//------------------------------------------------------------------------- /* 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 eelThinkTarget(DBloodActor*); static void eelThinkSearch(DBloodActor*); static void eelThinkGoto(DBloodActor*); static void eelThinkPonder(DBloodActor*); static void eelMoveDodgeUp(DBloodActor*); static void eelMoveDodgeDown(DBloodActor*); static void eelThinkChase(DBloodActor*); static void eelMoveForward(DBloodActor*); static void eelMoveSwoop(DBloodActor*); static void eelMoveAscend(DBloodActor* actor); static void eelMoveToCeil(DBloodActor*); AISTATE eelIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, eelThinkTarget, NULL }; AISTATE eelFlyIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, eelThinkTarget, NULL }; AISTATE eelChase = { kAiStateChase, 0, -1, 0, NULL, eelMoveForward, eelThinkChase, &eelIdle }; AISTATE eelPonder = { kAiStateOther, 0, -1, 0, NULL, NULL, eelThinkPonder, NULL }; AISTATE eelGoto = { kAiStateMove, 0, -1, 600, NULL, NULL, eelThinkGoto, &eelIdle }; AISTATE eelBite = { kAiStateChase, 7, nEelBiteClient, 60, NULL, NULL, NULL, &eelChase }; AISTATE eelRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &eelChase }; AISTATE eelSearch = { kAiStateSearch, 0, -1, 120, NULL, eelMoveForward, eelThinkSearch, &eelIdle }; AISTATE eelSwoop = { kAiStateOther, 0, -1, 60, NULL, eelMoveSwoop, eelThinkChase, &eelChase }; AISTATE eelFly = { kAiStateMove, 0, -1, 0, NULL, eelMoveAscend, eelThinkChase, &eelChase }; AISTATE eelTurn = { kAiStateMove, 0, -1, 60, NULL, aiMoveTurn, NULL, &eelChase }; AISTATE eelHide = { kAiStateOther, 0, -1, 0, NULL, eelMoveToCeil, eelMoveForward, NULL }; AISTATE eelDodgeUp = { kAiStateMove, 0, -1, 120, NULL, eelMoveDodgeUp, NULL, &eelChase }; AISTATE eelDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeUp, NULL, &eelChase }; AISTATE eelDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeUp, NULL, &eelChase }; AISTATE eelDodgeDown = { kAiStateMove, 0, -1, 120, NULL, eelMoveDodgeDown, NULL, &eelChase }; AISTATE eelDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeDown, NULL, &eelChase }; AISTATE eelDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeDown, NULL, &eelChase }; void eelBiteSeqCallback(int, DBloodActor* actor) { /* * workaround for * actor->xspr.target >= 0 in file NBlood/source/blood/src/aiboneel.cpp at line 86 * The value of actor->xspr.target is -1. * copied from lines 177:181 * resolves this case, but may cause other issues? */ if (actor->GetTarget() == nullptr) { aiNewState(actor, &eelSearch); return; } auto target = actor->GetTarget(); int dx = bcos(actor->int_ang()); int dy = bsin(actor->int_ang()); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type); int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2; int height2 = (target->spr.yrepeat * pDudeInfoT->eyeHeight) << 2; actFireVector(actor, 0, 0, dx, dy, height2 - height, kVectorBoneelBite); } static void eelThinkTarget(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); 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) { pDudeExtraE->thinkTime = 0; actor->xspr.goalAng += 256; aiSetTarget(actor, actor->basePoint); aiNewState(actor, &eelTurn); return; } if (Chance(pDudeInfo->alertChance)) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER* pPlayer = &gPlayer[p]; if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->actor->spr.pos; auto dvect = ppos.XY() - actor->spr.pos; auto pSector = pPlayer->actor->sector(); int nDist = approxDist(dvect); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE; if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector())) continue; int nDeltaAngle = ((getangle(dvect) + 1024 - actor->int_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, ppos); aiActivateDude(actor); } else continue; break; } } } static void eelThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); eelThinkTarget(actor); } static void eelThinkGoto(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(); int nAngle = getangle(dvec); int nDist = approxDist(dvec); aiChooseDirection(actor, nAngle); if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) aiNewState(actor, &eelSearch); eelThinkTarget(actor); } static void eelThinkPonder(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &eelSearch); return; } assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); auto dvec = target->spr.pos.XY() - actor->spr.pos.XY(); int nAngle = getangle(dvec); int nDist = approxDist(dvec); aiChooseDirection(actor, nAngle); if (target->xspr.health == 0) { aiNewState(actor, &eelSearch); return; } if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = ((nAngle + 1024 - actor->int_ang()) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2; int height2 = (getDudeInfo(target->spr.type)->eyeHeight * target->spr.yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector())) { aiSetTarget(actor, actor->GetTarget()); if (height2 - height < -0x2000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) aiNewState(actor, &eelDodgeUp); else if (height2 - height > 0xccc && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) aiNewState(actor, &eelDodgeDown); else if (height2 - height < 0xccc && nDist < 0x399 && abs(nDeltaAngle) < 85) aiNewState(actor, &eelDodgeUp); else if (height2 - height > 0xccc && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85) aiNewState(actor, &eelDodgeDown); else if (height2 - height < -0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85) aiNewState(actor, &eelDodgeUp); else if (height2 - height < -0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400) aiNewState(actor, &eelDodgeUp); else if (height2 - height > 0xccc) aiNewState(actor, &eelDodgeDown); else aiNewState(actor, &eelDodgeUp); return; } } aiNewState(actor, &eelGoto); actor->SetTarget(nullptr); } static void eelMoveDodgeUp(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); int nCos = Cos(actor->int_ang()); int nSin = Sin(actor->int_ang()); int dx = actor->vel.X; int dy = actor->vel.Y; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Z = -0x8000; } static void eelMoveDodgeDown(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); if (actor->xspr.dodgeDir == 0) return; int nCos = Cos(actor->int_ang()); int nSin = Sin(actor->int_ang()); int dx = actor->vel.X; int dy = actor->vel.Y; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Z = 0x44444; } static void eelThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &eelGoto); return; } assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); auto dvec = target->spr.pos.XY() - actor->spr.pos.XY(); int nAngle = getangle(dvec); int nDist = approxDist(dvec); aiChooseDirection(actor, nAngle); if (target->xspr.health == 0) { aiNewState(actor, &eelSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &eelSearch); return; } if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = ((nAngle + 1024 - actor->int_ang()) & 2047) - 1024; double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE; int top, bottom; GetActorExtents(actor, &top, &bottom); int top2, bottom2; GetActorExtents(target, &top2, &bottom2); if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x399 && top2 > top && abs(nDeltaAngle) < 85) aiNewState(actor, &eelSwoop); else if (nDist <= 0x399 && abs(nDeltaAngle) < 85) aiNewState(actor, &eelBite); else if (bottom2 > top && abs(nDeltaAngle) < 85) aiNewState(actor, &eelSwoop); else if (top2 < top && abs(nDeltaAngle) < 85) aiNewState(actor, &eelFly); } } return; } actor->SetTarget(nullptr); aiNewState(actor, &eelSearch); } static void eelMoveForward(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 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(); int nDist = approxDist(dvec); if (nDist <= 0x399) return; int nCos = Cos(actor->int_ang()); int nSin = Sin(actor->int_ang()); int vx = actor->vel.X; int vy = actor->vel.Y; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 1; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); } static void eelMoveSwoop(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2; if (abs(nAng) > DAngle60) return; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); int nDist = approxDist(dvec); if (Chance(0x8000) && nDist <= 0x399) return; int nCos = Cos(actor->int_ang()); int nSin = Sin(actor->int_ang()); int vx = actor->vel.X; int vy = actor->vel.Y; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Z = 0x22222; } static void eelMoveAscend(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2; if (abs(nAng) > DAngle60) return; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); int nDist = approxDist(dvec); if (Chance(0x4000) && nDist <= 0x399) return; int nCos = Cos(actor->int_ang()); int nSin = Sin(actor->int_ang()); int vx = actor->vel.X; int vy = actor->vel.Y; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Z = -0x8000; } void eelMoveToCeil(DBloodActor* actor) { if (actor->spr.pos.Z - actor->xspr.TargetPos.Z < 0x10) { DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; pDudeExtraE->active = 0; actor->spr.flags = 0; aiNewState(actor, &eelIdle); } else aiSetTarget(actor, DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz)); } END_BLD_NS