mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-15 07:01:15 +00:00
1354d52c05
* 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()`.
234 lines
9.2 KiB
C++
234 lines
9.2 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 "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 PukeSeqCallback(int, int);
|
|
static void ThrowSeqCallback(int, int);
|
|
static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite);
|
|
static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite);
|
|
static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite);
|
|
|
|
static int nHackClient = seqRegisterClient(HackSeqCallback);
|
|
static int nPukeClient = seqRegisterClient(PukeSeqCallback);
|
|
static int nThrowClient = seqRegisterClient(ThrowSeqCallback);
|
|
|
|
AISTATE zombieFIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
|
|
AISTATE zombieFChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
|
|
AISTATE zombieFGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, thinkGoto, &zombieFIdle };
|
|
AISTATE zombieFDodge = { kAiStateMove, 8, -1, 0, NULL, aiMoveDodge, thinkChase, &zombieFChase };
|
|
AISTATE zombieFHack = { kAiStateChase, 6, nHackClient, 120, NULL, NULL, NULL, &zombieFChase };
|
|
AISTATE zombieFPuke = { kAiStateChase, 9, nPukeClient, 120, NULL, NULL, NULL, &zombieFChase };
|
|
AISTATE zombieFThrow = { kAiStateChase, 6, nThrowClient, 120, NULL, NULL, NULL, &zombieFChase };
|
|
AISTATE zombieFSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, thinkSearch, &zombieFIdle };
|
|
AISTATE zombieFRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieFChase };
|
|
AISTATE zombieFTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieFChase };
|
|
|
|
static void HackSeqCallback(int, int nXSprite)
|
|
{
|
|
if (nXSprite <= 0 || nXSprite >= kMaxXSprites)
|
|
return;
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
int nSprite = pXSprite->reference;
|
|
if (nXSprite < 0 || nXSprite >= kMaxSprites)
|
|
return;
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
if (pSprite->type != kDudeZombieButcher)
|
|
return;
|
|
spritetype *pTarget = &sprite[pXSprite->target];
|
|
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
|
|
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat);
|
|
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
|
|
int height2 = (pDudeInfoT->eyeHeight*pTarget->yrepeat);
|
|
actFireVector(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), height-height2, VECTOR_TYPE_11);
|
|
}
|
|
|
|
static void PukeSeqCallback(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 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);
|
|
}
|
|
|
|
static void ThrowSeqCallback(int, int nXSprite)
|
|
{
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
int nSprite = pXSprite->reference;
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
actFireMissile(pSprite, 0, -getDudeInfo(pSprite->type)->eyeHeight, CosScale16(pSprite->ang), SinScale16(pSprite->ang), 0, kMissileButcherKnife);
|
|
}
|
|
|
|
static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
|
|
{
|
|
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
|
|
aiThinkTarget(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 < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
|
aiNewState(pSprite, pXSprite, &zombieFSearch);
|
|
aiThinkTarget(pSprite, pXSprite);
|
|
}
|
|
|
|
static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
|
|
{
|
|
if (pXSprite->target == -1)
|
|
{
|
|
aiNewState(pSprite, pXSprite, &zombieFGoto);
|
|
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, &zombieFSearch);
|
|
return;
|
|
}
|
|
if (IsPlayerSprite(pTarget) && (powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0 || powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpDeathMaskUseless) > 0))
|
|
{
|
|
aiNewState(pSprite, pXSprite, &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 (klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
|
{
|
|
aiSetTarget(pXSprite, pXSprite->target);
|
|
if (nDist < 0x1400 && nDist > 0xe00 && klabs(nDeltaAngle) < 85)
|
|
{
|
|
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
aiNewState(pSprite, pXSprite, &zombieFThrow);
|
|
break;
|
|
case 3:
|
|
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
|
|
aiNewState(pSprite, pXSprite, &zombieFThrow);
|
|
else
|
|
aiNewState(pSprite, pXSprite, &zombieFDodge);
|
|
break;
|
|
default:
|
|
aiNewState(pSprite, pXSprite, &zombieFThrow);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x1400 && nDist > 0x600 && klabs(nDeltaAngle) < 85)
|
|
{
|
|
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
aiNewState(pSprite, pXSprite, &zombieFPuke);
|
|
break;
|
|
case 3:
|
|
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
|
|
aiNewState(pSprite, pXSprite, &zombieFPuke);
|
|
else
|
|
aiNewState(pSprite, pXSprite, &zombieFDodge);
|
|
break;
|
|
default:
|
|
aiNewState(pSprite, pXSprite, &zombieFPuke);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
|
|
{
|
|
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
aiNewState(pSprite, pXSprite, &zombieFHack);
|
|
break;
|
|
case 3:
|
|
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
|
|
aiNewState(pSprite, pXSprite, &zombieFHack);
|
|
else
|
|
aiNewState(pSprite, pXSprite, &zombieFDodge);
|
|
break;
|
|
default:
|
|
aiNewState(pSprite, pXSprite, &zombieFHack);
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
aiNewState(pSprite, pXSprite, &zombieFSearch);
|
|
pXSprite->target = -1;
|
|
}
|
|
|
|
END_BLD_NS
|