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

394 lines
9.8 KiB
C++

/*
================
rvMonsterHarvesterDispersal.cpp
AI for the Harvester on dispersal
================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
class rvMonsterHarvesterDispersal : public idAI {
public:
CLASS_PROTOTYPE( rvMonsterHarvesterDispersal );
rvMonsterHarvesterDispersal ( void );
void InitSpawnArgsVariables ( void );
void Spawn ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
bool CanTurn ( void ) const;
virtual bool SkipImpulse ( idEntity* ent, int id );
protected:
rvAIAction actionSprayScream;
virtual bool CheckActions ( void );
virtual int FilterTactical ( int availableTactical );
int maxShots;
int minShots;
int shots;
int nextTurnTime;
int sweepCount;
private:
// Custom actions
virtual bool CheckAction_SprayScream( rvAIAction* action, int animNum );
virtual bool CheckAction_RangedAttack( rvAIAction* action, int animNum );
// Torso States
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_SprayScream ( const stateParms_t& parms );
CLASS_STATES_PROTOTYPE ( rvMonsterHarvesterDispersal );
};
CLASS_DECLARATION( idAI, rvMonsterHarvesterDispersal )
END_CLASS
/*
================
rvMonsterHarvesterDispersal::rvMonsterHarvesterDispersal
================
*/
rvMonsterHarvesterDispersal::rvMonsterHarvesterDispersal ( void ) {
}
void rvMonsterHarvesterDispersal::InitSpawnArgsVariables( void )
{
maxShots = spawnArgs.GetInt ( "maxShots", "1" );
minShots = spawnArgs.GetInt ( "minShots", "1" );
}
/*
================
rvMonsterHarvesterDispersal::Spawn
================
*/
void rvMonsterHarvesterDispersal::Spawn ( void ) {
actionSprayScream.Init ( spawnArgs, "action_sprayScream", "State_SprayScream", AIACTIONF_ATTACK );
InitSpawnArgsVariables();
shots = 0;
}
/*
================
rvMonsterHarvesterDispersal::Save
================
*/
void rvMonsterHarvesterDispersal::Save ( idSaveGame *savefile ) const {
actionSprayScream.Save( savefile );
savefile->WriteInt( nextTurnTime );
savefile->WriteInt( sweepCount );
savefile->WriteInt ( shots );
}
/*
================
rvMonsterHarvesterDispersal::Restore
================
*/
void rvMonsterHarvesterDispersal::Restore ( idRestoreGame *savefile ) {
actionSprayScream.Restore( savefile );
savefile->ReadInt( nextTurnTime );
savefile->ReadInt( sweepCount );
savefile->ReadInt ( shots );
InitSpawnArgsVariables();
}
/*
=====================
rvMonsterHarvesterDispersal::SkipImpulse
=====================
*/
bool rvMonsterHarvesterDispersal::SkipImpulse( idEntity* ent, int id ) {
return true;
}
/*
================
rvMonsterHarvesterDispersal::CanTurn
================
*/
bool rvMonsterHarvesterDispersal::CanTurn ( void ) const {
return false;
/*
if ( !idAI::CanTurn ( ) ) {
return false;
}
return (move.anim_turn_angles != 0.0f || move.fl.moving);
*/
}
/*
================
rvMonsterHarvesterDispersal::CheckAction_RangedAttack
================
*/
bool rvMonsterHarvesterDispersal::CheckAction_RangedAttack ( rvAIAction* action, int animNum ) {
return ( enemy.ent && idAI::CheckAction_RangedAttack( action, animNum ) && IsEnemyRecentlyVisible( ) );
}
/*
================
rvMonsterHarvesterDispersal::CheckAction_SprayScream
================
*/
bool rvMonsterHarvesterDispersal::CheckAction_SprayScream ( rvAIAction* action, int animNum ) {
if ( !enemy.ent || !enemy.fl.inFov ) {
return false;
}
return (!IsEnemyRecentlyVisible());
}
/*
================
rvMonsterHarvesterDispersal::CheckActions
================
*/
bool rvMonsterHarvesterDispersal::CheckActions ( void ) {
// 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] * 0.8f || (turnYaw > 0 && GetEnemy() && !enemy.fl.inFov) ) {
PerformAction ( "Torso_TurnLeft90", 4, true );
return true;
} else if ( turnYaw < -lookMax[YAW] * 0.8f || (turnYaw < 0 && GetEnemy() && !enemy.fl.inFov) ) {
PerformAction ( "Torso_TurnRight90", 4, true );
return true;
}
}
*/
if ( CheckPainActions ( ) ) {
return true;
}
if ( idAI::CheckActions() ) {
return true;
}
if ( PerformAction ( &actionSprayScream, (checkAction_t)&rvMonsterHarvesterDispersal::CheckAction_SprayScream ) ) {
return true;
}
return false;
}
/*
================
rvMonsterHarvesterDispersal::FilterTactical
================
*/
int rvMonsterHarvesterDispersal::FilterTactical ( int availableTactical ) {
return availableTactical & (AITACTICAL_TURRET_BIT);
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvMonsterHarvesterDispersal )
STATE ( "Torso_RangedAttack", rvMonsterHarvesterDispersal::State_Torso_RangedAttack )
STATE ( "Torso_TurnRight90", rvMonsterHarvesterDispersal::State_Torso_TurnRight90 )
STATE ( "Torso_TurnLeft90", rvMonsterHarvesterDispersal::State_Torso_TurnLeft90 )
STATE ( "State_SprayScream", rvMonsterHarvesterDispersal::State_SprayScream )
END_CLASS_STATES
/*
================
rvMonsterHarvesterDispersal::State_Torso_RangedAttack
================
*/
stateResult_t rvMonsterHarvesterDispersal::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 )
{
return SRESULT_DONE;
}
if ( !move.fl.moving )
{
DisableAnimState( ANIMCHANNEL_LEGS );
}
PlayAnim ( ANIMCHANNEL_TORSO, "fire_forward", parms.blendFrames );
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;
}
/*
================
rvMonsterHarvesterDispersal::State_Torso_TurnRight90
================
*/
stateResult_t rvMonsterHarvesterDispersal::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;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvMonsterHarvesterDispersal::State_Torso_TurnLeft90
================
*/
stateResult_t rvMonsterHarvesterDispersal::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;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvMonsterHarvesterDispersal::State_Torso_SprayAttack
================
*/
stateResult_t rvMonsterHarvesterDispersal::State_SprayScream ( const stateParms_t& parms ) {
enum {
STAGE_START,
STAGE_SWEEP,
STAGE_END,
STAGE_FINISH,
STAGE_SCREAM,
STAGE_FINISH_SCREAM
};
if ( parms.stage < STAGE_SCREAM && IsEnemyRecentlyVisible() ) {
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle" );
return SRESULT_DONE;
}
switch ( parms.stage ) {
case STAGE_START:
DisableAnimState ( ANIMCHANNEL_LEGS );
sweepCount = 0;
lookTarget = GetEnemy();
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_STAGE ( STAGE_SCREAM );
}
return SRESULT_WAIT;
case STAGE_SCREAM:
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
ActivateTargets( this );//toggle vent steam on
PlayAnim ( ANIMCHANNEL_TORSO, "dispersal_vent", 0 );
return SRESULT_STAGE ( STAGE_FINISH_SCREAM );
}
return SRESULT_WAIT;
case STAGE_FINISH_SCREAM:
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
ActivateTargets( this );//toggle vent steam off
return SRESULT_STAGE ( STAGE_START );
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}