raze/source/games/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 "build.h"
#include "blood.h"
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, DBloodActor* actor)
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{
if (actor->spr.type != kDudeZombieButcher)
return;
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat);
DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type);
int height2 = (pDudeInfoT->eyeHeight * target->spr.yrepeat);
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actFireVector(actor, 0, 0, bcos(actor->int_ang()), bsin(actor->int_ang()), height - height2, kVectorCleaver);
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}
void PukeSeqCallback(int, DBloodActor* actor)
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{
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type);
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DVector2 dv = (actor->xspr.TargetPos.XY() - actor->spr.pos.XY()).Resized(64);
double height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) * REPEAT_SCALE;
double height2 = (target->spr.yrepeat * pDudeInfoT->eyeHeight) * REPEAT_SCALE;
double z = (height - height2) * 0.25;
sfxPlay3DSound(actor, 1203, 1, 0);
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actFireMissile(actor, 0, -z, DVector3(dv, 0), kMissilePukeGreen);
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}
void ThrowSeqCallback(int, DBloodActor* actor)
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{
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actFireMissile(actor, 0, -getDudeInfo(actor->spr.type)->eyeHeight, bcos(actor->int_ang()), bsin(actor->int_ang()), 0, kMissileButcherKnife);
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}
static void zombfThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
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}
static void zombfThinkGoto(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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DAngle nAngle = VecToAngle(dvec);
double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery())
aiNewState(actor, &zombieFSearch);
aiThinkTarget(actor);
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}
static void zombfThinkChase(DBloodActor* actor)
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{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &zombieFGoto);
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
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auto dv = target->spr.pos - actor->spr.pos;
auto nAngle = VecToAngle(dv);
aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0)
{
aiNewState(actor, &zombieFSearch);
return;
}
if (target->IsPlayerActor() && (powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpDeathMaskUseless) > 0))
{
aiNewState(actor, &zombieFSearch);
return;
}
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double nDist = dv.Length();
if (nDist <= pDudeInfo->SeeDist())
{
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DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
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if (nDeltaAngle <= pDudeInfo->Periphery())
{
aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x100 && nDist > 0xe0 && abs(nDeltaAngle) < DAngle15)
{
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dv, 0), CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &zombieFThrow);
break;
case 3:
if (actor->spr.type != gHitInfo.actor()->spr.type)
aiNewState(actor, &zombieFThrow);
else
aiNewState(actor, &zombieFDodge);
break;
default:
aiNewState(actor, &zombieFThrow);
break;
}
}
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else if (nDist < 0x140 && nDist > 0x60 && nDeltaAngle < DAngle15)
{
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dv, 0), CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &zombieFPuke);
break;
case 3:
if (actor->spr.type != gHitInfo.actor()->spr.type)
aiNewState(actor, &zombieFPuke);
else
aiNewState(actor, &zombieFDodge);
break;
default:
aiNewState(actor, &zombieFPuke);
break;
}
}
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else if (nDist < 0x40 && nDeltaAngle < DAngle15)
{
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dv, 0), CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &zombieFHack);
break;
case 3:
if (actor->spr.type != gHitInfo.actor()->spr.type)
aiNewState(actor, &zombieFHack);
else
aiNewState(actor, &zombieFDodge);
break;
default:
aiNewState(actor, &zombieFHack);
break;
}
}
return;
}
}
}
aiNewState(actor, &zombieFSearch);
actor->SetTarget(nullptr);
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}
END_BLD_NS