//------------------------------------------------------------------------- /* 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 ghostThinkTarget(DBloodActor*); static void ghostThinkSearch(DBloodActor*); static void ghostThinkGoto(DBloodActor*); static void ghostMoveDodgeUp(DBloodActor*); static void ghostMoveDodgeDown(DBloodActor*); static void ghostThinkChase(DBloodActor*); static void ghostMoveForward(DBloodActor*); static void ghostMoveSlow(DBloodActor*); static void ghostMoveSwoop(DBloodActor*); static void ghostMoveFly(DBloodActor*); AISTATE ghostIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, ghostThinkTarget, NULL }; AISTATE ghostChase = { kAiStateChase, 0, -1, 0, NULL, ghostMoveForward, ghostThinkChase, &ghostIdle }; AISTATE ghostGoto = { kAiStateMove, 0, -1, 600, NULL, ghostMoveForward, ghostThinkGoto, &ghostIdle }; AISTATE ghostSlash = { kAiStateChase, 6, nGhostSlashClient, 120, NULL, NULL, NULL, &ghostChase }; AISTATE ghostThrow = { kAiStateChase, 6, nGhostThrowClient, 120, NULL, NULL, NULL, &ghostChase }; AISTATE ghostBlast = { kAiStateChase, 6, nGhostBlastClient, 120, NULL, ghostMoveSlow, NULL, &ghostChase }; AISTATE ghostRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &ghostChase }; AISTATE ghostTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &ghostChase }; AISTATE ghostSearch = { kAiStateSearch, 0, -1, 120, NULL, ghostMoveForward, ghostThinkSearch, &ghostIdle }; AISTATE ghostSwoop = { kAiStateOther, 0, -1, 120, NULL, ghostMoveSwoop, ghostThinkChase, &ghostChase }; AISTATE ghostFly = { kAiStateMove, 0, -1, 0, NULL, ghostMoveFly, ghostThinkChase, &ghostChase }; AISTATE ghostTurn = { kAiStateMove, 0, -1, 120, NULL, aiMoveTurn, NULL, &ghostChase }; AISTATE ghostDodgeUp = { kAiStateMove, 0, -1, 60, NULL, ghostMoveDodgeUp, NULL, &ghostChase }; AISTATE ghostDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase }; AISTATE ghostDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase }; AISTATE ghostDodgeDown = { kAiStateMove, 0, -1, 120, NULL, ghostMoveDodgeDown, NULL, &ghostChase }; AISTATE ghostDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase }; AISTATE ghostDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase }; void ghostSlashSeqCallback(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type); double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y); double height2 = (pDudeInfoT->eyeHeight * target->spr.scale.Y); DVector3 dv(actor->spr.Angles.Yaw.ToVector() * 64, height - height2); sfxPlay3DSound(actor, 1406, 0, 0); actFireVector(actor, 0, 0, dv, kVectorGhost); double r1 = RandomF(50, 8); double r2 = RandomF(50, 8); actFireVector(actor, 0, 0, dv + DVector2(r2, -r1), kVectorGhost); r1 = RandomF(50, 8); r2 = RandomF(50, 8); actFireVector(actor, 0, 0, dv + DVector2(-r2, r1), kVectorGhost); } void ghostThrowSeqCallback(int, DBloodActor* actor) { actFireThing(actor, 0., 0., actor->dudeSlope * 0.25 - 0.11444, kThingBone, 14.93333); } // This functions seems to be identical with BlastSSeqCallback except for the spawn calls at the end. void ghostBlastSeqCallback(int, DBloodActor* actor) { wrand(); // ??? if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); double height = (actor->spr.scale.Y * getDudeInfo(actor->spr.type)->eyeHeight); DVector3 pos(actor->spr.pos.XY(), height); DVector3 Aim(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope); double nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) { if (actor == actor2 || !(actor2->spr.flags & 8)) continue; auto pos2 = actor2->spr.pos; double nDist = (pos2 - pos).Length(); if (nDist == 0 || nDist > 0x280) continue; pos2 += actor->vel * nDist * (65536. / 0x1aaaaa); DVector3 tvec = pos; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; tvec.Z += actor->dudeSlope * nDist; double tsr = nDist * 9.23828125; double top, bottom; GetActorExtents(actor2, &top, &bottom); if (tvec.Z - tsr > bottom || tvec.Z + tsr < top) continue; double nDist2 = (tvec - pos2).Length(); if (nDist2 < nClosest) { DAngle nAngle = (pos2.XY() - pos.XY()).Angle(); DAngle nDeltaAngle = absangle(nAngle, actor->spr.Angles.Yaw); if (nDeltaAngle <= DAngle45) { double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z; if (cansee(pos, actor->sector(), pos2, actor2->sector())) { nClosest = nDist2; Aim.XY() = nAngle.ToVector(); Aim.Z = tz1 / nDist; // This does not make any sense... if (tz1 < -3.2 && tz1 > -48) Aim.Z += 0.5774; else if (tz1 <= -48) Aim.Z -= 0.45776; } else Aim.Z = tz1 / nDist; } } } // allow fire missile in non-player targets if not a demo if (target->IsPlayerActor() || gModernMap) { sfxPlay3DSound(actor, 489, 0, 0); actFireMissile(actor, 0, 0, Aim, kMissileEctoSkull); } } static void ghostThinkTarget(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10) pDudeExtraE->thinkTime++; else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) { actor->xspr.goalAng += DAngle45; aiSetTarget(actor, actor->basePoint); aiNewState(actor, &ghostTurn); return; } if (Chance(pDudeInfo->alertChance)) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER* pPlayer = &gPlayer[p]; if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; auto ppos = pPlayer->actor->spr.pos; auto dvect = ppos.XY() - actor->spr.pos; auto pSector = pPlayer->actor->sector(); double nDist = dvect.Length(); if (nDist > pDudeInfo->SeeDist() && nDist > pDudeInfo->HearDist()) continue; double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y); if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector())) continue; DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, dvect.Angle()); if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery()) { pDudeExtraE->thinkTime = 0; aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); return; } else if (nDist < pDudeInfo->HearDist()) { pDudeExtraE->thinkTime = 0; aiSetTarget(actor, ppos); aiActivateDude(actor); return; } } } } static void ghostThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void ghostThinkGoto(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); DAngle nAngle = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &ghostSearch); aiThinkTarget(actor); } static void ghostMoveDodgeUp(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); AdjustVelocity(actor, ADJUSTER{ if (actor->xspr.dodgeDir > 0) t2 += FixedToFloat(pDudeInfo->sideSpeed); else t2 -= FixedToFloat(pDudeInfo->sideSpeed); }); actor->vel.Z = FixedToFloat(-0x1d555); } static void ghostMoveDodgeDown(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); if (actor->xspr.dodgeDir == 0) return; AdjustVelocity(actor, ADJUSTER{ if (actor->xspr.dodgeDir > 0) t2 += FixedToFloat(pDudeInfo->sideSpeed); else t2 -= FixedToFloat(pDudeInfo->sideSpeed); }); actor->vel.Z = 4.26666; } static void ghostThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &ghostGoto); return; } ///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); DVector2 dxy = target->spr.pos.XY() - actor->spr.pos.XY(); DAngle dxyAngle = dxy.Angle(); aiChooseDirection(actor, dxyAngle); if (target->xspr.health == 0) { aiNewState(actor, &ghostSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &ghostSearch); return; } double nDist = dxy.Length(); if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, dxyAngle); double height = pDudeInfo->eyeHeight * actor->spr.scale.Y; // Should be dudeInfo[target->spr.type-kDudeBase] double height2 = pDudeInfo->eyeHeight * target->spr.scale.Y; double top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector())) { if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); double floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos); double floorDelta = floorZ - bottom; double heightDelta = height2 - height; bool angWithinRange = nDeltaAngle < DAngle15; switch (actor->spr.type) { case kDudePhantasm: if (nDist < 0x200 && nDist > 0x100 && angWithinRange) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 0), CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &ghostBlast); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudePhantasm) aiNewState(actor, &ghostBlast); break; default: aiNewState(actor, &ghostBlast); break; } } else if (nDist < 0x40 && angWithinRange) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 0), CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &ghostSlash); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudePhantasm) aiNewState(actor, &ghostSlash); break; default: aiNewState(actor, &ghostSlash); break; } } else if ((heightDelta > 32 || floorDelta > 32) && nDist < 0x140 && nDist > 0x80) { aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1); aiNewState(actor, &ghostSwoop); } else if ((heightDelta < 32 || floorDelta < 32) &&angWithinRange) aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1); break; } } return; } else { aiNewState(actor, &ghostFly); return; } } aiNewState(actor, &ghostGoto); actor->SetTarget(nullptr); } static void ghostMoveForward(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) actor->spr.Angles.Yaw += DAngle45; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if ((unsigned int)Random(64) < 32 && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel * 0.5; }); } static void ghostMoveSlow(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if (Chance(0x600) && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ t1 += nAccel * 0.5; t2 *= 0.5; }); switch (actor->spr.type) { case kDudePhantasm: actor->vel.Z = 4.26666; break; } } static void ghostMoveSwoop(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if (Chance(0x600) && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ t1 += nAccel * 0.5; switch (actor->spr.type) { case kDudePhantasm: actor->vel.Z = t1; break; } }); } static void ghostMoveFly(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange); double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->spr.Angles.Yaw += DAngle90; return; } auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); double nDist = dvec.Length(); if (Chance(0x4000) && nDist <= 0x40) return; AdjustVelocity(actor, ADJUSTER{ t1 += nAccel * 0.5; switch (actor->spr.type) { case kDudePhantasm: actor->vel.Z = -t1; break; } }); } END_BLD_NS