//------------------------------------------------------------------------- /* 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 "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*); AISTATE gillBeastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE gillBeastChase = { kAiStateChase, 9, -1, 0, NULL, aiMoveForward, gillThinkChase, NULL }; AISTATE gillBeastDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastChase }; AISTATE gillBeastGoto = { kAiStateMove, 9, -1, 600, NULL, aiMoveForward, gillThinkGoto, &gillBeastIdle }; AISTATE gillBeastBite = { kAiStateChase, 6, nGillBiteClient, 120, NULL, NULL, NULL, &gillBeastChase }; AISTATE gillBeastSearch = { kAiStateMove, 9, -1, 120, NULL, aiMoveForward, gillThinkSearch, &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, gillThinkSwimChase, NULL }; 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 }; 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 }; AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn, &gillBeastSwimChase }; void GillBiteSeqCallback(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); DVector3 vec(actor->spr.angle.ToVector() * 64, actor->spr.pos.Z - target->spr.pos.Z); vec.X += Random3F(2000, 8); vec.Y += Random3F(2000, 8); actFireVector(actor, 0, 0, vec, kVectorGillBite); actFireVector(actor, 0, 0, vec, kVectorGillBite); actFireVector(actor, 0, 0, vec, kVectorGillBite); } static void gillThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void gillThinkGoto(DBloodActor* actor) { 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(); DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimSearch); else aiNewState(actor, &gillBeastSearch); } aiThinkTarget(actor); } static void gillThinkChase(DBloodActor* actor) { 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(); auto dv = target->spr.pos.XY() - actor->spr.pos.XY(); DAngle nAngle = VecToAngle(dv); aiChooseDirection(actor, nAngle); 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; } double nDist = dv.Length(); if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle); 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() && nDeltaAngle <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); actor->_dudeSlope = nDist == 0 ? 0 : (target->spr.pos.Z - actor->spr.pos.Z) / nDist * 16384; if (nDist < 57.5625 && abs(nDeltaAngle) < DAngle1 * 5) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dv, 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; } } if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimGoto); else aiNewState(actor, &gillBeastGoto); sfxPlay3DSound(actor, 1701, -1, 0); actor->SetTarget(nullptr); } static void gillThinkSwimGoto(DBloodActor* actor) { 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(); DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &gillBeastSwimSearch); aiThinkTarget(actor); } static void gillThinkSwimChase(DBloodActor* actor) { 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(); auto dvec = target->spr.pos.XY() - actor->spr.pos.XY(); DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (actor->xspr.health == 0) { aiNewState(actor, &gillBeastSwimSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &gillBeastSwimSearch); return; } if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle); double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE; double top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector())) { if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x40 && nDeltaAngle < DAngle15) 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); } static void sub_6CB00(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2); if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) actor->spr.angle += DAngle45; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if (Random(64) < 32 && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel * 0.25; }); } static void sub_6CD74(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2); if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if (Chance(0x600) && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ t1 += nAccel; }); actor->vel.Z -= target->spr.pos.Z - actor->spr.pos.Z / 256.; } static void sub_6D03C(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2); if (abs(nAng) > DAngle60) { actor->spr.angle += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if (Chance(0x4000) && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ t1 += nAccel * 0.5; }); actor->vel.Z += target->spr.pos.Z - actor->spr.pos.Z / 32.; } END_BLD_NS