mirror of
https://github.com/ZDoom/Raze.git
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479 lines
15 KiB
C++
479 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 "compat.h"
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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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XSPRITE* pXSprite = &actor->x();
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spritetype* pSprite = &actor->s();
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int dx = CosScale16(pSprite->ang);
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int dy = SinScale16(pSprite->ang);
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///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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int dz = pTarget->z - pSprite->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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XSPRITE* pXSprite = &actor->x();
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spritetype* pSprite = &actor->s();
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int height = pDudeInfo->eyeHeight * pSprite->yrepeat;
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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int x = pSprite->x;
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int y = pSprite->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 = CosScale16(pSprite->ang);
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aim.dy = SinScale16(pSprite->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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spritetype* pSprite2 = &actor2->s();
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if (pSprite == pSprite2 || !(pSprite2->flags & 8))
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continue;
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int x2 = pSprite2->x;
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int y2 = pSprite2->y;
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int z2 = pSprite2->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->xvel() * t) >> 12;
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y2 += (actor2->yvel() * t) >> 12;
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z2 += (actor2->zvel() * t) >> 8;
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}
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int tx = x + MulScale(Cos(pSprite->ang), nDist, 30);
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int ty = y + MulScale(Sin(pSprite->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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GetSpriteExtents(pSprite2, &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 - pSprite->ang + 1024) & 2047) - 1024;
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if (abs(nDeltaAngle) <= tt1.at8)
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{
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int tz = pSprite2->z - pSprite->z;
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if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
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{
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nClosest = nDist2;
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aim.dx = CosScale16(nAngle);
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aim.dy = SinScale16(nAngle);
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aim.dz = DivScale(tz, nDist, 10);
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}
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else
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aim.dz = tz;
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}
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}
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}
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switch (pSprite->type) {
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case kDudeCerberusTwoHead:
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actFireMissile(pSprite, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus);
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actFireMissile(pSprite, 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(pSprite, 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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XSPRITE* pXSprite = &actor->x();
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spritetype* pSprite = &actor->s();
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int height = pDudeInfo->eyeHeight * pSprite->yrepeat;
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int x = pSprite->x;
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int y = pSprite->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 = CosScale16(pSprite->ang);
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aim.dy = ay = SinScale16(pSprite->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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spritetype* pSprite2 = &actor2->s();
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if (pSprite == pSprite2 || !(pSprite2->flags & 8))
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continue;
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int x2 = pSprite2->x;
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int y2 = pSprite2->y;
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int z2 = pSprite2->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->xvel() * t) >> 12;
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y2 += (actor->yvel() * t) >> 12;
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z2 += (actor->zvel() * t) >> 8;
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}
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int tx = x + MulScale(Cos(pSprite->ang), nDist, 30);
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int ty = y + MulScale(Sin(pSprite->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 - pSprite->ang + 1024) & 2047) - 1024;
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if (abs(nDeltaAngle) <= tt1.at8)
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{
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DUDEINFO* pDudeInfo2 = getDudeInfo(pSprite2->type);
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int height = (pDudeInfo2->aimHeight * pSprite2->yrepeat) << 2;
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int tz = (z2 - height) - z;
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if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
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{
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nClosest = nDist2;
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aim.dx = CosScale16(nAngle);
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aim.dy = SinScale16(nAngle);
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aim.dz = DivScale(tz, nDist, 10);
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}
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else
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aim.dz = tz;
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}
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}
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}
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switch (pSprite->type) {
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case kDudeCerberusTwoHead:
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actFireMissile(pSprite, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound);
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actFireMissile(pSprite, -350, 0, ax, ay, az, kMissileFlameHound);
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break;
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case kDudeCerberusOneHead:
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actFireMissile(pSprite, 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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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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aiChooseDirection(actor, pXSprite->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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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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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->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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pXSprite->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 (pSprite->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->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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int x = pPlayer->pSprite->x;
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int y = pPlayer->pSprite->y;
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int z = pPlayer->pSprite->z;
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int nSector = pPlayer->pSprite->sectnum;
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int dx = x - pSprite->x;
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int dy = y - pSprite->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, nSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sectnum))
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continue;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->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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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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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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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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{
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switch (pSprite->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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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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if (actor->GetTarget() == nullptr) {
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switch (pSprite->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(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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return;
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}
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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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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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switch (pSprite->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 (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0) {
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switch (pSprite->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 - 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->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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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 (pSprite->type) {
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case kDudeCerberusTwoHead:
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aiNewState(actor, &cerberusBurn);
|
|
break;
|
|
case kDudeCerberusOneHead:
|
|
aiNewState(actor, &cerberus2Burn);
|
|
break;
|
|
}
|
|
}
|
|
|
|
else if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85) {
|
|
switch (pSprite->type) {
|
|
case kDudeCerberusTwoHead:
|
|
aiNewState(actor, &cerberus3Burn);
|
|
break;
|
|
case kDudeCerberusOneHead:
|
|
aiNewState(actor, &cerberus4Burn);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x200 && abs(nDeltaAngle) < 85)
|
|
{
|
|
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (pSprite->type) {
|
|
case kDudeCerberusTwoHead:
|
|
switch (hit) {
|
|
case -1:
|
|
aiNewState(actor, &cerberusBite);
|
|
break;
|
|
case 3:
|
|
if (pSprite->type != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().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 (pSprite->type != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().type != kDudeHellHound)
|
|
aiNewState(actor, &cerberus2Bite);
|
|
break;
|
|
case 0:
|
|
case 4:
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cerberus2Bite);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (pSprite->type) {
|
|
case kDudeCerberusTwoHead:
|
|
aiNewState(actor, &cerberusGoto);
|
|
break;
|
|
case kDudeCerberusOneHead:
|
|
aiNewState(actor, &cerberus2Goto);
|
|
break;
|
|
}
|
|
actor->SetTarget(nullptr);
|
|
}
|
|
|
|
END_BLD_NS
|