//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "compat.h" #include "build.h" #include "blood.h" BEGIN_BLD_NS static void sub_72580(DBloodActor*); static void sub_725A4(DBloodActor*); static void sub_72850(DBloodActor*); static void sub_72934(DBloodActor*); AISTATE tchernobogIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, sub_725A4, NULL }; AISTATE tchernobogSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, sub_72580, &tchernobogIdle }; AISTATE tchernobogChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, sub_72934, NULL }; AISTATE tchernobogRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tchernobogSearch }; AISTATE tcherno13A9B8 = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, sub_72850, &tchernobogIdle }; AISTATE tcherno13A9D4 = { kAiStateMove, 6, dword_279B54, 60, NULL, NULL, NULL, &tchernobogChase }; AISTATE tcherno13A9F0 = { kAiStateChase, 6, dword_279B58, 60, NULL, NULL, NULL, &tchernobogChase }; AISTATE tcherno13AA0C = { kAiStateChase, 7, dword_279B5C, 60, NULL, NULL, NULL, &tchernobogChase }; AISTATE tcherno13AA28 = { kAiStateChase, 8, -1, 60, NULL, aiMoveTurn, NULL, &tchernobogChase }; void sub_71A90(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int nTarget = pTarget->index; int nOwner = pSprite->owner; if (pXTarget->burnTime == 0) evPostActor(actor->GetTarget(), 0, kCallbackFXFlameLick); actBurnSprite(nOwner, pXTarget, 40); if (Chance(0x6000)) aiNewState(actor, &tcherno13A9D4); } void sub_71BD4(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int height = pSprite->yrepeat * pDudeInfo->eyeHeight; if (!actor->ValidateTarget(__FUNCTION__)) return; int x = pSprite->x; int y = pSprite->y; int z = height; TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 }; Aim aim; aim.dx = bcos(pSprite->ang); aim.dy = bsin(pSprite->ang); aim.dz = actor->dudeSlope; int nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) { spritetype* pSprite2 = &actor2->s(); if (pSprite == pSprite2 || !(pSprite2->flags & 8)) continue; int x2 = pSprite2->x; int y2 = pSprite2->y; int z2 = pSprite2->z; int nDist = approxDist(x2 - x, y2 - y); if (nDist == 0 || nDist > 0x2800) continue; if (tt.at10) { int t = DivScale(nDist, tt.at10, 12); x2 += (actor->xvel() * t) >> 12; y2 += (actor->yvel() * t) >> 12; z2 += (actor->zvel() * t) >> 8; } int tx = x + MulScale(Cos(pSprite->ang), nDist, 30); int ty = y + MulScale(Sin(pSprite->ang), nDist, 30); int tz = z + MulScale(actor->dudeSlope, nDist, 10); int tsr = MulScale(9460, nDist, 10); int top, bottom; GetSpriteExtents(pSprite2, &top, &bottom); if (tz - tsr > bottom || tz + tsr < top) continue; int dx = (tx - x2) >> 4; int dy = (ty - y2) >> 4; int dz = (tz - z2) >> 8; int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz); if (nDist2 < nClosest) { int nAngle = getangle(x2 - x, y2 - y); int nDeltaAngle = ((nAngle - pSprite->ang + 1024) & 2047) - 1024; if (abs(nDeltaAngle) <= tt.at8) { int tz = pSprite2->z - pSprite->z; if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum)) { nClosest = nDist2; aim.dx = bcos(nAngle); aim.dy = bsin(nAngle); aim.dz = DivScale(tz, nDist, 10); } else aim.dz = tz; } } } actFireMissile(actor, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog); actFireMissile(actor, 350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog); } void sub_720AC(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); if (!actor->ValidateTarget(__FUNCTION__)) return; DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int height = pSprite->yrepeat * pDudeInfo->eyeHeight; int ax, ay, az; ax = bcos(pSprite->ang); ay = bsin(pSprite->ang); int x = pSprite->x; int y = pSprite->y; int z = height; TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 }; Aim aim; aim.dx = ax; aim.dy = ay; aim.dz = actor->dudeSlope; int nClosest = 0x7fffffff; az = 0; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) { spritetype* pSprite2 = &actor2->s(); if (pSprite == pSprite2 || !(pSprite2->flags & 8)) continue; int x2 = pSprite2->x; int y2 = pSprite2->y; int z2 = pSprite2->z; int nDist = approxDist(x2 - x, y2 - y); if (nDist == 0 || nDist > 0x2800) continue; if (tt.at10) { int t = DivScale(nDist, tt.at10, 12); x2 += (actor->xvel() * t) >> 12; y2 += (actor->yvel() * t) >> 12; z2 += (actor->zvel() * t) >> 8; } int tx = x + MulScale(Cos(pSprite->ang), nDist, 30); int ty = y + MulScale(Sin(pSprite->ang), nDist, 30); int tz = z + MulScale(actor->dudeSlope, nDist, 10); int tsr = MulScale(9460, nDist, 10); int top, bottom; GetSpriteExtents(pSprite2, &top, &bottom); if (tz - tsr > bottom || tz + tsr < top) continue; int dx = (tx - x2) >> 4; int dy = (ty - y2) >> 4; int dz = (tz - z2) >> 8; int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz); if (nDist2 < nClosest) { int nAngle = getangle(x2 - x, y2 - y); int nDeltaAngle = ((nAngle - pSprite->ang + 1024) & 2047) - 1024; if (abs(nDeltaAngle) <= tt.at8) { int tz = pSprite2->z - pSprite->z; if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum)) { nClosest = nDist2; aim.dx = bcos(nAngle); aim.dy = bsin(nAngle); aim.dz = DivScale(tz, nDist, 10); } else aim.dz = tz; } } } actFireMissile(actor, 350, 0, aim.dx, aim.dy, -aim.dz, kMissileFireballTchernobog); actFireMissile(actor, -350, 0, ax, ay, az, kMissileFireballTchernobog); } static void sub_72580(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); aiChooseDirection(actor, pXSprite->goalAng); aiThinkTarget(actor); } static void sub_725A4(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10) pDudeExtraE->thinkTime++; else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) { pXSprite->goalAng += 256; POINT3D* pTarget = &actor->basePoint(); aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z); aiNewState(actor, &tcherno13AA28); return; } if (Chance(pDudeInfo->alertChance)) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER* pPlayer = &gPlayer[p]; if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->x; int y = pPlayer->pSprite->y; int z = pPlayer->pSprite->z; int nSector = pPlayer->pSprite->sectnum; int dx = x - pSprite->x; int dy = y - pSprite->y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sectnum)) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->thinkTime = 0; aiSetTarget(actor, pPlayer->actor()); aiActivateDude(actor); } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->thinkTime = 0; aiSetTarget(actor, x, y, z); aiActivateDude(actor); } else continue; break; } } } static void sub_72850(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery) aiNewState(actor, &tchernobogSearch); aiThinkTarget(actor); } static void sub_72934(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { aiNewState(actor, &tcherno13A9B8); return; } ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->x - pSprite->x; int dy = pTarget->y - pSprite->y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { aiNewState(actor, &tchernobogSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &tchernobogSearch); return; } int nDist = approxDist(dx, dy); if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2; if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum)) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x1f00 && nDist > 0xd00 && abs(nDeltaAngle) < 85) aiNewState(actor, &tcherno13AA0C); else if (nDist < 0xd00 && nDist > 0xb00 && abs(nDeltaAngle) < 85) aiNewState(actor, &tcherno13A9D4); else if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85) aiNewState(actor, &tcherno13A9F0); return; } } } aiNewState(actor, &tcherno13A9B8); actor->SetTarget(nullptr); } END_BLD_NS