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

356 lines
11 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 calebThinkSearch(DBloodActor*);
static void calebThinkGoto(DBloodActor*);
static void calebThinkChase(DBloodActor*);
static void calebThinkSwimGoto(DBloodActor*);
static void calebThinkSwimChase(DBloodActor*);
static void calebMoveSwimChase(DBloodActor*);
static void calebSwimUnused(DBloodActor*);
static void calebSwimMoveIn(DBloodActor*);
AISTATE tinycalebIdle = { kAiStateIdle, 0, nullptr, 0, NULL, NULL, &AF(aiThinkTarget), NULL };
AISTATE tinycalebChase = { kAiStateChase, 6, nullptr, 0, NULL, &AF(aiMoveForward), &AF(calebThinkChase), NULL };
AISTATE tinycalebDodge = { kAiStateMove, 6, nullptr, 90, NULL, &AF(aiMoveDodge), NULL, &tinycalebChase };
AISTATE tinycalebGoto = { kAiStateMove, 6, nullptr, 600, NULL, &AF(aiMoveForward), &AF(calebThinkGoto), &tinycalebIdle };
AISTATE tinycalebAttack = { kAiStateChase, 0, &AF(SeqAttackCallback), 120, NULL, NULL, NULL, &tinycalebChase };
AISTATE tinycalebSearch = { kAiStateSearch, 6, nullptr, 120, NULL, &AF(aiMoveForward), &AF(calebThinkSearch), &tinycalebIdle };
AISTATE tinycalebRecoil = { kAiStateRecoil, 5, nullptr, 0, NULL, NULL, NULL, &tinycalebDodge };
AISTATE tinycalebTeslaRecoil = { kAiStateRecoil, 4, nullptr, 0, NULL, NULL, NULL, &tinycalebDodge };
AISTATE tinycalebSwimIdle = { kAiStateIdle, 10, nullptr, 0, NULL, NULL, &AF(aiThinkTarget), NULL };
AISTATE tinycalebSwimChase = { kAiStateChase, 8, nullptr, 0, NULL, &AF(calebMoveSwimChase), &AF(calebThinkSwimChase), NULL };
AISTATE tinycalebSwimDodge = { kAiStateMove, 8, nullptr, 90, NULL, &AF(aiMoveDodge), NULL, &tinycalebSwimChase };
AISTATE tinycalebSwimGoto = { kAiStateMove, 8, nullptr, 600, NULL, &AF(aiMoveForward), &AF(calebThinkSwimGoto), &tinycalebSwimIdle };
AISTATE tinycalebSwimSearch = { kAiStateSearch, 8, nullptr, 120, NULL, &AF(aiMoveForward), &AF(calebThinkSearch), &tinycalebSwimIdle };
AISTATE tinycalebSwimAttack = { kAiStateChase, 10, &AF(SeqAttackCallback), 0, NULL, NULL, NULL, &tinycalebSwimChase };
AISTATE tinycalebSwimRecoil = { kAiStateRecoil, 5, nullptr, 0, NULL, NULL, NULL, &tinycalebSwimDodge };
AISTATE tinycalebSwimUnused = { kAiStateOther, 8, nullptr, 120, NULL, &AF(calebSwimUnused), &AF(calebThinkSwimChase), &tinycalebSwimChase };
AISTATE tinycalebSwimMoveIn = { kAiStateOther, 8, nullptr, 0, NULL, &AF(calebSwimMoveIn), &AF(calebThinkSwimChase), &tinycalebSwimChase };
AISTATE tinycalebSwimTurn = { kAiStateOther, 8, nullptr, 120, NULL, &AF(aiMoveTurn), NULL, &tinycalebSwimChase };
void SeqAttackCallback(DBloodActor* actor)
{
DVector3 vect(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope);
vect.X += Random2F(1500, 4);
vect.Y += Random2F(1500, 4);
vect.Z += Random2F(1500, 8);
for (int i = 0; i < 2; i++)
{
double r3 = Random3F(500, 4);
double r2 = Random3F(1000, 4);
double r1 = Random3F(1000, 8);
actFireVector(actor, 0, 0, vect + DVector3(r1, r2, r3), kVectorShell);
}
if (Chance(0x8000))
sfxPlay3DSound(actor, 10000 + Random(5), -1, 0);
if (Chance(0x8000))
sfxPlay3DSound(actor, 1001, -1, 0);
else
sfxPlay3DSound(actor, 1002, -1, 0);
}
static void calebThinkSearch(DBloodActor* actor)
{
aiChooseDirection(actor, actor->xspr.goalAng);
aiThinkTarget(actor);
}
static void calebThinkGoto(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
auto pSector = actor->sector();
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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())
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimSearch);
else
aiNewState(actor, &tinycalebSearch);
}
aiThinkTarget(actor);
}
static void calebThinkChase(DBloodActor* actor)
{
auto pSector = actor->sector();
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
if (actor->GetTarget() == nullptr)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimSearch);
else
aiNewState(actor, &tinycalebSearch);
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)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimSearch);
else
{
aiPlay3DSound(actor, 11000 + Random(4), AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &tinycalebSearch);
}
return;
}
if (target->IsPlayerActor() && powerupCheck(getPlayer(target), kPwUpShadowCloak) > 0)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimSearch);
else
aiNewState(actor, &tinycalebSearch);
return;
}
if (nDist <= pDudeInfo->SeeDist())
{
DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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());
actor->dudeSlope = nDist == 0 ? 0 : target->spr.pos.Z - actor->spr.pos.Z / nDist;
if (nDist < 89.5625 && abs(nDeltaAngle) < DAngle1 * 5)
{
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimAttack);
else
aiNewState(actor, &tinycalebAttack);
break;
case 3:
if (actor->GetType() != gHitInfo.actor()->GetType())
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimAttack);
else
aiNewState(actor, &tinycalebAttack);
}
else
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimDodge);
else
aiNewState(actor, &tinycalebDodge);
}
break;
default:
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimAttack);
else
aiNewState(actor, &tinycalebAttack);
break;
}
}
}
return;
}
}
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimGoto);
else
aiNewState(actor, &tinycalebGoto);
if (Chance(0x2000))
sfxPlay3DSound(actor, 10000 + Random(5), -1, 0);
actor->SetTarget(nullptr);
}
static void calebThinkSwimGoto(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
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, &tinycalebSwimSearch);
aiThinkTarget(actor);
}
static void calebThinkSwimChase(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &tinycalebSwimGoto);
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, &tinycalebSwimSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(getPlayer(target), kPwUpShadowCloak) > 0)
{
aiNewState(actor, &tinycalebSwimSearch);
return;
}
if (nDist <= pDudeInfo->SeeDist())
{
DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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 < 0x40 && abs(nDeltaAngle) < DAngle15)
aiNewState(actor, &tinycalebSwimAttack);
else
aiNewState(actor, &tinycalebSwimMoveIn);
}
}
else
aiNewState(actor, &tinycalebSwimMoveIn);
return;
}
aiNewState(actor, &tinycalebSwimGoto);
actor->SetTarget(nullptr);
}
static void calebMoveSwimChase(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 = 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 (Random(64) < 32 && nDist <= 0x40)
return;
AdjustVelocity(actor, ADJUSTER{
if (actor->GetTarget() == nullptr)
t1 += nAccel;
else
t1 += nAccel * 0.25;
});
}
static void calebSwimUnused(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
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;
});
double dz = target->spr.pos.Z - actor->spr.pos.Z;
actor->vel.Z = -dz / 256;
}
static void calebSwimMoveIn(DBloodActor* actor)
{
assert(actor->IsDudeActor());
DUDEINFO* pDudeInfo = getDudeInfo(actor);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
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;
});
double dz = target->spr.pos.Z - actor->spr.pos.Z;
actor->vel.Z = dz / 32;
}
END_BLD_NS