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2e0b9490e1
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
121 lines
3.9 KiB
C++
121 lines
3.9 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 ratThinkSearch(DBloodActor*);
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static void ratThinkGoto(DBloodActor*);
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static void ratThinkChase(DBloodActor*);
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AISTATE ratIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE ratSearch = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, ratThinkSearch, &ratIdle };
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AISTATE ratChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, ratThinkChase, NULL };
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AISTATE ratDodge = { kAiStateMove, 7, -1, 0, NULL, NULL, NULL, &ratChase };
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AISTATE ratRecoil = { kAiStateRecoil, 7, -1, 0, NULL, NULL, NULL, &ratDodge };
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AISTATE ratGoto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, ratThinkGoto, &ratIdle };
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AISTATE ratBite = { kAiStateChase, 6, nRatBiteClient, 120, NULL, NULL, NULL, &ratChase };
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void ratBiteSeqCallback(int, DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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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DVector3 vec(actor->spr.Angles.Yaw.ToVector() * 64, target->spr.pos.Z - actor->spr.pos.Z);
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actFireVector(actor, 0, 0, vec, kVectorRatBite);
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}
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}
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static void ratThinkSearch(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 ratThinkGoto(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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DAngle nAngle = dvec.Angle();
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery())
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aiNewState(actor, &ratSearch);
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aiThinkTarget(actor);
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}
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static void ratThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &ratGoto);
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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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auto target = actor->GetTarget();
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
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DAngle nAngle = dvec.Angle();
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0)
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{
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aiNewState(actor, &ratSearch);
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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, &ratSearch);
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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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DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
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double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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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 < 57.5625 && nDeltaAngle < DAngle15)
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aiNewState(actor, &ratBite);
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return;
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}
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}
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}
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aiNewState(actor, &ratGoto);
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actor->SetTarget(nullptr);
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}
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END_BLD_NS
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