//------------------------------------------------------------------------- /* 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 "pragmas.h" #include "mmulti.h" #include "common_game.h" #include "actor.h" #include "ai.h" #include "blood.h" #include "db.h" #include "dude.h" #include "eventq.h" #include "levels.h" #include "player.h" #include "seq.h" #include "sound.h" BEGIN_BLD_NS static void handThinkSearch(spritetype *, XSPRITE *); static void handThinkGoto(spritetype *, XSPRITE *); static void handThinkChase(spritetype *, XSPRITE *); AISTATE handIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE hand13A3B4 = { kAiStateOther, 0, -1, 0, NULL, NULL, NULL, NULL }; AISTATE handSearch = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, handThinkSearch, &handIdle }; AISTATE handChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, handThinkChase, NULL }; AISTATE handRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &handSearch }; AISTATE handGoto = { kAiStateMove, 6, -1, 1800, NULL, aiMoveForward, handThinkGoto, &handIdle }; AISTATE handJump = { kAiStateChase, 7, nJumpClient, 120, NULL, NULL, NULL, &handChase }; void HandJumpSeqCallback(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; spritetype *pTarget = &sprite[pXSprite->target]; if (IsPlayerSprite(pTarget)) { PLAYER *pPlayer = &gPlayer[pTarget->type-kDudePlayer1]; if (!pPlayer->hand) { pPlayer->hand = 1; actPostSprite(pSprite->index, kStatFree); } } } static void handThinkSearch(spritetype *pSprite, XSPRITE *pXSprite) { aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); aiThinkTarget(pSprite, pXSprite); } static void handThinkGoto(spritetype *pSprite, XSPRITE *pXSprite) { 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(pSprite, pXSprite, nAngle); if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery) aiNewState(pSprite, pXSprite, &handSearch); aiThinkTarget(pSprite, pXSprite); } static void handThinkChase(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &handGoto); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); spritetype *pTarget = &sprite[pXSprite->target]; XSPRITE *pXTarget = &xsprite[pTarget->extra]; int dx = pTarget->x-pSprite->x; int dy = pTarget->y-pSprite->y; aiChooseDirection(pSprite, pXSprite, getangle(dx, dy)); if (pXTarget->health == 0) { aiNewState(pSprite, pXSprite, &handSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(pSprite, pXSprite, &handSearch); 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 && klabs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pXSprite->target); if (nDist < 0x233 && klabs(nDeltaAngle) < 85 && gGameOptions.nGameType == 0) aiNewState(pSprite, pXSprite, &handJump); return; } } } aiNewState(pSprite, pXSprite, &handGoto); pXSprite->target = -1; } END_BLD_NS