//------------------------------------------------------------------------- /* 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 ratThinkSearch(DBloodActor*); static void ratThinkGoto(DBloodActor*); static void ratThinkChase(DBloodActor*); AISTATE ratIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE ratSearch = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, ratThinkSearch, &ratIdle }; AISTATE ratChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, ratThinkChase, NULL }; AISTATE ratDodge = { kAiStateMove, 7, -1, 0, NULL, NULL, NULL, &ratChase }; AISTATE ratRecoil = { kAiStateRecoil, 7, -1, 0, NULL, NULL, NULL, &ratDodge }; AISTATE ratGoto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, ratThinkGoto, &ratIdle }; AISTATE ratBite = { kAiStateChase, 6, nRatBiteClient, 120, NULL, NULL, NULL, &ratChase }; void ratBiteSeqCallback(int, DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); if (target->IsPlayerActor()) { DVector3 vec(actor->spr.angle.ToVector() * 64, target->spr.pos.Z - actor->spr.pos.Z); actFireVector(actor, 0, 0, vec, kVectorRatBite); } } static void ratThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void ratThinkGoto(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(); DAngle nAngle = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &ratSearch); aiThinkTarget(actor); } static void ratThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &ratGoto); return; } assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); 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, &ratSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &ratSearch); return; } if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.angle, 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 < 57.5625 && nDeltaAngle < DAngle15) aiNewState(actor, &ratBite); return; } } } aiNewState(actor, &ratGoto); actor->SetTarget(nullptr); } END_BLD_NS