quake4-sdk/source/game/ai/Monster_Harvester.cpp
2007-06-15 00:00:00 +00:00

1190 lines
32 KiB
C++

/*
================
Monster_Fatguy.cpp
AI for the fat guy on the putra level
================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "../Projectile.h"
class rvMonsterHarvester : public idAI {
public:
CLASS_PROTOTYPE( rvMonsterHarvester );
rvMonsterHarvester ( void );
void InitSpawnArgsVariables ( void );
void Spawn ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
virtual bool Attack ( const char* attackName, jointHandle_t joint, idEntity* target, const idVec3& pushVelocity = vec3_origin );
virtual bool UpdateAnimationControllers ( void );
bool CanTurn ( void ) const;
virtual int GetDamageForLocation ( int damage, int location );
virtual void Damage ( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
virtual bool SkipImpulse ( idEntity* ent, int id );
protected:
enum {
WHIP_LEFT,
WHIP_CENTER,
WHIP_RIGHT,
WHIP_MAX
};
enum {
PART_ARM_R,
PART_ARM_L,
PART_LEG_FR,
PART_LEG_FL,
PART_LEG_BR,
PART_LEG_BL,
PART_TANK_R,
PART_TANK_L,
PARTS_MAX
};
idStr partLocation[PARTS_MAX];
idStr partSurf[PARTS_MAX];
idStr partJoint[PARTS_MAX];
int partHealth[PARTS_MAX];
void DestroyPart ( int part );
rvAIAction actionWhipAttack;
rvAIAction actionSprayAttack;
rvAIAction actionRocketAttack;
rvAIAction actionGrenadeAttack;
jointHandle_t whipJoints[WHIP_MAX];
idEntityPtr<idEntity> whipProjectiles[WHIP_MAX];
jointHandle_t jointLeftMuzzle;
jointHandle_t jointRightMuzzle;
virtual bool CheckActions ( void );
virtual int FilterTactical ( int availableTactical );
const char* GetMeleeAttackAnim ( const idVec3& target );
bool PlayMeleeAttackAnim ( const idVec3& target, int blendFrames );
const char* GetRangedAttackAnim ( const idVec3& target );
bool PlayRangedAttackAnim ( const idVec3& target, int blendFrames );
int maxShots;
int minShots;
int shots;
int nextTurnTime;
int sweepCount;
private:
void DropLeg ( int part );
// Custom actions
bool CheckAction_WhipAttack ( rvAIAction* action, int animNum );
virtual bool CheckAction_MeleeAttack ( rvAIAction* action, int animNum );
virtual bool CheckAction_RangedAttack( rvAIAction* action, int animNum );
bool CheckAction_SprayAttack ( rvAIAction* action, int animNum );
bool CheckAction_RocketAttack( rvAIAction* action, int animNum );
bool CheckAction_GrenadeAttack( rvAIAction* action, int animNum );
stateResult_t State_Killed ( const stateParms_t& parms );
stateResult_t State_Dead ( const stateParms_t& parms );
// Torso States
stateResult_t State_Torso_WhipAttack ( const stateParms_t& parms );
stateResult_t State_Torso_ClawAttack ( const stateParms_t& parms );
stateResult_t State_Torso_RangedAttack( const stateParms_t& parms );
stateResult_t State_Torso_TurnRight90 ( const stateParms_t& parms );
stateResult_t State_Torso_TurnLeft90 ( const stateParms_t& parms );
stateResult_t State_Torso_SprayAttack ( const stateParms_t& parms );
stateResult_t State_Torso_RocketAttack( const stateParms_t& parms );
CLASS_STATES_PROTOTYPE ( rvMonsterHarvester );
};
CLASS_DECLARATION( idAI, rvMonsterHarvester )
END_CLASS
/*
================
rvMonsterHarvester::rvMonsterHarvester
================
*/
rvMonsterHarvester::rvMonsterHarvester ( void ) {
}
void rvMonsterHarvester::InitSpawnArgsVariables( void )
{
whipJoints[WHIP_LEFT] = animator.GetJointHandle ( spawnArgs.GetString ( "joint_whip_left" ) );
whipJoints[WHIP_RIGHT] = animator.GetJointHandle ( spawnArgs.GetString ( "joint_whip_right" ) );
whipJoints[WHIP_CENTER] = animator.GetJointHandle ( spawnArgs.GetString ( "joint_whip_center" ) );
maxShots = spawnArgs.GetInt ( "maxShots", "1" );
minShots = spawnArgs.GetInt ( "minShots", "1" );
for ( int part = 0; part < PARTS_MAX; part++ )
{
partLocation[part] = spawnArgs.GetString( va("part_%d_location",part), "" );
partSurf[part] = spawnArgs.GetString( va("part_%d_surf",part), "" );
partJoint[part] = spawnArgs.GetString( va("part_%d_joint",part), "" );
}
jointLeftMuzzle = animator.GetJointHandle ( spawnArgs.GetString ( "joint_muzzle_left_arm" ) );
jointRightMuzzle = animator.GetJointHandle ( spawnArgs.GetString ( "joint_muzzle_right_arm" ) );
}
/*
================
rvMonsterHarvester::Spawn
================
*/
void rvMonsterHarvester::Spawn ( void ) {
// Custom actions
actionWhipAttack.Init ( spawnArgs, "action_whipAttack", "Torso_WhipAttack", AIACTIONF_ATTACK );
actionSprayAttack.Init ( spawnArgs, "action_sprayAttack", "Torso_SprayAttack", AIACTIONF_ATTACK );
actionRocketAttack.Init ( spawnArgs, "action_rocketAttack", "Torso_RocketAttack", AIACTIONF_ATTACK );
actionGrenadeAttack.Init ( spawnArgs, "action_grenadeAttack", NULL, AIACTIONF_ATTACK );
int i;
for ( i = 0; i < WHIP_MAX; i ++ ) {
whipProjectiles[i] = NULL;
}
InitSpawnArgsVariables();
shots = 0;
for ( int part = 0; part < PARTS_MAX; part++ )
{
partHealth[part] = spawnArgs.GetInt( va("part_%d_health",part), "500" );
}
}
/*
================
rvMonsterHarvester::Save
================
*/
void rvMonsterHarvester::Save ( idSaveGame *savefile ) const {
actionWhipAttack.Save( savefile );
actionSprayAttack.Save( savefile );
actionRocketAttack.Save( savefile );
actionGrenadeAttack.Save( savefile );
int i;
for ( i = 0; i < WHIP_MAX; i++ ) {
savefile->WriteObject( whipProjectiles[i] );
}
savefile->WriteInt( nextTurnTime );
savefile->WriteInt( sweepCount );
savefile->WriteInt ( shots );
for ( int part = 0; part < PARTS_MAX; part++ )
{
savefile->WriteInt( partHealth[part] );
}
}
/*
================
rvMonsterHarvester::Restore
================
*/
void rvMonsterHarvester::Restore ( idRestoreGame *savefile ) {
actionWhipAttack.Restore( savefile );
actionSprayAttack.Restore( savefile );
actionRocketAttack.Restore( savefile );
actionGrenadeAttack.Restore( savefile );
int i;
for ( i = 0; i < WHIP_MAX; i++ ) {
savefile->ReadObject( reinterpret_cast<idClass*&>( whipProjectiles[i] ) );
}
savefile->ReadInt( nextTurnTime );
savefile->ReadInt( sweepCount );
savefile->ReadInt ( shots );
for ( int part = 0; part < PARTS_MAX; part++ )
{
savefile->ReadInt( partHealth[part] );
}
InitSpawnArgsVariables();
}
/*
================
rvMonsterHarvester::UpdateAnimationControllers
================
*/
bool rvMonsterHarvester::UpdateAnimationControllers ( void ) {
idVec3 origin;
idMat3 axis;
idVec3 dir;
idVec3 localDir;
idVec3 target;
if ( !idAI::UpdateAnimationControllers ( ) ) {
return false;
}
return true;
}
/*
=====================
rvMonsterHarvester::SkipImpulse
=====================
*/
bool rvMonsterHarvester::SkipImpulse( idEntity* ent, int id ) {
return true;
}
void rvMonsterHarvester::DropLeg( int part )
{
jointHandle_t joint = INVALID_JOINT;
const char* legDef = NULL;
switch ( part )
{
case PART_LEG_FR:
joint = animator.GetJointHandle( "r_toe_front" );
legDef = "def_leg_part1";
break;
case PART_LEG_FL:
joint = animator.GetJointHandle( "l_toe_front" );
legDef = "def_leg_part2";
break;
case PART_LEG_BR:
joint = animator.GetJointHandle( "r_toe_back" );
legDef = "def_leg_part4";
break;
case PART_LEG_BL:
joint = animator.GetJointHandle( "l_toe_back" );
legDef = "def_leg_part3";
break;
}
if ( joint != INVALID_JOINT )
{
idEntity* leg = gameLocal.SpawnEntityDef( spawnArgs.GetString( legDef ) );
if ( leg )
{
idVec3 jointOrg;
idMat3 jointAxis;
animator.GetJointTransform( joint, gameLocal.GetTime(), jointOrg, jointAxis );
jointOrg = renderEntity.origin + (jointOrg*renderEntity.axis);
leg->GetPhysics()->SetOrigin( jointOrg );
leg->GetPhysics()->SetAxis( jointAxis*renderEntity.axis );
leg->PlayEffect( "fx_trail", vec3_origin, jointAxis, true, vec3_origin, true );
if ( leg->IsType( idDamagable::GetClassType() ) )
{//don't be destroyed for at least 5 seconds
((idDamagable*)leg)->invincibleTime = gameLocal.GetTime() + 5000;
}
// push it
if ( jointOrg.z > GetPhysics()->GetOrigin().z+20.0f )
{//leg was blown off while in the air...
jointHandle_t attachJoint = animator.GetJointHandle(partJoint[part].c_str());
if ( attachJoint != INVALID_JOINT )
{
animator.GetJointTransform( attachJoint, gameLocal.GetTime(), jointOrg, jointAxis );
jointOrg = renderEntity.origin + (jointOrg*renderEntity.axis);
idVec3 impulse = leg->GetPhysics()->GetCenterMass() - jointOrg;
impulse.z = 0;
impulse.Normalize();
impulse *= ((gameLocal.random.RandomFloat()*3.0f)+2.0f) * 1000;//away
impulse.z = (gameLocal.random.CRandomFloat()*500.0f)+1000.0f;//up!
leg->ApplyImpulse( this, 0, jointOrg, impulse );
}
}
}
}
}
void rvMonsterHarvester::DestroyPart( int part )
{
idStr explodeFX;
idStr trailFX;
switch ( part )
{
case PART_ARM_R:
if ( partHealth[PART_ARM_L] <= 0 )
{
actionRangedAttack.fl.disabled = true;
actionSprayAttack.fl.disabled = true;
//so we don't sit here and do nothing at medium range...?
actionRocketAttack.minRange = actionRangedAttack.minRange;
}
explodeFX = "fx_destroy_part_arm";
trailFX = "fx_destroy_part_trail_arm";
break;
case PART_ARM_L:
if ( partHealth[PART_ARM_R] <= 0 )
{
actionRangedAttack.fl.disabled = true;
actionSprayAttack.fl.disabled = true;
//so we don't sit here and do nothing at medium range...?
actionRocketAttack.minRange = actionRangedAttack.minRange;
}
explodeFX = "fx_destroy_part_arm";
trailFX = "fx_destroy_part_trail_arm";
break;
//FIXME: spawn leg func_movables
case PART_LEG_FR:
DropLeg( part );
actionMeleeAttack.fl.disabled = true;
actionSprayAttack.fl.disabled = true;
animPrefix = "dmg_frt";
painAnim = "damaged";
explodeFX = "fx_destroy_part_leg";
trailFX = "fx_destroy_part_trail_leg";
break;
case PART_LEG_FL:
DropLeg( part );
actionMeleeAttack.fl.disabled = true;
actionSprayAttack.fl.disabled = true;
animPrefix = "dmg_flt";
painAnim = "damaged";
explodeFX = "fx_destroy_part_leg";
trailFX = "fx_destroy_part_trail_leg";
break;
case PART_LEG_BR:
DropLeg( part );
actionMeleeAttack.fl.disabled = true;
actionSprayAttack.fl.disabled = true;
animPrefix = "dmg_brt";
painAnim = "damaged";
explodeFX = "fx_destroy_part_leg";
trailFX = "fx_destroy_part_trail_leg";
break;
case PART_LEG_BL:
DropLeg( part );
actionMeleeAttack.fl.disabled = true;
actionSprayAttack.fl.disabled = true;
animPrefix = "dmg_blt";
painAnim = "damaged";
explodeFX = "fx_destroy_part_leg";
trailFX = "fx_destroy_part_trail_leg";
break;
case PART_TANK_R:
if ( partHealth[PART_TANK_L] <= 0 )
{
actionRocketAttack.fl.disabled = true;
//so we don't sit here and do nothing at long range...?
actionRangedAttack.maxRange = actionRocketAttack.maxRange;
}
explodeFX = "fx_destroy_part_tank";
trailFX = "fx_destroy_part_trail_tank";
break;
case PART_TANK_L:
if ( partHealth[PART_TANK_R] <= 0 )
{
actionRocketAttack.fl.disabled = true;
//so we don't sit here and do nothing at long range...?
actionRangedAttack.maxRange = actionRocketAttack.maxRange;
}
explodeFX = "fx_destroy_part_tank";
trailFX = "fx_destroy_part_trail_tank";
break;
}
HideSurface( partSurf[part].c_str() );
PlayEffect( explodeFX, animator.GetJointHandle(partJoint[part].c_str()) );
PlayEffect( trailFX, animator.GetJointHandle(partJoint[part].c_str()), true );
//make sure it plays this pain
actionTimerPain.Reset ( actionTime );
}
/*
================
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;
}