2019-09-19 22:42:45 +00:00
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//-------------------------------------------------------------------------
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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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2019-09-21 18:59:54 +00:00
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#include "ns.h" // Must come before everything else!
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2019-09-19 22:42:45 +00:00
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#include "compat.h"
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#include "build.h"
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#include "blood.h"
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2019-09-22 06:39:22 +00:00
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BEGIN_BLD_NS
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2021-09-16 19:59:39 +00:00
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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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2019-09-19 22:42:45 +00:00
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AISTATE ratIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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2020-10-11 09:56:27 +00:00
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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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2019-09-19 22:42:45 +00:00
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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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2020-10-11 09:56:27 +00:00
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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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2019-09-19 22:42:45 +00:00
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2020-11-07 14:16:12 +00:00
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void ratBiteSeqCallback(int, DBloodActor* actor)
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2019-09-19 22:42:45 +00:00
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{
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2021-09-16 19:59:39 +00:00
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XSPRITE* pXSprite = &actor->x();
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spritetype* pSprite = &actor->s();
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2021-10-30 06:22:27 +00:00
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int dx = bcos(pSprite->ang);
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2021-10-30 06:22:17 +00:00
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int dy = bsin(pSprite->ang);
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2021-09-16 19:59:39 +00:00
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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if (IsPlayerSprite(pTarget))
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actFireVector(actor, 0, 0, dx, dy, pTarget->z - pSprite->z, kVectorRatBite);
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2019-09-19 22:42:45 +00:00
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}
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2020-11-06 21:48:22 +00:00
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static void ratThinkSearch(DBloodActor* actor)
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2019-09-19 22:42:45 +00:00
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{
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2021-09-16 19:59:39 +00:00
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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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2019-09-19 22:42:45 +00:00
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}
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2020-11-06 21:48:22 +00:00
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static void ratThinkGoto(DBloodActor* actor)
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2019-09-19 22:42:45 +00:00
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{
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2021-09-16 19:59:39 +00:00
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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, &ratSearch);
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aiThinkTarget(actor);
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2019-09-19 22:42:45 +00:00
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}
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2020-11-06 21:48:22 +00:00
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static void ratThinkChase(DBloodActor* actor)
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2019-09-19 22:42:45 +00:00
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{
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2021-09-16 19:59:39 +00:00
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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, &ratGoto);
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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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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, &ratSearch);
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return;
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}
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if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->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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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 < 0x399 && abs(nDeltaAngle) < 85)
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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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2019-09-19 22:42:45 +00:00
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}
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2019-09-22 06:39:22 +00:00
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END_BLD_NS
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