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#14 cowboy AI
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parent
8dc0e1d677
commit
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93
src/enemy.h
93
src/enemy.h
@ -226,7 +226,7 @@ struct Enemy : Character {
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animation.overrideMask &= ~(1 << chest);
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}
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bool getTargetInfo(int height, vec3 *pos, float *angleX, float *angleY, float *dist) {
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void getTargetInfo(int height, vec3 *pos, float *angleX, float *angleY, float *dist) {
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vec3 p = waypoint;
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p.y -= height;
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if (pos) *pos = p;
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@ -240,7 +240,6 @@ struct Enemy : Character {
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if (angleX) *angleX = 0.0f;
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if (angleY) *angleY = atan2f(b.cross(a).dot(n), a.dot(b));
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}
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return true;
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}
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bool targetIsVisible(float maxDist) {
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@ -307,7 +306,7 @@ struct Enemy : Character {
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void bite(int joint, const vec3 &offset, float damage) {
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ASSERT(target);
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target->hit(damage, this);
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game->addEntity(TR::Entity::BLOOD, target->getRoomIndex(), getJoint(joint) * offset);
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game->addEntity(TR::Entity::BLOOD, target->getRoomIndex(), target->getJoint(joint) * offset);
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}
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Mood getMoodFixed() {
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@ -722,9 +721,6 @@ struct Lion : Enemy {
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if (!think(true))
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return state;
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float angle;
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getTargetInfo(0, NULL, NULL, &angle, NULL);
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if (nextState == state)
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nextState = STATE_NONE;
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@ -1091,9 +1087,6 @@ struct Rat : Enemy {
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if (!think(false))
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return state;
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float angle;
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getTargetInfo(0, NULL, NULL, &angle, NULL);
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if (nextState == state)
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nextState = STATE_NONE;
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@ -1134,9 +1127,6 @@ struct Rat : Enemy {
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if (!think(false))
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return state;
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float angle;
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getTargetInfo(0, NULL, NULL, &angle, NULL);
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if (nextState == state)
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nextState = STATE_NONE;
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@ -1281,9 +1271,6 @@ struct Crocodile : Enemy {
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if (!think(true))
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return state;
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float angle;
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getTargetInfo(0, NULL, NULL, &angle, NULL);
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if (nextState == state)
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nextState = STATE_NONE;
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@ -1333,9 +1320,6 @@ struct Crocodile : Enemy {
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if (!think(false))
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return state;
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float angle;
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getTargetInfo(0, NULL, NULL, &angle, NULL);
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if (nextState == state)
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nextState = STATE_NONE;
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@ -2498,7 +2482,7 @@ struct Human : Enemy {
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STATE_RUN,
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STATE_AIM,
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STATE_DEATH,
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STATE_WAIT, // == STATE_FIRE for MrT
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STATE_WAIT, // == STATE_FIRE for MrT and Cowboy
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STATE_FIRE
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};
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@ -2573,9 +2557,6 @@ struct Larson : Human {
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if (!think(false))
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return state;
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float angle;
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getTargetInfo(0, NULL, NULL, &angle, NULL);
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if (nextState == state)
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nextState = STATE_NONE;
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@ -2667,6 +2648,9 @@ struct SkaterBoy : Human {
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};
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#define COWBOY_DIST_WALK (3 * 1024)
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#define COWBOY_DAMAGE 70
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struct Cowboy : Human {
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Cowboy(IGame *game, int entity) : Human(game, entity, 150) {
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@ -2676,10 +2660,70 @@ struct Cowboy : Human {
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virtual void onDead() {
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game->addEntity(TR::Entity::MAGNUMS, getRoomIndex(), pos, 0);
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}
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virtual int getStateGround() {
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if (!think(false))
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return state;
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if (nextState == state)
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nextState = STATE_NONE;
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switch (state) {
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// same as Mr. T
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case STATE_STOP :
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if (nextState != STATE_NONE)
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return nextState;
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if (targetIsVisible(HUMAN_DIST_SHOT))
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return STATE_AIM;
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if (mood == MOOD_SLEEP)
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return STATE_WALK;
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return STATE_RUN;
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case STATE_WALK :
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if (mood == MOOD_ESCAPE || !targetInView)
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nextState = STATE_RUN;
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else if (targetIsVisible(HUMAN_DIST_SHOT))
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nextState = STATE_AIM;
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else if (targetDist > COWBOY_DIST_WALK)
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nextState = STATE_RUN;
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else
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break;
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return STATE_STOP;
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case STATE_RUN :
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if (mood == MOOD_ESCAPE || !targetInView)
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break;
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if (targetIsVisible(HUMAN_DIST_SHOT))
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nextState = STATE_AIM;
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else if (targetDist < COWBOY_DIST_WALK && targetInView)
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nextState = STATE_WALK;
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else
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break;
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return STATE_STOP;
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case STATE_AIM :
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flags.unused = 7;
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if (nextState != STATE_NONE)
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return STATE_STOP;
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if (targetIsVisible(HUMAN_DIST_SHOT))
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return STATE_WAIT; // STATE_FIRE
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return STATE_STOP;
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// ----
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case STATE_WAIT : // STATE_FIRE
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if (animation.frameIndex != flags.unused && (animation.frameIndex == 0 || animation.frameIndex == 4)) {
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jointGun = (flags.unused == 7) ? 8 : 5;
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doShot(COWBOY_DAMAGE, vec3(0, -40, 40));
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flags.unused = animation.frameIndex;
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}
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if (mood == MOOD_ESCAPE)
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nextState = STATE_RUN;
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break;
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}
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return state;
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}
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};
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#define MRT_DIST_WALK 4096
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#define MRT_DIST_WALK (4 * 1024)
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#define MRT_DAMAGE 150
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struct MrT : Human {
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@ -2700,9 +2744,6 @@ struct MrT : Human {
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if (!think(false))
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return state;
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float angle;
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getTargetInfo(0, NULL, NULL, &angle, NULL);
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if (nextState == state)
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nextState = STATE_NONE;
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@ -1378,7 +1378,7 @@ namespace TR {
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return sectors + sx * zSectors + sz;
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}
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void addDynLight(int32 id, const vec4 &pos, const vec4 &color) {
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void addDynLight(int32 id, const vec4 &pos, const vec4 &color, bool priority = false) {
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DynLight *light = NULL;
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for (int i = 0; i < dynLightsCount; i++)
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if (dynLights[i].id == id) {
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@ -1399,6 +1399,9 @@ namespace TR {
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light->id = id;
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light->pos = pos;
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light->color = color;
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if (priority && dynLights[0].id != id)
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swap(dynLights[0], dynLights[1]);
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}
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void removeDynLight(int32 id) {
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@ -232,7 +232,7 @@ struct MuzzleFlash : Controller {
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Core::lightPos[lightIndex] = lightPos;
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Core::lightColor[lightIndex] = lightColor;
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} else
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getRoom().addDynLight(owner->entity, lightPos, lightColor);
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getRoom().addDynLight(owner->entity, lightPos, lightColor, true);
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} else {
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if (lightIndex > -1) {
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ASSERT(lightIndex < MAX_LIGHTS);
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