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

363 lines
9 KiB
C++

#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
extern const char* aiActionStatusString [ rvAIAction::STATUS_MAX ];
class rvMonsterStroggFlyer : public idAI {
public:
CLASS_PROTOTYPE( rvMonsterStroggFlyer );
rvMonsterStroggFlyer ( void );
void InitSpawnArgsVariables( void );
void Spawn ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
virtual void GetDebugInfo ( debugInfoProc_t proc, void* userData );
protected:
virtual bool CheckActions ( void );
virtual void OnUpdatePlayback ( const rvDeclPlaybackData& pbd );
virtual void OnWakeUp ( void );
rvAIAction actionBombAttack;
rvAIAction actionBlasterAttack;
idVec3 velocity;
int shotCount;
jointHandle_t jointGunRight;
jointHandle_t jointGunLeft;
int lastAttackTime;
int attackStartTime;
int blasterAttackDuration;
int blasterAttackRate;
int bombAttackDuration;
int bombAttackRate;
private:
stateResult_t State_ScriptedPlaybackMove ( const stateParms_t& parms );
stateResult_t State_Killed ( const stateParms_t& parms );
stateResult_t State_Torso_BlasterAttack ( const stateParms_t& parms );
stateResult_t State_Torso_BombAttack ( const stateParms_t& parms );
void AttackBlaster ( void );
void AttackBomb ( void );
CLASS_STATES_PROTOTYPE ( rvMonsterStroggFlyer );
};
CLASS_DECLARATION( idAI, rvMonsterStroggFlyer )
END_CLASS
/*
================
rvMonsterStroggFlyer::rvMonsterStroggFlyer
================
*/
rvMonsterStroggFlyer::rvMonsterStroggFlyer ( ) {
shotCount = 0;
lastAttackTime = 0;
attackStartTime = 0;
}
void rvMonsterStroggFlyer::InitSpawnArgsVariables( void )
{
jointGunRight = animator.GetJointHandle ( spawnArgs.GetString ( "joint_gun_right" ) );
jointGunLeft = animator.GetJointHandle ( spawnArgs.GetString ( "joint_gun_left" ) );
blasterAttackDuration = SEC2MS ( spawnArgs.GetFloat ( "blasterAttackDuration", "1" ) );
blasterAttackRate = SEC2MS ( spawnArgs.GetFloat ( "blasterAttackRate", ".25" ) );
bombAttackDuration = SEC2MS ( spawnArgs.GetFloat ( "bombAttackDuration", "1" ) );
bombAttackRate = SEC2MS ( spawnArgs.GetFloat ( "bombAttackRate", ".25" ) );
}
/*
================
rvMonsterStroggFlyer::Spawn
================
*/
void rvMonsterStroggFlyer::Spawn ( void ) {
actionBombAttack.Init ( spawnArgs, "action_bombAttack", "Torso_BombAttack", AIACTIONF_ATTACK );
actionBlasterAttack.Init ( spawnArgs, "action_blasterAttack", "Torso_BlasterAttack", AIACTIONF_ATTACK );
InitSpawnArgsVariables();
}
/*
================
rvMonsterStroggFlyer::OnUpdatePlayback
================
*/
void rvMonsterStroggFlyer::OnUpdatePlayback ( const rvDeclPlaybackData& pbd ) {
byte buttons;
byte changed;
byte impulse;
velocity = pbd.GetVelocity ( );
buttons = pbd.GetButtons();
changed = pbd.GetChanged();
impulse = pbd.GetImpulse();
// Shoot the blaster if the attack button was pressed
if ( (changed & buttons) & BUTTON_ATTACK ){
AttackBlaster ( );
}
if ( (changed & buttons) & BUTTON_ZOOM ){
AttackBomb ( );
}
switch ( impulse ) {
case 40:
aifl.disableAttacks = true;
break;
case 41:
aifl.disableAttacks = false;
break;
case 42:
StartSound ( "snd_bombrun", SND_CHANNEL_ANY, 0, false, NULL );
break;
}
}
/*
================
rvMonsterStroggFlyer::OnWakeUp
================
*/
void rvMonsterStroggFlyer::OnWakeUp ( void ) {
jointHandle_t joint;
joint = GetAnimator()->GetJointHandle( spawnArgs.GetString ( "joint_thruster", "tail_thrusters" ) );
if ( joint != INVALID_JOINT ) {
PlayEffect ( "fx_exhaust", joint, true );
}
StartSound ( "snd_flyloop", SND_CHANNEL_ANY, 0, false, NULL );
return idAI::OnWakeUp ( );
}
/*
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rvMonsterStroggFlyer::AttackBlaster
================
*/
void rvMonsterStroggFlyer::AttackBlaster ( void ) {
jointHandle_t joint;
joint = ((shotCount++)%2) ? jointGunRight : jointGunLeft;
if ( joint != INVALID_JOINT ) {
PlayEffect ( "fx_muzzleflash", joint );
Attack ( "blaster", joint, enemy.ent );
}
}
/*
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rvMonsterStroggFlyer::AttackBomb
================
*/
void rvMonsterStroggFlyer::AttackBomb ( void ) {
jointHandle_t joint;
joint = ((shotCount++)%2) ? jointGunRight : jointGunLeft;
if ( joint != INVALID_JOINT ) {
StartSound ( "snd_bombrun", SND_CHANNEL_ANY, 0, false, NULL );
PlayEffect ( "fx_bombflash", joint );
Attack ( "bomb", joint, enemy.ent );
}
}
/*
================
rvMonsterStroggFlyer::CheckActions
================
*/
bool rvMonsterStroggFlyer::CheckActions ( void ) {
if ( PerformAction ( &actionBombAttack, (checkAction_t)&idAI::CheckAction_RangedAttack, &actionTimerRangedAttack ) ||
PerformAction ( &actionBlasterAttack, (checkAction_t)&idAI::CheckAction_RangedAttack, &actionTimerRangedAttack ) ) {
return true;
}
return idAI::CheckActions ( );
}
/*
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rvMonsterStroggFlyer::Save
================
*/
void rvMonsterStroggFlyer::Save( idSaveGame *savefile ) const {
actionBombAttack.Save ( savefile ) ;
actionBlasterAttack.Save ( savefile );
savefile->WriteVec3 ( velocity );
savefile->WriteInt ( shotCount );
savefile->WriteInt ( lastAttackTime );
savefile->WriteInt ( attackStartTime );
}
/*
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rvMonsterStroggFlyer::Restore
================
*/
void rvMonsterStroggFlyer::Restore( idRestoreGame *savefile ) {
actionBombAttack.Restore ( savefile ) ;
actionBlasterAttack.Restore ( savefile );
savefile->ReadVec3 ( velocity );
savefile->ReadInt ( shotCount );
savefile->ReadInt ( lastAttackTime );
savefile->ReadInt ( attackStartTime );
InitSpawnArgsVariables();
}
/*
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rvMonsterStroggFlyer::GetDebugInfo
================
*/
void rvMonsterStroggFlyer::GetDebugInfo ( debugInfoProc_t proc, void* userData ) {
// Base class first
idAI::GetDebugInfo ( proc, userData );
proc ( "idAI", "action_blasterAttack", aiActionStatusString[actionBlasterAttack.status], userData );
proc ( "idAI", "action_bombAttack", aiActionStatusString[actionBombAttack.status], userData );
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvMonsterStroggFlyer )
STATE ( "State_WakeUp", rvMonsterStroggFlyer::State_WakeUp )
STATE ( "State_ScriptedPlaybackMove", rvMonsterStroggFlyer::State_ScriptedPlaybackMove )
STATE ( "State_Killed", rvMonsterStroggFlyer::State_Killed )
STATE ( "Torso_BlasterAttack", rvMonsterStroggFlyer::State_Torso_BlasterAttack )
STATE ( "Torso_BombAttack", rvMonsterStroggFlyer::State_Torso_BombAttack )
END_CLASS_STATES
/*
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rvMonsterStroggFlyer::State_ScriptedPlaybackMove
================
*/
stateResult_t rvMonsterStroggFlyer::State_ScriptedPlaybackMove ( const stateParms_t& parms ) {
// When the playback finishes cancel any running states
if ( !mPlayback.IsActive() ) {
StopAnimState ( ANIMCHANNEL_TORSO );
StopAnimState ( ANIMCHANNEL_LEGS );
return SRESULT_DONE;
}
// Keep the enemy status up to date
if ( !enemy.ent ) {
CheckForEnemy ( true );
}
// Perform actions
UpdateAction ( );
return SRESULT_WAIT;
}
/*
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rvMonsterStroggFlyer::State_Killed
================
*/
stateResult_t rvMonsterStroggFlyer::State_Killed ( const stateParms_t& parms ) {
PlayEffect ( "fx_death", GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
return idAI::State_Killed ( parms );
}
/*
================
rvMonsterStroggFlyer::State_Torso_BlasterAttack
================
*/
stateResult_t rvMonsterStroggFlyer::State_Torso_BlasterAttack ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_BLASTER,
STAGE_BLASTERWAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
attackStartTime = gameLocal.time;
return SRESULT_STAGE ( STAGE_BLASTER );
case STAGE_BLASTER:
lastAttackTime = gameLocal.time;
AttackBlaster ( );
return SRESULT_STAGE ( STAGE_BLASTERWAIT );
case STAGE_BLASTERWAIT:
if ( !enemy.fl.inFov || gameLocal.time - attackStartTime > blasterAttackDuration ) {
return SRESULT_DONE;
}
if ( gameLocal.time - lastAttackTime > blasterAttackRate ) {
return SRESULT_STAGE ( STAGE_BLASTER );
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvMonsterStroggFlyer::State_Torso_BombAttack
================
*/
stateResult_t rvMonsterStroggFlyer::State_Torso_BombAttack ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_BOMB,
STAGE_BOMBWAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
attackStartTime = gameLocal.time;
return SRESULT_STAGE ( STAGE_BOMB );
case STAGE_BOMB:
lastAttackTime = gameLocal.time;
AttackBomb ( );
return SRESULT_STAGE ( STAGE_BOMBWAIT );
case STAGE_BOMBWAIT:
if ( !enemy.fl.inFov || gameLocal.time - attackStartTime > bombAttackDuration ) {
return SRESULT_DONE;
}
if ( gameLocal.time - lastAttackTime > bombAttackRate ) {
return SRESULT_STAGE ( STAGE_BOMB );
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}