mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-14 22:51:11 +00:00
390 lines
13 KiB
C++
390 lines
13 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 calebThinkSearch(DBloodActor*);
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static void calebThinkGoto(DBloodActor*);
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static void calebThinkChase(DBloodActor*);
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static void calebThinkSwimGoto(DBloodActor*);
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static void calebThinkSwimChase(DBloodActor*);
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static void sub_65D04(DBloodActor*);
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static void sub_65F44(DBloodActor*);
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static void sub_661E0(DBloodActor*);
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AISTATE tinycalebIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE tinycalebChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, calebThinkChase, NULL };
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AISTATE tinycalebDodge = { kAiStateMove, 6, -1, 90, NULL, aiMoveDodge, NULL, &tinycalebChase };
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AISTATE tinycalebGoto = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, calebThinkGoto, &tinycalebIdle };
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AISTATE tinycalebAttack = { kAiStateChase, 0, nAttackClient, 120, NULL, NULL, NULL, &tinycalebChase };
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AISTATE tinycalebSearch = { kAiStateSearch, 6, -1, 120, NULL, aiMoveForward, calebThinkSearch, &tinycalebIdle };
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AISTATE tinycalebRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tinycalebDodge };
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AISTATE tinycalebTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &tinycalebDodge };
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AISTATE tinycalebSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE tinycalebSwimChase = { kAiStateChase, 8, -1, 0, NULL, sub_65D04, calebThinkSwimChase, NULL };
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AISTATE tinycalebSwimDodge = { kAiStateMove, 8, -1, 90, NULL, aiMoveDodge, NULL, &tinycalebSwimChase };
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AISTATE tinycalebSwimGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, calebThinkSwimGoto, &tinycalebSwimIdle };
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AISTATE tinycalebSwimSearch = { kAiStateSearch, 8, -1, 120, NULL, aiMoveForward, calebThinkSearch, &tinycalebSwimIdle };
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AISTATE tinycalebSwimAttack = { kAiStateChase, 10, nAttackClient, 0, NULL, NULL, NULL, &tinycalebSwimChase };
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AISTATE tinycalebSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tinycalebSwimDodge };
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AISTATE tinycaleb139660 = { kAiStateOther, 8, -1, 120, NULL, sub_65F44, calebThinkSwimChase, &tinycalebSwimChase };
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AISTATE tinycaleb13967C = { kAiStateOther, 8, -1, 0, NULL, sub_661E0, calebThinkSwimChase, &tinycalebSwimChase };
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AISTATE tinycaleb139698 = { kAiStateOther, 8, -1, 120, NULL, aiMoveTurn, NULL, &tinycalebSwimChase };
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void SeqAttackCallback(int, DBloodActor* actor)
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{
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spritetype* pSprite = &actor->s();
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int dx = bcos(pSprite->ang);
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int dy = bsin(pSprite->ang);
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int dz = actor->dudeSlope;
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dx += Random2(1500);
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dy += Random2(1500);
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dz += Random2(1500);
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for (int i = 0; i < 2; i++)
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{
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int r1 = Random3(500);
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int r2 = Random3(1000);
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int r3 = Random3(1000);
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actFireVector(actor, 0, 0, dx + r3, dy + r2, dz + r1, kVectorShell);
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}
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if (Chance(0x8000))
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sfxPlay3DSound(actor, 10000 + Random(5), -1, 0);
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if (Chance(0x8000))
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sfxPlay3DSound(actor, 1001, -1, 0);
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else
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sfxPlay3DSound(actor, 1002, -1, 0);
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}
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static void calebThinkSearch(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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aiChooseDirection(actor, pXSprite->goalAng);
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aiThinkTarget(actor);
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}
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static void calebThinkGoto(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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auto pSector = pSprite->sector();
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auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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int dx = pXSprite->targetX - pSprite->x;
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int dy = pXSprite->targetY - pSprite->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(pSprite->ang - nAngle) < pDudeInfo->periphery)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimSearch);
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else
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aiNewState(actor, &tinycalebSearch);
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}
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aiThinkTarget(actor);
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}
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static void calebThinkChase(DBloodActor* actor)
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{
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auto const pSprite = &actor->s();
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auto pSector = pSprite->sector();
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auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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if (actor->GetTarget() == nullptr)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimSearch);
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else
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aiNewState(actor, &tinycalebSearch);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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spritetype* pTarget = &actor->GetTarget()->s();
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XSPRITE* pXTarget = &actor->GetTarget()->x();
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int dx = pTarget->x - pSprite->x;
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int dy = pTarget->y - pSprite->y;
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aiChooseDirection(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimSearch);
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else
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{
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aiPlay3DSound(actor, 11000 + Random(4), AI_SFX_PRIORITY_1, -1);
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aiNewState(actor, &tinycalebSearch);
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}
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return;
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}
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if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimSearch);
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else
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aiNewState(actor, &tinycalebSearch);
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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 - pSprite->ang) & 2047) - 1024;
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int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector()))
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{
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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actor->dudeSlope = nDist == 0 ? 0 : DivScale(pTarget->z-pSprite->z, nDist, 10);
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if (nDist < 0x599 && abs(nDeltaAngle) < 28)
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{
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int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimAttack);
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else
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aiNewState(actor, &tinycalebAttack);
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break;
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case 3:
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if (pSprite->type != gHitInfo.actor()->s().type)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimAttack);
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else
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aiNewState(actor, &tinycalebAttack);
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}
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else
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimDodge);
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else
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aiNewState(actor, &tinycalebDodge);
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}
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break;
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default:
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimAttack);
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else
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aiNewState(actor, &tinycalebAttack);
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break;
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}
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}
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}
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return;
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}
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}
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimGoto);
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else
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aiNewState(actor, &tinycalebGoto);
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if (Chance(0x2000))
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sfxPlay3DSound(actor, 10000 + Random(5), -1, 0);
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actor->SetTarget(nullptr);
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}
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static void calebThinkSwimGoto(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int dx = pXSprite->targetX - pSprite->x;
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int dy = pXSprite->targetY - pSprite->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(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &tinycalebSwimSearch);
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aiThinkTarget(actor);
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}
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static void calebThinkSwimChase(DBloodActor* actor)
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{
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auto pSprite = &actor->s();
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &tinycalebSwimGoto);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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spritetype* pTarget = &actor->GetTarget()->s();
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XSPRITE* pXTarget = &actor->GetTarget()->x();
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int dx = pTarget->x - pSprite->x;
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int dy = pTarget->y - pSprite->y;
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aiChooseDirection(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &tinycalebSwimSearch);
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return;
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}
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if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &tinycalebSwimSearch);
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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 - pSprite->ang) & 2047) - 1024;
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int height = pDudeInfo->eyeHeight + pSprite->z;
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector()))
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{
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x400 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &tinycalebSwimAttack);
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else
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aiNewState(actor, &tinycaleb13967C);
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}
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}
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return;
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}
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aiNewState(actor, &tinycalebSwimGoto);
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actor->SetTarget(nullptr);
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}
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static void sub_65D04(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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pSprite->ang = (pSprite->ang + 256) & 2047;
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int dx = pXSprite->targetX - pSprite->x;
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int dy = pXSprite->targetY - pSprite->y;
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int nDist = approxDist(dx, dy);
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if (Random(64) < 32 && nDist <= 0x400)
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return;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int vx = actor->xvel;
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int vy = actor->yvel;
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int t1 = DMulScale(vx, nCos, vy, nSin, 30);
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int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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if (actor->GetTarget() == nullptr)
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t1 += nAccel;
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else
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t1 += nAccel >> 2;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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}
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static void sub_65F44(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
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int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
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int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > 341)
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{
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pXSprite->goalAng = (pSprite->ang + 512) & 2047;
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return;
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}
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int dx = pXSprite->targetX - pSprite->x;
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int dy = pXSprite->targetY - pSprite->y;
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int dz = z2 - z;
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int nDist = approxDist(dx, dy);
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if (Chance(0x600) && nDist <= 0x400)
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return;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int vx = actor->xvel;
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int vy = actor->yvel;
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int t1 = DMulScale(vx, nCos, vy, nSin, 30);
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int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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t1 += nAccel;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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actor->zvel = -dz;
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}
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static void sub_661E0(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
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int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
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int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > 341)
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{
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pSprite->ang = (pSprite->ang + 512) & 2047;
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return;
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}
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int dx = pXSprite->targetX - pSprite->x;
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int dy = pXSprite->targetY - pSprite->y;
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int dz = (z2 - z) << 3;
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int nDist = approxDist(dx, dy);
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if (Chance(0x4000) && nDist <= 0x400)
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return;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int vx = actor->xvel;
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int vy = actor->yvel;
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int t1 = DMulScale(vx, nCos, vy, nSin, 30);
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int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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t1 += nAccel >> 1;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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actor->zvel = dz;
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}
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END_BLD_NS
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