mirror of
https://github.com/DrBeef/Raze.git
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382 lines
13 KiB
C++
382 lines
13 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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static void batThinkTarget(DBloodActor*);
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static void batThinkSearch(DBloodActor*);
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static void batThinkGoto(DBloodActor*);
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static void batThinkPonder(DBloodActor*);
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static void batMoveDodgeUp(DBloodActor*);
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static void batMoveDodgeDown(DBloodActor*);
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static void batThinkChase(DBloodActor*);
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static void batMoveForward(DBloodActor*);
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static void batMoveSwoop(DBloodActor*);
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static void batMoveFly(DBloodActor*);
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static void batMoveToCeil(DBloodActor*);
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AISTATE batIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, batThinkTarget, NULL };
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AISTATE batFlyIdle = { kAiStateIdle, 6, -1, 0, NULL, NULL, batThinkTarget, NULL };
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AISTATE batChase = { kAiStateChase, 6, -1, 0, NULL, batMoveForward, batThinkChase, &batFlyIdle };
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AISTATE batPonder = { kAiStateOther, 6, -1, 0, NULL, NULL, batThinkPonder, NULL };
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AISTATE batGoto = { kAiStateMove, 6, -1, 600, NULL, batMoveForward, batThinkGoto, &batFlyIdle };
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AISTATE batBite = { kAiStateChase, 7, nBatBiteClient, 60, NULL, NULL, NULL, &batPonder };
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AISTATE batRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &batChase };
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AISTATE batSearch = { kAiStateSearch, 6, -1, 120, NULL, batMoveForward, batThinkSearch, &batFlyIdle };
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AISTATE batSwoop = { kAiStateOther, 6, -1, 60, NULL, batMoveSwoop, batThinkChase, &batChase };
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AISTATE batFly = { kAiStateMove, 6, -1, 0, NULL, batMoveFly, batThinkChase, &batChase };
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AISTATE batTurn = { kAiStateMove, 6, -1, 60, NULL, aiMoveTurn, NULL, &batChase };
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AISTATE batHide = { kAiStateOther, 6, -1, 0, NULL, batMoveToCeil, batMoveForward, NULL };
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AISTATE batDodgeUp = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeUp, 0, &batChase };
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AISTATE batDodgeUpRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase };
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AISTATE batDodgeUpLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase };
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AISTATE batDodgeDown = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeDown, 0, &batChase };
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AISTATE batDodgeDownRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase };
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AISTATE batDodgeDownLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase };
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void batBiteSeqCallback(int, DBloodActor* actor)
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{
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto pTarget = actor->GetTarget();
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int dx = bcos(actor->int_ang());
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int dy = bsin(actor->int_ang());
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->spr.type);
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int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2;
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int height2 = (pTarget->spr.yrepeat * pDudeInfoT->eyeHeight) << 2;
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actFireVector(actor, 0, 0, dx, dy, height2 - height, kVectorBatBite);
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}
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static void batThinkTarget(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
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pDudeExtraE->thinkTime++;
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else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
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{
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pDudeExtraE->thinkTime = 0;
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actor->xspr.goalAng += DAngle45;
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aiSetTarget(actor, actor->basePoint);
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aiNewState(actor, &batTurn);
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return;
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}
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if (Chance(pDudeInfo->alertChance))
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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PLAYER* pPlayer = &gPlayer[p];
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if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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auto ppos = pPlayer->actor->spr.pos;
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auto dvec = ppos - actor->spr.pos.XY();
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auto pSector = pPlayer->actor->sector();
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int nDist = approxDist(dvec);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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continue;
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
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if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
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continue;
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int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec));
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, pPlayer->actor);
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aiActivateDude(actor);
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}
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else if (nDist < pDudeInfo->hearDist)
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{
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aiSetTarget(actor, ppos);
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aiActivateDude(actor);
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}
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else
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continue;
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break;
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}
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}
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}
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static void batThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
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batThinkTarget(actor);
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}
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static void batThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
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auto nAngle = VecToAngle(dvec);
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int nDist = approxDist(dvec);
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aiChooseDirection(actor, nAngle);
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if (nDist < 512 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery())
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aiNewState(actor, &batSearch);
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batThinkTarget(actor);
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}
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static void batThinkPonder(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &batSearch);
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return;
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}
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto pTarget = actor->GetTarget();
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auto dvec = pTarget->spr.pos.XY() - actor->spr.pos.XY();
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aiChooseDirection(actor, VecToAngle(dvec));
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if (pTarget->xspr.health == 0)
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{
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aiNewState(actor, &batSearch);
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return;
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}
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int nDist = approxDist(dvec);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec));
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int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
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int height2 = (getDudeInfo(pTarget->spr.type)->eyeHeight * pTarget->spr.yrepeat) << 2;
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(pTarget->spr.pos, pTarget->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector()))
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{
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aiSetTarget(actor, actor->GetTarget());
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if (height2 - height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeUp);
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else if (height2 - height > 0x5000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeDown);
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else if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeUp);
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else if (height2 - height > 0x6000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeDown);
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else if (height2 - height < 0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeUp);
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else if (height2 - height < 0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400)
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aiNewState(actor, &batDodgeUp);
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else if (height2 - height > 0x4000)
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aiNewState(actor, &batDodgeDown);
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else
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aiNewState(actor, &batDodgeUp);
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return;
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}
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}
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aiNewState(actor, &batGoto);
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actor->SetTarget(nullptr);
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}
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static void batMoveDodgeUp(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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AdjustVelocity(actor, ADJUSTER{
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if (actor->xspr.dodgeDir > 0)
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t2 += pDudeInfo->sideSpeed;
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else
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t2 -= pDudeInfo->sideSpeed;
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});
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actor->vel.Z = FixedToFloat(-0x52aaa);
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}
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static void batMoveDodgeDown(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (actor->xspr.dodgeDir == 0)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->xspr.dodgeDir > 0)
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t2 += FixedToFloat(pDudeInfo->sideSpeed);
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else
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t2 -= FixedToFloat(pDudeInfo->sideSpeed);
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});
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actor->vel.Z = FixedToFloat(0x44444);
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}
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static void batThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &batGoto);
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return;
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}
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto pTarget = actor->GetTarget();
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auto dvec = pTarget->spr.pos.XY() - actor->spr.pos.XY();
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aiChooseDirection(actor, VecToAngle(dvec));
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if (pTarget->xspr.health == 0)
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{
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aiNewState(actor, &batSearch);
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return;
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}
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if (pTarget->IsPlayerActor() && powerupCheck(&gPlayer[pTarget->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &batSearch);
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return;
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}
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double nDist = dvec.Length();
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if (nDist <= (pDudeInfo->seeDist * inttoworld))
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{
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DAngle nDeltaAngle = deltaangle(actor->spr.angle, dvec.Angle());
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double height = pDudeInfo->eyeHeight * actor->spr.yrepeat * REPEAT_SCALE;
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// Should be dudeInfo[pTarget->spr.type-kDudeBase]
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double height2 = pDudeInfo->eyeHeight * pTarget->spr.yrepeat * REPEAT_SCALE;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(pTarget->spr.pos, pTarget->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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{
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if (nDist < (pDudeInfo->seeDist * inttoworld) && abs(nDeltaAngle).Buildang() <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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double floorZ = getflorzofslopeptrf(actor->sector(), actor->spr.pos);
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double floorDelta = floorZ - bottom;
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double heightDelta = height2 - height;
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bool angWithinRange = abs(nDeltaAngle) < mapangle(85);
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if (heightDelta < 32 && nDist < 0x20 && angWithinRange)
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aiNewState(actor, &batBite);
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else if ((heightDelta > 80 || floorDelta > 80) && nDist < 0x140 && nDist > 0x80 && angWithinRange)
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aiNewState(actor, &batSwoop);
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else if ((heightDelta < 48 || floorDelta < 48) && angWithinRange)
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aiNewState(actor, &batFly);
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return;
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}
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}
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else
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{
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aiNewState(actor, &batFly);
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return;
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}
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}
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actor->SetTarget(nullptr);
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aiNewState(actor, &batHide);
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}
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static void batMoveForward(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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return;
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if (actor->GetTarget() == nullptr)
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actor->spr.angle += DAngle45;
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
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int nDist = approxDist(dvec);
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if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->GetTarget() == nullptr)
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t1 += FixedToFloat(nAccel);
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else
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t1 += FixedToFloat(nAccel * 0.5);
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});
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}
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static void batMoveSwoop(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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{
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actor->xspr.goalAng += DAngle90;
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return;
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}
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
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int nDist = approxDist(dvec);
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if (Chance(0x600) && nDist <= 0x200)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel) * 0.5;
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});
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actor->vel.Z = FixedToFloat(0x44444);
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}
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static void batMoveFly(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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{
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actor->spr.angle += DAngle90;
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return;
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}
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
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int nDist = approxDist(dvec);
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if (Chance(0x4000) && nDist <= 0x200)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel) * 0.5;
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});
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actor->vel.Z = FixedToFloat(-0x2d555);
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}
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void batMoveToCeil(DBloodActor* actor)
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{
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if (actor->spr.pos.Z - actor->xspr.TargetPos.Z < 0x10)
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->thinkTime = 0;
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actor->spr.flags = 0;
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aiNewState(actor, &batIdle);
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}
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else
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aiSetTarget(actor, DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz));
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}
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END_BLD_NS
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