//------------------------------------------------------------------------- /* 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) { spritetype* pSprite = &actor->s(); int dx = bcos(pSprite->ang); int dy = bsin(pSprite->ang); int dz = actor->dudeSlope; dx += Random2(1500); dy += Random2(1500); dz += Random2(1500); for (int i = 0; i < 2; i++) { int r1 = Random3(500); int r2 = Random3(1000); int r3 = Random3(1000); actFireVector(actor, 0, 0, dx + r3, dy + r2, dz + r1, 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) { auto pXSprite = &actor->x(); aiChooseDirection(actor, pXSprite->goalAng); aiThinkTarget(actor); } static void calebThinkGoto(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); auto pSector = pSprite->sector(); auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; 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, &tinycalebSwimSearch); else aiNewState(actor, &tinycalebSearch); } aiThinkTarget(actor); } static void calebThinkChase(DBloodActor* actor) { auto const pSprite = &actor->s(); auto pSector = pSprite->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(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); 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) { if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimSearch); else { aiPlay3DSound(actor, 11000 + Random(4), AI_SFX_PRIORITY_1, -1); aiNewState(actor, &tinycalebSearch); } return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) { if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimSearch); else aiNewState(actor, &tinycalebSearch); 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->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector())) { 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 < 0x599 && abs(nDeltaAngle) < 28) { int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: if (pXSector && pXSector->Underwater) aiNewState(actor, &tinycalebSwimAttack); else aiNewState(actor, &tinycalebAttack); break; case 3: if (pSprite->type != gHitInfo.hitactor->s().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) { 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, &tinycalebSwimSearch); aiThinkTarget(actor); } static void calebThinkSwimChase(DBloodActor* actor) { auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { aiNewState(actor, &tinycalebSwimGoto); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); 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, &tinycalebSwimSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &tinycalebSwimSearch); 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->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x400 && abs(nDeltaAngle) < 85) aiNewState(actor, &tinycalebSwimAttack); else aiNewState(actor, &tinycaleb13967C); } } return; } aiNewState(actor, &tinycalebSwimGoto); actor->SetTarget(nullptr); } static void sub_65D04(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_65F44(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_661E0(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) { 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