raze/source/blood/src/aiburn.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "aistate.h"
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#include "blood.h"
#include "db.h"
#include "dude.h"
#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sound.h"
#include "nnexts.h"
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BEGIN_BLD_NS
static void burnThinkSearch(spritetype*, XSPRITE*);
static void burnThinkGoto(spritetype*, XSPRITE*);
static void burnThinkChase(spritetype*, XSPRITE*);
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AISTATE cultistBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE cultistBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE cultistBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &cultistBurnSearch };
AISTATE cultistBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &cultistBurnSearch };
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AISTATE cultistBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &cultistBurnChase };
AISTATE zombieABurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE zombieABurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieABurnSearch };
AISTATE zombieABurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, NULL };
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AISTATE zombieABurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieABurnChase };
AISTATE zombieFBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE zombieFBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieFBurnSearch };
AISTATE zombieFBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, NULL };
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AISTATE zombieFBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase };
AISTATE innocentBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE innocentBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieFBurnSearch };
AISTATE innocentBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, NULL };
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AISTATE innocentBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase };
AISTATE beastBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE beastBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &beastBurnSearch };
AISTATE beastBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &beastBurnSearch };
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AISTATE beastBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &beastBurnChase };
AISTATE tinycalebBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE tinycalebBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &tinycalebBurnSearch };
AISTATE tinycalebBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &tinycalebBurnSearch };
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AISTATE tinycalebBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &tinycalebBurnChase };
AISTATE genDudeBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE genDudeBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE genDudeBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &genDudeBurnSearch };
AISTATE genDudeBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &genDudeBurnSearch };
AISTATE genDudeBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &genDudeBurnChase };
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void BurnSeqCallback(int, int)
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{
}
static void burnThinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
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{
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
aiThinkTarget(pSprite, pXSprite);
}
static void burnThinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
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{
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(pSprite, pXSprite, nAngle);
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
{
switch (pSprite->type)
{
case kDudeBurningCultist:
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aiNewState(pSprite, pXSprite, &cultistBurnSearch);
break;
case kDudeBurningZombieAxe:
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aiNewState(pSprite, pXSprite, &zombieABurnSearch);
break;
case kDudeBurningZombieButcher:
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aiNewState(pSprite, pXSprite, &zombieFBurnSearch);
break;
case kDudeBurningInnocent:
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aiNewState(pSprite, pXSprite, &innocentBurnSearch);
break;
case kDudeBurningBeast:
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aiNewState(pSprite, pXSprite, &beastBurnSearch);
break;
case kDudeBurningTinyCaleb:
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aiNewState(pSprite, pXSprite, &tinycalebBurnSearch);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiNewState(pSprite, pXSprite, &genDudeBurnSearch);
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break;
#endif
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}
}
aiThinkTarget(pSprite, pXSprite);
}
static void burnThinkChase(spritetype *pSprite, XSPRITE *pXSprite)
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{
if (pXSprite->target == -1)
{
switch (pSprite->type)
{
case kDudeBurningCultist:
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aiNewState(pSprite, pXSprite, &cultistBurnGoto);
break;
case kDudeBurningZombieAxe:
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aiNewState(pSprite, pXSprite, &zombieABurnGoto);
break;
case kDudeBurningZombieButcher:
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aiNewState(pSprite, pXSprite, &zombieFBurnGoto);
break;
case kDudeBurningInnocent:
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aiNewState(pSprite, pXSprite, &innocentBurnGoto);
break;
case kDudeBurningBeast:
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aiNewState(pSprite, pXSprite, &beastBurnGoto);
break;
case kDudeBurningTinyCaleb:
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aiNewState(pSprite, pXSprite, &tinycalebBurnGoto);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiNewState(pSprite, pXSprite, &genDudeBurnGoto);
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break;
#endif
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}
return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if (pXTarget->health == 0)
{
switch (pSprite->type)
{
case kDudeBurningCultist:
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aiNewState(pSprite, pXSprite, &cultistBurnSearch);
break;
case kDudeBurningZombieAxe:
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aiNewState(pSprite, pXSprite, &zombieABurnSearch);
break;
case kDudeBurningZombieButcher:
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aiNewState(pSprite, pXSprite, &zombieFBurnSearch);
break;
case kDudeBurningInnocent:
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aiNewState(pSprite, pXSprite, &innocentBurnSearch);
break;
case kDudeBurningBeast:
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aiNewState(pSprite, pXSprite, &beastBurnSearch);
break;
case kDudeBurningTinyCaleb:
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aiNewState(pSprite, pXSprite, &tinycalebBurnSearch);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiNewState(pSprite, pXSprite, &genDudeBurnSearch);
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break;
#endif
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}
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
{
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
if (nDist < 0x333 && klabs(nDeltaAngle) < 85)
{
switch (pSprite->type)
{
case kDudeBurningCultist:
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aiNewState(pSprite, pXSprite, &cultistBurnAttack);
break;
case kDudeBurningZombieAxe:
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aiNewState(pSprite, pXSprite, &zombieABurnAttack);
break;
case kDudeBurningZombieButcher:
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aiNewState(pSprite, pXSprite, &zombieFBurnAttack);
break;
case kDudeBurningInnocent:
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aiNewState(pSprite, pXSprite, &innocentBurnAttack);
break;
case kDudeBurningBeast:
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aiNewState(pSprite, pXSprite, &beastBurnAttack);
break;
case kDudeBurningTinyCaleb:
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aiNewState(pSprite, pXSprite, &tinycalebBurnAttack);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiNewState(pSprite, pXSprite, &genDudeBurnSearch);
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break;
#endif
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}
}
return;
}
}
}
switch (pSprite->type)
{
case kDudeBurningCultist:
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aiNewState(pSprite, pXSprite, &cultistBurnGoto);
break;
case kDudeBurningZombieAxe:
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aiNewState(pSprite, pXSprite, &zombieABurnGoto);
break;
case 242:
aiNewState(pSprite, pXSprite, &zombieFBurnGoto);
break;
case kDudeBurningInnocent:
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aiNewState(pSprite, pXSprite, &innocentBurnGoto);
break;
case kDudeBurningBeast:
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aiNewState(pSprite, pXSprite, &beastBurnGoto);
break;
case kDudeBurningTinyCaleb:
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aiNewState(pSprite, pXSprite, &tinycalebBurnGoto);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiNewState(pSprite, pXSprite, &genDudeBurnSearch);
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break;
#endif
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}
pXSprite->target = -1;
}
END_BLD_NS