raze/source/blood/src/aizombf.cpp

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//-------------------------------------------------------------------------
/*
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 "ns.h" // Must come before everything else!
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#include "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "blood.h"
#include "db.h"
#include "dude.h"
#include "eventq.h"
#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sound.h"
#include "bloodactor.h"
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BEGIN_BLD_NS
static void zombfThinkSearch(DBloodActor *actor);
static void zombfThinkGoto(DBloodActor *actor);
static void zombfThinkChase(DBloodActor *actor);
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AISTATE zombieFIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE zombieFChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, zombfThinkChase, NULL };
AISTATE zombieFGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, zombfThinkGoto, &zombieFIdle };
AISTATE zombieFDodge = { kAiStateMove, 8, -1, 0, NULL, aiMoveDodge, zombfThinkChase, &zombieFChase };
AISTATE zombieFHack = { kAiStateChase, 6, nZombfHackClient, 120, NULL, NULL, NULL, &zombieFChase };
AISTATE zombieFPuke = { kAiStateChase, 9, nZombfPukeClient, 120, NULL, NULL, NULL, &zombieFChase };
AISTATE zombieFThrow = { kAiStateChase, 6, nZombfThrowClient, 120, NULL, NULL, NULL, &zombieFChase };
AISTATE zombieFSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, zombfThinkSearch, &zombieFIdle };
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AISTATE zombieFRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieFChase };
AISTATE zombieFTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieFChase };
void zombfHackSeqCallback(int, int nXSprite)
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{
if (nXSprite <= 0 || nXSprite >= kMaxXSprites)
return;
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
if (nXSprite < 0 || nXSprite >= kMaxSprites)
return;
spritetype *pSprite = &sprite[nSprite];
if (pSprite->type != kDudeZombieButcher)
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return;
spritetype *pTarget = &sprite[pXSprite->target];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int height = (pDudeInfo->eyeHeight*pSprite->yrepeat);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
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int height2 = (pDudeInfoT->eyeHeight*pTarget->yrepeat);
actFireVector(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), height-height2, VECTOR_TYPE_11);
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}
void PukeSeqCallback(int, int nXSprite)
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{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pTarget = &sprite[pXSprite->target];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
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int height = (pDudeInfo->eyeHeight*pSprite->yrepeat);
int height2 = (pDudeInfoT->eyeHeight*pTarget->yrepeat);
int tx = pXSprite->targetX-pSprite->x;
int ty = pXSprite->targetY-pSprite->y;
int nAngle = getangle(tx, ty);
int dx = CosScale16(nAngle);
int dy = SinScale16(nAngle);
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sfxPlay3DSound(pSprite, 1203, 1, 0);
actFireMissile(pSprite, 0, -(height-height2), dx, dy, 0, kMissilePukeGreen);
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}
void ThrowSeqCallback(int, int nXSprite)
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{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
actFireMissile(pSprite, 0, -getDudeInfo(pSprite->type)->eyeHeight, CosScale16(pSprite->ang), SinScale16(pSprite->ang), 0, kMissileButcherKnife);
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}
static void zombfThinkSearch(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
aiThinkTarget(actor);
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}
static void zombfThinkGoto(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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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 < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &zombieFSearch);
aiThinkTarget(actor);
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}
static void zombfThinkChase(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
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if (pXSprite->target == -1)
{
aiNewState(actor, &zombieFGoto);
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return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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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(actor, &zombieFSearch);
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return;
}
if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpDeathMaskUseless) > 0))
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{
aiNewState(actor, &zombieFSearch);
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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 < 0x1400 && nDist > 0xe00 && klabs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &zombieFThrow);
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break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
aiNewState(actor, &zombieFThrow);
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else
aiNewState(actor, &zombieFDodge);
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break;
default:
aiNewState(actor, &zombieFThrow);
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break;
}
}
else if (nDist < 0x1400 && nDist > 0x600 && klabs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &zombieFPuke);
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break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
aiNewState(actor, &zombieFPuke);
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else
aiNewState(actor, &zombieFDodge);
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break;
default:
aiNewState(actor, &zombieFPuke);
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break;
}
}
else if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &zombieFHack);
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break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
aiNewState(actor, &zombieFHack);
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else
aiNewState(actor, &zombieFDodge);
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break;
default:
aiNewState(actor, &zombieFHack);
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break;
}
}
return;
}
}
}
aiNewState(actor, &zombieFSearch);
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pXSprite->target = -1;
}
END_BLD_NS