raze-gles/source/blood/src/aitchern.cpp

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2019-09-19 22:42:45 +00:00
//-------------------------------------------------------------------------
/*
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 "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "aitchern.h"
#include "blood.h"
#include "db.h"
#include "dude.h"
#include "eventq.h"
#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "trig.h"
static void sub_71A90(int, int);
static void sub_71BD4(int, int);
static void sub_720AC(int, int);
static void sub_72580(spritetype *, XSPRITE *);
static void sub_725A4(spritetype *, XSPRITE *);
static void sub_72850(spritetype *, XSPRITE *);
static void sub_72934(spritetype *, XSPRITE *);
static int dword_279B54 = seqRegisterClient(sub_71BD4);
static int dword_279B58 = seqRegisterClient(sub_720AC);
static int dword_279B5C = seqRegisterClient(sub_71A90);
AISTATE tchernobogIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, sub_725A4, NULL };
AISTATE tchernobogSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, sub_72580, &tchernobogIdle };
AISTATE tchernobogChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, sub_72934, NULL };
AISTATE tchernobogRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tchernobogSearch };
AISTATE tcherno13A9B8 = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, sub_72850, &tchernobogIdle };
AISTATE tcherno13A9D4 = { kAiStateMove, 6, dword_279B54, 60, NULL, NULL, NULL, &tchernobogChase };
AISTATE tcherno13A9F0 = { kAiStateChase, 6, dword_279B58, 60, NULL, NULL, NULL, &tchernobogChase };
AISTATE tcherno13AA0C = { kAiStateChase, 7, dword_279B5C, 60, NULL, NULL, NULL, &tchernobogChase };
AISTATE tcherno13AA28 = { kAiStateChase, 8, -1, 60, NULL, aiMoveTurn, NULL, &tchernobogChase };
static void sub_71A90(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int nTarget = pTarget->index;
int nOwner = actSpriteIdToOwnerId(nSprite);
if (pXTarget->burnTime == 0)
evPost(nTarget, 3, 0, CALLBACK_ID_0);
actBurnSprite(nOwner, pXTarget, 40);
if (Chance(0x6000))
aiNewState(pSprite, pXSprite, &tcherno13A9D4);
}
static void sub_71BD4(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
int height = pSprite->yrepeat*pDudeInfo->eyeHeight;
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites))
return;
//dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
int x = pSprite->x;
int y = pSprite->y;
int z = height;
TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 };
Aim aim;
aim.dx = Cos(pSprite->ang)>>16;
aim.dy = Sin(pSprite->ang)>>16;
aim.dz = gDudeSlope[nXSprite];
int nClosest = 0x7fffffff;
for (short nSprite2 = headspritestat[6]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
{
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite == pSprite2 || !(pSprite2->hitag&8))
continue;
int x2 = pSprite2->x;
int y2 = pSprite2->y;
int z2 = pSprite2->z;
int nDist = approxDist(x2-x, y2-y);
if (nDist == 0 || nDist > 0x2800)
continue;
if (tt.at10)
{
int t = divscale(nDist, tt.at10, 12);
x2 += (xvel[nSprite2]*t)>>12;
y2 += (yvel[nSprite2]*t)>>12;
z2 += (zvel[nSprite2]*t)>>8;
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom);
if (tz-tsr > bottom || tz+tsr < top)
continue;
int dx = (tx-x2)>>4;
int dy = (ty-y2)>>4;
int dz = (tz-z2)>>8;
int nDist2 = ksqrt(dx*dx+dy*dy+dz*dz);
if (nDist2 < nClosest)
{
int nAngle = getangle(x2-x, y2-y);
int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024;
if (klabs(nDeltaAngle) <= tt.at8)
{
int tz = pSprite2->z-pSprite->z;
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
{
nClosest = nDist2;
aim.dx = Cos(nAngle)>>16;
aim.dy = Sin(nAngle)>>16;
aim.dz = divscale(tz, nDist, 10);
}
else
aim.dz = tz;
}
}
}
actFireMissile(pSprite, -350, 0, aim.dx, aim.dy, aim.dz, 314);
actFireMissile(pSprite, 350, 0, aim.dx, aim.dy, aim.dz, 314);
}
static void sub_720AC(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites))
return;
//dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
int height = pSprite->yrepeat*pDudeInfo->eyeHeight;
int ax, ay, az;
ax = Cos(pSprite->ang)>>16;
ay = Sin(pSprite->ang)>>16;
int x = pSprite->x;
int y = pSprite->y;
int z = height;
TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 };
Aim aim;
aim.dx = ax;
aim.dy = ay;
aim.dz = gDudeSlope[nXSprite];
int nClosest = 0x7fffffff;
az = 0;
for (short nSprite2 = headspritestat[6]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
{
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite == pSprite2 || !(pSprite2->hitag&8))
continue;
int x2 = pSprite2->x;
int y2 = pSprite2->y;
int z2 = pSprite2->z;
int nDist = approxDist(x2-x, y2-y);
if (nDist == 0 || nDist > 0x2800)
continue;
if (tt.at10)
{
int t = divscale(nDist, tt.at10, 12);
x2 += (xvel[nSprite2]*t)>>12;
y2 += (yvel[nSprite2]*t)>>12;
z2 += (zvel[nSprite2]*t)>>8;
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom);
if (tz-tsr > bottom || tz+tsr < top)
continue;
int dx = (tx-x2)>>4;
int dy = (ty-y2)>>4;
int dz = (tz-z2)>>8;
int nDist2 = ksqrt(dx*dx+dy*dy+dz*dz);
if (nDist2 < nClosest)
{
int nAngle = getangle(x2-x, y2-y);
int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024;
if (klabs(nDeltaAngle) <= tt.at8)
{
int tz = pSprite2->z-pSprite->z;
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
{
nClosest = nDist2;
aim.dx = Cos(nAngle)>>16;
aim.dy = Sin(nAngle)>>16;
aim.dz = divscale(tz, nDist, 10);
}
else
aim.dz = tz;
}
}
}
actFireMissile(pSprite, 350, 0, aim.dx, aim.dy, -aim.dz, 314);
actFireMissile(pSprite, -350, 0, ax, ay, az, 314);
}
static void sub_72580(spritetype *pSprite, XSPRITE *pXSprite)
{
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
aiThinkTarget(pSprite, pXSprite);
}
static void sub_725A4(spritetype *pSprite, XSPRITE *pXSprite)
{
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
if (pDudeExtraE->at4 && pDudeExtraE->at0 < 10)
pDudeExtraE->at0++;
else if (pDudeExtraE->at0 >= 10 && pDudeExtraE->at4)
{
pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z);
aiNewState(pSprite, pXSprite, &tcherno13AA28);
return;
}
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER *pPlayer = &gPlayer[p];
if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, 13) > 0)
continue;
int x = pPlayer->pSprite->x;
int y = pPlayer->pSprite->y;
int z = pPlayer->pSprite->z;
int nSector = pPlayer->pSprite->sectnum;
int dx = x-pSprite->x;
int dy = y-pSprite->y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
continue;
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->at0 = 0;
aiSetTarget(pXSprite, pPlayer->at5b);
aiActivateDude(pSprite, pXSprite);
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->at0 = 0;
aiSetTarget(pXSprite, x, y, z);
aiActivateDude(pSprite, pXSprite);
}
else
continue;
break;
}
}
}
static void sub_72850(spritetype *pSprite, XSPRITE *pXSprite)
{
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(pSprite, pXSprite, nAngle);
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
aiNewState(pSprite, pXSprite, &tchernobogSearch);
aiThinkTarget(pSprite, pXSprite);
}
static void sub_72934(spritetype *pSprite, XSPRITE *pXSprite)
{
if (pXSprite->target == -1)
{
aiNewState(pSprite, pXSprite, &tcherno13A9B8);
return;
}
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites))
return;
//dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(pSprite, pXSprite, &tchernobogSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], 13) > 0)
{
aiNewState(pSprite, pXSprite, &tchernobogSearch);
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 && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
if (nDist < 0x1f00 && nDist > 0xd00 && klabs(nDeltaAngle) < 85)
aiNewState(pSprite, pXSprite, &tcherno13AA0C);
else if (nDist < 0xd00 && nDist > 0xb00 && klabs(nDeltaAngle) < 85)
aiNewState(pSprite, pXSprite, &tcherno13A9D4);
else if (nDist < 0xb00 && nDist > 0x500 && klabs(nDeltaAngle) < 85)
aiNewState(pSprite, pXSprite, &tcherno13A9F0);
return;
}
}
}
aiNewState(pSprite, pXSprite, &tcherno13A9B8);
pXSprite->target = -1;
}