mirror of
https://github.com/ZDoom/Raze.git
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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++
//-------------------------------------------------------------------------
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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 zombfThinkSearch(DBloodActor* actor);
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static void zombfThinkGoto(DBloodActor* actor);
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static void zombfThinkChase(DBloodActor* actor);
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AISTATE zombieFIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE zombieFChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, zombfThinkChase, NULL };
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AISTATE zombieFGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, zombfThinkGoto, &zombieFIdle };
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AISTATE zombieFDodge = { kAiStateMove, 8, -1, 0, NULL, aiMoveDodge, zombfThinkChase, &zombieFChase };
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AISTATE zombieFHack = { kAiStateChase, 6, nZombfHackClient, 120, NULL, NULL, NULL, &zombieFChase };
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AISTATE zombieFPuke = { kAiStateChase, 9, nZombfPukeClient, 120, NULL, NULL, NULL, &zombieFChase };
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AISTATE zombieFThrow = { kAiStateChase, 6, nZombfThrowClient, 120, NULL, NULL, NULL, &zombieFChase };
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AISTATE zombieFSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, zombfThinkSearch, &zombieFIdle };
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AISTATE zombieFRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieFChase };
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AISTATE zombieFTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieFChase };
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void zombfHackSeqCallback(int, DBloodActor* actor)
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{
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spritetype* pSprite = &actor->s();
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if (pSprite->type != kDudeZombieButcher)
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return;
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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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int height = (pDudeInfo->eyeHeight * pSprite->yrepeat);
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DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->type);
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int height2 = (pDudeInfoT->eyeHeight * pTarget->yrepeat);
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actFireVector(actor, 0, 0, bcos(pSprite->ang), bsin(pSprite->ang), height - height2, kVectorCleaver);
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}
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void PukeSeqCallback(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 height = (pDudeInfo->eyeHeight * pSprite->yrepeat);
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int height2 = (pDudeInfoT->eyeHeight * pTarget->yrepeat);
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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 dx = bcos(nAngle);
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int dy = bsin(nAngle);
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sfxPlay3DSound(actor, 1203, 1, 0);
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actFireMissile(actor, 0, -(height - height2), dx, dy, 0, kMissilePukeGreen);
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}
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void ThrowSeqCallback(int, DBloodActor* actor)
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{
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spritetype* pSprite = &actor->s();
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actFireMissile(actor, 0, -getDudeInfo(pSprite->type)->eyeHeight, bcos(pSprite->ang), bsin(pSprite->ang), 0, kMissileButcherKnife);
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}
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static void zombfThinkSearch(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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aiThinkTarget(actor);
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}
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static void zombfThinkGoto(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 < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &zombieFSearch);
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aiThinkTarget(actor);
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}
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static void zombfThinkChase(DBloodActor* actor)
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{
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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, &zombieFGoto);
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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, &zombieFSearch);
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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, &zombieFSearch);
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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->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector()))
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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 < 0x1400 && nDist > 0xe00 && abs(nDeltaAngle) < 85)
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{
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int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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aiNewState(actor, &zombieFThrow);
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break;
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case 3:
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if (pSprite->type != gHitInfo.actor()->s().type)
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aiNewState(actor, &zombieFThrow);
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else
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aiNewState(actor, &zombieFDodge);
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break;
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default:
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aiNewState(actor, &zombieFThrow);
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break;
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}
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}
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else if (nDist < 0x1400 && nDist > 0x600 && abs(nDeltaAngle) < 85)
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{
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int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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aiNewState(actor, &zombieFPuke);
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break;
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case 3:
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if (pSprite->type != gHitInfo.actor()->s().type)
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aiNewState(actor, &zombieFPuke);
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else
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aiNewState(actor, &zombieFDodge);
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break;
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default:
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aiNewState(actor, &zombieFPuke);
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break;
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}
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}
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else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
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{
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int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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aiNewState(actor, &zombieFHack);
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break;
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case 3:
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if (pSprite->type != gHitInfo.actor()->s().type)
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aiNewState(actor, &zombieFHack);
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else
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aiNewState(actor, &zombieFDodge);
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break;
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default:
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aiNewState(actor, &zombieFHack);
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break;
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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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aiNewState(actor, &zombieFSearch);
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actor->SetTarget(nullptr);
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}
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END_BLD_NS
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