//------------------------------------------------------------------------- /* 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 "compat.h" #include "build.h" #include "pragmas.h" #include "mmulti.h" #include "common_game.h" #include "actor.h" #include "ai.h" #include "aibat.h" #include "blood.h" #include "db.h" #include "dude.h" #include "player.h" #include "seq.h" #include "trig.h" static void BiteSeqCallback(int, int); static void thinkTarget(spritetype *, XSPRITE *); static void thinkSearch(spritetype *, XSPRITE *); static void thinkGoto(spritetype *, XSPRITE *); static void thinkPonder(spritetype *, XSPRITE *); static void MoveDodgeUp(spritetype *, XSPRITE *); static void MoveDodgeDown(spritetype *, XSPRITE *); static void thinkChase(spritetype *, XSPRITE *); static void MoveForward(spritetype *, XSPRITE *); static void MoveSwoop(spritetype *, XSPRITE *); static void MoveFly(spritetype *, XSPRITE *); static void MoveToCeil(spritetype *, XSPRITE *); static int nBiteClient = seqRegisterClient(BiteSeqCallback); AISTATE batIdle = {kAiStateIdle, 0, -1, 0, NULL, NULL, thinkTarget, NULL }; AISTATE batFlyIdle = {kAiStateIdle, 6, -1, 0, NULL, NULL, thinkTarget, NULL }; AISTATE batChase = {kAiStateChase, 6, -1, 0, NULL, MoveForward, thinkChase, &batFlyIdle }; AISTATE batPonder = {kAiStateOther, 6, -1, 0, NULL, NULL, thinkPonder, NULL }; AISTATE batGoto = {kAiStateMove, 6, -1, 600, NULL, MoveForward, thinkGoto, &batFlyIdle }; AISTATE batBite = {kAiStateChase, 7, nBiteClient, 60, NULL, NULL, NULL, &batPonder }; AISTATE batRecoil = {kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &batChase }; AISTATE batSearch = {kAiStateSearch, 6, -1, 120, NULL, MoveForward, thinkSearch, &batFlyIdle }; AISTATE batSwoop = {kAiStateOther, 6, -1, 60, NULL, MoveSwoop, thinkChase, &batChase }; AISTATE batFly = { kAiStateMove, 6, -1, 0, NULL, MoveFly, thinkChase, &batChase }; AISTATE batTurn = {kAiStateMove, 6, -1, 60, NULL, aiMoveTurn, NULL, &batChase }; AISTATE batHide = {kAiStateOther, 6, -1, 0, NULL, MoveToCeil, MoveForward, NULL }; AISTATE batDodgeUp = {kAiStateMove, 6, -1, 120, NULL, MoveDodgeUp, 0, &batChase }; AISTATE batDodgeUpRight = {kAiStateMove, 6, -1, 90, NULL, MoveDodgeUp, 0, &batChase }; AISTATE batDodgeUpLeft = {kAiStateMove, 6, -1, 90, NULL, MoveDodgeUp, 0, &batChase }; AISTATE batDodgeDown = {kAiStateMove, 6, -1, 120, NULL, MoveDodgeDown, 0, &batChase }; AISTATE batDodgeDownRight = {kAiStateMove, 6, -1, 90, NULL, MoveDodgeDown, 0, &batChase }; AISTATE batDodgeDownLeft = {kAiStateMove, 6, -1, 90, NULL, MoveDodgeDown, 0, &batChase }; static void BiteSeqCallback(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; spritetype *pSprite = &sprite[pXSprite->reference]; spritetype *pTarget = &sprite[pXSprite->target]; int dx = Cos(pSprite->ang) >> 16; int dy = Sin(pSprite->ang) >> 16; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; DUDEINFO *pDudeInfoT = &dudeInfo[pTarget->type-kDudeBase]; int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2; int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2; dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); actFireVector(pSprite, 0, 0, dx, dy, height2-height, VECTOR_TYPE_6); } static void thinkTarget(spritetype *pSprite, XSPRITE *pXSprite) { dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; if (pDudeExtraE->at8 && pDudeExtraE->at4 < 10) pDudeExtraE->at4++; else if (pDudeExtraE->at4 >= 10 && pDudeExtraE->at8) { pDudeExtraE->at4 = 0; pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); aiNewState(pSprite, pXSprite, &batTurn); 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, 13) > 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 && klabs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pPlayer->at5b); aiActivateDude(pSprite, pXSprite); } else if (nDist < pDudeInfo->hearDist) { aiSetTarget(pXSprite, x, y, z); aiActivateDude(pSprite, pXSprite); } else continue; break; } } } static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite) { aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); thinkTarget(pSprite, pXSprite); } static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite) { dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(pSprite, pXSprite, nAngle); if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery) aiNewState(pSprite, pXSprite, &batSearch); thinkTarget(pSprite, pXSprite); } static void thinkPonder(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &batSearch); return; } dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); spritetype *pTarget = &sprite[pXSprite->target]; XSPRITE *pXTarget = &xsprite[pTarget->extra]; int dx = pTarget->x-pSprite->x; int dy = pTarget->y-pSprite->y; aiChooseDirection(pSprite, pXSprite, getangle(dx, dy)); if (pXTarget->health == 0) { aiNewState(pSprite, pXSprite, &batSearch); 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; int height2 = (dudeInfo[pTarget->type-kDudeBase].eyeHeight*pTarget->yrepeat)<<2; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum)) { aiSetTarget(pXSprite, pXSprite->target); if (height2-height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batDodgeUp); else if (height2-height > 0x5000 && nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batDodgeDown); else if (height2-height < 0x2000 && nDist < 0x200 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batDodgeUp); else if (height2-height > 0x6000 && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batDodgeDown); else if (height2-height < 0x2000 && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batDodgeUp); else if (height2-height < 0x2000 && klabs(nDeltaAngle) < 85 && nDist > 0x1400) aiNewState(pSprite, pXSprite, &batDodgeUp); else if (height2-height > 0x4000) aiNewState(pSprite, pXSprite, &batDodgeDown); else aiNewState(pSprite, pXSprite, &batDodgeUp); return; } } aiNewState(pSprite, pXSprite, &batGoto); pXSprite->target = -1; } static void MoveDodgeUp(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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 nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int dx = xvel[nSprite]; int dy = yvel[nSprite]; int t1 = dmulscale30(dx, nCos, dy, nSin); int t2 = dmulscale30(dx, nSin, -dy, nCos); if (pXSprite->dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = -0x52aaa; } static void MoveDodgeDown(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024; int nTurnRange = (pDudeInfo->angSpeed<<2)>>4; pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047; if (pXSprite->dodgeDir == 0) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int dx = xvel[nSprite]; int dy = yvel[nSprite]; int t1 = dmulscale30(dx, nCos, dy, nSin); int t2 = dmulscale30(dx, nSin, -dy, nCos); if (pXSprite->dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = 0x44444; } static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &batGoto); return; } dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); spritetype *pTarget = &sprite[pXSprite->target]; XSPRITE *pXTarget = &xsprite[pTarget->extra]; int dx = pTarget->x-pSprite->x; int dy = pTarget->y-pSprite->y; aiChooseDirection(pSprite, pXSprite, getangle(dx, dy)); if (pXTarget->health == 0) { aiNewState(pSprite, pXSprite, &batSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], 13) > 0) { aiNewState(pSprite, pXSprite, &batSearch); 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; // Should be dudeInfo[pTarget->type-kDudeBase] int height2 = (pDudeInfo->eyeHeight*pTarget->yrepeat)<<2; int top, bottom; GetSpriteExtents(pSprite, &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 && klabs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pXSprite->target); int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); if (height2-height < 0x2000 && nDist < 0x200 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batBite); else if ((height2-height > 0x5000 || floorZ-bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batSwoop); else if ((height2-height < 0x3000 || floorZ-bottom < 0x3000) && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batFly); return; } } else { aiNewState(pSprite, pXSprite, &batFly); return; } } pXSprite->target = -1; aiNewState(pSprite, pXSprite, &batHide); } static void MoveForward(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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<<2; if (klabs(nAng) > 341) return; if (pXSprite->target == -1) pSprite->ang = (pSprite->ang+256)&2047; int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int UNUSED(nAngle) = getangle(dx, dy); int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x200) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = xvel[nSprite]; int vy = yvel[nSprite]; int t1 = dmulscale30(vx, nCos, vy, nSin); int t2 = dmulscale30(vx, nSin, -vy, nCos); if (pXSprite->target == -1) t1 += nAccel; else t1 += nAccel>>1; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); } static void MoveSwoop(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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<<2; if (klabs(nAng) > 341) { pXSprite->goalAng = (pSprite->ang+512)&2047; return; } int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int UNUSED(nAngle) = getangle(dx, dy); int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x200) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = xvel[nSprite]; int vy = yvel[nSprite]; int t1 = dmulscale30(vx, nCos, vy, nSin); int t2 = dmulscale30(vx, nSin, -vy, nCos); t1 += nAccel>>1; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = 0x44444; } static void MoveFly(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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<<2; if (klabs(nAng) > 341) { pSprite->ang = (pSprite->ang+512)&2047; return; } int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int UNUSED(nAngle) = getangle(dx, dy); int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x200) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = xvel[nSprite]; int vy = yvel[nSprite]; int t1 = dmulscale30(vx, nCos, vy, nSin); int t2 = dmulscale30(vx, nSin, -vy, nCos); t1 += nAccel>>1; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = -0x2d555; } void MoveToCeil(spritetype *pSprite, XSPRITE *pXSprite) { int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; int nSector = pSprite->sectnum; if (z - pXSprite->targetZ < 0x1000) { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 0; pSprite->hitag = 0; aiNewState(pSprite, pXSprite, &batIdle); } else aiSetTarget(pXSprite, x, y, sector[nSector].ceilingz); }