412 lines
11 KiB
C++
412 lines
11 KiB
C++
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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class rvMonsterSentry : public idAI {
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public:
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CLASS_PROTOTYPE( rvMonsterSentry );
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rvMonsterSentry ( void );
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void InitSpawnArgsVariables( void );
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void Spawn ( void );
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void Save ( idSaveGame *savefile ) const;
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void Restore ( idRestoreGame *savefile );
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virtual void Think ( void );
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virtual bool Pain ( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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// Add some dynamic externals for debugging
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virtual void GetDebugInfo ( debugInfoProc_t proc, void* userData );
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protected:
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rvAIAction actionBlasterAttack;
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rvAIAction actionKamakaziAttack;
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rvAIAction actionCircleStrafe;
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int shots;
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int minShots;
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int maxShots;
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int kamakaziHealth;
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int strafeTime;
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bool strafeRight;
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virtual bool CheckActions ( void );
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virtual int FilterTactical ( int availableTactical );
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virtual void OnDeath ( void );
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void Explode ( bool force = false );
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private:
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int nextChatterTime;
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bool CheckAction_CircleStrafe ( rvAIAction* action, int animNum );
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// Torso States
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stateResult_t State_Torso_BlasterAttack ( const stateParms_t& parms );
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stateResult_t State_Torso_KamakaziAttack ( const stateParms_t& parms );
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stateResult_t State_CircleStrafe ( const stateParms_t& parms );
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stateResult_t State_Action_CircleStrafe ( const stateParms_t& parms );
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stateResult_t State_Torso_EvadeLeft ( const stateParms_t& parms );
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stateResult_t State_Torso_EvadeRight ( const stateParms_t& parms );
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CLASS_STATES_PROTOTYPE ( rvMonsterSentry );
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};
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CLASS_DECLARATION( idAI, rvMonsterSentry )
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END_CLASS
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/*
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================
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rvMonsterSentry::rvMonsterSentry
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================
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*/
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rvMonsterSentry::rvMonsterSentry ( void ) {
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strafeTime = 0;
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strafeRight = false;
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}
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void rvMonsterSentry::InitSpawnArgsVariables( void )
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{
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minShots = spawnArgs.GetInt ( "minShots" );
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maxShots = spawnArgs.GetInt ( "maxShots" );
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}
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/*
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================
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rvMonsterSentry::Spawn
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================
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*/
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void rvMonsterSentry::Spawn ( void ) {
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// Custom actions
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actionBlasterAttack.Init ( spawnArgs, "action_blasterAttack", "Torso_BlasterAttack", AIACTIONF_ATTACK );
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actionKamakaziAttack.Init ( spawnArgs, "action_kamakaziAttack", "Torso_KamakaziAttack", AIACTIONF_ATTACK );
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actionCircleStrafe.Init ( spawnArgs, "action_circleStrafe", "State_Action_CircleStrafe", AIACTIONF_ATTACK );
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InitSpawnArgsVariables();
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kamakaziHealth = spawnArgs.GetInt ( "kamakazi_Health", va("%d", health / 2) );
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nextChatterTime = 0;
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}
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/*
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================
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rvMonsterSentry::Save
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================
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*/
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void rvMonsterSentry::Save ( idSaveGame *savefile ) const {
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actionBlasterAttack.Save( savefile );
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actionKamakaziAttack.Save( savefile );
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actionCircleStrafe.Save( savefile );
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savefile->WriteInt( shots );
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savefile->WriteInt( kamakaziHealth );
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savefile->WriteInt ( strafeTime );
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savefile->WriteBool ( strafeRight );
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savefile->WriteInt ( nextChatterTime );
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}
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/*
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================
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rvMonsterSentry::Restore
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================
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*/
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void rvMonsterSentry::Restore ( idRestoreGame *savefile ) {
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actionBlasterAttack.Restore( savefile );
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actionKamakaziAttack.Restore( savefile );
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actionCircleStrafe.Restore( savefile );
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savefile->ReadInt( shots );
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savefile->ReadInt( kamakaziHealth );
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savefile->ReadInt ( strafeTime );
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savefile->ReadBool ( strafeRight );
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savefile->ReadInt ( nextChatterTime );
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InitSpawnArgsVariables();
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}
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/*
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================
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rvMonsterSentry::Pain
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================
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*/
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bool rvMonsterSentry::Pain ( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
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if ( kamakaziHealth > 0 && health < kamakaziHealth ) {
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kamakaziHealth = 0;
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move.speed = move.fly_speed = spawnArgs.GetFloat ( "kamakazi_fly_speed", va("%g", move.fly_speed ) );
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move.turnRate = spawnArgs.GetFloat ( "kamakazi_turn_rate", va("%g", move.turnRate ) );
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move.fly_pitch_max = spawnArgs.GetFloat ( "kamakazi_fly_pitch_max" );
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move.fly_pitch_scale = spawnArgs.GetFloat ( "kamakazi_fly_pitch_scale" );
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}
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return idAI::Pain ( inflictor, attacker, damage, dir, location );
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}
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/*
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================
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rvMonsterSentry::Think
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================
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*/
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void rvMonsterSentry::Think ( void ) {
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// Explode whenever we hit something
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if ( kamakaziHealth == 0 && physicsObj.GetSlideMoveEntity () ) {
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Explode ( );
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} else {
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/*
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if ( nextChatterTime < gameLocal.GetTime() ) {
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if ( GetEnemy() ) {
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Speak( "lipsync_chatter_combat" );
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nextChatterTime = speakTime + 2000 + gameLocal.random.RandomInt( 2000 );
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} else {
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Speak( "lipsync_chatter_idle" );
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nextChatterTime = speakTime + 3000 + gameLocal.random.RandomInt( 3000 );
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}
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}
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*/
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idAI::Think ( );
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}
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}
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/*
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================
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rvMonsterSentry::CheckAction_CircleStrafe
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================
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*/
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bool rvMonsterSentry::CheckAction_CircleStrafe ( rvAIAction* action, int animNum ) {
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if ( !enemy.fl.visible ) {
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return false;
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}
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if ( !enemy.fl.inFov ) {
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return false;
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}
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if ( !move.fl.done ) {
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return false;
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}
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return true;
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}
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/*
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================
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rvMonsterSentry::CheckActions
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================
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*/
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bool rvMonsterSentry::CheckActions ( void ) {
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if ( kamakaziHealth != 0 ) {
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if ( PerformAction ( &actionBlasterAttack, (checkAction_t)&idAI::CheckAction_RangedAttack, &actionTimerRangedAttack ) ) {
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return true;
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}
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if ( PerformAction ( &actionCircleStrafe, (checkAction_t)&rvMonsterSentry::CheckAction_CircleStrafe ) ) {
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return true;
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}
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} else {
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if ( PerformAction ( &actionKamakaziAttack, (checkAction_t)&idAI::CheckAction_MeleeAttack, NULL ) ) {
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return true;
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}
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}
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if ( idAI::CheckActions ( ) ) {
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return true;
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}
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return false;
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}
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/*
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================
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rvMonsterSentry::FilterTactical
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================
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*/
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int rvMonsterSentry::FilterTactical ( int availableTactical ) {
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// Kamakazi Health will be set to 0 when its time to kamakazi
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if ( !kamakaziHealth ) {
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return availableTactical & (AITACTICAL_MELEE_BIT|AITACTICAL_TURRET_BIT);
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// No rush when not in kamakazi mode
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} else {
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availableTactical &= ~(AITACTICAL_MELEE_BIT);
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}
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return idAI::FilterTactical ( availableTactical );
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}
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/*
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================
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rvMonsterSentry::OnDeath
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================
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*/
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void rvMonsterSentry::OnDeath ( void ) {
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idAI::OnDeath ( );
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Explode ( true );
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}
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/*
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================
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rvMonsterSentry::Explode
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================
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*/
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void rvMonsterSentry::Explode ( bool force ) {
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if ( health > 0 || force ) {
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gameLocal.RadiusDamage ( GetPhysics()->GetOrigin(), this, this, this, this, spawnArgs.GetString ( "def_kamakazi_damage" ), 1.0f );
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// Kill ourselves
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Damage ( this, this, viewAxis[0], "damage_gib", 1.0f, 0 );
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}
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}
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/*
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================
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rvMonsterSentry::GetDebugInfo
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================
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*/
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void rvMonsterSentry::GetDebugInfo ( debugInfoProc_t proc, void* userData ) {
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// Base class first
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idAI::GetDebugInfo ( proc, userData );
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proc ( "idAI", "action_blasterAttack", aiActionStatusString[actionBlasterAttack.status], userData );
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proc ( "idAI", "action_kamakaziAttack", aiActionStatusString[actionKamakaziAttack.status], userData );
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proc ( "idAI", "action_circleStrafe", aiActionStatusString[actionCircleStrafe.status], userData );
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proc ( "rvMonsterSentry", "strafeRight",strafeRight?"true":"false", userData );
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proc ( "rvMonsterSentry", "strafeTime", va("%d",strafeTime), userData );
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proc ( "rvMonsterSentry", "nextChatterTime", va("%d",nextChatterTime), userData );
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}
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/*
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===============================================================================
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States
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===============================================================================
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*/
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CLASS_STATES_DECLARATION ( rvMonsterSentry )
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STATE ( "Torso_BlasterAttack", rvMonsterSentry::State_Torso_BlasterAttack )
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STATE ( "Torso_KamakaziAttack", rvMonsterSentry::State_Torso_KamakaziAttack )
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STATE ( "State_CircleStrafe", rvMonsterSentry::State_CircleStrafe )
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STATE ( "State_Action_CircleStrafe",rvMonsterSentry::State_Action_CircleStrafe )
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STATE ( "Torso_EvadeLeft", rvMonsterSentry::State_Torso_EvadeLeft )
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STATE ( "Torso_EvadeRight", rvMonsterSentry::State_Torso_EvadeRight )
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END_CLASS_STATES
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/*
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================
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rvMonsterSentry::State_Torso_BlasterAttack
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================
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*/
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stateResult_t rvMonsterSentry::State_Torso_BlasterAttack ( const stateParms_t& parms ) {
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enum {
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STAGE_INIT,
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STAGE_ATTACK,
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STAGE_WAIT,
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};
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switch ( parms.stage ) {
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case STAGE_INIT:
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shots = (gameLocal.random.RandomInt ( maxShots - minShots ) + minShots) * combat.aggressiveScale;
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return SRESULT_STAGE ( STAGE_ATTACK );
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case STAGE_ATTACK:
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PlayAnim ( ANIMCHANNEL_TORSO, "range_attack", parms.blendFrames );
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shots--;
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return SRESULT_STAGE ( STAGE_WAIT );
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case STAGE_WAIT:
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if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
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if ( --shots <= 0 || (IsEnemyVisible() && !enemy.fl.inFov) ) {
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return SRESULT_DONE;
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}
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return SRESULT_STAGE ( STAGE_ATTACK );
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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/*
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================
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rvMonsterSentry::State_Torso_KamakaziAttack
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================
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*/
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stateResult_t rvMonsterSentry::State_Torso_KamakaziAttack ( const stateParms_t& parms ) {
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Explode ( );
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return SRESULT_DONE;
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}
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stateResult_t rvMonsterSentry::State_CircleStrafe ( const stateParms_t& parms ) {
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enum {
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STAGE_INIT,
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STAGE_CIRCLE
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};
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switch ( parms.stage ) {
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case STAGE_INIT:
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if ( strafeTime ) {
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//already strafing, just change dir?
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strafeTime = (strafeTime<gameLocal.GetTime()+2000)?gameLocal.GetTime()+2000:strafeTime;
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strafeRight = !strafeRight;
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} else {
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strafeTime = gameLocal.GetTime() + 8000;
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//FIXME: try to see which side it clear?
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strafeRight = (gameLocal.random.RandomFloat()>0.5f);
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}
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return SRESULT_STAGE ( STAGE_CIRCLE );
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case STAGE_CIRCLE:
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if ( !GetEnemy() || strafeTime < gameLocal.GetTime() || !enemy.fl.visible || !enemy.fl.inFov ) {
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//FIXME: also stop if I bump into something
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strafeTime = 0;
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SetState( "State_Combat" );
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return SRESULT_DONE;
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}
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idVec3 vel = GetPhysics()->GetLinearVelocity();
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vel += viewAxis[1] * (strafeRight?-200:200);
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vel.Normalize();
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vel *= 200.0f;
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physicsObj.UseVelocityMove( true );
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GetPhysics()->SetLinearVelocity( vel );
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TurnToward( enemy.lastKnownPosition );
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// Perform actions
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if ( UpdateAction ( ) ) {
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return SRESULT_WAIT;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvMonsterSentry::State_Action_CircleStrafe ( const stateParms_t& parms ) {
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SetState( "State_CircleStrafe" );
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return SRESULT_DONE;
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}
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stateResult_t rvMonsterSentry::State_Torso_EvadeLeft ( const stateParms_t& parms ) {
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if ( strafeTime ) {
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strafeRight = false;
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} else {
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idVec3 vel = GetPhysics()->GetLinearVelocity();
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vel += viewAxis[1] * 400;
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physicsObj.UseVelocityMove( true );
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GetPhysics()->SetLinearVelocity( vel );
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}
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return SRESULT_DONE;
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}
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stateResult_t rvMonsterSentry::State_Torso_EvadeRight ( const stateParms_t& parms ) {
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if ( strafeTime ) {
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strafeRight = true;
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} else {
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idVec3 vel = GetPhysics()->GetLinearVelocity();
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vel += viewAxis[1] * -400;
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physicsObj.UseVelocityMove( true );
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GetPhysics()->SetLinearVelocity( vel );
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}
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return SRESULT_DONE;
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}
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