//------------------------------------------------------------------------- /* 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 "pragmas.h" #include "mmulti.h" #include "common_game.h" #include "actor.h" #include "ai.h" #include "aitchern.h" #include "blood.h" #include "db.h" #include "dude.h" #include "eventq.h" #include "levels.h" #include "player.h" #include "seq.h" #include "sfx.h" #include "trig.h" BEGIN_BLD_NS static void sub_71A90(int, int); static void sub_71BD4(int, int); static void sub_720AC(int, int); static void sub_72580(spritetype *, XSPRITE *); static void sub_725A4(spritetype *, XSPRITE *); static void sub_72850(spritetype *, XSPRITE *); static void sub_72934(spritetype *, XSPRITE *); static int dword_279B54 = seqRegisterClient(sub_71BD4); static int dword_279B58 = seqRegisterClient(sub_720AC); static int dword_279B5C = seqRegisterClient(sub_71A90); AISTATE tchernobogIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, sub_725A4, NULL }; AISTATE tchernobogSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, sub_72580, &tchernobogIdle }; AISTATE tchernobogChase = { kAiStateChase, 8, -1, 0, NULL, aiMoveForward, sub_72934, NULL }; AISTATE tchernobogRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tchernobogSearch }; AISTATE tcherno13A9B8 = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, sub_72850, &tchernobogIdle }; AISTATE tcherno13A9D4 = { kAiStateMove, 6, dword_279B54, 60, NULL, NULL, NULL, &tchernobogChase }; AISTATE tcherno13A9F0 = { kAiStateChase, 6, dword_279B58, 60, NULL, NULL, NULL, &tchernobogChase }; AISTATE tcherno13AA0C = { kAiStateChase, 7, dword_279B5C, 60, NULL, NULL, NULL, &tchernobogChase }; AISTATE tcherno13AA28 = { kAiStateChase, 8, -1, 60, NULL, aiMoveTurn, NULL, &tchernobogChase }; static void sub_71A90(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; spritetype *pTarget = &sprite[pXSprite->target]; XSPRITE *pXTarget = &xsprite[pTarget->extra]; int nTarget = pTarget->index; int nOwner = actSpriteIdToOwnerId(nSprite); if (pXTarget->burnTime == 0) evPost(nTarget, 3, 0, kCallbackFXFlameLick); actBurnSprite(nOwner, pXTarget, 40); if (Chance(0x6000)) aiNewState(pSprite, pXSprite, &tcherno13A9D4); } static void sub_71BD4(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; int height = pSprite->yrepeat*pDudeInfo->eyeHeight; if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) return; //dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); int x = pSprite->x; int y = pSprite->y; int z = height; TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 }; Aim aim; aim.dx = Cos(pSprite->ang)>>16; aim.dy = Sin(pSprite->ang)>>16; aim.dz = gDudeSlope[nXSprite]; int nClosest = 0x7fffffff; for (short nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2]) { spritetype *pSprite2 = &sprite[nSprite2]; if (pSprite == pSprite2 || !(pSprite2->flags&8)) continue; int x2 = pSprite2->x; int y2 = pSprite2->y; int z2 = pSprite2->z; int nDist = approxDist(x2-x, y2-y); if (nDist == 0 || nDist > 0x2800) continue; if (tt.at10) { int t = divscale(nDist, tt.at10, 12); x2 += (xvel[nSprite2]*t)>>12; y2 += (yvel[nSprite2]*t)>>12; z2 += (zvel[nSprite2]*t)>>8; } int tx = x+mulscale30(Cos(pSprite->ang), nDist); int ty = y+mulscale30(Sin(pSprite->ang), nDist); int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10); int tsr = mulscale(9460, nDist, 10); int top, bottom; GetSpriteExtents(pSprite2, &top, &bottom); if (tz-tsr > bottom || tz+tsr < top) continue; int dx = (tx-x2)>>4; int dy = (ty-y2)>>4; int dz = (tz-z2)>>8; int nDist2 = ksqrt(dx*dx+dy*dy+dz*dz); if (nDist2 < nClosest) { int nAngle = getangle(x2-x, y2-y); int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024; if (klabs(nDeltaAngle) <= tt.at8) { int tz = pSprite2->z-pSprite->z; if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum)) { nClosest = nDist2; aim.dx = Cos(nAngle)>>16; aim.dy = Sin(nAngle)>>16; aim.dz = divscale(tz, nDist, 10); } else aim.dz = tz; } } } actFireMissile(pSprite, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog); actFireMissile(pSprite, 350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog); } static void sub_720AC(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) return; //dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; int height = pSprite->yrepeat*pDudeInfo->eyeHeight; int ax, ay, az; ax = Cos(pSprite->ang)>>16; ay = Sin(pSprite->ang)>>16; int x = pSprite->x; int y = pSprite->y; int z = height; TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x100000 }; Aim aim; aim.dx = ax; aim.dy = ay; aim.dz = gDudeSlope[nXSprite]; int nClosest = 0x7fffffff; az = 0; for (short nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2]) { spritetype *pSprite2 = &sprite[nSprite2]; if (pSprite == pSprite2 || !(pSprite2->flags&8)) continue; int x2 = pSprite2->x; int y2 = pSprite2->y; int z2 = pSprite2->z; int nDist = approxDist(x2-x, y2-y); if (nDist == 0 || nDist > 0x2800) continue; if (tt.at10) { int t = divscale(nDist, tt.at10, 12); x2 += (xvel[nSprite2]*t)>>12; y2 += (yvel[nSprite2]*t)>>12; z2 += (zvel[nSprite2]*t)>>8; } int tx = x+mulscale30(Cos(pSprite->ang), nDist); int ty = y+mulscale30(Sin(pSprite->ang), nDist); int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10); int tsr = mulscale(9460, nDist, 10); int top, bottom; GetSpriteExtents(pSprite2, &top, &bottom); if (tz-tsr > bottom || tz+tsr < top) continue; int dx = (tx-x2)>>4; int dy = (ty-y2)>>4; int dz = (tz-z2)>>8; int nDist2 = ksqrt(dx*dx+dy*dy+dz*dz); if (nDist2 < nClosest) { int nAngle = getangle(x2-x, y2-y); int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024; if (klabs(nDeltaAngle) <= tt.at8) { int tz = pSprite2->z-pSprite->z; if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum)) { nClosest = nDist2; aim.dx = Cos(nAngle)>>16; aim.dy = Sin(nAngle)>>16; aim.dz = divscale(tz, nDist, 10); } else aim.dz = tz; } } } actFireMissile(pSprite, 350, 0, aim.dx, aim.dy, -aim.dz, kMissileFireballTchernobog); actFireMissile(pSprite, -350, 0, ax, ay, az, kMissileFireballTchernobog); } static void sub_72580(spritetype *pSprite, XSPRITE *pXSprite) { aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); aiThinkTarget(pSprite, pXSprite); } static void sub_725A4(spritetype *pSprite, XSPRITE *pXSprite) { if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) return; //dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2; if (pDudeExtraE->at4 && pDudeExtraE->at0 < 10) pDudeExtraE->at0++; else if (pDudeExtraE->at0 >= 10 && pDudeExtraE->at4) { pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); aiNewState(pSprite, pXSprite, &tcherno13AA28); return; } if (Chance(pDudeInfo->alertChance)) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER *pPlayer = &gPlayer[p]; if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, 13) > 0) continue; int x = pPlayer->pSprite->x; int y = pPlayer->pSprite->y; int z = pPlayer->pSprite->z; int nSector = pPlayer->pSprite->sectnum; int dx = x-pSprite->x; int dy = y-pSprite->y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum)) continue; int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024; if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->at0 = 0; aiSetTarget(pXSprite, pPlayer->at5b); aiActivateDude(pSprite, pXSprite); } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->at0 = 0; aiSetTarget(pXSprite, x, y, z); aiActivateDude(pSprite, pXSprite); } else continue; break; } } } static void sub_72850(spritetype *pSprite, XSPRITE *pXSprite) { if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) return; //dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(pSprite, pXSprite, nAngle); if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery) aiNewState(pSprite, pXSprite, &tchernobogSearch); aiThinkTarget(pSprite, pXSprite); } static void sub_72934(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &tcherno13A9B8); return; } if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) return; //dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) return; //dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); spritetype *pTarget = &sprite[pXSprite->target]; XSPRITE *pXTarget = &xsprite[pTarget->extra]; int dx = pTarget->x-pSprite->x; int dy = pTarget->y-pSprite->y; aiChooseDirection(pSprite, pXSprite, getangle(dx, dy)); if (pXTarget->health == 0) { aiNewState(pSprite, pXSprite, &tchernobogSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], 13) > 0) { aiNewState(pSprite, pXSprite, &tchernobogSearch); 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 && klabs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pXSprite->target); if (nDist < 0x1f00 && nDist > 0xd00 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &tcherno13AA0C); else if (nDist < 0xd00 && nDist > 0xb00 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &tcherno13A9D4); else if (nDist < 0xb00 && nDist > 0x500 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &tcherno13A9F0); return; } } } aiNewState(pSprite, pXSprite, &tcherno13A9B8); pXSprite->target = -1; } END_BLD_NS