//------------------------------------------------------------------------- /* 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 gillThinkSearch(DBloodActor*); static void gillThinkGoto(DBloodActor*); static void gillThinkChase(DBloodActor*); static void gillThinkSwimGoto(DBloodActor*); static void gillThinkSwimChase(DBloodActor*); static void sub_6CB00(DBloodActor*); static void sub_6CD74(DBloodActor*); static void sub_6D03C(DBloodActor*); AISTATE gillBeastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE gillBeastChase = { kAiStateChase, 9, -1, 0, NULL, aiMoveForward, gillThinkChase, NULL }; AISTATE gillBeastDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastChase }; AISTATE gillBeastGoto = { kAiStateMove, 9, -1, 600, NULL, aiMoveForward, gillThinkGoto, &gillBeastIdle }; AISTATE gillBeastBite = { kAiStateChase, 6, nGillBiteClient, 120, NULL, NULL, NULL, &gillBeastChase }; AISTATE gillBeastSearch = { kAiStateMove, 9, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastIdle }; AISTATE gillBeastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastDodge }; AISTATE gillBeastSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE gillBeastSwimChase = { kAiStateChase, 10, -1, 0, NULL, sub_6CB00, gillThinkSwimChase, NULL }; AISTATE gillBeastSwimDodge = { kAiStateMove, 10, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastSwimChase }; AISTATE gillBeastSwimGoto = { kAiStateMove, 10, -1, 600, NULL, aiMoveForward, gillThinkSwimGoto, &gillBeastSwimIdle }; AISTATE gillBeastSwimSearch = { kAiStateSearch, 10, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastSwimIdle }; AISTATE gillBeastSwimBite = { kAiStateChase, 7, nGillBiteClient, 0, NULL, NULL, gillThinkSwimChase, &gillBeastSwimChase }; AISTATE gillBeastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastSwimDodge }; AISTATE gillBeast13A138 = { kAiStateOther, 10, -1, 120, NULL, sub_6CD74, gillThinkSwimChase, &gillBeastSwimChase }; AISTATE gillBeast13A154 = { kAiStateOther, 10, -1, 0, NULL, sub_6D03C, gillThinkSwimChase, &gillBeastSwimChase }; AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn, &gillBeastSwimChase }; void GillBiteSeqCallback(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); int dx = bcos(actor->int_ang()); int dy = bsin(actor->int_ang()); int dz = actor->int_pos().Z - target->int_pos().Z; dx += Random3(2000); dy += Random3(2000); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite); } static void gillThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void gillThinkGoto(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; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); int nAngle = getangle(dvec); int nDist = approxDist(dvec); aiChooseDirection(actor, nAngle); if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimSearch); else aiNewState(actor, &gillBeastSearch); } aiThinkTarget(actor); } static void gillThinkChase(DBloodActor* actor) { auto pSector = actor->sector(); auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; if (actor->GetTarget() == nullptr) { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimSearch); else aiNewState(actor, &gillBeastSearch); 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->int_pos().X - actor->int_pos().X; int dy = target->int_pos().Y - actor->int_pos().Y; aiChooseDirection(actor, getangle(dx, dy)); if (actor->xspr.health == 0) { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimSearch); else aiNewState(actor, &gillBeastSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimSearch); else aiNewState(actor, &gillBeastSearch); return; } int nDist = approxDist(dx, dy); if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = getincangle(actor->int_ang(), getangle(dx, dy)); double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE; if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); actor->dudeSlope = nDist == 0 ? 0 : DivScale(target->int_pos().Z - actor->int_pos().Z, nDist, 10); 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, &gillBeastSwimBite); else aiNewState(actor, &gillBeastBite); break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type) { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimBite); else aiNewState(actor, &gillBeastBite); } else { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimDodge); else aiNewState(actor, &gillBeastDodge); } break; default: if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimBite); else aiNewState(actor, &gillBeastBite); break; } } } return; } } if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimGoto); else aiNewState(actor, &gillBeastGoto); sfxPlay3DSound(actor, 1701, -1, 0); actor->SetTarget(nullptr); } static void gillThinkSwimGoto(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.XY(); int nAngle = getangle(dvec); int nDist = approxDist(dvec); aiChooseDirection(actor, nAngle); if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) aiNewState(actor, &gillBeastSwimSearch); aiThinkTarget(actor); } static void gillThinkSwimChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &gillBeastSwimSearch); 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(); auto dvec = target->spr.pos.XY() - actor->spr.pos.XY(); int nAngle = getangle(dvec); int nDist = approxDist(dvec); aiChooseDirection(actor, nAngle); if (actor->xspr.health == 0) { aiNewState(actor, &gillBeastSwimSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &gillBeastSwimSearch); return; } if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = getincangle(actor->int_ang(), nAngle); double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE; int top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x400 && abs(nDeltaAngle) < 85) aiNewState(actor, &gillBeastSwimBite); else { aiPlay3DSound(actor, 1700, AI_SFX_PRIORITY_1, -1); aiNewState(actor, &gillBeast13A154); } } } else aiNewState(actor, &gillBeast13A154); return; } aiNewState(actor, &gillBeastSwimGoto); actor->SetTarget(nullptr); } static void sub_6CB00(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) actor->spr.angle += DAngle45; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); int nDist = approxDist(dvec); if (Random(64) < 32 && nDist <= 0x400) return; int nCos = Cos(actor->int_ang()); int nSin = Sin(actor->int_ang()); int vx = actor->int_vel().X; int vy = actor->int_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->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30)); actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30)); } static void sub_6CD74(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->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight; int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight; auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2; if (abs(nAng) > DAngle60) { actor->xspr.goalAng = (actor->int_ang() + 512) & 2047; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); int nDist = approxDist(dvec); int dz = z2 - z; if (Chance(0x600) && nDist <= 0x400) return; int nCos = Cos(actor->int_ang()); int nSin = Sin(actor->int_ang()); int vx = actor->int_vel().X; int vy = actor->int_vel().Y; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel; actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30)); actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30)); actor->set_int_bvel_z(-dz); } static void sub_6D03C(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->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight; int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight; auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2; if (abs(nAng) > DAngle60) { actor->spr.angle += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); int nDist = approxDist(dvec); int dz = (z2 - z) << 3; if (Chance(0x4000) && nDist <= 0x400) return; int nCos = Cos(actor->int_ang()); int nSin = Sin(actor->int_ang()); int vx = actor->int_vel().X; int vy = actor->int_vel().Y; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30)); actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30)); actor->set_int_bvel_z(dz); } END_BLD_NS