raze/source/games/blood/src/aiburn.cpp

267 lines
8.9 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 "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void burnThinkSearch(DBloodActor*);
static void burnThinkGoto(DBloodActor*);
static void burnThinkChase(DBloodActor*);
AISTATE cultistBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE cultistBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE cultistBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &cultistBurnSearch };
AISTATE cultistBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &cultistBurnSearch };
AISTATE cultistBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &cultistBurnChase };
AISTATE zombieABurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE zombieABurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieABurnSearch };
AISTATE zombieABurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, NULL };
AISTATE zombieABurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieABurnChase };
AISTATE zombieFBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE zombieFBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieFBurnSearch };
AISTATE zombieFBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, NULL };
AISTATE zombieFBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase };
AISTATE innocentBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE innocentBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieFBurnSearch };
AISTATE innocentBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, NULL };
AISTATE innocentBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &zombieFBurnChase };
AISTATE beastBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE beastBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &beastBurnSearch };
AISTATE beastBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &beastBurnSearch };
AISTATE beastBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &beastBurnChase };
AISTATE tinycalebBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE tinycalebBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &tinycalebBurnSearch };
AISTATE tinycalebBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &tinycalebBurnSearch };
AISTATE tinycalebBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &tinycalebBurnChase };
AISTATE genDudeBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE genDudeBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
AISTATE genDudeBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &genDudeBurnSearch };
AISTATE genDudeBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &genDudeBurnSearch };
AISTATE genDudeBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &genDudeBurnChase };
void BurnSeqCallback(int, DBloodActor*)
{
}
static void burnThinkSearch(DBloodActor* actor)
{
aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
}
static void burnThinkGoto(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
{
switch (actor->spr.type)
{
case kDudeBurningCultist:
aiNewState(actor, &cultistBurnSearch);
break;
case kDudeBurningZombieAxe:
aiNewState(actor, &zombieABurnSearch);
break;
case kDudeBurningZombieButcher:
aiNewState(actor, &zombieFBurnSearch);
break;
case kDudeBurningInnocent:
aiNewState(actor, &innocentBurnSearch);
break;
case kDudeBurningBeast:
aiNewState(actor, &beastBurnSearch);
break;
case kDudeBurningTinyCaleb:
aiNewState(actor, &tinycalebBurnSearch);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiNewState(actor, &genDudeBurnSearch);
break;
#endif
}
}
aiThinkTarget(actor);
}
static void burnThinkChase(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
switch (actor->spr.type)
{
case kDudeBurningCultist:
aiNewState(actor, &cultistBurnGoto);
break;
case kDudeBurningZombieAxe:
aiNewState(actor, &zombieABurnGoto);
break;
case kDudeBurningZombieButcher:
aiNewState(actor, &zombieFBurnGoto);
break;
case kDudeBurningInnocent:
aiNewState(actor, &innocentBurnGoto);
break;
case kDudeBurningBeast:
aiNewState(actor, &beastBurnGoto);
break;
case kDudeBurningTinyCaleb:
aiNewState(actor, &tinycalebBurnGoto);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiNewState(actor, &genDudeBurnGoto);
break;
#endif
}
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto target = actor->GetTarget();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, nAngle);
if (target->xspr.health == 0)
{
switch (actor->spr.type)
{
case kDudeBurningCultist:
aiNewState(actor, &cultistBurnSearch);
break;
case kDudeBurningZombieAxe:
aiNewState(actor, &zombieABurnSearch);
break;
case kDudeBurningZombieButcher:
aiNewState(actor, &zombieFBurnSearch);
break;
case kDudeBurningInnocent:
aiNewState(actor, &innocentBurnSearch);
break;
case kDudeBurningBeast:
aiNewState(actor, &beastBurnSearch);
break;
case kDudeBurningTinyCaleb:
aiNewState(actor, &tinycalebBurnSearch);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiNewState(actor, &genDudeBurnSearch);
break;
#endif
}
return;
}
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = getincangle(actor->int_ang(), nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
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 < 0x333 && abs(nDeltaAngle) < 85)
{
switch (actor->spr.type)
{
case kDudeBurningCultist:
aiNewState(actor, &cultistBurnAttack);
break;
case kDudeBurningZombieAxe:
aiNewState(actor, &zombieABurnAttack);
break;
case kDudeBurningZombieButcher:
aiNewState(actor, &zombieFBurnAttack);
break;
case kDudeBurningInnocent:
aiNewState(actor, &innocentBurnAttack);
break;
case kDudeBurningBeast:
aiNewState(actor, &beastBurnAttack);
break;
case kDudeBurningTinyCaleb:
aiNewState(actor, &tinycalebBurnAttack);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiNewState(actor, &genDudeBurnSearch);
break;
#endif
}
}
return;
}
}
}
switch (actor->spr.type)
{
case kDudeBurningCultist:
aiNewState(actor, &cultistBurnGoto);
break;
case kDudeBurningZombieAxe:
aiNewState(actor, &zombieABurnGoto);
break;
case 242:
aiNewState(actor, &zombieFBurnGoto);
break;
case kDudeBurningInnocent:
aiNewState(actor, &innocentBurnGoto);
break;
case kDudeBurningBeast:
aiNewState(actor, &beastBurnGoto);
break;
case kDudeBurningTinyCaleb:
aiNewState(actor, &tinycalebBurnGoto);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiNewState(actor, &genDudeBurnSearch);
break;
#endif
}
actor->SetTarget(nullptr);
}
END_BLD_NS