//------------------------------------------------------------------------- /* 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 aiPodSearch(DBloodActor* actor); static void aiPodMove(DBloodActor* actor); static void aiPodChase(DBloodActor* actor); AISTATE podIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE podMove = { kAiStateMove, 7, -1, 3600, NULL, aiMoveTurn, aiPodMove, &podSearch }; AISTATE podSearch = { kAiStateSearch, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, &podSearch }; AISTATE podStartChase = { kAiStateChase, 8, nPodStartChaseClient, 600, NULL, NULL, NULL, &podChase }; AISTATE podRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &podChase }; AISTATE podChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL }; AISTATE tentacleIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE tentacle13A6A8 = { kAiStateOther, 7, dword_279B3C, 0, NULL, NULL, NULL, &tentacle13A6C4 }; AISTATE tentacle13A6C4 = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleChase }; AISTATE tentacle13A6E0 = { kAiStateOther, 8, dword_279B40, 0, NULL, NULL, NULL, &tentacle13A6FC }; AISTATE tentacle13A6FC = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleIdle }; AISTATE tentacleMove = { kAiStateOther, 8, -1, 3600, NULL, aiMoveTurn, aiPodMove, &tentacleSearch }; AISTATE tentacleSearch = { kAiStateOther, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, NULL }; AISTATE tentacleStartChase = { kAiStateOther, 6, nTentacleStartSearchClient, 120, NULL, NULL, NULL, &tentacleChase }; AISTATE tentacleRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tentacleChase }; AISTATE tentacleChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL }; void sub_6FF08(int, DBloodActor* actor) { sfxPlay3DSound(actor, 2503, -1, 0); } void sub_6FF54(int, DBloodActor* actor) { sfxPlay3DSound(actor, 2500, -1, 0); } void podAttack(int, DBloodActor* actor) { spritetype* pSprite = &actor->s(); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int x = pTarget->x - pSprite->x; int y = pTarget->y - pSprite->y; int dz = pTarget->z - pSprite->z; x += Random2(1000); y += Random2(1000); int nDist = approxDist(x, y); int nDist2 = nDist / 540; DBloodActor* pMissile = nullptr; switch (pSprite->type) { case kDudePodGreen: dz += 8000; if (pDudeInfo->seeDist * 0.1 < nDist) { if (Chance(0x8000)) sfxPlay3DSound(actor, 2474, -1, 0); else sfxPlay3DSound(actor, 2475, -1, 0); pMissile = actFireThing(actor, 0, -8000, dz / 128 - 14500, kThingPodGreenBall, (nDist2 << 23) / 120); } if (pMissile) seqSpawn(68, pMissile, -1); break; case kDudePodFire: dz += 8000; if (pDudeInfo->seeDist * 0.1 < nDist) { sfxPlay3DSound(actor, 2454, -1, 0); pMissile = actFireThing(actor, 0, -8000, dz / 128 - 14500, kThingPodFireBall, (nDist2 << 23) / 120); } if (pMissile) seqSpawn(22, pMissile, -1); break; } for (int i = 0; i < 4; i++) fxSpawnPodStuff(actor, 240); } void sub_70284(int, DBloodActor* actor) { auto pSprite = &actor->s(); sfxPlay3DSound(actor, 2502, -1, 0); int nDist, nBurn; DAMAGE_TYPE dmgType; switch (pSprite->type) { case kDudeTentacleGreen: default: // ??? nBurn = 0; dmgType = kDamageBullet; nDist = 50; break; case kDudeTentacleFire: // ??? nBurn = (gGameOptions.nDifficulty * 120) >> 2; dmgType = kDamageExplode; nDist = 75; break; } actRadiusDamage(actor, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn); } static void aiPodSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); aiChooseDirection(actor, pXSprite->goalAng); aiThinkTarget(actor); } static void aiPodMove(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery) { switch (pSprite->type) { case kDudePodGreen: case kDudePodFire: aiNewState(actor, &podSearch); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(actor, &tentacleSearch); break; } } aiThinkTarget(actor); } static void aiPodChase(DBloodActor* actor) { auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { switch (pSprite->type) { case kDudePodGreen: case kDudePodFire: aiNewState(actor, &podMove); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(actor, &tentacleMove); break; } return; } ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->x - pSprite->x; int dy = pTarget->y - pSprite->y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { switch (pSprite->type) { case kDudePodGreen: case kDudePodFire: aiNewState(actor, &podSearch); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(actor, &tentacleSearch); break; } 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->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (abs(nDeltaAngle) < 85 && pTarget->type != kDudePodGreen && pTarget->type != kDudePodFire) { switch (pSprite->type) { case kDudePodGreen: case kDudePodFire: aiNewState(actor, &podStartChase); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(actor, &tentacleStartChase); break; } } return; } } } switch (pSprite->type) { case kDudePodGreen: case kDudePodFire: aiNewState(actor, &podMove); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(actor, &tentacleMove); break; } actor->SetTarget(nullptr); } END_BLD_NS