mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
fc11f537f7
* moved all games into the 'games' folder. * fixed project to include all sources and move them to the proper folders.
415 lines
16 KiB
C++
415 lines
16 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 "compat.h"
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#include "build.h"
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#include "mmulti.h"
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#include "blood.h"
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BEGIN_BLD_NS
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static void gillThinkSearch(DBloodActor *);
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static void gillThinkGoto(DBloodActor *);
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static void gillThinkChase(DBloodActor *);
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static void gillThinkSwimGoto(DBloodActor *);
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static void gillThinkSwimChase(DBloodActor *);
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static void sub_6CB00(DBloodActor *);
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static void sub_6CD74(DBloodActor *);
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static void sub_6D03C(DBloodActor *);
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AISTATE gillBeastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE gillBeastChase = { kAiStateChase, 9, -1, 0, NULL, aiMoveForward, gillThinkChase, NULL };
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AISTATE gillBeastDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastChase };
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AISTATE gillBeastGoto = { kAiStateMove, 9, -1, 600, NULL, aiMoveForward, gillThinkGoto, &gillBeastIdle };
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AISTATE gillBeastBite = { kAiStateChase, 6, nGillBiteClient, 120, NULL, NULL, NULL, &gillBeastChase };
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AISTATE gillBeastSearch = { kAiStateMove, 9, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastIdle };
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AISTATE gillBeastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastDodge };
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AISTATE gillBeastSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE gillBeastSwimChase = { kAiStateChase, 10, -1, 0, NULL, sub_6CB00, gillThinkSwimChase, NULL };
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AISTATE gillBeastSwimDodge = { kAiStateMove, 10, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastSwimChase };
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AISTATE gillBeastSwimGoto = { kAiStateMove, 10, -1, 600, NULL, aiMoveForward, gillThinkSwimGoto, &gillBeastSwimIdle };
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AISTATE gillBeastSwimSearch = { kAiStateSearch, 10, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastSwimIdle };
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AISTATE gillBeastSwimBite = { kAiStateChase, 7, nGillBiteClient, 0, NULL, NULL, gillThinkSwimChase, &gillBeastSwimChase };
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AISTATE gillBeastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastSwimDodge };
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AISTATE gillBeast13A138 = { kAiStateOther, 10, -1, 120, NULL, sub_6CD74, gillThinkSwimChase, &gillBeastSwimChase };
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AISTATE gillBeast13A154 = { kAiStateOther, 10, -1, 0, NULL, sub_6D03C, gillThinkSwimChase, &gillBeastSwimChase };
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AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn, &gillBeastSwimChase };
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void GillBiteSeqCallback(int, DBloodActor* actor)
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{
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XSPRITE* pXSprite = &actor->x();
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spritetype* pSprite = &actor->s();
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spritetype *pTarget = &sprite[pXSprite->target];
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int dx = CosScale16(pSprite->ang);
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int dy = SinScale16(pSprite->ang);
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int dz = pSprite->z-pTarget->z;
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dx += Random3(2000);
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dy += Random3(2000);
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actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_8);
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actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_8);
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actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_8);
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}
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static void gillThinkSearch(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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aiThinkTarget(actor);
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}
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static void gillThinkGoto(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(pSprite, pXSprite, nAngle);
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if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &gillBeastSwimSearch);
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else
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aiNewState(actor, &gillBeastSearch);
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}
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aiThinkTarget(actor);
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}
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static void gillThinkChase(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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if (pXSprite->target == -1)
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{
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &gillBeastSwimSearch);
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else
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aiNewState(actor, &gillBeastSearch);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
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int dx = pTarget->x-pSprite->x;
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int dy = pTarget->y-pSprite->y;
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aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &gillBeastSwimSearch);
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else
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aiNewState(actor, &gillBeastSearch);
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return;
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}
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if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &gillBeastSwimSearch);
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else
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aiNewState(actor, &gillBeastSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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{
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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actor->dudeSlope = DivScale(pTarget->z-pSprite->z, nDist, 10);
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if (nDist < 921 && abs(nDeltaAngle) < 28)
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{
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &gillBeastSwimBite);
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else
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aiNewState(actor, &gillBeastBite);
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break;
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case 3:
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if (pSprite->type != sprite[gHitInfo.hitsprite].type)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &gillBeastSwimBite);
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else
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aiNewState(actor, &gillBeastBite);
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}
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else
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &gillBeastSwimDodge);
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else
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aiNewState(actor, &gillBeastDodge);
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}
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break;
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default:
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &gillBeastSwimBite);
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else
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aiNewState(actor, &gillBeastBite);
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break;
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}
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}
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}
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return;
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}
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}
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &gillBeastSwimGoto);
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else
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aiNewState(actor, &gillBeastGoto);
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sfxPlay3DSound(pSprite, 1701, -1, 0);
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pXSprite->target = -1;
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}
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static void gillThinkSwimGoto(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(pSprite, pXSprite, nAngle);
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if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &gillBeastSwimSearch);
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aiThinkTarget(actor);
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}
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static void gillThinkSwimChase(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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if (pXSprite->target == -1)
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{
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aiNewState(actor, &gillBeastSwimSearch);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
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int dx = pTarget->x-pSprite->x;
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int dy = pTarget->y-pSprite->y;
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aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &gillBeastSwimSearch);
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return;
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}
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if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &gillBeastSwimSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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int height = pDudeInfo->eyeHeight+pSprite->z;
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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{
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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if (nDist < 0x400 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &gillBeastSwimBite);
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else
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{
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aiPlay3DSound(pSprite, 1700, AI_SFX_PRIORITY_1, -1);
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aiNewState(actor, &gillBeast13A154);
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}
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}
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}
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else
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aiNewState(actor, &gillBeast13A154);
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return;
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}
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aiNewState(actor, &gillBeastSwimGoto);
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pXSprite->target = -1;
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}
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static void sub_6CB00(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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int nSprite = pSprite->index;
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<27)/120)/120)<<2;
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if (abs(nAng) > 341)
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return;
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if (pXSprite->target == -1)
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pSprite->ang = (pSprite->ang+256)&2047;
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int nDist = approxDist(dx, dy);
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if (Random(64) < 32 && nDist <= 0x400)
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return;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int vx = actor->xvel();
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int vy = actor->yvel();
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int t1 = DMulScale(vx, nCos, vy, nSin, 30);
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int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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if (pXSprite->target == -1)
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t1 += nAccel;
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else
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t1 += nAccel>>2;
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actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
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}
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static void sub_6CD74(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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spritetype *pTarget = &sprite[pXSprite->target];
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int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
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int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<27)/120)/120)<<2;
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if (abs(nAng) > 341)
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{
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pXSprite->goalAng = (pSprite->ang+512)&2047;
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return;
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}
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int dz = z2 - z;
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int nDist = approxDist(dx, dy);
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if (Chance(0x600) && nDist <= 0x400)
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return;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int vx = actor->xvel();
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int vy = actor->yvel();
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int t1 = DMulScale(vx, nCos, vy, nSin, 30);
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int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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t1 += nAccel;
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actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
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actor->zvel() = -dz;
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}
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static void sub_6D03C(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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spritetype *pTarget = &sprite[pXSprite->target];
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int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
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int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<27)/120)/120)<<2;
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if (abs(nAng) > 341)
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{
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pSprite->ang = (pSprite->ang+512)&2047;
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return;
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}
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int dz = (z2 - z)<<3;
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|
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
|