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

131 lines
4.6 KiB
C++
Raw Normal View History

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 "ns.h" // Must come before everything else!
2019-09-19 22:42:45 +00:00
#include "compat.h"
#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void ratThinkSearch(DBloodActor *);
static void ratThinkGoto(DBloodActor *);
static void ratThinkChase(DBloodActor *);
2019-09-19 22:42:45 +00:00
AISTATE ratIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE ratSearch = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, ratThinkSearch, &ratIdle };
AISTATE ratChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, ratThinkChase, NULL };
2019-09-19 22:42:45 +00:00
AISTATE ratDodge = { kAiStateMove, 7, -1, 0, NULL, NULL, NULL, &ratChase };
AISTATE ratRecoil = { kAiStateRecoil, 7, -1, 0, NULL, NULL, NULL, &ratDodge };
AISTATE ratGoto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, ratThinkGoto, &ratIdle };
AISTATE ratBite = { kAiStateChase, 6, nRatBiteClient, 120, NULL, NULL, NULL, &ratChase };
2019-09-19 22:42:45 +00:00
void ratBiteSeqCallback(int, DBloodActor* actor)
2019-09-19 22:42:45 +00:00
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
2019-09-19 22:42:45 +00:00
if (IsPlayerSprite(pTarget))
2021-08-30 18:28:24 +00:00
actFireVector(actor, 0, 0, dx, dy, pTarget->z-pSprite->z, kVectorRatBite);
2019-09-19 22:42:45 +00:00
}
static void ratThinkSearch(DBloodActor* actor)
2019-09-19 22:42:45 +00:00
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor,pXSprite->goalAng);
aiThinkTarget(actor);
2019-09-19 22:42:45 +00:00
}
static void ratThinkGoto(DBloodActor* actor)
2019-09-19 22:42:45 +00:00
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
2019-09-19 22:42:45 +00:00
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor,nAngle);
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &ratSearch);
aiThinkTarget(actor);
2019-09-19 22:42:45 +00:00
}
static void ratThinkChase(DBloodActor* actor)
2019-09-19 22:42:45 +00:00
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (pXSprite->target_i == -1)
2019-09-19 22:42:45 +00:00
{
aiNewState(actor, &ratGoto);
2019-09-19 22:42:45 +00:00
return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
2019-09-19 22:42:45 +00:00
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(actor,getangle(dx, dy));
2019-09-19 22:42:45 +00:00
if (pXTarget->health == 0)
{
aiNewState(actor, &ratSearch);
2019-09-19 22:42:45 +00:00
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
2019-09-19 22:42:45 +00:00
{
aiNewState(actor, &ratSearch);
2019-09-19 22:42:45 +00:00
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 && abs(nDeltaAngle) <= pDudeInfo->periphery)
2019-09-19 22:42:45 +00:00
{
aiSetTarget(pXSprite, pXSprite->target_i);
if (nDist < 0x399 && abs(nDeltaAngle) < 85)
aiNewState(actor, &ratBite);
2019-09-19 22:42:45 +00:00
return;
}
}
}
aiNewState(actor, &ratGoto);
pXSprite->target_i = -1;
2019-09-19 22:42:45 +00:00
}
END_BLD_NS