1191 lines
32 KiB
C++
1191 lines
32 KiB
C++
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/*
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================
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Monster_Fatguy.cpp
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AI for the fat guy on the putra level
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================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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#include "../Projectile.h"
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class rvMonsterHarvester : public idAI {
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public:
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CLASS_PROTOTYPE( rvMonsterHarvester );
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rvMonsterHarvester ( void );
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void InitSpawnArgsVariables ( void );
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void Spawn ( void );
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void Save ( idSaveGame *savefile ) const;
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void Restore ( idRestoreGame *savefile );
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virtual bool Attack ( const char* attackName, jointHandle_t joint, idEntity* target, const idVec3& pushVelocity = vec3_origin );
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virtual bool UpdateAnimationControllers ( void );
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bool CanTurn ( void ) const;
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virtual int GetDamageForLocation ( int damage, int location );
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virtual void Damage ( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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virtual bool SkipImpulse ( idEntity* ent, int id );
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protected:
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enum {
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WHIP_LEFT,
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WHIP_CENTER,
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WHIP_RIGHT,
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WHIP_MAX
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};
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enum {
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PART_ARM_R,
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PART_ARM_L,
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PART_LEG_FR,
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PART_LEG_FL,
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PART_LEG_BR,
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PART_LEG_BL,
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PART_TANK_R,
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PART_TANK_L,
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PARTS_MAX
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};
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idStr partLocation[PARTS_MAX];
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idStr partSurf[PARTS_MAX];
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idStr partJoint[PARTS_MAX];
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int partHealth[PARTS_MAX];
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void DestroyPart ( int part );
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rvAIAction actionWhipAttack;
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rvAIAction actionSprayAttack;
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rvAIAction actionRocketAttack;
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rvAIAction actionGrenadeAttack;
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jointHandle_t whipJoints[WHIP_MAX];
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idEntityPtr<idEntity> whipProjectiles[WHIP_MAX];
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jointHandle_t jointLeftMuzzle;
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jointHandle_t jointRightMuzzle;
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virtual bool CheckActions ( void );
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virtual int FilterTactical ( int availableTactical );
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const char* GetMeleeAttackAnim ( const idVec3& target );
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bool PlayMeleeAttackAnim ( const idVec3& target, int blendFrames );
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const char* GetRangedAttackAnim ( const idVec3& target );
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bool PlayRangedAttackAnim ( const idVec3& target, int blendFrames );
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int maxShots;
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int minShots;
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int shots;
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int nextTurnTime;
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int sweepCount;
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private:
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void DropLeg ( int part );
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// Custom actions
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bool CheckAction_WhipAttack ( rvAIAction* action, int animNum );
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virtual bool CheckAction_MeleeAttack ( rvAIAction* action, int animNum );
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virtual bool CheckAction_RangedAttack( rvAIAction* action, int animNum );
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bool CheckAction_SprayAttack ( rvAIAction* action, int animNum );
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bool CheckAction_RocketAttack( rvAIAction* action, int animNum );
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bool CheckAction_GrenadeAttack( rvAIAction* action, int animNum );
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stateResult_t State_Killed ( const stateParms_t& parms );
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stateResult_t State_Dead ( const stateParms_t& parms );
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// Torso States
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stateResult_t State_Torso_WhipAttack ( const stateParms_t& parms );
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stateResult_t State_Torso_ClawAttack ( const stateParms_t& parms );
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stateResult_t State_Torso_RangedAttack( const stateParms_t& parms );
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stateResult_t State_Torso_TurnRight90 ( const stateParms_t& parms );
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stateResult_t State_Torso_TurnLeft90 ( const stateParms_t& parms );
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stateResult_t State_Torso_SprayAttack ( const stateParms_t& parms );
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stateResult_t State_Torso_RocketAttack( const stateParms_t& parms );
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CLASS_STATES_PROTOTYPE ( rvMonsterHarvester );
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};
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CLASS_DECLARATION( idAI, rvMonsterHarvester )
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END_CLASS
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/*
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================
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rvMonsterHarvester::rvMonsterHarvester
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================
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*/
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rvMonsterHarvester::rvMonsterHarvester ( void ) {
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}
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void rvMonsterHarvester::InitSpawnArgsVariables( void )
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{
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whipJoints[WHIP_LEFT] = animator.GetJointHandle ( spawnArgs.GetString ( "joint_whip_left" ) );
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whipJoints[WHIP_RIGHT] = animator.GetJointHandle ( spawnArgs.GetString ( "joint_whip_right" ) );
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whipJoints[WHIP_CENTER] = animator.GetJointHandle ( spawnArgs.GetString ( "joint_whip_center" ) );
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maxShots = spawnArgs.GetInt ( "maxShots", "1" );
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minShots = spawnArgs.GetInt ( "minShots", "1" );
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for ( int part = 0; part < PARTS_MAX; part++ )
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{
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partLocation[part] = spawnArgs.GetString( va("part_%d_location",part), "" );
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partSurf[part] = spawnArgs.GetString( va("part_%d_surf",part), "" );
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partJoint[part] = spawnArgs.GetString( va("part_%d_joint",part), "" );
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}
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jointLeftMuzzle = animator.GetJointHandle ( spawnArgs.GetString ( "joint_muzzle_left_arm" ) );
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jointRightMuzzle = animator.GetJointHandle ( spawnArgs.GetString ( "joint_muzzle_right_arm" ) );
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}
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/*
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================
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rvMonsterHarvester::Spawn
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================
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*/
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void rvMonsterHarvester::Spawn ( void ) {
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// Custom actions
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actionWhipAttack.Init ( spawnArgs, "action_whipAttack", "Torso_WhipAttack", AIACTIONF_ATTACK );
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actionSprayAttack.Init ( spawnArgs, "action_sprayAttack", "Torso_SprayAttack", AIACTIONF_ATTACK );
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actionRocketAttack.Init ( spawnArgs, "action_rocketAttack", "Torso_RocketAttack", AIACTIONF_ATTACK );
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actionGrenadeAttack.Init ( spawnArgs, "action_grenadeAttack", NULL, AIACTIONF_ATTACK );
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int i;
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for ( i = 0; i < WHIP_MAX; i ++ ) {
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whipProjectiles[i] = NULL;
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}
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InitSpawnArgsVariables();
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shots = 0;
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for ( int part = 0; part < PARTS_MAX; part++ )
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{
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partHealth[part] = spawnArgs.GetInt( va("part_%d_health",part), "500" );
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}
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}
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/*
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================
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rvMonsterHarvester::Save
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================
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*/
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void rvMonsterHarvester::Save ( idSaveGame *savefile ) const {
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actionWhipAttack.Save( savefile );
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actionSprayAttack.Save( savefile );
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actionRocketAttack.Save( savefile );
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actionGrenadeAttack.Save( savefile );
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int i;
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for ( i = 0; i < WHIP_MAX; i++ ) {
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savefile->WriteObject( whipProjectiles[i] );
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}
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savefile->WriteInt( nextTurnTime );
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savefile->WriteInt( sweepCount );
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savefile->WriteInt ( shots );
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for ( int part = 0; part < PARTS_MAX; part++ )
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{
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savefile->WriteInt( partHealth[part] );
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}
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}
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/*
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================
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rvMonsterHarvester::Restore
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================
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*/
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void rvMonsterHarvester::Restore ( idRestoreGame *savefile ) {
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actionWhipAttack.Restore( savefile );
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actionSprayAttack.Restore( savefile );
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actionRocketAttack.Restore( savefile );
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actionGrenadeAttack.Restore( savefile );
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int i;
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for ( i = 0; i < WHIP_MAX; i++ ) {
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savefile->ReadObject( reinterpret_cast<idClass*&>( whipProjectiles[i] ) );
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}
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savefile->ReadInt( nextTurnTime );
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savefile->ReadInt( sweepCount );
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savefile->ReadInt ( shots );
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for ( int part = 0; part < PARTS_MAX; part++ )
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{
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savefile->ReadInt( partHealth[part] );
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}
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InitSpawnArgsVariables();
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}
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/*
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================
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rvMonsterHarvester::UpdateAnimationControllers
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================
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*/
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bool rvMonsterHarvester::UpdateAnimationControllers ( void ) {
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idVec3 origin;
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idMat3 axis;
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idVec3 dir;
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idVec3 localDir;
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idVec3 target;
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if ( !idAI::UpdateAnimationControllers ( ) ) {
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return false;
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}
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return true;
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}
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/*
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=====================
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rvMonsterHarvester::SkipImpulse
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=====================
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*/
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bool rvMonsterHarvester::SkipImpulse( idEntity* ent, int id ) {
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return true;
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}
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void rvMonsterHarvester::DropLeg( int part )
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{
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jointHandle_t joint = INVALID_JOINT;
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const char* legDef = NULL;
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switch ( part )
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{
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case PART_LEG_FR:
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joint = animator.GetJointHandle( "r_toe_front" );
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legDef = "def_leg_part1";
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break;
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case PART_LEG_FL:
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joint = animator.GetJointHandle( "l_toe_front" );
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legDef = "def_leg_part2";
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break;
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case PART_LEG_BR:
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joint = animator.GetJointHandle( "r_toe_back" );
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legDef = "def_leg_part4";
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break;
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case PART_LEG_BL:
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joint = animator.GetJointHandle( "l_toe_back" );
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legDef = "def_leg_part3";
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break;
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}
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if ( joint != INVALID_JOINT )
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{
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idEntity* leg = gameLocal.SpawnEntityDef( spawnArgs.GetString( legDef ) );
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if ( leg )
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{
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idVec3 jointOrg;
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idMat3 jointAxis;
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animator.GetJointTransform( joint, gameLocal.GetTime(), jointOrg, jointAxis );
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jointOrg = renderEntity.origin + (jointOrg*renderEntity.axis);
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leg->GetPhysics()->SetOrigin( jointOrg );
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leg->GetPhysics()->SetAxis( jointAxis*renderEntity.axis );
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leg->PlayEffect( "fx_trail", vec3_origin, jointAxis, true, vec3_origin, true );
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if ( leg->IsType( idDamagable::GetClassType() ) )
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{//don't be destroyed for at least 5 seconds
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((idDamagable*)leg)->invincibleTime = gameLocal.GetTime() + 5000;
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}
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// push it
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if ( jointOrg.z > GetPhysics()->GetOrigin().z+20.0f )
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{//leg was blown off while in the air...
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jointHandle_t attachJoint = animator.GetJointHandle(partJoint[part].c_str());
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if ( attachJoint != INVALID_JOINT )
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{
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animator.GetJointTransform( attachJoint, gameLocal.GetTime(), jointOrg, jointAxis );
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jointOrg = renderEntity.origin + (jointOrg*renderEntity.axis);
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idVec3 impulse = leg->GetPhysics()->GetCenterMass() - jointOrg;
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impulse.z = 0;
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impulse.Normalize();
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impulse *= ((gameLocal.random.RandomFloat()*3.0f)+2.0f) * 1000;//away
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impulse.z = (gameLocal.random.CRandomFloat()*500.0f)+1000.0f;//up!
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leg->ApplyImpulse( this, 0, jointOrg, impulse );
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}
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}
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}
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}
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}
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void rvMonsterHarvester::DestroyPart( int part )
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{
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idStr explodeFX;
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idStr trailFX;
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switch ( part )
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{
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case PART_ARM_R:
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if ( partHealth[PART_ARM_L] <= 0 )
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{
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actionRangedAttack.fl.disabled = true;
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actionSprayAttack.fl.disabled = true;
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//so we don't sit here and do nothing at medium range...?
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actionRocketAttack.minRange = actionRangedAttack.minRange;
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}
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explodeFX = "fx_destroy_part_arm";
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trailFX = "fx_destroy_part_trail_arm";
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break;
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case PART_ARM_L:
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if ( partHealth[PART_ARM_R] <= 0 )
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{
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actionRangedAttack.fl.disabled = true;
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actionSprayAttack.fl.disabled = true;
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//so we don't sit here and do nothing at medium range...?
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actionRocketAttack.minRange = actionRangedAttack.minRange;
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}
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explodeFX = "fx_destroy_part_arm";
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trailFX = "fx_destroy_part_trail_arm";
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break;
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//FIXME: spawn leg func_movables
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case PART_LEG_FR:
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DropLeg( part );
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actionMeleeAttack.fl.disabled = true;
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actionSprayAttack.fl.disabled = true;
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animPrefix = "dmg_frt";
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painAnim = "damaged";
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explodeFX = "fx_destroy_part_leg";
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trailFX = "fx_destroy_part_trail_leg";
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break;
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case PART_LEG_FL:
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DropLeg( part );
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actionMeleeAttack.fl.disabled = true;
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actionSprayAttack.fl.disabled = true;
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animPrefix = "dmg_flt";
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painAnim = "damaged";
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explodeFX = "fx_destroy_part_leg";
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trailFX = "fx_destroy_part_trail_leg";
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break;
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case PART_LEG_BR:
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DropLeg( part );
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actionMeleeAttack.fl.disabled = true;
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actionSprayAttack.fl.disabled = true;
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animPrefix = "dmg_brt";
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painAnim = "damaged";
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explodeFX = "fx_destroy_part_leg";
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trailFX = "fx_destroy_part_trail_leg";
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break;
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case PART_LEG_BL:
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DropLeg( part );
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actionMeleeAttack.fl.disabled = true;
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actionSprayAttack.fl.disabled = true;
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animPrefix = "dmg_blt";
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painAnim = "damaged";
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explodeFX = "fx_destroy_part_leg";
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trailFX = "fx_destroy_part_trail_leg";
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break;
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case PART_TANK_R:
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if ( partHealth[PART_TANK_L] <= 0 )
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{
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actionRocketAttack.fl.disabled = true;
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//so we don't sit here and do nothing at long range...?
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actionRangedAttack.maxRange = actionRocketAttack.maxRange;
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}
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explodeFX = "fx_destroy_part_tank";
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trailFX = "fx_destroy_part_trail_tank";
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break;
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case PART_TANK_L:
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if ( partHealth[PART_TANK_R] <= 0 )
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{
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actionRocketAttack.fl.disabled = true;
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//so we don't sit here and do nothing at long range...?
|
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actionRangedAttack.maxRange = actionRocketAttack.maxRange;
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}
|
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explodeFX = "fx_destroy_part_tank";
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trailFX = "fx_destroy_part_trail_tank";
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break;
|
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}
|
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HideSurface( partSurf[part].c_str() );
|
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PlayEffect( explodeFX, animator.GetJointHandle(partJoint[part].c_str()) );
|
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PlayEffect( trailFX, animator.GetJointHandle(partJoint[part].c_str()), true );
|
||
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//make sure it plays this pain
|
||
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actionTimerPain.Reset ( actionTime );
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}
|
||
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|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::CanTurn
|
||
|
================
|
||
|
*/
|
||
|
bool rvMonsterHarvester::CanTurn ( void ) const {
|
||
|
if ( !idAI::CanTurn ( ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
return (move.anim_turn_angles != 0.0f || move.fl.moving);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvMonsterHarvester::GetDamageForLocation
|
||
|
=====================
|
||
|
*/
|
||
|
int rvMonsterHarvester::GetDamageForLocation( int damage, int location ) {
|
||
|
// If the part was hit only do damage to it
|
||
|
const char* dmgGroup = GetDamageGroup ( location );
|
||
|
if ( dmgGroup )
|
||
|
{
|
||
|
for ( int part = 0; part < PARTS_MAX; part++ )
|
||
|
{
|
||
|
if ( idStr::Icmp ( dmgGroup, partLocation[part].c_str() ) == 0 )
|
||
|
{
|
||
|
if ( partHealth[part] > 0 )
|
||
|
{
|
||
|
partHealth[part] -= damage;
|
||
|
painAnim = "pain";
|
||
|
if ( partHealth[part] <= 0 )
|
||
|
{
|
||
|
if ( animPrefix.Length()
|
||
|
&& (part == PART_LEG_FR
|
||
|
|| part == PART_LEG_FL
|
||
|
|| part == PART_LEG_BR
|
||
|
|| part == PART_LEG_BL ) )
|
||
|
{//just blew off a leg and already had one blown off...
|
||
|
DestroyPart( part );
|
||
|
//we dead
|
||
|
health = 0;
|
||
|
return damage;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//FIXME: big pain?
|
||
|
DestroyPart( part );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !animPrefix.Length() )
|
||
|
{
|
||
|
switch ( part )
|
||
|
{
|
||
|
case PART_LEG_FR:
|
||
|
painAnim = "leg_pain_fr";
|
||
|
break;
|
||
|
case PART_LEG_FL:
|
||
|
painAnim = "leg_pain_fl";
|
||
|
break;
|
||
|
case PART_LEG_BR:
|
||
|
painAnim = "leg_pain_br";
|
||
|
break;
|
||
|
case PART_LEG_BL:
|
||
|
painAnim = "leg_pain_bl";
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pain.threshold < damage && health > 0 )
|
||
|
//if ( move.anim_turn_angles == 0.0f )
|
||
|
{//not in the middle of a turn
|
||
|
AnimTurn( 0, true );
|
||
|
PerformAction ( "Torso_Pain", 2, true );
|
||
|
}
|
||
|
}
|
||
|
//pain.takenThisFrame = damage;
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( health <= spawnArgs.GetInt( "death_damage_threshold" )
|
||
|
&& spawnArgs.GetInt( "death_damage_threshold" ) > damage )
|
||
|
{//doesn't meet the minimum damage requirements to kill us
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return idAI::GetDamageForLocation ( damage, location );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::Damage
|
||
|
================
|
||
|
*/
|
||
|
void rvMonsterHarvester::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
|
||
|
const char *damageDefName, const float damageScale, const int location ) {
|
||
|
if ( attacker == this ) {
|
||
|
//don't take damage from ourselves
|
||
|
return;
|
||
|
}
|
||
|
idAI::Damage( inflictor, attacker, dir, damageDefName, damageScale, location );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::CheckAction_SprayAttack
|
||
|
================
|
||
|
*/
|
||
|
bool rvMonsterHarvester::CheckAction_SprayAttack ( rvAIAction* action, int animNum )
|
||
|
{
|
||
|
if ( !enemy.ent || !enemy.fl.inFov || !CheckFOV( GetEnemy()->GetEyePosition(), 20.0f ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( !IsEnemyRecentlyVisible ( ) || enemy.ent->DistanceTo ( enemy.lastKnownPosition ) > 128.0f ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( GetEnemy()->GetPhysics()->GetLinearVelocity().Compare( vec3_origin ) )
|
||
|
{//not moving
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::CheckAction_RocketAttack
|
||
|
================
|
||
|
*/
|
||
|
bool rvMonsterHarvester::CheckAction_RocketAttack ( rvAIAction* action, int animNum )
|
||
|
{
|
||
|
if ( !enemy.ent ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( !IsEnemyRecentlyVisible ( ) || enemy.ent->DistanceTo ( enemy.lastKnownPosition ) > 128.0f ) {
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::CheckAction_GrenadeAttack
|
||
|
================
|
||
|
*/
|
||
|
bool rvMonsterHarvester::CheckAction_GrenadeAttack ( rvAIAction* action, int animNum )
|
||
|
{
|
||
|
if ( !enemy.ent || CheckFOV( GetEnemy()->GetEyePosition(), 270.0f ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( !IsEnemyRecentlyVisible ( ) || enemy.ent->DistanceTo ( enemy.lastKnownPosition ) > 128.0f ) {
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::CheckAction_WhipAttack
|
||
|
================::
|
||
|
*/
|
||
|
bool rvMonsterHarvester::CheckAction_WhipAttack ( rvAIAction* action, int animNum ) {
|
||
|
if ( !enemy.ent ) {
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::CheckAction_MeleeAttack
|
||
|
================
|
||
|
*/
|
||
|
bool rvMonsterHarvester::CheckAction_MeleeAttack ( rvAIAction* action, int animNum ) {
|
||
|
if ( !enemy.ent || !enemy.fl.inFov ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( !CheckFOV ( enemy.ent->GetPhysics()->GetOrigin(), 90 ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( !GetMeleeAttackAnim( enemy.ent->GetEyePosition() ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::CheckAction_RangedAttack
|
||
|
================
|
||
|
*/
|
||
|
bool rvMonsterHarvester::CheckAction_RangedAttack ( rvAIAction* action, int animNum ) {
|
||
|
return ( idAI::CheckAction_RangedAttack(action,animNum) && enemy.ent && GetRangedAttackAnim( enemy.ent->GetEyePosition() ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::CheckActions
|
||
|
================
|
||
|
*/
|
||
|
bool rvMonsterHarvester::CheckActions ( void ) {
|
||
|
|
||
|
// such a dirty hack... I'm not sure what is actually wrong, but somehow nextTurnTime is getting to be a rediculously high number.
|
||
|
// I have some more significant bugs that really need to be solved, so for now, this will have to do.
|
||
|
if ( nextTurnTime > gameLocal.time + 500 ) {
|
||
|
nextTurnTime = gameLocal.time-1;
|
||
|
}
|
||
|
|
||
|
// If not moving, try turning in place
|
||
|
if ( !move.fl.moving && gameLocal.time > nextTurnTime ) {
|
||
|
float turnYaw = idMath::AngleNormalize180 ( move.ideal_yaw - move.current_yaw ) ;
|
||
|
if ( turnYaw > lookMax[YAW] * 0.6f || (turnYaw > 0 && GetEnemy() && !enemy.fl.inFov) ) {
|
||
|
PerformAction ( "Torso_TurnLeft90", 4, true );
|
||
|
return true;
|
||
|
} else if ( turnYaw < -lookMax[YAW] * 0.6f || (turnYaw < 0 && GetEnemy() && !enemy.fl.inFov) ) {
|
||
|
PerformAction ( "Torso_TurnRight90", 4, true );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( CheckPainActions ( ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( PerformAction ( &actionWhipAttack, (checkAction_t)&rvMonsterHarvester::CheckAction_WhipAttack, NULL ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
if ( PerformAction ( &actionSprayAttack, (checkAction_t)&rvMonsterHarvester::CheckAction_SprayAttack, &actionTimerRangedAttack ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
if ( PerformAction ( &actionRocketAttack, (checkAction_t)&rvMonsterHarvester::CheckAction_RocketAttack, &actionTimerRangedAttack ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
if ( PerformAction ( &actionGrenadeAttack, (checkAction_t)&rvMonsterHarvester::CheckAction_GrenadeAttack, &actionTimerRangedAttack ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return idAI::CheckActions ( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::FilterTactical
|
||
|
================
|
||
|
*/
|
||
|
int rvMonsterHarvester::FilterTactical ( int availableTactical ) {
|
||
|
return availableTactical & (AITACTICAL_TURRET_BIT|AITACTICAL_RANGED_BITS|AITACTICAL_MELEE_BIT);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
States
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_STATES_DECLARATION ( rvMonsterHarvester )
|
||
|
STATE ( "State_Killed", rvMonsterHarvester::State_Killed )
|
||
|
STATE ( "State_Dead", rvMonsterHarvester::State_Dead )
|
||
|
|
||
|
STATE ( "Torso_WhipAttack", rvMonsterHarvester::State_Torso_WhipAttack )
|
||
|
STATE ( "Torso_ClawAttack", rvMonsterHarvester::State_Torso_ClawAttack )
|
||
|
STATE ( "Torso_RangedAttack", rvMonsterHarvester::State_Torso_RangedAttack )
|
||
|
STATE ( "Torso_TurnRight90", rvMonsterHarvester::State_Torso_TurnRight90 )
|
||
|
STATE ( "Torso_TurnLeft90", rvMonsterHarvester::State_Torso_TurnLeft90 )
|
||
|
STATE ( "Torso_SprayAttack", rvMonsterHarvester::State_Torso_SprayAttack )
|
||
|
STATE ( "Torso_RocketAttack", rvMonsterHarvester::State_Torso_RocketAttack )
|
||
|
END_CLASS_STATES
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::State_Killed
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvMonsterHarvester::State_Killed ( const stateParms_t& parms ) {
|
||
|
DisableAnimState ( ANIMCHANNEL_LEGS );
|
||
|
|
||
|
int numLegsLost = 0;
|
||
|
for ( int i = PART_LEG_FR; i <= PART_LEG_BL; i++ ) {
|
||
|
if ( partHealth[i] <= 0 ) {
|
||
|
numLegsLost++;
|
||
|
}
|
||
|
}
|
||
|
if ( numLegsLost > 1 ) {
|
||
|
//dmg_death when 2 legs are blown off
|
||
|
PlayAnim( ANIMCHANNEL_TORSO, "dmg_death", 0 );
|
||
|
} else {
|
||
|
PlayAnim( ANIMCHANNEL_TORSO, "death", 0 );
|
||
|
}
|
||
|
PostState ( "State_Dead" );
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::State_Dead
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvMonsterHarvester::State_Dead ( const stateParms_t& parms ) {
|
||
|
if ( !AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
|
||
|
// Make sure all animation stops
|
||
|
StopAnimState ( ANIMCHANNEL_TORSO );
|
||
|
StopAnimState ( ANIMCHANNEL_LEGS );
|
||
|
if ( head ) {
|
||
|
StopAnimState ( ANIMCHANNEL_HEAD );
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
return idAI::State_Dead ( parms );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::State_Torso_WhipAttack
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvMonsterHarvester::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;
|
||
|
}
|
||
|
|
||
|
idEntity* ent;
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < WHIP_MAX; i ++ ) {
|
||
|
gameLocal.SpawnEntityDef( *gameLocal.FindEntityDefDict ( spawnArgs.GetString ( "def_attack_whip" ) ), &ent, false );
|
||
|
idProjectile* proj = dynamic_cast<idProjectile*>(ent);
|
||
|
if ( !proj ) {
|
||
|
delete ent;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
proj->Create ( this, vec3_origin, idVec3(0,0,1) );
|
||
|
proj->Launch ( vec3_origin, idVec3(0,0,1), vec3_origin );
|
||
|
|
||
|
whipProjectiles[i] = proj;
|
||
|
ent->BindToJoint ( this, whipJoints[i], false );
|
||
|
ent->SetOrigin ( vec3_origin );
|
||
|
ent->SetAxis ( mat3_identity );
|
||
|
}
|
||
|
|
||
|
DisableAnimState ( ANIMCHANNEL_LEGS );
|
||
|
PlayAnim ( ANIMCHANNEL_TORSO, "range_attack", parms.blendFrames );
|
||
|
|
||
|
return SRESULT_STAGE ( STAGE_ATTACK_WAIT );
|
||
|
}
|
||
|
|
||
|
case STAGE_ATTACK_WAIT:
|
||
|
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
|
||
|
int i;
|
||
|
for ( i = 0; i < WHIP_MAX; i ++ ) {
|
||
|
delete whipProjectiles[i];
|
||
|
whipProjectiles[i] = NULL;
|
||
|
}
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
return SRESULT_ERROR;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvMonsterHarvester::Attack
|
||
|
=====================
|
||
|
*/
|
||
|
bool rvMonsterHarvester::Attack ( const char* attackName, jointHandle_t joint, idEntity* target, const idVec3& pushVelocity ) {
|
||
|
//NOTE: this stops spawning of projectile, but not muzzle flash... oh well...
|
||
|
if ( joint == jointLeftMuzzle && partHealth[PART_ARM_L] <= 0 )
|
||
|
{//can't fire from this muzzle - arm gone
|
||
|
return false;
|
||
|
}
|
||
|
if ( joint == jointRightMuzzle && partHealth[PART_ARM_R] <= 0 )
|
||
|
{//can't fire from this muzzle - arm gone
|
||
|
return false;
|
||
|
}
|
||
|
return idAI::Attack( attackName, joint, target, pushVelocity );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::GetMeleeAttackAnim
|
||
|
================
|
||
|
*/
|
||
|
const char* rvMonsterHarvester::GetMeleeAttackAnim ( const idVec3& target ) {
|
||
|
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 < -10.0f ) {
|
||
|
if ( partHealth[PART_LEG_FR] <= 0 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
animName = "attack_rleg_fw_rt";
|
||
|
} else if ( yaw > 10.0f ) {
|
||
|
if ( partHealth[PART_LEG_FL] <= 0 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
animName = "attack_lleg_fw_lt";
|
||
|
} else{
|
||
|
if ( gameLocal.random.RandomFloat() < 0.5f || partHealth[PART_LEG_FR] <= 0 )
|
||
|
{
|
||
|
if ( partHealth[PART_LEG_FL] <= 0 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
animName = "attack_lleg_fw";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( partHealth[PART_LEG_FR] <= 0 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
animName = "attack_rleg_fw";
|
||
|
}
|
||
|
}
|
||
|
return animName;
|
||
|
}
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::PlayMeleeAttackAnim
|
||
|
================
|
||
|
*/
|
||
|
bool rvMonsterHarvester::PlayMeleeAttackAnim ( const idVec3& target, int blendFrames ) {
|
||
|
const char* animName = GetMeleeAttackAnim( target );
|
||
|
if ( animName )
|
||
|
{
|
||
|
PlayAnim ( ANIMCHANNEL_TORSO, animName, blendFrames );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::GetRangedAttackAnim
|
||
|
================
|
||
|
*/
|
||
|
const char* rvMonsterHarvester::GetRangedAttackAnim ( const idVec3& target ) {
|
||
|
idVec3 dir;
|
||
|
idVec3 localDir;
|
||
|
float yaw;
|
||
|
const char* animName = NULL;
|
||
|
|
||
|
// 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 < -20.0f ) {
|
||
|
if ( partHealth[PART_ARM_R] <= 0 )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
animName = "fire_right";
|
||
|
} else if ( yaw > 20.0f ) {
|
||
|
if ( partHealth[PART_ARM_L] <= 0 )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
animName = "fire_left";
|
||
|
} else{
|
||
|
animName = "fire_forward";
|
||
|
}
|
||
|
|
||
|
return animName;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::PlayRangedAttackAnim
|
||
|
================
|
||
|
*/
|
||
|
bool rvMonsterHarvester::PlayRangedAttackAnim ( const idVec3& target, int blendFrames ) {
|
||
|
const char* animName = GetRangedAttackAnim( target );
|
||
|
if ( animName )
|
||
|
{
|
||
|
if ( !move.fl.moving )
|
||
|
{
|
||
|
DisableAnimState( ANIMCHANNEL_LEGS );
|
||
|
}
|
||
|
PlayAnim ( ANIMCHANNEL_TORSO, animName, blendFrames );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::State_Torso_ClawAttack
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvMonsterHarvester::State_Torso_ClawAttack ( 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
|
||
|
if ( !PlayMeleeAttackAnim ( enemy.ent->GetEyePosition(), parms.blendFrames ) )
|
||
|
{
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
|
||
|
return SRESULT_STAGE ( STAGE_ATTACK_WAIT );
|
||
|
}
|
||
|
|
||
|
case STAGE_ATTACK_WAIT:
|
||
|
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
|
||
|
// animator.ClearAllJoints ( );
|
||
|
// leftChainOut = false;
|
||
|
// rightChainOut = false;
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
return SRESULT_ERROR;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::State_Torso_RangedAttack
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvMonsterHarvester::State_Torso_RangedAttack ( const stateParms_t& parms ) {
|
||
|
enum {
|
||
|
STAGE_INIT,
|
||
|
STAGE_ATTACK,
|
||
|
STAGE_ATTACK_WAIT,
|
||
|
};
|
||
|
switch ( parms.stage ) {
|
||
|
case STAGE_INIT:
|
||
|
if ( !enemy.ent ) {
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
shots = (minShots + gameLocal.random.RandomInt(maxShots-minShots+1)) * combat.aggressiveScale;
|
||
|
return SRESULT_STAGE ( STAGE_ATTACK );
|
||
|
|
||
|
case STAGE_ATTACK:
|
||
|
if ( !enemy.ent || !PlayRangedAttackAnim ( enemy.ent->GetEyePosition(), 0 ) )
|
||
|
{
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
return SRESULT_STAGE ( STAGE_ATTACK_WAIT );
|
||
|
|
||
|
case STAGE_ATTACK_WAIT:
|
||
|
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
|
||
|
shots--;
|
||
|
if ( GetEnemy() && !enemy.fl.inFov )
|
||
|
{//just stop
|
||
|
}
|
||
|
else if ( shots > 0 || !GetEnemy() )
|
||
|
{
|
||
|
return SRESULT_STAGE ( STAGE_ATTACK );
|
||
|
}
|
||
|
// animator.ClearAllJoints ( );
|
||
|
// leftChainOut = false;
|
||
|
// rightChainOut = false;
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
return SRESULT_ERROR;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::State_Torso_TurnRight90
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvMonsterHarvester::State_Torso_TurnRight90 ( const stateParms_t& parms ) {
|
||
|
enum {
|
||
|
STAGE_INIT,
|
||
|
STAGE_WAIT
|
||
|
};
|
||
|
switch ( parms.stage ) {
|
||
|
case STAGE_INIT:
|
||
|
DisableAnimState ( ANIMCHANNEL_LEGS );
|
||
|
PlayAnim ( ANIMCHANNEL_TORSO, "turn_90_rt", parms.blendFrames );
|
||
|
AnimTurn ( 90.0f, true );
|
||
|
return SRESULT_STAGE ( STAGE_WAIT );
|
||
|
|
||
|
case STAGE_WAIT:
|
||
|
if ( move.fl.moving || AnimDone ( ANIMCHANNEL_TORSO, 0 ) || !strstr( animator.CurrentAnim( ANIMCHANNEL_TORSO )->AnimName(), "turn_90_rt" ) ) {
|
||
|
AnimTurn ( 0, true );
|
||
|
nextTurnTime = gameLocal.time + 250;
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
if ( GetEnemy() && !CheckFOV( GetEnemy()->GetEyePosition(), 270.0f ) )
|
||
|
{//enemy behind me
|
||
|
if ( actionGrenadeAttack.timer.IsDone(gameLocal.GetTime()) )
|
||
|
{//timer okay
|
||
|
//toss some nades at him
|
||
|
PlayEffect( "fx_grenade_muzzleflash", animator.GetJointHandle("r_side_can_tip") );
|
||
|
Attack( "grenade", animator.GetJointHandle("r_side_can_tip"), enemy.ent );
|
||
|
PlayEffect( "fx_grenade_muzzleflash", animator.GetJointHandle("l_side_can_tip") );
|
||
|
Attack( "grenade", animator.GetJointHandle("l_side_can_base"), enemy.ent );
|
||
|
PlayEffect( "fx_grenade_muzzleflash", animator.GetJointHandle("back_can_tip") );
|
||
|
Attack( "grenade", animator.GetJointHandle("back_can_base"), enemy.ent );
|
||
|
actionGrenadeAttack.timer.Clear( gameLocal.GetTime() + gameLocal.random.RandomInt(1000)+500 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
return SRESULT_ERROR;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::State_Torso_TurnLeft90
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvMonsterHarvester::State_Torso_TurnLeft90 ( const stateParms_t& parms ) {
|
||
|
enum {
|
||
|
STAGE_INIT,
|
||
|
STAGE_WAIT
|
||
|
};
|
||
|
switch ( parms.stage ) {
|
||
|
case STAGE_INIT:
|
||
|
DisableAnimState ( ANIMCHANNEL_LEGS );
|
||
|
PlayAnim ( ANIMCHANNEL_TORSO, "turn_90_lt", parms.blendFrames );
|
||
|
AnimTurn ( 90.0f, true );
|
||
|
return SRESULT_STAGE ( STAGE_WAIT );
|
||
|
|
||
|
case STAGE_WAIT:
|
||
|
if ( move.fl.moving || AnimDone ( ANIMCHANNEL_TORSO, 0 ) || !strstr( animator.CurrentAnim( ANIMCHANNEL_TORSO )->AnimName(), "turn_90_lt" ) ) {
|
||
|
AnimTurn ( 0, true );
|
||
|
nextTurnTime = gameLocal.time + 250;
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
if ( GetEnemy() && !CheckFOV( GetEnemy()->GetEyePosition(), 270.0f ) )
|
||
|
{//enemy behind me
|
||
|
if ( actionGrenadeAttack.timer.IsDone(gameLocal.GetTime()) )
|
||
|
{//timer okay
|
||
|
//toss some nades at him
|
||
|
PlayEffect( "fx_grenade_muzzleflash", animator.GetJointHandle("r_side_can_tip") );
|
||
|
Attack( "grenade", animator.GetJointHandle("r_side_can_tip"), enemy.ent );
|
||
|
PlayEffect( "fx_grenade_muzzleflash", animator.GetJointHandle("l_side_can_tip") );
|
||
|
Attack( "grenade", animator.GetJointHandle("l_side_can_base"), enemy.ent );
|
||
|
PlayEffect( "fx_grenade_muzzleflash", animator.GetJointHandle("back_can_tip") );
|
||
|
Attack( "grenade", animator.GetJointHandle("back_can_base"), enemy.ent );
|
||
|
actionGrenadeAttack.timer.Clear( gameLocal.GetTime() + gameLocal.random.RandomInt(1000)+500 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
return SRESULT_ERROR;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::State_Torso_SprayAttack
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvMonsterHarvester::State_Torso_SprayAttack ( const stateParms_t& parms ) {
|
||
|
enum {
|
||
|
STAGE_START,
|
||
|
STAGE_SWEEP,
|
||
|
STAGE_END,
|
||
|
STAGE_FINISH
|
||
|
};
|
||
|
switch ( parms.stage ) {
|
||
|
case STAGE_START:
|
||
|
DisableAnimState ( ANIMCHANNEL_LEGS );
|
||
|
sweepCount = 0;
|
||
|
PlayAnim ( ANIMCHANNEL_TORSO, "fire_forward_spray_start", 0 );
|
||
|
return SRESULT_STAGE ( STAGE_SWEEP );
|
||
|
|
||
|
case STAGE_SWEEP:
|
||
|
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
|
||
|
sweepCount++;
|
||
|
PlayAnim ( ANIMCHANNEL_TORSO, "fire_forward_spray_loop", 0 );
|
||
|
return SRESULT_STAGE ( STAGE_END );
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
|
||
|
case STAGE_END:
|
||
|
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
|
||
|
if ( enemy.fl.inFov && sweepCount < 3 && !gameLocal.random.RandomInt(2) )
|
||
|
{
|
||
|
return SRESULT_STAGE ( STAGE_SWEEP );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PlayAnim ( ANIMCHANNEL_TORSO, "fire_forward_spray_end", 0 );
|
||
|
return SRESULT_STAGE ( STAGE_FINISH );
|
||
|
}
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
|
||
|
case STAGE_FINISH:
|
||
|
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
return SRESULT_ERROR;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvMonsterHarvester::State_Torso_RocketAttack
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t rvMonsterHarvester::State_Torso_RocketAttack ( const stateParms_t& parms ) {
|
||
|
enum {
|
||
|
STAGE_INIT,
|
||
|
STAGE_START_WAIT,
|
||
|
STAGE_FIRE,
|
||
|
STAGE_WAIT
|
||
|
};
|
||
|
switch ( parms.stage ) {
|
||
|
case STAGE_INIT:
|
||
|
if ( animPrefix.Length() )
|
||
|
{//don't play an anim
|
||
|
return SRESULT_STAGE ( STAGE_FIRE );
|
||
|
}
|
||
|
PlayAnim ( ANIMCHANNEL_TORSO, "missile_fire_start", parms.blendFrames );
|
||
|
return SRESULT_STAGE ( STAGE_START_WAIT );
|
||
|
|
||
|
case STAGE_START_WAIT:
|
||
|
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) || idStr::Icmp( "missile_fire_start", animator.CurrentAnim( ANIMCHANNEL_TORSO )->AnimName() ) ) {
|
||
|
return SRESULT_STAGE ( STAGE_FIRE );
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
|
||
|
case STAGE_FIRE:
|
||
|
if ( partHealth[PART_TANK_L] > 0 )
|
||
|
{
|
||
|
PlayEffect( "fx_rocket_muzzleflash", animator.GetJointHandle("l_hopper_muzzle_flash") );
|
||
|
Attack( "rocket", animator.GetJointHandle("l_hopper_muzzle_flash"), enemy.ent );
|
||
|
}
|
||
|
if ( partHealth[PART_TANK_R] > 0 )
|
||
|
{
|
||
|
PlayEffect( "fx_rocket_muzzleflash", animator.GetJointHandle("r_hopper_muzzle_flash") );
|
||
|
Attack( "rocket", animator.GetJointHandle("r_hopper_muzzle_flash"), enemy.ent );
|
||
|
}
|
||
|
|
||
|
if ( animPrefix.Length() )
|
||
|
{//don't play an anim
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
|
||
|
PlayAnim ( ANIMCHANNEL_TORSO, "attack_rocket", parms.blendFrames );
|
||
|
return SRESULT_STAGE ( STAGE_WAIT );
|
||
|
|
||
|
case STAGE_WAIT:
|
||
|
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) || idStr::Icmp( "attack_rocket", animator.CurrentAnim( ANIMCHANNEL_TORSO )->AnimName() ) ) {
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
return SRESULT_ERROR;
|
||
|
}
|