//------------------------------------------------------------------------- /* 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 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) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); int dx = bcos(actor->spr.ang); int dy = bsin(actor->spr.ang); // Correct ? int dz = actor->spr.pos.Z - target->spr.pos.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* actor) { int angx = bcos(actor->spr.ang); int angy = bsin(actor->spr.ang); int x = actor->spr.pos.X; int y = actor->spr.pos.Y; int z = actor->spr.pos.Z; int vc = 400; auto pSector = actor->sector(); int v1c = 5 + 2 * gGameOptions.nDifficulty; int v10 = 25 + 30 * gGameOptions.nDifficulty; const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic auto sectorMap = GetClosestSpriteSectors(pSector, x, y, vc, nullptr, newSectCheckMethod); int hit = HitScan(actor, actor->spr.pos.Z, angx, angy, 0, CLIPMASK1, 0); DBloodActor* actorh = nullptr; actHitcodeToData(hit, &gHitInfo, &actorh); vc <<= 4; BloodStatIterator it1(kStatDude); while (auto actor2 = it1.Next()) { if (actor != actor2) { if (actor2->hasX()) { if (actor2->spr.type == kDudeBeast) continue; if (actor2->spr.flags & 32) continue; if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, x, y, z, pSector, vc)) { int top, bottom; GetActorExtents(actor, &top, &bottom); if (abs(bottom - pSector->floorz) == 0) { int dx = abs(actor->spr.pos.X - actor2->spr.pos.X); int dy = abs(actor->spr.pos.Y - actor2->spr.pos.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 (actor2->IsPlayerActor()) gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4; actDamageSprite(actor, actor2, kDamageFall, nDamage << 4); } } } } } } it1.Reset(kStatThing); while (auto actor2 = it1.Next()) { if (actor2->spr.flags & 32) continue; if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, x, y, z, pSector, vc)) { if (actor2->xspr.locked) continue; int dx = abs(actor->spr.pos.X - actor2->spr.pos.X); int dy = abs(actor->spr.pos.Y - actor2->spr.pos.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 (actor2->IsPlayerActor()) gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4; actDamageSprite(actor, actor2, kDamageFall, nDamage << 4); } } } sfxPlay3DSound(actor, 9015 + Random(2), -1, 0); } static void MorphToBeast(DBloodActor* actor) { actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth); actor->spr.type = kDudeBeast; } static void beastThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void beastThinkGoto(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; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery) { if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimSearch); else aiNewState(actor, &beastSearch); } aiThinkTarget(actor); } static void beastThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { auto pSector = actor->sector(); auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimSearch); else aiNewState(actor, &beastSearch); 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(); int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); auto pSector = actor->sector(); auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; if (target->xspr.health == 0) { if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimSearch); else aiNewState(actor, &beastSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { 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 - actor->spr.ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2; if (cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); actor->dudeSlope = nDist == 0 ? 0 : DivScale(target->spr.pos.Z - actor->spr.pos.Z, nDist, 10); if (nDist < 0x1400 && nDist > 0xa00 && abs(nDeltaAngle) < 85 && (target->spr.flags & 2) && target->IsPlayerActor() && Chance(0x8000)) { int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); if (target->xspr.health > (unsigned)gPlayerTemplate[0].startHealth / 2) { switch (hit) { case -1: if (!pXSector || !pXSector->Underwater) aiNewState(actor, &beastStomp); break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.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) { int hit = HitScan(actor, actor->spr.pos.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 (actor->spr.type != gHitInfo.actor()->spr.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; } } if (pXSector && pXSector->Underwater) aiNewState(actor, &beastSwimGoto); else aiNewState(actor, &beastGoto); actor->SetTarget(nullptr); } static void beastThinkSwimGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery) aiNewState(actor, &beastSwimSearch); aiThinkTarget(actor); } static void beastThinkSwimChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &beastSwimGoto); 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(); int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (target->xspr.health == 0) { aiNewState(actor, &beastSwimSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &beastSwimSearch); return; } int nDist = approxDist(dx, dy); if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024; int height = pDudeInfo->eyeHeight + actor->spr.pos.Z; int top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->sector())) { 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) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; if (abs(nAng) > 341) return; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (nDist <= 0x400 && Random(64) < 32) return; actor->vel.X += MulScale(pDudeInfo->frontSpeed, Cos(actor->spr.ang), 30); actor->vel.Y += MulScale(pDudeInfo->frontSpeed, Sin(actor->spr.ang), 30); } static void sub_628A0(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > 341) return; if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.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 >> 2; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); } static void sub_62AE0(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(); int z = actor->spr.pos.Z + getDudeInfo(actor->spr.type)->eyeHeight; int z2 = target->spr.pos.Z + getDudeInfo(target->spr.type)->eyeHeight; int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > 341) { actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int dz = z2 - z; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.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; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Z = -dz; } static void sub_62D7C(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(); int z = actor->spr.pos.Z + getDudeInfo(actor->spr.type)->eyeHeight; int z2 = target->spr.pos.Z + getDudeInfo(target->spr.type)->eyeHeight; int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > 341) { actor->spr.ang = (actor->spr.ang + 512) & 2047; return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.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 = dz; } END_BLD_NS