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

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2007-06-15 00:00:00 +00:00
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
class rvMonsterTurretFlying : public idAI {
public:
CLASS_PROTOTYPE( rvMonsterTurretFlying );
rvMonsterTurretFlying ( void );
void InitSpawnArgsVariables( void );
void Spawn ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
virtual bool Pain ( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
virtual bool CheckActions ( void );
protected:
stateResult_t State_Combat ( const stateParms_t& parms );
stateResult_t State_Fall ( const stateParms_t& parms );
stateResult_t State_Killed ( const stateParms_t& parms );
stateResult_t State_Torso_Idle ( const stateParms_t& parms );
stateResult_t State_Legs_Idle ( const stateParms_t& parms );
stateResult_t State_Torso_BlasterAttack ( const stateParms_t& parms );
int shieldHealth;
int maxShots;
int minShots;
int shots;
private:
rvAIAction actionBlasterAttack;
CLASS_STATES_PROTOTYPE ( rvMonsterTurretFlying );
};
CLASS_DECLARATION( idAI, rvMonsterTurretFlying )
END_CLASS
/*
================
rvMonsterTurretFlying::rvMonsterTurretFlying
================
*/
rvMonsterTurretFlying::rvMonsterTurretFlying ( ) {
shieldHealth = spawnArgs.GetInt ( "shieldHealth" );
}
void rvMonsterTurretFlying::InitSpawnArgsVariables( void )
{
maxShots = spawnArgs.GetInt ( "maxShots", "1" );
minShots = spawnArgs.GetInt ( "minShots", "1" );
}
/*
================
rvMonsterTurretFlying::Spawn
================
*/
void rvMonsterTurretFlying::Spawn ( void ) {
shieldHealth = spawnArgs.GetInt ( "shieldHealth" );
InitSpawnArgsVariables();
shots = 0;
actionBlasterAttack.Init ( spawnArgs, "action_blasterAttack", "Torso_BlasterAttack", AIACTIONF_ATTACK );
//don't take damage until we open up
fl.takedamage = false;
}
/*
================
rvMonsterTurretFlying::CheckActions
================
*/
bool rvMonsterTurretFlying::CheckActions ( void ) {
// Attacks
if ( PerformAction ( &actionBlasterAttack, (checkAction_t)&idAI::CheckAction_RangedAttack, &actionTimerRangedAttack ) ) {
return true;
}
return idAI::CheckActions ( );
}
/*
================
rvMonsterTurretFlying::Pain
================
*/
bool rvMonsterTurretFlying::Pain ( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
// Handle the shield effects
if ( shieldHealth > 0 ) {
shieldHealth -= damage;
if ( shieldHealth <= 0 ) {
PlayEffect ( "fx_shieldBreak", GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
} else {
PlayEffect ( "fx_shieldHit", GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
}
}
return idAI::Pain ( inflictor, attacker, damage, dir, location );
}
/*
================
rvMonsterTurretFlying::Save
================
*/
void rvMonsterTurretFlying::Save( idSaveGame *savefile ) const {
savefile->WriteInt ( shieldHealth );
savefile->WriteInt ( shots );
actionBlasterAttack.Save ( savefile ) ;
}
/*
================
rvMonsterTurretFlying::Restore
================
*/
void rvMonsterTurretFlying::Restore( idRestoreGame *savefile ) {
savefile->ReadInt ( shieldHealth );
savefile->ReadInt ( shots );
actionBlasterAttack.Restore ( savefile ) ;
InitSpawnArgsVariables();
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvMonsterTurretFlying )
STATE ( "State_Combat", rvMonsterTurretFlying::State_Combat )
STATE ( "State_Fall", rvMonsterTurretFlying::State_Fall )
STATE ( "State_Killed", rvMonsterTurretFlying::State_Killed )
STATE ( "Torso_Idle", rvMonsterTurretFlying::State_Torso_Idle )
STATE ( "Legs_Idle", rvMonsterTurretFlying::State_Legs_Idle )
STATE ( "Torso_BlasterAttack", rvMonsterTurretFlying::State_Torso_BlasterAttack )
END_CLASS_STATES
/*
================
rvMonsterTurretFlying::State_Combat
================
*/
stateResult_t rvMonsterTurretFlying::State_Combat ( const stateParms_t& parms ) {
// Special handling for not being on the ground
if ( !move.fl.onGround ) {
PostState ( "State_Fall", 0 );
return SRESULT_DONE;
}
// Keep the enemy status up to date
if ( !enemy.ent || enemy.fl.dead ) {
enemy.fl.dead = false;
CheckForEnemy ( true );
}
// try moving, if there was no movement run then just try and action instead
UpdateAction ( );
return SRESULT_WAIT;
}
/*
================
rvMonsterTurretFlying::State_Fall
================
*/
stateResult_t rvMonsterTurretFlying::State_Fall ( const stateParms_t& parms ) {
enum {
STAGE_INIT, // Initialize fall stage
STAGE_WAITIMPACT, // Wait for the drop turret to hit the ground
STAGE_IMPACT, // Handle drop turret impact
STAGE_WAITOPEN, // Wait for drop turret to open up
STAGE_OPENED, // Drop turret opened and ready for combat
};
switch ( parms.stage ) {
case STAGE_INIT:
StopMove ( MOVE_STATUS_DONE );
StartSound ( "snd_falling", SND_CHANNEL_VOICE, 0, false, NULL );
PlayEffect ( "fx_droptrail", animator.GetJointHandle ( "origin" ), true );
PlayCycle ( ANIMCHANNEL_TORSO, "idle_closed", 0 );
return SRESULT_STAGE(STAGE_WAITIMPACT);
case STAGE_WAITIMPACT:
if ( move.fl.onGround ) {
return SRESULT_STAGE(STAGE_IMPACT);
}
return SRESULT_WAIT;
case STAGE_IMPACT:
StopSound ( SND_CHANNEL_VOICE, false );
StopEffect ( "fx_droptrail" );
PlayEffect ( "fx_landing", GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
PlayAnim ( ANIMCHANNEL_TORSO, "open", 2 );
return SRESULT_STAGE ( STAGE_WAITOPEN );
case STAGE_WAITOPEN:
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
return SRESULT_STAGE ( STAGE_OPENED );
}
return SRESULT_WAIT;
case STAGE_OPENED:
// Activate shield
fl.takedamage = true;
health += shieldHealth;
PlayEffect ( "fx_shieldOpen", GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
SetAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
PostState ( "State_Combat" );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
/*
================
rvMonsterTurretFlying::State_Killed
================
*/
stateResult_t rvMonsterTurretFlying::State_Killed ( const stateParms_t& parms ) {
gameLocal.PlayEffect ( spawnArgs, "fx_death", GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, 96.0f, "textures/decals/genericdamage" );
return idAI::State_Killed ( parms );
}
/*
================
rvMonsterTurretFlying::State_Torso_Idle
================
*/
stateResult_t rvMonsterTurretFlying::State_Torso_Idle ( const stateParms_t& parms ) {
if ( move.fl.onGround ) {
IdleAnim ( ANIMCHANNEL_TORSO, "idle_open", parms.blendFrames );
} else {
IdleAnim ( ANIMCHANNEL_TORSO, "idle_closed", parms.blendFrames );
}
return SRESULT_DONE;
}
/*
================
rvMonsterTurretFlying::State_Legs_Idle
================
*/
stateResult_t rvMonsterTurretFlying::State_Legs_Idle ( const stateParms_t& parms ) {
return SRESULT_DONE;
}
/*
================
rvMonsterTurretFlying::State_Torso_BlasterAttack
================
*/
stateResult_t rvMonsterTurretFlying::State_Torso_BlasterAttack ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_FIRE,
STAGE_WAIT,
};
switch ( parms.stage ) {
case STAGE_INIT:
DisableAnimState ( ANIMCHANNEL_LEGS );
shots = (minShots + gameLocal.random.RandomInt(maxShots-minShots+1)) * combat.aggressiveScale;
return SRESULT_STAGE ( STAGE_FIRE );
case STAGE_FIRE:
PlayAnim ( ANIMCHANNEL_TORSO, (shots&1)?"range_attack_top":"range_attack_bottom", 2 );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( AnimDone ( ANIMCHANNEL_TORSO, 2 ) ) {
if ( --shots <= 0 ) {
return SRESULT_DONE;
}
return SRESULT_STAGE ( STAGE_FIRE );
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}