANNEL_TORSO, 3 ) ) { FinishAction( "pain" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombie::Torso_MeleeAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" ); parms->stage = STAGE_WAIT; return SRESULT_WAIT; case STAGE_WAIT: if ( AnimDone( ANIMCHANNEL_TORSO, 8 ) ) { FinishAction( "melee_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombie::Legs_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "idle" ); parms->stage = 1; } if ( can_run && run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 8 ); return SRESULT_DONE; } if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombie::Legs_Walk( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; } if ( can_run && run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 8 ); return SRESULT_DONE; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombie::Legs_Run( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "run" ); parms->stage = 1; } if ( !run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); return SRESULT_DONE; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombie::state_Begin( stateParms_t* parms ) { enum { STAGE_START, STAGE_MONSTER_BEGIN }; switch ( parms->stage ) { case STAGE_START: SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); 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 rvmMonsterZombie::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; } SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_ERROR; } int rvmMonsterZombie::check_attacks() { int attack_flags = 0; if ( CheckForMelee() ) { attack_flags |= ATTACK_MELEE; } return attack_flags; } bool rvmMonsterZombie::do_attack( int attack_flags ) { const int flags = attack_flags; if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; } return false; } stateResult_t rvmMonsterZombie::combat_melee( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT_ACTION }; switch ( parms->stage ) { case STAGE_START: LookAtEnemy( 100.0f ); FaceEnemy(); waitActionName = "melee_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 8 ); parms->stage = STAGE_WAIT_ACTION; return SRESULT_WAIT; case STAGE_WAIT_ACTION: if ( !ActionDone( "melee_attack" ) ) { return SRESULT_WAIT; } LookAtEnemy( 1.0f ); return SRESULT_DONE; } return SRESULT_ERROR; }