mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 04:20:45 +00:00
0d82280b87
- Added dynamic dispersion for custom dude - Added dynamic attack distance for custom dude - Added dynamic damage resistance scale for custom dude - There was some refactor actions performed - Added player RX channels for triggering the players - Updates for modern types - There was added player control modern type which can do a lot things. It's still WIP - Other updates and fixes mainly related to gModernMap Note that your save games will be no longer compatible # Conflicts: # source/blood/src/actor.h # source/blood/src/aiunicult.h # source/blood/src/db.h # source/blood/src/player.h # source/blood/src/triggers.h # source/blood/src/weapon.cpp
293 lines
10 KiB
C++
293 lines
10 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 "compat.h"
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#include "build.h"
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#include "pragmas.h"
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#include "mmulti.h"
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#include "common_game.h"
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#include "actor.h"
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#include "ai.h"
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#include "aipod.h"
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#include "blood.h"
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#include "db.h"
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#include "dude.h"
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#include "eventq.h"
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#include "levels.h"
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#include "player.h"
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#include "seq.h"
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#include "sfx.h"
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#include "trig.h"
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BEGIN_BLD_NS
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static void sub_6FF08(int, int);
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static void sub_6FF54(int, int);
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static void sub_6FFA0(int, int);
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static void sub_70284(int, int);
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static void sub_7034C(spritetype *, XSPRITE *);
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static void sub_70380(spritetype *, XSPRITE *);
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static void sub_704D8(spritetype *, XSPRITE *);
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static int dword_279B34 = seqRegisterClient(sub_6FFA0);
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static int dword_279B38 = seqRegisterClient(sub_70284);
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static int dword_279B3C = seqRegisterClient(sub_6FF08);
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static int dword_279B40 = seqRegisterClient(sub_6FF54);
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AISTATE podIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE pod13A600 = { kAiStateMove, 7, -1, 3600, NULL, aiMoveTurn, sub_70380, &podSearch };
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AISTATE podSearch = { kAiStateSearch, 0, -1, 3600, NULL, aiMoveTurn, sub_7034C, &podSearch };
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AISTATE pod13A638 = { kAiStateChase, 8, dword_279B34, 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, sub_704D8, 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 tentacle13A718 = { kAiStateOther, 8, -1, 3600, NULL, aiMoveTurn, sub_70380, &tentacleSearch };
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AISTATE tentacleSearch = { kAiStateOther, 0, -1, 3600, NULL, aiMoveTurn, sub_7034C, NULL };
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AISTATE tentacle13A750 = { kAiStateOther, 6, dword_279B38, 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, sub_704D8, NULL };
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static void sub_6FF08(int, int nXSprite)
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{
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XSPRITE *pXSprite = &xsprite[nXSprite];
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int nSprite = pXSprite->reference;
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sfxPlay3DSound(&sprite[nSprite], 2503, -1, 0);
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}
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static void sub_6FF54(int, int nXSprite)
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{
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XSPRITE *pXSprite = &xsprite[nXSprite];
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int nSprite = pXSprite->reference;
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sfxPlay3DSound(&sprite[nSprite], 2500, -1, 0);
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}
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static void sub_6FFA0(int, int nXSprite)
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{
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XSPRITE *pXSprite = &xsprite[nXSprite];
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int nSprite = pXSprite->reference;
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spritetype *pSprite = &sprite[nSprite];
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///dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
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consoleSysMsg("pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
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return;
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}
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spritetype *pTarget = &sprite[pXSprite->target];
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///dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
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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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spritetype *pMissile = NULL;
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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(pSprite, 2474, -1, 0);
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else
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sfxPlay3DSound(pSprite, 2475, -1, 0);
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pMissile = actFireThing(pSprite, 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, 3, pMissile->extra, -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(pSprite, 2454, -1, 0);
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pMissile = actFireThing(pSprite, 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, 3, pMissile->extra, -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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sub_746D4(pSprite, 240);
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}
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static void sub_70284(int, int nXSprite)
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{
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XSPRITE *pXSprite = &xsprite[nXSprite];
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int nSprite = pXSprite->reference;
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spritetype *pSprite = &sprite[nSprite];
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sfxPlay3DSound(pSprite, 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 = DAMAGE_TYPE_2;
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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 = DAMAGE_TYPE_3;
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nDist = 75;
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break;
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}
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sub_2A620(nSprite, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nDist, 1, 5*(1+gGameOptions.nDifficulty), dmgType, 2, nBurn, 0, 0);
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}
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static void sub_7034C(spritetype *pSprite, XSPRITE *pXSprite)
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{
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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aiThinkTarget(pSprite, pXSprite);
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}
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static void sub_70380(spritetype *pSprite, XSPRITE *pXSprite)
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{
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///dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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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(pSprite, pXSprite, nAngle);
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if (nDist < 512 && klabs(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(pSprite, pXSprite, &podSearch);
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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aiNewState(pSprite, pXSprite, &tentacleSearch);
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break;
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}
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}
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aiThinkTarget(pSprite, pXSprite);
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}
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static void sub_704D8(spritetype *pSprite, XSPRITE *pXSprite)
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{
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if (pXSprite->target == -1) {
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switch (pSprite->type) {
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case kDudePodGreen:
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case kDudePodFire:
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aiNewState(pSprite, pXSprite, &pod13A600);
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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aiNewState(pSprite, pXSprite, &tentacle13A718);
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break;
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}
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return;
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}
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///dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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///dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
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consoleSysMsg("pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
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return;
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}
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spritetype *pTarget = &sprite[pXSprite->target];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
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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(pSprite, pXSprite, 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(pSprite, pXSprite, &podSearch);
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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aiNewState(pSprite, pXSprite, &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 && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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if (klabs(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(pSprite, pXSprite, &pod13A638);
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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aiNewState(pSprite, pXSprite, &tentacle13A750);
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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(pSprite, pXSprite, &pod13A600);
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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aiNewState(pSprite, pXSprite, &tentacle13A718);
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break;
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}
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pXSprite->target = -1;
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}
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END_BLD_NS
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