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*);
static void sub_72934(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 };
AISTATE tchernobogChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, sub_72934, NULL };
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 };
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);
int height = actor->spr.yrepeat * pDudeInfo->eyeHeight;
if (!actor->ValidateTarget(__FUNCTION__)) return;
int x = actor->spr.pos.X;
int y = actor->spr.pos.Y;
int z = height;
TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 };
Aim aim;
aim.dx = bcos(actor->spr.ang);
aim.dy = bsin(actor->spr.ang);
aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff;
BloodStatIterator it(kStatDude);
while (auto actor2 = it.Next())
{
if (actor == actor2 || !(actor2->spr.flags & 8))
continue;
int x2 = actor2->spr.pos.X;
int y2 = actor2->spr.pos.Y;
int z2 = actor2->spr.pos.Z;
int nDist = approxDist(x2 - x, y2 - y);
if (nDist == 0 || nDist > 0x2800)
continue;
if (tt.at10)
{
int t = DivScale(nDist, tt.at10, 12);
x2 += (actor->vel.X * t) >> 12;
y2 += (actor->vel.Y * t) >> 12;
z2 += (actor->zvel * t) >> 8;
}
int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
int tz = z + MulScale(actor->dudeSlope, nDist, 10);
int tsr = MulScale(9460, nDist, 10);
int top, bottom;
GetActorExtents(actor2, &top, &bottom);
if (tz - tsr > bottom || tz + tsr < top)
continue;
int dx = (tx - x2) >> 4;
int dy = (ty - y2) >> 4;
int dz = (tz - z2) >> 8;
int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz);
if (nDist2 < nClosest)
{
int nAngle = getangle(x2 - x, y2 - y);
int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024;
if (abs(nDeltaAngle) <= tt.at8)
{
int tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
{
nClosest = nDist2;
aim.dx = bcos(nAngle);
aim.dy = bsin(nAngle);
aim.dz = DivScale(tz1, nDist, 10);
}
else
aim.dz = tz1;
}
}
}
actFireMissile(actor, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog);
actFireMissile(actor, 350, 0, aim.dx, aim.dy, aim.dz, 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);
int height = actor->spr.yrepeat * pDudeInfo->eyeHeight;
int ax, ay, az;
ax = bcos(actor->spr.ang);
ay = bsin(actor->spr.ang);
int x = actor->spr.pos.X;
int y = actor->spr.pos.Y;
int z = height;
TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 };
Aim aim;
aim.dx = ax;
aim.dy = ay;
aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff;
az = 0;
BloodStatIterator it(kStatDude);
while (auto actor2 = it.Next())
{
if (actor == actor2 || !(actor2->spr.flags & 8))
continue;
int x2 = actor2->spr.pos.X;
int y2 = actor2->spr.pos.Y;
int z2 = actor2->spr.pos.Z;
int nDist = approxDist(x2 - x, y2 - y);
if (nDist == 0 || nDist > 0x2800)
continue;
if (tt.at10)
{
int t = DivScale(nDist, tt.at10, 12);
x2 += (actor->vel.X * t) >> 12;
y2 += (actor->vel.Y * t) >> 12;
z2 += (actor->zvel * t) >> 8;
}
int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
int tz = z + MulScale(actor->dudeSlope, nDist, 10);
int tsr = MulScale(9460, nDist, 10);
int top, bottom;
GetActorExtents(actor2, &top, &bottom);
if (tz - tsr > bottom || tz + tsr < top)
continue;
int dx = (tx - x2) >> 4;
int dy = (ty - y2) >> 4;
int dz = (tz - z2) >> 8;
int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz);
if (nDist2 < nClosest)
{
int nAngle = getangle(x2 - x, y2 - y);
int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024;
if (abs(nDeltaAngle) <= tt.at8)
{
int tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
{
nClosest = nDist2;
aim.dx = bcos(nAngle);
aim.dy = bsin(nAngle);
aim.dz = DivScale(tz1, nDist, 10);
}
else
aim.dz = tz1;
}
}
}
actFireMissile(actor, 350, 0, aim.dx, aim.dy, -aim.dz, kMissileFireballTchernobog);
actFireMissile(actor, -350, 0, ax, ay, az, 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 += 256;
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POINT3D* pTarget = &actor->basePoint;
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aiSetTarget(actor, pTarget->X, pTarget->Y, pTarget->Z);
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;
int x = pPlayer->actor->spr.pos.X;
int y = pPlayer->actor->spr.pos.Y;
int z = pPlayer->actor->spr.pos.Z;
auto pSector = pPlayer->actor->spr.sector();
int dx = x - actor->spr.pos.X;
int dy = y - actor->spr.pos.Y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, pSector, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->spr.sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->thinkTime = 0;
aiSetTarget(actor, pPlayer->actor);
aiActivateDude(actor);
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->thinkTime = 0;
aiSetTarget(actor, x, y, z);
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);
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int dx = actor->xspr.targetX - actor->spr.pos.X;
int dy = actor->xspr.targetY - actor->spr.pos.Y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &tchernobogSearch);
aiThinkTarget(actor);
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}
static void sub_72934(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();
int dx = target->spr.pos.X - actor->spr.pos.X;
int dy = target->spr.pos.Y - actor->spr.pos.Y;
aiChooseDirection(actor, getangle(dx, dy));
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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;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
if (cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->spr.sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x1f00 && nDist > 0xd00 && abs(nDeltaAngle) < 85)
aiNewState(actor, &tcherno13AA0C);
else if (nDist < 0xd00 && nDist > 0xb00 && abs(nDeltaAngle) < 85)
aiNewState(actor, &tcherno13A9D4);
else if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85)
aiNewState(actor, &tcherno13A9F0);
return;
}
}
}
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aiNewState(actor, &tcherno13A9B8);
actor->SetTarget(nullptr);
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}
END_BLD_NS