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

241 lines
9.2 KiB
C++

// AI_monster_flying_lostsoul.cpp
// Native state-machine replacement for ai_monster_flying_lostsoul.script.
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
rvmMonsterFlyingLostsoul::rvmMonsterFlyingLostsoul() {
nextAttack = 0.0f;
nextNoFOVAttack = 0.0f;
noMeleeTime = 0.0f;
fly_offset = 0.0f;
painNextTime = 0.0f;
chargeVelocity = vec3_zero;
}
void rvmMonsterFlyingLostsoul::Init( idAI* aiOwner ) {
rvmMonsterBase::Init( aiOwner );
fly_offset = GetFloatKey( "fly_offset", "0" );
SetState( "state_Begin" );
}
stateResult_t rvmMonsterFlyingLostsoul::RunStateByName( const char* stateName, stateParms_t* parms ) {
AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle );
AI_DISPATCH_STATE( "Torso_Fly", Torso_Fly );
AI_DISPATCH_STATE( "Torso_Charge", Torso_Charge );
AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain );
AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack );
AI_DISPATCH_STATE( "state_Begin", state_Begin );
AI_DISPATCH_STATE( "state_Idle", state_Idle );
AI_DISPATCH_STATE( "combat_charge", combat_charge );
AI_DISPATCH_STATE( "combat_melee", combat_melee );
AI_DISPATCH_STATE( "combat_retreat", combat_retreat );
return rvmMonsterBase::RunStateByName( stateName, parms );
}
stateResult_t rvmMonsterFlyingLostsoul::Torso_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_TORSO, "idle" ); parms->stage = 1; }
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; }
if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Fly", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterFlyingLostsoul::Torso_Fly( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_TORSO, "fly" ); parms->stage = 1; }
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; }
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterFlyingLostsoul::Torso_Charge( stateParms_t* parms ) {
enum { STAGE_START, STAGE_CHARGE };
switch ( parms->stage ) {
case STAGE_START:
PlayCycle( ANIMCHANNEL_TORSO, "charge" );
AttackBegin( "melee_lostsoul_charge" );
scratchEndTime = DelayTime( ( EnemyRange() + 256.0f ) / LOSTSOUL_CHARGE_SPEED );
parms->stage = STAGE_CHARGE;
return SRESULT_WAIT;
case STAGE_CHARGE:
if ( InfluenceActive() || Pain() || Time() >= scratchEndTime ) {
AttackEnd();
FinishAction( "charge_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
return SRESULT_DONE;
}
if ( CheckForMelee() ) { AttackMelee( "melee_lostsoul_charge" ); }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterFlyingLostsoul::Torso_Pain( stateParms_t* parms ) {
enum { STAGE_START, STAGE_RUNNING };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
painNextTime = DelayTime( 0.25f );
parms->stage = STAGE_RUNNING;
return SRESULT_WAIT;
case STAGE_RUNNING:
if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; }
if ( AnimDone( ANIMCHANNEL_TORSO, 2 ) ) {
FinishAction( "pain" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterFlyingLostsoul::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, 4 ) ) {
FinishAction( "melee_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterFlyingLostsoul::state_Begin( stateParms_t* parms ) {
enum { STAGE_START, STAGE_MONSTER_BEGIN };
switch ( parms->stage ) {
case STAGE_START:
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
StartAction( "monster_begin" );
parms->stage = STAGE_MONSTER_BEGIN;
return SRESULT_WAIT;
case STAGE_MONSTER_BEGIN:
if ( InAction() ) { return SRESULT_WAIT; }
SetMoveType( MOVETYPE_FLY );
SetState( "state_Idle" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterFlyingLostsoul::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; }
nextAttack = 0.0f;
nextNoFOVAttack = 0.0f;
SetState( "state_Combat" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
int rvmMonsterFlyingLostsoul::check_attacks() {
int flags = 0;
const float currentTime = Time();
if ( currentTime >= noMeleeTime && CheckForMelee() ) { flags |= ATTACK_MELEE; }
if ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) {
const float range = EnemyRange();
if ( range < 40.0f ) { flags |= ATTACK_LOSTSOUL_RETREAT; }
if ( range >= LOSTSOUL_CHARGE_RANGE_MIN && range < LOSTSOUL_CHARGE_RANGE_MAX && ( !CanReachEnemy() || currentTime >= nextAttack ) && owner && owner->TestChargeAttack() > 0.0f ) {
flags |= ATTACK_LOSTSOUL_CHARGE;
}
}
return static_cast<float>( flags );
}
bool rvmMonsterFlyingLostsoul::do_attack( int attack_flags ) {
nextNoFOVAttack = Time() + LOSTSOUL_NOFOVTIME;
const int flags = attack_flags;
if ( flags & ATTACK_LOSTSOUL_RETREAT ) { StartAction( "combat_retreat" ); return true; }
if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; }
if ( flags & ATTACK_LOSTSOUL_CHARGE ) { StartAction( "combat_charge" ); return true; }
return false;
}
stateResult_t rvmMonsterFlyingLostsoul::combat_charge( stateParms_t* parms ) {
enum { STAGE_RISE, STAGE_FACE, STAGE_CHARGE, STAGE_FINISH };
switch ( parms->stage ) {
case STAGE_RISE:
SetFlyOffset( idMath::Ftoi( fly_offset + 200.0f ) );
scratchEndTime = DelayTime( 0.5f );
parms->stage = STAGE_FACE;
return SRESULT_WAIT;
case STAGE_FACE: {
if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
FaceEnemy();
idVec3 forward = GetEnemyPos() - GetOrigin();
forward.z = 0.0f;
forward.Normalize();
chargeVelocity = forward * LOSTSOUL_CHARGE_SPEED;
SetFlyOffset( idMath::Ftoi( fly_offset ) );
SetFlySpeed( LOSTSOUL_CHARGE_SPEED );
waitActionName = "charge_attack";
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Charge", 4 );
parms->stage = STAGE_CHARGE;
return SRESULT_WAIT;
}
case STAGE_CHARGE: {
if ( !ActionDone( "charge_attack" ) ) {
idVec3 vel = chargeVelocity;
const idVec3 org = GetOrigin();
const idVec3 pos = GetEnemyPos();
vel.z = -( org.z - pos.z + 16.0f ) * 3.0f;
SetLinearVelocity( vel );
return SRESULT_WAIT;
}
SetFlySpeed( LOSTSOUL_NORMAL_SPEED );
nextAttack = DelayTime( LOSTSOUL_ATTACK_RATE );
nextNoFOVAttack = Time() + LOSTSOUL_NOFOVTIME;
noMeleeTime = Time() + 1.0f;
return SRESULT_DONE;
}
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterFlyingLostsoul::combat_melee( stateParms_t* parms ) {
enum { STAGE_START, STAGE_ACTION };
switch ( parms->stage ) {
case STAGE_START:
FaceEnemy();
waitActionName = "melee_attack";
SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 4 );
parms->stage = STAGE_ACTION;
return SRESULT_WAIT;
case STAGE_ACTION:
if ( !ActionDone( "melee_attack" ) ) { return SRESULT_WAIT; }
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterFlyingLostsoul::combat_retreat( stateParms_t* parms ) {
enum { STAGE_START, STAGE_MOVE };
switch ( parms->stage ) {
case STAGE_START:
MoveOutOfRange( GetEnemy(), EnemyRange() + 256.0f );
scratchEndTime = DelayTime( 1.0f );
parms->stage = STAGE_MOVE;
return SRESULT_WAIT;
case STAGE_MOVE:
if ( MoveDone() || Time() >= scratchEndTime ) { return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}