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DoomRTX/neo/doom3/game/ai/AI_monster_zombie_commando_tentacle.cpp
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2026-05-23 20:50:12 -07:00

255 lines
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C++

// AI_monster_zombie_commando_tentacle.cpp
// Native state-machine replacement for ai_monster_zombie_commando_tentacle.script.
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
rvmMonsterZombieCommandoTentacle::rvmMonsterZombieCommandoTentacle() {
nextAttack = 0.0f;
nextNoFOVAttack = 0.0f;
tentacleDamage = false;
painNextTime = 0.0f;
}
void rvmMonsterZombieCommandoTentacle::Init( idAI* aiOwner ) {
rvmMonsterBase::Init( aiOwner );
run_distance = ZCT_RUNDISTANCE;
walk_turn = ZCT_WALKTURN;
SetState( "state_Begin" );
}
stateResult_t rvmMonsterZombieCommandoTentacle::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_TentacleAttack", Torso_TentacleAttack );
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_tentacle", combat_tentacle );
AI_DISPATCH_STATE( "combat_melee", combat_melee );
return rvmMonsterBase::RunStateByName( stateName, parms );
}
stateResult_t rvmMonsterZombieCommandoTentacle::Torso_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) {
IdleAnim( ANIMCHANNEL_TORSO, "idle" );
parms->stage = 1;
}
if ( Pain() ) {
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieCommandoTentacle::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", 0 );
return SRESULT_DONE;
}
if ( AnimDone( ANIMCHANNEL_TORSO, 2 ) ) {
FinishAction( "pain" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieCommandoTentacle::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, 4 ) ) {
FinishAction( "melee_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieCommandoTentacle::Torso_TentacleAttack( stateParms_t* parms ) {
enum { STAGE_START, STAGE_WAIT };
switch ( parms->stage ) {
case STAGE_START:
FaceEnemy();
PlayAnim( ANIMCHANNEL_TORSO, "range_attack" );
parms->stage = STAGE_WAIT;
return SRESULT_WAIT;
case STAGE_WAIT:
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) {
FinishAction( "tentacle_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieCommandoTentacle::Legs_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) {
IdleAnim( ANIMCHANNEL_LEGS, "idle" );
parms->stage = 1;
}
if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 4 ); return SRESULT_DONE; }
if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieCommandoTentacle::Legs_Walk( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; }
if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 4 ); return SRESULT_DONE; }
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieCommandoTentacle::Legs_Run( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "run" ); parms->stage = 1; }
if ( !run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); return SRESULT_DONE; }
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieCommandoTentacle::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 rvmMonsterZombieCommandoTentacle::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; }
tentacleDamage = false;
nextAttack = 0.0f;
nextNoFOVAttack = 0.0f;
SetState( "state_Combat" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
int rvmMonsterZombieCommandoTentacle::check_attacks() {
int attack_flags = 0;
if ( CheckForMelee() ) {
attack_flags |= ATTACK_MELEE;
}
if ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) {
const float range = EnemyRange();
if ( range < ZCT_TENTACLE_RANGE_MAX && ( !CanReachEnemy() || Time() >= nextAttack ) && CanHitEnemy() ) {
attack_flags |= ATTACK_TENTACLE;
}
}
return attack_flags;
}
bool rvmMonsterZombieCommandoTentacle::do_attack( int attack_flags ) {
const int flags = attack_flags;
nextNoFOVAttack = Time() + ZCT_NOFOVTIME;
if ( flags & ATTACK_MELEE ) {
StartAction( "combat_melee" );
return true;
}
if ( flags & ATTACK_TENTACLE ) {
StartAction( "combat_tentacle" );
return true;
}
return false;
}
stateResult_t rvmMonsterZombieCommandoTentacle::combat_tentacle( stateParms_t* parms ) {
enum { STAGE_START, STAGE_LOOP };
switch ( parms->stage ) {
case STAGE_START:
tentacleDamage = false;
StopMove();
waitActionName = "tentacle_attack";
SetAnimState( ANIMCHANNEL_TORSO, "Torso_TentacleAttack", 4 );
parms->stage = STAGE_LOOP;
return SRESULT_WAIT;
case STAGE_LOOP:
if ( tentacleDamage && owner && owner->MeleeAttackToJoint( "joint13", "melee_commandoTentacle" ) ) {
tentacleDamage = false;
}
if ( !InAnimState( ANIMCHANNEL_TORSO, "Torso_TentacleAttack" ) || ActionDone( "tentacle_attack" ) ) {
tentacleDamage = false;
nextAttack = DelayTime( ZCT_ATTACK_RATE );
nextNoFOVAttack = Time() + ZCT_NOFOVTIME;
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieCommandoTentacle::combat_melee( stateParms_t* parms ) {
enum { STAGE_START, STAGE_LOOP };
switch ( parms->stage ) {
case STAGE_START:
tentacleDamage = false;
FaceEnemy();
waitActionName = "melee_attack";
SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 5 );
parms->stage = STAGE_LOOP;
return SRESULT_WAIT;
case STAGE_LOOP:
LookAtEnemy( 1.0f );
if ( tentacleDamage && owner && owner->MeleeAttackToJoint( "joint13", "melee_commandoTentacle" ) ) {
tentacleDamage = false;
}
if ( !InAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack" ) || ActionDone( "melee_attack" ) ) {
tentacleDamage = false;
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
void rvmMonsterZombieCommandoTentacle::tentacle_attack_start() {
tentacleDamage = true;
}
void rvmMonsterZombieCommandoTentacle::tentacle_attack_end() {
tentacleDamage = false;
}