raze/source/games/blood/src/aihound.cpp
Christoph Oelckers 7daa501a4d - removed all #include "compat.h" except the one in build.h
Still all compiles fine.
2021-12-14 12:24:10 +01:00

153 lines
5.2 KiB
C++

//-------------------------------------------------------------------------
/*
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!
#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void houndThinkSearch(DBloodActor*);
static void houndThinkGoto(DBloodActor*);
static void houndThinkChase(DBloodActor*);
AISTATE houndIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE houndSearch = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, houndThinkSearch, &houndIdle };
AISTATE houndChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, houndThinkChase, NULL };
AISTATE houndRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &houndSearch };
AISTATE houndTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &houndSearch };
AISTATE houndGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, houndThinkGoto, &houndIdle };
AISTATE houndBite = { kAiStateChase, 6, nHoundBiteClient, 60, NULL, NULL, NULL, &houndChase };
AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL, &houndChase };
void houndBiteSeqCallback(int, DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang);
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
#ifdef NOONE_EXTENSIONS
if (IsPlayerSprite(pTarget) || gModernMap) // allow to hit non-player targets
actFireVector(actor, 0, 0, dx, dy, pTarget->z - pSprite->z, kVectorHoundBite);
#else
if (IsPlayerSprite(pTarget))
actFireVector(actor, 0, 0, dx, dy, pTarget->z - pSprite->z, kVectorHoundBite);
#endif
}
void houndBurnSeqCallback(int, DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
actFireMissile(actor, 0, 0, bcos(pSprite->ang), bsin(pSprite->ang), 0, kMissileFlameHound);
}
static void houndThinkSearch(DBloodActor* actor)
{
auto pXSprite = &actor->x();
aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor);
}
static void houndThinkGoto(DBloodActor* actor)
{
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)
aiNewState(actor, &houndSearch);
aiThinkTarget(actor);
}
static void houndThinkChase(DBloodActor* actor)
{
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &houndGoto);
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)
{
aiNewState(actor, &houndSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &houndSearch);
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 (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85)
aiNewState(actor, &houndBurn);
else if (nDist < 0x266 && abs(nDeltaAngle) < 85)
aiNewState(actor, &houndBite);
return;
}
}
}
aiNewState(actor, &houndGoto);
actor->SetTarget(nullptr);
}
END_BLD_NS