mirror of
https://github.com/ZDoom/Raze.git
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fc11f537f7
* moved all games into the 'games' folder. * fixed project to include all sources and move them to the proper folders.
167 lines
6.2 KiB
C++
167 lines
6.2 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 "mmulti.h"
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#include "blood.h"
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BEGIN_BLD_NS
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static void houndThinkSearch(DBloodActor *);
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static void houndThinkGoto(DBloodActor *);
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static void houndThinkChase(DBloodActor *);
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AISTATE houndIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE houndSearch = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, houndThinkSearch, &houndIdle };
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AISTATE houndChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, houndThinkChase, NULL };
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AISTATE houndRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &houndSearch };
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AISTATE houndTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &houndSearch };
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AISTATE houndGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, houndThinkGoto, &houndIdle };
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AISTATE houndBite = { kAiStateChase, 6, nHoundBiteClient, 60, NULL, NULL, NULL, &houndChase };
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AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL, &houndChase };
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void houndBiteSeqCallback(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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int dx = CosScale16(pSprite->ang);
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int dy = SinScale16(pSprite->ang);
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///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
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Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
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return;
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}
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spritetype *pTarget = &sprite[pXSprite->target];
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#ifdef NOONE_EXTENSIONS
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if (IsPlayerSprite(pTarget) || gModernMap) // allow to hit non-player targets
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actFireVector(pSprite, 0, 0, dx, dy, pTarget->z - pSprite->z, VECTOR_TYPE_15);
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#else
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if (IsPlayerSprite(pTarget))
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actFireVector(pSprite, 0, 0, dx, dy, pTarget->z - pSprite->z, VECTOR_TYPE_15);
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#endif
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}
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void houndBurnSeqCallback(int, DBloodActor* actor)
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{
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spritetype* pSprite = &actor->s();
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actFireMissile(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), 0, kMissileFlameHound);
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}
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static void houndThinkSearch(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(pSprite, pXSprite, pXSprite->goalAng);
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aiThinkTarget(actor);
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}
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static void houndThinkGoto(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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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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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(pSprite, pXSprite, nAngle);
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if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &houndSearch);
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aiThinkTarget(actor);
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}
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static void houndThinkChase(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 (pXSprite->target == -1)
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{
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aiNewState(actor, &houndGoto);
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return;
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}
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///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
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Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
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return;
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}
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spritetype *pTarget = &sprite[pXSprite->target];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
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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(pSprite, pXSprite, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &houndSearch);
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return;
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}
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if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &houndSearch);
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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 (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &houndBurn);
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else if(nDist < 0x266 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &houndBite);
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return;
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}
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}
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}
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aiNewState(actor, &houndGoto);
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pXSprite->target = -1;
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}
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END_BLD_NS
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