mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 23:21:35 +00:00
370 lines
8.1 KiB
Text
370 lines
8.1 KiB
Text
/***********************************************************************
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ai_monster_demon_revenant.script
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monster_demon_revenant
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***********************************************************************/
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#define REV_WALKTURN 65
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#define REV_ATTACK_RATE 1.2
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#define REV_DODGE_RATE 8
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#define REV_NOFOVTIME 4
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object monster_demon_revenant : monster_base {
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float nextDodge;
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float nextAttack;
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float nextNoFOVAttack;
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entity combat_node;
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string range_attack_anim;
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// States
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void state_Begin();
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void state_Idle();
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// attacks
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float check_attacks();
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void do_attack( float attack_flags );
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void combat_range();
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void combat_melee();
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void combat_dodge_left();
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void combat_dodge_right();
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void init();
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// torso anim states
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void Torso_Idle();
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void Torso_Pain();
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void Torso_MeleeAttack();
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void Torso_RangeAttack();
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void Torso_TurretAttack();
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// legs anim states
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void Legs_Idle();
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void Legs_Walk();
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void Legs_DodgeLeft();
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void Legs_DodgeRight();
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};
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/***********************************************************************
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Torso animation control
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***********************************************************************/
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void monster_demon_revenant::Torso_Idle() {
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idleAnim( ANIMCHANNEL_TORSO, "idle" );
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eachFrame {
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if ( AI_PAIN ) { animState( ANIMCHANNEL_TORSO, "Torso_Pain", 2 ); }
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}
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}
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void monster_demon_revenant::Torso_Pain() {
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string animname;
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float nextpain;
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float currenttime;
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animname = getPainAnim();
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playAnim( ANIMCHANNEL_TORSO, animname );
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nextpain = sys.getTime() + 0.25;
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while( !animDone( ANIMCHANNEL_TORSO, 7 ) ) {
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if ( AI_PAIN ) {
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currenttime = sys.getTime();
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if ( currenttime > nextpain ) {
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animState( ANIMCHANNEL_TORSO, "Torso_Pain", 7 );
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}
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}
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waitFrame();
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}
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finishAction( "pain" );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 7 );
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}
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void monster_demon_revenant::Torso_MeleeAttack() {
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playAnim( ANIMCHANNEL_TORSO, "melee_attack" );
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while( !animDone( ANIMCHANNEL_TORSO, 2 ) ) {
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waitFrame();
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}
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finishAction( "melee_attack" );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
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}
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void monster_demon_revenant::Torso_RangeAttack() {
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string anim;
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disablePain();
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faceEnemy();
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playAnim( ANIMCHANNEL_TORSO, range_attack_anim );
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while( !animDone( ANIMCHANNEL_TORSO, 2 ) ) {
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lookAtEnemy( 1 );
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waitFrame();
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}
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allowMovement( true );
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finishAction( "range_attack" );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
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}
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void monster_demon_revenant::Torso_TurretAttack() {
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allowMovement( false );
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disablePain();
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faceEnemy();
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playAnim( ANIMCHANNEL_TORSO, "turret_attack" );
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while( !animDone( ANIMCHANNEL_TORSO, 4 ) ) {
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waitFrame();
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}
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finishAction( "turret_attack" );
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allowMovement( true );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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}
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/***********************************************************************
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Legs animation control
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***********************************************************************/
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void monster_demon_revenant::Legs_Idle() {
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idleAnim( ANIMCHANNEL_LEGS, "idle" );
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eachFrame {
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if ( AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Walk", 2 ); }
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}
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}
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void monster_demon_revenant::Legs_Walk() {
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playCycle( ANIMCHANNEL_LEGS, "walk" );
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eachFrame {
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if ( !AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Idle", 2 ); }
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}
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}
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void monster_demon_revenant::Legs_DodgeLeft() {
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playAnim( ANIMCHANNEL_LEGS, "evade_left" );
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while( !animDone( ANIMCHANNEL_LEGS, 2 ) ) {
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waitFrame();
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}
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finishAction( "strafe" );
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animState( ANIMCHANNEL_LEGS, "Legs_Idle", 2 );
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}
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void monster_demon_revenant::Legs_DodgeRight() {
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playAnim( ANIMCHANNEL_LEGS, "evade_right" );
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while( !animDone( ANIMCHANNEL_LEGS, 2 ) ) {
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waitFrame();
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}
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finishAction( "strafe" );
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animState( ANIMCHANNEL_LEGS, "Legs_Idle", 2 );
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}
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/***********************************************************************
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AI
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***********************************************************************/
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/*
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=====================
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monster_demon_revenant::init
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=====================
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*/
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void monster_demon_revenant::init() {
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walk_turn = REV_WALKTURN;
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setState( "state_Begin" );
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}
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/***********************************************************************
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States
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***********************************************************************/
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/*
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=====================
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monster_demon_revenant::state_Begin
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=====================
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*/
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void monster_demon_revenant::state_Begin() {
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
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animState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 );
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monster_begin();
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setMoveType( MOVETYPE_ANIM );
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setState( "state_Idle" );
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}
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/*
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=====================
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monster_demon_revenant::state_Idle
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=====================
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*/
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void monster_demon_revenant::state_Idle() {
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wait_for_enemy();
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nextAttack = 0;
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nextNoFOVAttack = 0;
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nextDodge = RandomTime( REV_DODGE_RATE );
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setState( "state_Combat" );
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}
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/***********************************************************************
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attacks
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***********************************************************************/
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/*
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=====================
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monster_demon_revenant::do_attack
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=====================
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*/
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void monster_demon_revenant::do_attack( float attack_flags ) {
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nextNoFOVAttack = sys.getTime() + REV_NOFOVTIME;
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if ( attack_flags & ATTACK_DODGE_LEFT ) {
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combat_dodge_left();
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} else if ( attack_flags & ATTACK_DODGE_RIGHT ) {
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combat_dodge_right();
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} else if ( attack_flags & ATTACK_COMBAT_NODE ) {
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combat_ainode( combat_node );
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} else if ( attack_flags & ATTACK_MELEE ) {
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combat_melee();
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} else if ( attack_flags & ATTACK_MISSILE ) {
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combat_range();
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}
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}
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/*
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=====================
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monster_demon_revenant::check_attacks
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=====================
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*/
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float monster_demon_revenant::check_attacks() {
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float currentTime;
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float canMelee;
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float attack_flags;
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float range;
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string anim;
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attack_flags = 0;
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canMelee = testMeleeAttack();
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currentTime = sys.getTime();
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if ( !canMelee ) {
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if ( AI_PAIN && ( currentTime >= nextDodge ) ) {
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if ( testAnimMove( "evade_left" ) ) {
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attack_flags |= ATTACK_DODGE_LEFT;
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}
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if ( testAnimMove( "evade_right" ) ) {
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attack_flags |= ATTACK_DODGE_RIGHT;
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// if we can dodge either direction, pick one
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if ( attack_flags & ATTACK_DODGE_LEFT ) {
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if ( sys.random( 100 ) < 50 ) {
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attack_flags &= ~ATTACK_DODGE_RIGHT;
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} else {
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attack_flags &= ~ATTACK_DODGE_LEFT;
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}
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}
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}
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}
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combat_node = getCombatNode();
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if ( combat_node ) {
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attack_flags |= ATTACK_COMBAT_NODE;
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}
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}
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if ( canMelee ) {
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attack_flags |= ATTACK_MELEE;
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}
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if ( ( ( sys.getTime() > nextNoFOVAttack ) && AI_ENEMY_VISIBLE ) || AI_ENEMY_IN_FOV ) {
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if ( !canReachEnemy() || ( currentTime >= nextAttack ) ) {
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range_attack_anim = chooseAnim( ANIMCHANNEL_LEGS, "turret_attack" );
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if ( canHitEnemyFromAnim( range_attack_anim ) ) {
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attack_flags |= ATTACK_MISSILE;
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}
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anim = chooseAnim( ANIMCHANNEL_LEGS, "range_attack" );
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if ( testAnimMoveTowardEnemy( anim ) ) {
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if ( canHitEnemyFromAnim( anim ) ) {
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range_attack_anim = anim;
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attack_flags |= ATTACK_MISSILE;
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}
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}
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}
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}
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return attack_flags;
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}
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/*
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=====================
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monster_demon_revenant::combat_range
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=====================
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*/
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void monster_demon_revenant::combat_range() {
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faceEnemy();
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animState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 2 );
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waitAction( "range_attack" );
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// don't attack for a bit
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nextAttack = DelayTime( REV_ATTACK_RATE );
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nextNoFOVAttack = sys.getTime() + REV_NOFOVTIME;
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}
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/*
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=====================
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monster_demon_revenant::combat_melee
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=====================
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*/
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void monster_demon_revenant::combat_melee() {
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lookAtEnemy( 100 );
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faceEnemy();
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animState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 5 );
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waitAction( "melee_attack" );
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lookAtEnemy( 1 );
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}
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/*
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=====================
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monster_demon_revenant::combat_dodge_left
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=====================
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*/
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void monster_demon_revenant::combat_dodge_left() {
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stopMove();
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faceEnemy();
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animState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", 2 );
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waitAction( "strafe" );
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nextDodge = DelayTime( REV_DODGE_RATE );
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moveToEnemy();
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}
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/*
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=====================
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monster_demon_revenant::combat_dodge_right
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=====================
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*/
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void monster_demon_revenant::combat_dodge_right() {
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stopMove();
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faceEnemy();
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animState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", 2 );
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waitAction( "strafe" );
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nextDodge = DelayTime( REV_DODGE_RATE );
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moveToEnemy();
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}
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