raze/source/games/blood/src/aigilbst.cpp
Christoph Oelckers adaa132515 - lots of boilerplate sections to get a pXSector pointer replaced.
Looks like this was originally an inline function, judging from how this was repeated all over again.
2021-12-25 21:28:43 +01:00

383 lines
13 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 gillThinkSearch(DBloodActor*);
static void gillThinkGoto(DBloodActor*);
static void gillThinkChase(DBloodActor*);
static void gillThinkSwimGoto(DBloodActor*);
static void gillThinkSwimChase(DBloodActor*);
static void sub_6CB00(DBloodActor*);
static void sub_6CD74(DBloodActor*);
static void sub_6D03C(DBloodActor*);
AISTATE gillBeastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE gillBeastChase = { kAiStateChase, 9, -1, 0, NULL, aiMoveForward, gillThinkChase, NULL };
AISTATE gillBeastDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastChase };
AISTATE gillBeastGoto = { kAiStateMove, 9, -1, 600, NULL, aiMoveForward, gillThinkGoto, &gillBeastIdle };
AISTATE gillBeastBite = { kAiStateChase, 6, nGillBiteClient, 120, NULL, NULL, NULL, &gillBeastChase };
AISTATE gillBeastSearch = { kAiStateMove, 9, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastIdle };
AISTATE gillBeastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastDodge };
AISTATE gillBeastSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE gillBeastSwimChase = { kAiStateChase, 10, -1, 0, NULL, sub_6CB00, gillThinkSwimChase, NULL };
AISTATE gillBeastSwimDodge = { kAiStateMove, 10, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastSwimChase };
AISTATE gillBeastSwimGoto = { kAiStateMove, 10, -1, 600, NULL, aiMoveForward, gillThinkSwimGoto, &gillBeastSwimIdle };
AISTATE gillBeastSwimSearch = { kAiStateSearch, 10, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastSwimIdle };
AISTATE gillBeastSwimBite = { kAiStateChase, 7, nGillBiteClient, 0, NULL, NULL, gillThinkSwimChase, &gillBeastSwimChase };
AISTATE gillBeastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastSwimDodge };
AISTATE gillBeast13A138 = { kAiStateOther, 10, -1, 120, NULL, sub_6CD74, gillThinkSwimChase, &gillBeastSwimChase };
AISTATE gillBeast13A154 = { kAiStateOther, 10, -1, 0, NULL, sub_6D03C, gillThinkSwimChase, &gillBeastSwimChase };
AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn, &gillBeastSwimChase };
void GillBiteSeqCallback(int, DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang);
int dz = pSprite->z - pTarget->z;
dx += Random3(2000);
dy += Random3(2000);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
}
static void gillThinkSearch(DBloodActor* actor)
{
auto pXSprite = &actor->x();
aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor);
}
static void gillThinkGoto(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
auto pSector = pSprite->sector();
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimSearch);
else
aiNewState(actor, &gillBeastSearch);
}
aiThinkTarget(actor);
}
static void gillThinkChase(DBloodActor* actor)
{
auto const pSprite = &actor->s();
auto pSector = pSprite->sector();
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
if (actor->GetTarget() == nullptr)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimSearch);
else
aiNewState(actor, &gillBeastSearch);
return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
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)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimSearch);
else
aiNewState(actor, &gillBeastSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimSearch);
else
aiNewState(actor, &gillBeastSearch);
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());
actor->dudeSlope = nDist == 0 ? 0 : DivScale(pTarget->z - pSprite->z, nDist, 10);
if (nDist < 921 && abs(nDeltaAngle) < 28)
{
int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimBite);
else
aiNewState(actor, &gillBeastBite);
break;
case 3:
if (pSprite->type != gHitInfo.hitactor->s().type)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimBite);
else
aiNewState(actor, &gillBeastBite);
}
else
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimDodge);
else
aiNewState(actor, &gillBeastDodge);
}
break;
default:
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimBite);
else
aiNewState(actor, &gillBeastBite);
break;
}
}
}
return;
}
}
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimGoto);
else
aiNewState(actor, &gillBeastGoto);
sfxPlay3DSound(actor, 1701, -1, 0);
actor->SetTarget(nullptr);
}
static void gillThinkSwimGoto(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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, &gillBeastSwimSearch);
aiThinkTarget(actor);
}
static void gillThinkSwimChase(DBloodActor* actor)
{
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &gillBeastSwimSearch);
return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
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, &gillBeastSwimSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &gillBeastSwimSearch);
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->z;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
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 < 0x400 && abs(nDeltaAngle) < 85)
aiNewState(actor, &gillBeastSwimBite);
else
{
aiPlay3DSound(actor, 1700, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &gillBeast13A154);
}
}
}
else
aiNewState(actor, &gillBeast13A154);
return;
}
aiNewState(actor, &gillBeastSwimGoto);
actor->SetTarget(nullptr);
}
static void sub_6CB00(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
pSprite->ang = (pSprite->ang + 256) & 2047;
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
int nDist = approxDist(dx, dy);
if (Random(64) < 32 && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel;
int vy = actor->yvel;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
if (actor->GetTarget() == nullptr)
t1 += nAccel;
else
t1 += nAccel >> 2;
actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
}
static void sub_6CD74(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
if (abs(nAng) > 341)
{
pXSprite->goalAng = (pSprite->ang + 512) & 2047;
return;
}
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
int dz = z2 - z;
int nDist = approxDist(dx, dy);
if (Chance(0x600) && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel;
int vy = actor->yvel;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 += nAccel;
actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -dz;
}
static void sub_6D03C(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
if (abs(nAng) > 341)
{
pSprite->ang = (pSprite->ang + 512) & 2047;
return;
}
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
int dz = (z2 - z) << 3;
int nDist = approxDist(dx, dy);
if (Chance(0x4000) && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel;
int vy = actor->yvel;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 += nAccel >> 1;
actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = dz;
}
END_BLD_NS