mirror of
https://github.com/ZDoom/Raze.git
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284 lines
9.7 KiB
C++
284 lines
9.7 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 "blood.h"
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BEGIN_BLD_NS
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static void zombaThinkSearch(DBloodActor*);
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static void zombaThinkGoto(DBloodActor*);
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static void zombaThinkChase(DBloodActor*);
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static void zombaThinkPonder(DBloodActor*);
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static void myThinkTarget(DBloodActor*);
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static void myThinkSearch(DBloodActor*);
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static void entryEZombie(DBloodActor*);
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static void entryAIdle(DBloodActor*);
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static void entryEStand(DBloodActor*);
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AISTATE zombieAIdle = { kAiStateIdle, 0, -1, 0, entryAIdle, NULL, aiThinkTarget, NULL };
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AISTATE zombieAChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, zombaThinkChase, NULL };
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AISTATE zombieAPonder = { kAiStateOther, 0, -1, 0, NULL, aiMoveTurn, zombaThinkPonder, NULL };
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AISTATE zombieAGoto = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, zombaThinkGoto, &zombieAIdle };
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AISTATE zombieAHack = { kAiStateChase, 6, nHackClient, 80, NULL, NULL, NULL, &zombieAPonder };
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AISTATE zombieASearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, zombaThinkSearch, &zombieAIdle };
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AISTATE zombieARecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieAPonder };
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AISTATE zombieATeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieAPonder };
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AISTATE zombieARecoil2 = { kAiStateRecoil, 1, -1, 360, NULL, NULL, NULL, &zombieAStand };
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AISTATE zombieAStand = { kAiStateMove, 11, nStandClient, 0, NULL, NULL, NULL, &zombieAPonder };
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AISTATE zombieEIdle = { kAiStateIdle, 12, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE zombieEUp2 = { kAiStateMove, 0, -1, 1, entryEZombie, NULL, NULL, &zombieASearch };
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AISTATE zombieEUp = { kAiStateMove, 9, -1, 180, entryEStand, NULL, NULL, &zombieEUp2 };
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AISTATE zombie2Idle = { kAiStateIdle, 0, -1, 0, entryAIdle, NULL, myThinkTarget, NULL };
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AISTATE zombie2Search = { kAiStateSearch, 8, -1, 1800, NULL, NULL, myThinkSearch, &zombie2Idle };
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AISTATE zombieSIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE zombie13AC2C = { kAiStateOther, 11, nStandClient, 0, entryEZombie, NULL, NULL, &zombieAPonder };
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void HackSeqCallback(int, DBloodActor* actor)
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{
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XSPRITE* pXSprite = &actor->x();
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spritetype* pSprite = &actor->s();
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->type);
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int tx = pXSprite->targetX - pSprite->x;
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int ty = pXSprite->targetY - pSprite->y;
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int nAngle = getangle(tx, ty);
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int height = (pSprite->yrepeat * pDudeInfo->eyeHeight) << 2;
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int height2 = (pTarget->yrepeat * pDudeInfoT->eyeHeight) << 2;
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int dz = height - height2;
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int dx = bcos(nAngle);
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int dy = bsin(nAngle);
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sfxPlay3DSound(pSprite, 1101, 1, 0);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorAxe);
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}
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void StandSeqCallback(int, DBloodActor* actor)
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{
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sfxPlay3DSound(actor, 1102, -1, 0);
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}
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static void zombaThinkSearch(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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aiChooseDirection(actor, pXSprite->goalAng);
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aiLookForTarget(actor);
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}
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static void zombaThinkGoto(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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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(actor, nAngle);
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if (nDist < 921 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &zombieASearch);
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aiThinkTarget(actor);
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}
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static void zombaThinkChase(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &zombieASearch);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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XSPRITE* pXTarget = &actor->GetTarget()->x();
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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(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &zombieASearch);
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return;
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}
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if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpDeathMaskUseless) > 0))
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{
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aiNewState(actor, &zombieAGoto);
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return;
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}
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// If the zombie gets whacked while rising from the grave it never executes this change and if it isn't done here at the very latest, will just aimlessly run around.
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if (!VanillaMode() && pSprite->type == kDudeZombieAxeBuried)
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pSprite->type = kDudeZombieAxeNormal;
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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 (abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x400 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &zombieAHack);
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return;
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}
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}
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}
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aiNewState(actor, &zombieAGoto);
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actor->SetTarget(nullptr);
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}
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static void zombaThinkPonder(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &zombieASearch);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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XSPRITE* pXTarget = &actor->GetTarget()->x();
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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(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &zombieASearch);
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return;
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}
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if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpDeathMaskUseless) > 0))
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{
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aiNewState(actor, &zombieAGoto);
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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 (abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x400)
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{
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if (abs(nDeltaAngle) < 85)
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{
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sfxPlay3DSound(pSprite, 1101, 1, 0);
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aiNewState(actor, &zombieAHack);
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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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}
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aiNewState(actor, &zombieAChase);
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}
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static void myThinkTarget(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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PLAYER* pPlayer = &gPlayer[p];
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int nOwner = (pSprite->owner & 0x1000) ? (pSprite->owner & 0xfff) : -1;
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if (nOwner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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int x = pPlayer->pSprite->x;
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int y = pPlayer->pSprite->y;
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int z = pPlayer->pSprite->z;
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int nSector = pPlayer->pSprite->sectnum;
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int dx = x - pSprite->x;
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int dy = y - pSprite->y;
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int nDist = approxDist(dx, dy);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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continue;
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if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sectnum))
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continue;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, pPlayer->actor());
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aiActivateDude(actor);
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}
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else if (nDist < pDudeInfo->hearDist)
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{
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aiSetTarget(actor, x, y, z);
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aiActivateDude(actor);
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}
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else
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continue;
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break;
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}
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}
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static void myThinkSearch(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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aiChooseDirection(actor, pXSprite->goalAng);
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myThinkTarget(actor);
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}
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static void entryEZombie(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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pSprite->type = kDudeZombieAxeNormal;
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pSprite->flags |= 1;
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}
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static void entryAIdle(DBloodActor* actor)
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{
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actor->SetTarget(nullptr);
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}
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static void entryEStand(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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sfxPlay3DSound(pSprite, 1100, -1, 0);
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pSprite->ang = getangle(pXSprite->targetX - pSprite->x, pXSprite->targetY - pSprite->y);
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}
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END_BLD_NS
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