raze-gles/source/blood/src/aicerber.cpp
Grind Core b6c16abf6f Refactor:
- PLAYER.H structs
- ACTOR.H  structs

# Conflicts:
#	source/blood/src/db.h
#	source/blood/src/player.h
2019-10-22 17:49:59 +02:00

506 lines
20 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 "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "aicerber.h"
#include "blood.h"
#include "db.h"
#include "dude.h"
#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "trig.h"
BEGIN_BLD_NS
static void BiteSeqCallback(int, int);
static void BurnSeqCallback(int, int);
static void BurnSeqCallback2(int, int);
static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite);
static void thinkTarget(spritetype *pSprite, XSPRITE *pXSprite);
static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite);
static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite);
static int nBiteClient = seqRegisterClient(BiteSeqCallback);
static int nBurnClient = seqRegisterClient(BurnSeqCallback);
static int nBurnClient2 = seqRegisterClient(BurnSeqCallback2);
AISTATE cerberusIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, thinkTarget, NULL };
AISTATE cerberusSearch = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, thinkSearch, &cerberusIdle };
AISTATE cerberusChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE cerberusRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cerberusSearch };
AISTATE cerberusTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &cerberusSearch };
AISTATE cerberusGoto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, thinkGoto, &cerberusIdle };
AISTATE cerberusBite = { kAiStateChase, 6, nBiteClient, 60, NULL, NULL, NULL, &cerberusChase };
AISTATE cerberusBurn = { kAiStateChase, 6, nBurnClient, 60, NULL, NULL, NULL, &cerberusChase };
AISTATE cerberus3Burn = { kAiStateChase, 6, nBurnClient2, 60, NULL, NULL, NULL, &cerberusChase };
AISTATE cerberus2Idle = { kAiStateIdle, 0, -1, 0, NULL, NULL, thinkTarget, NULL };
AISTATE cerberus2Search = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, thinkSearch, &cerberus2Idle };
AISTATE cerberus2Chase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE cerberus2Recoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cerberus2Search };
AISTATE cerberus2Goto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, thinkGoto, &cerberus2Idle };
AISTATE cerberus2Bite = { kAiStateChase, 6, nBiteClient, 60, NULL, NULL, NULL, &cerberus2Chase };
AISTATE cerberus2Burn = { kAiStateChase, 6, nBurnClient, 60, NULL, NULL, NULL, &cerberus2Chase };
AISTATE cerberus4Burn = { kAiStateChase, 6, nBurnClient2, 60, NULL, NULL, NULL, &cerberus2Chase };
AISTATE cerberus139890 = { kAiStateOther, 7, -1, 120, NULL, aiMoveTurn, NULL, &cerberusChase };
AISTATE cerberus1398AC = { kAiStateOther, 7, -1, 120, NULL, aiMoveTurn, NULL, &cerberusChase };
static void BiteSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
int dx = Cos(pSprite->ang)>>16;
int dy = Sin(pSprite->ang)>>16;
///dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
///dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
consoleSysMsg("pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
return;
}
spritetype *pTarget = &sprite[pXSprite->target];
int dz = pTarget->z-pSprite->z;
actFireVector(pSprite, 350, -100, dx, dy, dz, VECTOR_TYPE_14);
actFireVector(pSprite, -350, 0, dx, dy, dz, VECTOR_TYPE_14);
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_14);
}
static void BurnSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
int height = pDudeInfo->eyeHeight*pSprite->yrepeat;
///dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
consoleSysMsg("pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
return;
}
int x = pSprite->x;
int y = pSprite->y;
int z = height; // ???
TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
Aim aim;
aim.dx = Cos(pSprite->ang)>>16;
aim.dy = Sin(pSprite->ang)>>16;
aim.dz = gDudeSlope[nXSprite];
int nClosest = 0x7fffffff;
for (short nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
{
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite == pSprite2 || !(pSprite2->flags&8))
continue;
int x2 = pSprite2->x;
int y2 = pSprite2->y;
int z2 = pSprite2->z;
int nDist = approxDist(x2-x, y2-y);
if (nDist == 0 || nDist > 0x2800)
continue;
if (tt1.at10)
{
int t = divscale(nDist, tt1.at10, 12);
x2 += (xvel[nSprite2]*t)>>12;
y2 += (yvel[nSprite2]*t)>>12;
z2 += (zvel[nSprite2]*t)>>8;
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &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-pSprite->ang+1024)&2047)-1024;
if (klabs(nDeltaAngle) <= tt1.at8)
{
int tz = pSprite2->z-pSprite->z;
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
{
nClosest = nDist2;
aim.dx = Cos(nAngle)>>16;
aim.dy = Sin(nAngle)>>16;
aim.dz = divscale(tz, nDist, 10);
}
else
aim.dz = tz;
}
}
}
switch (pSprite->type) {
case kDudeCerberusTwoHead:
actFireMissile(pSprite, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
actFireMissile(pSprite, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
break;
case kDudeCerberusOneHead:
actFireMissile(pSprite, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
break;
}
}
static void BurnSeqCallback2(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
///dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
consoleSysMsg("pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
return;
}
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
int height = pDudeInfo->eyeHeight*pSprite->yrepeat;
int x = pSprite->x;
int y = pSprite->y;
int z = height; // ???
TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
Aim aim;
int ax, ay, az;
aim.dx = ax = Cos(pSprite->ang)>>16;
aim.dy = ay = Sin(pSprite->ang)>>16;
aim.dz = gDudeSlope[nXSprite];
az = 0;
int nClosest = 0x7fffffff;
for (short nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
{
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite == pSprite2 || !(pSprite2->flags&8))
continue;
int x2 = pSprite2->x;
int y2 = pSprite2->y;
int z2 = pSprite2->z;
int nDist = approxDist(x2-x, y2-y);
if (nDist == 0 || nDist > 0x2800)
continue;
if (tt1.at10)
{
int t = divscale(nDist, tt1.at10, 12);
x2 += (xvel[nSprite2]*t)>>12;
y2 += (yvel[nSprite2]*t)>>12;
z2 += (zvel[nSprite2]*t)>>8;
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &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-pSprite->ang+1024)&2047)-1024;
if (klabs(nDeltaAngle) <= tt1.at8)
{
DUDEINFO *pDudeInfo2 = &dudeInfo[pSprite2->type - kDudeBase];
int height = (pDudeInfo2->aimHeight*pSprite2->yrepeat)<<2;
int tz = (z2-height)-z;
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
{
nClosest = nDist2;
aim.dx = Cos(nAngle)>>16;
aim.dy = Sin(nAngle)>>16;
aim.dz = divscale(tz, nDist, 10);
}
else
aim.dz = tz;
}
}
}
switch (pSprite->type) {
case kDudeCerberusTwoHead:
actFireMissile(pSprite, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound);
actFireMissile(pSprite, -350, 0, ax, ay, az, kMissileFlameHound);
break;
case kDudeCerberusOneHead:
actFireMissile(pSprite, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound);
break;
}
}
static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
{
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
aiThinkTarget(pSprite, pXSprite);
}
static void thinkTarget(spritetype *pSprite, XSPRITE *pXSprite)
{
///dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
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)
{
pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z);
if (pSprite->type == kDudeCerberusTwoHead)
aiNewState(pSprite, pXSprite, &cerberus139890);
else
aiNewState(pSprite, pXSprite, &cerberus1398AC);
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, kPwUpShadowCloak) > 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)
{
pDudeExtraE->at0 = 0;
aiSetTarget(pXSprite, pPlayer->nSprite);
aiActivateDude(pSprite, pXSprite);
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->at0 = 0;
aiSetTarget(pXSprite, x, y, z);
aiActivateDude(pSprite, pXSprite);
}
else
continue;
break;
}
}
}
static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
{
///dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
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)
{
switch (pSprite->type) {
case kDudeCerberusTwoHead:
aiNewState(pSprite, pXSprite, &cerberusSearch);
break;
case kDudeCerberusOneHead:
aiNewState(pSprite, pXSprite, &cerberus2Search);
break;
}
}
aiThinkTarget(pSprite, pXSprite);
}
static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
{
if (pXSprite->target == -1) {
switch (pSprite->type) {
case kDudeCerberusTwoHead:
aiNewState(pSprite, pXSprite, &cerberusGoto);
break;
case kDudeCerberusOneHead:
aiNewState(pSprite, pXSprite, &cerberus2Goto);
break;
}
return;
}
///dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
///dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
consoleSysMsg("pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
return;
}
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) {
switch (pSprite->type) {
case kDudeCerberusTwoHead:
aiNewState(pSprite, pXSprite, &cerberusSearch);
break;
case kDudeCerberusOneHead:
aiNewState(pSprite, pXSprite, &cerberus2Search);
break;
}
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0) {
switch (pSprite->type) {
case kDudeCerberusTwoHead:
aiNewState(pSprite, pXSprite, &cerberusSearch);
break;
case kDudeCerberusOneHead:
aiNewState(pSprite, pXSprite, &cerberus2Search);
break;
}
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;
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);
if (nDist < 0x1b00 && nDist > 0xd00 && klabs(nDeltaAngle) < 85) {
switch (pSprite->type) {
case kDudeCerberusTwoHead:
aiNewState(pSprite, pXSprite, &cerberusBurn);
break;
case kDudeCerberusOneHead:
aiNewState(pSprite, pXSprite, &cerberus2Burn);
break;
}
}
else if (nDist < 0xb00 && nDist > 0x500 && klabs(nDeltaAngle) < 85) {
switch (pSprite->type) {
case kDudeCerberusTwoHead:
aiNewState(pSprite, pXSprite, &cerberus3Burn);
break;
case kDudeCerberusOneHead:
aiNewState(pSprite, pXSprite, &cerberus4Burn);
break;
}
}
else if (nDist < 0x200 && klabs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (pSprite->type) {
case kDudeCerberusTwoHead:
switch (hit) {
case -1:
aiNewState(pSprite, pXSprite, &cerberusBite);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeHellHound)
aiNewState(pSprite, pXSprite, &cerberusBite);
break;
case 0:
case 4:
break;
default:
aiNewState(pSprite, pXSprite, &cerberusBite);
break;
}
break;
case kDudeCerberusOneHead:
switch (hit) {
case -1:
aiNewState(pSprite, pXSprite, &cerberus2Bite);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeHellHound)
aiNewState(pSprite, pXSprite, &cerberus2Bite);
break;
case 0:
case 4:
break;
default:
aiNewState(pSprite, pXSprite, &cerberus2Bite);
break;
}
break;
}
}
return;
}
}
}
switch (pSprite->type) {
case kDudeCerberusTwoHead:
aiNewState(pSprite, pXSprite, &cerberusGoto);
break;
case kDudeCerberusOneHead:
aiNewState(pSprite, pXSprite, &cerberus2Goto);
break;
}
pXSprite->target = -1;
}
END_BLD_NS