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DoomRTX/neo/doom3/game/ai/AI_monster_boss_sabaoth.h
T
2026-05-23 14:30:21 -07:00

80 lines
3.4 KiB
C++

// AI_monster_boss_sabaoth.h
// Native state-machine replacement for ai_monster_boss_sabaoth.script.
#pragma once
#ifndef SABAOTH_ATTACK_RATE
#define SABAOTH_ATTACK_RATE 4
#endif
#ifndef SABAOTH_ATTACK_RATE_MELEE
#define SABAOTH_ATTACK_RATE_MELEE 1
#endif
#ifndef SABAOTH_SLOW_DIST
#define SABAOTH_SLOW_DIST 64
#endif
#ifndef SECTION_MOVE_DIST
#define SECTION_MOVE_DIST 190
#endif
#ifndef CENTER_DIST
#define CENTER_DIST 304
#endif
#ifndef MELEE_INIT
#define MELEE_INIT 290
#endif
class rvmMonsterBossSabaoth : public rvmMonsterBase {
public:
CLASS_PROTOTYPE( rvmMonsterBossSabaoth );
rvmMonsterBossSabaoth();
virtual void Init( idAI* aiOwner ) override;
virtual stateResult_t RunStateByName( const char* stateName, stateParms_t* parms ) override;
protected:
float nextAttack;
float nextMeleeAttack;
float pathSpeed;
bool noSlowToStop;
idEntityPtr<idEntity> currentPath;
idEntityPtr<idEntity> nextPath;
virtual stateResult_t Torso_Idle( stateParms_t* parms );
virtual stateResult_t Torso_MeleeAttack( stateParms_t* parms );
virtual stateResult_t Torso_RangeAttack( stateParms_t* parms );
virtual stateResult_t Legs_Idle( stateParms_t* parms );
virtual stateResult_t Legs_Walk( stateParms_t* parms );
virtual stateResult_t state_Killed( stateParms_t* parms );
virtual stateResult_t state_Begin( stateParms_t* parms );
virtual stateResult_t state_Idle( stateParms_t* parms );
virtual stateResult_t move_to_corner( stateParms_t* parms );
virtual stateResult_t turn_to_corner( stateParms_t* parms );
virtual stateResult_t closeSection( stateParms_t* parms );
virtual stateResult_t openSection( stateParms_t* parms );
virtual stateResult_t state_Combat( stateParms_t* parms );
virtual stateResult_t combat_range( stateParms_t* parms );
virtual stateResult_t combat_melee( stateParms_t* parms );
virtual stateResult_t fire_bfg( stateParms_t* parms );
virtual stateResult_t open_section_1( stateParms_t* parms );
virtual stateResult_t close_section_1( stateParms_t* parms );
virtual stateResult_t open_section_2( stateParms_t* parms );
virtual stateResult_t close_section_2( stateParms_t* parms );
virtual stateResult_t open_section_3( stateParms_t* parms );
virtual stateResult_t close_section_3( stateParms_t* parms );
virtual stateResult_t open_section_4( stateParms_t* parms );
virtual stateResult_t close_section_4( stateParms_t* parms );
virtual stateResult_t open_section_5( stateParms_t* parms );
virtual stateResult_t close_section_5( stateParms_t* parms );
virtual stateResult_t open_section_6( stateParms_t* parms );
virtual stateResult_t close_section_6( stateParms_t* parms );
virtual stateResult_t open_section_7( stateParms_t* parms );
virtual stateResult_t close_section_7( stateParms_t* parms );
virtual stateResult_t open_section_8( stateParms_t* parms );
virtual stateResult_t close_section_8( stateParms_t* parms );
virtual int check_attacks( bool meleeOnly );
virtual int check_attacks() override;
virtual bool do_attack( int attack_flags ) override;
stateResult_t set_section_open( stateParms_t* parms, int section, bool open );
};