//------------------------------------------------------------------------- /* 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 handThinkSearch(DBloodActor*); static void handThinkGoto(DBloodActor*); static void handThinkChase(DBloodActor*); AISTATE handIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE hand13A3B4 = { kAiStateOther, 0, -1, 0, NULL, NULL, NULL, NULL }; AISTATE handSearch = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, handThinkSearch, &handIdle }; AISTATE handChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, handThinkChase, NULL }; AISTATE handRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &handSearch }; AISTATE handGoto = { kAiStateMove, 6, -1, 1800, NULL, aiMoveForward, handThinkGoto, &handIdle }; AISTATE handJump = { kAiStateChase, 7, nJumpClient, 120, NULL, NULL, NULL, &handChase }; void HandJumpSeqCallback(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); if (target->IsPlayerActor()) { PLAYER* pPlayer = &gPlayer[target->spr.type - kDudePlayer1]; if (!pPlayer->hand) { pPlayer->hand = 1; actPostSprite(actor, kStatFree); } } } static void handThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); aiChooseDirection(actor, pXSprite->goalAng); aiThinkTarget(actor); } static void handThinkGoto(DBloodActor* actor) { auto pXSprite = &actor->x(); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = pXSprite->targetX - actor->spr.pos.X; int dy = pXSprite->targetY - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery) aiNewState(actor, &handSearch); aiThinkTarget(actor); } static void handThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &handGoto); 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->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (target->xspr.health == 0) { aiNewState(actor, &handSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &handSearch); return; } int nDist = approxDist(dx, dy); if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2; if (cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->spr.sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x233 && abs(nDeltaAngle) < 85 && gGameOptions.nGameType == 0) aiNewState(actor, &handJump); return; } } } aiNewState(actor, &handGoto); actor->SetTarget(nullptr); } END_BLD_NS