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

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2007-06-15 00:00:00 +00:00
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
extern const char* aiActionStatusString [ rvAIAction::STATUS_MAX ];
class rvMonsterBerserker : public idAI {
public:
CLASS_PROTOTYPE( rvMonsterBerserker );
rvMonsterBerserker ( void );
void Spawn ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
// Add some dynamic externals for debugging
virtual void GetDebugInfo ( debugInfoProc_t proc, void* userData );
virtual bool Pain ( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
protected:
virtual bool CheckPainActions ( void );
virtual bool CheckActions ( void );
int FilterTactical ( int availableTactical );
virtual void OnTacticalChange ( aiTactical_t oldTactical );
private:
int standingMeleeNoAttackTime;
int painConsecutive;
// Actions
rvAIAction actionPopupAttack;
rvAIAction actionChargeAttack;
bool Berz_CanHitEnemyFromAnim ( int animNum );
bool CheckAction_RangedAttack ( rvAIAction* action, int animNum );
bool CheckAction_ChargeAttack ( rvAIAction* action, int animNum );
// Global States
stateResult_t State_Killed ( const stateParms_t& parms );
// Torso States
stateResult_t State_Torso_Pain ( const stateParms_t& parms );
stateResult_t State_Torso_ChargeAttack ( const stateParms_t& parms );
// Frame commands
stateResult_t Frame_ChargeGroundImpact ( const stateParms_t& parms );
stateResult_t Frame_DoBlastAttack ( const stateParms_t& parms );
CLASS_STATES_PROTOTYPE ( rvMonsterBerserker );
};
CLASS_DECLARATION( idAI, rvMonsterBerserker )
END_CLASS
/*
================
rvMonsterBerserker::rvMonsterBerserker
================
*/
rvMonsterBerserker::rvMonsterBerserker ( ) {
painConsecutive = 0;
standingMeleeNoAttackTime = 0;
}
/*
================
rvMonsterBerserker::Spawn
================
*/
void rvMonsterBerserker::Spawn ( void ) {
actionPopupAttack.Init ( spawnArgs, "action_popupAttack", NULL, AIACTIONF_ATTACK );
actionChargeAttack.Init ( spawnArgs, "action_chargeAttack", "Torso_ChargeAttack", AIACTIONF_ATTACK );
PlayEffect( "fx_ambient_electricity", animator.GetJointHandle( "r_Lowerarm_Real" ), true );
PlayEffect( "fx_ambient_electricity_mace", animator.GetJointHandle( "chain9" ), true );
}
/*
================
rvMonsterBerserker::Save
================
*/
void rvMonsterBerserker::Save ( idSaveGame *savefile ) const {
actionPopupAttack.Save ( savefile );
actionChargeAttack.Save ( savefile );
savefile->WriteInt( painConsecutive );
savefile->WriteInt( standingMeleeNoAttackTime );
}
/*
================
rvMonsterBerserker::Restore
================
*/
void rvMonsterBerserker::Restore ( idRestoreGame *savefile ) {
actionPopupAttack.Restore ( savefile );
actionChargeAttack.Restore ( savefile );
savefile->ReadInt( painConsecutive );
savefile->ReadInt( standingMeleeNoAttackTime );
}
/*
================
rvMonsterBerserker::CheckAction_ChargeAttack
================
*/
bool rvMonsterBerserker::CheckAction_ChargeAttack ( rvAIAction* action, int animNum ) {
if ( !enemy.ent || !enemy.fl.inFov ) {
return false;
}
if ( GetEnemy() && GetEnemy()->GetPhysics()->GetOrigin().z > GetPhysics()->GetOrigin().z + 24.0f )
{//this is a ground attack and enemy is above me, so don't even try it, stupid!
return false;
}
if ( !IsEnemyRecentlyVisible ( ) || enemy.ent->DistanceTo ( enemy.lastKnownPosition ) > 128.0f ) {
return false;
}
if ( animNum != -1 && !CanHitEnemyFromAnim( animNum ) ) {
return false;
}
return true;
}
/*
============
rvMonsterBerserker::CanHitEnemyFromAnim
============
*/
bool rvMonsterBerserker::Berz_CanHitEnemyFromAnim( int animNum ) {
idVec3 dir;
idVec3 local_dir;
idVec3 fromPos;
idMat3 axis;
idVec3 start;
idEntity* enemyEnt;
// Need an enemy.
if ( !enemy.ent ) {
return false;
}
// Enemy actor pointer
enemyEnt = static_cast<idEntity*>(enemy.ent.GetEntity());
// just do a ray test if close enough
if ( enemyEnt->GetPhysics()->GetAbsBounds().IntersectsBounds( physicsObj.GetAbsBounds().Expand( 16.0f ) ) ) {
return CanHitEnemy();
}
// calculate the world transform of the launch position
idVec3 org = physicsObj.GetOrigin();
idVec3 from;
dir = enemy.lastVisibleChestPosition - org;
physicsObj.GetGravityAxis().ProjectVector( dir, local_dir );
local_dir.z = 0.0f;
local_dir.ToVec2().Normalize();
axis = local_dir.ToMat3();
from = org + attackAnimInfo[ animNum ].attackOffset * axis;
return CanSeeFrom ( from, enemy.lastVisibleEyePosition, true );
}
/*
================
rvMonsterBerserker::CheckAction_RangedAttack
================
*/
bool rvMonsterBerserker::CheckAction_RangedAttack ( rvAIAction* action, int animNum ) {
if ( !enemy.ent || !enemy.fl.inFov ) {
return false;
}
if ( !IsEnemyRecentlyVisible ( ) || enemy.ent->DistanceTo ( enemy.lastKnownPosition ) > 128.0f ) {
return false;
}
if ( animNum != -1 && !Berz_CanHitEnemyFromAnim( animNum ) ) {
return false;
}
return true;
}
/*
================
rvMonsterBerserker::CheckActions
================
*/
bool rvMonsterBerserker::CheckActions ( void ) {
// Pop-up attack is a forward moving melee attack that throws the enemy up in the air
if ( PerformAction ( &actionPopupAttack, (checkAction_t)&idAI::CheckAction_LeapAttack, &actionTimerSpecialAttack ) ) {
return true;
}
// Charge attack is where the berserker will charge up his spike and slam it in to the ground
if ( PerformAction ( &actionChargeAttack, (checkAction_t)&rvMonsterBerserker::CheckAction_ChargeAttack, &actionTimerSpecialAttack ) ) {
return true;
}
if ( CheckPainActions ( ) ) {
return true;
}
if ( PerformAction ( &actionEvadeLeft, (checkAction_t)&idAI::CheckAction_EvadeLeft, &actionTimerEvade ) ||
PerformAction ( &actionEvadeRight, (checkAction_t)&idAI::CheckAction_EvadeRight, &actionTimerEvade ) ||
PerformAction ( &actionJumpBack, (checkAction_t)&idAI::CheckAction_JumpBack, &actionTimerEvade ) ||
PerformAction ( &actionLeapAttack, (checkAction_t)&idAI::CheckAction_LeapAttack ) ) {
return true;
} else if ( PerformAction ( &actionMeleeAttack, (checkAction_t)&idAI::CheckAction_MeleeAttack ) ) {
standingMeleeNoAttackTime = 0;
return true;
} else {
if ( actionMeleeAttack.status != rvAIAction::STATUS_FAIL_TIMER
&& actionMeleeAttack.status != rvAIAction::STATUS_FAIL_EXTERNALTIMER
&& actionMeleeAttack.status != rvAIAction::STATUS_FAIL_CHANCE )
{//melee attack fail for any reason other than timer?
if ( combat.tacticalCurrent == AITACTICAL_MELEE && !move.fl.moving )
{//special case: we're in tactical melee and we're close enough to think we've reached the enemy, but he's just out of melee range!
//allow ranged attack
if ( !standingMeleeNoAttackTime )
{
standingMeleeNoAttackTime = gameLocal.GetTime();
}
else if ( standingMeleeNoAttackTime + 2500 < gameLocal.GetTime() )
{//we've been standing still and not attacking for at least 2.5 seconds, fall back to ranged attack
actionRangedAttack.fl.disabled = false;
}
}
}
if ( PerformAction ( &actionRangedAttack,(checkAction_t)&rvMonsterBerserker::CheckAction_RangedAttack, &actionTimerRangedAttack ) ) {
return true;
}
}
return false;
}
/*
================
rvMonsterBerserker::FilterTactical
================
*/
int rvMonsterBerserker::FilterTactical ( int availableTactical ) {
if ( move.moveCommand == MOVE_TO_ENEMY && move.moveStatus == MOVE_STATUS_DEST_UNREACHABLE ) {
availableTactical |= AITACTICAL_RANGED_BIT;
} else if ( combat.tacticalCurrent != AITACTICAL_RANGED
&& combat.tacticalCurrent != AITACTICAL_MELEE
&& (combat.tacticalMaskAvailable&AITACTICAL_RANGED_BIT) ) {
availableTactical |= AITACTICAL_RANGED_BIT;
} else {
availableTactical &= ~AITACTICAL_RANGED_BIT;
}
return idAI::FilterTactical ( availableTactical );
}
/*
================
rvMonsterBerserker::OnTacticalChange
Enable/Disable the ranged attack based on whether the berzerker needs it
================
*/
void rvMonsterBerserker::OnTacticalChange ( aiTactical_t oldTactical ) {
switch ( combat.tacticalCurrent ) {
case AITACTICAL_MELEE:
actionRangedAttack.fl.disabled = true;
//once you've gone into melee once, it's okay to try ranged attacks later
combat.tacticalMaskAvailable |= AITACTICAL_RANGED_BIT;
break;
default:
actionRangedAttack.fl.disabled = false;
break;
}
}
/*
=====================
rvMonsterBerserker::GetDebugInfo
=====================
*/
void rvMonsterBerserker::GetDebugInfo ( debugInfoProc_t proc, void* userData ) {
// Base class first
idAI::GetDebugInfo ( proc, userData );
proc ( "idAI", "action_popupAttack", aiActionStatusString[actionPopupAttack.status], userData );
proc ( "idAI", "action_chargeAttack", aiActionStatusString[actionChargeAttack.status], userData );
}
/*
================
rvMonsterBerserker::Pain
================
*/
bool rvMonsterBerserker::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
if ( pain.lastTakenTime > gameLocal.GetTime() - 500 ) {
painConsecutive++;
} else {
painConsecutive = 1;
}
return ( idAI::Pain( inflictor, attacker, damage, dir, location ) );
}
/*
================
rvMonsterBerserker::CheckPainActions
================
*/
bool rvMonsterBerserker::CheckPainActions ( void ) {
if ( !pain.takenThisFrame || !actionTimerPain.IsDone ( actionTime ) ) {
return false;
}
if ( !pain.threshold || pain.takenThisFrame < pain.threshold ) {
if ( painConsecutive < 10 ) {
return false;
} else {
painConsecutive = 0;
}
}
PerformAction ( "Torso_Pain", 2, true );
actionTimerPain.Reset ( actionTime );
return true;
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvMonsterBerserker )
STATE ( "State_Killed", rvMonsterBerserker::State_Killed )
STATE ( "Torso_ChargeAttack", rvMonsterBerserker::State_Torso_ChargeAttack )
STATE ( "Torso_Pain", rvMonsterBerserker::State_Torso_Pain )
STATE ( "Frame_ChargeGroundImpact", rvMonsterBerserker::Frame_ChargeGroundImpact )
STATE ( "Frame_DoBlastAttack", rvMonsterBerserker::Frame_DoBlastAttack )
END_CLASS_STATES
/*
================
rvMonsterBerserker::State_Torso_ChargeAttack
================
*/
stateResult_t rvMonsterBerserker::State_Torso_ChargeAttack ( const stateParms_t& parms ) {
enum {
TORSO_CHARGEATTACK_INIT,
TORSO_CHARGEATTACK_WAIT,
TORSO_CHARGEATTACK_RECOVER,
TORSO_CHARGEATTACK_RECOVERWAIT
};
switch ( parms.stage ) {
// Start the charge attack animation
case TORSO_CHARGEATTACK_INIT:
// Full body animations
DisableAnimState ( ANIMCHANNEL_LEGS );
// Play the ground strike
PlayAnim ( ANIMCHANNEL_TORSO, "ground_strike", parms.blendFrames );
return SRESULT_STAGE ( TORSO_CHARGEATTACK_WAIT );
// Wait for charge attack animation to finish
case TORSO_CHARGEATTACK_WAIT:
if ( AnimDone ( ANIMCHANNEL_LEGS, 0 ) ) {
return SRESULT_STAGE ( TORSO_CHARGEATTACK_RECOVER );
}
return SRESULT_WAIT;
// Play recover animation
case TORSO_CHARGEATTACK_RECOVER:
PlayAnim ( ANIMCHANNEL_TORSO, "ground_strike_recover", parms.blendFrames );
return SRESULT_STAGE ( TORSO_CHARGEATTACK_RECOVERWAIT );
// Wait for recover animation to finish
case TORSO_CHARGEATTACK_RECOVERWAIT:
if ( AnimDone ( ANIMCHANNEL_TORSO, 2 ) ) {
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvMonsterBerserker::State_Torso_Pain
================
*/
stateResult_t rvMonsterBerserker::State_Torso_Pain ( const stateParms_t& parms ) {
StopEffect ( "fx_charge_up" );
return idAI::State_Torso_Pain ( parms );
}
/*
================
rvMonsterBerserker::State_Killed
================
*/
stateResult_t rvMonsterBerserker::State_Killed ( const stateParms_t& parms ) {
StopEffect ( "fx_charge_up" );
StopEffect ( "fx_ambient_electricity" );
StopEffect ( "fx_ambient_electricity_mace" );
return idAI::State_Killed ( parms );
}
/*
================
rvMonsterBerserker::Frame_ChargeGroundImpact
================
*/
stateResult_t rvMonsterBerserker::Frame_ChargeGroundImpact ( const stateParms_t& parms ) {
idVec3 start;
idVec3 end;
idMat3 axis;
trace_t tr;
GetJointWorldTransform ( animator.GetJointHandle ( "R_lowerArm_Real" ), gameLocal.time, start, axis );
end = start;
end.z -= 128;
// RAVEN BEGIN
// ddynerman: multiple clip worlds
gameLocal.TracePoint ( this, tr, start, end, MASK_SHOT_BOUNDINGBOX, this );
// RAVEN END
gameLocal.PlayEffect ( gameLocal.GetEffect( spawnArgs, "fx_ground_impact" ), tr.endpos, idVec3(0,0,1).ToMat3() );
return SRESULT_OK;
}
/*
================
rvMonsterBerserker::Frame_DoBlastAttack
================
*/
stateResult_t rvMonsterBerserker::Frame_DoBlastAttack ( const stateParms_t& parms ) {
float i;
idVec3 start;
idMat3 axis;
idAngles angles ( 0.0f, move.current_yaw, 0.0f );
const idDict* blastDict;
blastDict = gameLocal.FindEntityDefDict ( spawnArgs.GetString ( "def_attack_spike" ), false );
if ( !blastDict ) {
gameLocal.Error ( "missing projectile on spike attack for AI entity '%s'", GetName ( ) ) ;
return SRESULT_OK;
}
GetJointWorldTransform ( animator.GetJointHandle ( "end_spike" ), gameLocal.time, start, axis );
for( i = 0; i < 32; i++ ) {
angles.yaw += (360.0f / 32.0f);
AttackProjectile ( blastDict, start, angles );
}
return SRESULT_OK;
}