//------------------------------------------------------------------------- /* 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 calebThinkSearch(DBloodActor*); static void calebThinkGoto(DBloodActor*); static void calebThinkChase(DBloodActor*); static void calebThinkSwimGoto(DBloodActor*); static void calebThinkSwimChase(DBloodActor*); static void sub_65D04(DBloodActor*); static void sub_65F44(DBloodActor*); static void sub_661E0(DBloodActor*); AISTATE tinycalebIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE tinycalebChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, calebThinkChase, NULL }; AISTATE tinycalebDodge = { kAiStateMove, 6, -1, 90, NULL, aiMoveDodge, NULL, &tinycalebChase }; AISTATE tinycalebGoto = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, calebThinkGoto, &tinycalebIdle }; AISTATE tinycalebAttack = { kAiStateChase, 0, nAttackClient, 120, NULL, NULL, NULL, &tinycalebChase }; AISTATE tinycalebSearch = { kAiStateSearch, 6, -1, 120, NULL, aiMoveForward, calebThinkSearch, &tinycalebIdle }; AISTATE tinycalebRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tinycalebDodge }; AISTATE tinycalebTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &tinycalebDodge }; AISTATE tinycalebSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE tinycalebSwimChase = { kAiStateChase, 8, -1, 0, NULL, sub_65D04, calebThinkSwimChase, NULL }; AISTATE tinycalebSwimDodge = { kAiStateMove, 8, -1, 90, NULL, aiMoveDodge, NULL, &tinycalebSwimChase }; AISTATE tinycalebSwimGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, calebThinkSwimGoto, &tinycalebSwimIdle }; AISTATE tinycalebSwimSearch = { kAiStateSearch, 8, -1, 120, NULL, aiMoveForward, calebThinkSearch, &tinycalebSwimIdle }; AISTATE tinycalebSwimAttack = { kAiStateChase, 10, nAttackClient, 0, NULL, NULL, NULL, &tinycalebSwimChase }; AISTATE tinycalebSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tinycalebSwimDodge }; AISTATE tinycaleb139660 = { kAiStateOther, 8, -1, 120, NULL, sub_65F44, calebThinkSwimChase, &tinycalebSwimChase }; AISTATE tinycaleb13967C = { kAiStateOther, 8, -1, 0, NULL, sub_661E0, calebThinkSwimChase, &tinycalebSwimChase }; AISTATE tinycaleb139698 = { kAiStateOther, 8, -1, 120, NULL, aiMoveTurn, NULL, &tinycalebSwimChase }; void SeqAttackCallback(int, DBloodActor* actor) { DVector3 vect(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope); vect.X += Random2F(1500, 4); vect.Y += Random2F(1500, 4); vect.Z += Random2F(1500, 8); for (int i = 0; i < 2; i++) { double r1 = Random3F(500, 4); double r2 = Random3F(1000, 4); double r3 = Random3F(1000, 8); actFireVector(actor, 0, 0, vect + DVector3(r1, r2, r3), kVectorShell); } if (Chance(0x8000)) sfxPlay3DSound(actor, 10000 + Random(5), -1, 0); if (Chance(0x8000)) sfxPlay3DSound(actor, 1001, -1, 0); else sfxPlay3DSound(actor, 1002, -1, 0); } static void calebThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void calebThinkGoto(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 = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery()) { if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimSearch); else aiNewState(actor, &tinycalebSearch); } aiThinkTarget(actor); } static void calebThinkChase(DBloodActor* actor) { auto pSector = actor->sector(); auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; if (actor->GetTarget() == nullptr) { if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimSearch); else aiNewState(actor, &tinycalebSearch); 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(); DAngle nAngle = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (target->xspr.health == 0) { if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimSearch); else { aiPlay3DSound(actor, 11000 + Random(4), AI_SFX_PRIORITY_1, -1); aiNewState(actor, &tinycalebSearch); } return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimSearch); else aiNewState(actor, &tinycalebSearch); return; } if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle); double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y); 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; if (nDist < 89.5625 && abs(nDeltaAngle) < DAngle1 * 5) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0); switch (hit) { case -1: if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimAttack); else aiNewState(actor, &tinycalebAttack); break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type) { if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimAttack); else aiNewState(actor, &tinycalebAttack); } else { if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimDodge); else aiNewState(actor, &tinycalebDodge); } break; default: if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimAttack); else aiNewState(actor, &tinycalebAttack); break; } } } return; } } if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimGoto); else aiNewState(actor, &tinycalebGoto); if (Chance(0x2000)) sfxPlay3DSound(actor, 10000 + Random(5), -1, 0); actor->SetTarget(nullptr); } static void calebThinkSwimGoto(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 = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &tinycalebSwimSearch); aiThinkTarget(actor); } static void calebThinkSwimChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &tinycalebSwimGoto); 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(); DAngle nAngle = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (target->xspr.health == 0) { aiNewState(actor, &tinycalebSwimSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &tinycalebSwimSearch); return; } if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle); double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y); 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 && abs(nDeltaAngle) < DAngle15) aiNewState(actor, &tinycalebSwimAttack); else aiNewState(actor, &tinycaleb13967C); } else aiNewState(actor, &tinycaleb13967C); } return; } aiNewState(actor, &tinycalebSwimGoto); actor->SetTarget(nullptr); } static void sub_65D04(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) actor->spr.Angles.Yaw += 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_65F44(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.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; 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; }); double dz = target->spr.pos.Z - actor->spr.pos.Z; actor->vel.Z -= dz / 256; } static void sub_661E0(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.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->spr.Angles.Yaw += 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; }); double dz = target->spr.pos.Z - actor->spr.pos.Z; actor->vel.Z += dz / 32; } END_BLD_NS