//------------------------------------------------------------------------- /* 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 zombfThinkSearch(DBloodActor* actor); static void zombfThinkGoto(DBloodActor* actor); static void zombfThinkChase(DBloodActor* actor); AISTATE zombieFIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE zombieFChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, zombfThinkChase, NULL }; AISTATE zombieFGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, zombfThinkGoto, &zombieFIdle }; AISTATE zombieFDodge = { kAiStateMove, 8, -1, 0, NULL, aiMoveDodge, zombfThinkChase, &zombieFChase }; AISTATE zombieFHack = { kAiStateChase, 6, nZombfHackClient, 120, NULL, NULL, NULL, &zombieFChase }; AISTATE zombieFPuke = { kAiStateChase, 9, nZombfPukeClient, 120, NULL, NULL, NULL, &zombieFChase }; AISTATE zombieFThrow = { kAiStateChase, 6, nZombfThrowClient, 120, NULL, NULL, NULL, &zombieFChase }; AISTATE zombieFSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, zombfThinkSearch, &zombieFIdle }; AISTATE zombieFRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieFChase }; AISTATE zombieFTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieFChase }; void zombfHackSeqCallback(int, DBloodActor* actor) { if (actor->spr.type != kDudeZombieButcher) return; if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat); DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type); int height2 = (pDudeInfoT->eyeHeight * target->spr.yrepeat); actFireVector(actor, 0, 0, bcos(actor->int_ang()), bsin(actor->int_ang()), height - height2, kVectorCleaver); } void PukeSeqCallback(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type); int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat); int height2 = (pDudeInfoT->eyeHeight * target->spr.yrepeat); int tx = actor->xspr.int_TargetPos().X - actor->int_pos().X; int ty = actor->xspr.int_TargetPos().Y - actor->int_pos().Y; int nAngle = getangle(tx, ty); int dx = bcos(nAngle); int dy = bsin(nAngle); sfxPlay3DSound(actor, 1203, 1, 0); actFireMissile(actor, 0, -(height - height2), dx, dy, 0, kMissilePukeGreen); } void ThrowSeqCallback(int, DBloodActor* actor) { actFireMissile(actor, 0, -getDudeInfo(actor->spr.type)->eyeHeight, bcos(actor->int_ang()), bsin(actor->int_ang()), 0, kMissileButcherKnife); } static void zombfThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void zombfThinkGoto(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(); int nAngle = getangle(dvec); double nDist = dvec.Length(); aiChooseDirection(actor, DAngle::fromBuild(nAngle)); if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) aiNewState(actor, &zombieFSearch); aiThinkTarget(actor); } static void zombfThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &zombieFGoto); 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(); int dx = target->int_pos().X - actor->int_pos().X; int dy = target->int_pos().Y - actor->int_pos().Y; aiChooseDirection(actor, VecToAngle(dx, dy)); if (target->xspr.health == 0) { aiNewState(actor, &zombieFSearch); return; } if (target->IsPlayerActor() && (powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpDeathMaskUseless) > 0)) { aiNewState(actor, &zombieFSearch); return; } int nDist = approxDist(dx, dy); if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = getincangle(actor->int_ang(), getangle(dx, dy)); double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE; if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector())) { if (abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x1400 && nDist > 0xe00 && abs(nDeltaAngle) < 85) { int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &zombieFThrow); break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type) aiNewState(actor, &zombieFThrow); else aiNewState(actor, &zombieFDodge); break; default: aiNewState(actor, &zombieFThrow); break; } } else if (nDist < 0x1400 && nDist > 0x600 && abs(nDeltaAngle) < 85) { int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &zombieFPuke); break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type) aiNewState(actor, &zombieFPuke); else aiNewState(actor, &zombieFDodge); break; default: aiNewState(actor, &zombieFPuke); break; } } else if (nDist < 0x400 && abs(nDeltaAngle) < 85) { int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &zombieFHack); break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type) aiNewState(actor, &zombieFHack); else aiNewState(actor, &zombieFDodge); break; default: aiNewState(actor, &zombieFHack); break; } } return; } } } aiNewState(actor, &zombieFSearch); actor->SetTarget(nullptr); } END_BLD_NS