raze/source/games/blood/src/aipod.cpp
2021-12-30 16:51:56 +01:00

241 lines
7.4 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
static void aiPodSearch(DBloodActor* actor);
static void aiPodMove(DBloodActor* actor);
static void aiPodChase(DBloodActor* actor);
AISTATE podIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE podMove = { kAiStateMove, 7, -1, 3600, NULL, aiMoveTurn, aiPodMove, &podSearch };
AISTATE podSearch = { kAiStateSearch, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, &podSearch };
AISTATE podStartChase = { kAiStateChase, 8, nPodStartChaseClient, 600, NULL, NULL, NULL, &podChase };
AISTATE podRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &podChase };
AISTATE podChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL };
AISTATE tentacleIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE tentacle13A6A8 = { kAiStateOther, 7, dword_279B3C, 0, NULL, NULL, NULL, &tentacle13A6C4 };
AISTATE tentacle13A6C4 = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleChase };
AISTATE tentacle13A6E0 = { kAiStateOther, 8, dword_279B40, 0, NULL, NULL, NULL, &tentacle13A6FC };
AISTATE tentacle13A6FC = { kAiStateOther, -1, -1, 0, NULL, NULL, NULL, &tentacleIdle };
AISTATE tentacleMove = { kAiStateOther, 8, -1, 3600, NULL, aiMoveTurn, aiPodMove, &tentacleSearch };
AISTATE tentacleSearch = { kAiStateOther, 0, -1, 3600, NULL, aiMoveTurn, aiPodSearch, NULL };
AISTATE tentacleStartChase = { kAiStateOther, 6, nTentacleStartSearchClient, 120, NULL, NULL, NULL, &tentacleChase };
AISTATE tentacleRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tentacleChase };
AISTATE tentacleChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL };
void sub_6FF08(int, DBloodActor* actor)
{
sfxPlay3DSound(actor, 2503, -1, 0);
}
void sub_6FF54(int, DBloodActor* actor)
{
sfxPlay3DSound(actor, 2500, -1, 0);
}
void podAttack(int, DBloodActor* actor)
{
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int x = target->spr.pos.X - actor->spr.pos.X;
int y = target->spr.pos.Y - actor->spr.pos.Y;
int dz = target->spr.pos.Z - actor->spr.pos.Z;
x += Random2(1000);
y += Random2(1000);
int nDist = approxDist(x, y);
int nDist2 = nDist / 540;
DBloodActor* pMissile = nullptr;
switch (actor->spr.type)
{
case kDudePodGreen:
dz += 8000;
if (pDudeInfo->seeDist * 0.1 < nDist)
{
if (Chance(0x8000))
sfxPlay3DSound(actor, 2474, -1, 0);
else
sfxPlay3DSound(actor, 2475, -1, 0);
pMissile = actFireThing(actor, 0, -8000, dz / 128 - 14500, kThingPodGreenBall, (nDist2 << 23) / 120);
}
if (pMissile)
seqSpawn(68, pMissile, -1);
break;
case kDudePodFire:
dz += 8000;
if (pDudeInfo->seeDist * 0.1 < nDist)
{
sfxPlay3DSound(actor, 2454, -1, 0);
pMissile = actFireThing(actor, 0, -8000, dz / 128 - 14500, kThingPodFireBall, (nDist2 << 23) / 120);
}
if (pMissile)
seqSpawn(22, pMissile, -1);
break;
}
for (int i = 0; i < 4; i++)
fxSpawnPodStuff(actor, 240);
}
void sub_70284(int, DBloodActor* actor)
{
sfxPlay3DSound(actor, 2502, -1, 0);
int nDist, nBurn;
DAMAGE_TYPE dmgType;
switch (actor->spr.type) {
case kDudeTentacleGreen:
default: // ???
nBurn = 0;
dmgType = kDamageBullet;
nDist = 50;
break;
case kDudeTentacleFire: // ???
nBurn = (gGameOptions.nDifficulty * 120) >> 2;
dmgType = kDamageExplode;
nDist = 75;
break;
}
actRadiusDamage(actor, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->sector(), nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn);
}
static void aiPodSearch(DBloodActor* actor)
{
aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
}
static void aiPodMove(DBloodActor* actor)
{
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);
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
int dy = actor->xspr.TargetPos.Y - 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) {
switch (actor->spr.type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podSearch);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleSearch);
break;
}
}
aiThinkTarget(actor);
}
static void aiPodChase(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr) {
switch (actor->spr.type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podMove);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleMove);
break;
}
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();
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));
if (target->xspr.health == 0) {
switch (actor->spr.type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podSearch);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleSearch);
break;
}
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->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (abs(nDeltaAngle) < 85 && target->spr.type != kDudePodGreen && target->spr.type != kDudePodFire) {
switch (actor->spr.type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podStartChase);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleStartChase);
break;
}
}
return;
}
}
}
switch (actor->spr.type) {
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podMove);
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleMove);
break;
}
actor->SetTarget(nullptr);
}
END_BLD_NS