mirror of
https://github.com/ZDoom/raze-gles.git
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70e0ed9ec4
- AI: there is printing error message in conosole added (instead of dassert) - Updates for Player Control modern type # Conflicts: # source/blood/src/actor.cpp # source/blood/src/actor.h # source/blood/src/globals.cpp # source/blood/src/globals.h # source/blood/src/player.h # source/blood/src/sound.cpp # source/blood/src/triggers.cpp # source/blood/src/triggers.h # source/blood/src/view.cpp # source/blood/src/weapon.cpp # source/blood/src/weapon.h
422 lines
17 KiB
C++
422 lines
17 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 "pragmas.h"
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#include "mmulti.h"
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#include "common_game.h"
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#include "actor.h"
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#include "ai.h"
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#include "aigilbst.h"
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#include "blood.h"
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#include "db.h"
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#include "dude.h"
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#include "eventq.h"
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#include "levels.h"
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#include "player.h"
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#include "seq.h"
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#include "sfx.h"
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#include "trig.h"
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BEGIN_BLD_NS
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static void GillBiteSeqCallback(int, int);
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static void thinkSearch(spritetype *, XSPRITE *);
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static void thinkGoto(spritetype *, XSPRITE *);
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static void thinkChase(spritetype *, XSPRITE *);
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static void thinkSwimGoto(spritetype *, XSPRITE *);
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static void thinkSwimChase(spritetype *, XSPRITE *);
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static void sub_6CB00(spritetype *, XSPRITE *);
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static void sub_6CD74(spritetype *, XSPRITE *);
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static void sub_6D03C(spritetype *, XSPRITE *);
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static int nGillBiteClient = seqRegisterClient(GillBiteSeqCallback);
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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, thinkChase, 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, thinkGoto, &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, thinkSearch, &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, thinkSwimChase, 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, thinkSwimGoto, &gillBeastSwimIdle };
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AISTATE gillBeastSwimSearch = { kAiStateSearch, 10, -1, 120, NULL, aiMoveForward, thinkSearch, &gillBeastSwimIdle };
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AISTATE gillBeastSwimBite = { kAiStateChase, 7, nGillBiteClient, 0, NULL, NULL, thinkSwimChase, &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, thinkSwimChase, &gillBeastSwimChase };
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AISTATE gillBeast13A154 = { kAiStateOther, 10, -1, 0, NULL, sub_6D03C, thinkSwimChase, &gillBeastSwimChase };
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AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn, &gillBeastSwimChase };
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static void GillBiteSeqCallback(int, int nXSprite)
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{
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XSPRITE *pXSprite = &xsprite[nXSprite];
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int nSprite = pXSprite->reference;
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spritetype *pSprite = &sprite[nSprite];
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spritetype *pTarget = &sprite[pXSprite->target];
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int dx = Cos(pSprite->ang)>>16;
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int dy = Sin(pSprite->ang)>>16;
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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 thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
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{
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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aiThinkTarget(pSprite, pXSprite);
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}
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static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
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{
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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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 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
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else
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aiNewState(pSprite, pXSprite, &gillBeastSearch);
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}
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aiThinkTarget(pSprite, pXSprite);
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}
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static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
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{
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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(pSprite, pXSprite, &gillBeastSwimSearch);
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else
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aiNewState(pSprite, pXSprite, &gillBeastSearch);
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return;
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}
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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dassert(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(pSprite, pXSprite, &gillBeastSwimSearch);
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else
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aiNewState(pSprite, pXSprite, &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(pSprite, pXSprite, &gillBeastSwimSearch);
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else
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aiNewState(pSprite, pXSprite, &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 && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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int nXSprite = sprite[pXSprite->reference].extra;
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gDudeSlope[nXSprite] = divscale(pTarget->z-pSprite->z, nDist, 10);
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if (nDist < 921 && klabs(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(pSprite, pXSprite, &gillBeastSwimBite);
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else
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aiNewState(pSprite, pXSprite, &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(pSprite, pXSprite, &gillBeastSwimBite);
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else
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aiNewState(pSprite, pXSprite, &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(pSprite, pXSprite, &gillBeastSwimDodge);
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else
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aiNewState(pSprite, pXSprite, &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(pSprite, pXSprite, &gillBeastSwimBite);
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else
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aiNewState(pSprite, pXSprite, &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(pSprite, pXSprite, &gillBeastSwimGoto);
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else
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aiNewState(pSprite, pXSprite, &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 thinkSwimGoto(spritetype *pSprite, XSPRITE *pXSprite)
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{
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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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 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
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aiThinkTarget(pSprite, pXSprite);
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}
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static void thinkSwimChase(spritetype *pSprite, XSPRITE *pXSprite)
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{
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if (pXSprite->target == -1)
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{
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aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
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return;
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}
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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dassert(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(pSprite, pXSprite, &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(pSprite, pXSprite, &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 && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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int UNUSED(floorZ) = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
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aiNewState(pSprite, pXSprite, &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(pSprite, pXSprite, &gillBeast13A154);
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}
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}
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}
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else
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aiNewState(pSprite, pXSprite, &gillBeast13A154);
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return;
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}
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aiNewState(pSprite, pXSprite, &gillBeastSwimGoto);
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pXSprite->target = -1;
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}
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static void sub_6CB00(spritetype *pSprite, XSPRITE *pXSprite)
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{
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int nSprite = pSprite->index;
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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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 (klabs(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 UNUSED(nAngle) = getangle(dx, dy);
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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 = xvel[nSprite];
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int vy = yvel[nSprite];
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int t1 = dmulscale30(vx, nCos, vy, nSin);
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int t2 = dmulscale30(vx, nSin, -vy, nCos);
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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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xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
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yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
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}
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static void sub_6CD74(spritetype *pSprite, XSPRITE *pXSprite)
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{
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int nSprite = pSprite->index;
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dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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spritetype *pTarget = &sprite[pXSprite->target];
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int z = pSprite->z + dudeInfo[pSprite->type - kDudeBase].eyeHeight;
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int z2 = pTarget->z + dudeInfo[pTarget->type - kDudeBase].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 (klabs(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 UNUSED(nAngle) = getangle(dx, dy);
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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 = xvel[nSprite];
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int vy = yvel[nSprite];
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int t1 = dmulscale30(vx, nCos, vy, nSin);
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int t2 = dmulscale30(vx, nSin, -vy, nCos);
|
|
t1 += nAccel;
|
|
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
|
|
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
|
|
zvel[nSprite] = -dz;
|
|
}
|
|
|
|
static void sub_6D03C(spritetype *pSprite, XSPRITE *pXSprite)
|
|
{
|
|
int nSprite = pSprite->index;
|
|
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
|
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
|
|
spritetype *pTarget = &sprite[pXSprite->target];
|
|
int z = pSprite->z + dudeInfo[pSprite->type - kDudeBase].eyeHeight;
|
|
int z2 = pTarget->z + dudeInfo[pTarget->type - kDudeBase].eyeHeight;
|
|
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-(((4-gGameOptions.nDifficulty)<<27)/120)/120)<<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 dz = (z2 - z)<<3;
|
|
int UNUSED(nAngle) = getangle(dx, dy);
|
|
int nDist = approxDist(dx, dy);
|
|
if (Chance(0x4000) && nDist <= 0x400)
|
|
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] = dz;
|
|
}
|
|
|
|
END_BLD_NS
|