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

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// AI_monster_demon_wraith.cpp
// Native state-machine replacement for ai_monster_demon_wraith.script.
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
rvmMonsterDemonWraith::rvmMonsterDemonWraith() {
invisible = false;
nextDodge = 0.0f;
nextInvisible = 0.0f;
painNextTime = 0.0f;
combat_node = NULL;
spawn_effect = NULL;
}
void rvmMonsterDemonWraith::Init( idAI* aiOwner ) {
rvmMonsterBase::Init( aiOwner );
run_distance = WRAITH_RUNDISTANCE;
walk_turn = WRAITH_WALKTURN;
SetState( "state_Begin" );
}
stateResult_t rvmMonsterDemonWraith::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( "Legs_Idle", Legs_Idle );
AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk );
AI_DISPATCH_STATE( "Legs_Run", Legs_Run );
AI_DISPATCH_STATE( "Legs_DodgeLeft", Legs_DodgeLeft );
AI_DISPATCH_STATE( "Legs_DodgeRight", Legs_DodgeRight );
AI_DISPATCH_STATE( "state_Begin", state_Begin );
AI_DISPATCH_STATE( "state_Idle", state_Idle );
AI_DISPATCH_STATE( "state_LostCombat", state_LostCombat );
AI_DISPATCH_STATE( "combat_melee", combat_melee );
AI_DISPATCH_STATE( "combat_dodge_left", combat_dodge_left );
AI_DISPATCH_STATE( "combat_dodge_right", combat_dodge_right );
AI_DISPATCH_STATE( "combat_become_visible", combat_become_visible );
AI_DISPATCH_STATE( "combat_become_invisible", combat_become_invisible );
AI_DISPATCH_STATE( "spawn_fx", spawn_fx );
return rvmMonsterBase::RunStateByName( stateName, parms );
}
stateResult_t rvmMonsterDemonWraith::Torso_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "idle" ); parms->stage = 1; }
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", WRAITH_IDLE_TO_PAIN ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterDemonWraith::Torso_Pain( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUNNING };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
painNextTime = DelayTime( WRAITH_PAIN_DELAY );
parms->stage = STAGE_RUNNING;
return SRESULT_WAIT;
case STAGE_RUNNING:
if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", WRAITH_PAIN_TO_PAIN ); return SRESULT_DONE; }
if ( AnimDone( ANIMCHANNEL_TORSO, WRAITH_PAIN_TO_IDLE ) ) {
FinishAction( "pain" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", WRAITH_PAIN_TO_IDLE );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonWraith::Torso_MeleeAttack( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUNNING };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" );
parms->stage = STAGE_RUNNING;
return SRESULT_WAIT;
case STAGE_RUNNING:
if ( AnimDone( ANIMCHANNEL_TORSO, WRAITH_MELEE_TO_IDLE ) ) {
FinishAction( "melee_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", WRAITH_MELEE_TO_IDLE );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonWraith::Legs_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "idle" ); parms->stage = 1; }
if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", WRAITH_IDLE_TO_RUN ); return SRESULT_DONE; }
if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", WRAITH_IDLE_TO_WALK ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterDemonWraith::Legs_Walk( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; }
if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", WRAITH_IDLE_TO_RUN ); return SRESULT_DONE; }
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_RUN_TO_IDLE ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterDemonWraith::Legs_Run( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "run" ); parms->stage = 1; }
if ( !run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", WRAITH_IDLE_TO_WALK ); return SRESULT_DONE; }
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_RUN_TO_IDLE ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterDemonWraith::Legs_DodgeLeft( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_left" ); parms->stage = 1; }
if ( AnimDone( ANIMCHANNEL_LEGS, WRAITH_DODGE_LEFT_TO_IDLE ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_DODGE_LEFT_TO_IDLE ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterDemonWraith::Legs_DodgeRight( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_right" ); parms->stage = 1; }
if ( AnimDone( ANIMCHANNEL_LEGS, WRAITH_DODGE_RIGHT_TO_IDLE ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", WRAITH_DODGE_RIGHT_TO_IDLE ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterDemonWraith::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 rvmMonsterDemonWraith::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; }
nextDodge = RandomTime( WRAITH_DODGE_RATE );
nextInvisible = 0.0f;
SetState( "state_Combat" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
int rvmMonsterDemonWraith::check_attacks() {
int flags = 0;
const float range = EnemyRange();
const float currentTime = Time();
if ( invisible ) {
if ( ( range < WRAITH_INVISIBLE_DIST_MIN || currentTime >= nextInvisible ) && CanBecomeSolid() ) { flags |= ATTACK_BECOME_VISIBLE; }
return static_cast<float>( flags );
}
const bool canMelee = CheckForMelee();
if ( !canMelee && Pain() && currentTime >= nextDodge ) {
if ( TestAnimMove( "evade_left" ) ) { flags |= ATTACK_DODGE_LEFT; }
if ( TestAnimMove( "evade_right" ) ) {
flags |= ATTACK_DODGE_RIGHT;
if ( flags & ATTACK_DODGE_LEFT ) {
if ( RandomFloat( 100.0f ) < 50.0f ) { flags &= ~ATTACK_DODGE_RIGHT; } else { flags &= ~ATTACK_DODGE_LEFT; }
}
}
}
if ( !canMelee ) {
combat_node = GetCombatNode();
if ( combat_node.GetEntity() ) { flags |= ATTACK_COMBAT_NODE; }
}
if ( canMelee ) { flags |= ATTACK_MELEE; }
if ( owner && owner->AI_ONGROUND && range > WRAITH_INVISIBLE_DIST_MAX && currentTime >= nextInvisible ) { flags |= ATTACK_BECOME_INVISIBLE; }
return static_cast<float>( flags );
}
bool rvmMonsterDemonWraith::do_attack( int attack_flags ) {
const int flags = attack_flags;
if ( flags & ATTACK_BECOME_VISIBLE ) { StartAction( "combat_become_visible" ); return true; }
if ( flags & ATTACK_BECOME_INVISIBLE ) { StartAction( "combat_become_invisible" ); return true; }
if ( flags & ATTACK_DODGE_LEFT ) { StartAction( "combat_dodge_left" ); return true; }
if ( flags & ATTACK_DODGE_RIGHT ) { StartAction( "combat_dodge_right" ); return true; }
if ( flags & ATTACK_COMBAT_NODE ) { scratchEntity = combat_node.GetEntity(); StartAction( "combat_ainode" ); return true; }
if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; }
return false;
}
stateResult_t rvmMonsterDemonWraith::combat_melee( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ACTION };
switch ( parms->stage ) {
case STAGE_START:
LookAtEnemy( 100.0f );
FaceEnemy();
waitActionName = "melee_attack";
SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", WRAITH_WALK_TO_MELEE );
parms->stage = STAGE_ACTION;
return SRESULT_WAIT;
case STAGE_ACTION:
if ( !ActionDone( "melee_attack" ) ) { return SRESULT_WAIT; }
LookAtEnemy( 1.0f );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonWraith::combat_dodge_left( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ACTION };
switch ( parms->stage ) {
case STAGE_START:
StopMove();
FaceEnemy();
waitActionName = "strafe";
SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", WRAITH_WALK_TO_DODGE_LEFT );
parms->stage = STAGE_ACTION;
return SRESULT_WAIT;
case STAGE_ACTION:
if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; }
nextDodge = DelayTime( WRAITH_DODGE_RATE );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonWraith::combat_dodge_right( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ACTION };
switch ( parms->stage ) {
case STAGE_START:
StopMove();
FaceEnemy();
waitActionName = "strafe";
SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", WRAITH_WALK_TO_DODGE_RIGHT );
parms->stage = STAGE_ACTION;
return SRESULT_WAIT;
case STAGE_ACTION:
if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; }
nextDodge = DelayTime( WRAITH_DODGE_RATE );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonWraith::spawn_fx( stateParms_t* parms ) {
// Project-specific effect spawning is intentionally isolated here.
// Bind your wraith_spawneffect entity to spawn_effect if desired.
return SRESULT_DONE;
}
stateResult_t rvmMonsterDemonWraith::combat_become_visible( stateParms_t* parms ) {
enum { STAGE_START, STAGE_SOLID, STAGE_FADE, STAGE_DONE };
switch ( parms->stage ) {
case STAGE_START:
StopMove();
if ( !invisible ) { nextInvisible = RandomDelay( WRAITH_INVISIBLE_DELAY_MIN, WRAITH_INVISIBLE_DELAY_MAX ); return SRESULT_DONE; }
AllowMovement( false );
parms->stage = STAGE_SOLID;
return SRESULT_WAIT;
case STAGE_SOLID:
if ( !CanBecomeSolid() ) { return SRESULT_WAIT; }
BecomeSolid();
if ( owner ) { owner->AllowHiddenMovement( 0 ); }
AllowMovement( true );
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 );
StartSoundKey( "snd_fade_in", SND_CHANNEL_VOICE2, false );
ShowOwner();
scratchEndTime = DelayTime( 0.75f );
parms->stage = STAGE_FADE;
return SRESULT_WAIT;
case STAGE_FADE:
if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
ClearBurn();
invisible = false;
nextInvisible = RandomDelay( WRAITH_INVISIBLE_DELAY_MIN, WRAITH_INVISIBLE_DELAY_MAX );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonWraith::combat_become_invisible( stateParms_t* parms ) {
enum { STAGE_START, STAGE_FADEOUT, STAGE_HIDE };
switch ( parms->stage ) {
case STAGE_START:
StopMove();
if ( invisible ) { return SRESULT_DONE; }
invisible = true;
StartSoundKey( "snd_fade_out", SND_CHANNEL_VOICE2, false );
scratchEndTime = DelayTime( 0.817f );
parms->stage = STAGE_FADEOUT;
return SRESULT_WAIT;
case STAGE_FADEOUT:
if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
PreBurn();
HideOwner();
if ( owner ) { owner->AllowHiddenMovement( 1 ); }
nextInvisible = RandomDelay( WRAITH_VISIBLE_DELAY_MIN, WRAITH_VISIBLE_DELAY_MAX );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonWraith::state_LostCombat( stateParms_t* parms ) {
enum { STAGE_INVISIBLE, STAGE_ROUTE, STAGE_VISIBLE };
switch ( parms->stage ) {
case STAGE_INVISIBLE:
StartAction( "combat_become_invisible" );
parms->stage = STAGE_ROUTE;
return SRESULT_WAIT;
case STAGE_ROUTE:
if ( InAction() || Time() < nextInvisible ) { return SRESULT_WAIT; }
StopMove();
if ( !CanReachEnemy() ) { return SRESULT_WAIT; }
scratchEndTime = DelayTime( 2.0f );
parms->stage = STAGE_VISIBLE;
return SRESULT_WAIT;
case STAGE_VISIBLE:
if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
StartAction( "combat_become_visible" );
SetState( "state_Combat" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}