raze/source/games/blood/src/aizombf.cpp
Christoph Oelckers 261301bdea - replacing target_i, batch 1.
This was the simple stuff, mostly done by search&replacing common patterns.
2021-09-17 20:49:27 +02:00

214 lines
8.3 KiB
C++

//-------------------------------------------------------------------------
/*
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!
#include "compat.h"
#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void zombfThinkSearch(DBloodActor *actor);
static void zombfThinkGoto(DBloodActor *actor);
static void zombfThinkChase(DBloodActor *actor);
AISTATE zombieFIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE zombieFChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, zombfThinkChase, NULL };
AISTATE zombieFGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, zombfThinkGoto, &zombieFIdle };
AISTATE zombieFDodge = { kAiStateMove, 8, -1, 0, NULL, aiMoveDodge, zombfThinkChase, &zombieFChase };
AISTATE zombieFHack = { kAiStateChase, 6, nZombfHackClient, 120, NULL, NULL, NULL, &zombieFChase };
AISTATE zombieFPuke = { kAiStateChase, 9, nZombfPukeClient, 120, NULL, NULL, NULL, &zombieFChase };
AISTATE zombieFThrow = { kAiStateChase, 6, nZombfThrowClient, 120, NULL, NULL, NULL, &zombieFChase };
AISTATE zombieFSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, zombfThinkSearch, &zombieFIdle };
AISTATE zombieFRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieFChase };
AISTATE zombieFTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieFChase };
void zombfHackSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (pSprite->type != kDudeZombieButcher)
return;
spritetype *pTarget = &sprite[pXSprite->target_i];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
int height2 = (pDudeInfoT->eyeHeight*pTarget->yrepeat);
actFireVector(actor, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), height-height2, kVectorCleaver);
}
void PukeSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target_i];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat);
int height2 = (pDudeInfoT->eyeHeight*pTarget->yrepeat);
int tx = pXSprite->targetX-pSprite->x;
int ty = pXSprite->targetY-pSprite->y;
int nAngle = getangle(tx, ty);
int dx = CosScale16(nAngle);
int dy = SinScale16(nAngle);
sfxPlay3DSound(pSprite, 1203, 1, 0);
actFireMissile(pSprite, 0, -(height-height2), dx, dy, 0, kMissilePukeGreen);
}
void ThrowSeqCallback(int, DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
actFireMissile(pSprite, 0, -getDudeInfo(pSprite->type)->eyeHeight, CosScale16(pSprite->ang), SinScale16(pSprite->ang), 0, kMissileButcherKnife);
}
static void zombfThinkSearch(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor,pXSprite->goalAng);
aiThinkTarget(actor);
}
static void zombfThinkGoto(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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, &zombieFSearch);
aiThinkTarget(actor);
}
static void zombfThinkChase(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &zombieFGoto);
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];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(actor,getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(actor, &zombieFSearch);
return;
}
if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpDeathMaskUseless) > 0))
{
aiNewState(actor, &zombieFSearch);
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 (abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x1400 && nDist > 0xe00 && abs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &zombieFThrow);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
aiNewState(actor, &zombieFThrow);
else
aiNewState(actor, &zombieFDodge);
break;
default:
aiNewState(actor, &zombieFThrow);
break;
}
}
else if (nDist < 0x1400 && nDist > 0x600 && abs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &zombieFPuke);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
aiNewState(actor, &zombieFPuke);
else
aiNewState(actor, &zombieFDodge);
break;
default:
aiNewState(actor, &zombieFPuke);
break;
}
}
else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &zombieFHack);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
aiNewState(actor, &zombieFHack);
else
aiNewState(actor, &zombieFDodge);
break;
default:
aiNewState(actor, &zombieFHack);
break;
}
}
return;
}
}
}
aiNewState(actor, &zombieFSearch);
actor->SetTarget(nullptr);
}
END_BLD_NS