//------------------------------------------------------------------------- /* 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 "pragmas.h" #include "mmulti.h" #include "common_game.h" #include "actor.h" #include "ai.h" #include "aiboneel.h" #include "blood.h" #include "db.h" #include "dude.h" #include "levels.h" #include "player.h" #include "seq.h" #include "sfx.h" #include "trig.h" BEGIN_BLD_NS static void BiteSeqCallback(int, int); static void thinkTarget(spritetype *, XSPRITE *); static void thinkSearch(spritetype *, XSPRITE *); static void thinkGoto(spritetype *, XSPRITE *); static void thinkPonder(spritetype *, XSPRITE *); static void MoveDodgeUp(spritetype *, XSPRITE *); static void MoveDodgeDown(spritetype *, XSPRITE *); static void thinkChase(spritetype *, XSPRITE *); static void MoveForward(spritetype *, XSPRITE *); static void MoveSwoop(spritetype *, XSPRITE *); static void MoveAscend(spritetype *pSprite, XSPRITE *pXSprite); static void MoveToCeil(spritetype *, XSPRITE *); static int nBiteClient = seqRegisterClient(BiteSeqCallback); AISTATE eelIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, thinkTarget, NULL }; AISTATE eelFlyIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, thinkTarget, NULL }; AISTATE eelChase = { kAiStateChase, 0, -1, 0, NULL, MoveForward, thinkChase, &eelIdle }; AISTATE eelPonder = { kAiStateOther, 0, -1, 0, NULL, NULL, thinkPonder, NULL }; AISTATE eelGoto = { kAiStateMove, 0, -1, 600, NULL, NULL, thinkGoto, &eelIdle }; AISTATE eelBite = { kAiStateChase, 7, nBiteClient, 60, NULL, NULL, NULL, &eelChase }; AISTATE eelRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &eelChase }; AISTATE eelSearch = { kAiStateSearch, 0, -1, 120, NULL, MoveForward, thinkSearch, &eelIdle }; AISTATE eelSwoop = { kAiStateOther, 0, -1, 60, NULL, MoveSwoop, thinkChase, &eelChase }; AISTATE eelFly = { kAiStateMove, 0, -1, 0, NULL, MoveAscend, thinkChase, &eelChase }; AISTATE eelTurn = { kAiStateMove, 0, -1, 60, NULL, aiMoveTurn, NULL, &eelChase }; AISTATE eelHide = { kAiStateOther, 0, -1, 0, NULL, MoveToCeil, MoveForward, NULL }; AISTATE eelDodgeUp = { kAiStateMove, 0, -1, 120, NULL, MoveDodgeUp, NULL, &eelChase }; AISTATE eelDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, MoveDodgeUp, NULL, &eelChase }; AISTATE eelDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, MoveDodgeUp, NULL, &eelChase }; AISTATE eelDodgeDown = { kAiStateMove, 0, -1, 120, NULL, MoveDodgeDown, NULL, &eelChase }; AISTATE eelDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, MoveDodgeDown, NULL, &eelChase }; AISTATE eelDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, MoveDodgeDown, NULL, &eelChase }; static void BiteSeqCallback(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; spritetype *pSprite = &sprite[pXSprite->reference]; spritetype *pTarget = &sprite[pXSprite->target]; int dx = Cos(pSprite->ang) >> 16; int dy = Sin(pSprite->ang) >> 16; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; DUDEINFO *pDudeInfoT = &dudeInfo[pTarget->type-kDudeBase]; int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2; int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2; /* * workaround for * pXSprite->target >= 0 && pXSprite->target < kMaxSprites in file NBlood/source/blood/src/aiboneel.cpp at line 86 * The value of pXSprite->target is -1. * copied from lines 177:181 * resolves this case, but may cause other issues? */ if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &eelSearch); return; } dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); actFireVector(pSprite, 0, 0, dx, dy, height2-height, VECTOR_TYPE_7); } static void thinkTarget(spritetype *pSprite, XSPRITE *pXSprite) { dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; if (pDudeExtraE->at8 && pDudeExtraE->at4 < 10) pDudeExtraE->at4++; else if (pDudeExtraE->at4 >= 10 && pDudeExtraE->at8) { pDudeExtraE->at4 = 0; pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); aiNewState(pSprite, pXSprite, &eelTurn); 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, kPwUpShadowCloak) > 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->at4 = 0; aiSetTarget(pXSprite, pPlayer->at5b); aiActivateDude(pSprite, pXSprite); } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->at4 = 0; aiSetTarget(pXSprite, x, y, z); aiActivateDude(pSprite, pXSprite); } else continue; break; } } } static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite) { aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); thinkTarget(pSprite, pXSprite); } static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite) { 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, &eelSearch); thinkTarget(pSprite, pXSprite); } static void thinkPonder(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &eelSearch); return; } dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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, &eelSearch); 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; int height2 = (dudeInfo[pTarget->type-kDudeBase].eyeHeight*pTarget->yrepeat)<<2; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum)) { aiSetTarget(pXSprite, pXSprite->target); if (height2-height < -0x2000 && nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &eelDodgeUp); else if (height2-height > 0xccc && nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &eelDodgeDown); else if (height2-height < 0xccc && nDist < 0x399 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &eelDodgeUp); else if (height2-height > 0xccc && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &eelDodgeDown); else if (height2-height < -0x2000 && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &eelDodgeUp); else if (height2-height < -0x2000 && klabs(nDeltaAngle) < 85 && nDist > 0x1400) aiNewState(pSprite, pXSprite, &eelDodgeUp); else if (height2-height > 0xccc) aiNewState(pSprite, pXSprite, &eelDodgeDown); else aiNewState(pSprite, pXSprite, &eelDodgeUp); return; } } aiNewState(pSprite, pXSprite, &eelGoto); pXSprite->target = -1; } static void MoveDodgeUp(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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 nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int dx = xvel[nSprite]; int dy = yvel[nSprite]; int t1 = dmulscale30(dx, nCos, dy, nSin); int t2 = dmulscale30(dx, nSin, -dy, nCos); if (pXSprite->dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = -0x8000; } static void MoveDodgeDown(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024; int nTurnRange = (pDudeInfo->angSpeed<<2)>>4; pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047; if (pXSprite->dodgeDir == 0) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int dx = xvel[nSprite]; int dy = yvel[nSprite]; int t1 = dmulscale30(dx, nCos, dy, nSin); int t2 = dmulscale30(dx, nSin, -dy, nCos); if (pXSprite->dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = 0x44444; } static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &eelGoto); return; } dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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, &eelSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(pSprite, pXSprite, &eelSearch); 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; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int top2, bottom2; GetSpriteExtents(pTarget, &top2, &bottom2); 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 < 0x399 && top2 > top && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &eelSwoop); else if (nDist <= 0x399 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &eelBite); else if (bottom2 > top && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &eelSwoop); else if (top2 < top && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &eelFly); } } return; } pXSprite->target = -1; aiNewState(pSprite, pXSprite, &eelSearch); } static void MoveForward(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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-(((4-gGameOptions.nDifficulty)<<26)/120)/120)<<2; if (klabs(nAng) > 341) return; if (pXSprite->target == -1) pSprite->ang = (pSprite->ang+256)&2047; int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int UNUSED(nAngle) = getangle(dx, dy); int nDist = approxDist(dx, dy); if (nDist <= 0x399) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = xvel[nSprite]; int vy = yvel[nSprite]; int t1 = dmulscale30(vx, nCos, vy, nSin); int t2 = dmulscale30(vx, nSin, -vy, nCos); if (pXSprite->target == -1) t1 += nAccel; else t1 += nAccel>>1; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); } static void MoveSwoop(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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-(((4-gGameOptions.nDifficulty)<<26)/120)/120)<<2; if (klabs(nAng) > 341) return; int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int UNUSED(nAngle) = getangle(dx, dy); int nDist = approxDist(dx, dy); if (Chance(0x8000) && nDist <= 0x399) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = xvel[nSprite]; int vy = yvel[nSprite]; int t1 = dmulscale30(vx, nCos, vy, nSin); int t2 = dmulscale30(vx, nSin, -vy, nCos); t1 += nAccel>>1; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = 0x22222; } static void MoveAscend(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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-(((4-gGameOptions.nDifficulty)<<26)/120)/120)<<2; if (klabs(nAng) > 341) return; int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int UNUSED(nAngle) = getangle(dx, dy); int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x399) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = xvel[nSprite]; int vy = yvel[nSprite]; int t1 = dmulscale30(vx, nCos, vy, nSin); int t2 = dmulscale30(vx, nSin, -vy, nCos); t1 += nAccel>>1; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = -0x8000; } void MoveToCeil(spritetype *pSprite, XSPRITE *pXSprite) { int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; int nSector = pSprite->sectnum; if (z - pXSprite->targetZ < 0x1000) { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 0; pSprite->flags = 0; aiNewState(pSprite, pXSprite, &eelIdle); } else aiSetTarget(pXSprite, x, y, sector[nSector].ceilingz); } END_BLD_NS