mirror of
https://github.com/ZDoom/Raze.git
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dd2ea96d6c
* DObjects may not be memset to 0. * There was still code trying to retrieve the player index with pointer artithmetic. With an array of pointers this does not work.
305 lines
9.2 KiB
C++
305 lines
9.2 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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static void sub_72580(DBloodActor*);
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static void sub_725A4(DBloodActor*);
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static void sub_72850(DBloodActor*);
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static void tchernobogThinkChase(DBloodActor*);
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AISTATE tchernobogIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, sub_725A4, NULL };
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AISTATE tchernobogSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, sub_72580, &tchernobogIdle };
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AISTATE tchernobogChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, tchernobogThinkChase, NULL };
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AISTATE tchernobogRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tchernobogSearch };
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AISTATE tcherno13A9B8 = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, sub_72850, &tchernobogIdle };
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AISTATE tcherno13A9D4 = { kAiStateMove, 6, dword_279B54, 60, NULL, NULL, NULL, &tchernobogChase };
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AISTATE tcherno13A9F0 = { kAiStateChase, 6, dword_279B58, 60, NULL, NULL, NULL, &tchernobogChase };
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AISTATE tcherno13AA0C = { kAiStateChase, 7, dword_279B5C, 60, NULL, NULL, NULL, &tchernobogChase };
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AISTATE tcherno13AA28 = { kAiStateChase, 8, -1, 60, NULL, aiMoveTurn, NULL, &tchernobogChase };
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static constexpr double Tchernnobog_XYOff = 350. / 16;
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void sub_71A90(int, DBloodActor* actor)
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{
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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if (target->xspr.burnTime == 0)
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evPostActor(target, 0, kCallbackFXFlameLick);
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actBurnSprite(actor->GetOwner(), target, 40);
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if (Chance(0x6000))
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aiNewState(actor, &tcherno13A9D4);
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}
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void tchernobogBurnSeqCallback(int, DBloodActor* actor)
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{
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DUDEINFO* pDudeInfo = getDudeInfo(actor);
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double height = actor->spr.scale.Y * pDudeInfo->eyeHeight * 0.25;
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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DVector3 pos(actor->spr.pos.XY(), height);
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DVector3 Aim(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope);
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double nClosest = 0x7fffffff;
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BloodStatIterator it(kStatDude);
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while (auto actor2 = it.Next())
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{
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if (actor == actor2 || !(actor2->spr.flags & 8))
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continue;
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auto pos2 = actor2->spr.pos;
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double nDist = (pos2 - pos).Length();
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if (nDist == 0 || nDist > 0x280)
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continue;
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.Z += actor->dudeSlope * nDist;
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double tsr = nDist * 9.23828125;
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double top, bottom;
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GetActorExtents(actor2, &top, &bottom);
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if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
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continue;
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double nDist2 = (tvec - pos2).Length();
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if (nDist2 < nClosest)
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{
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DAngle nAngle = (pos2.XY() - pos.XY()).Angle();
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DAngle nDeltaAngle = absangle(nAngle, actor->spr.Angles.Yaw);
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if (nDeltaAngle <= DAngle45)
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{
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double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
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if (cansee(pos, actor->sector(), pos2, actor2->sector()))
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{
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nClosest = nDist2;
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Aim.XY() = nAngle.ToVector();
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Aim.Z = tz1 / nDist;
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}
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else
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Aim.Z = tz1 / nDist;
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}
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}
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}
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actFireMissile(actor, -Tchernnobog_XYOff, 0., Aim, kMissileFireballTchernobog);
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actFireMissile(actor, Tchernnobog_XYOff, 0., Aim, kMissileFireballTchernobog);
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}
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void tchernobogBurnSeqCallback2(int, DBloodActor* actor)
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{
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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DUDEINFO* pDudeInfo = getDudeInfo(actor);
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double height = actor->spr.scale.Y * pDudeInfo->eyeHeight * 0.25;
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DVector3 pos(actor->spr.pos.XY(), height);
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DVector3 Aim(actor->spr.Angles.Yaw.ToVector(), -actor->dudeSlope);
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DVector3 Aim2(Aim.XY(), 0);
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double nClosest = 0x7fffffff;
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BloodStatIterator it(kStatDude);
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while (auto actor2 = it.Next())
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{
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auto pos2 = actor2->spr.pos;
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double nDist = (pos2 - pos).Length();
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if (nDist == 0 || nDist > 0x280)
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continue;
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.Z += actor->dudeSlope * nDist;
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double tsr = nDist * 9.23828125;
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double top, bottom;
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GetActorExtents(actor2, &top, &bottom);
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if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
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continue;
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double nDist2 = (tvec - pos2).Length();
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if (nDist2 < nClosest)
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{
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DAngle nAngle = (pos2.XY() - pos.XY()).Angle();
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DAngle nDeltaAngle = absangle(nAngle, actor->spr.Angles.Yaw);
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if (nDeltaAngle <= DAngle45)
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{
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double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
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if (cansee(pos, actor->sector(), pos2, actor2->sector()))
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{
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nClosest = nDist2;
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Aim.XY() = nAngle.ToVector();
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Aim.Z = -tz1 / nDist;
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}
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else
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Aim.Z = -tz1 / nDist;
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}
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}
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}
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actFireMissile(actor, Tchernnobog_XYOff, 0, Aim, kMissileFireballTchernobog);
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actFireMissile(actor, -Tchernnobog_XYOff, 0, Aim2, kMissileFireballTchernobog);
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}
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static void sub_72580(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
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aiThinkTarget(actor);
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}
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static void sub_725A4(DBloodActor* actor)
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{
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if (!(actor->IsDudeActor())) {
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Printf(PRINT_HIGH, "actor->IsDudeActor()");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor);
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if (actor->dudeExtra.active && actor->dudeExtra.thinkTime < 10)
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actor->dudeExtra.thinkTime++;
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else if (actor->dudeExtra.thinkTime >= 10 && actor->dudeExtra.active)
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{
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actor->xspr.goalAng += DAngle45;
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aiSetTarget(actor, actor->basePoint);
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aiNewState(actor, &tcherno13AA28);
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return;
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}
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if (Chance(pDudeInfo->alertChance))
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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DBloodPlayer* pPlayer = getPlayer(p);
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if (pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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auto ppos = pPlayer->GetActor()->spr.pos;
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auto dvect = ppos.XY() - actor->spr.pos;
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auto pSector = pPlayer->GetActor()->sector();
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DAngle nAngle = dvect.Angle();
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double nDist = dvect.Length();
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if (nDist > pDudeInfo->SeeDist() && nDist > pDudeInfo->HearDist())
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continue;
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double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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if (cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
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continue;
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DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
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if (nDist < pDudeInfo->SeeDist() && abs(nDeltaAngle) <= pDudeInfo->Periphery())
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{
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actor->dudeExtra.thinkTime = 0;
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aiSetTarget(actor, pPlayer->GetActor());
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aiActivateDude(actor);
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}
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else if (nDist < pDudeInfo->HearDist())
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{
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actor->dudeExtra.thinkTime = 0;
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aiSetTarget(actor, ppos);
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aiActivateDude(actor);
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}
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else
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continue;
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break;
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}
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}
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}
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static void sub_72850(DBloodActor* actor)
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{
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if (!(actor->IsDudeActor())) {
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Printf(PRINT_HIGH, "actor->IsDudeActor()");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor);
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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DAngle nAngle = dvec.Angle();
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery())
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aiNewState(actor, &tchernobogSearch);
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aiThinkTarget(actor);
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}
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static void tchernobogThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &tcherno13A9B8);
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return;
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}
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if (!(actor->IsDudeActor())) {
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Printf(PRINT_HIGH, "actor->IsDudeActor()");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
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DAngle nAngle = dvec.Angle();
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0)
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{
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aiNewState(actor, &tchernobogSearch);
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return;
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}
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if (target->IsPlayerActor() && powerupCheck(getPlayer(target), kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &tchernobogSearch);
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return;
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}
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if (nDist <= pDudeInfo->SeeDist())
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{
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DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
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double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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{
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if (nDist < pDudeInfo->SeeDist() && abs(nDeltaAngle) <= pDudeInfo->Periphery())
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x1f0 && nDist > 0xd0 && nDeltaAngle < DAngle15)
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aiNewState(actor, &tcherno13AA0C);
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else if (nDist < 0xd0 && nDist > 0xb0 && nDeltaAngle < DAngle15)
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aiNewState(actor, &tcherno13A9D4);
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else if (nDist < 0xb0 && nDist > 0x50 && nDeltaAngle < DAngle15)
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aiNewState(actor, &tcherno13A9F0);
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return;
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}
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}
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}
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aiNewState(actor, &tcherno13A9B8);
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actor->SetTarget(nullptr);
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}
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END_BLD_NS
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