quake4-sdk/source/mpgame/ai/Monster_SlimyTransfer.cpp
2007-06-15 00:00:00 +00:00

205 lines
5 KiB
C++

#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
class rvMonsterSlimyTransfer : public idAI {
public:
CLASS_PROTOTYPE( rvMonsterSlimyTransfer );
rvMonsterSlimyTransfer ( void );
void InitSpawnArgsVariables ( void );
void Spawn ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
protected:
virtual bool CheckActions ( void );
virtual void OnDeath ( void );
jointHandle_t jointVomitMuzzle;
int vomitNextAttackTime;
int vomitAttackRate;
private:
rvAIAction actionVomitAttack;
// Torso States
stateResult_t State_Torso_VomitAttack ( const stateParms_t& parms );
stateResult_t State_Torso_FinishVomitAttack ( const stateParms_t& parms );
// Frame commands
stateResult_t State_Frame_StartVomit ( const stateParms_t& parms );
stateResult_t State_Frame_StopVomit ( const stateParms_t& parms );
CLASS_STATES_PROTOTYPE ( rvMonsterSlimyTransfer );
};
CLASS_DECLARATION( idAI, rvMonsterSlimyTransfer )
END_CLASS
/*
================
rvMonsterSlimyTransfer::rvMonsterSlimyTransfer
================
*/
rvMonsterSlimyTransfer::rvMonsterSlimyTransfer ( void ) {
}
void rvMonsterSlimyTransfer::InitSpawnArgsVariables ( void ) {
jointVomitMuzzle = animator.GetJointHandle ( spawnArgs.GetString ( "joint_vomitMuzzle", "puke_bone" ) );
vomitAttackRate = SEC2MS ( spawnArgs.GetFloat ( "attack_vomit_rate", ".15" ) );
}
/*
================
rvMonsterSlimyTransfer::Spawn
================
*/
void rvMonsterSlimyTransfer::Spawn ( void ) {
actionVomitAttack.Init ( spawnArgs, "action_vomitAttack", "Torso_VomitAttack", AIACTIONF_ATTACK );
InitSpawnArgsVariables();
}
/*
================
rvMonsterSlimyTransfer::Save
================
*/
void rvMonsterSlimyTransfer::Save ( idSaveGame *savefile ) const {
savefile->WriteInt( vomitNextAttackTime );
actionVomitAttack.Save( savefile );
}
/*
================
rvMonsterSlimyTransfer::Restore
================
*/
void rvMonsterSlimyTransfer::Restore ( idRestoreGame *savefile ) {
savefile->ReadInt( vomitNextAttackTime );
actionVomitAttack.Restore( savefile );
InitSpawnArgsVariables();
}
/*
================
rvMonsterSlimyTransfer::CheckActions
================
*/
bool rvMonsterSlimyTransfer::CheckActions ( void ) {
if ( PerformAction ( &actionVomitAttack, (checkAction_t)&idAI::CheckAction_RangedAttack, &actionTimerRangedAttack ) ) {
return true;
}
return idAI::CheckActions ( );
}
/*
================
rvMonsterSlimyTransfer::OnDeath
================
*/
void rvMonsterSlimyTransfer::OnDeath ( void ) {
StopEffect ( "fx_vomit_muzzle" );
idAI::OnDeath ( );
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvMonsterSlimyTransfer )
STATE ( "Torso_VomitAttack", rvMonsterSlimyTransfer::State_Torso_VomitAttack )
STATE ( "Torso_FinishVomitAttack", rvMonsterSlimyTransfer::State_Torso_FinishVomitAttack )
STATE ( "Frame_StartVomit", rvMonsterSlimyTransfer::State_Frame_StartVomit )
STATE ( "Frame_StopVomit", rvMonsterSlimyTransfer::State_Frame_StopVomit )
END_CLASS_STATES
/*
================
rvMonsterSlimyTransfer::State_Torso_VomitAttack
================
*/
stateResult_t rvMonsterSlimyTransfer::State_Torso_VomitAttack ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT,
};
switch ( parms.stage ) {
case STAGE_INIT:
DisableAnimState ( ANIMCHANNEL_LEGS );
vomitNextAttackTime = 0;
// Loop the flame animation
PlayAnim( ANIMCHANNEL_TORSO, "vomit_attack", parms.blendFrames );
// Make sure we clean up some things when this state is finished (effects for one)
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_FinishVomitAttack", 0, 0, SFLAG_ONCLEAR );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
return SRESULT_DONE;
}
if ( vomitNextAttackTime && gameLocal.time >= vomitNextAttackTime ) {
Attack ( "vomit", jointVomitMuzzle, enemy.ent );
vomitNextAttackTime = gameLocal.time + vomitAttackRate;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
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rvMonsterSlimyTransfer::State_Torso_FinishVomitAttack
================
*/
stateResult_t rvMonsterSlimyTransfer::State_Torso_FinishVomitAttack ( const stateParms_t& parms ) {
State_Frame_StopVomit ( parms );
return SRESULT_DONE;
}
/*
================
rvMonsterSlimyTransfer::State_Frame_StartVomit
================
*/
stateResult_t rvMonsterSlimyTransfer::State_Frame_StartVomit ( const stateParms_t& parms ) {
PlayEffect ( "fx_vomit_muzzle", jointVomitMuzzle, true );
vomitNextAttackTime = gameLocal.time;
return SRESULT_DONE;
}
/*
================
rvMonsterSlimyTransfer::State_Frame_StopVomit
================
*/
stateResult_t rvMonsterSlimyTransfer::State_Frame_StopVomit ( const stateParms_t& parms ) {
StopEffect ( "fx_vomit_muzzle" );
vomitNextAttackTime = 0;
return SRESULT_DONE;
}