raze/source/games/blood/src/aihound.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 houndThinkSearch(DBloodActor*);
static void houndThinkGoto(DBloodActor*);
static void houndThinkChase(DBloodActor*);
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AISTATE houndIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE houndSearch = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, houndThinkSearch, &houndIdle };
AISTATE houndChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, houndThinkChase, NULL };
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AISTATE houndRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &houndSearch };
AISTATE houndTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &houndSearch };
AISTATE houndGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, houndThinkGoto, &houndIdle };
AISTATE houndBite = { kAiStateChase, 6, nHoundBiteClient, 60, NULL, NULL, NULL, &houndChase };
AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL, &houndChase };
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void houndBiteSeqCallback(int, DBloodActor* actor)
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{
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int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
#ifdef NOONE_EXTENSIONS
if (target->IsPlayerActor() || gModernMap) // allow to hit non-player targets
actFireVector(actor, 0, 0, dx, dy, target->int_pos().Z - actor->int_pos().Z, kVectorHoundBite);
#else
if (target->IsPlayerActor())
actFireVector(actor, 0, 0, dx, dy, target->spr.z - actor->spr.z, kVectorHoundBite);
#endif
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}
void houndBurnSeqCallback(int, DBloodActor* actor)
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{
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actFireMissile(actor, 0, 0, bcos(actor->int_ang()), bsin(actor->int_ang()), 0, kMissileFlameHound);
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}
static void houndThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
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}
static void houndThinkGoto(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();
int nAngle = getangle(dvec);
double nDist = dvec.Length();
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aiChooseDirection(actor, DAngle::fromBuild(nAngle));
if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &houndSearch);
aiThinkTarget(actor);
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}
static void houndThinkChase(DBloodActor* actor)
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{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &houndGoto);
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();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
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aiChooseDirection(actor, DAngle::fromBuild(nAngle));
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if (target->xspr.health == 0)
{
aiNewState(actor, &houndSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &houndSearch);
return;
}
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if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = getincangle(actor->int_ang(), 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()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85)
aiNewState(actor, &houndBurn);
else if (nDist < 0x266 && abs(nDeltaAngle) < 85)
aiNewState(actor, &houndBite);
return;
}
}
}
aiNewState(actor, &houndGoto);
actor->SetTarget(nullptr);
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}
END_BLD_NS