//------------------------------------------------------------------------- /* 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 aiPodSearch(DBloodActor* actor); static void aiPodMove(DBloodActor* actor); static void aiPodChase(DBloodActor* actor); AISTATE podIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE podMove = { kAiStateMove, 7, -1, 3600, NULL, aiMoveTurn, aiPodMove, &podSearch }; AISTATE podSearch = { kAiStateSearch, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, &podSearch }; AISTATE podStartChase = { kAiStateChase, 8, nPodStartChaseClient, 600, NULL, NULL, NULL, &podChase }; AISTATE podRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &podChase }; AISTATE podChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL }; AISTATE tentacleIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE tentacle13A6A8 = { kAiStateOther, 7, dword_279B3C, 0, NULL, NULL, NULL, &tentacle13A6C4 }; AISTATE tentacle13A6C4 = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleChase }; AISTATE tentacle13A6E0 = { kAiStateOther, 8, dword_279B40, 0, NULL, NULL, NULL, &tentacle13A6FC }; AISTATE tentacle13A6FC = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleIdle }; AISTATE tentacleMove = { kAiStateOther, 8, -1, 3600, NULL, aiMoveTurn, aiPodMove, &tentacleSearch }; AISTATE tentacleSearch = { kAiStateOther, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, NULL }; AISTATE tentacleStartChase = { kAiStateOther, 6, nTentacleStartSearchClient, 120, NULL, NULL, NULL, &tentacleChase }; AISTATE tentacleRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tentacleChase }; AISTATE tentacleChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL }; void sub_6FF08(int, DBloodActor* actor) { sfxPlay3DSound(actor, 2503, -1, 0); } void sub_6FF54(int, DBloodActor* actor) { sfxPlay3DSound(actor, 2500, -1, 0); } void podAttack(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dv = target->spr.pos - actor->spr.pos; dv.X += Random2F(1000, 4); dv.Y += Random2F(1000, 4); double nDist = dv.XY().Length(); DBloodActor* pMissile = nullptr; switch (actor->spr.type) { case kDudePodGreen: dv.Z += 31.25; if (pDudeInfo->SeeDist() * 1.6 < nDist) { if (Chance(0x8000)) sfxPlay3DSound(actor, 2474, -1, 0); else sfxPlay3DSound(actor, 2475, -1, 0); pMissile = actFireThing(actor, 0., -500., dv.Z / 32768 - 0.22125, kThingPodGreenBall, nDist * (2048. / 64800)); } if (pMissile) seqSpawn(68, pMissile, -1); break; case kDudePodFire: dv.Z += 31.25; if (pDudeInfo->SeeDist() * 1.6 < nDist) { sfxPlay3DSound(actor, 2454, -1, 0); pMissile = actFireThing(actor, 0., -500., dv.Z / 32768 - 0.22125, kThingPodFireBall, nDist * (2048. / 64800)); } if (pMissile) seqSpawn(22, pMissile, -1); break; } for (int i = 0; i < 4; i++) fxSpawnPodStuff(actor, 240); } void sub_70284(int, DBloodActor* actor) { sfxPlay3DSound(actor, 2502, -1, 0); int nDist, nBurn; DAMAGE_TYPE dmgType; switch (actor->spr.type) { case kDudeTentacleGreen: default: // ??? nBurn = 0; dmgType = kDamageBullet; nDist = 50; break; case kDudeTentacleFire: // ??? nBurn = (gGameOptions.nDifficulty * 120) >> 2; dmgType = kDamageExplode; nDist = 75; break; } actRadiusDamage(actor, actor->spr.pos, actor->sector(), nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn); } static void aiPodSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void aiPodMove(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) { switch (actor->spr.type) { case kDudePodGreen: case kDudePodFire: aiNewState(actor, &podSearch); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(actor, &tentacleSearch); break; } } aiThinkTarget(actor); } static void aiPodChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { switch (actor->spr.type) { case kDudePodGreen: case kDudePodFire: aiNewState(actor, &podMove); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(actor, &tentacleMove); break; } return; } if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); auto dvec = target->spr.pos.XY() - actor->spr.pos.XY(); DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (target->xspr.health == 0) { switch (actor->spr.type) { case kDudePodGreen: case kDudePodFire: aiNewState(actor, &podSearch); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(actor, &tentacleSearch); break; } return; } if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle); double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE; 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 (nDeltaAngle < DAngle15 && target->spr.type != kDudePodGreen && target->spr.type != kDudePodFire) { switch (actor->spr.type) { case kDudePodGreen: case kDudePodFire: aiNewState(actor, &podStartChase); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(actor, &tentacleStartChase); break; } } return; } } } switch (actor->spr.type) { case kDudePodGreen: case kDudePodFire: aiNewState(actor, &podMove); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(actor, &tentacleMove); break; } actor->SetTarget(nullptr); } END_BLD_NS