raze/source/games/blood/src/aitchern.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 sub_72580(DBloodActor*);
static void sub_725A4(DBloodActor*);
static void sub_72850(DBloodActor*);
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static void tchernobogThinkChase(DBloodActor*);
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AISTATE tchernobogIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, sub_725A4, NULL };
AISTATE tchernobogSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, sub_72580, &tchernobogIdle };
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AISTATE tchernobogChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, tchernobogThinkChase, NULL };
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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 };
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static constexpr double Tchernnobog_XYOff = 350. / 16;
void sub_71A90(int, DBloodActor* actor)
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{
if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
if (target->xspr.burnTime == 0)
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evPostActor(target, 0, kCallbackFXFlameLick);
actBurnSprite(actor->GetOwner(), target, 40);
if (Chance(0x6000))
aiNewState(actor, &tcherno13A9D4);
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}
void sub_71BD4(int, DBloodActor* actor)
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{
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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double height = actor->spr.yrepeat * pDudeInfo->eyeHeight * REPEAT_SCALE * 0.25;
if (!actor->ValidateTarget(__FUNCTION__)) return;
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DVector3 pos(actor->spr.pos.XY(), height);
DVector3 Aim(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.);
double nClosest = 0x7fffffff;
BloodStatIterator it(kStatDude);
while (auto actor2 = it.Next())
{
if (actor == actor2 || !(actor2->spr.flags & 8))
continue;
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auto pos2 = actor2->spr.pos;
double nDist = (pos2 - pos).Length();
if (nDist == 0 || nDist > 0x280)
continue;
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pos += actor2->vel * nDist * (65536. / 0x1aaaaa);
DVector3 tvec = pos;
tvec.XY() += actor->spr.angle.ToVector() * nDist;
tvec.Z += actor->dudeSlope / 16384. * nDist;
double tsr = nDist * 9.23828125;
double top, bottom;
GetActorExtents(actor2, &top, &bottom);
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if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
continue;
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double nDist2 = (tvec - pos2).Length();
if (nDist2 < nClosest)
{
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DAngle nAngle = VecToAngle(pos2.XY() - pos.XY());
DAngle nDeltaAngle = absangle(nAngle, actor->spr.angle);
if (nDeltaAngle <= DAngle45)
{
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double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
if (cansee(pos, actor->sector(), pos2, actor2->sector()))
{
nClosest = nDist2;
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Aim.XY() = nAngle.ToVector();
Aim.Z = tz1 / nDist;
}
else
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Aim.Z = tz1 / nDist;
}
}
}
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actFireMissile(actor, -Tchernnobog_XYOff, 0., Aim, kMissileFireballTchernobog);
actFireMissile(actor, Tchernnobog_XYOff, 0., Aim, kMissileFireballTchernobog);
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}
void sub_720AC(int, DBloodActor* actor)
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{
if (!actor->ValidateTarget(__FUNCTION__)) return;
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
double height = actor->spr.yrepeat * pDudeInfo->eyeHeight * REPEAT_SCALE * 0.25;
DVector3 pos(actor->spr.pos.XY(), height);
DVector3 Aim(actor->spr.angle.ToVector(), -actor->dudeSlope / 16384.);
DVector3 Aim2(Aim.XY(), 0);
double nClosest = 0x7fffffff;
BloodStatIterator it(kStatDude);
while (auto actor2 = it.Next())
{
auto pos2 = actor2->spr.pos;
double nDist = (pos2 - pos).Length();
if (nDist == 0 || nDist > 0x280)
continue;
pos += actor2->vel * nDist * (65536. / 0x1aaaaa);
DVector3 tvec = pos;
tvec.XY() += actor->spr.angle.ToVector() * nDist;
tvec.Z += actor->dudeSlope / 16384. * nDist;
double tsr = nDist * 9.23828125;
double top, bottom;
GetActorExtents(actor2, &top, &bottom);
if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
continue;
double nDist2 = (tvec - pos2).Length();
if (nDist2 < nClosest)
{
DAngle nAngle = VecToAngle(pos2.XY() - pos.XY());
DAngle nDeltaAngle = absangle(nAngle, actor->spr.angle);
if (nDeltaAngle <= DAngle45)
{
double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
if (cansee(pos, actor->sector(), pos2, actor2->sector()))
{
nClosest = nDist2;
Aim.XY() = nAngle.ToVector();
Aim.Z = -tz1 / nDist;
}
else
Aim.Z = -tz1 / nDist;
}
}
}
actFireMissile(actor, Tchernnobog_XYOff, 0, Aim, kMissileFireballTchernobog);
actFireMissile(actor, -Tchernnobog_XYOff, 0, Aim2, kMissileFireballTchernobog);
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}
static void sub_72580(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
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}
static void sub_725A4(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);
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
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actor->xspr.goalAng += DAngle45;
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aiSetTarget(actor, actor->basePoint);
aiNewState(actor, &tcherno13AA28);
return;
}
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER* pPlayer = &gPlayer[p];
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if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
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auto ppos = pPlayer->actor->spr.pos;
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auto dvect = ppos.XY() - actor->spr.pos;
auto pSector = pPlayer->actor->sector();
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DAngle nAngle = VecToAngle(dvect);
double nDist = dvect.Length();
if (nDist > pDudeInfo->SeeDist() && nDist > pDudeInfo->Heardist())
continue;
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
continue;
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DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
if (nDist < pDudeInfo->SeeDist() && abs(nDeltaAngle) <= pDudeInfo->Periphery())
{
pDudeExtraE->thinkTime = 0;
aiSetTarget(actor, pPlayer->actor);
aiActivateDude(actor);
}
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else if (nDist < pDudeInfo->Heardist())
{
pDudeExtraE->thinkTime = 0;
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aiSetTarget(actor, ppos);
aiActivateDude(actor);
}
else
continue;
break;
}
}
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}
static void sub_72850(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();
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DAngle nAngle = VecToAngle(dvec);
double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery())
aiNewState(actor, &tchernobogSearch);
aiThinkTarget(actor);
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}
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static void tchernobogThinkChase(DBloodActor* actor)
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{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &tcherno13A9B8);
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);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
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DAngle nAngle = VecToAngle(dvec);
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0)
{
aiNewState(actor, &tchernobogSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &tchernobogSearch);
return;
}
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if (nDist <= pDudeInfo->SeeDist())
{
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DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
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 (nDist < 0x1f0 && nDist > 0xd0 && nDeltaAngle < DAngle15)
aiNewState(actor, &tcherno13AA0C);
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else if (nDist < 0xd0 && nDist > 0xb0 && nDeltaAngle < DAngle15)
aiNewState(actor, &tcherno13A9D4);
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else if (nDist < 0xb0 && nDist > 0x50 && nDeltaAngle < DAngle15)
aiNewState(actor, &tcherno13A9F0);
return;
}
}
}
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aiNewState(actor, &tcherno13A9B8);
actor->SetTarget(nullptr);
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}
END_BLD_NS