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https://github.com/ZDoom/Raze.git
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51768439a9
No manual changes in here.
267 lines
8.9 KiB
C++
267 lines
8.9 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 burnThinkSearch(DBloodActor*);
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static void burnThinkGoto(DBloodActor*);
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static void burnThinkChase(DBloodActor*);
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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, burnThinkChase, NULL };
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AISTATE cultistBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &cultistBurnSearch };
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AISTATE cultistBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &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, burnThinkChase, NULL };
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AISTATE zombieABurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieABurnSearch };
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AISTATE zombieABurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, 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, burnThinkChase, NULL };
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AISTATE zombieFBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieFBurnSearch };
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AISTATE zombieFBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, 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, burnThinkChase, NULL };
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AISTATE innocentBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &zombieFBurnSearch };
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AISTATE innocentBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, 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, burnThinkChase, NULL };
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AISTATE beastBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &beastBurnSearch };
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AISTATE beastBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &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, burnThinkChase, NULL };
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AISTATE tinycalebBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &tinycalebBurnSearch };
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AISTATE tinycalebBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &tinycalebBurnSearch };
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AISTATE tinycalebBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &tinycalebBurnChase };
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AISTATE genDudeBurnIdle = { kAiStateIdle, 3, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE genDudeBurnChase = { kAiStateChase, 3, -1, 0, NULL, aiMoveForward, burnThinkChase, NULL };
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AISTATE genDudeBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burnThinkGoto, &genDudeBurnSearch };
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AISTATE genDudeBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &genDudeBurnSearch };
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AISTATE genDudeBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &genDudeBurnChase };
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void BurnSeqCallback(int, DBloodActor*)
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{
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}
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static void burnThinkSearch(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 burnThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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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.angle, nAngle) < pDudeInfo->Periphery())
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{
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switch (actor->spr.type)
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{
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case kDudeBurningCultist:
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aiNewState(actor, &cultistBurnSearch);
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break;
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case kDudeBurningZombieAxe:
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aiNewState(actor, &zombieABurnSearch);
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break;
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case kDudeBurningZombieButcher:
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aiNewState(actor, &zombieFBurnSearch);
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break;
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case kDudeBurningInnocent:
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aiNewState(actor, &innocentBurnSearch);
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break;
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case kDudeBurningBeast:
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aiNewState(actor, &beastBurnSearch);
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break;
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case kDudeBurningTinyCaleb:
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aiNewState(actor, &tinycalebBurnSearch);
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break;
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustomBurning:
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aiNewState(actor, &genDudeBurnSearch);
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break;
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#endif
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}
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}
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aiThinkTarget(actor);
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}
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static void burnThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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switch (actor->spr.type)
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{
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case kDudeBurningCultist:
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aiNewState(actor, &cultistBurnGoto);
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break;
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case kDudeBurningZombieAxe:
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aiNewState(actor, &zombieABurnGoto);
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break;
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case kDudeBurningZombieButcher:
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aiNewState(actor, &zombieFBurnGoto);
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break;
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case kDudeBurningInnocent:
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aiNewState(actor, &innocentBurnGoto);
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break;
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case kDudeBurningBeast:
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aiNewState(actor, &beastBurnGoto);
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break;
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case kDudeBurningTinyCaleb:
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aiNewState(actor, &tinycalebBurnGoto);
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break;
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustomBurning:
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aiNewState(actor, &genDudeBurnGoto);
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break;
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#endif
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}
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return;
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}
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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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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switch (actor->spr.type)
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{
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case kDudeBurningCultist:
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aiNewState(actor, &cultistBurnSearch);
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break;
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case kDudeBurningZombieAxe:
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aiNewState(actor, &zombieABurnSearch);
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break;
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case kDudeBurningZombieButcher:
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aiNewState(actor, &zombieFBurnSearch);
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break;
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case kDudeBurningInnocent:
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aiNewState(actor, &innocentBurnSearch);
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break;
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case kDudeBurningBeast:
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aiNewState(actor, &beastBurnSearch);
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break;
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case kDudeBurningTinyCaleb:
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aiNewState(actor, &tinycalebBurnSearch);
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break;
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustomBurning:
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aiNewState(actor, &genDudeBurnSearch);
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break;
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#endif
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}
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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.angle, 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() && nDeltaAngle <= pDudeInfo->Periphery())
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 51.1875 && nDeltaAngle < DAngle15)
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{
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switch (actor->spr.type)
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{
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case kDudeBurningCultist:
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aiNewState(actor, &cultistBurnAttack);
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break;
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case kDudeBurningZombieAxe:
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aiNewState(actor, &zombieABurnAttack);
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break;
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case kDudeBurningZombieButcher:
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aiNewState(actor, &zombieFBurnAttack);
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break;
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case kDudeBurningInnocent:
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aiNewState(actor, &innocentBurnAttack);
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break;
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case kDudeBurningBeast:
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aiNewState(actor, &beastBurnAttack);
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break;
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case kDudeBurningTinyCaleb:
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aiNewState(actor, &tinycalebBurnAttack);
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break;
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustomBurning:
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aiNewState(actor, &genDudeBurnSearch);
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break;
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#endif
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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 (actor->spr.type)
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{
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case kDudeBurningCultist:
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aiNewState(actor, &cultistBurnGoto);
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break;
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case kDudeBurningZombieAxe:
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aiNewState(actor, &zombieABurnGoto);
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break;
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case 242:
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aiNewState(actor, &zombieFBurnGoto);
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break;
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case kDudeBurningInnocent:
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aiNewState(actor, &innocentBurnGoto);
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break;
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case kDudeBurningBeast:
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aiNewState(actor, &beastBurnGoto);
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break;
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case kDudeBurningTinyCaleb:
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aiNewState(actor, &tinycalebBurnGoto);
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break;
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustomBurning:
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aiNewState(actor, &genDudeBurnSearch);
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break;
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#endif
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}
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actor->SetTarget(nullptr);
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}
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END_BLD_NS
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