raze/source/games/blood/src/aiboneel.cpp

387 lines
13 KiB
C++

//-------------------------------------------------------------------------
/*
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 eelThinkTarget(DBloodActor*);
static void eelThinkSearch(DBloodActor*);
static void eelThinkGoto(DBloodActor*);
static void eelThinkPonder(DBloodActor*);
static void eelMoveDodgeUp(DBloodActor*);
static void eelMoveDodgeDown(DBloodActor*);
static void eelThinkChase(DBloodActor*);
static void eelMoveForward(DBloodActor*);
static void eelMoveSwoop(DBloodActor*);
static void eelMoveAscend(DBloodActor* actor);
static void eelMoveToCeil(DBloodActor*);
AISTATE eelIdle = { kAiStateIdle, 0, nullptr, 0, NULL, NULL, &AF(eelThinkTarget), NULL };
AISTATE eelFlyIdle = { kAiStateIdle, 0, nullptr, 0, NULL, NULL, &AF(eelThinkTarget), NULL };
AISTATE eelChase = { kAiStateChase, 0, nullptr, 0, NULL, &AF(eelMoveForward), &AF(eelThinkChase), &eelIdle };
AISTATE eelPonder = { kAiStateOther, 0, nullptr, 0, NULL, NULL, &AF(eelThinkPonder), NULL };
AISTATE eelGoto = { kAiStateMove, 0, nullptr, 600, NULL, NULL, &AF(eelThinkGoto), &eelIdle };
AISTATE eelBite = { kAiStateChase, 7, &AF(eelBiteSeqCallback), 60, NULL, NULL, NULL, &eelChase };
AISTATE eelRecoil = { kAiStateRecoil, 5, nullptr, 0, NULL, NULL, NULL, &eelChase };
AISTATE eelSearch = { kAiStateSearch, 0, nullptr, 120, NULL, &AF(eelMoveForward), &AF(eelThinkSearch), &eelIdle };
AISTATE eelSwoop = { kAiStateOther, 0, nullptr, 60, NULL, &AF(eelMoveSwoop), &AF(eelThinkChase), &eelChase };
AISTATE eelFly = { kAiStateMove, 0, nullptr, 0, NULL, &AF(eelMoveAscend), &AF(eelThinkChase), &eelChase };
AISTATE eelTurn = { kAiStateMove, 0, nullptr, 60, NULL, &AF(aiMoveTurn), NULL, &eelChase };
AISTATE eelHide = { kAiStateOther, 0, nullptr, 0, NULL, &AF(eelMoveToCeil), &AF(eelMoveForward), NULL };
AISTATE eelDodgeUp = { kAiStateMove, 0, nullptr, 120, NULL, &AF(eelMoveDodgeUp), NULL, &eelChase };
AISTATE eelDodgeUpRight = { kAiStateMove, 0, nullptr, 90, NULL, &AF(eelMoveDodgeUp), NULL, &eelChase };
AISTATE eelDodgeUpLeft = { kAiStateMove, 0, nullptr, 90, NULL, &AF(eelMoveDodgeUp), NULL, &eelChase };
AISTATE eelDodgeDown = { kAiStateMove, 0, nullptr, 120, NULL, &AF(eelMoveDodgeDown), NULL, &eelChase };
AISTATE eelDodgeDownRight = { kAiStateMove, 0, nullptr, 90, NULL, &AF(eelMoveDodgeDown), NULL, &eelChase };
AISTATE eelDodgeDownLeft = { kAiStateMove, 0, nullptr, 90, NULL, &AF(eelMoveDodgeDown), NULL, &eelChase };
void eelBiteSeqCallback(DBloodActor* actor)
{
/*
* workaround for
* actor->xspr.target >= 0 in file NBlood/source/blood/src/aiboneel.cpp at line 86
* The value of actor->xspr.target is -1.
* copied from lines 177:181
* resolves this case, but may cause other issues?
*/
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &eelSearch);
return;
}
auto target = actor->GetTarget();
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
DUDEINFO* pDudeInfoT = getDudeInfo(target);
double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
double height2 = (pDudeInfoT->eyeHeight * target->spr.scale.Y);
DVector3 vect(actor->spr.Angles.Yaw.ToVector() * 1024, height2 - height);
actFireVector(actor, 0., 0., vect, kVectorBoneelBite);
}
static void eelThinkTarget(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
if (actor->dudeExtra.active && actor->dudeExtra.thinkTime < 10)
actor->dudeExtra.thinkTime++;
else if (actor->dudeExtra.thinkTime >= 10 && actor->dudeExtra.active)
{
actor->dudeExtra.thinkTime = 0;
actor->xspr.goalAng += DAngle45;
aiSetTarget(actor, actor->basePoint);
aiNewState(actor, &eelTurn);
return;
}
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
DBloodPlayer* pPlayer = getPlayer(p);
if (pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
auto ppos = pPlayer->GetActor()->spr.pos;
auto dvect = ppos.XY() - actor->spr.pos;
auto pSector = pPlayer->GetActor()->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())
{
actor->dudeExtra.thinkTime = 0;
aiSetTarget(actor, pPlayer->GetActor());
aiActivateDude(actor);
}
else if (nDist < pDudeInfo->HearDist())
{
actor->dudeExtra.thinkTime = 0;
aiSetTarget(actor, ppos);
aiActivateDude(actor);
}
else
continue;
break;
}
}
}
static void eelThinkSearch(DBloodActor* actor)
{
aiChooseDirection(actor, actor->xspr.goalAng);
eelThinkTarget(actor);
}
static void eelThinkGoto(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
auto nAngle = dvec.Angle();
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery())
aiNewState(actor, &eelSearch);
eelThinkTarget(actor);
}
static void eelThinkPonder(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &eelSearch);
return;
}
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
auto target = actor->GetTarget();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
DAngle nAngle = dvec.Angle();
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (target->xspr.health == 0)
{
aiNewState(actor, &eelSearch);
return;
}
if (nDist <= pDudeInfo->SeeDist())
{
DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
double height2 = (getDudeInfo(target)->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()))
{
aiSetTarget(actor, actor->GetTarget());
if (height2 - height < -0x20 && nDist < 0x180 && nDist > 0xc0 && nDeltaAngle < DAngle15)
aiNewState(actor, &eelDodgeUp);
else if (height2 - height > 12.8 && nDist < 0x180 && nDist > 0xc0 && nDeltaAngle < DAngle15)
aiNewState(actor, &eelDodgeDown);
else if (height2 - height < 12.8 && nDist < 57.5625 && nDeltaAngle < DAngle15)
aiNewState(actor, &eelDodgeUp);
else if (height2 - height > 12.8 && nDist < 0x140 && nDist > 0x80 && nDeltaAngle < DAngle15)
aiNewState(actor, &eelDodgeDown);
else if (height2 - height < -0x20 && nDist < 0x140 && nDist > 0x80 && nDeltaAngle < DAngle15)
aiNewState(actor, &eelDodgeUp);
else if (height2 - height < -0x20 && nDeltaAngle < DAngle15 && nDist > 0x140)
aiNewState(actor, &eelDodgeUp);
else if (height2 - height > 12.8)
aiNewState(actor, &eelDodgeDown);
else
aiNewState(actor, &eelDodgeUp);
return;
}
}
aiNewState(actor, &eelGoto);
actor->SetTarget(nullptr);
}
static void eelMoveDodgeUp(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
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 = -0.5;
}
static void eelMoveDodgeDown(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
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 eelThinkChase(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &eelGoto);
return;
}
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
auto target = actor->GetTarget();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
DAngle nAngle = dvec.Angle();
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (target->xspr.health == 0)
{
aiNewState(actor, &eelSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(getPlayer(target), kPwUpShadowCloak) > 0)
{
aiNewState(actor, &eelSearch);
return;
}
if (nDist <= pDudeInfo->SeeDist())
{
DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
double top, bottom;
double top2, bottom2;
GetActorExtents(actor, &top, &bottom);
GetActorExtents(target, &top2, &bottom2);
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());
if (nDist < 57.5625 && top2 > top && nDeltaAngle < DAngle15)
aiNewState(actor, &eelSwoop);
else if (nDist <= 57.5625 && nDeltaAngle < DAngle15)
aiNewState(actor, &eelBite);
else if (bottom2 > top && nDeltaAngle < DAngle15)
aiNewState(actor, &eelSwoop);
else if (top2 < top && nDeltaAngle < DAngle15)
aiNewState(actor, &eelFly);
}
}
return;
}
actor->SetTarget(nullptr);
aiNewState(actor, &eelSearch);
}
static void eelMoveForward(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng);
auto nTurnRange = pDudeInfo->TurnRange();
actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2);
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 (nDist <= 57.5625)
return;
AdjustVelocity(actor, ADJUSTER{
if (actor->GetTarget() == nullptr)
t1 += nAccel;
else
t1 += nAccel * 0.5;
});
}
static void eelMoveSwoop(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng);
auto nTurnRange = pDudeInfo->TurnRange();
actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2);
if (abs(nAng) > DAngle60)
return;
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
double nDist = dvec.Length();
if (Chance(0x8000) && nDist <= 57.5625)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += nAccel * 0.5;
});
actor->vel.Z = FixedToFloat(0x22222);
}
static void eelMoveAscend(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng);
auto nTurnRange = pDudeInfo->TurnRange();
actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2);
if (abs(nAng) > DAngle60)
return;
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
double nDist = dvec.Length();
if (Chance(0x4000) && nDist <= 57.5625)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += nAccel * 0.5;
});
actor->vel.Z = FixedToFloat(-0x8000);
}
void eelMoveToCeil(DBloodActor* actor)
{
if (actor->spr.pos.Z - actor->xspr.TargetPos.Z < 0x10)
{
actor->dudeExtra.active = 0;
actor->spr.flags = 0;
aiNewState(actor, &eelIdle);
}
else
aiSetTarget(actor, DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz));
}
END_BLD_NS