//------------------------------------------------------------------------- /* 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 batThinkTarget(DBloodActor*); static void batThinkSearch(DBloodActor*); static void batThinkGoto(DBloodActor*); static void batThinkPonder(DBloodActor*); static void batMoveDodgeUp(DBloodActor*); static void batMoveDodgeDown(DBloodActor*); static void batThinkChase(DBloodActor*); static void batMoveForward(DBloodActor*); static void batMoveSwoop(DBloodActor*); static void batMoveFly(DBloodActor*); static void batMoveToCeil(DBloodActor*); AISTATE batIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, batThinkTarget, NULL }; AISTATE batFlyIdle = { kAiStateIdle, 6, -1, 0, NULL, NULL, batThinkTarget, NULL }; AISTATE batChase = { kAiStateChase, 6, -1, 0, NULL, batMoveForward, batThinkChase, &batFlyIdle }; AISTATE batPonder = { kAiStateOther, 6, -1, 0, NULL, NULL, batThinkPonder, NULL }; AISTATE batGoto = { kAiStateMove, 6, -1, 600, NULL, batMoveForward, batThinkGoto, &batFlyIdle }; AISTATE batBite = { kAiStateChase, 7, nBatBiteClient, 60, NULL, NULL, NULL, &batPonder }; AISTATE batRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &batChase }; AISTATE batSearch = { kAiStateSearch, 6, -1, 120, NULL, batMoveForward, batThinkSearch, &batFlyIdle }; AISTATE batSwoop = { kAiStateOther, 6, -1, 60, NULL, batMoveSwoop, batThinkChase, &batChase }; AISTATE batFly = { kAiStateMove, 6, -1, 0, NULL, batMoveFly, batThinkChase, &batChase }; AISTATE batTurn = { kAiStateMove, 6, -1, 60, NULL, aiMoveTurn, NULL, &batChase }; AISTATE batHide = { kAiStateOther, 6, -1, 0, NULL, batMoveToCeil, batMoveForward, NULL }; AISTATE batDodgeUp = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeUp, 0, &batChase }; AISTATE batDodgeUpRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase }; AISTATE batDodgeUpLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase }; AISTATE batDodgeDown = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeDown, 0, &batChase }; AISTATE batDodgeDownRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase }; AISTATE batDodgeDownLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase }; void batBiteSeqCallback(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto pTarget = 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(pTarget->spr.type); int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2; int height2 = (pTarget->spr.yrepeat * pDudeInfoT->eyeHeight) << 2; actFireVector(actor, 0, 0, dx, dy, height2 - height, kVectorBatBite); } static void batThinkTarget(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 += DAngle45; aiSetTarget(actor, actor->basePoint); aiNewState(actor, &batTurn); 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 dvec = ppos - actor->spr.pos.XY(); auto pSector = pPlayer->actor->sector(); int nDist = approxDist(dvec); 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 = getincangle(actor->int_ang(), getangle(dvec)); if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); } else if (nDist < pDudeInfo->hearDist) { aiSetTarget(actor, ppos); aiActivateDude(actor); } else continue; break; } } } static void batThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); batThinkTarget(actor); } static void batThinkGoto(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.X; auto nAngle = VecToAngle(dvec); int nDist = approxDist(dvec); aiChooseDirection(actor, nAngle); if (nDist < 512 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &batSearch); batThinkTarget(actor); } static void batThinkPonder(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &batSearch); return; } assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto pTarget = actor->GetTarget(); auto dvec = pTarget->spr.pos.XY() - actor->spr.pos.XY(); aiChooseDirection(actor, VecToAngle(dvec)); if (pTarget->xspr.health == 0) { aiNewState(actor, &batSearch); return; } int nDist = approxDist(dvec); if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec)); int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2; int height2 = (getDudeInfo(pTarget->spr.type)->eyeHeight * pTarget->spr.yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(pTarget->spr.pos, pTarget->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector())) { aiSetTarget(actor, actor->GetTarget()); if (height2 - height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) aiNewState(actor, &batDodgeUp); else if (height2 - height > 0x5000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) aiNewState(actor, &batDodgeDown); else if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85) aiNewState(actor, &batDodgeUp); else if (height2 - height > 0x6000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85) aiNewState(actor, &batDodgeDown); else if (height2 - height < 0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85) aiNewState(actor, &batDodgeUp); else if (height2 - height < 0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400) aiNewState(actor, &batDodgeUp); else if (height2 - height > 0x4000) aiNewState(actor, &batDodgeDown); else aiNewState(actor, &batDodgeUp); return; } } aiNewState(actor, &batGoto); actor->SetTarget(nullptr); } static void batMoveDodgeUp(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 = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); AdjustVelocity(actor, ADJUSTER{ if (actor->xspr.dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; }); actor->vel.Z = FixedToFloat(-0x52aaa); } static void batMoveDodgeDown(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 = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); if (actor->xspr.dodgeDir == 0) return; AdjustVelocity(actor, ADJUSTER{ if (actor->xspr.dodgeDir > 0) t2 += FixedToFloat(pDudeInfo->sideSpeed); else t2 -= FixedToFloat(pDudeInfo->sideSpeed); }); actor->vel.Z = FixedToFloat(0x44444); } static void batThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &batGoto); return; } assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto pTarget = actor->GetTarget(); auto dvec = pTarget->spr.pos.XY() - actor->spr.pos.XY(); aiChooseDirection(actor, VecToAngle(dvec)); if (pTarget->xspr.health == 0) { aiNewState(actor, &batSearch); return; } if (pTarget->IsPlayerActor() && powerupCheck(&gPlayer[pTarget->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &batSearch); return; } int nDist = approxDist(dvec); if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec)); int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2; // Should be dudeInfo[pTarget->spr.type-kDudeBase] int height2 = (pDudeInfo->eyeHeight * pTarget->spr.yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(pTarget->spr.pos, pTarget->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); int floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos); if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85) aiNewState(actor, &batBite); else if ((height2 - height > 0x5000 || floorZ - bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85) aiNewState(actor, &batSwoop); else if ((height2 - height < 0x3000 || floorZ - bottom < 0x3000) && abs(nDeltaAngle) < 85) aiNewState(actor, &batFly); return; } } else { aiNewState(actor, &batFly); return; } } actor->SetTarget(nullptr); aiNewState(actor, &batHide); } static void batMoveForward(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 = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) actor->spr.angle += DAngle45; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X; int nDist = approxDist(dvec); if ((unsigned int)Random(64) < 32 && nDist <= 0x200) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) t1 += FixedToFloat(nAccel); else t1 += FixedToFloat(nAccel * 0.5); }); } static void batMoveSwoop(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 = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X; int nDist = approxDist(dvec); if (Chance(0x600) && nDist <= 0x200) return; AdjustVelocity(actor, ADJUSTER{ t1 += FixedToFloat(nAccel) * 0.5; }); actor->vel.Z = FixedToFloat(0x44444); } static void batMoveFly(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 = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > DAngle60) { actor->spr.angle += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X; int nDist = approxDist(dvec); if (Chance(0x4000) && nDist <= 0x200) return; AdjustVelocity(actor, ADJUSTER{ t1 += FixedToFloat(nAccel) * 0.5; }); actor->vel.Z = FixedToFloat(-0x2d555); } void batMoveToCeil(DBloodActor* actor) { if (actor->spr.pos.Z - actor->xspr.TargetPos.Z < 0x10) { DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; pDudeExtraE->thinkTime = 0; actor->spr.flags = 0; aiNewState(actor, &batIdle); } else aiSetTarget(actor, DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz)); } END_BLD_NS