//------------------------------------------------------------------------- /* 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 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) { auto pXSprite = &actor->x(); aiChooseDirection(actor, pXSprite->goalAng); aiThinkTarget(actor); } static void burnThinkGoto(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 < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery) { switch (pSprite->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) { auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { switch (pSprite->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(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); 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) { switch (pSprite->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; } 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 (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x333 && abs(nDeltaAngle) < 85) { switch (pSprite->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 (pSprite->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