raze/source/games/whaven/src/aifred.cpp
Christoph Oelckers fb2629002f - fixed things so that everything compiles.
This isn't usable yet because only the play code is present.
2020-10-31 14:04:59 +01:00

332 lines
7.1 KiB
C++

#include "ns.h"
#include "wh.h"
BEGIN_WH_NS
static void checkexpl(PLAYER& plr, short i);
static void chase(PLAYER& plr, short i) {
SPRITE& spr = sprite[i];
spr.lotag -= TICSPERFRAME;
if (spr.lotag < 0)
spr.lotag = 250;
short osectnum = spr.sectnum;
if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
spr.sectnum) && plr.invisibletime < 0) {
if (checkdist(plr, i)) {
if (plr.shadowtime > 0) {
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
newstatus(i, FLEE);
}
else
newstatus(i, ATTACK);
}
else if (krand() % 63 > 60) {
spr.ang = (short)(((krand() & 128 - 256) + spr.ang + 1024) & 2047);
newstatus(i, FLEE);
}
else {
int movestat = aimove(i);
if ((movestat & kHitTypeMask) == kHitSprite) {
if ((movestat & kHitIndexMask) != plr.spritenum) {
short daang = (short)((spr.ang - 256) & 2047);
spr.ang = daang;
if (plr.shadowtime > 0) {
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
newstatus(i, FLEE);
}
else
newstatus(i, SKIRMISH);
}
else {
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
newstatus(i, SKIRMISH);
}
}
}
}
else {
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
newstatus(i, FLEE);
}
getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
warpsprite(i);
if (checksector6(i))
return;
processfluid(i, zr_florhit, false);
if (sector[osectnum].lotag == KILLSECTOR) {
spr.hitag--;
if (spr.hitag < 0)
newstatus(i, DIE);
}
setsprite(i, spr.x, spr.y, spr.z);
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
spr.hitag--;
if (spr.hitag < 0)
newstatus(i, DIE);
}
checkexpl(plr, i);
}
static void skirmish(PLAYER& plr, short i) {
SPRITE& spr = sprite[i];
spr.lotag -= TICSPERFRAME;
if (spr.lotag < 0)
newstatus(i, FACE);
short osectnum = spr.sectnum;
if (aimove(i) != 0) {
spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
newstatus(i, FACE);
}
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
warpsprite(i);
processfluid(i, zr_florhit, false);
setsprite(i, spr.x, spr.y, spr.z);
if (checksector6(i))
return;
checkexpl(plr, i);
}
static void die(PLAYER& plr, short i) {
SPRITE& spr = sprite[i];
spr.lotag -= TICSPERFRAME;
if (spr.lotag <= 0) {
spr.picnum++;
spr.lotag = 20;
if (spr.picnum == FREDDEAD) {
if (difficulty == 4)
newstatus(i, RESURECT);
else {
kills++;
newstatus(i, DEAD);
}
}
}
}
static void search(PLAYER& plr, short i) {
aisearch(plr, i, false);
if (!checksector6(i))
checkexpl(plr, i);
}
static void frozen(PLAYER& plr, short i) {
SPRITE& spr = sprite[i];
spr.lotag -= TICSPERFRAME;
if (spr.lotag < 0) {
spr.pal = 0;
spr.picnum = FRED;
newstatus(i, FACE);
}
}
static void face(PLAYER& plr, short i) {
SPRITE& spr = sprite[i];
boolean cansee = ::cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
spr.sectnum);
if (cansee && plr.invisibletime < 0) {
spr.ang = (short)(getangle(plr.x - spr.x, plr.y - spr.y) & 2047);
if (plr.shadowtime > 0) {
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
newstatus(i, FLEE);
}
else {
spr.owner = plr.spritenum;
newstatus(i, CHASE);
}
}
else { // get off the wall
if (spr.owner == plr.spritenum) {
spr.ang = (short)(((krand() & 512 - 256) + spr.ang) & 2047);
newstatus(i, FINDME);
}
else if (cansee) newstatus(i, FLEE);
}
if (checkdist(plr, i))
newstatus(i, ATTACK);
checkexpl(plr, i);
}
static void attack(PLAYER& plr, short i) {
SPRITE& spr = sprite[i];
getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
spr.z = zr_florz;
switch (checkfluid(i, zr_florhit)) {
case TYPELAVA:
sprite[i].hitag--;
if (sprite[i].hitag < 0)
newstatus(i, DIE);
case TYPEWATER:
spr.z += tileHeight(spr.picnum) << 5;
break;
}
setsprite(i, spr.x, spr.y, spr.z);
if (spr.lotag >= 64) {
if (checksight(plr, i))
if (checkdist(plr, i)) {
spr.ang = (short)checksight_ang;
attack(plr, i);
}
}
else if (spr.lotag < 0) {
if (plr.shadowtime > 0) {
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047); // NEW
newstatus(i, FLEE);
}
else
newstatus(i, CHASE);
}
spr.lotag -= TICSPERFRAME;
checksector6(i);
}
static void flee(PLAYER& plr, short i) {
SPRITE& spr = sprite[i];
spr.lotag -= TICSPERFRAME;
short osectnum = spr.sectnum;
int movestat = aimove(i);
if (movestat != 0) {
if ((movestat & kHitTypeMask) == kHitWall) {
int nWall = movestat & kHitIndexMask;
int nx = -(wall[wall[nWall].point2].y - wall[nWall].y) >> 4;
int ny = (wall[wall[nWall].point2].x - wall[nWall].x) >> 4;
spr.ang = getangle(nx, ny);
}
else {
spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
newstatus(i, FACE);
}
}
if (spr.lotag < 0)
newstatus(i, FACE);
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
warpsprite(i);
if (checksector6(i))
return;
processfluid(i, zr_florhit, false);
setsprite(i, spr.x, spr.y, spr.z);
checkexpl(plr, i);
}
static void pain(PLAYER& plr, short i) {
SPRITE& spr = sprite[i];
spr.lotag -= TICSPERFRAME;
if (spr.lotag < 0) {
spr.picnum = FRED;
spr.ang = (short)plr.ang;
newstatus(i, FLEE);
}
aimove(i);
processfluid(i, zr_florhit, false);
setsprite(i, spr.x, spr.y, spr.z);
checkexpl(plr, i);
}
static void resurect(PLAYER& plr, short i) {
SPRITE& spr = sprite[i];
spr.lotag -= TICSPERFRAME;
if (spr.lotag < 0) {
newstatus(i, FACE);
spr.picnum = FRED;
spr.hitag = (short)adjusthp(40);
spr.lotag = 100;
spr.cstat |= 1;
}
}
static void checkexpl(PLAYER& plr, short i) {
SPRITE& spr = sprite[i];
short j = headspritesect[spr.sectnum];
while (j != -1) {
short nextj = nextspritesect[j];
int dx = abs(spr.x - sprite[j].x); // x distance to sprite
int dy = abs(spr.y - sprite[j].y); // y distance to sprite
int dz = abs((spr.z >> 8) - (sprite[j].z >> 8)); // z distance to sprite
int dh = tileHeight(sprite[j].picnum) >> 1; // height of sprite
if (dx + dy < PICKDISTANCE && dz - dh <= getPickHeight()) {
if (sprite[j].picnum == EXPLO2
|| sprite[j].picnum == SMOKEFX
|| sprite[j].picnum == MONSTERBALL) {
spr.hitag -= TICSPERFRAME << 2;
if (spr.hitag < 0) {
newstatus(i, DIE);
}
}
}
j = nextj;
}
}
void createFredAI() {
auto &e = enemy[FREDTYPE];
e.info.Init(48, 48, 1024 + 256, 120, 0, 64, false, 40, 0);
e.chase = chase;
e.skirmish = skirmish;
e.die = die;
e.search = search;
e.frozen = frozen;
e.face = face;
e.attack = attack;
e.flee = flee;
e.pain = pain;
e.resurect = resurect;
}
void premapFred(short i) {
SPRITE& spr = sprite[i];
if (spr.picnum == FRED && spr.pal == 1) {
deletesprite(i);
return;
}
spr.detail = FREDTYPE;
changespritestat(i, FACE);
enemy[FREDTYPE].info.set(spr);
if (krand() % 100 > 50)
spr.extra = 1;
}
END_WH_NS