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https://github.com/ZDoom/Raze.git
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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()`.
140 lines
5 KiB
C++
140 lines
5 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "compat.h"
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#include "build.h"
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#include "pragmas.h"
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#include "mmulti.h"
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#include "common_game.h"
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#include "actor.h"
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#include "ai.h"
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#include "blood.h"
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#include "db.h"
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#include "dude.h"
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#include "eventq.h"
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#include "levels.h"
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#include "player.h"
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#include "seq.h"
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#include "sound.h"
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BEGIN_BLD_NS
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static void BiteSeqCallback(int, int);
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static void thinkSearch(spritetype *, XSPRITE *);
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static void thinkGoto(spritetype *, XSPRITE *);
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static void thinkChase(spritetype *, XSPRITE *);
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static int nBiteClient = seqRegisterClient(BiteSeqCallback);
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AISTATE ratIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE ratSearch = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, thinkSearch, &ratIdle };
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AISTATE ratChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
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AISTATE ratDodge = { kAiStateMove, 7, -1, 0, NULL, NULL, NULL, &ratChase };
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AISTATE ratRecoil = { kAiStateRecoil, 7, -1, 0, NULL, NULL, NULL, &ratDodge };
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AISTATE ratGoto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, thinkGoto, &ratIdle };
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AISTATE ratBite = { kAiStateChase, 6, nBiteClient, 120, NULL, NULL, NULL, &ratChase };
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static void BiteSeqCallback(int, int nXSprite)
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{
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XSPRITE *pXSprite = &xsprite[nXSprite];
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int nSprite = pXSprite->reference;
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spritetype *pSprite = &sprite[nSprite];
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int dx = CosScale16(pSprite->ang);
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int dy = SinScale16(pSprite->ang);
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
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if (IsPlayerSprite(pTarget))
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actFireVector(pSprite, 0, 0, dx, dy, pTarget->z-pSprite->z, VECTOR_TYPE_16);
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}
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static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
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{
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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aiThinkTarget(pSprite, pXSprite);
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}
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static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
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{
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(pSprite, pXSprite, nAngle);
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if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(pSprite, pXSprite, &ratSearch);
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aiThinkTarget(pSprite, pXSprite);
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}
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static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
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{
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if (pXSprite->target == -1)
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{
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aiNewState(pSprite, pXSprite, &ratGoto);
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return;
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}
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
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int dx = pTarget->x-pSprite->x;
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int dy = pTarget->y-pSprite->y;
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aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(pSprite, pXSprite, &ratSearch);
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return;
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}
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if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(pSprite, pXSprite, &ratSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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{
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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if (nDist < 0x399 && klabs(nDeltaAngle) < 85)
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aiNewState(pSprite, pXSprite, &ratBite);
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return;
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}
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}
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}
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aiNewState(pSprite, pXSprite, &ratGoto);
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pXSprite->target = -1;
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}
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END_BLD_NS
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