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

159 lines
5.3 KiB
C++

// AI_character_prone.cpp
// Native state-machine replacement for ai_character_prone.script.
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
void rvmAICharacterProne::Init( idAI* aiOwner ) {
rvmAIObject::Init( aiOwner );
SetState( "state_Begin" );
}
void rvmAICharacterProne::Destroy() {
rvmAIObject::Destroy();
}
stateResult_t rvmAICharacterProne::RunStateByName( const char* stateName, stateParms_t* parms ) {
AI_DISPATCH_STATE( "Torso_Dead", Torso_Dead );
AI_DISPATCH_STATE( "Torso_PlayDead", Torso_PlayDead );
AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle );
AI_DISPATCH_STATE( "Torso_TalkPrimary", Torso_TalkPrimary );
AI_DISPATCH_STATE( "Torso_TalkTrigger", Torso_TalkTrigger );
AI_DISPATCH_STATE( "Torso_TalkSecondary", Torso_TalkSecondary );
AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain );
AI_DISPATCH_STATE( "state_Idle", state_Idle );
AI_DISPATCH_STATE( "state_Pain", state_Pain );
AI_DISPATCH_STATE( "state_Dead", state_Dead );
AI_DISPATCH_STATE( "state_Killed", state_Killed );
AI_DISPATCH_STATE( "idle_talk", idle_talk );
return rvmAIObject::RunStateByName( stateName, parms );
}
stateResult_t rvmAICharacterProne::Torso_Dead( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ANIM };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, "idle" );
parms->stage = STAGE_ANIM;
return SRESULT_WAIT;
case STAGE_ANIM:
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmAICharacterProne::Torso_PlayDead( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ANIM };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, "idle" );
parms->stage = STAGE_ANIM;
return SRESULT_WAIT;
case STAGE_ANIM:
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmAICharacterProne::Torso_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "stand" ); parms->stage = 1; }
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmAICharacterProne::Torso_TalkPrimary( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ANIM };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, "idle" );
parms->stage = STAGE_ANIM;
return SRESULT_WAIT;
case STAGE_ANIM:
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmAICharacterProne::Torso_TalkTrigger( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ANIM };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, "idle" );
parms->stage = STAGE_ANIM;
return SRESULT_WAIT;
case STAGE_ANIM:
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmAICharacterProne::Torso_TalkSecondary( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ANIM };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, "idle" );
parms->stage = STAGE_ANIM;
return SRESULT_WAIT;
case STAGE_ANIM:
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmAICharacterProne::Torso_Pain( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ANIM };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
parms->stage = STAGE_ANIM;
return SRESULT_WAIT;
case STAGE_ANIM:
if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { FinishAction( "pain" ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmAICharacterProne::state_Idle( stateParms_t* parms ) {
if ( GetEnemy() ) { SetState( "state_Combat" ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmAICharacterProne::state_Pain( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ANIM };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_HEAD, GetPainAnim() );
parms->stage = STAGE_ANIM;
return SRESULT_WAIT;
case STAGE_ANIM:
if ( AnimDone( ANIMCHANNEL_HEAD, 4 ) ) { FinishAction( "pain" ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmAICharacterProne::state_Dead( stateParms_t* parms ) {
return SRESULT_DONE;
}
stateResult_t rvmAICharacterProne::state_Killed( stateParms_t* parms ) {
StopMove();
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 0 );
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 0 );
StopThinking();
return SRESULT_DONE;
}
stateResult_t rvmAICharacterProne::idle_talk( stateParms_t* parms ) {
return SRESULT_DONE;
}