mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-14 22:51:11 +00:00
97b19a5cb1
Note: Savegames won't work on this commit for the other games!
212 lines
7.1 KiB
C++
212 lines
7.1 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 zombfThinkSearch(DBloodActor* actor);
|
|
static void zombfThinkGoto(DBloodActor* actor);
|
|
static void zombfThinkChase(DBloodActor* actor);
|
|
|
|
|
|
AISTATE zombieFIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
|
|
AISTATE zombieFChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, zombfThinkChase, NULL };
|
|
AISTATE zombieFGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, zombfThinkGoto, &zombieFIdle };
|
|
AISTATE zombieFDodge = { kAiStateMove, 8, -1, 0, NULL, aiMoveDodge, zombfThinkChase, &zombieFChase };
|
|
AISTATE zombieFHack = { kAiStateChase, 6, nZombfHackClient, 120, NULL, NULL, NULL, &zombieFChase };
|
|
AISTATE zombieFPuke = { kAiStateChase, 9, nZombfPukeClient, 120, NULL, NULL, NULL, &zombieFChase };
|
|
AISTATE zombieFThrow = { kAiStateChase, 6, nZombfThrowClient, 120, NULL, NULL, NULL, &zombieFChase };
|
|
AISTATE zombieFSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, zombfThinkSearch, &zombieFIdle };
|
|
AISTATE zombieFRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieFChase };
|
|
AISTATE zombieFTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieFChase };
|
|
|
|
void zombfHackSeqCallback(int, DBloodActor* actor)
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
if (pSprite->type != kDudeZombieButcher)
|
|
return;
|
|
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
|
spritetype* pTarget = &actor->GetTarget()->s();
|
|
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
|
int height = (pDudeInfo->eyeHeight * pSprite->yrepeat);
|
|
DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->type);
|
|
int height2 = (pDudeInfoT->eyeHeight * pTarget->yrepeat);
|
|
actFireVector(actor, 0, 0, bcos(pSprite->ang), bsin(pSprite->ang), height - height2, kVectorCleaver);
|
|
}
|
|
|
|
void PukeSeqCallback(int, DBloodActor* actor)
|
|
{
|
|
XSPRITE* pXSprite = &actor->x();
|
|
spritetype* pSprite = &actor->s();
|
|
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
|
spritetype* pTarget = &actor->GetTarget()->s();
|
|
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
|
DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->type);
|
|
int height = (pDudeInfo->eyeHeight * pSprite->yrepeat);
|
|
int height2 = (pDudeInfoT->eyeHeight * pTarget->yrepeat);
|
|
int tx = pXSprite->targetX - pSprite->x;
|
|
int ty = pXSprite->targetY - pSprite->y;
|
|
int nAngle = getangle(tx, ty);
|
|
int dx = bcos(nAngle);
|
|
int dy = bsin(nAngle);
|
|
sfxPlay3DSound(actor, 1203, 1, 0);
|
|
actFireMissile(actor, 0, -(height - height2), dx, dy, 0, kMissilePukeGreen);
|
|
}
|
|
|
|
void ThrowSeqCallback(int, DBloodActor* actor)
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
actFireMissile(actor, 0, -getDudeInfo(pSprite->type)->eyeHeight, bcos(pSprite->ang), bsin(pSprite->ang), 0, kMissileButcherKnife);
|
|
}
|
|
|
|
static void zombfThinkSearch(DBloodActor* actor)
|
|
{
|
|
auto pXSprite = &actor->x();
|
|
aiChooseDirection(actor, pXSprite->goalAng);
|
|
aiThinkTarget(actor);
|
|
}
|
|
|
|
static void zombfThinkGoto(DBloodActor* actor)
|
|
{
|
|
auto pXSprite = &actor->x();
|
|
auto pSprite = &actor->s();
|
|
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
|
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
|
int dx = pXSprite->targetX - pSprite->x;
|
|
int dy = pXSprite->targetY - pSprite->y;
|
|
int nAngle = getangle(dx, dy);
|
|
int nDist = approxDist(dx, dy);
|
|
aiChooseDirection(actor, nAngle);
|
|
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
|
aiNewState(actor, &zombieFSearch);
|
|
aiThinkTarget(actor);
|
|
}
|
|
|
|
static void zombfThinkChase(DBloodActor* actor)
|
|
{
|
|
auto pSprite = &actor->s();
|
|
if (actor->GetTarget() == nullptr)
|
|
{
|
|
aiNewState(actor, &zombieFGoto);
|
|
return;
|
|
}
|
|
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
|
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
|
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
|
spritetype* pTarget = &actor->GetTarget()->s();
|
|
XSPRITE* pXTarget = &actor->GetTarget()->x();
|
|
int dx = pTarget->x - pSprite->x;
|
|
int dy = pTarget->y - pSprite->y;
|
|
aiChooseDirection(actor, getangle(dx, dy));
|
|
if (pXTarget->health == 0)
|
|
{
|
|
aiNewState(actor, &zombieFSearch);
|
|
return;
|
|
}
|
|
if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpDeathMaskUseless) > 0))
|
|
{
|
|
aiNewState(actor, &zombieFSearch);
|
|
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->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector()))
|
|
{
|
|
if (abs(nDeltaAngle) <= pDudeInfo->periphery)
|
|
{
|
|
aiSetTarget(actor, actor->GetTarget());
|
|
if (nDist < 0x1400 && nDist > 0xe00 && abs(nDeltaAngle) < 85)
|
|
{
|
|
int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
aiNewState(actor, &zombieFThrow);
|
|
break;
|
|
case 3:
|
|
if (pSprite->type != gHitInfo.actor()->s().type)
|
|
aiNewState(actor, &zombieFThrow);
|
|
else
|
|
aiNewState(actor, &zombieFDodge);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &zombieFThrow);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x1400 && nDist > 0x600 && abs(nDeltaAngle) < 85)
|
|
{
|
|
int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
aiNewState(actor, &zombieFPuke);
|
|
break;
|
|
case 3:
|
|
if (pSprite->type != gHitInfo.actor()->s().type)
|
|
aiNewState(actor, &zombieFPuke);
|
|
else
|
|
aiNewState(actor, &zombieFDodge);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &zombieFPuke);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
|
|
{
|
|
int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
aiNewState(actor, &zombieFHack);
|
|
break;
|
|
case 3:
|
|
if (pSprite->type != gHitInfo.actor()->s().type)
|
|
aiNewState(actor, &zombieFHack);
|
|
else
|
|
aiNewState(actor, &zombieFDodge);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &zombieFHack);
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
aiNewState(actor, &zombieFSearch);
|
|
actor->SetTarget(nullptr);
|
|
}
|
|
|
|
END_BLD_NS
|