2019-09-19 22:42:45 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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2019-09-21 18:59:54 +00:00
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#include "ns.h" // Must come before everything else!
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2019-09-19 22:42:45 +00:00
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#include "build.h"
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#include "blood.h"
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2019-09-22 06:39:22 +00:00
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BEGIN_BLD_NS
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2021-09-16 19:59:39 +00:00
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static void innocThinkSearch(DBloodActor*);
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static void innocThinkGoto(DBloodActor*);
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static void innocThinkChase(DBloodActor*);
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2019-09-19 22:42:45 +00:00
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AISTATE innocentIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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2020-10-11 09:56:27 +00:00
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AISTATE innocentSearch = { kAiStateSearch, 6, -1, 1800, NULL, aiMoveForward, innocThinkSearch, &innocentIdle };
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AISTATE innocentChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, innocThinkChase, NULL };
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2019-09-19 22:42:45 +00:00
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AISTATE innocentRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &innocentChase };
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AISTATE innocentTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &innocentChase };
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2020-10-11 09:56:27 +00:00
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AISTATE innocentGoto = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, innocThinkGoto, &innocentIdle };
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2019-09-19 22:42:45 +00:00
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2020-11-06 21:48:22 +00:00
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static void innocThinkSearch(DBloodActor* actor)
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2019-09-19 22:42:45 +00:00
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{
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2022-09-03 22:38:26 +00:00
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aiChooseDirection(actor, actor->xspr.goalAng);
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2021-09-16 19:59:39 +00:00
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aiThinkTarget(actor);
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2019-09-19 22:42:45 +00:00
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}
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2020-11-06 21:48:22 +00:00
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static void innocThinkGoto(DBloodActor* actor)
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2019-09-19 22:42:45 +00:00
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{
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2021-12-22 19:22:35 +00:00
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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2022-08-23 20:29:05 +00:00
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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2022-09-27 20:00:52 +00:00
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DAngle nAngle = VecToAngle(dvec);
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2022-09-26 22:44:51 +00:00
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double nDist = dvec.Length();
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2022-09-27 20:00:52 +00:00
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aiChooseDirection(actor, nAngle);
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if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery())
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2021-09-16 19:59:39 +00:00
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aiNewState(actor, &innocentSearch);
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aiThinkTarget(actor);
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2019-09-19 22:42:45 +00:00
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}
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2020-11-06 21:48:22 +00:00
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static void innocThinkChase(DBloodActor* actor)
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2019-09-19 22:42:45 +00:00
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{
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2021-09-16 19:59:39 +00:00
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &innocentGoto);
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return;
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}
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2021-12-22 19:22:35 +00:00
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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2021-09-16 19:59:39 +00:00
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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2021-12-22 19:02:43 +00:00
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auto target = actor->GetTarget();
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2021-12-30 09:30:21 +00:00
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2022-08-23 20:30:40 +00:00
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
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2022-09-27 20:11:07 +00:00
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DAngle nAngle = VecToAngle(dvec);
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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2021-12-22 19:48:11 +00:00
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if (target->xspr.health == 0)
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2021-09-16 19:59:39 +00:00
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{
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aiNewState(actor, &innocentSearch);
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return;
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}
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2021-12-22 19:02:43 +00:00
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if (target->IsPlayerActor())
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2021-09-16 19:59:39 +00:00
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{
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aiNewState(actor, &innocentSearch);
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return;
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}
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2022-08-23 20:30:40 +00:00
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2022-09-27 20:11:07 +00:00
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if (nDist <= pDudeInfo->SeeDist())
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2021-09-16 19:59:39 +00:00
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{
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2022-09-27 20:11:07 +00:00
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DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
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2022-08-22 16:37:10 +00:00
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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2021-09-16 19:59:39 +00:00
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{
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2022-09-27 20:11:07 +00:00
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if (nDist < pDudeInfo->SeeDist() && abs(nDeltaAngle) <= pDudeInfo->Periphery())
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2021-09-16 19:59:39 +00:00
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{
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aiSetTarget(actor, actor->GetTarget());
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2022-09-27 20:11:07 +00:00
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if (nDist < 102.375 && nDeltaAngle < DAngle15)
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2021-09-16 19:59:39 +00:00
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aiNewState(actor, &innocentIdle);
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return;
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}
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}
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}
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aiPlay3DSound(actor, 7000 + Random(6), AI_SFX_PRIORITY_1, -1);
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aiNewState(actor, &innocentGoto);
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actor->SetTarget(nullptr);
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2019-09-19 22:42:45 +00:00
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}
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2019-09-22 06:39:22 +00:00
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END_BLD_NS
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