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

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2007-06-15 00:00:00 +00:00
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
class rvMonsterIronMaiden : public idAI {
public:
CLASS_PROTOTYPE( rvMonsterIronMaiden );
rvMonsterIronMaiden ( void );
void InitSpawnArgsVariables( 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 int FilterTactical ( int availableTactical );
protected:
int phaseTime;
jointHandle_t jointBansheeAttack;
int enemyStunTime;
rvAIAction actionBansheeAttack;
virtual bool CheckActions ( void );
void PhaseOut ( void );
void PhaseIn ( void );
virtual void OnDeath ( void );
private:
// Custom actions
bool CheckAction_BansheeAttack ( rvAIAction* action, int animNum );
bool PerformAction_PhaseOut ( void );
bool PerformAction_PhaseIn ( void );
// Global States
stateResult_t State_Phased ( const stateParms_t& parms );
// Torso States
stateResult_t State_Torso_PhaseIn ( const stateParms_t& parms );
stateResult_t State_Torso_PhaseOut ( const stateParms_t& parms );
stateResult_t State_Torso_BansheeAttack ( const stateParms_t& parms );
stateResult_t State_Torso_BansheeAttackDone ( const stateParms_t& parms );
// Frame commands
stateResult_t Frame_PhaseIn ( const stateParms_t& parms );
stateResult_t Frame_PhaseOut ( const stateParms_t& parms );
stateResult_t Frame_BansheeAttack ( const stateParms_t& parms );
stateResult_t Frame_EndBansheeAttack ( const stateParms_t& parms );
CLASS_STATES_PROTOTYPE ( rvMonsterIronMaiden );
};
CLASS_DECLARATION( idAI, rvMonsterIronMaiden )
END_CLASS
/*
================
rvMonsterIronMaiden::rvMonsterIronMaiden
================
*/
rvMonsterIronMaiden::rvMonsterIronMaiden ( void ) {
enemyStunTime = 0;
phaseTime = 0;
}
void rvMonsterIronMaiden::InitSpawnArgsVariables ( void ) {
// Cache the mouth joint
jointBansheeAttack = animator.GetJointHandle ( spawnArgs.GetString ( "joint_bansheeAttack", "mouth_effect" ) );
}
/*
================
rvMonsterIronMaiden::Spawn
================
*/
void rvMonsterIronMaiden::Spawn ( void ) {
// Custom actions
actionBansheeAttack.Init ( spawnArgs, "action_bansheeAttack", "Torso_BansheeAttack", AIACTIONF_ATTACK );
InitSpawnArgsVariables();
PlayEffect ( "fx_dress", animator.GetJointHandle ( spawnArgs.GetString ( "joint_laser", "cog_bone" ) ), true );
}
/*
================
rvMonsterIronMaiden::Save
================
*/
void rvMonsterIronMaiden::Save( idSaveGame *savefile ) const {
savefile->WriteInt ( phaseTime );
savefile->WriteInt ( enemyStunTime );
actionBansheeAttack.Save ( savefile );
}
/*
================
rvMonsterIronMaiden::Restore
================
*/
void rvMonsterIronMaiden::Restore( idRestoreGame *savefile ) {
savefile->ReadInt ( phaseTime );
savefile->ReadInt ( enemyStunTime );
actionBansheeAttack.Restore ( savefile );
InitSpawnArgsVariables();
}
/*
================
rvMonsterIronMaiden::FilterTactical
================
*/
int rvMonsterIronMaiden::FilterTactical ( int availableTactical ) {
// When hidden the iron maiden only uses ranged tactical
if ( fl.hidden ) {
availableTactical &= (AITACTICAL_RANGED_BIT | AITACTICAL_TURRET_BIT);
}
return idAI::FilterTactical( availableTactical );
}
/*
================
rvMonsterIronMaiden::CheckAction_BansheeAttack
================
*/
bool rvMonsterIronMaiden::CheckAction_BansheeAttack ( rvAIAction* action, int animNum ) {
return CheckAction_RangedAttack ( action, animNum );
}
/*
================
rvMonsterIronMaiden::PerformAction_PhaseIn
================
*/
bool rvMonsterIronMaiden::PerformAction_PhaseIn ( void ) {
if ( !phaseTime ) {
return false;
}
// Must be out for at least 3 seconds
if ( gameLocal.time - phaseTime < 3000 ) {
return false;
}
// Phase in after 10 seconds or our movement is done
if ( gameLocal.time - phaseTime > 10000 || move.fl.done ) {
// Make sure we arent in something
if ( CanBecomeSolid ( ) ) {
PerformAction ( "Torso_PhaseIn", 4, true );
return true;
}
}
return false;
}
/*
================
rvMonsterIronMaiden::PerformAction_PhaseOut
================
*/
bool rvMonsterIronMaiden::PerformAction_PhaseOut ( void ) {
// Little randomization
if ( gameLocal.random.RandomFloat ( ) > 0.5f ) {
return false;
}
if ( !enemyStunTime || gameLocal.time - enemyStunTime > 1500 ) {
return false;
}
PerformAction ( "Torso_PhaseOut", 4, true );
return true;
}
/*
================
rvMonsterIronMaiden::CheckActions
================
*/
bool rvMonsterIronMaiden::CheckActions ( void ) {
// When phased the only available action is phase in
if ( phaseTime ) {
if ( PerformAction_PhaseIn ( ) ) {
return true;
}
return false;
}
if ( PerformAction ( &actionBansheeAttack, (checkAction_t)&rvMonsterIronMaiden::CheckAction_BansheeAttack, &actionTimerRangedAttack ) ) {
return true;
}
if ( PerformAction_PhaseOut ( ) ) {
return true;
}
return idAI::CheckActions ( );
}
/*
================
rvMonsterIronMaiden::PhaseOut
================
*/
void rvMonsterIronMaiden::PhaseOut ( void ) {
if ( phaseTime ) {
return;
}
rvClientEffect* effect;
effect = PlayEffect ( "fx_phase", animator.GetJointHandle("cog_bone") );
if ( effect ) {
effect->Unbind ( );
}
Hide ( );
move.fl.allowHiddenMove = true;
ProcessEvent ( &EV_BecomeNonSolid );
StopMove ( MOVE_STATUS_DONE );
SetState ( "State_Phased" );
// Move away from here, to anywhere
MoveOutOfRange ( this, 500.0f, 150.0f );
SetShaderParm ( 5, MS2SEC ( gameLocal.time ) );
phaseTime = gameLocal.time;
}
/*
================
rvMonsterIronMaiden::PhaseIn
================
*/
void rvMonsterIronMaiden::PhaseIn ( void ) {
if ( !phaseTime ) {
return;
}
rvClientEffect* effect;
effect = PlayEffect ( "fx_phase", animator.GetJointHandle("cog_bone") );
if ( effect ) {
effect->Unbind ( );
}
if ( enemy.ent ) {
TurnToward ( enemy.lastKnownPosition );
}
ProcessEvent ( &AI_BecomeSolid );
Show ( );
// PlayEffect ( "fx_dress", animator.GetJointHandle ( "cog_bone" ), true );
phaseTime = 0;
// Wait for the action that started the phase in to finish, then go back to combat
SetState ( "Wait_Action" );
PostState ( "State_Combat" );
SetShaderParm ( 5, MS2SEC ( gameLocal.time ) );
}
/*
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rvMonsterIronMaiden::OnDeath
================
*/
void rvMonsterIronMaiden::OnDeath ( void ) {
StopSound ( SND_CHANNEL_ITEM, false );
// Stop looping effects
StopEffect ( "fx_banshee" );
StopEffect ( "fx_dress" );
idAI::OnDeath( );
}
/*
================
rvMonsterIronMaiden::GetDebugInfo
================
*/
void rvMonsterIronMaiden::GetDebugInfo ( debugInfoProc_t proc, void* userData ) {
// Base class first
idAI::GetDebugInfo( proc, userData );
proc ( "idAI", "action_BansheeAttack", aiActionStatusString[actionBansheeAttack.status], userData );
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvMonsterIronMaiden )
STATE ( "State_Phased", rvMonsterIronMaiden::State_Phased )
STATE ( "Torso_PhaseOut", rvMonsterIronMaiden::State_Torso_PhaseOut )
STATE ( "Torso_PhaseIn", rvMonsterIronMaiden::State_Torso_PhaseIn )
STATE ( "Torso_BansheeAttack", rvMonsterIronMaiden::State_Torso_BansheeAttack )
STATE ( "Torso_BansheeAttackDone", rvMonsterIronMaiden::State_Torso_BansheeAttackDone )
STATE ( "Frame_PhaseIn", rvMonsterIronMaiden::Frame_PhaseIn )
STATE ( "Frame_PhaseOut", rvMonsterIronMaiden::Frame_PhaseOut )
STATE ( "Frame_BansheeAttack", rvMonsterIronMaiden::Frame_BansheeAttack )
STATE ( "Frame_EndBansheeAttack", rvMonsterIronMaiden::Frame_EndBansheeAttack )
END_CLASS_STATES
/*
================
rvMonsterIronMaiden::State_Phased
================
*/
stateResult_t rvMonsterIronMaiden::State_Phased ( const stateParms_t& parms ) {
// If done moving and cant become solid here, move again
if ( move.fl.done ) {
if ( !CanBecomeSolid ( ) ) {
MoveOutOfRange ( this, 300.0f, 150.0f );
}
}
// Keep the enemy status up to date
if ( !enemy.ent ) {
CheckForEnemy ( true );
}
// Make sure we keep facing our enemy
if ( enemy.ent ) {
TurnToward ( enemy.lastKnownPosition );
}
// Make sure we are checking actions if we have no tactical move
UpdateAction ( );
return SRESULT_WAIT;
}
/*
================
rvMonsterIronMaiden::State_Torso_PhaseIn
================
*/
stateResult_t rvMonsterIronMaiden::State_Torso_PhaseIn ( const stateParms_t& parms ) {
enum {
STAGE_ANIM,
STAGE_ANIM_WAIT,
STAGE_PHASE,
};
switch ( parms.stage ) {
case STAGE_ANIM:
if ( enemy.ent ) {
TurnToward ( enemy.lastKnownPosition );
}
DisableAnimState ( ANIMCHANNEL_LEGS );
PlayAnim ( ANIMCHANNEL_TORSO, "phase_in", parms.blendFrames );
return SRESULT_STAGE ( STAGE_ANIM_WAIT );
case STAGE_ANIM_WAIT:
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvMonsterIronMaiden::State_Torso_PhaseOut
================
*/
stateResult_t rvMonsterIronMaiden::State_Torso_PhaseOut ( const stateParms_t& parms ) {
enum {
STAGE_ANIM,
STAGE_ANIM_WAIT,
};
switch ( parms.stage ) {
case STAGE_ANIM:
DisableAnimState ( ANIMCHANNEL_LEGS );
PlayAnim ( ANIMCHANNEL_TORSO, "phase_out", parms.blendFrames );
return SRESULT_STAGE ( STAGE_ANIM_WAIT );
case STAGE_ANIM_WAIT:
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvMonsterIronMaiden::State_Torso_BansheeAttack
================
*/
stateResult_t rvMonsterIronMaiden::State_Torso_BansheeAttack ( const stateParms_t& parms ) {
enum {
STAGE_ATTACK,
STAGE_ATTACK_WAIT,
};
switch ( parms.stage ) {
case STAGE_ATTACK:
PlayAnim ( ANIMCHANNEL_TORSO, "banshee", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_BansheeAttackDone", 0, 0, SFLAG_ONCLEAR );
return SRESULT_STAGE ( STAGE_ATTACK_WAIT );
case STAGE_ATTACK_WAIT:
if ( enemy.ent ) {
TurnToward ( enemy.lastKnownPosition );
}
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvMonsterIronMaiden::State_Torso_BansheeAttackDone
To ensure the movement is enabled after the banshee attack and that the effect is stopped this state
will be posted to be run after the banshe attack finishes.
================
*/
stateResult_t rvMonsterIronMaiden::State_Torso_BansheeAttackDone ( const stateParms_t& parms ) {
Frame_EndBansheeAttack ( parms );
return SRESULT_DONE;
}
/*
================
rvMonsterIronMaiden::Frame_PhaseIn
================
*/
stateResult_t rvMonsterIronMaiden::Frame_PhaseIn ( const stateParms_t& parms ) {
PhaseIn ( );
return SRESULT_OK;
}
/*
================
rvMonsterIronMaiden::Frame_PhaseOut
================
*/
stateResult_t rvMonsterIronMaiden::Frame_PhaseOut ( const stateParms_t& parms ) {
PhaseOut ( );
return SRESULT_OK;
}
/*
================
rvMonsterIronMaiden::Frame_BansheeAttack
================
*/
stateResult_t rvMonsterIronMaiden::Frame_BansheeAttack ( const stateParms_t& parms ) {
idVec3 origin;
idMat3 axis;
idEntity* entities[ 1024 ];
int count;
int i;
// Get mouth origin
GetJointWorldTransform ( jointBansheeAttack, gameLocal.time, origin, axis );
// Find all entities within the banshee attacks radius
count = gameLocal.EntitiesWithinRadius ( origin, actionBansheeAttack.maxRange, entities, 1024 );
for ( i = 0; i < count; i ++ ) {
idEntity* ent = entities[i];
if ( !ent || ent == this ) {
continue;
}
// Must be an actor that takes damage to be affected
if ( !ent->fl.takedamage || !ent->IsType ( idActor::GetClassType() ) ) {
continue;
}
// Has to be within fov
if ( !CheckFOV ( ent->GetEyePosition ( ) ) ) {
continue;
}
// Do some damage
idVec3 dir;
dir = origin = ent->GetEyePosition ( );
dir.NormalizeFast ( );
ent->Damage ( this, this, dir, spawnArgs.GetString ( "def_banshee_damage" ), 1.0f, 0 );
// Cache the last time we stunned our own enemy for the phase out
if ( ent == enemy.ent ) {
enemyStunTime = gameLocal.time;
}
}
return SRESULT_OK;
}
/*
================
rvMonsterIronMaiden::Frame_EndBansheeAttack
================
*/
stateResult_t rvMonsterIronMaiden::Frame_EndBansheeAttack ( const stateParms_t& parms ) {
StopEffect ( "fx_banshee" );
return SRESULT_OK;
}