raze/source/games/blood/src/aicerber.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 cerberusThinkSearch(DBloodActor* actor);
static void cerberusThinkTarget(DBloodActor* actor);
static void cerberusThinkGoto(DBloodActor* actor);
static void cerberusThinkChase(DBloodActor* actor);
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AISTATE cerberusIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, cerberusThinkTarget, NULL };
AISTATE cerberusSearch = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, cerberusThinkSearch, &cerberusIdle };
AISTATE cerberusChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, cerberusThinkChase, NULL };
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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, cerberusThinkGoto, &cerberusIdle };
AISTATE cerberusBite = { kAiStateChase, 6, nCerberusBiteClient, 60, NULL, NULL, NULL, &cerberusChase };
AISTATE cerberusBurn = { kAiStateChase, 6, nCerberusBurnClient, 60, NULL, NULL, NULL, &cerberusChase };
AISTATE cerberus3Burn = { kAiStateChase, 6, nCerberusBurnClient2, 60, NULL, NULL, NULL, &cerberusChase };
AISTATE cerberus2Idle = { kAiStateIdle, 0, -1, 0, NULL, NULL, cerberusThinkTarget, NULL };
AISTATE cerberus2Search = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, cerberusThinkSearch, &cerberus2Idle };
AISTATE cerberus2Chase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, cerberusThinkChase, NULL };
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AISTATE cerberus2Recoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cerberus2Search };
AISTATE cerberus2Goto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, cerberusThinkGoto, &cerberus2Idle };
AISTATE cerberus2Bite = { kAiStateChase, 6, nCerberusBiteClient, 60, NULL, NULL, NULL, &cerberus2Chase };
AISTATE cerberus2Burn = { kAiStateChase, 6, nCerberusBurnClient, 60, NULL, NULL, NULL, &cerberus2Chase };
AISTATE cerberus4Burn = { kAiStateChase, 6, nCerberusBurnClient2, 60, NULL, NULL, NULL, &cerberus2Chase };
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AISTATE cerberus139890 = { kAiStateOther, 7, -1, 120, NULL, aiMoveTurn, NULL, &cerberusChase };
AISTATE cerberus1398AC = { kAiStateOther, 7, -1, 120, NULL, aiMoveTurn, NULL, &cerberusChase };
void cerberusBiteSeqCallback(int, DBloodActor* actor)
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{
spritetype* pSprite = &actor->s();
int dx = bcos(actor->spr.ang);
int dy = bsin(actor->spr.ang);
///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
int dz = target->spr.pos.Z - actor->spr.pos.Z;
actFireVector(actor, 350, -100, dx, dy, dz, kVectorCerberusHack);
actFireVector(actor, -350, 0, dx, dy, dz, kVectorCerberusHack);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorCerberusHack);
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}
void cerberusBurnSeqCallback(int, DBloodActor* actor)
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{
spritetype* pSprite = &actor->s();
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int height = pDudeInfo->eyeHeight * actor->spr.yrepeat;
if (!actor->ValidateTarget(__FUNCTION__)) return;
int x = actor->spr.pos.X;
int y = actor->spr.pos.Y;
int z = height; // ???
TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
Aim aim;
aim.dx = bcos(actor->spr.ang);
aim.dy = bsin(actor->spr.ang);
aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff;
BloodStatIterator it(kStatDude);
while (auto actor2 = it.Next())
{
spritetype* pSprite2 = &actor2->s();
if (pSprite == pSprite2 || !(actor2->spr.flags & 8))
continue;
int x2 = actor2->spr.pos.X;
int y2 = actor2->spr.pos.Y;
int z2 = actor2->spr.pos.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 += (actor2->xvel * t) >> 12;
y2 += (actor2->yvel * t) >> 12;
z2 += (actor2->zvel * t) >> 8;
}
int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
int tz = z + MulScale(actor->dudeSlope, 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 - actor->spr.ang + 1024) & 2047) - 1024;
if (abs(nDeltaAngle) <= tt1.at8)
{
int tz = actor2->spr.pos.Z - actor->spr.pos.Z;
if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
{
nClosest = nDist2;
aim.dx = bcos(nAngle);
aim.dy = bsin(nAngle);
aim.dz = DivScale(tz, nDist, 10);
}
else
aim.dz = tz;
}
}
}
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
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actFireMissile(actor, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
break;
case kDudeCerberusOneHead:
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actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
break;
}
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}
void cerberusBurnSeqCallback2(int, DBloodActor* actor)
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{
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int height = pDudeInfo->eyeHeight * actor->spr.yrepeat;
int x = actor->spr.pos.X;
int y = actor->spr.pos.Y;
int z = height; // ???
TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
Aim aim;
int ax, ay, az;
aim.dx = ax = bcos(actor->spr.ang);
aim.dy = ay = bsin(actor->spr.ang);
aim.dz = actor->dudeSlope;
az = 0;
int nClosest = 0x7fffffff;
BloodStatIterator it(kStatDude);
while (auto actor2 = it.Next())
{
if (actor == actor2 || !(actor2->spr.flags & 8))
continue;
int x2 = actor2->spr.pos.X;
int y2 = actor2->spr.pos.Y;
int z2 = actor2->spr.pos.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 += (actor->xvel * t) >> 12;
y2 += (actor->yvel * t) >> 12;
z2 += (actor->zvel * t) >> 8;
}
int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
int tz = z + MulScale(actor->dudeSlope, nDist, 10);
int tsr = MulScale(9460, nDist, 10);
int top, bottom;
GetActorExtents(actor2, &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 - actor->spr.ang + 1024) & 2047) - 1024;
if (abs(nDeltaAngle) <= tt1.at8)
{
DUDEINFO* pDudeInfo2 = getDudeInfo(actor2->spr.type);
int height = (pDudeInfo2->aimHeight * actor2->spr.yrepeat) << 2;
int tz = (z2 - height) - z;
if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
{
nClosest = nDist2;
aim.dx = bcos(nAngle);
aim.dy = bsin(nAngle);
aim.dz = DivScale(tz, nDist, 10);
}
else
aim.dz = tz;
}
}
}
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
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actFireMissile(actor, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound);
actFireMissile(actor, -350, 0, ax, ay, az, kMissileFlameHound);
break;
case kDudeCerberusOneHead:
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actFireMissile(actor, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound);
break;
}
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}
static void cerberusThinkSearch(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor);
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}
static void cerberusThinkTarget(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
pXSprite->goalAng += 256;
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POINT3D* pTarget = &actor->basePoint;
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aiSetTarget(actor, pTarget->X, pTarget->Y, pTarget->Z);
if (actor->spr.type == kDudeCerberusTwoHead)
aiNewState(actor, &cerberus139890);
else
aiNewState(actor, &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->actor->spr.pos.X;
int y = pPlayer->actor->spr.pos.Y;
int z = pPlayer->actor->spr.pos.Z;
auto pSector = pPlayer->actor->spr.sector();
int dx = x - actor->spr.pos.X;
int dy = y - actor->spr.pos.Y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, pSector, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->spr.sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->thinkTime = 0;
aiSetTarget(actor, pPlayer->actor);
aiActivateDude(actor);
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->thinkTime = 0;
aiSetTarget(actor, x, y, z);
aiActivateDude(actor);
}
else
continue;
break;
}
}
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}
static void cerberusThinkGoto(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int dx = pXSprite->targetX - actor->spr.pos.X;
int dy = pXSprite->targetY - actor->spr.pos.Y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
{
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
aiNewState(actor, &cerberusSearch);
break;
case kDudeCerberusOneHead:
aiNewState(actor, &cerberus2Search);
break;
}
}
aiThinkTarget(actor);
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}
static void cerberusThinkChase(DBloodActor* actor)
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{
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr) {
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
aiNewState(actor, &cerberusGoto);
break;
case kDudeCerberusOneHead:
aiNewState(actor, &cerberus2Goto);
break;
}
return;
}
///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
XSPRITE* pXTarget = &actor->GetTarget()->x();
int dx = target->spr.pos.X - actor->spr.pos.X;
int dy = target->spr.pos.Y - actor->spr.pos.Y;
aiChooseDirection(actor, getangle(dx, dy));
if (pXTarget->health == 0) {
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
aiNewState(actor, &cerberusSearch);
break;
case kDudeCerberusOneHead:
aiNewState(actor, &cerberus2Search);
break;
}
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) {
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
aiNewState(actor, &cerberusSearch);
break;
case kDudeCerberusOneHead:
aiNewState(actor, &cerberus2Search);
break;
}
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
if (cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->spr.sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) {
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x1b00 && nDist > 0xd00 && abs(nDeltaAngle) < 85) {
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
aiNewState(actor, &cerberusBurn);
break;
case kDudeCerberusOneHead:
aiNewState(actor, &cerberus2Burn);
break;
}
}
else if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85) {
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
aiNewState(actor, &cerberus3Burn);
break;
case kDudeCerberusOneHead:
aiNewState(actor, &cerberus4Burn);
break;
}
}
else if (nDist < 0x200 && abs(nDeltaAngle) < 85)
{
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
switch (hit) {
case -1:
aiNewState(actor, &cerberusBite);
break;
case 3:
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeHellHound)
aiNewState(actor, &cerberusBite);
break;
case 0:
case 4:
break;
default:
aiNewState(actor, &cerberusBite);
break;
}
break;
case kDudeCerberusOneHead:
switch (hit) {
case -1:
aiNewState(actor, &cerberus2Bite);
break;
case 3:
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeHellHound)
aiNewState(actor, &cerberus2Bite);
break;
case 0:
case 4:
break;
default:
aiNewState(actor, &cerberus2Bite);
break;
}
break;
}
}
return;
}
}
}
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switch (actor->spr.type) {
case kDudeCerberusTwoHead:
aiNewState(actor, &cerberusGoto);
break;
case kDudeCerberusOneHead:
aiNewState(actor, &cerberus2Goto);
break;
}
actor->SetTarget(nullptr);
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}
END_BLD_NS