//------------------------------------------------------------------------- /* 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 "blood.h" #include "db.h" #include "dude.h" #include "player.h" #include "seq.h" BEGIN_BLD_NS static void batThinkTarget(spritetype *, XSPRITE *); static void batThinkSearch(spritetype *, XSPRITE *); static void batThinkGoto(spritetype *, XSPRITE *); static void batThinkPonder(spritetype *, XSPRITE *); static void batMoveDodgeUp(spritetype *, XSPRITE *); static void batMoveDodgeDown(spritetype *, XSPRITE *); static void batThinkChase(spritetype *, XSPRITE *); static void batMoveForward(spritetype *, XSPRITE *); static void batMoveSwoop(spritetype *, XSPRITE *); static void batMoveFly(spritetype *, XSPRITE *); static void batMoveToCeil(spritetype *, XSPRITE *); AISTATE batIdle = {kAiStateIdle, 0, -1, 0, NULL, NULL, batThinkTarget, NULL }; AISTATE batFlyIdle = {kAiStateIdle, 6, -1, 0, NULL, NULL, batThinkTarget, NULL }; AISTATE batChase = {kAiStateChase, 6, -1, 0, NULL, batMoveForward, batThinkChase, &batFlyIdle }; AISTATE batPonder = {kAiStateOther, 6, -1, 0, NULL, NULL, batThinkPonder, NULL }; AISTATE batGoto = {kAiStateMove, 6, -1, 600, NULL, batMoveForward, batThinkGoto, &batFlyIdle }; AISTATE batBite = {kAiStateChase, 7, nBatBiteClient, 60, NULL, NULL, NULL, &batPonder }; AISTATE batRecoil = {kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &batChase }; AISTATE batSearch = {kAiStateSearch, 6, -1, 120, NULL, batMoveForward, batThinkSearch, &batFlyIdle }; AISTATE batSwoop = {kAiStateOther, 6, -1, 60, NULL, batMoveSwoop, batThinkChase, &batChase }; AISTATE batFly = { kAiStateMove, 6, -1, 0, NULL, batMoveFly, batThinkChase, &batChase }; AISTATE batTurn = {kAiStateMove, 6, -1, 60, NULL, aiMoveTurn, NULL, &batChase }; AISTATE batHide = {kAiStateOther, 6, -1, 0, NULL, batMoveToCeil, batMoveForward, NULL }; AISTATE batDodgeUp = {kAiStateMove, 6, -1, 120, NULL, batMoveDodgeUp, 0, &batChase }; AISTATE batDodgeUpRight = {kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase }; AISTATE batDodgeUpLeft = {kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase }; AISTATE batDodgeDown = {kAiStateMove, 6, -1, 120, NULL, batMoveDodgeDown, 0, &batChase }; AISTATE batDodgeDownRight = {kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase }; AISTATE batDodgeDownLeft = {kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase }; void batBiteSeqCallback(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; spritetype *pSprite = &sprite[pXSprite->reference]; spritetype *pTarget = &sprite[pXSprite->target]; int dx = CosScale16(pSprite->ang); int dy = SinScale16(pSprite->ang); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type); int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2; int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2; assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); actFireVector(pSprite, 0, 0, dx, dy, height2-height, VECTOR_TYPE_6); } static void batThinkTarget(spritetype *pSprite, XSPRITE *pXSprite) { assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10) pDudeExtraE->xval2++; else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3) { pDudeExtraE->xval2 = 0; pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); aiNewState(pSprite, pXSprite, &batTurn); 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) { aiSetTarget(pXSprite, pPlayer->nSprite); aiActivateDude(pSprite, pXSprite); } else if (nDist < pDudeInfo->hearDist) { aiSetTarget(pXSprite, x, y, z); aiActivateDude(pSprite, pXSprite); } else continue; break; } } } static void batThinkSearch(spritetype *pSprite, XSPRITE *pXSprite) { aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); batThinkTarget(pSprite, pXSprite); } static void batThinkGoto(spritetype *pSprite, XSPRITE *pXSprite) { assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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, &batSearch); batThinkTarget(pSprite, pXSprite); } static void batThinkPonder(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &batSearch); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); assert(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, &batSearch); 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; int height2 = (getDudeInfo(pTarget->type)->eyeHeight*pTarget->yrepeat)<<2; 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)) { aiSetTarget(pXSprite, pXSprite->target); if (height2-height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batDodgeUp); else if (height2-height > 0x5000 && nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batDodgeDown); else if (height2-height < 0x2000 && nDist < 0x200 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batDodgeUp); else if (height2-height > 0x6000 && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batDodgeDown); else if (height2-height < 0x2000 && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batDodgeUp); else if (height2-height < 0x2000 && klabs(nDeltaAngle) < 85 && nDist > 0x1400) aiNewState(pSprite, pXSprite, &batDodgeUp); else if (height2-height > 0x4000) aiNewState(pSprite, pXSprite, &batDodgeDown); else aiNewState(pSprite, pXSprite, &batDodgeUp); return; } } aiNewState(pSprite, pXSprite, &batGoto); pXSprite->target = -1; } static void batMoveDodgeUp(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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 nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int dx = xvel[nSprite]; int dy = yvel[nSprite]; int t1 = dmulscale30(dx, nCos, dy, nSin); int t2 = dmulscale30(dx, nSin, -dy, nCos); if (pXSprite->dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = -0x52aaa; } static void batMoveDodgeDown(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024; int nTurnRange = (pDudeInfo->angSpeed<<2)>>4; pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047; if (pXSprite->dodgeDir == 0) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int dx = xvel[nSprite]; int dy = yvel[nSprite]; int t1 = dmulscale30(dx, nCos, dy, nSin); int t2 = dmulscale30(dx, nSin, -dy, nCos); if (pXSprite->dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = 0x44444; } static void batThinkChase(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &batGoto); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); assert(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, &batSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(pSprite, pXSprite, &batSearch); 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; // Should be dudeInfo[pTarget->type-kDudeBase] int height2 = (pDudeInfo->eyeHeight*pTarget->yrepeat)<<2; 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 floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); if (height2-height < 0x2000 && nDist < 0x200 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batBite); else if ((height2-height > 0x5000 || floorZ-bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batSwoop); else if ((height2-height < 0x3000 || floorZ-bottom < 0x3000) && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &batFly); return; } } else { aiNewState(pSprite, pXSprite, &batFly); return; } } pXSprite->target = -1; aiNewState(pSprite, pXSprite, &batHide); } static void batMoveForward(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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<<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 nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x200) 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>>1; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); } static void batMoveSwoop(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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<<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 nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x200) 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] = 0x44444; } static void batMoveFly(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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<<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 nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x200) 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] = -0x2d555; } void batMoveToCeil(spritetype *pSprite, XSPRITE *pXSprite) { int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; int nSector = pSprite->sectnum; if (z - pXSprite->targetZ < 0x1000) { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->xval3 = 0; pSprite->flags = 0; aiNewState(pSprite, pXSprite, &batIdle); } else aiSetTarget(pXSprite, x, y, sector[nSector].ceilingz); } END_BLD_NS