//------------------------------------------------------------------------- /* 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! #include "compat.h" #include "build.h" #include "pragmas.h" #include "mmulti.h" #include "common_game.h" #include "actor.h" #include "ai.h" #include "blood.h" #include "db.h" #include "dude.h" #include "eventq.h" #include "levels.h" #include "player.h" #include "seq.h" #include "sound.h" #include "nnexts.h" #include "bloodactor.h" BEGIN_BLD_NS static void houndThinkSearch(DBloodActor *); static void houndThinkGoto(DBloodActor *); static void houndThinkChase(DBloodActor *); AISTATE houndIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE houndSearch = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, houndThinkSearch, &houndIdle }; AISTATE houndChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, houndThinkChase, NULL }; AISTATE houndRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &houndSearch }; AISTATE houndTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &houndSearch }; AISTATE houndGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, houndThinkGoto, &houndIdle }; AISTATE houndBite = { kAiStateChase, 6, nHoundBiteClient, 60, NULL, NULL, NULL, &houndChase }; AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL, &houndChase }; void houndBiteSeqCallback(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; int dx = CosScale16(pSprite->ang); int dy = SinScale16(pSprite->ang); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } ///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) { Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites"); return; } spritetype *pTarget = &sprite[pXSprite->target]; #ifdef NOONE_EXTENSIONS if (IsPlayerSprite(pTarget) || gModernMap) // allow to hit non-player targets actFireVector(pSprite, 0, 0, dx, dy, pTarget->z - pSprite->z, VECTOR_TYPE_15); #else if (IsPlayerSprite(pTarget)) actFireVector(pSprite, 0, 0, dx, dy, pTarget->z - pSprite->z, VECTOR_TYPE_15); #endif } void houndBurnSeqCallback(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; actFireMissile(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), 0, kMissileFlameHound); } static void houndThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); aiThinkTarget(actor); } static void houndThinkGoto(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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) aiNewState(actor, &houndSearch); aiThinkTarget(actor); } static void houndThinkChase(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (pXSprite->target == -1) { aiNewState(actor, &houndGoto); return; } ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); ///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) { Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites"); return; } 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) { aiNewState(actor, &houndSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &houndSearch); 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 < 0xb00 && nDist > 0x500 && klabs(nDeltaAngle) < 85) aiNewState(actor, &houndBurn); else if(nDist < 0x266 && klabs(nDeltaAngle) < 85) aiNewState(actor, &houndBite); return; } } } aiNewState(actor, &houndGoto); pXSprite->target = -1; } END_BLD_NS