mirror of
https://github.com/ZDoom/Raze.git
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dd2ea96d6c
* DObjects may not be memset to 0. * There was still code trying to retrieve the player index with pointer artithmetic. With an array of pointers this does not work.
441 lines
13 KiB
C++
441 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 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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static constexpr double Cerberus_XYOff = 350. / 16;
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static constexpr double Cerberus_ZOff = 100. / 256;
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void cerberusBiteSeqCallback(int, DBloodActor* actor)
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{
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if (!(actor->IsDudeActor())) {
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Printf(PRINT_HIGH, "actor->IsDudeActor()");
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return;
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}
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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DVector3 vec;
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vec.XY() = actor->spr.Angles.Yaw.ToVector() * 64;
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vec.Z = target->spr.pos.Z - actor->spr.pos.Z;
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actFireVector(actor, Cerberus_XYOff, -Cerberus_ZOff, vec, kVectorCerberusHack);
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actFireVector(actor, -Cerberus_XYOff, 0, vec, kVectorCerberusHack);
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actFireVector(actor, 0, 0, vec, kVectorCerberusHack);
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}
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void cerberusBurnSeqCallback(int, DBloodActor* actor)
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{
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DUDEINFO* pDudeInfo = getDudeInfo(actor);
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double height = pDudeInfo->eyeHeight * actor->spr.scale.Y * 0.25;
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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DVector3 pos(actor->spr.pos.XY(), height);
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//auto pos = actor->spr.pos.plusZ(height); // what it probably should be
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DVector3 Aim(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope);
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double 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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if (actor == actor2 || !(actor2->spr.flags & 8))
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continue;
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auto pos2 = actor2->spr.pos;
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double nDist = (pos2 - pos).Length();
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if (nDist == 0 || nDist > 0x280)
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continue;
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.Z += actor->dudeSlope * nDist;
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double tsr = nDist * 9.23828125;
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double top, bottom;
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GetActorExtents(actor2, &top, &bottom);
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if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
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continue;
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double nDist2 = (tvec - pos2).Length();
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if (nDist2 < nClosest)
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{
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DAngle nAngle = (pos2.XY() - pos.XY()).Angle();
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DAngle nDeltaAngle = absangle(nAngle, actor->spr.Angles.Yaw);
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if (nDeltaAngle <= DAngle45)
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{
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double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
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if (cansee(pos, actor->sector(), pos2, actor2->sector()))
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{
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nClosest = nDist2;
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Aim.XY() = nAngle.ToVector();
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Aim.Z = tz1 / nDist;
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}
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else
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Aim.Z = tz1 / 64.;
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}
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}
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}
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switch (actor->GetType()) {
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case kDudeCerberusTwoHead:
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actFireMissile(actor, -Cerberus_XYOff, 0, Aim, kMissileFireballCerberus);
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actFireMissile(actor, Cerberus_XYOff, -Cerberus_ZOff, Aim, kMissileFireballCerberus);
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break;
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case kDudeCerberusOneHead:
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actFireMissile(actor, Cerberus_XYOff, -Cerberus_ZOff, Aim, 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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if (!actor->ValidateTarget(__FUNCTION__)) return;
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DUDEINFO* pDudeInfo = getDudeInfo(actor);
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double height = pDudeInfo->eyeHeight * actor->spr.scale.Y * 0.25;
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DVector3 pos(actor->spr.pos.XY(), height);
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//auto pos = actor->spr.pos.plusZ(height); // what it probably should be
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DVector3 Aim(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope);
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DVector3 Aim2(Aim.XY(), 0);
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double 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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if (actor == actor2 || !(actor2->spr.flags & 8))
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continue;
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auto pos2 = actor2->spr.pos;
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double nDist = (pos2 - pos).Length();
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if (nDist == 0 || nDist > 0x280)
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continue;
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.Z += actor->dudeSlope * nDist;
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double tsr = nDist * 9.23828125;
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double top, bottom;
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GetActorExtents(actor2, &top, &bottom);
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if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
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continue;
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double nDist2 = (tvec - pos2).Length();
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if (nDist2 < nClosest)
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{
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DAngle nAngle = (pos2.XY() - pos.XY()).Angle();
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DAngle nDeltaAngle = absangle(nAngle, actor->spr.Angles.Yaw);
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if (nDeltaAngle <= DAngle45)
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{
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DUDEINFO* pDudeInfo2 = getDudeInfo(actor2);
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double height1 = (pDudeInfo2->aimHeight * actor2->spr.scale.Y);
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double tz1 = actor2->spr.pos.Z - height - actor->spr.pos.Z;
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if (cansee(pos, actor->sector(), pos2, actor2->sector()))
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{
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nClosest = nDist2;
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Aim.XY() = nAngle.ToVector();
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Aim.Z = tz1 / nDist;
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}
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else
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Aim.Z = tz1 / 64.;
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}
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}
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}
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switch (actor->GetType()) {
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case kDudeCerberusTwoHead:
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actFireMissile(actor, Cerberus_XYOff, -Cerberus_ZOff, Aim, kMissileFlameHound);
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actFireMissile(actor, -Cerberus_XYOff, 0, Aim2, kMissileFlameHound);
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break;
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case kDudeCerberusOneHead:
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actFireMissile(actor, Cerberus_XYOff, -Cerberus_ZOff, Aim, 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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aiChooseDirection(actor, actor->xspr.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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if (!(actor->IsDudeActor())) {
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Printf(PRINT_HIGH, "actor->IsDudeActor()");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor);
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if (actor->dudeExtra.active && actor->dudeExtra.thinkTime < 10)
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actor->dudeExtra.thinkTime++;
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else if (actor->dudeExtra.thinkTime >= 10 && actor->dudeExtra.active)
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{
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actor->xspr.goalAng += DAngle45;
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aiSetTarget(actor, actor->basePoint);
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if (actor->GetType() == 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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DBloodPlayer* pPlayer = getPlayer(p);
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if (pPlayer->GetActor()->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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auto ppos = pPlayer->GetActor()->spr.pos;
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auto dvect = ppos.XY() - actor->spr.pos;
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auto pSector = pPlayer->GetActor()->sector();
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double nDist = dvect.Length();
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if (nDist > pDudeInfo->SeeDist() && nDist > pDudeInfo->HearDist())
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continue;
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double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
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continue;
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DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, dvect.Angle());
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if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery())
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{
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actor->dudeExtra.thinkTime = 0;
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aiSetTarget(actor, pPlayer->GetActor());
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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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actor->dudeExtra.thinkTime = 0;
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aiSetTarget(actor, ppos);
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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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if (!(actor->IsDudeActor())) {
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Printf(PRINT_HIGH, "actor->IsDudeActor()");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor);
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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DAngle nAngle = dvec.Angle();
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery())
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{
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switch (actor->GetType()) {
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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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if (actor->GetTarget() == nullptr) {
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switch (actor->GetType()) {
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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(actor->IsDudeActor());
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if (!(actor->IsDudeActor())) {
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Printf(PRINT_HIGH, "actor->IsDudeActor()");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
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DAngle nAngle = dvec.Angle();
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0) {
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switch (actor->GetType()) {
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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 (target->IsPlayerActor() && powerupCheck(getPlayer(target), kPwUpShadowCloak) > 0) {
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switch (actor->GetType()) {
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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 (nDist <= pDudeInfo->SeeDist())
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{
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DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
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double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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{
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if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery())
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x1b0 && nDist > 0xd0 && nDeltaAngle < DAngle15)
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{
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switch (actor->GetType()) {
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case kDudeCerberusTwoHead:
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aiNewState(actor, &cerberusBurn);
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break;
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case kDudeCerberusOneHead:
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aiNewState(actor, &cerberus2Burn);
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break;
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}
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}
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else if (nDist < 0xb0 && nDist > 0x50 && nDeltaAngle < DAngle15)
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{
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switch (actor->GetType()) {
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case kDudeCerberusTwoHead:
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aiNewState(actor, &cerberus3Burn);
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break;
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case kDudeCerberusOneHead:
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aiNewState(actor, &cerberus4Burn);
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break;
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}
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}
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else if (nDist < 0x20 && nDeltaAngle < DAngle15)
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{
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
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switch (actor->GetType()) {
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case kDudeCerberusTwoHead:
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switch (hit) {
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case -1:
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aiNewState(actor, &cerberusBite);
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break;
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case 3:
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if (actor->GetType() != gHitInfo.actor()->GetType() && gHitInfo.actor()->GetType() != kDudeHellHound)
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aiNewState(actor, &cerberusBite);
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break;
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case 0:
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case 4:
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break;
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default:
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aiNewState(actor, &cerberusBite);
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break;
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}
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break;
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case kDudeCerberusOneHead:
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switch (hit) {
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case -1:
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aiNewState(actor, &cerberus2Bite);
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break;
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case 3:
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if (actor->GetType() != gHitInfo.actor()->GetType() && gHitInfo.actor()->GetType() != kDudeHellHound)
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aiNewState(actor, &cerberus2Bite);
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break;
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case 0:
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case 4:
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break;
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default:
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aiNewState(actor, &cerberus2Bite);
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break;
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}
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break;
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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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}
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switch (actor->GetType()) {
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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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actor->SetTarget(nullptr);
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}
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END_BLD_NS
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