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- #include <stdio.h>
- #include <string.h>
- #include "aicult.h"
- #include "actor.h"
- #include "db.h"
- #include "debug4g.h"
- #include "dude.h"
- #include "engine.h"
- #include "eventq.h"
- #include "gameutil.h"
- #include "globals.h"
- #include "misc.h"
- #include "multi.h"
- #include "player.h"
- #include "sfx.h"
- #include "trig.h"
- /****************************************************************************
- ** LOCAL CONSTANTS
- ****************************************************************************/
- #define kCultistTFireDist M2X(100)
- #define kCultistSFireDist M2X(10)
- #define kCultistThrowDist1 M2X(16)
- #define kCultistThrowDist2 M2X(10)
- #define kSlopeThrow -8192 // tan(26)
- #define kVectorsPerBarrel 8
- /****************************************************************************
- ** LOCAL callback prototypes
- ****************************************************************************/
- static void TommyCallback( int /* type */, int nXIndex );
- static void ShotCallback( int /* type */, int nXIndex );
- static void ThrowCallback( int /* type */, int nXIndex );
- /****************************************************************************
- ** LOCAL think/move function prototypes
- ****************************************************************************/
- static void thinkSearch( SPRITE *pSprite, XSPRITE *pXSprite );
- static void thinkGoto( SPRITE *pSprite, XSPRITE *pXSprite );
- static void thinkChase( SPRITE *pSprite, XSPRITE *pXSprite );
- /****************************************************************************
- ** GLOBAL CONSTANTS
- ****************************************************************************/
- AISTATE cultistIdle = { kSeqDudeIdle, NULL, 0, NULL, NULL, aiThinkTarget, NULL };
- AISTATE cultistChase = { kSeqCultistWalk, NULL, 0, NULL, aiMoveForward, thinkChase, NULL };
- AISTATE cultistDodge = { kSeqCultistWalk, NULL, 90, NULL, aiMoveDodge, NULL, &cultistChase };
- AISTATE cultistGoto = { kSeqCultistWalk, NULL, 3600, NULL, aiMoveForward, thinkGoto, &cultistIdle };
- AISTATE cultistTThrow = { kSeqCultistAttack2, ThrowCallback, 120, NULL, NULL, NULL, &cultistTFire };
- AISTATE cultistSThrow = { kSeqCultistAttack2, ThrowCallback, 120, NULL, NULL, NULL, &cultistSFire };
- AISTATE cultistSearch = { kSeqCultistWalk, NULL, 3600, NULL, aiMoveForward, thinkSearch, &cultistIdle };
- AISTATE cultistSFire = { kSeqCultistAttack1, ShotCallback, 60, NULL, NULL, NULL, &cultistChase };
- AISTATE cultistTFire = { kSeqCultistAttack1, TommyCallback, 0, NULL, aiMoveTurn, thinkChase, &cultistTFire };
- AISTATE cultistRecoil = { kSeqDudeRecoil, NULL, 0, NULL, NULL, NULL, &cultistDodge };
- /****************************************************************************
- ** LOCAL FUNCTIONS
- ****************************************************************************/
- /****************************************************************************
- ** TommyCallback()
- **
- **
- ****************************************************************************/
- static void TommyCallback( int /* type */, int nXIndex )
- {
- XSPRITE *pXSprite = &xsprite[nXIndex];
- int nSprite = pXSprite->reference;
- SPRITE *pSprite = &sprite[nSprite];
- int dx = Cos(pSprite->ang) >> 16;
- int dy = Sin(pSprite->ang) >> 16;
- int dz = gDudeSlope[nXIndex];
- // dispersal modifiers here
- dx += BiRandom(1000);
- dy += BiRandom(1000);
- dz += BiRandom(1000);
- actFireVector(nSprite, pSprite->z, dx, dy, dz, kVectorBullet);
- sfxCreate3DSound(pSprite->x, pSprite->y, pSprite->z, kSfxTomFire);
- }
- /****************************************************************************
- ** ShotCallback()
- **
- **
- ****************************************************************************/
- static void ShotCallback( int /* type */, int nXIndex )
- {
- XSPRITE *pXSprite = &xsprite[nXIndex];
- int nSprite = pXSprite->reference;
- SPRITE *pSprite = &sprite[nSprite];
- int dx = Cos(pSprite->ang) >> 16;
- int dy = Sin(pSprite->ang) >> 16;
- int dz = gDudeSlope[nXIndex];
- // aim modifiers
- dx += BiRandom(4000);
- dy += BiRandom(4000);
- dz += BiRandom(4000);
- for ( int i = 0; i < kVectorsPerBarrel; i++ )
- {
- actFireVector(nSprite, pSprite->z, dx + BiRandom(3000), dy + BiRandom(3000),
- dz + BiRandom(3000), kVectorShell);
- }
- sfxCreate3DSound(pSprite->x, pSprite->y, pSprite->z, kSfxShotFire);
- }
- /****************************************************************************
- ** ThrowCallback()
- **
- **
- ****************************************************************************/
- static void ThrowCallback( int /* type */, int nXIndex )
- {
- XSPRITE *pXSprite = &xsprite[nXIndex];
- int nSprite = pXSprite->reference;
- SPRITE *pSprite = &sprite[nSprite];
- sfxCreate3DSound(pSprite->x, pSprite->y, pSprite->z, kSfxTNTToss);
- int nThing = actFireThing(
- nSprite, pSprite->z, gDudeSlope[nXIndex] + kSlopeThrow, kThingTNTStick, (M2X(10.0) << 4) / kTimerRate);
- evPost(nThing, SS_SPRITE, 2 * kTimerRate); // 2 second burn off
- }
- /****************************************************************************
- ** TargetNearExplosion()
- **
- **
- ****************************************************************************/
- static BOOL TargetNearExplosion( SPRITE *pTarget )
- {
- for (short nSprite = headspritesect[pTarget->sectnum]; nSprite >= 0; nSprite = nextspritesect[nSprite])
- {
- // check for TNT sticks or explosions in the same sector as the target
- if (sprite[nSprite].type == kThingTNTStick || sprite[nSprite].statnum == kStatExplosion)
- return TRUE; // indicate danger
- }
- return FALSE;
- }
- /****************************************************************************
- ** thinkSearch()
- **
- **
- ****************************************************************************/
- static void thinkSearch( SPRITE *pSprite, XSPRITE *pXSprite )
- {
- aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
- aiThinkTarget(pSprite, pXSprite);
- }
- /****************************************************************************
- ** thinkGoto()
- **
- **
- ****************************************************************************/
- static void thinkGoto( SPRITE *pSprite, XSPRITE *pXSprite )
- {
- int dx, dy, dist;
- dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
- DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
- SPRITE *pTarget = &sprite[pXSprite->target];
- XSPRITE *pXTarget = &xsprite[pTarget->extra];
- dx = pXSprite->targetX - pSprite->x;
- dy = pXSprite->targetY - pSprite->y;
- int nAngle = getangle(dx, dy);
- dist = qdist(dx, dy);
- aiChooseDirection(pSprite, pXSprite, nAngle);
- // if reached target, change to search mode
- if ( dist < M2X(1.0) && qabs(pSprite->ang - nAngle) < pDudeInfo->periphery )
- aiNewState(pSprite, pXSprite, &cultistSearch);
- aiThinkTarget(pSprite, pXSprite);
- }
- /****************************************************************************
- ** thinkChase()
- **
- **
- ****************************************************************************/
- static void thinkChase( SPRITE *pSprite, XSPRITE *pXSprite )
- {
- if ( pXSprite->target == -1)
- {
- aiNewState(pSprite, pXSprite, &cultistGoto);
- return;
- }
- int dx, dy, dist;
- dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
- DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
- dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
- SPRITE *pTarget = &sprite[pXSprite->target];
- XSPRITE *pXTarget = &xsprite[pTarget->extra];
- // check target
- dx = pTarget->x - pSprite->x;
- dy = pTarget->y - pSprite->y;
- aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
- if ( pXTarget->health == 0 )
- {
- // target is dead
- aiNewState(pSprite, pXSprite, &cultistSearch);
- return;
- }
- if ( IsPlayerSprite( pTarget ) )
- {
- PLAYER *pPlayer = &gPlayer[ pTarget->type - kDudePlayer1 ];
- if ( powerupCheck( pPlayer, kItemLtdInvisibility - kItemBase ) > 0 )
- {
- aiNewState(pSprite, pXSprite, &cultistSearch);
- return;
- }
- }
- dist = qdist(dx, dy);
- if ( dist <= pDudeInfo->seeDist )
- {
- int nAngle = getangle(dx, dy);
- int losAngle = ((kAngle180 + nAngle - pSprite->ang) & kAngleMask) - kAngle180;
- int eyeAboveZ = pDudeInfo->eyeHeight * pSprite->yrepeat << 2;
- // is there a line of sight to the target?
- if ( cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
- pSprite->x, pSprite->y, pSprite->z - eyeAboveZ, pSprite->sectnum) )
- {
- // is the target visible?
- if ( dist < pDudeInfo->seeDist && qabs(losAngle) <= pDudeInfo->periphery )
- {
- aiSetTarget(pXSprite, pXSprite->target);
- int nXSprite = sprite[pXSprite->reference].extra;
- gDudeSlope[nXSprite] = divscale(pTarget->z - pSprite->z, dist, 10);
- // check to see if we can attack
- switch ( pSprite->type )
- {
- case kDudeTommyCultist:
- if ( dist < kCultistThrowDist1 && dist > kCultistThrowDist2 && qabs(losAngle) < kAngle15
- && !TargetNearExplosion(pTarget) && (pTarget->flags & kAttrGravity)
- && !( IsPlayerSprite(pXSprite->target) && gPlayer[pTarget->type - kDudePlayer1].run )
- && Chance(0x4000) )
- aiNewState(pSprite, pXSprite, &cultistTThrow);
- else if ( dist < kCultistTFireDist && qabs(losAngle) < kAngle15 )
- aiNewState(pSprite, pXSprite, &cultistTFire);
- break;
- case kDudeShotgunCultist:
- if ( dist < kCultistThrowDist1 && dist > kCultistThrowDist2 && qabs(losAngle) < kAngle15
- && !TargetNearExplosion(pTarget) && (pTarget->flags & kAttrGravity)
- && !(IsPlayerSprite(pXSprite->target) && gPlayer[pTarget->type - kDudePlayer1].run)
- && Chance(0x4000) )
- aiNewState(pSprite, pXSprite, &cultistSThrow);
- else if ( dist < kCultistSFireDist && qabs(losAngle) < kAngle15 )
- aiNewState(pSprite, pXSprite, &cultistSFire);
- break;
- }
- return;
- }
- }
- }
- dprintf("Cultist %d lost sight of target %d\n", pXSprite->reference, pXSprite->target);
- aiNewState(pSprite, pXSprite, &cultistGoto);
- pXSprite->target = -1;
- }
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