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

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10 KiB
C++

// AI_monster_demon_mancubus.cpp
// Native state-machine replacement for ai_monster_demon_mancubus.script.
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
rvmMonsterDemonMancubus::rvmMonsterDemonMancubus() {
nextAttack = 0.0f;
nextNoFOVAttack = 0.0f;
fire = 0.0f;
painNextTime = 0.0f;
combat_node = NULL;
}
void rvmMonsterDemonMancubus::Init( idAI* aiOwner ) {
rvmMonsterBase::Init( aiOwner );
walk_turn = MANC_WALKTURN;
SetState( "state_Begin" );
}
stateResult_t rvmMonsterDemonMancubus::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( "Torso_RangeAttack", Torso_RangeAttack );
AI_DISPATCH_STATE( "Torso_TurretAttack", Torso_TurretAttack );
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_range", combat_range );
AI_DISPATCH_STATE( "combat_melee", combat_melee );
return rvmMonsterBase::RunStateByName( stateName, parms );
}
stateResult_t rvmMonsterDemonMancubus::Torso_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "stand" ); parms->stage = 1; }
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; }
if ( fire > 0.0f ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 4 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterDemonMancubus::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", 3 ); return SRESULT_DONE; }
if ( AnimDone( ANIMCHANNEL_TORSO, 8 ) ) {
FinishAction( "pain" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonMancubus::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, 2 ) ) {
FinishAction( "melee_attack" );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonMancubus::Torso_RangeAttack( stateParms_t* parms ) {
enum { STAGE_START, STAGE_START_WAIT, STAGE_LOOP_START, STAGE_LOOP_WAIT, STAGE_END, STAGE_END_WAIT };
switch ( parms->stage ) {
case STAGE_START:
PlayAnim( ANIMCHANNEL_TORSO, "range_attack_start" );
parms->stage = STAGE_START_WAIT;
return SRESULT_WAIT;
case STAGE_START_WAIT:
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; }
if ( !AnimDone( ANIMCHANNEL_TORSO, 0 ) ) { return SRESULT_WAIT; }
parms->stage = STAGE_LOOP_START;
return SRESULT_WAIT;
case STAGE_LOOP_START:
if ( fire <= 0.0f ) { parms->stage = STAGE_END; return SRESULT_WAIT; }
PlayAnim( ANIMCHANNEL_TORSO, "range_attack_loop" );
parms->stage = STAGE_LOOP_WAIT;
return SRESULT_WAIT;
case STAGE_LOOP_WAIT:
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; }
if ( !AnimDone( ANIMCHANNEL_TORSO, 0 ) ) { return SRESULT_WAIT; }
fire -= 1.0f;
parms->stage = STAGE_LOOP_START;
return SRESULT_WAIT;
case STAGE_END:
fire = 0.0f;
if ( !AnimDone( ANIMCHANNEL_TORSO, 0 ) ) { SetBlendFrames( ANIMCHANNEL_TORSO, 4 ); }
PlayAnim( ANIMCHANNEL_TORSO, "range_attack_end" );
parms->stage = STAGE_END_WAIT;
return SRESULT_WAIT;
case STAGE_END_WAIT:
if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; }
if ( AnimDone( ANIMCHANNEL_TORSO, 0 ) ) { FinishAction( "range_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonMancubus::Torso_TurretAttack( stateParms_t* parms ) {
// Uses the same staged burst sequence as Torso_RangeAttack, but completes the turret action token.
stateResult_t r = Torso_RangeAttack( parms );
if ( r == SRESULT_DONE ) { FinishAction( "turret_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); }
return r;
}
stateResult_t rvmMonsterDemonMancubus::Legs_Idle( stateParms_t* parms ) {
if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "stand" ); parms->stage = 1; }
if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 2 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterDemonMancubus::Legs_Walk( stateParms_t* parms ) {
if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; }
if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 2 ); return SRESULT_DONE; }
return SRESULT_WAIT;
}
stateResult_t rvmMonsterDemonMancubus::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 rvmMonsterDemonMancubus::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 rvmMonsterDemonMancubus::check_attacks() {
int flags = 0;
const bool canMelee = CheckForMelee();
if ( !canMelee ) { combat_node = GetCombatNode(); if ( combat_node.GetEntity() ) { flags |= ATTACK_COMBAT_NODE; } }
if ( canMelee ) { flags |= ATTACK_MELEE; }
if ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) {
if ( !CanReachEnemy() || Time() >= nextAttack ) {
if ( CanHitEnemyFromAnim( "range_attack_loop" ) ) { flags |= ATTACK_MISSILE; }
}
}
return static_cast<float>( flags );
}
bool rvmMonsterDemonMancubus::do_attack( int attack_flags ) {
nextNoFOVAttack = Time() + MANC_NOFOVTIME;
const int flags = attack_flags;
if ( flags & ATTACK_COMBAT_NODE ) { scratchEntity = combat_node.GetEntity(); StartAction( "combat_ainode" ); return true; }
if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; }
if ( flags & ATTACK_MISSILE ) { StartAction( "combat_range" ); return true; }
return false;
}
stateResult_t rvmMonsterDemonMancubus::combat_range( stateParms_t* parms ) {
enum { STAGE_START, STAGE_DELAY, STAGE_FIRE, STAGE_FINISH };
switch ( parms->stage ) {
case STAGE_START:
FaceEnemy();
scratchEndTime = EnemyInFOV() ? Time() : DelayTime( 0.4f );
parms->stage = STAGE_DELAY;
return SRESULT_WAIT;
case STAGE_DELAY:
if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
fire = MANC_MIN_SHOTS + idMath::Ftoi( RandomFloat( MANC_MAX_SHOTS - MANC_MIN_SHOTS ) );
waitActionName = "range_attack";
SetAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 4 );
parms->stage = STAGE_FIRE;
return SRESULT_WAIT;
case STAGE_FIRE:
if ( fire > 0.0f ) {
if ( !CanHitEnemyFromAnim( "range_attack_loop" ) ) { fire = 0.0f; }
if ( Pain() && ( check_attacks() & ATTACK_MELEE ) ) { fire = 0.0f; }
return SRESULT_WAIT;
}
parms->stage = STAGE_FINISH;
return SRESULT_WAIT;
case STAGE_FINISH:
if ( InAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack" ) ) { return SRESULT_WAIT; }
nextAttack = DelayTime( MANC_ATTACK_RATE );
nextNoFOVAttack = Time() + MANC_NOFOVTIME;
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
stateResult_t rvmMonsterDemonMancubus::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", 5 );
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;
}