//------------------------------------------------------------------------- /* 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 "compat.h" #include "build.h" #include "blood.h" BEGIN_BLD_NS static void zombfThinkSearch(DBloodActor *actor); static void zombfThinkGoto(DBloodActor *actor); static void zombfThinkChase(DBloodActor *actor); 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 }; 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) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); if (pSprite->type != kDudeZombieButcher) return; spritetype *pTarget = &sprite[pXSprite->target_i]; DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); int height = (pDudeInfo->eyeHeight*pSprite->yrepeat); DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type); int height2 = (pDudeInfoT->eyeHeight*pTarget->yrepeat); actFireVector(actor, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), height-height2, kVectorCleaver); } void PukeSeqCallback(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); spritetype *pTarget = &sprite[pXSprite->target_i]; DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type); 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); sfxPlay3DSound(pSprite, 1203, 1, 0); actFireMissile(pSprite, 0, -(height-height2), dx, dy, 0, kMissilePukeGreen); } void ThrowSeqCallback(int, DBloodActor* actor) { spritetype* pSprite = &actor->s(); actFireMissile(pSprite, 0, -getDudeInfo(pSprite->type)->eyeHeight, CosScale16(pSprite->ang), SinScale16(pSprite->ang), 0, kMissileButcherKnife); } static void zombfThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); aiChooseDirection(actor,pXSprite->goalAng); aiThinkTarget(actor); } static void zombfThinkGoto(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); 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) aiNewState(actor, &zombieFSearch); aiThinkTarget(actor); } static void zombfThinkChase(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { aiNewState(actor, &zombieFGoto); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites); spritetype *pTarget = &sprite[pXSprite->target_i]; XSPRITE *pXTarget = &xsprite[pTarget->extra]; int dx = pTarget->x-pSprite->x; int dy = pTarget->y-pSprite->y; aiChooseDirection(actor,getangle(dx, dy)); if (pXTarget->health == 0) { aiNewState(actor, &zombieFSearch); return; } if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpDeathMaskUseless) > 0)) { aiNewState(actor, &zombieFSearch); 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 (abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x1400 && nDist > 0xe00 && abs(nDeltaAngle) < 85) { int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &zombieFThrow); break; case 3: if (pSprite->type != sprite[gHitInfo.hitsprite].type) aiNewState(actor, &zombieFThrow); else aiNewState(actor, &zombieFDodge); break; default: aiNewState(actor, &zombieFThrow); break; } } else if (nDist < 0x1400 && nDist > 0x600 && abs(nDeltaAngle) < 85) { int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &zombieFPuke); break; case 3: if (pSprite->type != sprite[gHitInfo.hitsprite].type) aiNewState(actor, &zombieFPuke); else aiNewState(actor, &zombieFDodge); break; default: aiNewState(actor, &zombieFPuke); break; } } else if (nDist < 0x400 && abs(nDeltaAngle) < 85) { int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &zombieFHack); break; case 3: if (pSprite->type != sprite[gHitInfo.hitsprite].type) aiNewState(actor, &zombieFHack); else aiNewState(actor, &zombieFDodge); break; default: aiNewState(actor, &zombieFHack); break; } } return; } } } aiNewState(actor, &zombieFSearch); actor->SetTarget(nullptr); } END_BLD_NS