raze/source/games/blood/src/aicaleb.cpp
2022-10-15 13:32:00 +02:00

362 lines
12 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 sub_65D04(DBloodActor*);
static void sub_65F44(DBloodActor*);
static void sub_661E0(DBloodActor*);
AISTATE tinycalebIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE tinycalebChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, calebThinkChase, NULL };
AISTATE tinycalebDodge = { kAiStateMove, 6, -1, 90, NULL, aiMoveDodge, NULL, &tinycalebChase };
AISTATE tinycalebGoto = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, calebThinkGoto, &tinycalebIdle };
AISTATE tinycalebAttack = { kAiStateChase, 0, nAttackClient, 120, NULL, NULL, NULL, &tinycalebChase };
AISTATE tinycalebSearch = { kAiStateSearch, 6, -1, 120, NULL, aiMoveForward, calebThinkSearch, &tinycalebIdle };
AISTATE tinycalebRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tinycalebDodge };
AISTATE tinycalebTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &tinycalebDodge };
AISTATE tinycalebSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE tinycalebSwimChase = { kAiStateChase, 8, -1, 0, NULL, sub_65D04, calebThinkSwimChase, NULL };
AISTATE tinycalebSwimDodge = { kAiStateMove, 8, -1, 90, NULL, aiMoveDodge, NULL, &tinycalebSwimChase };
AISTATE tinycalebSwimGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, calebThinkSwimGoto, &tinycalebSwimIdle };
AISTATE tinycalebSwimSearch = { kAiStateSearch, 8, -1, 120, NULL, aiMoveForward, calebThinkSearch, &tinycalebSwimIdle };
AISTATE tinycalebSwimAttack = { kAiStateChase, 10, nAttackClient, 0, NULL, NULL, NULL, &tinycalebSwimChase };
AISTATE tinycalebSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tinycalebSwimDodge };
AISTATE tinycaleb139660 = { kAiStateOther, 8, -1, 120, NULL, sub_65F44, calebThinkSwimChase, &tinycalebSwimChase };
AISTATE tinycaleb13967C = { kAiStateOther, 8, -1, 0, NULL, sub_661E0, calebThinkSwimChase, &tinycalebSwimChase };
AISTATE tinycaleb139698 = { kAiStateOther, 8, -1, 120, NULL, aiMoveTurn, NULL, &tinycalebSwimChase };
void SeqAttackCallback(int, DBloodActor* actor)
{
int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
int dz = actor->dudeSlope;
dx += Random2(1500);
dy += Random2(1500);
dz += Random2(1500);
for (int i = 0; i < 2; i++)
{
int r1 = Random3(500);
int r2 = Random3(1000);
int r3 = Random3(1000);
actFireVector(actor, 0, 0, dx + r3, dy + r2, dz + r1, 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->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto pSector = actor->sector();
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(actor->int_ang() - 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->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto target = actor->GetTarget();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
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(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimSearch);
else
aiNewState(actor, &tinycalebSearch);
return;
}
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = getincangle(actor->int_ang(), nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
actor->dudeSlope = nDist == 0 ? 0 : DivScale(target->int_pos().Z - actor->int_pos().Z, nDist, 10);
if (nDist < 0x599 && abs(nDeltaAngle) < 28)
{
int dx = dvec.X * worldtoint;
int dy = dvec.Y * worldtoint;
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSector && pXSector->Underwater)
aiNewState(actor, &tinycalebSwimAttack);
else
aiNewState(actor, &tinycalebAttack);
break;
case 3:
if (actor->spr.type != gHitInfo.actor()->spr.type)
{
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->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &tinycalebSwimSearch);
aiThinkTarget(actor);
}
static void calebThinkSwimChase(DBloodActor* actor)
{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &tinycalebSwimGoto);
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto target = actor->GetTarget();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, nAngle);
if (target->xspr.health == 0)
{
aiNewState(actor, &tinycalebSwimSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &tinycalebSwimSearch);
return;
}
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = getincangle(actor->int_ang(), nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x400 && abs(nDeltaAngle) < 85)
aiNewState(actor, &tinycalebSwimAttack);
else
aiNewState(actor, &tinycaleb13967C);
}
else
aiNewState(actor, &tinycaleb13967C);
}
return;
}
aiNewState(actor, &tinycalebSwimGoto);
actor->SetTarget(nullptr);
}
static void sub_65D04(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60)
return;
if (actor->GetTarget() == nullptr)
actor->spr.angle += DAngle45;
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nDist = approxDist(dvec);
if (Random(64) < 32 && nDist <= 0x400)
return;
AdjustVelocity(actor, ADJUSTER{
if (actor->GetTarget() == nullptr)
t1 += FixedToFloat(nAccel);
else
t1 += FixedToFloat(nAccel * 0.25);
});
}
static void sub_65F44(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60)
{
actor->xspr._goalAng = (actor->int_ang() + 512) & 2047;
return;
}
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nDist = approxDist(dvec);
int dz = z2 - z;
if (Chance(0x600) && nDist <= 0x400)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += FixedToFloat(nAccel);
});
actor->set_int_bvel_z(-dz);
}
static void sub_661E0(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60)
{
actor->spr.angle += DAngle90;
return;
}
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
int nDist = approxDist(dvec);
int dz = (z2 - z) << 3;
if (Chance(0x4000) && nDist <= 0x400)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += FixedToFloat(nAccel * 0.5);
});
actor->set_int_bvel_z(dz);
}
END_BLD_NS