raze/source/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 "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "blood.h"
#include "db.h"
#include "dude.h"
#include "eventq.h"
#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "trig.h"
BEGIN_BLD_NS
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static void GillBiteSeqCallback(int, int);
static void thinkSearch(spritetype *, XSPRITE *);
static void thinkGoto(spritetype *, XSPRITE *);
static void thinkChase(spritetype *, XSPRITE *);
static void thinkSwimGoto(spritetype *, XSPRITE *);
static void thinkSwimChase(spritetype *, XSPRITE *);
static void sub_6CB00(spritetype *, XSPRITE *);
static void sub_6CD74(spritetype *, XSPRITE *);
static void sub_6D03C(spritetype *, XSPRITE *);
static int nGillBiteClient = seqRegisterClient(GillBiteSeqCallback);
AISTATE gillBeastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE gillBeastChase = { kAiStateChase, 9, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
AISTATE gillBeastDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastChase };
AISTATE gillBeastGoto = { kAiStateMove, 9, -1, 600, NULL, aiMoveForward, thinkGoto, &gillBeastIdle };
AISTATE gillBeastBite = { kAiStateChase, 6, nGillBiteClient, 120, NULL, NULL, NULL, &gillBeastChase };
AISTATE gillBeastSearch = { kAiStateMove, 9, -1, 120, NULL, aiMoveForward, thinkSearch, &gillBeastIdle };
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, thinkSwimChase, NULL };
AISTATE gillBeastSwimDodge = { kAiStateMove, 10, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastSwimChase };
AISTATE gillBeastSwimGoto = { kAiStateMove, 10, -1, 600, NULL, aiMoveForward, thinkSwimGoto, &gillBeastSwimIdle };
AISTATE gillBeastSwimSearch = { kAiStateSearch, 10, -1, 120, NULL, aiMoveForward, thinkSearch, &gillBeastSwimIdle };
AISTATE gillBeastSwimBite = { kAiStateChase, 7, nGillBiteClient, 0, NULL, NULL, thinkSwimChase, &gillBeastSwimChase };
AISTATE gillBeastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastSwimDodge };
AISTATE gillBeast13A138 = { kAiStateOther, 10, -1, 120, NULL, sub_6CD74, thinkSwimChase, &gillBeastSwimChase };
AISTATE gillBeast13A154 = { kAiStateOther, 10, -1, 0, NULL, sub_6D03C, thinkSwimChase, &gillBeastSwimChase };
AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn, &gillBeastSwimChase };
static void GillBiteSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pTarget = &sprite[pXSprite->target];
int dx = Cos(pSprite->ang)>>16;
int dy = Sin(pSprite->ang)>>16;
int dz = pSprite->z-pTarget->z;
dx += Random3(2000);
dy += Random3(2000);
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_8);
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_8);
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_8);
}
static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
{
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
aiThinkTarget(pSprite, pXSprite);
}
static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
{
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
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)
{
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
else
aiNewState(pSprite, pXSprite, &gillBeastSearch);
}
aiThinkTarget(pSprite, pXSprite);
}
static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
{
if (pXSprite->target == -1)
{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
else
aiNewState(pSprite, pXSprite, &gillBeastSearch);
return;
}
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if (pXTarget->health == 0)
{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
else
aiNewState(pSprite, pXSprite, &gillBeastSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
else
aiNewState(pSprite, pXSprite, &gillBeastSearch);
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);
int nXSprite = sprite[pXSprite->reference].extra;
gDudeSlope[nXSprite] = divscale(pTarget->z-pSprite->z, nDist, 10);
if (nDist < 921 && klabs(nDeltaAngle) < 28)
{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastSwimBite);
else
aiNewState(pSprite, pXSprite, &gillBeastBite);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
{
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastSwimBite);
else
aiNewState(pSprite, pXSprite, &gillBeastBite);
}
else
{
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastSwimDodge);
else
aiNewState(pSprite, pXSprite, &gillBeastDodge);
}
break;
default:
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastSwimBite);
else
aiNewState(pSprite, pXSprite, &gillBeastBite);
break;
}
}
}
return;
}
}
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastSwimGoto);
else
aiNewState(pSprite, pXSprite, &gillBeastGoto);
sfxPlay3DSound(pSprite, 1701, -1, 0);
pXSprite->target = -1;
}
static void thinkSwimGoto(spritetype *pSprite, XSPRITE *pXSprite)
{
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(pSprite, pXSprite, nAngle);
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
aiThinkTarget(pSprite, pXSprite);
}
static void thinkSwimChase(spritetype *pSprite, XSPRITE *pXSprite)
{
if (pXSprite->target == -1)
{
aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
return;
}
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
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->z;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
{
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
int UNUSED(floorZ) = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
aiNewState(pSprite, pXSprite, &gillBeastSwimBite);
else
{
aiPlay3DSound(pSprite, 1700, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &gillBeast13A154);
}
}
}
else
aiNewState(pSprite, pXSprite, &gillBeast13A154);
return;
}
aiNewState(pSprite, pXSprite, &gillBeastSwimGoto);
pXSprite->target = -1;
}
static void sub_6CB00(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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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)
return;
if (pXSprite->target == -1)
pSprite->ang = (pSprite->ang+256)&2047;
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int UNUSED(nAngle) = getangle(dx, dy);
int nDist = approxDist(dx, dy);
if (Random(64) < 32 && 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);
if (pXSprite->target == -1)
t1 += nAccel;
else
t1 += nAccel>>2;
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
}
static void sub_6CD74(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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spritetype *pTarget = &sprite[pXSprite->target];
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
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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)
{
pXSprite->goalAng = (pSprite->ang+512)&2047;
return;
}
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int dz = z2 - z;
int UNUSED(nAngle) = getangle(dx, dy);
int nDist = approxDist(dx, dy);
if (Chance(0x600) && 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;
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 = getDudeInfo(pSprite->type);
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spritetype *pTarget = &sprite[pXSprite->target];
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
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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