raze/source/games/blood/src/airat.cpp
Mitchell Richters 2e0b9490e1 - Change spritetypebase::angle to a DRotator named Angles.
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00

121 lines
3.9 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 ratThinkSearch(DBloodActor*);
static void ratThinkGoto(DBloodActor*);
static void ratThinkChase(DBloodActor*);
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 };
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 };
void ratBiteSeqCallback(int, DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
if (target->IsPlayerActor())
{
DVector3 vec(actor->spr.Angles.Yaw.ToVector() * 64, target->spr.pos.Z - actor->spr.pos.Z);
actFireVector(actor, 0, 0, vec, kVectorRatBite);
}
}
static void ratThinkSearch(DBloodActor* actor)
{
aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
}
static void ratThinkGoto(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
DAngle nAngle = dvec.Angle();
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery())
aiNewState(actor, &ratSearch);
aiThinkTarget(actor);
}
static void ratThinkChase(DBloodActor* actor)
{
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();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
DAngle nAngle = dvec.Angle();
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (target->xspr.health == 0)
{
aiNewState(actor, &ratSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &ratSearch);
return;
}
if (nDist <= pDudeInfo->SeeDist())
{
DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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 < 57.5625 && nDeltaAngle < DAngle15)
aiNewState(actor, &ratBite);
return;
}
}
}
aiNewState(actor, &ratGoto);
actor->SetTarget(nullptr);
}
END_BLD_NS