//------------------------------------------------------------------------- /* 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 burnThinkSearch(DBloodActor*); static void burnThinkGoto(DBloodActor*); static void burnThinkChase(DBloodActor*); AISTATE cultistBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE cultistBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL }; AISTATE cultistBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &cultistBurnSearch }; AISTATE cultistBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &cultistBurnSearch }; AISTATE cultistBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &cultistBurnChase }; AISTATE zombieABurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL }; AISTATE zombieABurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieABurnSearch }; AISTATE zombieABurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, NULL }; AISTATE zombieABurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieABurnChase }; AISTATE zombieFBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL }; AISTATE zombieFBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieFBurnSearch }; AISTATE zombieFBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, NULL }; AISTATE zombieFBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase }; AISTATE innocentBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL }; AISTATE innocentBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieFBurnSearch }; AISTATE innocentBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, NULL }; AISTATE innocentBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase }; AISTATE beastBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL }; AISTATE beastBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &beastBurnSearch }; AISTATE beastBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &beastBurnSearch }; AISTATE beastBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &beastBurnChase }; AISTATE tinycalebBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL }; AISTATE tinycalebBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &tinycalebBurnSearch }; AISTATE tinycalebBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &tinycalebBurnSearch }; AISTATE tinycalebBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &tinycalebBurnChase }; AISTATE genDudeBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE genDudeBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL }; AISTATE genDudeBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &genDudeBurnSearch }; AISTATE genDudeBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &genDudeBurnSearch }; AISTATE genDudeBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &genDudeBurnChase }; void BurnSeqCallback(int, DBloodActor*) { } static void burnThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void burnThinkGoto(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()) { switch (actor->spr.type) { case kDudeBurningCultist: aiNewState(actor, &cultistBurnSearch); break; case kDudeBurningZombieAxe: aiNewState(actor, &zombieABurnSearch); break; case kDudeBurningZombieButcher: aiNewState(actor, &zombieFBurnSearch); break; case kDudeBurningInnocent: aiNewState(actor, &innocentBurnSearch); break; case kDudeBurningBeast: aiNewState(actor, &beastBurnSearch); break; case kDudeBurningTinyCaleb: aiNewState(actor, &tinycalebBurnSearch); break; #ifdef NOONE_EXTENSIONS case kDudeModernCustomBurning: aiNewState(actor, &genDudeBurnSearch); break; #endif } } aiThinkTarget(actor); } static void burnThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { switch (actor->spr.type) { case kDudeBurningCultist: aiNewState(actor, &cultistBurnGoto); break; case kDudeBurningZombieAxe: aiNewState(actor, &zombieABurnGoto); break; case kDudeBurningZombieButcher: aiNewState(actor, &zombieFBurnGoto); break; case kDudeBurningInnocent: aiNewState(actor, &innocentBurnGoto); break; case kDudeBurningBeast: aiNewState(actor, &beastBurnGoto); break; case kDudeBurningTinyCaleb: aiNewState(actor, &tinycalebBurnGoto); break; #ifdef NOONE_EXTENSIONS case kDudeModernCustomBurning: aiNewState(actor, &genDudeBurnGoto); break; #endif } 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) { switch (actor->spr.type) { case kDudeBurningCultist: aiNewState(actor, &cultistBurnSearch); break; case kDudeBurningZombieAxe: aiNewState(actor, &zombieABurnSearch); break; case kDudeBurningZombieButcher: aiNewState(actor, &zombieFBurnSearch); break; case kDudeBurningInnocent: aiNewState(actor, &innocentBurnSearch); break; case kDudeBurningBeast: aiNewState(actor, &beastBurnSearch); break; case kDudeBurningTinyCaleb: aiNewState(actor, &tinycalebBurnSearch); break; #ifdef NOONE_EXTENSIONS case kDudeModernCustomBurning: aiNewState(actor, &genDudeBurnSearch); break; #endif } 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() && nDeltaAngle <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 51.1875 && nDeltaAngle < DAngle15) { switch (actor->spr.type) { case kDudeBurningCultist: aiNewState(actor, &cultistBurnAttack); break; case kDudeBurningZombieAxe: aiNewState(actor, &zombieABurnAttack); break; case kDudeBurningZombieButcher: aiNewState(actor, &zombieFBurnAttack); break; case kDudeBurningInnocent: aiNewState(actor, &innocentBurnAttack); break; case kDudeBurningBeast: aiNewState(actor, &beastBurnAttack); break; case kDudeBurningTinyCaleb: aiNewState(actor, &tinycalebBurnAttack); break; #ifdef NOONE_EXTENSIONS case kDudeModernCustomBurning: aiNewState(actor, &genDudeBurnSearch); break; #endif } } return; } } } switch (actor->spr.type) { case kDudeBurningCultist: aiNewState(actor, &cultistBurnGoto); break; case kDudeBurningZombieAxe: aiNewState(actor, &zombieABurnGoto); break; case 242: aiNewState(actor, &zombieFBurnGoto); break; case kDudeBurningInnocent: aiNewState(actor, &innocentBurnGoto); break; case kDudeBurningBeast: aiNewState(actor, &beastBurnGoto); break; case kDudeBurningTinyCaleb: aiNewState(actor, &tinycalebBurnGoto); break; #ifdef NOONE_EXTENSIONS case kDudeModernCustomBurning: aiNewState(actor, &genDudeBurnSearch); break; #endif } actor->SetTarget(nullptr); } END_BLD_NS