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

175 lines
5.5 KiB
C++

// AI_monster_zombie_bernie.cpp
// Native state-machine replacement for ai_monster_zombie_bernie.script.
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
rvmMonsterZombieBernie::rvmMonsterZombieBernie() {
painNextTime = 0.0f;
}
void rvmMonsterZombieBernie::Init( idAI* aiOwner ) {
rvmMonsterZombieBase::Init( aiOwner );
SetState( "state_Begin" );
}
stateResult_t rvmMonsterZombieBernie::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( "state_Begin", state_Begin );
AI_DISPATCH_STATE( "state_Idle", state_Idle );
AI_DISPATCH_STATE( "combat_melee", combat_melee );
return rvmMonsterZombieBase::RunStateByName( stateName, parms );
}
stateResult_t rvmMonsterZombieBernie::Torso_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) {
IdleAnim( ANIMCHANNEL_TORSO, "idle" );
parms->stage = 1;
}
if ( Pain() ) {
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieBernie::Torso_Pain( stateParms_t* parms ) {
enum { STAGE_START, STAGE_WAIT };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
painNextTime = DelayTime( 0.25f );
parms->stage = STAGE_WAIT;
return SRESULT_WAIT;
case STAGE_WAIT:
if ( Pain() && Time() > painNextTime ) {
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 );
return SRESULT_DONE;
}
if ( AnimDone( ANIMCHANNEL_TORSO, 3 ) ) {
FinishAction( "pain" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 6 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieBernie::Torso_MeleeAttack( stateParms_t* parms ) {
enum { STAGE_START, STAGE_WAIT };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" );
parms->stage = STAGE_WAIT;
return SRESULT_WAIT;
case STAGE_WAIT:
if ( AnimDone( ANIMCHANNEL_TORSO, 8 ) ) {
FinishAction( "melee_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterZombieBernie::Legs_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) {
IdleAnim( ANIMCHANNEL_LEGS, "idle" );
parms->stage = 1;
}
if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterZombieBernie::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 rvmMonsterZombieBernie::state_Begin( stateParms_t* parms ) {
enum { STAGE_START, STAGE_MONSTER_BEGIN };
switch ( parms->stage ) {
case STAGE_START:
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 );
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 rvmMonsterZombieBernie::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;
}
SetState( "state_Combat" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
int rvmMonsterZombieBernie::check_attacks() {
int attack_flags = 0;
if ( CheckForMelee() ) {
attack_flags |= ATTACK_MELEE;
}
return attack_flags;
}
bool rvmMonsterZombieBernie::do_attack( int attack_flags ) {
const int flags = attack_flags;
if ( flags & ATTACK_MELEE ) {
StartAction( "combat_melee" );
return true;
}
return false;
}
stateResult_t rvmMonsterZombieBernie::combat_melee( stateParms_t* parms ) {
enum { STAGE_START, STAGE_WAIT_ACTION };
switch ( parms->stage ) {
case STAGE_START:
LookAtEnemy( 100.0f );
FaceEnemy();
waitActionName = "melee_attack";
SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 8 );
parms->stage = STAGE_WAIT_ACTION;
return SRESULT_WAIT;
case STAGE_WAIT_ACTION:
if ( !ActionDone( "melee_attack" ) ) {
return SRESULT_WAIT;
}
LookAtEnemy( 1.0f );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}