//------------------------------------------------------------------------- /* 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 "build.h" #include "blood.h" BEGIN_BLD_NS static void innocThinkSearch(DBloodActor*); static void innocThinkGoto(DBloodActor*); static void innocThinkChase(DBloodActor*); AISTATE innocentIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE innocentSearch = { kAiStateSearch, 6, -1, 1800, NULL, aiMoveForward, innocThinkSearch, &innocentIdle }; AISTATE innocentChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, innocThinkChase, NULL }; AISTATE innocentRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &innocentChase }; AISTATE innocentTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &innocentChase }; AISTATE innocentGoto = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, innocThinkGoto, &innocentIdle }; static void innocThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void innocThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &innocentSearch); aiThinkTarget(actor); } static void innocThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &innocentGoto); return; } assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); auto dvec = target->spr.pos.XY() - actor->spr.pos.XY(); DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (target->xspr.health == 0) { aiNewState(actor, &innocentSearch); return; } if (target->IsPlayerActor()) { aiNewState(actor, &innocentSearch); return; } if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle); double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE; if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector())) { if (nDist < pDudeInfo->SeeDist() && abs(nDeltaAngle) <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 102.375 && nDeltaAngle < DAngle15) aiNewState(actor, &innocentIdle); return; } } } aiPlay3DSound(actor, 7000 + Random(6), AI_SFX_PRIORITY_1, -1); aiNewState(actor, &innocentGoto); actor->SetTarget(nullptr); } END_BLD_NS