raze/source/games/blood/src/aighost.cpp
2022-10-15 13:32:00 +02:00

517 lines
17 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 ghostThinkTarget(DBloodActor*);
static void ghostThinkSearch(DBloodActor*);
static void ghostThinkGoto(DBloodActor*);
static void ghostMoveDodgeUp(DBloodActor*);
static void ghostMoveDodgeDown(DBloodActor*);
static void ghostThinkChase(DBloodActor*);
static void ghostMoveForward(DBloodActor*);
static void ghostMoveSlow(DBloodActor*);
static void ghostMoveSwoop(DBloodActor*);
static void ghostMoveFly(DBloodActor*);
AISTATE ghostIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, ghostThinkTarget, NULL };
AISTATE ghostChase = { kAiStateChase, 0, -1, 0, NULL, ghostMoveForward, ghostThinkChase, &ghostIdle };
AISTATE ghostGoto = { kAiStateMove, 0, -1, 600, NULL, ghostMoveForward, ghostThinkGoto, &ghostIdle };
AISTATE ghostSlash = { kAiStateChase, 6, nGhostSlashClient, 120, NULL, NULL, NULL, &ghostChase };
AISTATE ghostThrow = { kAiStateChase, 6, nGhostThrowClient, 120, NULL, NULL, NULL, &ghostChase };
AISTATE ghostBlast = { kAiStateChase, 6, nGhostBlastClient, 120, NULL, ghostMoveSlow, NULL, &ghostChase };
AISTATE ghostRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &ghostChase };
AISTATE ghostTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &ghostChase };
AISTATE ghostSearch = { kAiStateSearch, 0, -1, 120, NULL, ghostMoveForward, ghostThinkSearch, &ghostIdle };
AISTATE ghostSwoop = { kAiStateOther, 0, -1, 120, NULL, ghostMoveSwoop, ghostThinkChase, &ghostChase };
AISTATE ghostFly = { kAiStateMove, 0, -1, 0, NULL, ghostMoveFly, ghostThinkChase, &ghostChase };
AISTATE ghostTurn = { kAiStateMove, 0, -1, 120, NULL, aiMoveTurn, NULL, &ghostChase };
AISTATE ghostDodgeUp = { kAiStateMove, 0, -1, 60, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
AISTATE ghostDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
AISTATE ghostDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
AISTATE ghostDodgeDown = { kAiStateMove, 0, -1, 120, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
AISTATE ghostDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
AISTATE ghostDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
void ghostSlashSeqCallback(int, DBloodActor* actor)
{
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type);
int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2;
int height2 = (target->spr.yrepeat * pDudeInfoT->eyeHeight) << 2;
int dz = height - height2;
int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
sfxPlay3DSound(actor, 1406, 0, 0);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGhost);
int r1 = Random(50);
int r2 = Random(50);
actFireVector(actor, 0, 0, dx + r2, dy - r1, dz, kVectorGhost);
r1 = Random(50);
r2 = Random(50);
actFireVector(actor, 0, 0, dx - r2, dy + r1, dz, kVectorGhost);
}
void ghostThrowSeqCallback(int, DBloodActor* actor)
{
actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee);
}
void ghostBlastSeqCallback(int, DBloodActor* actor)
{
wrand(); // ???
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
int height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) << 2;
int x = actor->int_pos().X;
int y = actor->int_pos().Y;
int z = height;
TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
Aim aim;
aim.dx = bcos(actor->int_ang());
aim.dy = bsin(actor->int_ang());
aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff;
BloodStatIterator it(kStatDude);
while (auto actor2 = it.Next())
{
if (actor == actor2 || !(actor2->spr.flags & 8))
continue;
int x2 = actor2->int_pos().X;
int y2 = actor2->int_pos().Y;
int z2 = actor2->int_pos().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->int_vel().X * t) >> 12;
y2 += (actor->int_vel().Y * t) >> 12;
z2 += (actor->int_vel().Z * t) >> 8;
}
int tx = x + MulScale(Cos(actor->int_ang()), nDist, 30);
int ty = y + MulScale(Sin(actor->int_ang()), nDist, 30);
int tz = z + MulScale(actor->dudeSlope, nDist, 10);
int tsr = MulScale(9460, nDist, 10);
int top, bottom;
GetActorExtents(actor2, &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 - actor->int_ang() + 1024) & 2047) - 1024;
if (abs(nDeltaAngle) <= tt.at8)
{
int tz1 = actor2->int_pos().Z - actor->int_pos().Z;
if (cansee(x, y, z, actor->sector(), x2, y2, z2, actor2->sector()))
{
nClosest = nDist2;
aim.dx = bcos(nAngle);
aim.dy = bsin(nAngle);
aim.dz = DivScale(tz1, nDist, 10);
if (tz1 > -0x333)
aim.dz = DivScale(tz1, nDist, 10);
else if (tz1 < -0x333 && tz1 > -0xb33)
aim.dz = DivScale(tz1, nDist, 10) + 9460;
else if (tz1 < -0xb33 && tz1 > -0x3000)
aim.dz = DivScale(tz1, nDist, 10) + 9460;
else if (tz1 < -0x3000)
aim.dz = DivScale(tz1, nDist, 10) - 7500;
else
aim.dz = DivScale(tz1, nDist, 10);
}
else
aim.dz = DivScale(tz1, nDist, 10);
}
}
}
#ifdef NOONE_EXTENSIONS
// allow fire missile in non-player targets if not a demo
if (target->IsPlayerActor() || gModernMap) {
sfxPlay3DSound(actor, 489, 0, 0);
actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull);
}
#else
if (target->IsPlayerActor()) {
sfxPlay3DSound(actor, 489, 0, 0);
actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull);
}
#endif
}
static void ghostThinkTarget(DBloodActor* actor)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
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)
{
actor->xspr.goalAng += DAngle45;
aiSetTarget(actor, actor->basePoint);
aiNewState(actor, &ghostTurn);
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 dvect = ppos.XY() - actor->spr.pos;
auto pSector = pPlayer->actor->sector();
int nDist = approxDist(dvect);
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(dvect));
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->thinkTime = 0;
aiSetTarget(actor, pPlayer->actor);
aiActivateDude(actor);
return;
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->thinkTime = 0;
aiSetTarget(actor, ppos);
aiActivateDude(actor);
return;
}
}
}
}
static void ghostThinkSearch(DBloodActor* actor)
{
aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
}
static void ghostThinkGoto(DBloodActor* actor)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, DAngle::fromBuild(nAngle));
if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &ghostSearch);
aiThinkTarget(actor);
}
static void ghostMoveDodgeUp(DBloodActor* actor)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
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 += FixedToFloat(pDudeInfo->sideSpeed);
else
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
});
actor->vel.Z = FixedToFloat(-0x1d555);
}
static void ghostMoveDodgeDown(DBloodActor* actor)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
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 ghostThinkChase(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &ghostGoto);
return;
}
///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto target = actor->GetTarget();
int dx = target->int_pos().X - actor->int_pos().X;
int dy = target->int_pos().Y - actor->int_pos().Y;
aiChooseDirection(actor, VecToAngle(dx, dy));
if (target->xspr.health == 0)
{
aiNewState(actor, &ghostSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &ghostSearch);
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = getincangle(actor->int_ang(), getangle(dx, dy));
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
// Should be dudeInfo[target->spr.type-kDudeBase]
int height2 = (pDudeInfo->eyeHeight * target->spr.yrepeat) << 2;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
int floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos);
switch (actor->spr.type) {
case kDudePhantasm:
if (nDist < 0x2000 && nDist > 0x1000 && abs(nDeltaAngle) < 85) {
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &ghostBlast);
break;
case 0:
case 4:
break;
case 3:
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudePhantasm)
aiNewState(actor, &ghostBlast);
break;
default:
aiNewState(actor, &ghostBlast);
break;
}
}
else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
{
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &ghostSlash);
break;
case 0:
case 4:
break;
case 3:
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudePhantasm)
aiNewState(actor, &ghostSlash);
break;
default:
aiNewState(actor, &ghostSlash);
break;
}
}
else if ((height2 - height > 0x2000 || floorZ - bottom > 0x2000) && nDist < 0x1400 && nDist > 0x800)
{
aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &ghostSwoop);
}
else if ((height2 - height < 0x2000 || floorZ - bottom < 0x2000) && abs(nDeltaAngle) < 85)
aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1);
break;
}
}
return;
}
else
{
aiNewState(actor, &ghostFly);
return;
}
}
aiNewState(actor, &ghostGoto);
actor->SetTarget(nullptr);
}
static void ghostMoveForward(DBloodActor* actor)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
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.XY();
int nDist = approxDist(dvec);
if ((unsigned int)Random(64) < 32 && nDist <= 0x400)
return;
AdjustVelocity(actor, ADJUSTER{
if (actor->GetTarget() == nullptr)
t1 += FixedToFloat(nAccel);
else
t1 += FixedToFloat(nAccel * 0.5);
});
}
static void ghostMoveSlow(DBloodActor* actor)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
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.XY();
int nDist = approxDist(dvec);
if (Chance(0x600) && nDist <= 0x400)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += FixedToFloat(nAccel * 0.5);
t2 *= 0.5;
});
switch (actor->spr.type) {
case kDudePhantasm:
actor->vel.Z = FixedToFloat(0x44444);
break;
}
}
static void ghostMoveSwoop(DBloodActor* actor)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
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.XY();
int nDist = approxDist(dvec);
if (Chance(0x600) && nDist <= 0x400)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += FixedToFloat(nAccel * 0.5);
switch (actor->spr.type) {
case kDudePhantasm:
actor->vel.Z = t1;
break;
}
});
}
static void ghostMoveFly(DBloodActor* actor)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
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.XY();
int nDist = approxDist(dvec);
if (Chance(0x4000) && nDist <= 0x400)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += FixedToFloat(nAccel * 0.5);
switch (actor->spr.type) {
case kDudePhantasm:
actor->vel.Z = -t1;
break;
}
});
}
END_BLD_NS