mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-12 11:10:39 +00:00
- another formatting-only commit.
# Conflicts: # source/games/blood/src/ai.cpp
This commit is contained in:
parent
fe92188b0c
commit
6968a072ae
1 changed files with 85 additions and 49 deletions
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@ -963,7 +963,7 @@ void aiSetTarget(DBloodActor* actor, DBloodActor* target)
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//---------------------------------------------------------------------------
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//
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//
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// todo: split up and put most of its content in tables.
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//
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//---------------------------------------------------------------------------
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@ -1032,8 +1032,8 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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return nDamage;
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}
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if (pSprite->type == kDudeModernCustomBurning) {
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if (pSprite->type == kDudeModernCustomBurning)
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{
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if (Chance(0x2000) && actor->dudeExtra.time < PlayClock) {
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playGenDudeSound(pSprite, kGenDudeSndBurning);
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actor->dudeExtra.time = PlayClock + 360;
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@ -1255,50 +1255,63 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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return nDamage;
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}
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//---------------------------------------------------------------------------
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//
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// todo: split up and put most of its content in tables.
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//
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//---------------------------------------------------------------------------
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void RecoilDude(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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char v4 = Chance(0x8000);
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DUDEEXTRA *pDudeExtra = &actor->dudeExtra;
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if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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switch (pSprite->type) {
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DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
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if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
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{
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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switch (pSprite->type)
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{
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustom: {
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case kDudeModernCustom:
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{
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GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); int rChance = getRecoilChance(pSprite);
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if (pExtra->canElectrocute && pDudeExtra->teslaHit && !spriteIsUnderwater(pSprite, false)) {
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if (pExtra->canElectrocute && pDudeExtra->teslaHit && !spriteIsUnderwater(pSprite, false))
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{
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if (Chance(rChance << 3) || (dudeIsMelee(pXSprite) && Chance(rChance << 4))) aiGenDudeNewState(pSprite, &genDudeRecoilTesla);
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else if (pExtra->canRecoil && Chance(rChance)) aiGenDudeNewState(pSprite, &genDudeRecoilL);
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else if (canWalk(pSprite)) {
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else if (canWalk(pSprite))
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{
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if (Chance(rChance >> 2)) aiGenDudeNewState(pSprite, &genDudeDodgeL);
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else if (Chance(rChance >> 1)) aiGenDudeNewState(pSprite, &genDudeDodgeShortL);
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}
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} else if (pExtra->canRecoil && Chance(rChance)) {
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}
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else if (pExtra->canRecoil && Chance(rChance))
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{
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if (inDuck(pXSprite->aiState) && Chance(rChance >> 2)) aiGenDudeNewState(pSprite, &genDudeRecoilD);
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else if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeRecoilW);
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else aiGenDudeNewState(pSprite, &genDudeRecoilL);
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}
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}
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short rState = inRecoil(pXSprite->aiState);
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if (rState > 0) {
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if (!canWalk(pSprite)) {
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if (rState > 0)
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{
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if (!canWalk(pSprite))
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{
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if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseNoWalkL;
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else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseNoWalkD;
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else pXSprite->aiState->nextState = &genDudeChaseNoWalkW;
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} else if (!dudeIsMelee(pXSprite) || Chance(rChance >> 2)) {
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}
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else if (!dudeIsMelee(pXSprite) || Chance(rChance >> 2))
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{
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if (rState == 1) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeL : &genDudeDodgeShortL);
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else if (rState == 2) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeD : &genDudeDodgeShortD);
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else if (rState == 3) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeW : &genDudeDodgeShortW);
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}
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else if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseL;
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else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseD;
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@ -1317,14 +1330,17 @@ void RecoilDude(DBloodActor* actor)
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case kDudeCultistTesla:
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case kDudeCultistTNT:
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case kDudeCultistBeast:
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if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(actor, 4013+Random(2), AI_SFX_PRIORITY_2, -1);
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else aiPlay3DSound(actor, 1013+Random(2), AI_SFX_PRIORITY_2, -1);
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if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(actor, 4013 + Random(2), AI_SFX_PRIORITY_2, -1);
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else aiPlay3DSound(actor, 1013 + Random(2), AI_SFX_PRIORITY_2, -1);
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if (!v4 && pXSprite->medium == kMediumNormal) {
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if (!v4 && pXSprite->medium == kMediumNormal)
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{
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if (pDudeExtra->teslaHit) aiNewState(actor, &cultistTeslaRecoil);
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else aiNewState(actor, &cultistRecoil);
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} else if (v4 && pXSprite->medium == kMediumNormal) {
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}
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else if (v4 && pXSprite->medium == kMediumNormal)
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{
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if (pDudeExtra->teslaHit) aiNewState(actor, &cultistTeslaRecoil);
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else if (gGameOptions.nDifficulty > 0) aiNewState(actor, &cultistProneRecoil);
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else aiNewState(actor, &cultistRecoil);
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@ -1359,7 +1375,7 @@ void RecoilDude(DBloodActor* actor)
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aiPlay3DSound(actor, 1106, AI_SFX_PRIORITY_2, -1);
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if (pDudeExtra->teslaHit && pXSprite->data3 > pDudeInfo->startHealth/3)
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aiNewState(actor, &zombieATeslaRecoil);
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else if (pXSprite->data3 > pDudeInfo->startHealth/3)
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else if (pXSprite->data3 > pDudeInfo->startHealth / 3)
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aiNewState(actor, &zombieARecoil2);
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else
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aiNewState(actor, &zombieARecoil);
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@ -1385,7 +1401,7 @@ void RecoilDude(DBloodActor* actor)
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aiNewState(actor, &cerberusRecoil);
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break;
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case kDudeCerberusOneHead:
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aiPlay3DSound(actor, 2302+Random(2), AI_SFX_PRIORITY_2, -1);
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aiPlay3DSound(actor, 2302 + Random(2), AI_SFX_PRIORITY_2, -1);
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aiNewState(actor, &cerberus2Recoil);
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break;
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case kDudeHellHound:
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@ -1396,7 +1412,7 @@ void RecoilDude(DBloodActor* actor)
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aiNewState(actor, &houndRecoil);
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break;
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case kDudeTchernobog:
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aiPlay3DSound(actor, 2370+Random(2), AI_SFX_PRIORITY_2, -1);
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aiPlay3DSound(actor, 2370 + Random(2), AI_SFX_PRIORITY_2, -1);
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aiNewState(actor, &tchernobogRecoil);
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break;
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case kDudeHand:
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@ -1416,7 +1432,7 @@ void RecoilDude(DBloodActor* actor)
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aiNewState(actor, &eelRecoil);
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break;
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case kDudeGillBeast: {
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XSECTOR *pXSector = NULL;
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XSECTOR* pXSector = NULL;
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if (sector[pSprite->sectnum].extra > 0)
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pXSector = &xsector[sector[pSprite->sectnum].extra];
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aiPlay3DSound(actor, 1702, AI_SFX_PRIORITY_2, -1);
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@ -1436,15 +1452,15 @@ void RecoilDude(DBloodActor* actor)
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case kDudeSpiderBrown:
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case kDudeSpiderRed:
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case kDudeSpiderBlack:
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aiPlay3DSound(actor, 1802+Random(1), AI_SFX_PRIORITY_2, -1);
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aiPlay3DSound(actor, 1802 + Random(1), AI_SFX_PRIORITY_2, -1);
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aiNewState(actor, &spidDodge);
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break;
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case kDudeSpiderMother:
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aiPlay3DSound(actor, 1851+Random(1), AI_SFX_PRIORITY_2, -1);
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aiPlay3DSound(actor, 1851 + Random(1), AI_SFX_PRIORITY_2, -1);
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aiNewState(actor, &spidDodge);
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break;
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case kDudeInnocent:
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aiPlay3DSound(actor, 7007+Random(2), AI_SFX_PRIORITY_2, -1);
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aiPlay3DSound(actor, 7007 + Random(2), AI_SFX_PRIORITY_2, -1);
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if (pDudeExtra->teslaHit)
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aiNewState(actor, &innocentTeslaRecoil);
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else
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}
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break;
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case kDudeBeast:
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aiPlay3DSound(actor, 9004+Random(2), AI_SFX_PRIORITY_2, -1);
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aiPlay3DSound(actor, 9004 + Random(2), AI_SFX_PRIORITY_2, -1);
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if (pXSprite->medium == kMediumNormal)
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{
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if (pDudeExtra->teslaHit)
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@ -1503,31 +1519,38 @@ void RecoilDude(DBloodActor* actor)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiThinkTarget(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (Chance(pDudeInfo->alertChance))
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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PLAYER *pPlayer = &gPlayer[p];
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PLAYER* pPlayer = &gPlayer[p];
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if (pSprite->owner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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int x = pPlayer->pSprite->x;
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int y = pPlayer->pSprite->y;
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int z = pPlayer->pSprite->z;
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int nSector = pPlayer->pSprite->sectnum;
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int dx = x-pSprite->x;
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int dy = y-pSprite->y;
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int dx = x - pSprite->x;
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int dy = y - pSprite->y;
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int nDist = approxDist(dx, dy);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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continue;
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if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
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if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sectnum))
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continue;
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, pPlayer->actor());
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite)
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{
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auto actor = &bloodActors[pSprite->index];
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (Chance(pDudeInfo->alertChance))
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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PLAYER *pPlayer = &gPlayer[p];
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PLAYER* pPlayer = &gPlayer[p];
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if (pSprite->owner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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int x = pPlayer->pSprite->x;
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int y = pPlayer->pSprite->y;
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int z = pPlayer->pSprite->z;
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int nSector = pPlayer->pSprite->sectnum;
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int dx = x-pSprite->x;
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int dy = y-pSprite->y;
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int dx = x - pSprite->x;
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int dy = y - pSprite->y;
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int nDist = approxDist(dx, dy);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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continue;
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if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
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if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sectnum))
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continue;
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, pPlayer->actor());
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@ -1591,12 +1620,12 @@ void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite)
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while (DBloodActor* actor2 = it.Next())
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{
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spritetype* pSprite2 = &actor2->s();
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int dx = pSprite2->x-pSprite->x;
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int dy = pSprite2->y-pSprite->y;
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int dx = pSprite2->x - pSprite->x;
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int dy = pSprite2->y - pSprite->y;
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int nDist = approxDist(dx, dy);
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if (pSprite2->type == kDudeInnocent)
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{
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite2->type);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite2->type);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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continue;
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aiSetTarget(actor, actor2);
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@ -1608,7 +1637,14 @@ void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite)
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}
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}
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void aiProcessDudes(void) {
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiProcessDudes(void)
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{
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int nSprite;
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StatIterator it(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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