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

204 lines
4.8 KiB
C++

#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
class rvMonsterTurret : public idAI {
public:
CLASS_PROTOTYPE( rvMonsterTurret );
rvMonsterTurret ( 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 );
protected:
virtual bool CheckActions ( void );
stateResult_t State_Combat ( const stateParms_t& parms );
stateResult_t State_Killed ( const stateParms_t& parms );
int shieldHealth;
int maxShots;
int minShots;
int shots;
private:
rvAIAction actionBlasterAttack;
stateResult_t State_Torso_BlasterAttack ( const stateParms_t& parms );
CLASS_STATES_PROTOTYPE ( rvMonsterTurret );
};
CLASS_DECLARATION( idAI, rvMonsterTurret )
END_CLASS
/*
================
rvMonsterTurret::rvMonsterTurret
================
*/
rvMonsterTurret::rvMonsterTurret ( ) {
shieldHealth = 0;
}
void rvMonsterTurret::InitSpawnArgsVariables ( void ) {
maxShots = spawnArgs.GetInt ( "maxShots", "1" );
minShots = spawnArgs.GetInt ( "minShots", "1" );
}
/*
================
rvMonsterTurret::Spawn
================
*/
void rvMonsterTurret::Spawn ( void ) {
actionBlasterAttack.Init ( spawnArgs, "action_blasterAttack", "Torso_BlasterAttack", AIACTIONF_ATTACK );
shieldHealth = spawnArgs.GetInt ( "shieldHealth" );
health += shieldHealth;
InitSpawnArgsVariables();
shots = 0;
}
/*
================
rvMonsterTurret::Save
================
*/
void rvMonsterTurret::Save ( idSaveGame *savefile ) const {
savefile->WriteInt ( shieldHealth );
savefile->WriteInt ( shots );
actionBlasterAttack.Save ( savefile );
}
/*
================
rvMonsterTurret::Restore
================
*/
void rvMonsterTurret::Restore ( idRestoreGame *savefile ) {
savefile->ReadInt ( shieldHealth );
savefile->ReadInt ( shots );
actionBlasterAttack.Restore ( savefile );
InitSpawnArgsVariables();
}
/*
================
rvMonsterTurret::CheckActions
================
*/
bool rvMonsterTurret::CheckActions ( void ) {
// Attacks
if ( PerformAction ( &actionBlasterAttack, (checkAction_t)&idAI::CheckAction_RangedAttack, &actionTimerRangedAttack ) ) {
return true;
}
return idAI::CheckActions ( );
}
/*
================
rvMonsterTurret::Pain
================
*/
bool rvMonsterTurret::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 );
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvMonsterTurret )
STATE ( "State_Combat", rvMonsterTurret::State_Combat )
STATE ( "State_Killed", rvMonsterTurret::State_Killed )
STATE ( "Torso_BlasterAttack", rvMonsterTurret::State_Torso_BlasterAttack )
END_CLASS_STATES
/*
================
rvMonsterTurret::State_Combat
================
*/
stateResult_t rvMonsterTurret::State_Combat ( const stateParms_t& parms ) {
// Aquire a new enemy if we dont have one
if ( !enemy.ent ) {
CheckForEnemy ( true );
}
FaceEnemy ( );
// try moving, if there was no movement run then just try and action instead
UpdateAction ( );
return SRESULT_WAIT;
}
/*
================
rvMonsterTurret::State_Killed
================
*/
stateResult_t rvMonsterTurret::State_Killed ( const stateParms_t& parms ) {
gameLocal.PlayEffect ( gameLocal.GetEffect ( spawnArgs, "fx_death" ), GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
return idAI::State_Killed ( parms );
}
/*
================
rvMonsterTurret::State_Torso_BlasterAttack
================
*/
stateResult_t rvMonsterTurret::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, "range_attack", 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;
}