raze/source/games/blood/src/aihound.cpp
Christoph Oelckers fc11f537f7 - project cleanup
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00

167 lines
6.2 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 "mmulti.h"
#include "blood.h"
BEGIN_BLD_NS
static void houndThinkSearch(DBloodActor *);
static void houndThinkGoto(DBloodActor *);
static void houndThinkChase(DBloodActor *);
AISTATE houndIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE houndSearch = { kAiStateMove, 8, -1, 1800, NULL, aiMoveForward, houndThinkSearch, &houndIdle };
AISTATE houndChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, houndThinkChase, NULL };
AISTATE houndRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &houndSearch };
AISTATE houndTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &houndSearch };
AISTATE houndGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, houndThinkGoto, &houndIdle };
AISTATE houndBite = { kAiStateChase, 6, nHoundBiteClient, 60, NULL, NULL, NULL, &houndChase };
AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL, &houndChase };
void houndBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
return;
}
spritetype *pTarget = &sprite[pXSprite->target];
#ifdef NOONE_EXTENSIONS
if (IsPlayerSprite(pTarget) || gModernMap) // allow to hit non-player targets
actFireVector(pSprite, 0, 0, dx, dy, pTarget->z - pSprite->z, VECTOR_TYPE_15);
#else
if (IsPlayerSprite(pTarget))
actFireVector(pSprite, 0, 0, dx, dy, pTarget->z - pSprite->z, VECTOR_TYPE_15);
#endif
}
void houndBurnSeqCallback(int, DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
actFireMissile(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), 0, kMissileFlameHound);
}
static void houndThinkSearch(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
aiThinkTarget(actor);
}
static void houndThinkGoto(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
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 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &houndSearch);
aiThinkTarget(actor);
}
static void houndThinkChase(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (pXSprite->target == -1)
{
aiNewState(actor, &houndGoto);
return;
}
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
return;
}
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(actor, &houndSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &houndSearch);
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 (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85)
aiNewState(actor, &houndBurn);
else if(nDist < 0x266 && abs(nDeltaAngle) < 85)
aiNewState(actor, &houndBite);
return;
}
}
}
aiNewState(actor, &houndGoto);
pXSprite->target = -1;
}
END_BLD_NS