raze/source/games/blood/src/aipod.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 aiPodSearch(DBloodActor* actor);
static void aiPodMove(DBloodActor* actor);
static void aiPodChase(DBloodActor* actor);
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AISTATE podIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE podMove = { kAiStateMove, 7, -1, 3600, NULL, aiMoveTurn, aiPodMove, &podSearch };
AISTATE podSearch = { kAiStateSearch, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, &podSearch };
AISTATE podStartChase = { kAiStateChase, 8, nPodStartChaseClient, 600, NULL, NULL, NULL, &podChase };
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AISTATE podRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &podChase };
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AISTATE podChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL };
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AISTATE tentacleIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE tentacle13A6A8 = { kAiStateOther, 7, dword_279B3C, 0, NULL, NULL, NULL, &tentacle13A6C4 };
AISTATE tentacle13A6C4 = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleChase };
AISTATE tentacle13A6E0 = { kAiStateOther, 8, dword_279B40, 0, NULL, NULL, NULL, &tentacle13A6FC };
AISTATE tentacle13A6FC = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleIdle };
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AISTATE tentacleMove = { kAiStateOther, 8, -1, 3600, NULL, aiMoveTurn, aiPodMove, &tentacleSearch };
AISTATE tentacleSearch = { kAiStateOther, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, NULL };
AISTATE tentacleStartChase = { kAiStateOther, 6, nTentacleStartSearchClient, 120, NULL, NULL, NULL, &tentacleChase };
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AISTATE tentacleRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tentacleChase };
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AISTATE tentacleChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL };
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void sub_6FF08(int, DBloodActor* actor)
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{
sfxPlay3DSound(actor, 2503, -1, 0);
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}
void sub_6FF54(int, DBloodActor* actor)
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{
sfxPlay3DSound(actor, 2500, -1, 0);
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}
void podAttack(int, DBloodActor* actor)
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{
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int x = pTarget->x - pSprite->x;
int y = pTarget->y - pSprite->y;
int dz = pTarget->z - pSprite->z;
x += Random2(1000);
y += Random2(1000);
int nDist = approxDist(x, y);
int nDist2 = nDist / 540;
DBloodActor* pMissile = nullptr;
switch (pSprite->type)
{
case kDudePodGreen:
dz += 8000;
if (pDudeInfo->seeDist * 0.1 < nDist)
{
if (Chance(0x8000))
sfxPlay3DSound(actor, 2474, -1, 0);
else
sfxPlay3DSound(actor, 2475, -1, 0);
pMissile = actFireThing(actor, 0, -8000, dz / 128 - 14500, kThingPodGreenBall, (nDist2 << 23) / 120);
}
if (pMissile)
seqSpawn(68, pMissile, -1);
break;
case kDudePodFire:
dz += 8000;
if (pDudeInfo->seeDist * 0.1 < nDist)
{
sfxPlay3DSound(actor, 2454, -1, 0);
pMissile = actFireThing(actor, 0, -8000, dz / 128 - 14500, kThingPodFireBall, (nDist2 << 23) / 120);
}
if (pMissile)
seqSpawn(22, pMissile, -1);
break;
}
for (int i = 0; i < 4; i++)
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fxSpawnPodStuff(actor, 240);
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}
void sub_70284(int, DBloodActor* actor)
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{
auto pSprite = &actor->s();
sfxPlay3DSound(actor, 2502, -1, 0);
int nDist, nBurn;
DAMAGE_TYPE dmgType;
switch (pSprite->type) {
case kDudeTentacleGreen:
default: // ???
nBurn = 0;
dmgType = kDamageBullet;
nDist = 50;
break;
case kDudeTentacleFire: // ???
nBurn = (gGameOptions.nDifficulty * 120) >> 2;
dmgType = kDamageExplode;
nDist = 75;
break;
}
actRadiusDamage(actor, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn);
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}
static void aiPodSearch(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor);
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}
static void aiPodMove(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery) {
switch (pSprite->type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podSearch);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleSearch);
break;
}
}
aiThinkTarget(actor);
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}
static void aiPodChase(DBloodActor* actor)
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{
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) {
switch (pSprite->type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podMove);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleMove);
break;
}
return;
}
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
spritetype* pTarget = &actor->GetTarget()->s();
XSPRITE* pXTarget = &actor->GetTarget()->x();
int dx = pTarget->x - pSprite->x;
int dy = pTarget->y - pSprite->y;
aiChooseDirection(actor, getangle(dx, dy));
if (pXTarget->health == 0) {
switch (pSprite->type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podSearch);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleSearch);
break;
}
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->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (abs(nDeltaAngle) < 85 && pTarget->type != kDudePodGreen && pTarget->type != kDudePodFire) {
switch (pSprite->type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podStartChase);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleStartChase);
break;
}
}
return;
}
}
}
switch (pSprite->type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podMove);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleMove);
break;
}
actor->SetTarget(nullptr);
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}
END_BLD_NS