//------------------------------------------------------------------------- /* 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 MorphToBeast(DBloodActor*); static void beastThinkSearch(DBloodActor*); static void beastThinkGoto(DBloodActor*); static void beastThinkChase(DBloodActor*); static void beastThinkSwimGoto(DBloodActor*); static void beastThinkSwimChase(DBloodActor*); static void beastMoveForward(DBloodActor*); static void sub_628A0(DBloodActor*); static void sub_62AE0(DBloodActor*); static void sub_62D7C(DBloodActor*); AISTATE beastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE beastChase = { kAiStateChase, 8, -1, 0, NULL, beastMoveForward, beastThinkChase, NULL }; AISTATE beastDodge = { kAiStateMove, 8, -1, 60, NULL, aiMoveDodge, NULL, &beastChase }; AISTATE beastGoto = { kAiStateMove, 8, -1, 600, NULL, beastMoveForward, beastThinkGoto, &beastIdle }; AISTATE beastSlash = { kAiStateChase, 6, nSlashClient, 120, NULL, NULL, NULL, &beastChase }; AISTATE beastStomp = { kAiStateChase, 7, nStompClient, 120, NULL, NULL, NULL, &beastChase }; AISTATE beastSearch = { kAiStateSearch, 8, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastIdle }; AISTATE beastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastDodge }; AISTATE beastTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &beastDodge }; AISTATE beastSwimIdle = { kAiStateIdle, 9, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE beastSwimChase = { kAiStateChase, 9, -1, 0, NULL, sub_628A0, beastThinkSwimChase, NULL }; AISTATE beastSwimDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &beastSwimChase }; AISTATE beastSwimGoto = { kAiStateMove, 9, -1, 600, NULL, beastMoveForward, beastThinkSwimGoto, &beastSwimIdle }; AISTATE beastSwimSearch = { kAiStateSearch, 9, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastSwimIdle }; AISTATE beastSwimSlash = { kAiStateChase, 9, nSlashClient, 0, NULL, NULL, beastThinkSwimChase, &beastSwimChase }; AISTATE beastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastSwimDodge }; AISTATE beastMorphToBeast = { kAiStateOther, -1, -1, 0, MorphToBeast, NULL, NULL, &beastIdle }; AISTATE beastMorphFromCultist = { kAiStateOther, 2576, -1, 0, NULL, NULL, NULL, &beastMorphToBeast }; AISTATE beast138FB4 = { kAiStateOther, 9, -1, 120, NULL, sub_62AE0, beastThinkSwimChase, &beastSwimChase }; AISTATE beast138FD0 = { kAiStateOther, 9, -1, 0, NULL, sub_62D7C, beastThinkSwimChase, &beastSwimChase }; AISTATE beast138FEC = { kAiStateOther, 9, -1, 120, NULL, aiMoveTurn, NULL, &beastSwimChase }; void SlashSeqCallback(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); int dx = bcos(pSprite->ang); int dy = bsin(pSprite->ang); // Correct ? int dz = pSprite->z - pTarget->z; dx += Random3(4000 - 700 * gGameOptions.nDifficulty); dy += Random3(4000 - 700 * gGameOptions.nDifficulty); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash); sfxPlay3DSound(actor, 9012 + Random(2), -1, 0); } void StompSeqCallback(int, DBloodActor* actor1) { uint8_t sectmap[(kMaxSectors + 7) >> 3]; XSPRITE* pXSprite = &actor1->x(); spritetype* pSprite = &actor1->s(); int dx = bcos(pSprite->ang); int dy = bsin(pSprite->ang); int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; int vc = 400; int nSector = pSprite->sectnum; int v1c = 5 + 2 * gGameOptions.nDifficulty; int v10 = 25 + 30 * gGameOptions.nDifficulty; const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic GetClosestSpriteSectors(nSector, x, y, vc, sectmap, nullptr, newSectCheckMethod); char v4 = 0; int hit = HitScan(actor1, pSprite->z, dx, dy, 0, CLIPMASK1, 0); DBloodActor* actor2 = nullptr; actHitcodeToData(hit, &gHitInfo, &actor2); if (hit == 3 && actor2) { if (actor2->s().statnum == kStatDude) v4 = 0; } vc <<= 4; BloodStatIterator it1(kStatDude); while (auto actor2 = it1.Next()) { if (actor1 != actor2 || v4) { spritetype* pSprite2 = &actor2->s(); if (pSprite2->extra > 0 && pSprite2->extra < kMaxXSprites) { if (pSprite2->type == kDudeBeast) continue; if (pSprite2->flags & 32) continue; if (TestBitString(sectmap, pSprite2->sectnum) && CheckProximity(actor2, x, y, z, nSector, vc)) { int top, bottom; GetActorExtents(actor1, &top, &bottom); if (abs(bottom - sector[nSector].floorz) == 0) { int dx = abs(pSprite->x - pSprite2->x); int dy = abs(pSprite->y - pSprite2->y); int nDist2 = ksqrt(dx * dx + dy * dy); if (nDist2 <= vc) { int nDamage; if (!nDist2) nDamage = v1c + v10; else nDamage = v1c + ((vc - nDist2) * v10) / vc; if (IsPlayerSprite(pSprite2)) gPlayer[pSprite2->type - kDudePlayer1].quakeEffect += nDamage * 4; actDamageSprite(actor1, actor2, kDamageFall, nDamage << 4); } } } } } } it1.Reset(kStatThing); while (auto actor2 = it1.Next()) { spritetype* pSprite2 = &actor2->s(); if (pSprite2->flags & 32) continue; if (TestBitString(sectmap, pSprite2->sectnum) && CheckProximity(actor2, x, y, z, nSector, vc)) { XSPRITE* pXSprite = &actor2->x(); if (pXSprite->locked) continue; int dx = abs(pSprite->x - pSprite2->x); int dy = abs(pSprite->y - pSprite2->y); int nDist2 = ksqrt(dx * dx + dy * dy); if (nDist2 <= vc) { int nDamage; if (!nDist2) nDamage = v1c + v10; else nDamage = v1c + ((vc - nDist2) * v10) / vc; if (IsPlayerSprite(pSprite2)) gPlayer[pSprite2->type - kDudePlayer1].quakeEffect += nDamage * 4; actDamageSprite(actor1, actor2, kDamageFall, nDamage << 4); } } } sfxPlay3DSound(actor1, 9015 + Random(2), -1, 0); } static void MorphToBeast(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth); pSprite->type = kDudeBeast; } static void beastThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); aiChooseDirection(actor, pXSprite->goalAng); aiThinkTarget(actor); } static void beastThinkGoto(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; 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) { if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimSearch); else aiNewState(actor, &beastSearch); } aiThinkTarget(actor); } static void beastThinkChase(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimSearch); else aiNewState(actor, &beastSearch); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); 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) { XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimSearch); else aiNewState(actor, &beastSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) { XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimSearch); else aiNewState(actor, &beastSearch); 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()); actor->dudeSlope = nDist == 0? 0 : DivScale(pTarget->z - pSprite->z, nDist, 10); if (nDist < 0x1400 && nDist > 0xa00 && abs(nDeltaAngle) < 85 && (pTarget->flags & 2) && IsPlayerSprite(pTarget) && Chance(0x8000)) { XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0); if (pXTarget->health > (unsigned)gPlayerTemplate[0].startHealth / 2) { switch (hit) { case -1: if (!pXSector || !pXSector->Underwater) aiNewState(actor, &beastStomp); break; case 3: if (pSprite->type != gHitInfo.hitactor->s().type) { if (!pXSector || !pXSector->Underwater) aiNewState(actor, &beastStomp); } else { if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimDodge); else aiNewState(actor, &beastDodge); } break; default: if (!pXSector || !pXSector->Underwater) aiNewState(actor, &beastStomp); break; } } } if (nDist < 921 && abs(nDeltaAngle) < 28) { XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimSlash); else aiNewState(actor, &beastSlash); break; case 3: if (pSprite->type != gHitInfo.hitactor->s().type) { if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimSlash); else aiNewState(actor, &beastSlash); } else { if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimDodge); else aiNewState(actor, &beastDodge); } break; default: if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimSlash); else aiNewState(actor, &beastSlash); break; } } } return; } } XSECTOR* pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimGoto); else aiNewState(actor, &beastGoto); actor->SetTarget(nullptr); } static void beastThinkSwimGoto(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); 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(actor, nAngle); if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery) aiNewState(actor, &beastSwimSearch); aiThinkTarget(actor); } static void beastThinkSwimChase(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { aiNewState(actor, &beastSwimGoto); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); 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) { aiNewState(actor, &beastSwimSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &beastSwimSearch); 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->z; int top, bottom; GetActorExtents(actor, &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 && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x400 && abs(nDeltaAngle) < 85) aiNewState(actor, &beastSwimSlash); else { aiPlay3DSound(actor, 9009 + Random(2), AI_SFX_PRIORITY_1, -1); aiNewState(actor, &beast138FD0); } } } else aiNewState(actor, &beast138FD0); return; } aiNewState(actor, &beastSwimGoto); actor->SetTarget(nullptr); } static void beastMoveForward(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); 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 (abs(nAng) > 341) return; int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int nDist = approxDist(dx, dy); if (nDist <= 0x400 && Random(64) < 32) return; actor->xvel += MulScale(pDudeInfo->frontSpeed, Cos(pSprite->ang), 30); actor->yvel += MulScale(pDudeInfo->frontSpeed, Sin(pSprite->ang), 30); } static void sub_628A0(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); 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 (abs(nAng) > 341) return; if (actor->GetTarget() == nullptr) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = actor->xvel; int vy = actor->yvel; 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 >> 2; actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } static void sub_62AE0(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight; int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight; 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 (abs(nAng) > 341) { pXSprite->goalAng = (pSprite->ang + 512) & 2047; return; } int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int dz = z2 - z; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = actor->xvel; int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel; actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); actor->zvel = -dz; } static void sub_62D7C(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); int nSprite = pSprite->index; assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight; int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight; 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 (abs(nAng) > 341) { pSprite->ang = (pSprite->ang + 512) & 2047; return; } int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = actor->xvel; int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); actor->zvel = dz; } END_BLD_NS