mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-03 01:22:12 +00:00
7daa501a4d
Still all compiles fine.
117 lines
3.8 KiB
C++
117 lines
3.8 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 innocThinkSearch(DBloodActor*);
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static void innocThinkGoto(DBloodActor*);
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static void innocThinkChase(DBloodActor*);
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AISTATE innocentIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE innocentSearch = { kAiStateSearch, 6, -1, 1800, NULL, aiMoveForward, innocThinkSearch, &innocentIdle };
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AISTATE innocentChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, innocThinkChase, NULL };
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AISTATE innocentRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &innocentChase };
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AISTATE innocentTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &innocentChase };
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AISTATE innocentGoto = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, innocThinkGoto, &innocentIdle };
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static void innocThinkSearch(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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aiChooseDirection(actor, pXSprite->goalAng);
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aiThinkTarget(actor);
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}
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static void innocThinkGoto(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int dx = pXSprite->targetX - pSprite->x;
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int dy = pXSprite->targetY - pSprite->y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(actor, nAngle);
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if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &innocentSearch);
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aiThinkTarget(actor);
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}
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static void innocThinkChase(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &innocentGoto);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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XSPRITE* pXTarget = &actor->GetTarget()->x();
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int dx = pTarget->x - pSprite->x;
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int dy = pTarget->y - pSprite->y;
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aiChooseDirection(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &innocentSearch);
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return;
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}
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if (IsPlayerSprite(pTarget))
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{
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aiNewState(actor, &innocentSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
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int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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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 < 0x666 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &innocentIdle);
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return;
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}
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}
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}
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aiPlay3DSound(actor, 7000 + Random(6), AI_SFX_PRIORITY_1, -1);
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aiNewState(actor, &innocentGoto);
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actor->SetTarget(nullptr);
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}
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END_BLD_NS
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