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

198 lines
6.6 KiB
C++

// AI_follower.cpp
// Native state-machine replacement for ai_follower(1).script.
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
void rvmFollower::Init( idAI* aiOwner ) {
rvmAIObject::Init( aiOwner );
SetState( "state_Begin" );
}
void rvmFollower::Destroy() {
rvmAIObject::Destroy();
}
stateResult_t rvmFollower::RunStateByName( const char* stateName, stateParms_t* parms ) {
AI_DISPATCH_STATE( "Torso_CustomCycle", Torso_CustomCycle );
AI_DISPATCH_STATE( "Torso_CustomAnim", Torso_CustomAnim );
AI_DISPATCH_STATE( "Torso_Death", Torso_Death );
AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle );
AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain );
AI_DISPATCH_STATE( "Legs_Death", Legs_Death );
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_TurnLeft", Legs_TurnLeft );
AI_DISPATCH_STATE( "Legs_TurnRight", Legs_TurnRight );
AI_DISPATCH_STATE( "state_Idle", state_Idle );
AI_DISPATCH_STATE( "state_Killed", state_Killed );
AI_DISPATCH_STATE( "state_Follow", state_Follow );
AI_DISPATCH_STATE( "getCloser", getCloser );
return rvmAIObject::RunStateByName( stateName, parms );
}
stateResult_t rvmFollower::Torso_CustomCycle( 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 rvmFollower::Torso_CustomAnim( 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 rvmFollower::Torso_Death( 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 rvmFollower::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 rvmFollower::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 rvmFollower::Legs_Death( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ANIM };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_LEGS, "idle" );
parms->stage = STAGE_ANIM;
return SRESULT_WAIT;
case STAGE_ANIM:
if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmFollower::Legs_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "stand" ); parms->stage = 1; }
if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmFollower::Legs_Walk( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; }
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmFollower::Legs_Run( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "run" ); parms->stage = 1; }
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmFollower::Legs_TurnLeft( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ANIM };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_LEGS, "idle" );
parms->stage = STAGE_ANIM;
return SRESULT_WAIT;
case STAGE_ANIM:
if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmFollower::Legs_TurnRight( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ANIM };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_LEGS, "idle" );
parms->stage = STAGE_ANIM;
return SRESULT_WAIT;
case STAGE_ANIM:
if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmFollower::state_Idle( stateParms_t* parms ) {
if ( GetEnemy() ) { SetState( "state_Combat" ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmFollower::state_Killed( stateParms_t* parms ) {
StopMove();
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 0 );
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 0 );
StopThinking();
return SRESULT_DONE;
}
stateResult_t rvmFollower::state_Follow( stateParms_t* parms ) {
return SRESULT_DONE;
}
stateResult_t rvmFollower::getCloser( stateParms_t* parms ) {
return SRESULT_DONE;
}
float rvmFollower::should_turn_left( ) {
return 0.0f;
}
float rvmFollower::should_turn_right( ) {
return 0.0f;
}
void rvmFollower::playCustomCycle( const char* animname, float blendTime ) {
SetAnimState( ANIMCHANNEL_TORSO, "Torso_CustomCycle", idMath::Ftoi( blendTime ) );
PlayCycle( ANIMCHANNEL_TORSO, animname );
}
void rvmFollower::playCustomAnim( const char* animname, float blendIn, float blendOut ) {
SetAnimState( ANIMCHANNEL_TORSO, "Torso_CustomAnim", idMath::Ftoi( blendIn ) );
PlayAnim( ANIMCHANNEL_TORSO, animname );
}