//------------------------------------------------------------------------- /* 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 "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); 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 }; 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 }; 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 }; 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) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); int dx = bcos(pSprite->ang); int dy = bsin(pSprite->ang); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); int dz = pTarget->z - pSprite->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); } void cerberusBurnSeqCallback(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int height = pDudeInfo->eyeHeight * pSprite->yrepeat; if (!actor->ValidateTarget(__FUNCTION__)) return; int x = pSprite->x; int y = pSprite->y; int z = height; // ??? TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa }; Aim aim; aim.dx = bcos(pSprite->ang); aim.dy = bsin(pSprite->ang); aim.dz = actor->dudeSlope; int nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) { spritetype* pSprite2 = &actor2->s(); if (pSprite == pSprite2 || !(pSprite2->flags & 8)) continue; int x2 = pSprite2->x; int y2 = pSprite2->y; int z2 = pSprite2->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(pSprite->ang), nDist, 30); int ty = y + MulScale(Sin(pSprite->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 - pSprite->ang + 1024) & 2047) - 1024; if (abs(nDeltaAngle) <= tt1.at8) { int tz = pSprite2->z - pSprite->z; if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum)) { nClosest = nDist2; aim.dx = bcos(nAngle); aim.dy = bsin(nAngle); aim.dz = DivScale(tz, nDist, 10); } else aim.dz = tz; } } } switch (pSprite->type) { case kDudeCerberusTwoHead: 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: actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus); break; } } void cerberusBurnSeqCallback2(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); if (!actor->ValidateTarget(__FUNCTION__)) return; DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int height = pDudeInfo->eyeHeight * pSprite->yrepeat; int x = pSprite->x; int y = pSprite->y; int z = height; // ??? TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa }; Aim aim; int ax, ay, az; aim.dx = ax = bcos(pSprite->ang); aim.dy = ay = bsin(pSprite->ang); aim.dz = actor->dudeSlope; az = 0; int nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) { spritetype* pSprite2 = &actor2->s(); if (pSprite == pSprite2 || !(pSprite2->flags & 8)) continue; int x2 = pSprite2->x; int y2 = pSprite2->y; int z2 = pSprite2->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(pSprite->ang), nDist, 30); int ty = y + MulScale(Sin(pSprite->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 - pSprite->ang + 1024) & 2047) - 1024; if (abs(nDeltaAngle) <= tt1.at8) { DUDEINFO* pDudeInfo2 = getDudeInfo(pSprite2->type); int height = (pDudeInfo2->aimHeight * pSprite2->yrepeat) << 2; int tz = (z2 - height) - z; if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum)) { nClosest = nDist2; aim.dx = bcos(nAngle); aim.dy = bsin(nAngle); aim.dz = DivScale(tz, nDist, 10); } else aim.dz = tz; } } } switch (pSprite->type) { case kDudeCerberusTwoHead: actFireMissile(actor, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound); actFireMissile(actor, -350, 0, ax, ay, az, kMissileFlameHound); break; case kDudeCerberusOneHead: actFireMissile(actor, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound); break; } } static void cerberusThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); aiChooseDirection(actor, pXSprite->goalAng); aiThinkTarget(actor); } static void cerberusThinkTarget(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->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; POINT3D* pTarget = &actor->basePoint(); aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z); if (pSprite->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->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 && 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; } } } static void cerberusThinkGoto(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } 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(actor, nAngle); if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery) { switch (pSprite->type) { case kDudeCerberusTwoHead: aiNewState(actor, &cerberusSearch); break; case kDudeCerberusOneHead: aiNewState(actor, &cerberus2Search); break; } } aiThinkTarget(actor); } static void cerberusThinkChase(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { switch (pSprite->type) { case kDudeCerberusTwoHead: aiNewState(actor, &cerberusGoto); break; case kDudeCerberusOneHead: aiNewState(actor, &cerberus2Goto); break; } return; } ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); XSPRITE* pXTarget = &actor->GetTarget()->x(); int dx = pTarget->x - pSprite->x; int dy = pTarget->y - pSprite->y; aiChooseDirection(actor, getangle(dx, dy)); if (pXTarget->health == 0) { switch (pSprite->type) { case kDudeCerberusTwoHead: aiNewState(actor, &cerberusSearch); break; case kDudeCerberusOneHead: aiNewState(actor, &cerberus2Search); break; } return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) { switch (pSprite->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 - 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 && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x1b00 && nDist > 0xd00 && abs(nDeltaAngle) < 85) { switch (pSprite->type) { case kDudeCerberusTwoHead: aiNewState(actor, &cerberusBurn); break; case kDudeCerberusOneHead: aiNewState(actor, &cerberus2Burn); break; } } else if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85) { switch (pSprite->type) { case kDudeCerberusTwoHead: aiNewState(actor, &cerberus3Burn); break; case kDudeCerberusOneHead: aiNewState(actor, &cerberus4Burn); break; } } else if (nDist < 0x200 && abs(nDeltaAngle) < 85) { int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0); switch (pSprite->type) { case kDudeCerberusTwoHead: switch (hit) { case -1: aiNewState(actor, &cerberusBite); break; case 3: if (pSprite->type != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().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 (pSprite->type != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().type != kDudeHellHound) aiNewState(actor, &cerberus2Bite); break; case 0: case 4: break; default: aiNewState(actor, &cerberus2Bite); break; } break; } } return; } } } switch (pSprite->type) { case kDudeCerberusTwoHead: aiNewState(actor, &cerberusGoto); break; case kDudeCerberusOneHead: aiNewState(actor, &cerberus2Goto); break; } actor->SetTarget(nullptr); } END_BLD_NS