- another formatting-only commit.

# Conflicts:
#	source/games/blood/src/ai.cpp
This commit is contained in:
Christoph Oelckers 2021-09-16 20:43:58 +02:00
parent fe92188b0c
commit 6968a072ae

View file

@ -963,7 +963,7 @@ void aiSetTarget(DBloodActor* actor, DBloodActor* target)
//---------------------------------------------------------------------------
//
//
// todo: split up and put most of its content in tables.
//
//---------------------------------------------------------------------------
@ -1032,8 +1032,8 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
return nDamage;
}
if (pSprite->type == kDudeModernCustomBurning) {
if (pSprite->type == kDudeModernCustomBurning)
{
if (Chance(0x2000) && actor->dudeExtra.time < PlayClock) {
playGenDudeSound(pSprite, kGenDudeSndBurning);
actor->dudeExtra.time = PlayClock + 360;
@ -1255,50 +1255,63 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
return nDamage;
}
//---------------------------------------------------------------------------
//
// todo: split up and put most of its content in tables.
//
//---------------------------------------------------------------------------
void RecoilDude(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
char v4 = Chance(0x8000);
DUDEEXTRA *pDudeExtra = &actor->dudeExtra;
if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
switch (pSprite->type) {
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
{
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
switch (pSprite->type)
{
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom: {
case kDudeModernCustom:
{
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); int rChance = getRecoilChance(pSprite);
if (pExtra->canElectrocute && pDudeExtra->teslaHit && !spriteIsUnderwater(pSprite, false)) {
if (pExtra->canElectrocute && pDudeExtra->teslaHit && !spriteIsUnderwater(pSprite, false))
{
if (Chance(rChance << 3) || (dudeIsMelee(pXSprite) && Chance(rChance << 4))) aiGenDudeNewState(pSprite, &genDudeRecoilTesla);
else if (pExtra->canRecoil && Chance(rChance)) aiGenDudeNewState(pSprite, &genDudeRecoilL);
else if (canWalk(pSprite)) {
else if (canWalk(pSprite))
{
if (Chance(rChance >> 2)) aiGenDudeNewState(pSprite, &genDudeDodgeL);
else if (Chance(rChance >> 1)) aiGenDudeNewState(pSprite, &genDudeDodgeShortL);
}
} else if (pExtra->canRecoil && Chance(rChance)) {
}
else if (pExtra->canRecoil && Chance(rChance))
{
if (inDuck(pXSprite->aiState) && Chance(rChance >> 2)) aiGenDudeNewState(pSprite, &genDudeRecoilD);
else if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeRecoilW);
else aiGenDudeNewState(pSprite, &genDudeRecoilL);
}
}
short rState = inRecoil(pXSprite->aiState);
if (rState > 0) {
if (!canWalk(pSprite)) {
if (rState > 0)
{
if (!canWalk(pSprite))
{
if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseNoWalkL;
else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseNoWalkD;
else pXSprite->aiState->nextState = &genDudeChaseNoWalkW;
} else if (!dudeIsMelee(pXSprite) || Chance(rChance >> 2)) {
}
else if (!dudeIsMelee(pXSprite) || Chance(rChance >> 2))
{
if (rState == 1) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeL : &genDudeDodgeShortL);
else if (rState == 2) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeD : &genDudeDodgeShortD);
else if (rState == 3) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeW : &genDudeDodgeShortW);
}
else if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseL;
else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseD;
@ -1317,14 +1330,17 @@ void RecoilDude(DBloodActor* actor)
case kDudeCultistTesla:
case kDudeCultistTNT:
case kDudeCultistBeast:
if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(actor, 4013+Random(2), AI_SFX_PRIORITY_2, -1);
else aiPlay3DSound(actor, 1013+Random(2), AI_SFX_PRIORITY_2, -1);
if (!v4 && pXSprite->medium == kMediumNormal) {
if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(actor, 4013 + Random(2), AI_SFX_PRIORITY_2, -1);
else aiPlay3DSound(actor, 1013 + Random(2), AI_SFX_PRIORITY_2, -1);
if (!v4 && pXSprite->medium == kMediumNormal)
{
if (pDudeExtra->teslaHit) aiNewState(actor, &cultistTeslaRecoil);
else aiNewState(actor, &cultistRecoil);
} else if (v4 && pXSprite->medium == kMediumNormal) {
}
else if (v4 && pXSprite->medium == kMediumNormal)
{
if (pDudeExtra->teslaHit) aiNewState(actor, &cultistTeslaRecoil);
else if (gGameOptions.nDifficulty > 0) aiNewState(actor, &cultistProneRecoil);
else aiNewState(actor, &cultistRecoil);
@ -1359,7 +1375,7 @@ void RecoilDude(DBloodActor* actor)
aiPlay3DSound(actor, 1106, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->teslaHit && pXSprite->data3 > pDudeInfo->startHealth/3)
aiNewState(actor, &zombieATeslaRecoil);
else if (pXSprite->data3 > pDudeInfo->startHealth/3)
else if (pXSprite->data3 > pDudeInfo->startHealth / 3)
aiNewState(actor, &zombieARecoil2);
else
aiNewState(actor, &zombieARecoil);
@ -1385,7 +1401,7 @@ void RecoilDude(DBloodActor* actor)
aiNewState(actor, &cerberusRecoil);
break;
case kDudeCerberusOneHead:
aiPlay3DSound(actor, 2302+Random(2), AI_SFX_PRIORITY_2, -1);
aiPlay3DSound(actor, 2302 + Random(2), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &cerberus2Recoil);
break;
case kDudeHellHound:
@ -1396,7 +1412,7 @@ void RecoilDude(DBloodActor* actor)
aiNewState(actor, &houndRecoil);
break;
case kDudeTchernobog:
aiPlay3DSound(actor, 2370+Random(2), AI_SFX_PRIORITY_2, -1);
aiPlay3DSound(actor, 2370 + Random(2), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &tchernobogRecoil);
break;
case kDudeHand:
@ -1416,7 +1432,7 @@ void RecoilDude(DBloodActor* actor)
aiNewState(actor, &eelRecoil);
break;
case kDudeGillBeast: {
XSECTOR *pXSector = NULL;
XSECTOR* pXSector = NULL;
if (sector[pSprite->sectnum].extra > 0)
pXSector = &xsector[sector[pSprite->sectnum].extra];
aiPlay3DSound(actor, 1702, AI_SFX_PRIORITY_2, -1);
@ -1436,15 +1452,15 @@ void RecoilDude(DBloodActor* actor)
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
aiPlay3DSound(actor, 1802+Random(1), AI_SFX_PRIORITY_2, -1);
aiPlay3DSound(actor, 1802 + Random(1), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &spidDodge);
break;
case kDudeSpiderMother:
aiPlay3DSound(actor, 1851+Random(1), AI_SFX_PRIORITY_2, -1);
aiPlay3DSound(actor, 1851 + Random(1), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &spidDodge);
break;
case kDudeInnocent:
aiPlay3DSound(actor, 7007+Random(2), AI_SFX_PRIORITY_2, -1);
aiPlay3DSound(actor, 7007 + Random(2), AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->teslaHit)
aiNewState(actor, &innocentTeslaRecoil);
else
@ -1469,7 +1485,7 @@ void RecoilDude(DBloodActor* actor)
}
break;
case kDudeBeast:
aiPlay3DSound(actor, 9004+Random(2), AI_SFX_PRIORITY_2, -1);
aiPlay3DSound(actor, 9004 + Random(2), AI_SFX_PRIORITY_2, -1);
if (pXSprite->medium == kMediumNormal)
{
if (pDudeExtra->teslaHit)
@ -1503,31 +1519,38 @@ void RecoilDude(DBloodActor* actor)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiThinkTarget(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER *pPlayer = &gPlayer[p];
PLAYER* pPlayer = &gPlayer[p];
if (pSprite->owner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 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 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))
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;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, pPlayer->actor());
@ -1544,30 +1567,36 @@ void aiThinkTarget(DBloodActor* actor)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite)
{
auto actor = &bloodActors[pSprite->index];
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER *pPlayer = &gPlayer[p];
PLAYER* pPlayer = &gPlayer[p];
if (pSprite->owner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 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 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))
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;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, pPlayer->actor());
@ -1591,12 +1620,12 @@ void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite)
while (DBloodActor* actor2 = it.Next())
{
spritetype* pSprite2 = &actor2->s();
int dx = pSprite2->x-pSprite->x;
int dy = pSprite2->y-pSprite->y;
int dx = pSprite2->x - pSprite->x;
int dy = pSprite2->y - pSprite->y;
int nDist = approxDist(dx, dy);
if (pSprite2->type == kDudeInnocent)
{
DUDEINFO *pDudeInfo = getDudeInfo(pSprite2->type);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite2->type);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
aiSetTarget(actor, actor2);
@ -1608,7 +1637,14 @@ void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite)
}
}
void aiProcessDudes(void) {
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiProcessDudes(void)
{
int nSprite;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)