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https://github.com/DrBeef/Raze.git
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124 lines
4 KiB
C++
124 lines
4 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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static void handThinkSearch(DBloodActor*);
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static void handThinkGoto(DBloodActor*);
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static void handThinkChase(DBloodActor*);
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AISTATE handIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE hand13A3B4 = { kAiStateOther, 0, -1, 0, NULL, NULL, NULL, NULL };
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AISTATE handSearch = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, handThinkSearch, &handIdle };
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AISTATE handChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, handThinkChase, NULL };
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AISTATE handRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &handSearch };
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AISTATE handGoto = { kAiStateMove, 6, -1, 1800, NULL, aiMoveForward, handThinkGoto, &handIdle };
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AISTATE handJump = { kAiStateChase, 7, nJumpClient, 120, NULL, NULL, NULL, &handChase };
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void HandJumpSeqCallback(int, DBloodActor* actor)
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{
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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if (target->IsPlayerActor())
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{
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PLAYER* pPlayer = &gPlayer[target->spr.type - kDudePlayer1];
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if (!pPlayer->hand)
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{
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pPlayer->hand = 1;
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actPostSprite(actor, kStatFree);
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}
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}
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}
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static void handThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
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aiThinkTarget(actor);
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}
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static void handThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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int nAngle = getangle(dvec);
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int nDist = approxDist(dvec);
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aiChooseDirection(actor, DAngle::fromBuild(nAngle));
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if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &handSearch);
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aiThinkTarget(actor);
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}
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static void handThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &handGoto);
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return;
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}
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
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int nAngle = getangle(dvec);
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int nDist = approxDist(dvec);
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aiChooseDirection(actor, DAngle::fromBuild(nAngle));
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if (target->xspr.health == 0)
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{
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aiNewState(actor, &handSearch);
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return;
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}
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if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &handSearch);
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return;
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}
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = getincangle(actor->int_ang(), nAngle);
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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{
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x233 && abs(nDeltaAngle) < 85 && gGameOptions.nGameType == 0)
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aiNewState(actor, &handJump);
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return;
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}
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}
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}
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aiNewState(actor, &handGoto);
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actor->SetTarget(nullptr);
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}
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END_BLD_NS
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