//------------------------------------------------------------------------- /* 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 "blood.h" #include "db.h" #include "dude.h" #include "levels.h" #include "player.h" #include "seq.h" #include "sound.h" BEGIN_BLD_NS static void SlashSeqCallback(int, int); static void StompSeqCallback(int, int); static void MorphToBeast(spritetype *, XSPRITE *); static void beastThinkSearch(spritetype *, XSPRITE *); static void beastThinkGoto(spritetype *, XSPRITE *); static void beastThinkChase(spritetype *, XSPRITE *); static void beastThinkSwimGoto(spritetype *, XSPRITE *); static void beastThinkSwimChase(spritetype *, XSPRITE *); static void beastMoveForward(spritetype *, XSPRITE *); static void sub_628A0(spritetype *, XSPRITE *); static void sub_62AE0(spritetype *, XSPRITE *); static void sub_62D7C(spritetype *, XSPRITE *); static int nSlashClient = seqRegisterClient(SlashSeqCallback); static int nStompClient = seqRegisterClient(StompSeqCallback); AISTATE beastIdle = {kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE beastChase = {kAiStateChase, 8, -1, 0, NULL, beastMoveForward, beastThinkChase, NULL }; AISTATE beastDodge = { kAiStateMove, 8, -1, 60, NULL, aiMoveDodge, NULL, &beastChase }; AISTATE beastGoto = { kAiStateMove, 8, -1, 600, NULL, beastMoveForward, beastThinkGoto, &beastIdle }; AISTATE beastSlash = { kAiStateChase, 6, nSlashClient, 120, NULL, NULL, NULL, &beastChase }; AISTATE beastStomp = { kAiStateChase, 7, nStompClient, 120, NULL, NULL, NULL, &beastChase }; AISTATE beastSearch = { kAiStateSearch, 8, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastIdle }; AISTATE beastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastDodge }; AISTATE beastTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &beastDodge }; AISTATE beastSwimIdle = {kAiStateIdle, 9, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE beastSwimChase = { kAiStateChase, 9, -1, 0, NULL, sub_628A0, beastThinkSwimChase, NULL }; AISTATE beastSwimDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &beastSwimChase }; AISTATE beastSwimGoto = { kAiStateMove, 9, -1, 600, NULL, beastMoveForward, beastThinkSwimGoto, &beastSwimIdle }; AISTATE beastSwimSearch = { kAiStateSearch, 9, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastSwimIdle }; AISTATE beastSwimSlash = { kAiStateChase, 9, nSlashClient, 0, NULL, NULL, beastThinkSwimChase, &beastSwimChase }; AISTATE beastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastSwimDodge }; AISTATE beastMorphToBeast = { kAiStateOther, -1, -1, 0, MorphToBeast, NULL, NULL, &beastIdle }; AISTATE beastMorphFromCultist = { kAiStateOther, 2576, -1, 0, NULL, NULL, NULL, &beastMorphToBeast }; AISTATE beast138FB4 = { kAiStateOther, 9, -1, 120, NULL, sub_62AE0, beastThinkSwimChase, &beastSwimChase }; AISTATE beast138FD0 = { kAiStateOther, 9, -1, 0, NULL, sub_62D7C, beastThinkSwimChase, &beastSwimChase }; AISTATE beast138FEC = { kAiStateOther, 9, -1, 120, NULL, aiMoveTurn, NULL, &beastSwimChase }; static void SlashSeqCallback(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; spritetype *pTarget = &sprite[pXSprite->target]; int dx = CosScale16(pSprite->ang); int dy = SinScale16(pSprite->ang); // Correct ? int dz = pSprite->z-pTarget->z; dx += Random3(4000-700*gGameOptions.nDifficulty); dy += Random3(4000-700*gGameOptions.nDifficulty); actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13); actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13); actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13); sfxPlay3DSound(pSprite, 9012+Random(2), -1, 0); } static void StompSeqCallback(int, int nXSprite) { uint8_t vb8[(kMaxSectors+7)>>3]; XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; int dx = CosScale16(pSprite->ang); int dy = SinScale16(pSprite->ang); int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; int vc = 400; int nSector = pSprite->sectnum; int v1c = 5+2*gGameOptions.nDifficulty; int v10 = 25+30*gGameOptions.nDifficulty; gAffectedSectors[0] = -1; gAffectedXWalls[0] = -1; GetClosestSpriteSectors(nSector, x, y, vc, gAffectedSectors, vb8, gAffectedXWalls); char v4 = 0; int v34 = -1; int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0); actHitcodeToData(hit, &gHitInfo, &v34, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL); if (hit == 3 && v34 >= 0) { if (sprite[v34].statnum == kStatDude) v4 = 0; } vc <<= 4; int nSprite2; StatIterator it1(kStatDude); while ((nSprite2 = it1.NextIndex()) >= 0) { if (nSprite != nSprite2 || v4) { spritetype *pSprite2 = &sprite[nSprite2]; if (pSprite2->extra > 0 && pSprite2->extra < kMaxXSprites) { if (pSprite2->type == kDudeBeast) continue; if (pSprite2->flags&32) continue; if (TestBitString(vb8, pSprite2->sectnum) && CheckProximity(pSprite2, x, y, z, nSector, vc)) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (klabs(bottom-sector[nSector].floorz) == 0) { int dx = klabs(pSprite->x-pSprite2->x); int dy = klabs(pSprite->y-pSprite2->y); int nDist2 = ksqrt(dx*dx + dy*dy); if (nDist2 <= vc) { int nDamage; if (!nDist2) nDamage = v1c + v10; else nDamage = v1c + ((vc-nDist2)*v10)/vc; if (IsPlayerSprite(pSprite2)) gPlayer[pSprite2->type-kDudePlayer1].quakeEffect += nDamage*4; actDamageSprite(nSprite, pSprite2, DAMAGE_TYPE_0, nDamage<<4); } } } } } } it1.Reset(kStatThing); while ((nSprite2 = it1.NextIndex()) >= 0) { spritetype *pSprite2 = &sprite[nSprite2]; if (pSprite2->flags&32) continue; if (TestBitString(vb8, pSprite2->sectnum) && CheckProximity(pSprite2, x, y, z, nSector, vc)) { XSPRITE *pXSprite = &xsprite[pSprite2->extra]; if (pXSprite->locked) continue; int dx = klabs(pSprite->x-pSprite2->x); int dy = klabs(pSprite->y-pSprite2->y); int nDist2 = ksqrt(dx*dx + dy*dy); if (nDist2 <= vc) { int nDamage; if (!nDist2) nDamage = v1c + v10; else nDamage = v1c + ((vc-nDist2)*v10)/vc; if (IsPlayerSprite(pSprite2)) gPlayer[pSprite2->type-kDudePlayer1].quakeEffect += nDamage*4; actDamageSprite(nSprite, pSprite2, DAMAGE_TYPE_0, nDamage<<4); } } } sfxPlay3DSound(pSprite, 9015+Random(2), -1, 0); } static void MorphToBeast(spritetype *pSprite, XSPRITE *pXSprite) { actHealDude(pXSprite, dudeInfo[51].startHealth, dudeInfo[51].startHealth); pSprite->type = kDudeBeast; } static void beastThinkSearch(spritetype *pSprite, XSPRITE *pXSprite) { aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); aiThinkTarget(pSprite, pXSprite); } static void beastThinkGoto(spritetype *pSprite, XSPRITE *pXSprite) { assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); XSECTOR *pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; 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) { if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastSwimSearch); else aiNewState(pSprite, pXSprite, &beastSearch); } aiThinkTarget(pSprite, pXSprite); } static void beastThinkChase(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { XSECTOR *pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastSwimSearch); else aiNewState(pSprite, pXSprite, &beastSearch); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); assert(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) { XSECTOR *pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastSwimSearch); else aiNewState(pSprite, pXSprite, &beastSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0) { XSECTOR *pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastSwimSearch); else aiNewState(pSprite, pXSprite, &beastSearch); 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); int nXSprite = sprite[pXSprite->reference].extra; gDudeSlope[nXSprite] = divscale(pTarget->z-pSprite->z, nDist, 10); if (nDist < 0x1400 && nDist > 0xa00 && klabs(nDeltaAngle) < 85 && (pTarget->flags&2) && IsPlayerSprite(pTarget) && Chance(0x8000)) { XSECTOR *pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0); if (pXTarget->health > gPlayerTemplate[0].startHealth/2) { switch (hit) { case -1: if (!pXSector || !pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastStomp); break; case 3: if (pSprite->type != sprite[gHitInfo.hitsprite].type) { if (!pXSector || !pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastStomp); } else { if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastSwimDodge); else aiNewState(pSprite, pXSprite, &beastDodge); } break; default: if (!pXSector || !pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastStomp); break; } } } if (nDist < 921 && klabs(nDeltaAngle) < 28) { XSECTOR *pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastSwimSlash); else aiNewState(pSprite, pXSprite, &beastSlash); break; case 3: if (pSprite->type != sprite[gHitInfo.hitsprite].type) { if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastSwimSlash); else aiNewState(pSprite, pXSprite, &beastSlash); } else { if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastSwimDodge); else aiNewState(pSprite, pXSprite, &beastDodge); } break; default: if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastSwimSlash); else aiNewState(pSprite, pXSprite, &beastSlash); break; } } } return; } } XSECTOR *pXSector; int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0) pXSector = &xsector[nXSector]; else pXSector = NULL; if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &beastSwimGoto); else aiNewState(pSprite, pXSprite, &beastGoto); pXSprite->target = -1; } static void beastThinkSwimGoto(spritetype *pSprite, XSPRITE *pXSprite) { 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(pSprite, pXSprite, nAngle); if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery) aiNewState(pSprite, pXSprite, &beastSwimSearch); aiThinkTarget(pSprite, pXSprite); } static void beastThinkSwimChase(spritetype *pSprite, XSPRITE *pXSprite) { if (pXSprite->target == -1) { aiNewState(pSprite, pXSprite, &beastSwimGoto); return; } assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); assert(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, &beastSwimSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(pSprite, pXSprite, &beastSwimSearch); 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->z; 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)) { if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pXSprite->target); if (nDist < 0x400 && klabs(nDeltaAngle) < 85) aiNewState(pSprite, pXSprite, &beastSwimSlash); else { aiPlay3DSound(pSprite, 9009+Random(2), AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &beast138FD0); } } } else aiNewState(pSprite, pXSprite, &beast138FD0); return; } aiNewState(pSprite, pXSprite, &beastSwimGoto); pXSprite->target = -1; } static void beastMoveForward(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; 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 (klabs(nAng) > 341) return; int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int nDist = approxDist(dx, dy); if (nDist <= 0x400 && Random(64) < 32) return; xvel[nSprite] += mulscale30(pDudeInfo->frontSpeed, Cos(pSprite->ang)); yvel[nSprite] += mulscale30(pDudeInfo->frontSpeed, Sin(pSprite->ang)); } static void sub_628A0(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; 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 (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 nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) 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>>2; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); } static void sub_62AE0(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); spritetype *pTarget = &sprite[pXSprite->target]; int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight; int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight; 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 (klabs(nAng) > 341) { pXSprite->goalAng = (pSprite->ang+512)&2047; return; } int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int dz = z2 - z; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) 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; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); zvel[nSprite] = -dz; } static void sub_62D7C(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); spritetype *pTarget = &sprite[pXSprite->target]; int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight; int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight; 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 (klabs(nAng) > 341) { pSprite->ang = (pSprite->ang+512)&2047; return; } int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int dz = (z2 - z)<<3; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) 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] = dz; } END_BLD_NS