mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-01 00:21:31 +00:00
7daa501a4d
Still all compiles fine.
250 lines
7.6 KiB
C++
250 lines
7.6 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 aiPodSearch(DBloodActor* actor);
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static void aiPodMove(DBloodActor* actor);
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static void aiPodChase(DBloodActor* actor);
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AISTATE podIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE podMove = { kAiStateMove, 7, -1, 3600, NULL, aiMoveTurn, aiPodMove, &podSearch };
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AISTATE podSearch = { kAiStateSearch, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, &podSearch };
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AISTATE podStartChase = { kAiStateChase, 8, nPodStartChaseClient, 600, NULL, NULL, NULL, &podChase };
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AISTATE podRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &podChase };
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AISTATE podChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL };
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AISTATE tentacleIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE tentacle13A6A8 = { kAiStateOther, 7, dword_279B3C, 0, NULL, NULL, NULL, &tentacle13A6C4 };
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AISTATE tentacle13A6C4 = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleChase };
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AISTATE tentacle13A6E0 = { kAiStateOther, 8, dword_279B40, 0, NULL, NULL, NULL, &tentacle13A6FC };
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AISTATE tentacle13A6FC = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleIdle };
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AISTATE tentacleMove = { kAiStateOther, 8, -1, 3600, NULL, aiMoveTurn, aiPodMove, &tentacleSearch };
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AISTATE tentacleSearch = { kAiStateOther, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, NULL };
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AISTATE tentacleStartChase = { kAiStateOther, 6, nTentacleStartSearchClient, 120, NULL, NULL, NULL, &tentacleChase };
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AISTATE tentacleRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tentacleChase };
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AISTATE tentacleChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL };
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void sub_6FF08(int, DBloodActor* actor)
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{
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sfxPlay3DSound(actor, 2503, -1, 0);
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}
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void sub_6FF54(int, DBloodActor* actor)
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{
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sfxPlay3DSound(actor, 2500, -1, 0);
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}
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void podAttack(int, DBloodActor* actor)
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{
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spritetype* pSprite = &actor->s();
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int x = pTarget->x - pSprite->x;
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int y = pTarget->y - pSprite->y;
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int dz = pTarget->z - pSprite->z;
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x += Random2(1000);
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y += Random2(1000);
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int nDist = approxDist(x, y);
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int nDist2 = nDist / 540;
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DBloodActor* pMissile = nullptr;
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switch (pSprite->type)
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{
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case kDudePodGreen:
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dz += 8000;
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if (pDudeInfo->seeDist * 0.1 < nDist)
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{
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if (Chance(0x8000))
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sfxPlay3DSound(actor, 2474, -1, 0);
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else
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sfxPlay3DSound(actor, 2475, -1, 0);
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pMissile = actFireThing(actor, 0, -8000, dz / 128 - 14500, kThingPodGreenBall, (nDist2 << 23) / 120);
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}
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if (pMissile)
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seqSpawn(68, pMissile, -1);
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break;
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case kDudePodFire:
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dz += 8000;
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if (pDudeInfo->seeDist * 0.1 < nDist)
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{
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sfxPlay3DSound(actor, 2454, -1, 0);
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pMissile = actFireThing(actor, 0, -8000, dz / 128 - 14500, kThingPodFireBall, (nDist2 << 23) / 120);
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}
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if (pMissile)
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seqSpawn(22, pMissile, -1);
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break;
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}
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for (int i = 0; i < 4; i++)
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fxSpawnPodStuff(actor, 240);
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}
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void sub_70284(int, DBloodActor* actor)
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{
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auto pSprite = &actor->s();
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sfxPlay3DSound(actor, 2502, -1, 0);
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int nDist, nBurn;
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DAMAGE_TYPE dmgType;
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switch (pSprite->type) {
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case kDudeTentacleGreen:
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default: // ???
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nBurn = 0;
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dmgType = kDamageBullet;
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nDist = 50;
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break;
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case kDudeTentacleFire: // ???
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nBurn = (gGameOptions.nDifficulty * 120) >> 2;
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dmgType = kDamageExplode;
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nDist = 75;
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break;
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}
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actRadiusDamage(actor, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn);
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}
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static void aiPodSearch(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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aiChooseDirection(actor, pXSprite->goalAng);
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aiThinkTarget(actor);
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}
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static void aiPodMove(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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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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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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switch (pSprite->type) {
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case kDudePodGreen:
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case kDudePodFire:
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aiNewState(actor, &podSearch);
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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aiNewState(actor, &tentacleSearch);
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break;
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}
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}
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aiThinkTarget(actor);
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}
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static void aiPodChase(DBloodActor* actor)
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{
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auto pSprite = &actor->s();
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if (actor->GetTarget() == nullptr) {
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switch (pSprite->type) {
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case kDudePodGreen:
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case kDudePodFire:
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aiNewState(actor, &podMove);
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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aiNewState(actor, &tentacleMove);
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break;
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}
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return;
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}
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///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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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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switch (pSprite->type) {
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case kDudePodGreen:
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case kDudePodFire:
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aiNewState(actor, &podSearch);
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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aiNewState(actor, &tentacleSearch);
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break;
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}
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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 (abs(nDeltaAngle) < 85 && pTarget->type != kDudePodGreen && pTarget->type != kDudePodFire) {
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switch (pSprite->type) {
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case kDudePodGreen:
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case kDudePodFire:
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aiNewState(actor, &podStartChase);
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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aiNewState(actor, &tentacleStartChase);
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break;
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}
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}
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return;
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}
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}
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}
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switch (pSprite->type) {
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case kDudePodGreen:
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case kDudePodFire:
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aiNewState(actor, &podMove);
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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aiNewState(actor, &tentacleMove);
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break;
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}
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actor->SetTarget(nullptr);
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}
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END_BLD_NS
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