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- #include <stdio.h>
- #include <string.h>
- #include "aigarg.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 kFGargoyleMeleeDist M2X(2.0)
- #define kFGargoyleThrowDist1 M2X(12) // thrown bone
- #define kFGargoyleThrowDist2 M2X(6)
- #define kSGargoyleMeleeDist M2X(2.0)
- #define kSGargoyleBlastDist1 M2X(20) // thrown paralyzing blast
- #define kSGargoyleBlastDist2 M2X(14)
- #define kSlopeThrow -7168
- /****************************************************************************
- ** LOCAL callback prototypes
- ****************************************************************************/
- // flesh gargoyle callbacks
- static void SlashFCallback( int /* type */, int nXIndex );
- static void ThrowFCallback( int /* type */, int nXIndex );
- // stone gargoyle callbacks
- //static void SlashSCallback( int /* type */, int nXIndex );
- //static void ThrowSCallback( int /* type */, int nXIndex );
- /****************************************************************************
- ** LOCAL think/move/entry function prototypes
- ****************************************************************************/
- static void thinkSearch( SPRITE *pSprite, XSPRITE *pXSprite );
- static void thinkGoto( SPRITE *pSprite, XSPRITE *pXSprite );
- static void thinkChase( SPRITE *pSprite, XSPRITE *pXSprite );
- static void entryFStatue( SPRITE *pSprite, XSPRITE */*pXSprite*/ );
- /****************************************************************************
- ** GLOBAL CONSTANTS
- ****************************************************************************/
- AISTATE gargoyleFIdle = { kSeqDudeIdle, NULL, 0, NULL, NULL, aiThinkTarget, NULL };
- AISTATE gargoyleFChase = { kSeqDudeIdle, NULL, 0, NULL, aiMoveForward, thinkChase, NULL };
- AISTATE gargoyleFGoto = { kSeqDudeIdle, NULL, 3600, NULL, aiMoveForward, thinkGoto, &gargoyleFIdle };
- AISTATE gargoyleFSlash = { kSeqGargoyleAttack, SlashFCallback, 120, NULL, NULL, NULL, &gargoyleFChase };
- AISTATE gargoyleFThrow = { kSeqGargoyleAttack, ThrowFCallback, 120, NULL, NULL, NULL, &gargoyleFChase };
- AISTATE gargoyleFRecoil = { kSeqDudeRecoil, NULL, 0, NULL, NULL, NULL, &gargoyleFChase };
- AISTATE gargoyleFSearch = { kSeqDudeIdle, NULL, 3600, NULL, aiMoveForward, thinkSearch, &gargoyleFIdle };
- AISTATE gargoyleFMorph2 = { -1, NULL, 0, entryFStatue, NULL, NULL, &gargoyleFSearch };
- AISTATE gargoyleFMorph = { kSeqFleshStatueTurn,NULL, 0, NULL, NULL, NULL, &gargoyleFMorph2 };
- //AISTATE fleshGargoyleDodge = { kSeqDudeIdle, NULL, 90, NULL, aiMoveDodge, NULL, &gargoyleFChase };
- //AISTATE fleshGargoyleSwoop = { kSeqGargoyleFly, NULL, 0, NULL, aiMoveForward, thinkChase, NULL };
- /****************************************************************************
- ** LOCAL FUNCTIONS
- ****************************************************************************/
- /****************************************************************************
- ** SlashFCallback()
- **
- **
- ****************************************************************************/
- static void SlashFCallback( 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 = 0;
- actFireVector(nSprite, pSprite->z, dx, dy, dz, kVectorClaw);
- }
- /****************************************************************************
- ** ThrowFCallback()
- **
- **
- ****************************************************************************/
- static void ThrowFCallback( int /* type */, int nXIndex )
- {
- XSPRITE *pXSprite = &xsprite[nXIndex];
- int nSprite = pXSprite->reference;
- SPRITE *pSprite = &sprite[nSprite];
- int nThing = actFireThing(
- nSprite, pSprite->z, gDudeSlope[nXIndex] + kSlopeThrow, kThingBoneClub, (M2X(14.0) << 4) / kTimerRate);
- }
- /****************************************************************************
- ** 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, &gargoyleFSearch);
- aiThinkTarget(pSprite, pXSprite);
- }
- /****************************************************************************
- ** thinkChase()
- **
- **
- ****************************************************************************/
- static void thinkChase( SPRITE *pSprite, XSPRITE *pXSprite )
- {
- if ( pXSprite->target == -1)
- {
- aiNewState(pSprite, pXSprite, &gargoyleFGoto);
- 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, &gargoyleFSearch);
- return;
- }
- if ( IsPlayerSprite( pTarget ) )
- {
- PLAYER *pPlayer = &gPlayer[ pTarget->type - kDudePlayer1 ];
- if ( powerupCheck( pPlayer, kItemLtdInvisibility - kItemBase ) > 0 )
- {
- aiNewState(pSprite, pXSprite, &gargoyleFSearch);
- 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);
- // check to see if we can attack
- switch ( pSprite->type )
- {
- case kDudeFleshGargoyle:
- if ( dist < kFGargoyleThrowDist1 && dist > kFGargoyleThrowDist2 && qabs(losAngle) < kAngle15 )
- aiNewState(pSprite, pXSprite, &gargoyleFThrow);
- else if ( dist < kFGargoyleMeleeDist && qabs(losAngle) < kAngle15 )
- {
- aiNewState(pSprite, pXSprite, &gargoyleFSlash);
- sfxStart3DSound(pSprite->extra, kSfxGargAttack);
- }
- break;
- }
- return;
- }
- }
- }
- dprintf("Gargoyle %d lost sight of target %d\n", pXSprite->reference, pXSprite->target);
- aiNewState(pSprite, pXSprite, &gargoyleFGoto);
- pXSprite->target = -1;
- }
- static void entryFStatue( SPRITE *pSprite, XSPRITE */*pXSprite*/ )
- {
- pSprite->type = kDudeFleshGargoyle;
- }
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