//------------------------------------------------------------------------- /* 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! #include "build.h" #include "blood.h" BEGIN_BLD_NS static void sub_72580(DBloodActor*); static void sub_725A4(DBloodActor*); static void sub_72850(DBloodActor*); static void tchernobogThinkChase(DBloodActor*); AISTATE tchernobogIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, sub_725A4, NULL }; AISTATE tchernobogSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, sub_72580, &tchernobogIdle }; AISTATE tchernobogChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, tchernobogThinkChase, NULL }; AISTATE tchernobogRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tchernobogSearch }; AISTATE tcherno13A9B8 = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, sub_72850, &tchernobogIdle }; AISTATE tcherno13A9D4 = { kAiStateMove, 6, dword_279B54, 60, NULL, NULL, NULL, &tchernobogChase }; AISTATE tcherno13A9F0 = { kAiStateChase, 6, dword_279B58, 60, NULL, NULL, NULL, &tchernobogChase }; AISTATE tcherno13AA0C = { kAiStateChase, 7, dword_279B5C, 60, NULL, NULL, NULL, &tchernobogChase }; AISTATE tcherno13AA28 = { kAiStateChase, 8, -1, 60, NULL, aiMoveTurn, NULL, &tchernobogChase }; static constexpr double Tchernnobog_XYOff = 350. / 16; void sub_71A90(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); if (target->xspr.burnTime == 0) evPostActor(target, 0, kCallbackFXFlameLick); actBurnSprite(actor->GetOwner(), target, 40); if (Chance(0x6000)) aiNewState(actor, &tcherno13A9D4); } void tchernobogBurnSeqCallback(int, DBloodActor* actor) { DUDEINFO* pDudeInfo = getDudeInfo(actor); double height = actor->spr.scale.Y * pDudeInfo->eyeHeight * 0.25; if (!actor->ValidateTarget(__FUNCTION__)) return; DVector3 pos(actor->spr.pos.XY(), height); DVector3 Aim(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) { if (actor == actor2 || !(actor2->spr.flags & 8)) continue; auto pos2 = actor2->spr.pos; double nDist = (pos2 - pos).Length(); if (nDist == 0 || nDist > 0x280) continue; pos2 += actor->vel * nDist * (65536. / 0x1aaaaa); DVector3 tvec = pos; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; tvec.Z += actor->dudeSlope * nDist; double tsr = nDist * 9.23828125; double top, bottom; GetActorExtents(actor2, &top, &bottom); if (tvec.Z - tsr > bottom || tvec.Z + tsr < top) continue; double nDist2 = (tvec - pos2).Length(); if (nDist2 < nClosest) { DAngle nAngle = (pos2.XY() - pos.XY()).Angle(); DAngle nDeltaAngle = absangle(nAngle, actor->spr.Angles.Yaw); if (nDeltaAngle <= DAngle45) { double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z; if (cansee(pos, actor->sector(), pos2, actor2->sector())) { nClosest = nDist2; Aim.XY() = nAngle.ToVector(); Aim.Z = tz1 / nDist; } else Aim.Z = tz1 / nDist; } } } actFireMissile(actor, -Tchernnobog_XYOff, 0., Aim, kMissileFireballTchernobog); actFireMissile(actor, Tchernnobog_XYOff, 0., Aim, kMissileFireballTchernobog); } void tchernobogBurnSeqCallback2(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; DUDEINFO* pDudeInfo = getDudeInfo(actor); double height = actor->spr.scale.Y * pDudeInfo->eyeHeight * 0.25; DVector3 pos(actor->spr.pos.XY(), height); DVector3 Aim(actor->spr.Angles.Yaw.ToVector(), -actor->dudeSlope); DVector3 Aim2(Aim.XY(), 0); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) { auto pos2 = actor2->spr.pos; double nDist = (pos2 - pos).Length(); if (nDist == 0 || nDist > 0x280) continue; pos2 += actor->vel * nDist * (65536. / 0x1aaaaa); DVector3 tvec = pos; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; tvec.Z += actor->dudeSlope * nDist; double tsr = nDist * 9.23828125; double top, bottom; GetActorExtents(actor2, &top, &bottom); if (tvec.Z - tsr > bottom || tvec.Z + tsr < top) continue; double nDist2 = (tvec - pos2).Length(); if (nDist2 < nClosest) { DAngle nAngle = (pos2.XY() - pos.XY()).Angle(); DAngle nDeltaAngle = absangle(nAngle, actor->spr.Angles.Yaw); if (nDeltaAngle <= DAngle45) { double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z; if (cansee(pos, actor->sector(), pos2, actor2->sector())) { nClosest = nDist2; Aim.XY() = nAngle.ToVector(); Aim.Z = -tz1 / nDist; } else Aim.Z = -tz1 / nDist; } } } actFireMissile(actor, Tchernnobog_XYOff, 0, Aim, kMissileFireballTchernobog); actFireMissile(actor, -Tchernnobog_XYOff, 0, Aim2, kMissileFireballTchernobog); } static void sub_72580(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void sub_725A4(DBloodActor* actor) { if (!(actor->IsDudeActor())) { Printf(PRINT_HIGH, "actor->IsDudeActor()"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor); if (actor->dudeExtra.active && actor->dudeExtra.thinkTime < 10) actor->dudeExtra.thinkTime++; else if (actor->dudeExtra.thinkTime >= 10 && actor->dudeExtra.active) { actor->xspr.goalAng += DAngle45; aiSetTarget(actor, actor->basePoint); aiNewState(actor, &tcherno13AA28); return; } if (Chance(pDudeInfo->alertChance)) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { DBloodPlayer* pPlayer = getPlayer(p); if (pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->GetActor()->spr.pos; auto dvect = ppos.XY() - actor->spr.pos; auto pSector = pPlayer->GetActor()->sector(); DAngle nAngle = dvect.Angle(); double nDist = dvect.Length(); if (nDist > pDudeInfo->SeeDist() && nDist > pDudeInfo->HearDist()) continue; double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y); if (cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector())) continue; DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle); if (nDist < pDudeInfo->SeeDist() && abs(nDeltaAngle) <= pDudeInfo->Periphery()) { actor->dudeExtra.thinkTime = 0; aiSetTarget(actor, pPlayer->GetActor()); aiActivateDude(actor); } else if (nDist < pDudeInfo->HearDist()) { actor->dudeExtra.thinkTime = 0; aiSetTarget(actor, ppos); aiActivateDude(actor); } else continue; break; } } } static void sub_72850(DBloodActor* actor) { if (!(actor->IsDudeActor())) { Printf(PRINT_HIGH, "actor->IsDudeActor()"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); DAngle nAngle = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &tchernobogSearch); aiThinkTarget(actor); } static void tchernobogThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &tcherno13A9B8); return; } if (!(actor->IsDudeActor())) { Printf(PRINT_HIGH, "actor->IsDudeActor()"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); auto dvec = target->spr.pos.XY() - actor->spr.pos.XY(); DAngle nAngle = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (target->xspr.health == 0) { aiNewState(actor, &tchernobogSearch); return; } if (target->IsPlayerActor() && powerupCheck(getPlayer(target), kPwUpShadowCloak) > 0) { aiNewState(actor, &tchernobogSearch); return; } if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle); double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y); if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector())) { if (nDist < pDudeInfo->SeeDist() && abs(nDeltaAngle) <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x1f0 && nDist > 0xd0 && nDeltaAngle < DAngle15) aiNewState(actor, &tcherno13AA0C); else if (nDist < 0xd0 && nDist > 0xb0 && nDeltaAngle < DAngle15) aiNewState(actor, &tcherno13A9D4); else if (nDist < 0xb0 && nDist > 0x50 && nDeltaAngle < DAngle15) aiNewState(actor, &tcherno13A9F0); return; } } } aiNewState(actor, &tcherno13A9B8); actor->SetTarget(nullptr); } END_BLD_NS