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https://github.com/ZDoom/Raze.git
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459 lines
15 KiB
C++
459 lines
15 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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static void cerberusThinkSearch(DBloodActor* actor);
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static void cerberusThinkTarget(DBloodActor* actor);
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static void cerberusThinkGoto(DBloodActor* actor);
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static void cerberusThinkChase(DBloodActor* actor);
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AISTATE cerberusIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, cerberusThinkTarget, NULL };
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AISTATE cerberusSearch = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, cerberusThinkSearch, &cerberusIdle };
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AISTATE cerberusChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, cerberusThinkChase, NULL };
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AISTATE cerberusRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cerberusSearch };
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AISTATE cerberusTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &cerberusSearch };
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AISTATE cerberusGoto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, cerberusThinkGoto, &cerberusIdle };
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AISTATE cerberusBite = { kAiStateChase, 6, nCerberusBiteClient, 60, NULL, NULL, NULL, &cerberusChase };
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AISTATE cerberusBurn = { kAiStateChase, 6, nCerberusBurnClient, 60, NULL, NULL, NULL, &cerberusChase };
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AISTATE cerberus3Burn = { kAiStateChase, 6, nCerberusBurnClient2, 60, NULL, NULL, NULL, &cerberusChase };
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AISTATE cerberus2Idle = { kAiStateIdle, 0, -1, 0, NULL, NULL, cerberusThinkTarget, NULL };
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AISTATE cerberus2Search = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, cerberusThinkSearch, &cerberus2Idle };
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AISTATE cerberus2Chase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, cerberusThinkChase, NULL };
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AISTATE cerberus2Recoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cerberus2Search };
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AISTATE cerberus2Goto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, cerberusThinkGoto, &cerberus2Idle };
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AISTATE cerberus2Bite = { kAiStateChase, 6, nCerberusBiteClient, 60, NULL, NULL, NULL, &cerberus2Chase };
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AISTATE cerberus2Burn = { kAiStateChase, 6, nCerberusBurnClient, 60, NULL, NULL, NULL, &cerberus2Chase };
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AISTATE cerberus4Burn = { kAiStateChase, 6, nCerberusBurnClient2, 60, NULL, NULL, NULL, &cerberus2Chase };
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AISTATE cerberus139890 = { kAiStateOther, 7, -1, 120, NULL, aiMoveTurn, NULL, &cerberusChase };
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AISTATE cerberus1398AC = { kAiStateOther, 7, -1, 120, NULL, aiMoveTurn, NULL, &cerberusChase };
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void cerberusBiteSeqCallback(int, DBloodActor* actor)
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{
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int dx = bcos(actor->spr.ang);
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int dy = bsin(actor->spr.ang);
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if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
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Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
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return;
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}
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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int dz = target->spr.pos.Z - actor->spr.pos.Z;
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actFireVector(actor, 350, -100, dx, dy, dz, kVectorCerberusHack);
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actFireVector(actor, -350, 0, dx, dy, dz, kVectorCerberusHack);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorCerberusHack);
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}
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void cerberusBurnSeqCallback(int, DBloodActor* actor)
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{
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int height = pDudeInfo->eyeHeight * actor->spr.yrepeat;
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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int x = actor->spr.pos.X;
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int y = actor->spr.pos.Y;
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int z = height; // ???
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TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
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Aim aim;
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aim.dx = bcos(actor->spr.ang);
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aim.dy = bsin(actor->spr.ang);
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aim.dz = actor->dudeSlope;
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int nClosest = 0x7fffffff;
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BloodStatIterator it(kStatDude);
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while (auto actor2 = it.Next())
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{
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if (actor == actor2 || !(actor2->spr.flags & 8))
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continue;
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int x2 = actor2->spr.pos.X;
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int y2 = actor2->spr.pos.Y;
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int z2 = actor2->spr.pos.Z;
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int nDist = approxDist(x2 - x, y2 - y);
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if (nDist == 0 || nDist > 0x2800)
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continue;
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if (tt1.at10)
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{
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int t = DivScale(nDist, tt1.at10, 12);
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x2 += (actor2->vel.X * t) >> 12;
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y2 += (actor2->vel.Y * t) >> 12;
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z2 += (actor2->vel.Z * t) >> 8;
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}
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int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
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int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
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int tz = z + MulScale(actor->dudeSlope, nDist, 10);
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int tsr = MulScale(9460, nDist, 10);
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int top, bottom;
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GetActorExtents(actor2, &top, &bottom);
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if (tz - tsr > bottom || tz + tsr < top)
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continue;
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int dx = (tx - x2) >> 4;
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int dy = (ty - y2) >> 4;
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int dz = (tz - z2) >> 8;
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int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz);
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if (nDist2 < nClosest)
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{
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int nAngle = getangle(x2 - x, y2 - y);
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int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024;
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if (abs(nDeltaAngle) <= tt1.at8)
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{
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int tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
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if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
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{
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nClosest = nDist2;
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aim.dx = bcos(nAngle);
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aim.dy = bsin(nAngle);
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aim.dz = DivScale(tz1, nDist, 10);
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}
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else
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aim.dz = tz1;
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}
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}
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}
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switch (actor->spr.type) {
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case kDudeCerberusTwoHead:
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actFireMissile(actor, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
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actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
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break;
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case kDudeCerberusOneHead:
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actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
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break;
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}
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}
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void cerberusBurnSeqCallback2(int, DBloodActor* actor)
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{
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int height = pDudeInfo->eyeHeight * actor->spr.yrepeat;
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int x = actor->spr.pos.X;
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int y = actor->spr.pos.Y;
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int z = height; // ???
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TARGETTRACK tt1 = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
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Aim aim;
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int ax, ay, az;
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aim.dx = ax = bcos(actor->spr.ang);
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aim.dy = ay = bsin(actor->spr.ang);
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aim.dz = actor->dudeSlope;
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az = 0;
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int nClosest = 0x7fffffff;
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BloodStatIterator it(kStatDude);
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while (auto actor2 = it.Next())
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{
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if (actor == actor2 || !(actor2->spr.flags & 8))
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continue;
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int x2 = actor2->spr.pos.X;
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int y2 = actor2->spr.pos.Y;
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int z2 = actor2->spr.pos.Z;
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int nDist = approxDist(x2 - x, y2 - y);
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if (nDist == 0 || nDist > 0x2800)
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continue;
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if (tt1.at10)
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{
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int t = DivScale(nDist, tt1.at10, 12);
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x2 += (actor->vel.X * t) >> 12;
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y2 += (actor->vel.Y * t) >> 12;
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z2 += (actor->vel.Z * t) >> 8;
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}
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int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
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int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
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int tz = z + MulScale(actor->dudeSlope, nDist, 10);
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int tsr = MulScale(9460, nDist, 10);
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int top, bottom;
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GetActorExtents(actor2, &top, &bottom);
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if (tz - tsr > bottom || tz + tsr < top)
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continue;
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int dx = (tx - x2) >> 4;
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int dy = (ty - y2) >> 4;
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int dz = (tz - z2) >> 8;
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int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz);
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if (nDist2 < nClosest)
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{
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int nAngle = getangle(x2 - x, y2 - y);
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int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024;
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if (abs(nDeltaAngle) <= tt1.at8)
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{
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DUDEINFO* pDudeInfo2 = getDudeInfo(actor2->spr.type);
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int height1 = (pDudeInfo2->aimHeight * actor2->spr.yrepeat) << 2;
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int tz1 = (z2 - height1) - z;
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if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector()))
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{
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nClosest = nDist2;
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aim.dx = bcos(nAngle);
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aim.dy = bsin(nAngle);
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aim.dz = DivScale(tz1, nDist, 10);
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}
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else
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aim.dz = tz1;
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}
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}
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}
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switch (actor->spr.type) {
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case kDudeCerberusTwoHead:
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actFireMissile(actor, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound);
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actFireMissile(actor, -350, 0, ax, ay, az, kMissileFlameHound);
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break;
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case kDudeCerberusOneHead:
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actFireMissile(actor, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound);
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break;
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}
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}
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static void cerberusThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
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aiThinkTarget(actor);
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}
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static void cerberusThinkTarget(DBloodActor* actor)
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{
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if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
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Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
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pDudeExtraE->thinkTime++;
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else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
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{
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actor->xspr.goalAng += 256;
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POINT3D* pTarget = &actor->basePoint;
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aiSetTarget(actor, pTarget->X, pTarget->Y, pTarget->Z);
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if (actor->spr.type == kDudeCerberusTwoHead)
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aiNewState(actor, &cerberus139890);
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else
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aiNewState(actor, &cerberus1398AC);
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return;
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}
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if (Chance(pDudeInfo->alertChance))
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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PLAYER* pPlayer = &gPlayer[p];
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if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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int x = pPlayer->actor->spr.pos.X;
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int y = pPlayer->actor->spr.pos.Y;
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int z = pPlayer->actor->spr.pos.Z;
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auto pSector = pPlayer->actor->spr.sector();
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int dx = x - actor->spr.pos.X;
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int dy = y - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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continue;
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if (!cansee(x, y, z, pSector, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->spr.sector()))
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continue;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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pDudeExtraE->thinkTime = 0;
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aiSetTarget(actor, pPlayer->actor);
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aiActivateDude(actor);
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}
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else if (nDist < pDudeInfo->hearDist)
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{
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pDudeExtraE->thinkTime = 0;
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aiSetTarget(actor, x, y, z);
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aiActivateDude(actor);
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}
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else
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continue;
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break;
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}
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}
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}
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static void cerberusThinkGoto(DBloodActor* actor)
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{
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if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
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Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(actor, nAngle);
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if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
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{
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switch (actor->spr.type) {
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case kDudeCerberusTwoHead:
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aiNewState(actor, &cerberusSearch);
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break;
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case kDudeCerberusOneHead:
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aiNewState(actor, &cerberus2Search);
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break;
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}
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}
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aiThinkTarget(actor);
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}
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static void cerberusThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr) {
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switch (actor->spr.type) {
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case kDudeCerberusTwoHead:
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aiNewState(actor, &cerberusGoto);
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break;
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case kDudeCerberusOneHead:
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aiNewState(actor, &cerberus2Goto);
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break;
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}
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return;
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}
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///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
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Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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int dx = target->spr.pos.X - actor->spr.pos.X;
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int dy = target->spr.pos.Y - actor->spr.pos.Y;
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aiChooseDirection(actor, getangle(dx, dy));
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if (target->xspr.health == 0) {
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switch (actor->spr.type) {
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case kDudeCerberusTwoHead:
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aiNewState(actor, &cerberusSearch);
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break;
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case kDudeCerberusOneHead:
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aiNewState(actor, &cerberus2Search);
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break;
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}
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return;
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}
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if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) {
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switch (actor->spr.type) {
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case kDudeCerberusTwoHead:
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aiNewState(actor, &cerberusSearch);
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break;
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case kDudeCerberusOneHead:
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aiNewState(actor, &cerberus2Search);
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break;
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}
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
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int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
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if (cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->spr.sector()))
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{
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) {
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x1b00 && nDist > 0xd00 && abs(nDeltaAngle) < 85) {
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switch (actor->spr.type) {
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case kDudeCerberusTwoHead:
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aiNewState(actor, &cerberusBurn);
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break;
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case kDudeCerberusOneHead:
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aiNewState(actor, &cerberus2Burn);
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break;
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}
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}
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else if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85) {
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switch (actor->spr.type) {
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case kDudeCerberusTwoHead:
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aiNewState(actor, &cerberus3Burn);
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break;
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case kDudeCerberusOneHead:
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aiNewState(actor, &cerberus4Burn);
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break;
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}
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}
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else if (nDist < 0x200 && abs(nDeltaAngle) < 85)
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{
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int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
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switch (actor->spr.type) {
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case kDudeCerberusTwoHead:
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switch (hit) {
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case -1:
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aiNewState(actor, &cerberusBite);
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break;
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|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeHellHound)
|
|
aiNewState(actor, &cerberusBite);
|
|
break;
|
|
case 0:
|
|
case 4:
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cerberusBite);
|
|
break;
|
|
}
|
|
break;
|
|
case kDudeCerberusOneHead:
|
|
switch (hit) {
|
|
case -1:
|
|
aiNewState(actor, &cerberus2Bite);
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeHellHound)
|
|
aiNewState(actor, &cerberus2Bite);
|
|
break;
|
|
case 0:
|
|
case 4:
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cerberus2Bite);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (actor->spr.type) {
|
|
case kDudeCerberusTwoHead:
|
|
aiNewState(actor, &cerberusGoto);
|
|
break;
|
|
case kDudeCerberusOneHead:
|
|
aiNewState(actor, &cerberus2Goto);
|
|
break;
|
|
}
|
|
actor->SetTarget(nullptr);
|
|
}
|
|
|
|
END_BLD_NS
|