raze/source/games/blood/src/aihand.cpp
Christoph Oelckers 66db6c5855 remove static declarators from exported action functions.
This made GCC error out.
2023-10-23 16:12:43 +02:00

121 lines
3.7 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 "build.h"
#include "blood.h"
BEGIN_BLD_NS
AISTATE handIdle = { kAiStateIdle, 0, nullptr, 0, NULL, NULL, &AF(aiThinkTarget), NULL };
AISTATE hand13A3B4 = { kAiStateOther, 0, nullptr, 0, NULL, NULL, NULL, NULL };
AISTATE handSearch = { kAiStateMove, 6, nullptr, 600, NULL, &AF(aiMoveForward), &AF(handThinkSearch), &handIdle };
AISTATE handChase = { kAiStateChase, 6, nullptr, 0, NULL, &AF(aiMoveForward), &AF(handThinkChase), NULL };
AISTATE handRecoil = { kAiStateRecoil, 5, nullptr, 0, NULL, NULL, NULL, &handSearch };
AISTATE handGoto = { kAiStateMove, 6, nullptr, 1800, NULL, &AF(aiMoveForward), &AF(handThinkGoto), &handIdle };
AISTATE handJump = { kAiStateChase, 7, &AF(HandJumpSeqCallback), 120, NULL, NULL, NULL, &handChase };
void HandJumpSeqCallback(DBloodActor* actor)
{
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
if (target->IsPlayerActor())
{
auto pPlayer = getPlayer(target);
if (!pPlayer->hand)
{
pPlayer->hand = 1;
actPostSprite(actor, kStatFree);
}
}
}
void handThinkSearch(DBloodActor* actor)
{
aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
}
void handThinkGoto(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
DAngle nAngle = dvec.Angle();
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery())
aiNewState(actor, &handSearch);
aiThinkTarget(actor);
}
void handThinkChase(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &handGoto);
return;
}
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
DAngle nAngle = dvec.Angle();
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (target->xspr.health == 0)
{
aiNewState(actor, &handSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(getPlayer(target), kPwUpShadowCloak) > 0)
{
aiNewState(actor, &handSearch);
return;
}
if (nDist <= pDudeInfo->SeeDist())
{
DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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 < 35.1875 && nDeltaAngle < DAngle15 && gGameOptions.nGameType == 0)
aiNewState(actor, &handJump);
return;
}
}
}
aiNewState(actor, &handGoto);
actor->SetTarget(nullptr);
}
END_BLD_NS