mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 23:21:35 +00:00
307 lines
7 KiB
Text
307 lines
7 KiB
Text
/***********************************************************************
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ai_monster_zombie_commando_tentacle.script
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monster_zombie_commando_tentacle
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***********************************************************************/
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#define ZCT_RUNDISTANCE 128
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#define ZCT_WALKTURN 65
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#define ZCT_ATTACK_RATE 5
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#define ZCT_TENTACLE_RANGE_MAX 200
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#define ZCT_NOFOVTIME 4
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#define ATTACK_TENTACLE ATTACK_SPECIAL1
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object monster_zombie_commando_tentacle : monster_base {
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float nextAttack;
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float nextNoFOVAttack;
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boolean tentacleDamage;
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//
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// States
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//
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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_tentacle();
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void combat_melee();
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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_TentacleAttack();
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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_Run();
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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_zombie_commando_tentacle::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", 0 ); }
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}
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}
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void monster_zombie_commando_tentacle::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", 0 );
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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_zombie_commando_tentacle::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_zombie_commando_tentacle::Torso_TentacleAttack() {
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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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waitFrame();
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}
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finishAction( "tentacle_attack" );
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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_zombie_commando_tentacle::Legs_Idle() {
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idleAnim( ANIMCHANNEL_LEGS, "idle" );
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eachFrame {
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if ( run && AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Run", 4 ); }
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if ( AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); }
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}
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}
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void monster_zombie_commando_tentacle::Legs_Walk() {
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playCycle( ANIMCHANNEL_LEGS, "walk" );
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eachFrame {
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if ( run && AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Run", 4 ); }
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if ( !AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); }
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}
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}
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void monster_zombie_commando_tentacle::Legs_Run() {
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playCycle( ANIMCHANNEL_LEGS, "run" );
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eachFrame {
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if ( !run && AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); }
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if ( !AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); }
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}
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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_zombie_commando_tentacle::init
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=====================
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*/
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void monster_zombie_commando_tentacle::init() {
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run_distance = ZCT_RUNDISTANCE;
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walk_turn = ZCT_WALKTURN;
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setState( "state_Begin" );
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}
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/*
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=====================
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monster_zombie_commando_tentacle::state_Begin
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=====================
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*/
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void monster_zombie_commando_tentacle::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_zombie_commando_tentacle::state_Idle
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=====================
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*/
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void monster_zombie_commando_tentacle::state_Idle() {
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wait_for_enemy();
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tentacleDamage = false;
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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_zombie_commando_tentacle::do_attack
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=====================
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*/
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void monster_zombie_commando_tentacle::do_attack( float attack_flags ) {
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nextNoFOVAttack = sys.getTime() + ZCT_NOFOVTIME;
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if ( attack_flags & ATTACK_MELEE ) {
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combat_melee();
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} else if ( attack_flags & ATTACK_TENTACLE ) {
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combat_tentacle();
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}
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}
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/*
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=====================
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monster_zombie_commando_tentacle::check_attacks
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=====================
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*/
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float monster_zombie_commando_tentacle::check_attacks() {
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float range;
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float currentTime;
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float attack_flags;
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attack_flags = 0;
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if ( testMeleeAttack() ) {
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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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range = enemyRange();
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currentTime = sys.getTime();
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if ( ( range < ZCT_TENTACLE_RANGE_MAX ) && ( !canReachEnemy() || ( currentTime >= nextAttack ) ) ) {
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if ( canHitEnemy() ) {
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attack_flags |= ATTACK_TENTACLE;
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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_zombie_commando_tentacle::tentacle_attack_start
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=====================
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*/
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void monster_zombie_commando_tentacle::tentacle_attack_start() {
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tentacleDamage = true;
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}
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/*
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=====================
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monster_zombie_commando_tentacle::tentacle_attack_end
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=====================
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*/
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void monster_zombie_commando_tentacle::tentacle_attack_end() {
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tentacleDamage = false;
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}
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/***********************************************************************
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Combat
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***********************************************************************/
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/*
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=====================
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monster_zombie_commando_tentacle::combat_tentacle
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=====================
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*/
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void monster_zombie_commando_tentacle::combat_tentacle() {
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tentacleDamage = false;
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stopMove();
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animState( ANIMCHANNEL_TORSO, "Torso_TentacleAttack", 4 );
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while( inAnimState( ANIMCHANNEL_TORSO, "Torso_TentacleAttack" ) ) {
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if ( tentacleDamage ) {
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if ( meleeAttackToJoint( "joint13", "melee_commandoTentacle" ) ) {
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tentacleDamage = false;
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}
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}
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waitFrame();
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}
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tentacleDamage = false;
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// don't attack for a bit
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nextAttack = DelayTime( ZCT_ATTACK_RATE );
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nextNoFOVAttack = sys.getTime() + ZCT_NOFOVTIME;
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}
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/*
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=====================
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monster_zombie_commando_tentacle::combat_melee
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=====================
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*/
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void monster_zombie_commando_tentacle::combat_melee() {
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tentacleDamage = false;
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faceEnemy();
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animState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 5 );
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while( inAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack" ) ) {
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lookAtEnemy( 1 );
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if ( tentacleDamage ) {
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if ( meleeAttackToJoint( "joint13", "melee_commandoTentacle" ) ) {
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tentacleDamage = false;
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}
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}
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waitFrame();
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}
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tentacleDamage = false;
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}
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