//------------------------------------------------------------------------- /* 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 "compat.h" #include "build.h" #include "pragmas.h" #include "mmulti.h" #include "common_game.h" #include "actor.h" #include "ai.h" #include "aizomba.h" #include "blood.h" #include "db.h" #include "dude.h" #include "eventq.h" #include "levels.h" #include "player.h" #include "seq.h" #include "sfx.h" #include "trig.h" static void HackSeqCallback(int, int); static void StandSeqCallback(int, int); static void thinkSearch(spritetype *, XSPRITE *); static void thinkGoto(spritetype *, XSPRITE *); static void thinkChase(spritetype *, XSPRITE *); static void thinkPonder(spritetype *, XSPRITE *); static void myThinkTarget(spritetype *, XSPRITE *); static void myThinkSearch(spritetype *, XSPRITE *); static void entryEZombie(spritetype *, XSPRITE *); static void entryAIdle(spritetype *, XSPRITE *); static void entryEStand(spritetype *, XSPRITE *); static int nHackClient = seqRegisterClient(HackSeqCallback); static int nStandClient = seqRegisterClient(StandSeqCallback); AISTATE zombieAIdle = { kAiStateIdle, 0, -1, 0, entryAIdle, NULL, aiThinkTarget, NULL }; AISTATE zombieAChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, thinkChase, NULL }; AISTATE zombieAPonder = { kAiStateOther, 0, -1, 0, NULL, aiMoveTurn, thinkPonder, NULL }; AISTATE zombieAGoto = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, thinkGoto, &zombieAIdle }; AISTATE zombieAHack = { kAiStateChase, 6, nHackClient, 80, NULL, NULL, NULL, &zombieAPonder }; AISTATE zombieASearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, thinkSearch, &zombieAIdle }; AISTATE zombieARecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieAPonder }; AISTATE zombieATeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieAPonder }; AISTATE zombieARecoil2 = { kAiStateRecoil, 1, -1, 360, NULL, NULL, NULL, &zombieAStand }; AISTATE zombieAStand = { kAiStateMove, 11, nStandClient, 0, NULL, NULL, NULL, &zombieAPonder }; AISTATE zombieEIdle = { kAiStateIdle, 12, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE zombieEUp2 = { kAiStateMove, 0, -1, 1, entryEZombie, NULL, NULL, &zombieASearch }; AISTATE zombieEUp = { kAiStateMove, 9, -1, 180, entryEStand, NULL, NULL, &zombieEUp2 }; AISTATE zombie2Idle = { kAiStateIdle, 0, -1, 0, entryAIdle, NULL, myThinkTarget, NULL }; AISTATE zombie2Search = { kAiStateSearch, 8, -1, 1800, NULL, NULL, myThinkSearch, &zombie2Idle }; AISTATE zombieSIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE zombie13AC2C = { kAiStateOther, 11, nStandClient, 0, entryEZombie, NULL, NULL, &zombieAPonder }; static void HackSeqCallback(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; spritetype *pTarget = &sprite[pXSprite->target]; DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; DUDEINFO *pDudeInfoT = &dudeInfo[pTarget->type-kDudeBase]; int tx = pXSprite->targetX-pSprite->x; int ty = pXSprite->targetY-pSprite->y; int UNUSED(nDist) = approxDist(tx, ty); int nAngle = getangle(tx, ty); int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2; int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2; int dz = height-height2; int dx = Cos(nAngle)>>16; int dy = Sin(nAngle)>>16; sfxPlay3DSound(pSprite, 1101, 1, 0); actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_10); } static void StandSeqCallback(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; sfxPlay3DSound(&sprite[nSprite], 1102, -1, 0); } static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite) { aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); sub_5F15C(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 < 921 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery) aiNewState(pSprite, pXSprite, &zombieASearch); aiThinkTarget(pSprite, pXSprite); } static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &zombieASearch); 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) { aiNewState(pSprite, pXSprite, &zombieASearch); return; } if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], 13) > 0 || powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], 31) > 0)) { aiNewState(pSprite, pXSprite, &zombieAGoto); 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 (klabs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pXSprite->target); if (nDist < 0x400 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &zombieAHack); return; } } } aiNewState(pSprite, pXSprite, &zombieAGoto); pXSprite->target = -1; } static void thinkPonder(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &zombieASearch); 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) { aiNewState(pSprite, pXSprite, &zombieASearch); return; } if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], 13) > 0 || powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], 31) > 0)) { aiNewState(pSprite, pXSprite, &zombieAGoto); 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 (klabs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pXSprite->target); if (nDist < 0x400) { if (klabs(nDeltaAngle) < 85) { sfxPlay3DSound(pSprite, 1101, 1, 0); aiNewState(pSprite, pXSprite, &zombieAHack); } return; } } } } aiNewState(pSprite, pXSprite, &zombieAChase); } static void myThinkTarget(spritetype *pSprite, XSPRITE *pXSprite) { dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER *pPlayer = &gPlayer[p]; int nOwner = (pSprite->owner & 0x1000) ? (pSprite->owner&0xfff) : -1; if (nOwner == pPlayer->at5b || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, 13) > 0) continue; int x = pPlayer->pSprite->x; int y = pPlayer->pSprite->y; int z = pPlayer->pSprite->z; int nSector = pPlayer->pSprite->sectnum; int dx = x-pSprite->x; int dy = y-pSprite->y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum)) continue; int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024; if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pPlayer->at5b); aiActivateDude(pSprite, pXSprite); } else if (nDist < pDudeInfo->hearDist) { aiSetTarget(pXSprite, x, y, z); aiActivateDude(pSprite, pXSprite); } else continue; break; } } static void myThinkSearch(spritetype *pSprite, XSPRITE *pXSprite) { aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); myThinkTarget(pSprite, pXSprite); } static void entryEZombie(spritetype *pSprite, XSPRITE *pXSprite) { UNREFERENCED_PARAMETER(pXSprite); pSprite->type = 203; pSprite->hitag |= 1; } static void entryAIdle(spritetype *pSprite, XSPRITE *pXSprite) { UNREFERENCED_PARAMETER(pSprite); pXSprite->target = -1; } static void entryEStand(spritetype *pSprite, XSPRITE *pXSprite) { sfxPlay3DSound(pSprite, 1100, -1, 0); pSprite->ang = getangle(pXSprite->targetX-pSprite->x, pXSprite->targetY-pSprite->y); }