mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-03 17:43:28 +00:00
353 lines
11 KiB
C++
353 lines
11 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 "blood.h"
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BEGIN_BLD_NS
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static void sub_72580(DBloodActor*);
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static void sub_725A4(DBloodActor*);
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static void sub_72850(DBloodActor*);
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static void sub_72934(DBloodActor*);
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AISTATE tchernobogIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, sub_725A4, NULL };
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AISTATE tchernobogSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, sub_72580, &tchernobogIdle };
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AISTATE tchernobogChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, sub_72934, NULL };
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AISTATE tchernobogRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tchernobogSearch };
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AISTATE tcherno13A9B8 = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, sub_72850, &tchernobogIdle };
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AISTATE tcherno13A9D4 = { kAiStateMove, 6, dword_279B54, 60, NULL, NULL, NULL, &tchernobogChase };
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AISTATE tcherno13A9F0 = { kAiStateChase, 6, dword_279B58, 60, NULL, NULL, NULL, &tchernobogChase };
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AISTATE tcherno13AA0C = { kAiStateChase, 7, dword_279B5C, 60, NULL, NULL, NULL, &tchernobogChase };
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AISTATE tcherno13AA28 = { kAiStateChase, 8, -1, 60, NULL, aiMoveTurn, NULL, &tchernobogChase };
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void sub_71A90(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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XSPRITE* pXTarget = &actor->GetTarget()->x();
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int nTarget = pTarget->index;
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int nOwner = pSprite->owner;
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if (pXTarget->burnTime == 0)
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evPostActor(actor->GetTarget(), 0, kCallbackFXFlameLick);
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actBurnSprite(nOwner, pXTarget, 40);
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if (Chance(0x6000))
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aiNewState(actor, &tcherno13A9D4);
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}
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void sub_71BD4(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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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int height = pSprite->yrepeat * pDudeInfo->eyeHeight;
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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int x = pSprite->x;
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int y = pSprite->y;
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int z = height;
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TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 };
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Aim aim;
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aim.dx = bcos(pSprite->ang);
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aim.dy = bsin(pSprite->ang);
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aim.dz = actor->dudeSlope;
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int nClosest = 0x7fffffff;
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BloodStatIterator it(kStatDude);
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while (auto actor2 = it.Next())
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{
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spritetype* pSprite2 = &actor2->s();
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if (pSprite == pSprite2 || !(pSprite2->flags & 8))
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continue;
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int x2 = pSprite2->x;
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int y2 = pSprite2->y;
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int z2 = pSprite2->z;
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int nDist = approxDist(x2 - x, y2 - y);
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if (nDist == 0 || nDist > 0x2800)
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continue;
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if (tt.at10)
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{
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int t = DivScale(nDist, tt.at10, 12);
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x2 += (actor->xvel() * t) >> 12;
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y2 += (actor->yvel() * t) >> 12;
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z2 += (actor->zvel() * t) >> 8;
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}
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int tx = x + MulScale(Cos(pSprite->ang), nDist, 30);
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int ty = y + MulScale(Sin(pSprite->ang), nDist, 30);
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int tz = z + MulScale(actor->dudeSlope, nDist, 10);
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int tsr = MulScale(9460, nDist, 10);
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int top, bottom;
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GetSpriteExtents(pSprite2, &top, &bottom);
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if (tz - tsr > bottom || tz + tsr < top)
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continue;
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int dx = (tx - x2) >> 4;
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int dy = (ty - y2) >> 4;
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int dz = (tz - z2) >> 8;
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int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz);
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if (nDist2 < nClosest)
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{
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int nAngle = getangle(x2 - x, y2 - y);
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int nDeltaAngle = ((nAngle - pSprite->ang + 1024) & 2047) - 1024;
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if (abs(nDeltaAngle) <= tt.at8)
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{
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int tz = pSprite2->z - pSprite->z;
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if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
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{
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nClosest = nDist2;
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aim.dx = bcos(nAngle);
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aim.dy = bsin(nAngle);
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aim.dz = DivScale(tz, nDist, 10);
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}
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else
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aim.dz = tz;
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}
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}
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}
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actFireMissile(actor, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog);
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actFireMissile(actor, 350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog);
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}
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void sub_720AC(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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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int height = pSprite->yrepeat * pDudeInfo->eyeHeight;
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int ax, ay, az;
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ax = bcos(pSprite->ang);
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ay = bsin(pSprite->ang);
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int x = pSprite->x;
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int y = pSprite->y;
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int z = height;
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TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 };
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Aim aim;
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aim.dx = ax;
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aim.dy = ay;
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aim.dz = actor->dudeSlope;
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int nClosest = 0x7fffffff;
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az = 0;
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BloodStatIterator it(kStatDude);
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while (auto actor2 = it.Next())
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{
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spritetype* pSprite2 = &actor2->s();
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if (pSprite == pSprite2 || !(pSprite2->flags & 8))
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continue;
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int x2 = pSprite2->x;
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int y2 = pSprite2->y;
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int z2 = pSprite2->z;
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int nDist = approxDist(x2 - x, y2 - y);
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if (nDist == 0 || nDist > 0x2800)
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continue;
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if (tt.at10)
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{
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int t = DivScale(nDist, tt.at10, 12);
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x2 += (actor->xvel() * t) >> 12;
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y2 += (actor->yvel() * t) >> 12;
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z2 += (actor->zvel() * t) >> 8;
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}
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int tx = x + MulScale(Cos(pSprite->ang), nDist, 30);
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int ty = y + MulScale(Sin(pSprite->ang), nDist, 30);
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int tz = z + MulScale(actor->dudeSlope, nDist, 10);
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int tsr = MulScale(9460, nDist, 10);
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int top, bottom;
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GetSpriteExtents(pSprite2, &top, &bottom);
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if (tz - tsr > bottom || tz + tsr < top)
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continue;
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int dx = (tx - x2) >> 4;
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int dy = (ty - y2) >> 4;
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int dz = (tz - z2) >> 8;
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int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz);
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if (nDist2 < nClosest)
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{
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int nAngle = getangle(x2 - x, y2 - y);
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int nDeltaAngle = ((nAngle - pSprite->ang + 1024) & 2047) - 1024;
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if (abs(nDeltaAngle) <= tt.at8)
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{
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int tz = pSprite2->z - pSprite->z;
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if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
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{
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nClosest = nDist2;
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aim.dx = bcos(nAngle);
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aim.dy = bsin(nAngle);
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aim.dz = DivScale(tz, nDist, 10);
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}
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else
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aim.dz = tz;
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}
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}
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}
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actFireMissile(actor, 350, 0, aim.dx, aim.dy, -aim.dz, kMissileFireballTchernobog);
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actFireMissile(actor, -350, 0, ax, ay, az, kMissileFireballTchernobog);
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}
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static void sub_72580(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(actor, pXSprite->goalAng);
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aiThinkTarget(actor);
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}
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static void sub_725A4(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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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
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pDudeExtraE->thinkTime++;
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else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
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{
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pXSprite->goalAng += 256;
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POINT3D* pTarget = &actor->basePoint();
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aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z);
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aiNewState(actor, &tcherno13AA28);
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return;
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}
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if (Chance(pDudeInfo->alertChance))
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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PLAYER* pPlayer = &gPlayer[p];
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if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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int x = pPlayer->pSprite->x;
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int y = pPlayer->pSprite->y;
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int z = pPlayer->pSprite->z;
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int nSector = pPlayer->pSprite->sectnum;
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int dx = x - pSprite->x;
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int dy = y - pSprite->y;
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int nDist = approxDist(dx, dy);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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continue;
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if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sectnum))
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continue;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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pDudeExtraE->thinkTime = 0;
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aiSetTarget(actor, pPlayer->actor());
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aiActivateDude(actor);
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}
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else if (nDist < pDudeInfo->hearDist)
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{
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pDudeExtraE->thinkTime = 0;
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aiSetTarget(actor, x, y, z);
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aiActivateDude(actor);
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}
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else
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continue;
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break;
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}
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}
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}
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static void sub_72850(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(actor, nAngle);
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if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &tchernobogSearch);
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aiThinkTarget(actor);
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}
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static void sub_72934(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 (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &tcherno13A9B8);
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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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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, &tchernobogSearch);
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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, &tchernobogSearch);
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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(actor, actor->GetTarget());
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if (nDist < 0x1f00 && nDist > 0xd00 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &tcherno13AA0C);
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else if (nDist < 0xd00 && nDist > 0xb00 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &tcherno13A9D4);
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else if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &tcherno13A9F0);
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return;
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}
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}
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}
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aiNewState(actor, &tcherno13A9B8);
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actor->SetTarget(nullptr);
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}
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END_BLD_NS
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