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

174 lines
5.4 KiB
C++

// AI_monster_demon_archvile.h
// Native state-machine replacement for ai_monster_demon_archvile.script.
#pragma once
#ifndef ARCH_ATTACK_RATE
#define ARCH_ATTACK_RATE 2
#endif
#ifndef ARCH_DODGE_RATE
#define ARCH_DODGE_RATE 4
#endif
#ifndef ARCH_PAIN_DELAY
#define ARCH_PAIN_DELAY 0.25f
#endif
#ifndef ARCH_TURRET_TO_IDLE
#define ARCH_TURRET_TO_IDLE 4
#endif
#ifndef ARCH_FLAME_WALL_NUM
#define ARCH_FLAME_WALL_NUM 20
#endif
#ifndef ARCH_FLAME_WALL_SEPERATION
#define ARCH_FLAME_WALL_SEPERATION 48
#endif
#ifndef ARCH_FLAME_WALL_RANGE
#define ARCH_FLAME_WALL_RANGE ( ARCH_FLAME_WALL_NUM * ARCH_FLAME_WALL_SEPERATION )
#endif
#ifndef ARCH_NOFOVTIME
#define ARCH_NOFOVTIME 4
#endif
#ifndef ARCH_PAIN_TO_IDLE
#define ARCH_PAIN_TO_IDLE 2
#endif
#ifndef ARCH_PAIN_TO_PAIN
#define ARCH_PAIN_TO_PAIN 0
#endif
#ifndef ARCH_SIGHT_TO_IDLE
#define ARCH_SIGHT_TO_IDLE 4
#endif
#ifndef ARCH_RESURRECT_TO_IDLE
#define ARCH_RESURRECT_TO_IDLE 4
#endif
#ifndef ARCH_IDLE_TO_RESURRECT
#define ARCH_IDLE_TO_RESURRECT 4
#endif
#ifndef ARCH_MELEE_TO_IDLE
#define ARCH_MELEE_TO_IDLE 4
#endif
#ifndef ARCH_INCINERATE_TO_IDLE
#define ARCH_INCINERATE_TO_IDLE 4
#endif
#ifndef ARCH_FLAMEWALL_TO_IDLE
#define ARCH_FLAMEWALL_TO_IDLE 4
#endif
#ifndef ARCH_DODGE_LEFT_TO_IDLE
#define ARCH_DODGE_LEFT_TO_IDLE 4
#endif
#ifndef ARCH_DODGE_RIGHT_TO_IDLE
#define ARCH_DODGE_RIGHT_TO_IDLE 4
#endif
#ifndef ARCH_WAIT_TO_OUT
#define ARCH_WAIT_TO_OUT 4
#endif
#ifndef ARCH_IN_TO_WAIT
#define ARCH_IN_TO_WAIT 4
#endif
#ifndef ARCH_WALK_TO_WAIT
#define ARCH_WALK_TO_WAIT 4
#endif
#ifndef ARCH_WALK_TO_ACTION
#define ARCH_WALK_TO_ACTION 4
#endif
#ifndef ARCH_ACTION_TO_IDLE
#define ARCH_ACTION_TO_IDLE 4
#endif
#ifndef ARCH_WALK_TO_DODGE_LEFT
#define ARCH_WALK_TO_DODGE_LEFT 4
#endif
#ifndef ARCH_WALK_TO_DODGE_RIGHT
#define ARCH_WALK_TO_DODGE_RIGHT 4
#endif
#ifndef ARCH_IDLE_TO_PAIN
#define ARCH_IDLE_TO_PAIN 0
#endif
#ifndef ARCH_IDLE_TO_WALK
#define ARCH_IDLE_TO_WALK 4
#endif
#ifndef ARCH_IDLE_TO_SIGHT
#define ARCH_IDLE_TO_SIGHT 4
#endif
#ifndef ARCH_WALK_TO_IDLE
#define ARCH_WALK_TO_IDLE 4
#endif
#ifndef ARCH_WALK_TO_FLAMEWALLATTACK
#define ARCH_WALK_TO_FLAMEWALLATTACK 4
#endif
#ifndef ARCH_IDLE_TO_FLAMEWALLATTACK
#define ARCH_IDLE_TO_FLAMEWALLATTACK 4
#endif
#ifndef ARCH_WALK_TO_INCINERATEATTACK
#define ARCH_WALK_TO_INCINERATEATTACK 4
#endif
#ifndef ARCH_IDLE_TO_INCINERATEATTACK
#define ARCH_IDLE_TO_INCINERATEATTACK 4
#endif
#ifndef ARCH_WALK_TO_MELEE
#define ARCH_WALK_TO_MELEE 4
#endif
#ifndef ARCH_IDLE_TO_TURRETATTACK
#define ARCH_IDLE_TO_TURRETATTACK 4
#endif
#ifndef ARCH_TURRETATTACK_TO_IDLE
#define ARCH_TURRETATTACK_TO_IDLE 4
#endif
#ifndef ATTACK_FLAMEWALL
#define ATTACK_FLAMEWALL ATTACK_SPECIAL1
#endif
#ifndef ATTACK_RESURRECT
#define ATTACK_RESURRECT ATTACK_SPECIAL2
#endif
class rvmMonsterDemonArchvile : public rvmMonsterBase {
public:
CLASS_PROTOTYPE( rvmMonsterDemonArchvile );
rvmMonsterDemonArchvile();
virtual void Init( idAI* aiOwner ) override;
virtual stateResult_t RunStateByName( const char* stateName, stateParms_t* parms ) override;
protected:
float nextDodge;
float nextAttack;
float nextNoFOVAttack;
float painNextTime;
float keep_alive;
float num_start;
float summon_delay;
float summon_time;
idEntityPtr<idEntity> combat_node;
idEntityPtr<idEntity> resurrectionTarget;
idVec3 flameWallOrigin;
idVec3 incinerateOrigin;
virtual stateResult_t Torso_Idle( stateParms_t* parms );
virtual stateResult_t Torso_Pain( stateParms_t* parms );
virtual stateResult_t Torso_Resurrect( stateParms_t* parms );
virtual stateResult_t Torso_MeleeAttack( stateParms_t* parms );
virtual stateResult_t Torso_FlameWallAttack( stateParms_t* parms );
virtual stateResult_t Torso_IncinerateAttack( stateParms_t* parms );
virtual stateResult_t Torso_TurretAttack( stateParms_t* parms );
virtual stateResult_t Legs_Idle( stateParms_t* parms );
virtual stateResult_t Legs_Walk( stateParms_t* parms );
virtual stateResult_t Legs_DodgeLeft( stateParms_t* parms );
virtual stateResult_t Legs_DodgeRight( stateParms_t* parms );
virtual stateResult_t state_Begin( stateParms_t* parms );
virtual stateResult_t state_Idle( stateParms_t* parms );
virtual stateResult_t combat_resurrect( stateParms_t* parms );
virtual stateResult_t combat_flamewall( stateParms_t* parms );
virtual stateResult_t combat_incinerate( stateParms_t* parms );
virtual stateResult_t combat_melee( stateParms_t* parms );
virtual stateResult_t combat_dodge_left( stateParms_t* parms );
virtual stateResult_t combat_dodge_right( stateParms_t* parms );
virtual stateResult_t spawn_flame_wall( stateParms_t* parms );
virtual stateResult_t spawn_incerate( stateParms_t* parms );
virtual stateResult_t flame_wall_loop( stateParms_t* parms );
virtual stateResult_t flame_wall( stateParms_t* parms );
virtual stateResult_t incinerate( stateParms_t* parms );
virtual stateResult_t resurrection( stateParms_t* parms );
virtual int check_attacks() override;
virtual bool do_attack( int attack_flags ) override;
virtual float num_minions();
};