raze/source/games/blood/src/aiinnoc.cpp
2022-10-25 07:07:01 +02:00

111 lines
3.6 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 innocThinkSearch(DBloodActor*);
static void innocThinkGoto(DBloodActor*);
static void innocThinkChase(DBloodActor*);
AISTATE innocentIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE innocentSearch = { kAiStateSearch, 6, -1, 1800, NULL, aiMoveForward, innocThinkSearch, &innocentIdle };
AISTATE innocentChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, innocThinkChase, NULL };
AISTATE innocentRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &innocentChase };
AISTATE innocentTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &innocentChase };
AISTATE innocentGoto = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, innocThinkGoto, &innocentIdle };
static void innocThinkSearch(DBloodActor* actor)
{
aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
}
static void innocThinkGoto(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 = VecToAngle(dvec);
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery())
aiNewState(actor, &innocentSearch);
aiThinkTarget(actor);
}
static void innocThinkChase(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &innocentGoto);
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
DAngle nAngle = VecToAngle(dvec);
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (target->xspr.health == 0)
{
aiNewState(actor, &innocentSearch);
return;
}
if (target->IsPlayerActor())
{
aiNewState(actor, &innocentSearch);
return;
}
if (nDist <= pDudeInfo->SeeDist())
{
DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
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 < 102.375 && nDeltaAngle < DAngle15)
aiNewState(actor, &innocentIdle);
return;
}
}
}
aiPlay3DSound(actor, 7000 + Random(6), AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &innocentGoto);
actor->SetTarget(nullptr);
}
END_BLD_NS