raze/source/blood/src/aiburn.cpp
Grind Core 08dfee073c - Added names for callbacks
- 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
2019-10-14 22:42:42 +02:00

274 lines
11 KiB
C++

//-------------------------------------------------------------------------
/*
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 "aiburn.h"
#include "blood.h"
#include "db.h"
#include "dude.h"
#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "trig.h"
BEGIN_BLD_NS
static void BurnSeqCallback(int, int);
static void thinkSearch(spritetype*, XSPRITE*);
static void thinkGoto(spritetype*, XSPRITE*);
static void thinkChase(spritetype*, XSPRITE*);
static int nBurnClient = seqRegisterClient(BurnSeqCallback);
AISTATE cultistBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE cultistBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE cultistBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &cultistBurnSearch };
AISTATE cultistBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &cultistBurnSearch };
AISTATE cultistBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &cultistBurnChase };
AISTATE zombieABurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE zombieABurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &zombieABurnSearch };
AISTATE zombieABurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, NULL };
AISTATE zombieABurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieABurnChase };
AISTATE zombieFBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE zombieFBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &zombieFBurnSearch };
AISTATE zombieFBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, NULL };
AISTATE zombieFBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase };
AISTATE innocentBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE innocentBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &zombieFBurnSearch };
AISTATE innocentBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, NULL };
AISTATE innocentBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase };
AISTATE beastBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE beastBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &beastBurnSearch };
AISTATE beastBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &beastBurnSearch };
AISTATE beastBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &beastBurnChase };
AISTATE tinycalebBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE tinycalebBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &tinycalebBurnSearch };
AISTATE tinycalebBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &tinycalebBurnSearch };
AISTATE tinycalebBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &tinycalebBurnChase };
AISTATE GDXGenDudeBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE GDXGenDudeBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE GDXGenDudeBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, thinkGoto, &GDXGenDudeBurnSearch };
AISTATE GDXGenDudeBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, thinkSearch, &GDXGenDudeBurnSearch };
AISTATE GDXGenDudeBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &GDXGenDudeBurnChase };
static void BurnSeqCallback(int, int)
{
}
static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
{
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
aiThinkTarget(pSprite, pXSprite);
}
static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
{
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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)
{
switch (pSprite->type)
{
case kDudeBurningCultist:
aiNewState(pSprite, pXSprite, &cultistBurnSearch);
break;
case kDudeBurningZombieAxe:
aiNewState(pSprite, pXSprite, &zombieABurnSearch);
break;
case kDudeBurningZombieButcher:
aiNewState(pSprite, pXSprite, &zombieFBurnSearch);
break;
case kDudeBurningInnocent:
aiNewState(pSprite, pXSprite, &innocentBurnSearch);
break;
case kDudeBurningBeast:
aiNewState(pSprite, pXSprite, &beastBurnSearch);
break;
case kDudeBurningTinyCaleb:
aiNewState(pSprite, pXSprite, &tinycalebBurnSearch);
break;
case kDudeModernCustomBurning:
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnSearch);
break;
}
}
aiThinkTarget(pSprite, pXSprite);
}
static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
{
if (pXSprite->target == -1)
{
switch (pSprite->type)
{
case kDudeBurningCultist:
aiNewState(pSprite, pXSprite, &cultistBurnGoto);
break;
case kDudeBurningZombieAxe:
aiNewState(pSprite, pXSprite, &zombieABurnGoto);
break;
case kDudeBurningZombieButcher:
aiNewState(pSprite, pXSprite, &zombieFBurnGoto);
break;
case kDudeBurningInnocent:
aiNewState(pSprite, pXSprite, &innocentBurnGoto);
break;
case kDudeBurningBeast:
aiNewState(pSprite, pXSprite, &beastBurnGoto);
break;
case kDudeBurningTinyCaleb:
aiNewState(pSprite, pXSprite, &tinycalebBurnGoto);
break;
case kDudeModernCustomBurning:
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnGoto);
break;
}
return;
}
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
dassert(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)
{
switch (pSprite->type)
{
case kDudeBurningCultist:
aiNewState(pSprite, pXSprite, &cultistBurnSearch);
break;
case kDudeBurningZombieAxe:
aiNewState(pSprite, pXSprite, &zombieABurnSearch);
break;
case kDudeBurningZombieButcher:
aiNewState(pSprite, pXSprite, &zombieFBurnSearch);
break;
case kDudeBurningInnocent:
aiNewState(pSprite, pXSprite, &innocentBurnSearch);
break;
case kDudeBurningBeast:
aiNewState(pSprite, pXSprite, &beastBurnSearch);
break;
case kDudeBurningTinyCaleb:
aiNewState(pSprite, pXSprite, &tinycalebBurnSearch);
break;
case kDudeModernCustomBurning:
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnSearch);
break;
}
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 < 0x333 && klabs(nDeltaAngle) < 85)
{
switch (pSprite->type)
{
case kDudeBurningCultist:
aiNewState(pSprite, pXSprite, &cultistBurnAttack);
break;
case kDudeBurningZombieAxe:
aiNewState(pSprite, pXSprite, &zombieABurnAttack);
break;
case kDudeBurningZombieButcher:
aiNewState(pSprite, pXSprite, &zombieFBurnAttack);
break;
case kDudeBurningInnocent:
aiNewState(pSprite, pXSprite, &innocentBurnAttack);
break;
case kDudeBurningBeast:
aiNewState(pSprite, pXSprite, &beastBurnAttack);
break;
case kDudeBurningTinyCaleb:
aiNewState(pSprite, pXSprite, &tinycalebBurnAttack);
break;
case kDudeModernCustomBurning:
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnSearch);
break;
}
}
return;
}
}
}
switch (pSprite->type)
{
case kDudeBurningCultist:
aiNewState(pSprite, pXSprite, &cultistBurnGoto);
break;
case kDudeBurningZombieAxe:
aiNewState(pSprite, pXSprite, &zombieABurnGoto);
break;
case 242:
aiNewState(pSprite, pXSprite, &zombieFBurnGoto);
break;
case kDudeBurningInnocent:
aiNewState(pSprite, pXSprite, &innocentBurnGoto);
break;
case kDudeBurningBeast:
aiNewState(pSprite, pXSprite, &beastBurnGoto);
break;
case kDudeBurningTinyCaleb:
aiNewState(pSprite, pXSprite, &tinycalebBurnGoto);
break;
case kDudeModernCustomBurning:
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnSearch);
break;
}
pXSprite->target = -1;
}
END_BLD_NS