raze/source/games/blood/src/airat.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 ratThinkSearch(DBloodActor*);
static void ratThinkGoto(DBloodActor*);
static void ratThinkChase(DBloodActor*);
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AISTATE ratIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE ratSearch = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, ratThinkSearch, &ratIdle };
AISTATE ratChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, ratThinkChase, NULL };
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AISTATE ratDodge = { kAiStateMove, 7, -1, 0, NULL, NULL, NULL, &ratChase };
AISTATE ratRecoil = { kAiStateRecoil, 7, -1, 0, NULL, NULL, NULL, &ratDodge };
AISTATE ratGoto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, ratThinkGoto, &ratIdle };
AISTATE ratBite = { kAiStateChase, 6, nRatBiteClient, 120, NULL, NULL, NULL, &ratChase };
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void ratBiteSeqCallback(int, DBloodActor* actor)
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{
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int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
if (target->IsPlayerActor())
actFireVector(actor, 0, 0, dx, dy, target->int_pos().Z - actor->int_pos().Z, kVectorRatBite);
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}
static void ratThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
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}
static void ratThinkGoto(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.int_TargetPos().X - actor->int_pos().X;
int dy = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor, nAngle);
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if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &ratSearch);
aiThinkTarget(actor);
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}
static void ratThinkChase(DBloodActor* actor)
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{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &ratGoto);
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto target = actor->GetTarget();
int dx = target->int_pos().X - actor->int_pos().X;
int dy = target->int_pos().Y - actor->int_pos().Y;
aiChooseDirection(actor, getangle(dx, dy));
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if (target->xspr.health == 0)
{
aiNewState(actor, &ratSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &ratSearch);
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x399 && abs(nDeltaAngle) < 85)
aiNewState(actor, &ratBite);
return;
}
}
}
aiNewState(actor, &ratGoto);
actor->SetTarget(nullptr);
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}
END_BLD_NS