mirror of
https://github.com/ZDoom/Raze.git
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08dfee073c
- Added names for sprite, wall and sector types - Added gModernMap protection for using new features only on different version of map # Conflicts: # source/blood/src/actor.cpp # source/blood/src/callback.cpp # source/blood/src/callback.h # source/blood/src/triggers.h
274 lines
11 KiB
C++
274 lines
11 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 "compat.h"
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#include "build.h"
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#include "pragmas.h"
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#include "mmulti.h"
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#include "common_game.h"
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#include "actor.h"
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#include "ai.h"
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#include "aiburn.h"
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#include "blood.h"
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#include "db.h"
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#include "dude.h"
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#include "levels.h"
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#include "player.h"
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#include "seq.h"
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#include "sfx.h"
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#include "trig.h"
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BEGIN_BLD_NS
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static void BurnSeqCallback(int, int);
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static void thinkSearch(spritetype*, XSPRITE*);
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static void thinkGoto(spritetype*, XSPRITE*);
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static void thinkChase(spritetype*, XSPRITE*);
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static int nBurnClient = seqRegisterClient(BurnSeqCallback);
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AISTATE cultistBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE cultistBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
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AISTATE cultistBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &cultistBurnSearch };
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AISTATE cultistBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &cultistBurnSearch };
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AISTATE cultistBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &cultistBurnChase };
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AISTATE zombieABurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
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AISTATE zombieABurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &zombieABurnSearch };
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AISTATE zombieABurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, NULL };
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AISTATE zombieABurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieABurnChase };
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AISTATE zombieFBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
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AISTATE zombieFBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &zombieFBurnSearch };
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AISTATE zombieFBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, NULL };
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AISTATE zombieFBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase };
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AISTATE innocentBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
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AISTATE innocentBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &zombieFBurnSearch };
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AISTATE innocentBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, NULL };
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AISTATE innocentBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase };
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AISTATE beastBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
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AISTATE beastBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &beastBurnSearch };
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AISTATE beastBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &beastBurnSearch };
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AISTATE beastBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &beastBurnChase };
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AISTATE tinycalebBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
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AISTATE tinycalebBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &tinycalebBurnSearch };
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AISTATE tinycalebBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &tinycalebBurnSearch };
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AISTATE tinycalebBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &tinycalebBurnChase };
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AISTATE GDXGenDudeBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE GDXGenDudeBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
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AISTATE GDXGenDudeBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &GDXGenDudeBurnSearch };
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AISTATE GDXGenDudeBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &GDXGenDudeBurnSearch };
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AISTATE GDXGenDudeBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &GDXGenDudeBurnChase };
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static void BurnSeqCallback(int, int)
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{
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}
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static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
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{
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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aiThinkTarget(pSprite, pXSprite);
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}
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static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
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{
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(pSprite, pXSprite, nAngle);
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if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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{
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switch (pSprite->type)
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{
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case kDudeBurningCultist:
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aiNewState(pSprite, pXSprite, &cultistBurnSearch);
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break;
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case kDudeBurningZombieAxe:
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aiNewState(pSprite, pXSprite, &zombieABurnSearch);
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break;
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case kDudeBurningZombieButcher:
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aiNewState(pSprite, pXSprite, &zombieFBurnSearch);
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break;
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case kDudeBurningInnocent:
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aiNewState(pSprite, pXSprite, &innocentBurnSearch);
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break;
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case kDudeBurningBeast:
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aiNewState(pSprite, pXSprite, &beastBurnSearch);
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break;
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case kDudeBurningTinyCaleb:
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aiNewState(pSprite, pXSprite, &tinycalebBurnSearch);
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break;
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case kDudeModernCustomBurning:
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aiNewState(pSprite, pXSprite, &GDXGenDudeBurnSearch);
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break;
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}
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}
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aiThinkTarget(pSprite, pXSprite);
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}
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static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
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{
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if (pXSprite->target == -1)
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{
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switch (pSprite->type)
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{
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case kDudeBurningCultist:
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aiNewState(pSprite, pXSprite, &cultistBurnGoto);
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break;
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case kDudeBurningZombieAxe:
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aiNewState(pSprite, pXSprite, &zombieABurnGoto);
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break;
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case kDudeBurningZombieButcher:
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aiNewState(pSprite, pXSprite, &zombieFBurnGoto);
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break;
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case kDudeBurningInnocent:
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aiNewState(pSprite, pXSprite, &innocentBurnGoto);
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break;
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case kDudeBurningBeast:
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aiNewState(pSprite, pXSprite, &beastBurnGoto);
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break;
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case kDudeBurningTinyCaleb:
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aiNewState(pSprite, pXSprite, &tinycalebBurnGoto);
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break;
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case kDudeModernCustomBurning:
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aiNewState(pSprite, pXSprite, &GDXGenDudeBurnGoto);
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break;
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}
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return;
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}
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
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int dx = pTarget->x-pSprite->x;
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int dy = pTarget->y-pSprite->y;
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aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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switch (pSprite->type)
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{
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case kDudeBurningCultist:
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aiNewState(pSprite, pXSprite, &cultistBurnSearch);
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break;
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case kDudeBurningZombieAxe:
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aiNewState(pSprite, pXSprite, &zombieABurnSearch);
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break;
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case kDudeBurningZombieButcher:
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aiNewState(pSprite, pXSprite, &zombieFBurnSearch);
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break;
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case kDudeBurningInnocent:
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aiNewState(pSprite, pXSprite, &innocentBurnSearch);
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break;
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case kDudeBurningBeast:
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aiNewState(pSprite, pXSprite, &beastBurnSearch);
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break;
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case kDudeBurningTinyCaleb:
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aiNewState(pSprite, pXSprite, &tinycalebBurnSearch);
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break;
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case kDudeModernCustomBurning:
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aiNewState(pSprite, pXSprite, &GDXGenDudeBurnSearch);
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break;
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}
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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{
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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if (nDist < 0x333 && klabs(nDeltaAngle) < 85)
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{
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switch (pSprite->type)
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{
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case kDudeBurningCultist:
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aiNewState(pSprite, pXSprite, &cultistBurnAttack);
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break;
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case kDudeBurningZombieAxe:
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aiNewState(pSprite, pXSprite, &zombieABurnAttack);
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break;
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case kDudeBurningZombieButcher:
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aiNewState(pSprite, pXSprite, &zombieFBurnAttack);
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break;
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case kDudeBurningInnocent:
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aiNewState(pSprite, pXSprite, &innocentBurnAttack);
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break;
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case kDudeBurningBeast:
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aiNewState(pSprite, pXSprite, &beastBurnAttack);
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break;
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case kDudeBurningTinyCaleb:
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aiNewState(pSprite, pXSprite, &tinycalebBurnAttack);
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break;
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case kDudeModernCustomBurning:
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aiNewState(pSprite, pXSprite, &GDXGenDudeBurnSearch);
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break;
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}
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}
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return;
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}
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}
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}
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switch (pSprite->type)
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{
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case kDudeBurningCultist:
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aiNewState(pSprite, pXSprite, &cultistBurnGoto);
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break;
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case kDudeBurningZombieAxe:
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aiNewState(pSprite, pXSprite, &zombieABurnGoto);
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break;
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case 242:
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aiNewState(pSprite, pXSprite, &zombieFBurnGoto);
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break;
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case kDudeBurningInnocent:
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aiNewState(pSprite, pXSprite, &innocentBurnGoto);
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break;
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case kDudeBurningBeast:
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aiNewState(pSprite, pXSprite, &beastBurnGoto);
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break;
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case kDudeBurningTinyCaleb:
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aiNewState(pSprite, pXSprite, &tinycalebBurnGoto);
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break;
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case kDudeModernCustomBurning:
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aiNewState(pSprite, pXSprite, &GDXGenDudeBurnSearch);
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break;
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}
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pXSprite->target = -1;
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}
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END_BLD_NS
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