raze/source/games/blood/src/aigilbst.cpp

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//-------------------------------------------------------------------------
/*
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!
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#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void gillThinkSearch(DBloodActor*);
static void gillThinkGoto(DBloodActor*);
static void gillThinkChase(DBloodActor*);
static void gillThinkSwimGoto(DBloodActor*);
static void gillThinkSwimChase(DBloodActor*);
static void sub_6CB00(DBloodActor*);
static void sub_6CD74(DBloodActor*);
static void sub_6D03C(DBloodActor*);
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AISTATE gillBeastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE gillBeastChase = { kAiStateChase, 9, -1, 0, NULL, aiMoveForward, gillThinkChase, NULL };
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AISTATE gillBeastDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastChase };
AISTATE gillBeastGoto = { kAiStateMove, 9, -1, 600, NULL, aiMoveForward, gillThinkGoto, &gillBeastIdle };
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AISTATE gillBeastBite = { kAiStateChase, 6, nGillBiteClient, 120, NULL, NULL, NULL, &gillBeastChase };
AISTATE gillBeastSearch = { kAiStateMove, 9, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastIdle };
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AISTATE gillBeastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastDodge };
AISTATE gillBeastSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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 };
AISTATE gillBeastSwimGoto = { kAiStateMove, 10, -1, 600, NULL, aiMoveForward, gillThinkSwimGoto, &gillBeastSwimIdle };
AISTATE gillBeastSwimSearch = { kAiStateSearch, 10, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastSwimIdle };
AISTATE gillBeastSwimBite = { kAiStateChase, 7, nGillBiteClient, 0, NULL, NULL, gillThinkSwimChase, &gillBeastSwimChase };
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AISTATE gillBeastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastSwimDodge };
AISTATE gillBeast13A138 = { kAiStateOther, 10, -1, 120, NULL, sub_6CD74, gillThinkSwimChase, &gillBeastSwimChase };
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 };
void GillBiteSeqCallback(int, DBloodActor* actor)
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{
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
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int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
int dz = actor->int_pos().Z - target->int_pos().Z;
dx += Random3(2000);
dy += Random3(2000);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
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}
static void gillThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
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}
static void gillThinkGoto(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto pSector = actor->sector();
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, nAngle);
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if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimSearch);
else
aiNewState(actor, &gillBeastSearch);
}
aiThinkTarget(actor);
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}
static void gillThinkChase(DBloodActor* actor)
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{
auto pSector = actor->sector();
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
if (actor->GetTarget() == nullptr)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimSearch);
else
aiNewState(actor, &gillBeastSearch);
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
int dx = target->int_pos().X - actor->int_pos().X;
int dy = target->int_pos().Y - actor->int_pos().Y;
aiChooseDirection(actor, getangle(dx, dy));
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if (actor->xspr.health == 0)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimSearch);
else
aiNewState(actor, &gillBeastSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimSearch);
else
aiNewState(actor, &gillBeastSearch);
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
actor->dudeSlope = nDist == 0 ? 0 : DivScale(target->int_pos().Z - actor->int_pos().Z, nDist, 10);
if (nDist < 921 && abs(nDeltaAngle) < 28)
{
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimBite);
else
aiNewState(actor, &gillBeastBite);
break;
case 3:
if (actor->spr.type != gHitInfo.actor()->spr.type)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimBite);
else
aiNewState(actor, &gillBeastBite);
}
else
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimDodge);
else
aiNewState(actor, &gillBeastDodge);
}
break;
default:
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimBite);
else
aiNewState(actor, &gillBeastBite);
break;
}
}
}
return;
}
}
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if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimGoto);
else
aiNewState(actor, &gillBeastGoto);
sfxPlay3DSound(actor, 1701, -1, 0);
actor->SetTarget(nullptr);
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}
static void gillThinkSwimGoto(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, nAngle);
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if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &gillBeastSwimSearch);
aiThinkTarget(actor);
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}
static void gillThinkSwimChase(DBloodActor* actor)
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{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &gillBeastSwimSearch);
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, nAngle);
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if (actor->xspr.health == 0)
{
aiNewState(actor, &gillBeastSwimSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &gillBeastSwimSearch);
return;
}
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if (nDist <= pDudeInfo->seeDist)
{
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int nDeltaAngle = ((nAngle + 1024 - actor->int_ang()) & 2047) - 1024;
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x400 && abs(nDeltaAngle) < 85)
aiNewState(actor, &gillBeastSwimBite);
else
{
aiPlay3DSound(actor, 1700, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &gillBeast13A154);
}
}
}
else
aiNewState(actor, &gillBeast13A154);
return;
}
aiNewState(actor, &gillBeastSwimGoto);
actor->SetTarget(nullptr);
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}
static void sub_6CB00(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
if (abs(nAng) > DAngle60)
return;
if (actor->GetTarget() == nullptr)
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actor->spr.angle += DAngle45;
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nDist = approxDist(dvec);
if (Random(64) < 32 && nDist <= 0x400)
return;
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int nCos = Cos(actor->int_ang());
int nSin = Sin(actor->int_ang());
int vx = actor->vel.X;
int vy = actor->vel.Y;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
if (actor->GetTarget() == nullptr)
t1 += nAccel;
else
t1 += nAccel >> 2;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
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}
static void sub_6CD74(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
if (abs(nAng) > DAngle60)
{
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actor->xspr.goalAng = (actor->int_ang() + 512) & 2047;
return;
}
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nDist = approxDist(dvec);
int dz = z2 - z;
if (Chance(0x600) && nDist <= 0x400)
return;
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int nCos = Cos(actor->int_ang());
int nSin = Sin(actor->int_ang());
int vx = actor->vel.X;
int vy = actor->vel.Y;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 += nAccel;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->vel.Z = -dz;
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}
static void sub_6D03C(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
if (abs(nAng) > DAngle60)
{
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actor->spr.angle += DAngle90;
return;
}
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nDist = approxDist(dvec);
int dz = (z2 - z) << 3;
if (Chance(0x4000) && nDist <= 0x400)
return;
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int nCos = Cos(actor->int_ang());
int nSin = Sin(actor->int_ang());
int vx = actor->vel.X;
int vy = actor->vel.Y;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 += nAccel >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->vel.Z = dz;
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}
END_BLD_NS