raze/source/games/blood/src/aihand.cpp

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//-------------------------------------------------------------------------
/*
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!
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#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void handThinkSearch(DBloodActor*);
static void handThinkGoto(DBloodActor*);
static void handThinkChase(DBloodActor*);
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AISTATE handIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE hand13A3B4 = { kAiStateOther, 0, -1, 0, NULL, NULL, NULL, NULL };
AISTATE handSearch = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, handThinkSearch, &handIdle };
AISTATE handChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, handThinkChase, NULL };
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AISTATE handRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &handSearch };
AISTATE handGoto = { kAiStateMove, 6, -1, 1800, NULL, aiMoveForward, handThinkGoto, &handIdle };
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AISTATE handJump = { kAiStateChase, 7, nJumpClient, 120, NULL, NULL, NULL, &handChase };
void HandJumpSeqCallback(int, DBloodActor* actor)
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{
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
if (IsPlayerSprite(pTarget))
{
PLAYER* pPlayer = &gPlayer[pTarget->type - kDudePlayer1];
if (!pPlayer->hand)
{
pPlayer->hand = 1;
actPostSprite(actor, kStatFree);
}
}
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}
static void handThinkSearch(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor);
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}
static void handThinkGoto(DBloodActor* actor)
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{
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->pos.X;
int dy = pXSprite->targetY - pSprite->pos.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, &handSearch);
aiThinkTarget(actor);
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}
static void handThinkChase(DBloodActor* actor)
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{
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &handGoto);
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->pos.X - pSprite->pos.X;
int dy = pTarget->pos.Y - pSprite->pos.Y;
aiChooseDirection(actor, getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(actor, &handSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &handSearch);
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->pos.X, pTarget->pos.Y, pTarget->pos.Z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z - height, pSprite->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x233 && abs(nDeltaAngle) < 85 && gGameOptions.nGameType == 0)
aiNewState(actor, &handJump);
return;
}
}
}
aiNewState(actor, &handGoto);
actor->SetTarget(nullptr);
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}
END_BLD_NS