//------------------------------------------------------------------------- /* 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 zombaThinkSearch(DBloodActor *); static void zombaThinkGoto(DBloodActor *); static void zombaThinkChase(DBloodActor *); static void zombaThinkPonder(DBloodActor *); static void myThinkTarget(DBloodActor *); static void myThinkSearch(DBloodActor *); static void entryEZombie(DBloodActor *); static void entryAIdle(DBloodActor *); static void entryEStand(DBloodActor *); AISTATE zombieAIdle = { kAiStateIdle, 0, -1, 0, entryAIdle, NULL, aiThinkTarget, NULL }; AISTATE zombieAChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, zombaThinkChase, NULL }; AISTATE zombieAPonder = { kAiStateOther, 0, -1, 0, NULL, aiMoveTurn, zombaThinkPonder, NULL }; AISTATE zombieAGoto = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, zombaThinkGoto, &zombieAIdle }; AISTATE zombieAHack = { kAiStateChase, 6, nHackClient, 80, NULL, NULL, NULL, &zombieAPonder }; AISTATE zombieASearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, zombaThinkSearch, &zombieAIdle }; AISTATE zombieARecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieAPonder }; AISTATE zombieATeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieAPonder }; AISTATE zombieARecoil2 = { kAiStateRecoil, 1, -1, 360, NULL, NULL, NULL, &zombieAStand }; AISTATE zombieAStand = { kAiStateMove, 11, nStandClient, 0, NULL, NULL, NULL, &zombieAPonder }; AISTATE zombieEIdle = { kAiStateIdle, 12, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE zombieEUp2 = { kAiStateMove, 0, -1, 1, entryEZombie, NULL, NULL, &zombieASearch }; AISTATE zombieEUp = { kAiStateMove, 9, -1, 180, entryEStand, NULL, NULL, &zombieEUp2 }; AISTATE zombie2Idle = { kAiStateIdle, 0, -1, 0, entryAIdle, NULL, myThinkTarget, NULL }; AISTATE zombie2Search = { kAiStateSearch, 8, -1, 1800, NULL, NULL, myThinkSearch, &zombie2Idle }; AISTATE zombieSIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE zombie13AC2C = { kAiStateOther, 11, nStandClient, 0, entryEZombie, NULL, NULL, &zombieAPonder }; void HackSeqCallback(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype *pTarget = &actor->GetTarget()->s(); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type); int tx = pXSprite->targetX-pSprite->x; int ty = pXSprite->targetY-pSprite->y; int nAngle = getangle(tx, ty); int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2; int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2; int dz = height-height2; int dx = CosScale16(nAngle); int dy = SinScale16(nAngle); sfxPlay3DSound(pSprite, 1101, 1, 0); actFireVector(actor, 0, 0, dx, dy, dz, kVectorAxe); } void StandSeqCallback(int, DBloodActor* actor) { sfxPlay3DSound(&actor->s(), 1102, -1, 0); } static void zombaThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); aiChooseDirection(actor,pXSprite->goalAng); aiLookForTarget(pSprite, pXSprite); } static void zombaThinkGoto(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 < 921 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery) aiNewState(actor, &zombieASearch); aiThinkTarget(actor); } static void zombaThinkChase(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { aiNewState(actor, &zombieASearch); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype *pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->x-pSprite->x; int dy = pTarget->y-pSprite->y; aiChooseDirection(actor,getangle(dx, dy)); if (pXTarget->health == 0) { aiNewState(actor, &zombieASearch); return; } if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpDeathMaskUseless) > 0)) { aiNewState(actor, &zombieAGoto); return; } // If the zombie gets whacked while rising from the grave it never executes this change and if it isn't done here at the very latest, will just aimlessly run around. if (!VanillaMode() && pSprite->type == kDudeZombieAxeBuried) pSprite->type = kDudeZombieAxeNormal; 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 < 0x400 && abs(nDeltaAngle) < 85) aiNewState(actor, &zombieAHack); return; } } } aiNewState(actor, &zombieAGoto); actor->SetTarget(nullptr); } static void zombaThinkPonder(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { aiNewState(actor, &zombieASearch); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype *pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->x-pSprite->x; int dy = pTarget->y-pSprite->y; aiChooseDirection(actor,getangle(dx, dy)); if (pXTarget->health == 0) { aiNewState(actor, &zombieASearch); return; } if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpDeathMaskUseless) > 0)) { aiNewState(actor, &zombieAGoto); 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 < 0x400) { if (abs(nDeltaAngle) < 85) { sfxPlay3DSound(pSprite, 1101, 1, 0); aiNewState(actor, &zombieAHack); } return; } } } } aiNewState(actor, &zombieAChase); } static void myThinkTarget(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER *pPlayer = &gPlayer[p]; int nOwner = (pSprite->owner & 0x1000) ? (pSprite->owner&0xfff) : -1; if (nOwner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->x; int y = pPlayer->pSprite->y; int z = pPlayer->pSprite->z; int nSector = pPlayer->pSprite->sectnum; int dx = x-pSprite->x; int dy = y-pSprite->y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum)) continue; int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget_(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); } else if (nDist < pDudeInfo->hearDist) { aiSetTarget_(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); } else continue; break; } } static void myThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); aiChooseDirection(actor,pXSprite->goalAng); myThinkTarget(actor); } static void entryEZombie(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); pSprite->type = kDudeZombieAxeNormal; pSprite->flags |= 1; } static void entryAIdle(DBloodActor* actor) { actor->SetTarget(nullptr); } static void entryEStand(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); sfxPlay3DSound(pSprite, 1100, -1, 0); pSprite->ang = getangle(pXSprite->targetX-pSprite->x, pXSprite->targetY-pSprite->y); } END_BLD_NS