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