//------------------------------------------------------------------------- /* 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 houndThinkSearch(DBloodActor*); static void houndThinkGoto(DBloodActor*); static void houndThinkChase(DBloodActor*); AISTATE houndIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE houndSearch = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, houndThinkSearch, &houndIdle }; AISTATE houndChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, houndThinkChase, NULL }; AISTATE houndRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &houndSearch }; AISTATE houndTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &houndSearch }; AISTATE houndGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, houndThinkGoto, &houndIdle }; AISTATE houndBite = { kAiStateChase, 6, nHoundBiteClient, 60, NULL, NULL, NULL, &houndChase }; AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL, &houndChase }; void houndBiteSeqCallback(int, DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); DVector3 vec(actor->spr.Angles.Yaw.ToVector() * 64, target->spr.pos.Z - actor->spr.pos.Z); if (target->IsPlayerActor() || gModernMap) // allow to hit non-player targets actFireVector(actor, 0, 0, vec, kVectorHoundBite); } void houndBurnSeqCallback(int, DBloodActor* actor) { actFireMissile(actor, 0, 0, DVector3(actor->spr.Angles.Yaw.ToVector(), 0), kMissileFlameHound); } static void houndThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void houndThinkGoto(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 = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &houndSearch); aiThinkTarget(actor); } static void houndThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &houndGoto); 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 = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (target->xspr.health == 0) { aiNewState(actor, &houndSearch); return; } if (target->IsPlayerActor() && powerupCheck(getPlayer(target->spr.type - kDudePlayer1), kPwUpShadowCloak) > 0) { aiNewState(actor, &houndSearch); 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 < 0xb0 && nDist > 0x50 && nDeltaAngle < DAngle15) aiNewState(actor, &houndBurn); else if (nDist < 38.375 && nDeltaAngle < DAngle15) aiNewState(actor, &houndBite); return; } } } aiNewState(actor, &houndGoto); actor->SetTarget(nullptr); } END_BLD_NS