raze/source/blood/src/aizomba.cpp
Mitchell Richters 1354d52c05 - Major cleanup of Q16.16 utilisation within games and engine.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00

290 lines
11 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 "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "aistate.h"
#include "blood.h"
#include "db.h"
#include "dude.h"
#include "eventq.h"
#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sound.h"
BEGIN_BLD_NS
static void HackSeqCallback(int, int);
static void StandSeqCallback(int, int);
static void thinkSearch(spritetype *, XSPRITE *);
static void thinkGoto(spritetype *, XSPRITE *);
static void thinkChase(spritetype *, XSPRITE *);
static void thinkPonder(spritetype *, XSPRITE *);
static void myThinkTarget(spritetype *, XSPRITE *);
static void myThinkSearch(spritetype *, XSPRITE *);
static void entryEZombie(spritetype *, XSPRITE *);
static void entryAIdle(spritetype *, XSPRITE *);
static void entryEStand(spritetype *, XSPRITE *);
static int nHackClient = seqRegisterClient(HackSeqCallback);
static int nStandClient = seqRegisterClient(StandSeqCallback);
AISTATE zombieAIdle = { kAiStateIdle, 0, -1, 0, entryAIdle, NULL, aiThinkTarget, NULL };
AISTATE zombieAChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE zombieAPonder = { kAiStateOther, 0, -1, 0, NULL, aiMoveTurn, thinkPonder, NULL };
AISTATE zombieAGoto = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, thinkGoto, &zombieAIdle };
AISTATE zombieAHack = { kAiStateChase, 6, nHackClient, 80, NULL, NULL, NULL, &zombieAPonder };
AISTATE zombieASearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, thinkSearch, &zombieAIdle };
AISTATE zombieARecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieAPonder };
AISTATE zombieATeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieAPonder };
AISTATE zombieARecoil2 = { kAiStateRecoil, 1, -1, 360, NULL, NULL, NULL, &zombieAStand };
AISTATE zombieAStand = { kAiStateMove, 11, nStandClient, 0, NULL, NULL, NULL, &zombieAPonder };
AISTATE zombieEIdle = { kAiStateIdle, 12, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE zombieEUp2 = { kAiStateMove, 0, -1, 1, entryEZombie, NULL, NULL, &zombieASearch };
AISTATE zombieEUp = { kAiStateMove, 9, -1, 180, entryEStand, NULL, NULL, &zombieEUp2 };
AISTATE zombie2Idle = { kAiStateIdle, 0, -1, 0, entryAIdle, NULL, myThinkTarget, NULL };
AISTATE zombie2Search = { kAiStateSearch, 8, -1, 1800, NULL, NULL, myThinkSearch, &zombie2Idle };
AISTATE zombieSIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE zombie13AC2C = { kAiStateOther, 11, nStandClient, 0, entryEZombie, NULL, NULL, &zombieAPonder };
static void HackSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pTarget = &sprite[pXSprite->target];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
int tx = pXSprite->targetX-pSprite->x;
int ty = pXSprite->targetY-pSprite->y;
int nAngle = getangle(tx, ty);
int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2;
int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2;
int dz = height-height2;
int dx = CosScale16(nAngle);
int dy = SinScale16(nAngle);
sfxPlay3DSound(pSprite, 1101, 1, 0);
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_10);
}
static void StandSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
sfxPlay3DSound(&sprite[nSprite], 1102, -1, 0);
}
static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
{
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
sub_5F15C(pSprite, pXSprite);
}
static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
{
dassert(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(pSprite, pXSprite, nAngle);
if (nDist < 921 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
aiNewState(pSprite, pXSprite, &zombieASearch);
aiThinkTarget(pSprite, pXSprite);
}
static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
{
if (pXSprite->target == -1)
{
aiNewState(pSprite, pXSprite, &zombieASearch);
return;
}
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(pSprite, pXSprite, &zombieASearch);
return;
}
if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpDeathMaskUseless) > 0))
{
aiNewState(pSprite, pXSprite, &zombieAGoto);
return;
}
// If the zombie gets whacked while rising from the grave it never executes this change and if it isn't done here at the very latest, will just aimlessly run around.
if (!VanillaMode() && pSprite->type == kDudeZombieAxeBuried)
pSprite->type = kDudeZombieAxeNormal;
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 (klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
aiNewState(pSprite, pXSprite, &zombieAHack);
return;
}
}
}
aiNewState(pSprite, pXSprite, &zombieAGoto);
pXSprite->target = -1;
}
static void thinkPonder(spritetype *pSprite, XSPRITE *pXSprite)
{
if (pXSprite->target == -1)
{
aiNewState(pSprite, pXSprite, &zombieASearch);
return;
}
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(pSprite, pXSprite, &zombieASearch);
return;
}
if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpDeathMaskUseless) > 0))
{
aiNewState(pSprite, pXSprite, &zombieAGoto);
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 (klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
if (nDist < 0x400)
{
if (klabs(nDeltaAngle) < 85)
{
sfxPlay3DSound(pSprite, 1101, 1, 0);
aiNewState(pSprite, pXSprite, &zombieAHack);
}
return;
}
}
}
}
aiNewState(pSprite, pXSprite, &zombieAChase);
}
static void myThinkTarget(spritetype *pSprite, XSPRITE *pXSprite)
{
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER *pPlayer = &gPlayer[p];
int nOwner = (pSprite->owner & 0x1000) ? (pSprite->owner&0xfff) : -1;
if (nOwner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
int x = pPlayer->pSprite->x;
int y = pPlayer->pSprite->y;
int z = pPlayer->pSprite->z;
int nSector = pPlayer->pSprite->sectnum;
int dx = x-pSprite->x;
int dy = y-pSprite->y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
continue;
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pPlayer->nSprite);
aiActivateDude(pSprite, pXSprite);
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(pXSprite, x, y, z);
aiActivateDude(pSprite, pXSprite);
}
else
continue;
break;
}
}
static void myThinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
{
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
myThinkTarget(pSprite, pXSprite);
}
static void entryEZombie(spritetype *pSprite, XSPRITE *pXSprite)
{
UNREFERENCED_PARAMETER(pXSprite);
pSprite->type = kDudeZombieAxeNormal;
pSprite->flags |= 1;
}
static void entryAIdle(spritetype *pSprite, XSPRITE *pXSprite)
{
UNREFERENCED_PARAMETER(pSprite);
pXSprite->target = -1;
}
static void entryEStand(spritetype *pSprite, XSPRITE *pXSprite)
{
sfxPlay3DSound(pSprite, 1100, -1, 0);
pSprite->ang = getangle(pXSprite->targetX-pSprite->x, pXSprite->targetY-pSprite->y);
}
END_BLD_NS