//------------------------------------------------------------------------- /* 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 "aiburn.h" #include "blood.h" #include "db.h" #include "dude.h" #include "levels.h" #include "player.h" #include "seq.h" #include "sfx.h" #include "trig.h" BEGIN_BLD_NS static void BurnSeqCallback(int, int); static void thinkSearch(spritetype*, XSPRITE*); static void thinkGoto(spritetype*, XSPRITE*); static void thinkChase(spritetype*, XSPRITE*); static int nBurnClient = seqRegisterClient(BurnSeqCallback); AISTATE cultistBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE cultistBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL }; AISTATE cultistBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &cultistBurnSearch }; AISTATE cultistBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &cultistBurnSearch }; AISTATE cultistBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &cultistBurnChase }; AISTATE zombieABurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL }; AISTATE zombieABurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &zombieABurnSearch }; AISTATE zombieABurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, NULL }; AISTATE zombieABurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieABurnChase }; AISTATE zombieFBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL }; AISTATE zombieFBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &zombieFBurnSearch }; AISTATE zombieFBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, NULL }; AISTATE zombieFBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase }; AISTATE innocentBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL }; AISTATE innocentBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &zombieFBurnSearch }; AISTATE innocentBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, NULL }; AISTATE innocentBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase }; AISTATE beastBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL }; AISTATE beastBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &beastBurnSearch }; AISTATE beastBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &beastBurnSearch }; AISTATE beastBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &beastBurnChase }; AISTATE tinycalebBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL }; AISTATE tinycalebBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &tinycalebBurnSearch }; AISTATE tinycalebBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &tinycalebBurnSearch }; AISTATE tinycalebBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &tinycalebBurnChase }; AISTATE genDudeBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE genDudeBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL }; AISTATE genDudeBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &genDudeBurnSearch }; AISTATE genDudeBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &genDudeBurnSearch }; AISTATE genDudeBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &genDudeBurnChase }; static void BurnSeqCallback(int, int) { } static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite) { aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); aiThinkTarget(pSprite, pXSprite); } static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite) { dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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) { switch (pSprite->type) { case kDudeBurningCultist: aiNewState(pSprite, pXSprite, &cultistBurnSearch); break; case kDudeBurningZombieAxe: aiNewState(pSprite, pXSprite, &zombieABurnSearch); break; case kDudeBurningZombieButcher: aiNewState(pSprite, pXSprite, &zombieFBurnSearch); break; case kDudeBurningInnocent: aiNewState(pSprite, pXSprite, &innocentBurnSearch); break; case kDudeBurningBeast: aiNewState(pSprite, pXSprite, &beastBurnSearch); break; case kDudeBurningTinyCaleb: aiNewState(pSprite, pXSprite, &tinycalebBurnSearch); break; case kDudeModernCustomBurning: aiNewState(pSprite, pXSprite, &genDudeBurnSearch); break; } } aiThinkTarget(pSprite, pXSprite); } static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { switch (pSprite->type) { case kDudeBurningCultist: aiNewState(pSprite, pXSprite, &cultistBurnGoto); break; case kDudeBurningZombieAxe: aiNewState(pSprite, pXSprite, &zombieABurnGoto); break; case kDudeBurningZombieButcher: aiNewState(pSprite, pXSprite, &zombieFBurnGoto); break; case kDudeBurningInnocent: aiNewState(pSprite, pXSprite, &innocentBurnGoto); break; case kDudeBurningBeast: aiNewState(pSprite, pXSprite, &beastBurnGoto); break; case kDudeBurningTinyCaleb: aiNewState(pSprite, pXSprite, &tinycalebBurnGoto); break; case kDudeModernCustomBurning: aiNewState(pSprite, pXSprite, &genDudeBurnGoto); break; } return; } dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); 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) { switch (pSprite->type) { case kDudeBurningCultist: aiNewState(pSprite, pXSprite, &cultistBurnSearch); break; case kDudeBurningZombieAxe: aiNewState(pSprite, pXSprite, &zombieABurnSearch); break; case kDudeBurningZombieButcher: aiNewState(pSprite, pXSprite, &zombieFBurnSearch); break; case kDudeBurningInnocent: aiNewState(pSprite, pXSprite, &innocentBurnSearch); break; case kDudeBurningBeast: aiNewState(pSprite, pXSprite, &beastBurnSearch); break; case kDudeBurningTinyCaleb: aiNewState(pSprite, pXSprite, &tinycalebBurnSearch); break; case kDudeModernCustomBurning: aiNewState(pSprite, pXSprite, &genDudeBurnSearch); break; } 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 < 0x333 && klabs(nDeltaAngle) < 85) { switch (pSprite->type) { case kDudeBurningCultist: aiNewState(pSprite, pXSprite, &cultistBurnAttack); break; case kDudeBurningZombieAxe: aiNewState(pSprite, pXSprite, &zombieABurnAttack); break; case kDudeBurningZombieButcher: aiNewState(pSprite, pXSprite, &zombieFBurnAttack); break; case kDudeBurningInnocent: aiNewState(pSprite, pXSprite, &innocentBurnAttack); break; case kDudeBurningBeast: aiNewState(pSprite, pXSprite, &beastBurnAttack); break; case kDudeBurningTinyCaleb: aiNewState(pSprite, pXSprite, &tinycalebBurnAttack); break; case kDudeModernCustomBurning: aiNewState(pSprite, pXSprite, &genDudeBurnSearch); break; } } return; } } } switch (pSprite->type) { case kDudeBurningCultist: aiNewState(pSprite, pXSprite, &cultistBurnGoto); break; case kDudeBurningZombieAxe: aiNewState(pSprite, pXSprite, &zombieABurnGoto); break; case 242: aiNewState(pSprite, pXSprite, &zombieFBurnGoto); break; case kDudeBurningInnocent: aiNewState(pSprite, pXSprite, &innocentBurnGoto); break; case kDudeBurningBeast: aiNewState(pSprite, pXSprite, &beastBurnGoto); break; case kDudeBurningTinyCaleb: aiNewState(pSprite, pXSprite, &tinycalebBurnGoto); break; case kDudeModernCustomBurning: aiNewState(pSprite, pXSprite, &genDudeBurnSearch); break; } pXSprite->target = -1; } END_BLD_NS