//------------------------------------------------------------------------- /* 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 AISTATE handIdle = { kAiStateIdle, 0, nullptr, 0, NULL, NULL, &AF(aiThinkTarget), NULL }; AISTATE hand13A3B4 = { kAiStateOther, 0, nullptr, 0, NULL, NULL, NULL, NULL }; AISTATE handSearch = { kAiStateMove, 6, nullptr, 600, NULL, &AF(aiMoveForward), &AF(handThinkSearch), &handIdle }; AISTATE handChase = { kAiStateChase, 6, nullptr, 0, NULL, &AF(aiMoveForward), &AF(handThinkChase), NULL }; AISTATE handRecoil = { kAiStateRecoil, 5, nullptr, 0, NULL, NULL, NULL, &handSearch }; AISTATE handGoto = { kAiStateMove, 6, nullptr, 1800, NULL, &AF(aiMoveForward), &AF(handThinkGoto), &handIdle }; AISTATE handJump = { kAiStateChase, 7, &AF(HandJumpSeqCallback), 120, NULL, NULL, NULL, &handChase }; void HandJumpSeqCallback(DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); if (target->IsPlayerActor()) { auto pPlayer = getPlayer(target); if (!pPlayer->hand) { pPlayer->hand = 1; actPostSprite(actor, kStatFree); } } } void handThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } void handThinkGoto(DBloodActor* actor) { assert(actor->IsDudeActor()); 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, &handSearch); aiThinkTarget(actor); } void handThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &handGoto); return; } assert(actor->IsDudeActor()); 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, &handSearch); return; } if (target->IsPlayerActor() && powerupCheck(getPlayer(target), kPwUpShadowCloak) > 0) { aiNewState(actor, &handSearch); 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 < 35.1875 && nDeltaAngle < DAngle15 && gGameOptions.nGameType == 0) aiNewState(actor, &handJump); return; } } } aiNewState(actor, &handGoto); actor->SetTarget(nullptr); } END_BLD_NS