raze/source/games/blood/src/aipod.cpp

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//-------------------------------------------------------------------------
/*
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!
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#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void aiPodSearch(DBloodActor* actor);
static void aiPodMove(DBloodActor* actor);
static void aiPodChase(DBloodActor* actor);
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AISTATE podIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE podMove = { kAiStateMove, 7, -1, 3600, NULL, aiMoveTurn, aiPodMove, &podSearch };
AISTATE podSearch = { kAiStateSearch, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, &podSearch };
AISTATE podStartChase = { kAiStateChase, 8, nPodStartChaseClient, 600, NULL, NULL, NULL, &podChase };
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AISTATE podRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &podChase };
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AISTATE podChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL };
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AISTATE tentacleIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE tentacle13A6A8 = { kAiStateOther, 7, dword_279B3C, 0, NULL, NULL, NULL, &tentacle13A6C4 };
AISTATE tentacle13A6C4 = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleChase };
AISTATE tentacle13A6E0 = { kAiStateOther, 8, dword_279B40, 0, NULL, NULL, NULL, &tentacle13A6FC };
AISTATE tentacle13A6FC = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleIdle };
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AISTATE tentacleMove = { kAiStateOther, 8, -1, 3600, NULL, aiMoveTurn, aiPodMove, &tentacleSearch };
AISTATE tentacleSearch = { kAiStateOther, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, NULL };
AISTATE tentacleStartChase = { kAiStateOther, 6, nTentacleStartSearchClient, 120, NULL, NULL, NULL, &tentacleChase };
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AISTATE tentacleRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tentacleChase };
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AISTATE tentacleChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL };
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void sub_6FF08(int, DBloodActor* actor)
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{
sfxPlay3DSound(actor, 2503, -1, 0);
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}
void sub_6FF54(int, DBloodActor* actor)
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{
sfxPlay3DSound(actor, 2500, -1, 0);
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}
void podAttack(int, DBloodActor* actor)
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{
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto dv = target->spr.pos - actor->spr.pos;
dv.X += Random2F(1000, 4);
dv.Y += Random2F(1000, 4);
double nDist = dv.XY().Length();
DBloodActor* pMissile = nullptr;
switch (actor->spr.type)
{
case kDudePodGreen:
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dv.Z += 31.25;
if (pDudeInfo->SeeDist() * 1.6 < nDist)
{
if (Chance(0x8000))
sfxPlay3DSound(actor, 2474, -1, 0);
else
sfxPlay3DSound(actor, 2475, -1, 0);
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pMissile = actFireThing(actor, 0., -500., dv.Z / 32768 - 0.22125, kThingPodGreenBall, nDist * (2048. / 64800));
}
if (pMissile)
seqSpawn(68, pMissile, -1);
break;
case kDudePodFire:
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dv.Z += 31.25;
if (pDudeInfo->SeeDist() * 1.6 < nDist)
{
sfxPlay3DSound(actor, 2454, -1, 0);
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pMissile = actFireThing(actor, 0., -500., dv.Z / 32768 - 0.22125, kThingPodFireBall, nDist * (2048. / 64800));
}
if (pMissile)
seqSpawn(22, pMissile, -1);
break;
}
for (int i = 0; i < 4; i++)
fxSpawnPodStuff(actor, 240);
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}
void sub_70284(int, DBloodActor* actor)
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{
sfxPlay3DSound(actor, 2502, -1, 0);
int nDist, nBurn;
DAMAGE_TYPE dmgType;
switch (actor->spr.type) {
case kDudeTentacleGreen:
default: // ???
nBurn = 0;
dmgType = kDamageBullet;
nDist = 50;
break;
case kDudeTentacleFire: // ???
nBurn = (gGameOptions.nDifficulty * 120) >> 2;
dmgType = kDamageExplode;
nDist = 75;
break;
}
actRadiusDamage(actor, actor->spr.pos, actor->sector(), nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn);
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}
static void aiPodSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
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}
static void aiPodMove(DBloodActor* actor)
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{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
DAngle nAngle = dvec.Angle();
double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery())
{
switch (actor->spr.type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podSearch);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleSearch);
break;
}
}
aiThinkTarget(actor);
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}
static void aiPodChase(DBloodActor* actor)
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{
if (actor->GetTarget() == nullptr) {
switch (actor->spr.type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podMove);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleMove);
break;
}
return;
}
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto target = actor->GetTarget();
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
DAngle nAngle = dvec.Angle();
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double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0) {
switch (actor->spr.type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podSearch);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleSearch);
break;
}
return;
}
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if (nDist <= pDudeInfo->SeeDist())
{
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DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
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if (nDist < pDudeInfo->SeeDist() && abs(nDeltaAngle) <= pDudeInfo->Periphery())
{
aiSetTarget(actor, actor->GetTarget());
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if (nDeltaAngle < DAngle15 && target->spr.type != kDudePodGreen && target->spr.type != kDudePodFire) {
switch (actor->spr.type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podStartChase);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleStartChase);
break;
}
}
return;
}
}
}
switch (actor->spr.type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podMove);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleMove);
break;
}
actor->SetTarget(nullptr);
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}
END_BLD_NS