mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 23:21:35 +00:00
248 lines
5.4 KiB
Text
248 lines
5.4 KiB
Text
/***********************************************************************
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monster_flying_cacodemon.script
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monster_flying_cacodemon
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***********************************************************************/
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#define CACO_ATTACK_RATE 3
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#define CACO_NOFOVTIME 4
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object monster_flying_cacodemon : monster_base {
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float nextAttack;
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float nextNoFOVAttack;
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entity combat_node;
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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 init();
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// anim states
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void Torso_Idle();
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void Torso_Fly();
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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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};
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/***********************************************************************
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Torso animation control
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***********************************************************************/
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void monster_flying_cacodemon::Torso_Idle() {
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playCycle( 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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if ( AI_FORWARD ) { animState( ANIMCHANNEL_TORSO, "Torso_Fly", 4 ); }
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}
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}
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void monster_flying_cacodemon::Torso_Fly() {
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playCycle( ANIMCHANNEL_TORSO, "fly" );
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eachFrame {
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if ( AI_PAIN ) { animState( ANIMCHANNEL_TORSO, "Torso_Pain", 2 ); }
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if ( !AI_FORWARD ) { animState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); }
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}
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}
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void monster_flying_cacodemon::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, 2 ) ) {
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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", 2 );
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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", 2 );
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}
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void monster_flying_cacodemon::Torso_MeleeAttack() {
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playAnim( ANIMCHANNEL_TORSO, "melee_attack" );
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while( !animDone( ANIMCHANNEL_TORSO, 4 ) ) {
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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", 4 );
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}
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void monster_flying_cacodemon::Torso_RangeAttack() {
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disablePain();
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faceEnemy();
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playAnim( ANIMCHANNEL_TORSO, "range_attack" );
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while( !animDone( ANIMCHANNEL_TORSO, 4 ) ) {
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faceEnemy();
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waitFrame();
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}
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finishAction( "range_attack" );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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}
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void monster_flying_cacodemon::Torso_TurretAttack() {
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disablePain();
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faceEnemy();
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playAnim( ANIMCHANNEL_TORSO, "range_attack" );
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while( !animDone( ANIMCHANNEL_TORSO, 4 ) ) {
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faceEnemy();
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waitFrame();
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}
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finishAction( "turret_attack" );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
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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_flying_cacodemon::init
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=====================
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*/
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void monster_flying_cacodemon::init() {
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setState( "state_Begin" );
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}
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/*
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=====================
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monster_flying_cacodemon::state_Begin
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=====================
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*/
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void monster_flying_cacodemon::state_Begin() {
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setMoveType( MOVETYPE_FLY );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
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monster_begin();
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setState( "state_Idle" );
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}
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/*
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=====================
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monster_flying_cacodemon::state_Idle
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=====================
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*/
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void monster_flying_cacodemon::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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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_flying_cacodemon::do_attack
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=====================
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*/
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void monster_flying_cacodemon::do_attack( float attack_flags ) {
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nextNoFOVAttack = sys.getTime() + CACO_NOFOVTIME;
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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_flying_cacodemon::check_attacks
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=====================
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*/
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float monster_flying_cacodemon::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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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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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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if ( canHitEnemyFromAnim( "range_attack" ) ) {
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attack_flags |= ATTACK_MISSILE;
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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_flying_cacodemon::combat_range
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=====================
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*/
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void monster_flying_cacodemon::combat_range() {
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faceEnemy();
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animState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 4 );
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waitAction( "range_attack" );
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// don't attack for a bit
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nextAttack = DelayTime( CACO_ATTACK_RATE );
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nextNoFOVAttack = sys.getTime() + CACO_NOFOVTIME;
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}
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/*
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=====================
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monster_flying_cacodemon::combat_melee
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=====================
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*/
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void monster_flying_cacodemon::combat_melee() {
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faceEnemy();
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animState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 4 );
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waitAction( "melee_attack" );
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}
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