raze/source/games/blood/src/aibat.cpp
2022-10-22 12:17:00 +02:00

382 lines
13 KiB
C++

//-------------------------------------------------------------------------
/*
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 "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void batThinkTarget(DBloodActor*);
static void batThinkSearch(DBloodActor*);
static void batThinkGoto(DBloodActor*);
static void batThinkPonder(DBloodActor*);
static void batMoveDodgeUp(DBloodActor*);
static void batMoveDodgeDown(DBloodActor*);
static void batThinkChase(DBloodActor*);
static void batMoveForward(DBloodActor*);
static void batMoveSwoop(DBloodActor*);
static void batMoveFly(DBloodActor*);
static void batMoveToCeil(DBloodActor*);
AISTATE batIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, batThinkTarget, NULL };
AISTATE batFlyIdle = { kAiStateIdle, 6, -1, 0, NULL, NULL, batThinkTarget, NULL };
AISTATE batChase = { kAiStateChase, 6, -1, 0, NULL, batMoveForward, batThinkChase, &batFlyIdle };
AISTATE batPonder = { kAiStateOther, 6, -1, 0, NULL, NULL, batThinkPonder, NULL };
AISTATE batGoto = { kAiStateMove, 6, -1, 600, NULL, batMoveForward, batThinkGoto, &batFlyIdle };
AISTATE batBite = { kAiStateChase, 7, nBatBiteClient, 60, NULL, NULL, NULL, &batPonder };
AISTATE batRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &batChase };
AISTATE batSearch = { kAiStateSearch, 6, -1, 120, NULL, batMoveForward, batThinkSearch, &batFlyIdle };
AISTATE batSwoop = { kAiStateOther, 6, -1, 60, NULL, batMoveSwoop, batThinkChase, &batChase };
AISTATE batFly = { kAiStateMove, 6, -1, 0, NULL, batMoveFly, batThinkChase, &batChase };
AISTATE batTurn = { kAiStateMove, 6, -1, 60, NULL, aiMoveTurn, NULL, &batChase };
AISTATE batHide = { kAiStateOther, 6, -1, 0, NULL, batMoveToCeil, batMoveForward, NULL };
AISTATE batDodgeUp = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeUp, 0, &batChase };
AISTATE batDodgeUpRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase };
AISTATE batDodgeUpLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase };
AISTATE batDodgeDown = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeDown, 0, &batChase };
AISTATE batDodgeDownRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase };
AISTATE batDodgeDownLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase };
void batBiteSeqCallback(int, DBloodActor* actor)
{
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto pTarget = actor->GetTarget();
int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->spr.type);
int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2;
int height2 = (pTarget->spr.yrepeat * pDudeInfoT->eyeHeight) << 2;
actFireVector(actor, 0, 0, dx, dy, height2 - height, kVectorBatBite);
}
static void batThinkTarget(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
pDudeExtraE->thinkTime = 0;
actor->xspr.goalAng += DAngle45;
aiSetTarget(actor, actor->basePoint);
aiNewState(actor, &batTurn);
return;
}
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER* pPlayer = &gPlayer[p];
if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
auto ppos = pPlayer->actor->spr.pos;
auto dvec = ppos - actor->spr.pos.XY();
auto pSector = pPlayer->actor->sector();
int nDist = approxDist(dvec);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
continue;
int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec));
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, pPlayer->actor);
aiActivateDude(actor);
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(actor, ppos);
aiActivateDude(actor);
}
else
continue;
break;
}
}
}
static void batThinkSearch(DBloodActor* actor)
{
aiChooseDirection(actor, actor->xspr.goalAng);
batThinkTarget(actor);
}
static void batThinkGoto(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
auto nAngle = VecToAngle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery())
aiNewState(actor, &batSearch);
batThinkTarget(actor);
}
static void batThinkPonder(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &batSearch);
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto pTarget = actor->GetTarget();
auto dvec = pTarget->spr.pos.XY() - actor->spr.pos.XY();
aiChooseDirection(actor, VecToAngle(dvec));
if (pTarget->xspr.health == 0)
{
aiNewState(actor, &batSearch);
return;
}
int nDist = approxDist(dvec);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec));
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
int height2 = (getDudeInfo(pTarget->spr.type)->eyeHeight * pTarget->spr.yrepeat) << 2;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(pTarget->spr.pos, pTarget->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector()))
{
aiSetTarget(actor, actor->GetTarget());
if (height2 - height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batDodgeUp);
else if (height2 - height > 0x5000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batDodgeDown);
else if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batDodgeUp);
else if (height2 - height > 0x6000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batDodgeDown);
else if (height2 - height < 0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batDodgeUp);
else if (height2 - height < 0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400)
aiNewState(actor, &batDodgeUp);
else if (height2 - height > 0x4000)
aiNewState(actor, &batDodgeDown);
else
aiNewState(actor, &batDodgeUp);
return;
}
}
aiNewState(actor, &batGoto);
actor->SetTarget(nullptr);
}
static void batMoveDodgeUp(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
AdjustVelocity(actor, ADJUSTER{
if (actor->xspr.dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
});
actor->vel.Z = FixedToFloat(-0x52aaa);
}
static void batMoveDodgeDown(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
if (actor->xspr.dodgeDir == 0)
return;
AdjustVelocity(actor, ADJUSTER{
if (actor->xspr.dodgeDir > 0)
t2 += FixedToFloat(pDudeInfo->sideSpeed);
else
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
});
actor->vel.Z = FixedToFloat(0x44444);
}
static void batThinkChase(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &batGoto);
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto pTarget = actor->GetTarget();
auto dvec = pTarget->spr.pos.XY() - actor->spr.pos.XY();
aiChooseDirection(actor, VecToAngle(dvec));
if (pTarget->xspr.health == 0)
{
aiNewState(actor, &batSearch);
return;
}
if (pTarget->IsPlayerActor() && powerupCheck(&gPlayer[pTarget->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &batSearch);
return;
}
double nDist = dvec.Length();
if (nDist <= (pDudeInfo->seeDist * inttoworld))
{
DAngle nDeltaAngle = deltaangle(actor->spr.angle, dvec.Angle());
double height = pDudeInfo->eyeHeight * actor->spr.yrepeat * REPEAT_SCALE;
// Should be dudeInfo[pTarget->spr.type-kDudeBase]
double height2 = pDudeInfo->eyeHeight * pTarget->spr.yrepeat * REPEAT_SCALE;
double top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(pTarget->spr.pos, pTarget->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < (pDudeInfo->seeDist * inttoworld) && abs(nDeltaAngle).Buildang() <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
double floorZ = getflorzofslopeptrf(actor->sector(), actor->spr.pos);
double floorDelta = floorZ - bottom;
double heightDelta = height2 - height;
bool angWithinRange = abs(nDeltaAngle) < mapangle(85);
if (heightDelta < 32 && nDist < 0x20 && angWithinRange)
aiNewState(actor, &batBite);
else if ((heightDelta > 80 || floorDelta > 80) && nDist < 0x140 && nDist > 0x80 && angWithinRange)
aiNewState(actor, &batSwoop);
else if ((heightDelta < 48 || floorDelta < 48) && angWithinRange)
aiNewState(actor, &batFly);
return;
}
}
else
{
aiNewState(actor, &batFly);
return;
}
}
actor->SetTarget(nullptr);
aiNewState(actor, &batHide);
}
static void batMoveForward(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60)
return;
if (actor->GetTarget() == nullptr)
actor->spr.angle += DAngle45;
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
int nDist = approxDist(dvec);
if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
return;
AdjustVelocity(actor, ADJUSTER{
if (actor->GetTarget() == nullptr)
t1 += FixedToFloat(nAccel);
else
t1 += FixedToFloat(nAccel * 0.5);
});
}
static void batMoveSwoop(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60)
{
actor->xspr.goalAng += DAngle90;
return;
}
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
int nDist = approxDist(dvec);
if (Chance(0x600) && nDist <= 0x200)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += FixedToFloat(nAccel) * 0.5;
});
actor->vel.Z = FixedToFloat(0x44444);
}
static void batMoveFly(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60)
{
actor->spr.angle += DAngle90;
return;
}
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
int nDist = approxDist(dvec);
if (Chance(0x4000) && nDist <= 0x200)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += FixedToFloat(nAccel) * 0.5;
});
actor->vel.Z = FixedToFloat(-0x2d555);
}
void batMoveToCeil(DBloodActor* actor)
{
if (actor->spr.pos.Z - actor->xspr.TargetPos.Z < 0x10)
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
actor->spr.flags = 0;
aiNewState(actor, &batIdle);
}
else
aiSetTarget(actor, DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz));
}
END_BLD_NS