//------------------------------------------------------------------------- /* 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 handThinkSearch(DBloodActor*); static void handThinkGoto(DBloodActor*); static void handThinkChase(DBloodActor*); AISTATE handIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE hand13A3B4 = { kAiStateOther, 0, -1, 0, NULL, NULL, NULL, NULL }; AISTATE handSearch = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, handThinkSearch, &handIdle }; AISTATE handChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, handThinkChase, NULL }; AISTATE handRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &handSearch }; AISTATE handGoto = { kAiStateMove, 6, -1, 1800, NULL, aiMoveForward, handThinkGoto, &handIdle }; AISTATE handJump = { kAiStateChase, 7, nJumpClient, 120, NULL, NULL, NULL, &handChase }; void HandJumpSeqCallback(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); if (target->IsPlayerActor()) { PLAYER* pPlayer = &gPlayer[target->spr.type - kDudePlayer1]; if (!pPlayer->hand) { pPlayer->hand = 1; actPostSprite(actor, kStatFree); } } } static void handThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void handThinkGoto(DBloodActor* actor) { 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(); int nAngle = getangle(dvec); int nDist = approxDist(dvec); aiChooseDirection(actor, DAngle::fromBuild(nAngle)); if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) aiNewState(actor, &handSearch); aiThinkTarget(actor); } static void handThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &handGoto); 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(); auto dvec = target->spr.pos.XY() - actor->spr.pos.XY(); int nAngle = getangle(dvec); int nDist = approxDist(dvec); aiChooseDirection(actor, DAngle::fromBuild(nAngle)); if (target->xspr.health == 0) { aiNewState(actor, &handSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &handSearch); return; } if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = getincangle(actor->int_ang(), nAngle); double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE; 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 < 0x233 && abs(nDeltaAngle) < 85 && gGameOptions.nGameType == 0) aiNewState(actor, &handJump); return; } } } aiNewState(actor, &handGoto); actor->SetTarget(nullptr); } END_BLD_NS