//------------------------------------------------------------------------- /* 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 gillThinkSearch(DBloodActor*); static void gillThinkGoto(DBloodActor*); static void gillThinkChase(DBloodActor*); static void gillThinkSwimGoto(DBloodActor*); static void gillThinkSwimChase(DBloodActor*); static void sub_6CB00(DBloodActor*); static void sub_6CD74(DBloodActor*); static void sub_6D03C(DBloodActor*); AISTATE gillBeastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE gillBeastChase = { kAiStateChase, 9, -1, 0, NULL, aiMoveForward, gillThinkChase, NULL }; AISTATE gillBeastDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastChase }; AISTATE gillBeastGoto = { kAiStateMove, 9, -1, 600, NULL, aiMoveForward, gillThinkGoto, &gillBeastIdle }; AISTATE gillBeastBite = { kAiStateChase, 6, nGillBiteClient, 120, NULL, NULL, NULL, &gillBeastChase }; AISTATE gillBeastSearch = { kAiStateMove, 9, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastIdle }; AISTATE gillBeastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastDodge }; AISTATE gillBeastSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE gillBeastSwimChase = { kAiStateChase, 10, -1, 0, NULL, sub_6CB00, gillThinkSwimChase, NULL }; AISTATE gillBeastSwimDodge = { kAiStateMove, 10, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastSwimChase }; AISTATE gillBeastSwimGoto = { kAiStateMove, 10, -1, 600, NULL, aiMoveForward, gillThinkSwimGoto, &gillBeastSwimIdle }; AISTATE gillBeastSwimSearch = { kAiStateSearch, 10, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastSwimIdle }; AISTATE gillBeastSwimBite = { kAiStateChase, 7, nGillBiteClient, 0, NULL, NULL, gillThinkSwimChase, &gillBeastSwimChase }; AISTATE gillBeastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastSwimDodge }; AISTATE gillBeast13A138 = { kAiStateOther, 10, -1, 120, NULL, sub_6CD74, gillThinkSwimChase, &gillBeastSwimChase }; AISTATE gillBeast13A154 = { kAiStateOther, 10, -1, 0, NULL, sub_6D03C, gillThinkSwimChase, &gillBeastSwimChase }; AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn, &gillBeastSwimChase }; void GillBiteSeqCallback(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); int dx = bcos(pSprite->ang); int dy = bsin(pSprite->ang); int dz = pSprite->z - pTarget->z; dx += Random3(2000); dy += Random3(2000); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite); } static void gillThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); aiChooseDirection(actor, pXSprite->goalAng); aiThinkTarget(actor); } static void gillThinkGoto(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; 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) { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimSearch); else aiNewState(actor, &gillBeastSearch); } aiThinkTarget(actor); } static void gillThinkChase(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimSearch); else aiNewState(actor, &gillBeastSearch); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); 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) { XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimSearch); else aiNewState(actor, &gillBeastSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) { XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimSearch); else aiNewState(actor, &gillBeastSearch); 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()); actor->dudeSlope = nDist == 0 ? 0 : DivScale(pTarget->z - pSprite->z, nDist, 10); if (nDist < 921 && abs(nDeltaAngle) < 28) { XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimBite); else aiNewState(actor, &gillBeastBite); break; case 3: if (pSprite->type != gHitInfo.hitactor->s().type) { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimBite); else aiNewState(actor, &gillBeastBite); } else { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimDodge); else aiNewState(actor, &gillBeastDodge); } break; default: if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimBite); else aiNewState(actor, &gillBeastBite); break; } } } return; } } XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimGoto); else aiNewState(actor, &gillBeastGoto); sfxPlay3DSound(actor, 1701, -1, 0); actor->SetTarget(nullptr); } static void gillThinkSwimGoto(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); 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, &gillBeastSwimSearch); aiThinkTarget(actor); } static void gillThinkSwimChase(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { aiNewState(actor, &gillBeastSwimSearch); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); 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, &gillBeastSwimSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &gillBeastSwimSearch); 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->z; int top, bottom; GetActorExtents(actor, &top, &bottom); 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 < 0x400 && abs(nDeltaAngle) < 85) aiNewState(actor, &gillBeastSwimBite); else { aiPlay3DSound(actor, 1700, AI_SFX_PRIORITY_1, -1); aiNewState(actor, &gillBeast13A154); } } } else aiNewState(actor, &gillBeast13A154); return; } aiNewState(actor, &gillBeastSwimGoto); actor->SetTarget(nullptr); } static void sub_6CB00(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); int nSprite = pSprite->index; assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2; if (abs(nAng) > 341) return; if (actor->GetTarget() == nullptr) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = actor->xvel; int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 2; actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } static void sub_6CD74(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight; int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight; int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2; if (abs(nAng) > 341) { pXSprite->goalAng = (pSprite->ang + 512) & 2047; return; } int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int dz = z2 - z; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = actor->xvel; int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel; actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); actor->zvel = -dz; } static void sub_6D03C(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight; int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight; int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2; if (abs(nAng) > 341) { pSprite->ang = (pSprite->ang + 512) & 2047; return; } int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = actor->xvel; int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); actor->zvel = dz; } END_BLD_NS