//------------------------------------------------------------------------- /* 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 batThinkTarget(DBloodActor*); static void batThinkSearch(DBloodActor*); static void batThinkGoto(DBloodActor*); static void batThinkPonder(DBloodActor*); static void batMoveDodgeUp(DBloodActor*); static void batMoveDodgeDown(DBloodActor*); static void batThinkChase(DBloodActor*); static void batMoveForward(DBloodActor*); static void batMoveSwoop(DBloodActor*); static void batMoveFly(DBloodActor*); static void batMoveToCeil(DBloodActor*); AISTATE batIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, batThinkTarget, NULL }; AISTATE batFlyIdle = { kAiStateIdle, 6, -1, 0, NULL, NULL, batThinkTarget, NULL }; AISTATE batChase = { kAiStateChase, 6, -1, 0, NULL, batMoveForward, batThinkChase, &batFlyIdle }; AISTATE batPonder = { kAiStateOther, 6, -1, 0, NULL, NULL, batThinkPonder, NULL }; AISTATE batGoto = { kAiStateMove, 6, -1, 600, NULL, batMoveForward, batThinkGoto, &batFlyIdle }; AISTATE batBite = { kAiStateChase, 7, nBatBiteClient, 60, NULL, NULL, NULL, &batPonder }; AISTATE batRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &batChase }; AISTATE batSearch = { kAiStateSearch, 6, -1, 120, NULL, batMoveForward, batThinkSearch, &batFlyIdle }; AISTATE batSwoop = { kAiStateOther, 6, -1, 60, NULL, batMoveSwoop, batThinkChase, &batChase }; AISTATE batFly = { kAiStateMove, 6, -1, 0, NULL, batMoveFly, batThinkChase, &batChase }; AISTATE batTurn = { kAiStateMove, 6, -1, 60, NULL, aiMoveTurn, NULL, &batChase }; AISTATE batHide = { kAiStateOther, 6, -1, 0, NULL, batMoveToCeil, batMoveForward, NULL }; AISTATE batDodgeUp = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeUp, 0, &batChase }; AISTATE batDodgeUpRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase }; AISTATE batDodgeUpLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase }; AISTATE batDodgeDown = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeDown, 0, &batChase }; AISTATE batDodgeDownRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase }; AISTATE batDodgeDownLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase }; void batBiteSeqCallback(int, DBloodActor* actor) { spritetype* pSprite = &actor->s(); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype* pTarget = &actor->GetTarget()->s(); int dx = bcos(pSprite->ang); int dy = bsin(pSprite->ang); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->type); int height = (pSprite->yrepeat * pDudeInfo->eyeHeight) << 2; int height2 = (pTarget->yrepeat * pDudeInfoT->eyeHeight) << 2; actFireVector(actor, 0, 0, dx, dy, height2 - height, kVectorBatBite); } static void batThinkTarget(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10) pDudeExtraE->thinkTime++; else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) { pDudeExtraE->thinkTime = 0; pXSprite->goalAng += 256; POINT3D* pTarget = &actor->basePoint; aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z); aiNewState(actor, &batTurn); 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 && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); } else if (nDist < pDudeInfo->hearDist) { aiSetTarget(actor, x, y, z); aiActivateDude(actor); } else continue; break; } } } static void batThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); aiChooseDirection(actor, pXSprite->goalAng); batThinkTarget(actor); } static void batThinkGoto(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, &batSearch); batThinkTarget(actor); } static void batThinkPonder(DBloodActor* actor) { auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { aiNewState(actor, &batSearch); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); if (!actor->ValidateTarget(__FUNCTION__)) return; 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, &batSearch); 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 = (getDudeInfo(pTarget->type)->eyeHeight * pTarget->yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum)) { aiSetTarget(actor, actor->GetTarget()); if (height2 - height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) aiNewState(actor, &batDodgeUp); else if (height2 - height > 0x5000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) aiNewState(actor, &batDodgeDown); else if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85) aiNewState(actor, &batDodgeUp); else if (height2 - height > 0x6000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85) aiNewState(actor, &batDodgeDown); else if (height2 - height < 0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85) aiNewState(actor, &batDodgeUp); else if (height2 - height < 0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400) aiNewState(actor, &batDodgeUp); else if (height2 - height > 0x4000) aiNewState(actor, &batDodgeDown); else aiNewState(actor, &batDodgeUp); return; } } aiNewState(actor, &batGoto); actor->SetTarget(nullptr); } static void batMoveDodgeUp(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 nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int dx = actor->xvel; int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (pXSprite->dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); actor->zvel = -0x52aaa; } static void batMoveDodgeDown(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; if (pXSprite->dodgeDir == 0) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int dx = actor->xvel; int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (pXSprite->dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); actor->zvel = 0x44444; } static void batThinkChase(DBloodActor* actor) { auto pSprite = &actor->s(); if (actor->GetTarget() == nullptr) { aiNewState(actor, &batGoto); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); if (!actor->ValidateTarget(__FUNCTION__)) return; 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, &batSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &batSearch); 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; // Should be dudeInfo[pTarget->type-kDudeBase] int height2 = (pDudeInfo->eyeHeight * pTarget->yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum)) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85) aiNewState(actor, &batBite); else if ((height2 - height > 0x5000 || floorZ - bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85) aiNewState(actor, &batSwoop); else if ((height2 - height < 0x3000 || floorZ - bottom < 0x3000) && abs(nDeltaAngle) < 85) aiNewState(actor, &batFly); return; } } else { aiNewState(actor, &batFly); return; } } actor->SetTarget(nullptr); aiNewState(actor, &batHide); } static void batMoveForward(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 ((unsigned int)Random(64) < 32 && nDist <= 0x200) 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 >> 1; actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } static void batMoveSwoop(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) { pXSprite->goalAng = (pSprite->ang + 512) & 2047; return; } int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x200) 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 = 0x44444; } static void batMoveFly(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) { pSprite->ang = (pSprite->ang + 512) & 2047; return; } int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x200) 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 = -0x2d555; } void batMoveToCeil(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; int nSector = pSprite->sectnum; if (z - pXSprite->targetZ < 0x1000) { DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; pDudeExtraE->thinkTime = 0; pSprite->flags = 0; aiNewState(actor, &batIdle); } else aiSetTarget(actor, x, y, sector[nSector].ceilingz); } END_BLD_NS