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

129 lines
3.9 KiB
C++

// AI_monster_demon_wraith.h
// Native state-machine replacement for ai_monster_demon_wraith.script.
#pragma once
#ifndef WRAITH_ATTACK_RATE
#define WRAITH_ATTACK_RATE 1.5f
#endif
#ifndef WRAITH_DODGE_RATE
#define WRAITH_DODGE_RATE 5
#endif
#ifndef WRAITH_PAIN_DELAY
#define WRAITH_PAIN_DELAY 0.25f
#endif
#ifndef WRAITH_RUNDISTANCE
#define WRAITH_RUNDISTANCE 192
#endif
#ifndef WRAITH_WALKTURN
#define WRAITH_WALKTURN 65
#endif
#ifndef WRAITH_INVISIBLE_DIST_MIN
#define WRAITH_INVISIBLE_DIST_MIN 140
#endif
#ifndef WRAITH_INVISIBLE_DIST_MAX
#define WRAITH_INVISIBLE_DIST_MAX 256
#endif
#ifndef WRAITH_INVISIBLE_DELAY_MIN
#define WRAITH_INVISIBLE_DELAY_MIN 0.6f
#endif
#ifndef WRAITH_INVISIBLE_DELAY_MAX
#define WRAITH_INVISIBLE_DELAY_MAX 1.5f
#endif
#ifndef WRAITH_VISIBLE_DELAY_MIN
#define WRAITH_VISIBLE_DELAY_MIN 1.3f
#endif
#ifndef WRAITH_VISIBLE_DELAY_MAX
#define WRAITH_VISIBLE_DELAY_MAX 2.2f
#endif
#ifndef WRAITH_PAIN_TO_IDLE
#define WRAITH_PAIN_TO_IDLE 2
#endif
#ifndef WRAITH_PAIN_TO_PAIN
#define WRAITH_PAIN_TO_PAIN 0
#endif
#ifndef WRAITH_MELEE_TO_IDLE
#define WRAITH_MELEE_TO_IDLE 4
#endif
#ifndef WRAITH_DODGE_LEFT_TO_IDLE
#define WRAITH_DODGE_LEFT_TO_IDLE 4
#endif
#ifndef WRAITH_DODGE_RIGHT_TO_IDLE
#define WRAITH_DODGE_RIGHT_TO_IDLE 4
#endif
#ifndef WRAITH_IDLE_TO_PAIN
#define WRAITH_IDLE_TO_PAIN 0
#endif
#ifndef WRAITH_IDLE_TO_WALK
#define WRAITH_IDLE_TO_WALK 4
#endif
#ifndef WRAITH_WALK_TO_IDLE
#define WRAITH_WALK_TO_IDLE 4
#endif
#ifndef WRAITH_IDLE_TO_RUN
#define WRAITH_IDLE_TO_RUN 4
#endif
#ifndef WRAITH_WALK_TO_RUN
#define WRAITH_WALK_TO_RUN 4
#endif
#ifndef WRAITH_RUN_TO_WALK
#define WRAITH_RUN_TO_WALK 4
#endif
#ifndef WRAITH_RUN_TO_IDLE
#define WRAITH_RUN_TO_IDLE 4
#endif
#ifndef WRAITH_WALK_TO_MELEE
#define WRAITH_WALK_TO_MELEE 4
#endif
#ifndef WRAITH_WALK_TO_DODGE_LEFT
#define WRAITH_WALK_TO_DODGE_LEFT 4
#endif
#ifndef WRAITH_WALK_TO_DODGE_RIGHT
#define WRAITH_WALK_TO_DODGE_RIGHT 4
#endif
#ifndef ATTACK_BECOME_INVISIBLE
#define ATTACK_BECOME_INVISIBLE ATTACK_SPECIAL1
#endif
#ifndef ATTACK_BECOME_VISIBLE
#define ATTACK_BECOME_VISIBLE ATTACK_SPECIAL2
#endif
class rvmMonsterDemonWraith : public rvmMonsterBase {
public:
CLASS_PROTOTYPE( rvmMonsterDemonWraith );
rvmMonsterDemonWraith();
virtual void Init( idAI* aiOwner ) override;
virtual stateResult_t RunStateByName( const char* stateName, stateParms_t* parms ) override;
protected:
bool invisible;
float nextDodge;
float nextInvisible;
float painNextTime;
idEntityPtr<idEntity> combat_node;
idEntityPtr<idEntity> spawn_effect;
virtual stateResult_t Torso_Idle( stateParms_t* parms );
virtual stateResult_t Torso_Pain( stateParms_t* parms );
virtual stateResult_t Torso_MeleeAttack( stateParms_t* parms );
virtual stateResult_t Legs_Idle( stateParms_t* parms );
virtual stateResult_t Legs_Walk( stateParms_t* parms );
virtual stateResult_t Legs_Run( 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 state_LostCombat( 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 combat_become_visible( stateParms_t* parms );
virtual stateResult_t combat_become_invisible( stateParms_t* parms );
virtual stateResult_t spawn_fx( stateParms_t* parms );
virtual int check_attacks() override;
virtual bool do_attack( int attack_flags ) override;
};