quake4-sdk/source/game/ai/Monster_Fatty.cpp

420 lines
9.7 KiB
C++
Raw Permalink Normal View History

2007-06-15 00:00:00 +00:00
/*
================
Monster_Fatguy.cpp
AI for the fat guy on the putra level
================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "../Projectile.h"
typedef struct monsterFattyChain_s {
jointHandle_t orientationJoint;
jointHandle_t attackJoint;
bool out;
idEntityPtr<idEntity> projectile;
} monsterFattyChain_t;
class rvMonsterFatty : public idAI {
public:
CLASS_PROTOTYPE( rvMonsterFatty );
rvMonsterFatty ( void ) {}
~rvMonsterFatty ( void );
void InitSpawnArgsVariables ( void );
void Spawn ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
virtual bool UpdateAnimationControllers ( void );
virtual bool CanPlayImpactEffect ( idEntity* attacker, idEntity* target ) { return false; };
virtual void AddDamageEffect ( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor );
protected:
rvAIAction actionWhipAttack;
enum {
CHAIN_LEFT,
CHAIN_RIGHT,
CHAIN_MAX
};
monsterFattyChain_t chains[CHAIN_MAX];
float missHeight;
virtual bool CheckActions ( void );
void PlayAttackAnim ( const idVec3& target, int blendFrames );
void ResetAllChains ( void );
void ChainIn ( int chain );
void ChainOut ( int chain );
private:
// Custom actions
bool CheckAction_WhipAttack ( rvAIAction* action, int animNum );
// Frame Commands
stateResult_t Frame_LeftChainOut ( const stateParms_t& parms );
stateResult_t Frame_LeftChainIn ( const stateParms_t& parms );
stateResult_t Frame_RightChainOut ( const stateParms_t& parms );
stateResult_t Frame_RightChainIn ( const stateParms_t& parms );
// Torso States
stateResult_t State_Torso_WhipAttack ( const stateParms_t& parms );
CLASS_STATES_PROTOTYPE ( rvMonsterFatty );
};
CLASS_DECLARATION( idAI, rvMonsterFatty )
END_CLASS
/*
================
rvMonsterFatty::~rvMonsterFatty
================
*/
rvMonsterFatty::~rvMonsterFatty ( void ) {
ResetAllChains ( );
}
void rvMonsterFatty::InitSpawnArgsVariables ( void )
{
chains[CHAIN_LEFT].orientationJoint = animator.GetJointHandle ( spawnArgs.GetString ( "joint_leftChain", "chainb1" ) );
chains[CHAIN_LEFT].attackJoint = animator.GetJointHandle ( spawnArgs.GetString ( "joint_leftChainAttack", "hookb" ) );
chains[CHAIN_RIGHT].orientationJoint = animator.GetJointHandle ( spawnArgs.GetString ( "joint_rightChain", "chaina1" ) );
chains[CHAIN_RIGHT].attackJoint = animator.GetJointHandle ( spawnArgs.GetString ( "joint_rightChainAttack", "hooka" ) );
missHeight = spawnArgs.GetFloat ( "missHeight", "72" );
}
/*
================
rvMonsterFatty::Spawn
================
*/
void rvMonsterFatty::Spawn ( void ) {
// Custom actions
actionWhipAttack.Init ( spawnArgs, "action_whipAttack", "Torso_WhipAttack", AIACTIONF_ATTACK );
// Cache joints
chains[CHAIN_LEFT].out = false;
chains[CHAIN_LEFT].projectile = NULL;
chains[CHAIN_RIGHT].out = false;
chains[CHAIN_RIGHT].projectile = NULL;
InitSpawnArgsVariables();
}
/*
================
rvMonsterFatty::Save
================
*/
void rvMonsterFatty::Save ( idSaveGame *savefile ) const {
int i;
actionWhipAttack.Save( savefile );
for ( i = 0; i < CHAIN_MAX; i ++ ) {
savefile->WriteBool( chains[i].out );
chains[i].projectile.Save ( savefile );
}
}
/*
================
rvMonsterFatty::Restore
================
*/
void rvMonsterFatty::Restore ( idRestoreGame *savefile ) {
int i;
actionWhipAttack.Restore( savefile );
for ( i = 0; i < CHAIN_MAX; i ++ ) {
savefile->ReadBool( chains[i].out );
chains[i].projectile.Restore ( savefile );
}
InitSpawnArgsVariables();
}
/*
================
rvMonsterFatty::UpdateAnimationControllers
================
*/
bool rvMonsterFatty::UpdateAnimationControllers ( void ) {
if ( !idAI::UpdateAnimationControllers ( ) ) {
return false;
}
if ( enemy.ent && CheckFOV ( enemy.lastKnownPosition ) ) {
int i;
idVec3 origin;
idMat3 axis;
idVec3 dir;
idVec3 localDir;
idVec3 target;
if ( enemy.ent->IsType ( idActor::GetClassType ( ) ) ) {
target = static_cast<idActor*>(enemy.ent.GetEntity())->GetEyePosition ( );
} else {
target = enemy.ent->GetPhysics()->GetOrigin ( );
}
if ( !IsEnemyVisible ( ) ) {
target -= enemy.ent->GetPhysics()->GetGravityNormal() * missHeight;
}
for ( i = 0; i < CHAIN_MAX; i ++ ) {
if ( !chains[i].out ) {
continue;
}
animator.ClearJoint ( chains[i].orientationJoint );
GetJointWorldTransform ( chains[i].orientationJoint, gameLocal.time, origin, axis );
dir = target - origin;
dir.Normalize ( );
axis.ProjectVector ( dir, localDir );
animator.SetJointAxis ( chains[i].orientationJoint, JOINTMOD_LOCAL, localDir.ToMat3() );
}
}
return true;
}
/*
================
rvMonsterFatty::AddDamageEffect
================
*/
void rvMonsterFatty::AddDamageEffect ( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor ) {
// If there are still shields remaining then play a shield effect at the impact point
/*
idVec3 dir;
dir = collision.c.point - GetPhysics()->GetCenterMass ();
PlayEffect ( "fx_shield", collision.c.point, dir.ToMat3(), false, vec3_origin, true );
*/
}
/*
================
rvMonsterFatty::CheckAction_WhipAttack
================
*/
bool rvMonsterFatty::CheckAction_WhipAttack ( rvAIAction* action, int animNum ) {
if ( !enemy.ent ) {
return false;
}
return true;
}
/*
================
rvMonsterFatty::CheckActions
================
*/
bool rvMonsterFatty::CheckActions ( void ) {
if ( PerformAction ( &actionWhipAttack, (checkAction_t)&rvMonsterFatty::CheckAction_WhipAttack, NULL ) ) {
return true;
}
return idAI::CheckActions ( );
}
/*
================
rvMonsterFatty::PlayAttackAnim
================
*/
void rvMonsterFatty::PlayAttackAnim ( const idVec3& target, int blendFrames ) {
idVec3 dir;
idVec3 localDir;
float yaw;
const char* animName;
// Get the local direction vector
dir = target - GetPhysics()->GetOrigin();
dir.Normalize ( );
viewAxis.ProjectVector( dir, localDir );
// Get the yaw relative to forward
yaw = idMath::AngleNormalize180 ( localDir.ToAngles ( )[YAW] );
if ( yaw < -45.0f ) {
animName = "attack4b";
} else if ( yaw < -20.0f ) {
animName = "attack3b";
} else if ( yaw < -5.0f ) {
animName = "attack5r";
} else if ( yaw < 5.0f ) {
animName = "attack5";
} else if ( yaw < 20.0f ) {
animName = "attack5l";
} else if ( yaw < 45.0f ) {
animName = "attack2b";
} else{
animName = "attack1b";
}
PlayAnim ( ANIMCHANNEL_TORSO, animName, blendFrames );
}
/*
================
rvMonsterFatty::ChainOut
================
*/
void rvMonsterFatty::ChainOut ( int chain ) {
idEntity* ent;
idProjectile* proj;
gameLocal.SpawnEntityDef( *gameLocal.FindEntityDefDict ( spawnArgs.GetString ( "def_attack_hook" ) ), &ent, false );
proj = dynamic_cast<idProjectile*>(ent);
if ( !proj ) {
delete ent;
return;
}
chains[chain].out = true;
proj->Create ( this, vec3_origin, idVec3(0,0,1) );
proj->Launch ( vec3_origin, idVec3(0,0,1), vec3_origin );
chains[chain].projectile = proj;
ent->BindToJoint ( this, chains[chain].attackJoint, false );
ent->SetOrigin ( vec3_origin );
ent->SetAxis ( mat3_identity );
}
/*
================
rvMonsterFatty::ChainIn
================
*/
void rvMonsterFatty::ChainIn ( int chain ) {
chains[chain].out = false;
if ( chains[chain].projectile ) {
delete chains[chain].projectile;
chains[chain].projectile = NULL;
}
}
/*
================
rvMonsterFatty::ResetChains
================
*/
void rvMonsterFatty::ResetAllChains ( void ) {
int i;
animator.ClearAllJoints ( );
for ( i = 0; i < CHAIN_MAX; i ++ ) {
ChainIn ( i );
}
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvMonsterFatty )
STATE ( "Torso_WhipAttack", rvMonsterFatty::State_Torso_WhipAttack )
STATE ( "Frame_LeftChainOut", rvMonsterFatty::Frame_LeftChainOut )
STATE ( "Frame_LeftChainIn", rvMonsterFatty::Frame_LeftChainIn )
STATE ( "Frame_RightChainOut", rvMonsterFatty::Frame_RightChainOut )
STATE ( "Frame_RightChainIn", rvMonsterFatty::Frame_RightChainIn )
END_CLASS_STATES
/*
================
rvMonsterFatty::State_Torso_WhipAttack
================
*/
stateResult_t rvMonsterFatty::State_Torso_WhipAttack ( const stateParms_t& parms ) {
enum {
STAGE_ATTACK,
STAGE_ATTACK_WAIT,
};
switch ( parms.stage ) {
case STAGE_ATTACK: {
if ( !enemy.ent ) {
return SRESULT_DONE;
}
// Predict a bit
PlayAttackAnim ( enemy.ent->GetEyePosition(), parms.blendFrames );
return SRESULT_STAGE ( STAGE_ATTACK_WAIT );
}
case STAGE_ATTACK_WAIT:
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
ResetAllChains ( );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvMonsterFatty::Frame_LeftChainOut
================
*/
stateResult_t rvMonsterFatty::Frame_LeftChainOut ( const stateParms_t& parms ) {
ChainOut ( CHAIN_LEFT );
return SRESULT_OK;
}
/*
================
rvMonsterFatty::Frame_LeftChainIn
================
*/
stateResult_t rvMonsterFatty::Frame_LeftChainIn ( const stateParms_t& parms ) {
ChainIn ( CHAIN_LEFT );
return SRESULT_OK;
}
/*
================
rvMonsterFatty::Frame_RightChainOut
================
*/
stateResult_t rvMonsterFatty::Frame_RightChainOut ( const stateParms_t& parms ) {
ChainOut ( CHAIN_RIGHT );
return SRESULT_OK;
}
/*
================
rvMonsterFatty::Frame_RightChainIn
================
*/
stateResult_t rvMonsterFatty::Frame_RightChainIn ( const stateParms_t& parms ) {
ChainIn ( CHAIN_RIGHT );
return SRESULT_OK;
}