/ source / blood / src / aicaleb.cpp
aicaleb.cpp
  1  //-------------------------------------------------------------------------
  2  /*
  3  Copyright (C) 2010-2019 EDuke32 developers and contributors
  4  Copyright (C) 2019 Nuke.YKT
  5  
  6  This file is part of NBlood.
  7  
  8  NBlood is free software; you can redistribute it and/or
  9  modify it under the terms of the GNU General Public License version 2
 10  as published by the Free Software Foundation.
 11  
 12  This program is distributed in the hope that it will be useful,
 13  but WITHOUT ANY WARRANTY; without even the implied warranty of
 14  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 15  
 16  See the GNU General Public License for more details.
 17  
 18  You should have received a copy of the GNU General Public License
 19  along with this program; if not, write to the Free Software
 20  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 21  */
 22  //-------------------------------------------------------------------------
 23  #include "compat.h"
 24  #include "build.h"
 25  #include "pragmas.h"
 26  #include "mmulti.h"
 27  #include "common_game.h"
 28  
 29  #include "actor.h"
 30  #include "ai.h"
 31  #include "aicaleb.h"
 32  #include "blood.h"
 33  #include "db.h"
 34  #include "dude.h"
 35  #include "levels.h"
 36  #include "player.h"
 37  #include "seq.h"
 38  #include "sfx.h"
 39  #include "trig.h"
 40  
 41  static void SeqAttackCallback(int, int);
 42  static void thinkSearch(spritetype *, XSPRITE *);
 43  static void thinkGoto(spritetype *, XSPRITE *);
 44  static void thinkChase(spritetype *, XSPRITE *);
 45  static void thinkSwimGoto(spritetype *, XSPRITE *);
 46  static void thinkSwimChase(spritetype *, XSPRITE *);
 47  static void sub_65D04(spritetype *, XSPRITE *);
 48  static void sub_65F44(spritetype *, XSPRITE *);
 49  static void sub_661E0(spritetype *, XSPRITE *);
 50  
 51  static int nAttackClient = seqRegisterClient(SeqAttackCallback);
 52  
 53  AISTATE tinycalebIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
 54  AISTATE tinycalebChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, thinkChase, NULL };
 55  AISTATE tinycalebDodge = { kAiStateMove, 6, -1, 90, NULL, aiMoveDodge, NULL, &tinycalebChase };
 56  AISTATE tinycalebGoto = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, thinkGoto, &tinycalebIdle };
 57  AISTATE tinycalebAttack = { kAiStateChase, 0, nAttackClient, 120, NULL, NULL, NULL, &tinycalebChase };
 58  AISTATE tinycalebSearch = { kAiStateSearch, 6, -1, 120, NULL, aiMoveForward, thinkSearch, &tinycalebIdle };
 59  AISTATE tinycalebRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tinycalebDodge };
 60  AISTATE tinycalebTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &tinycalebDodge };
 61  AISTATE tinycalebSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
 62  AISTATE tinycalebSwimChase = { kAiStateChase, 8, -1, 0, NULL, sub_65D04, thinkSwimChase, NULL };
 63  AISTATE tinycalebSwimDodge = { kAiStateMove, 8, -1, 90, NULL, aiMoveDodge, NULL, &tinycalebSwimChase };
 64  AISTATE tinycalebSwimGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, thinkSwimGoto, &tinycalebSwimIdle };
 65  AISTATE tinycalebSwimSearch = { kAiStateSearch, 8, -1, 120, NULL, aiMoveForward, thinkSearch, &tinycalebSwimIdle };
 66  AISTATE tinycalebSwimAttack = { kAiStateChase, 10, nAttackClient, 0, NULL, NULL, thinkSwimChase, &tinycalebSwimChase };
 67  AISTATE tinycalebSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tinycalebSwimDodge };
 68  AISTATE tinycaleb139660 = { kAiStateOther, 8, -1, 120, NULL, sub_65F44, thinkSwimChase, &tinycalebSwimChase };
 69  AISTATE tinycaleb13967C = { kAiStateOther, 8, -1, 0, NULL, sub_661E0, thinkSwimChase, &tinycalebSwimChase };
 70  AISTATE tinycaleb139698 = { kAiStateOther, 8, -1, 120, NULL, aiMoveTurn, NULL, &tinycalebSwimChase };
 71  
 72  static void SeqAttackCallback(int, int nXSprite)
 73  {
 74      XSPRITE *pXSprite = &xsprite[nXSprite];
 75      int nSprite = xsprite[nXSprite].reference;
 76      spritetype *pSprite = &sprite[nSprite];
 77      int dx = Cos(pSprite->ang)>>16;
 78      int dy = Sin(pSprite->ang)>>16;
 79      int dz = gDudeSlope[nXSprite];
 80      dx += Random2(1500);
 81      dy += Random2(1500);
 82      dz += Random2(1500);
 83      bool useProjectile = gGameOptions.nHitscanProjectiles && !VanillaMode(); // if enemy hitscan projectiles are enabled, spawn bullet projectile
 84      if (useProjectile && spriRangeIsFine(pXSprite->target)) // if target is valid
 85      {
 86          const spritetype *pTarget = &sprite[pXSprite->target];
 87          if (klabs(pSprite->z-pTarget->z) < 30000) // if height difference is under 30000, check target distance
 88              useProjectile = approxDist(pSprite->x-pTarget->x, pSprite->y-pTarget->y) > 1250; // if target is very close, just use hitscan
 89      }
 90      for (int i = 0; i < 2; i++)
 91      {
 92          int r1 = Random3(500);
 93          int r2 = Random3(1000);
 94          int r3 = Random3(1000);
 95          if (!useProjectile) // normal hitscan
 96              actFireVector(pSprite, 0, 0, dx+r3, dy+r2, dz+r1, kVectorShell);
 97          else // projectile
 98              actFireMissile(pSprite, 0, 0, dx+r3, dy+r2, dz+r1, kMissileBullet);
 99      }
100      if (Chance(0x8000))
101          sfxPlay3DSound(pSprite, 10000+Random(5), -1, 0);
102      if (Chance(0x8000))
103          sfxPlay3DSound(pSprite, 1001, -1, 0);
104      else
105          sfxPlay3DSound(pSprite, 1002, -1, 0);
106  }
107  
108  static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
109  {
110      aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
111      aiThinkTarget(pSprite, pXSprite);
112  }
113  
114  static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
115  {
116      dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
117      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
118      XSECTOR *pXSector;
119      int nXSector = sector[pSprite->sectnum].extra;
120      if (nXSector > 0)
121          pXSector = &xsector[nXSector];
122      else
123          pXSector = NULL;
124      int dx = pXSprite->targetX-pSprite->x;
125      int dy = pXSprite->targetY-pSprite->y;
126      int nAngle = getangle(dx, dy);
127      int nDist = approxDist(dx, dy);
128      aiChooseDirection(pSprite, pXSprite, nAngle);
129      if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
130      {
131          if (pXSector && pXSector->Underwater)
132              aiNewState(pSprite, pXSprite, &tinycalebSwimSearch);
133          else
134              aiNewState(pSprite, pXSprite, &tinycalebSearch);
135      }
136      aiThinkTarget(pSprite, pXSprite);
137  }
138  
139  static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
140  {
141      if (pXSprite->target == -1)
142      {
143          XSECTOR *pXSector;
144          int nXSector = sector[pSprite->sectnum].extra;
145          if (nXSector > 0)
146              pXSector = &xsector[nXSector];
147          else
148              pXSector = NULL;
149          if (pXSector && pXSector->Underwater)
150              aiNewState(pSprite, pXSprite, &tinycalebSwimSearch);
151          else
152              aiNewState(pSprite, pXSprite, &tinycalebSearch);
153          return;
154      }
155      dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
156      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
157      dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
158      spritetype *pTarget = &sprite[pXSprite->target];
159      XSPRITE *pXTarget = &xsprite[pTarget->extra];
160      int dx = pTarget->x-pSprite->x;
161      int dy = pTarget->y-pSprite->y;
162      aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
163      if (pXTarget->health == 0)
164      {
165          XSECTOR *pXSector;
166          int nXSector = sector[pSprite->sectnum].extra;
167          if (nXSector > 0)
168              pXSector = &xsector[nXSector];
169          else
170              pXSector = NULL;
171          if (pXSector && pXSector->Underwater)
172              aiNewState(pSprite, pXSprite, &tinycalebSwimSearch);
173          else
174          {
175              aiPlay3DSound(pSprite, 11000+Random(4), AI_SFX_PRIORITY_1, -1);
176              aiNewState(pSprite, pXSprite, &tinycalebSearch);
177          }
178          return;
179      }
180      if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
181      {
182          XSECTOR *pXSector;
183          int nXSector = sector[pSprite->sectnum].extra;
184          if (nXSector > 0)
185              pXSector = &xsector[nXSector];
186          else
187              pXSector = NULL;
188          if (pXSector && pXSector->Underwater)
189              aiNewState(pSprite, pXSprite, &tinycalebSwimSearch);
190          else
191              aiNewState(pSprite, pXSprite, &tinycalebSearch);
192          return;
193      }
194      int nDist = approxDist(dx, dy);
195      if (nDist <= pDudeInfo->seeDist)
196      {
197          int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
198          int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
199          if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
200          {
201              if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
202              {
203                  aiSetTarget(pXSprite, pXSprite->target);
204                  int nXSprite = sprite[pXSprite->reference].extra;
205                  gDudeSlope[nXSprite] = divscale10(pTarget->z-pSprite->z, nDist);
206                  if (nDist < 0x599 && klabs(nDeltaAngle) < 28)
207                  {
208                      XSECTOR *pXSector;
209                      int nXSector = sector[pSprite->sectnum].extra;
210                      if (nXSector > 0)
211                          pXSector = &xsector[nXSector];
212                      else
213                          pXSector = NULL;
214                      int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
215                      switch (hit)
216                      {
217                      case -1:
218                          if (pXSector && pXSector->Underwater)
219                              aiNewState(pSprite, pXSprite, &tinycalebSwimAttack);
220                          else
221                              aiNewState(pSprite, pXSprite, &tinycalebAttack);
222                          break;
223                      case 3:
224                          if (pSprite->type != sprite[gHitInfo.hitsprite].type)
225                          {
226                              if (pXSector && pXSector->Underwater)
227                                  aiNewState(pSprite, pXSprite, &tinycalebSwimAttack);
228                              else
229                                  aiNewState(pSprite, pXSprite, &tinycalebAttack);
230                          }
231                          else
232                          {
233                              if (pXSector && pXSector->Underwater)
234                                  aiNewState(pSprite, pXSprite, &tinycalebSwimDodge);
235                              else
236                                  aiNewState(pSprite, pXSprite, &tinycalebDodge);
237                          }
238                          break;
239                      default:
240                          if (pXSector && pXSector->Underwater)
241                              aiNewState(pSprite, pXSprite, &tinycalebSwimAttack);
242                          else
243                              aiNewState(pSprite, pXSprite, &tinycalebAttack);
244                          break;
245                      }
246                  }
247              }
248              return;
249          }
250      }
251  
252      XSECTOR *pXSector;
253      int nXSector = sector[pSprite->sectnum].extra;
254      if (nXSector > 0)
255          pXSector = &xsector[nXSector];
256      else
257          pXSector = NULL;
258      if (pXSector && pXSector->Underwater)
259          aiNewState(pSprite, pXSprite, &tinycalebSwimGoto);
260      else
261          aiNewState(pSprite, pXSprite, &tinycalebGoto);
262      if (Chance(0x2000))
263          sfxPlay3DSound(pSprite, 10000 + Random(5), -1, 0);
264      pXSprite->target = -1;
265  }
266  
267  static void thinkSwimGoto(spritetype *pSprite, XSPRITE *pXSprite)
268  {
269      dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
270      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
271      int dx = pXSprite->targetX-pSprite->x;
272      int dy = pXSprite->targetY-pSprite->y;
273      int nAngle = getangle(dx, dy);
274      int nDist = approxDist(dx, dy);
275      aiChooseDirection(pSprite, pXSprite, nAngle);
276      if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
277          aiNewState(pSprite, pXSprite, &tinycalebSwimSearch);
278      aiThinkTarget(pSprite, pXSprite);
279  }
280  
281  static void thinkSwimChase(spritetype *pSprite, XSPRITE *pXSprite)
282  {
283      if (pXSprite->target == -1)
284      {
285          aiNewState(pSprite, pXSprite, &tinycalebSwimGoto);
286          return;
287      }
288      dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
289      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
290      dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
291      spritetype *pTarget = &sprite[pXSprite->target];
292      XSPRITE *pXTarget = &xsprite[pTarget->extra];
293      int dx = pTarget->x-pSprite->x;
294      int dy = pTarget->y-pSprite->y;
295      aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
296      if (pXTarget->health == 0)
297      {
298          aiNewState(pSprite, pXSprite, &tinycalebSwimSearch);
299          return;
300      }
301      if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
302      {
303          aiNewState(pSprite, pXSprite, &tinycalebSwimSearch);
304          return;
305      }
306      int nDist = approxDist(dx, dy);
307      if (nDist <= pDudeInfo->seeDist)
308      {
309          int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
310          int height = pDudeInfo->eyeHeight+pSprite->z;
311          int top, bottom;
312          GetSpriteExtents(pSprite, &top, &bottom);
313          if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
314          {
315              if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
316              {
317                  aiSetTarget(pXSprite, pXSprite->target);
318                  int UNUSED(floorZ) = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
319                  if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
320                      aiNewState(pSprite, pXSprite, &tinycalebSwimAttack);
321                  else
322                      aiNewState(pSprite, pXSprite, &tinycaleb13967C);
323              }
324          }
325          else
326              aiNewState(pSprite, pXSprite, &tinycaleb13967C);
327          return;
328      }
329      aiNewState(pSprite, pXSprite, &tinycalebSwimGoto);
330      pXSprite->target = -1;
331  }
332  
333  static void sub_65D04(spritetype *pSprite, XSPRITE *pXSprite)
334  {
335      int nSprite = pSprite->index;
336      dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
337      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
338      int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
339      int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
340      pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
341      int nAccel = pDudeInfo->frontSpeed<<2;
342      if (klabs(nAng) > 341)
343          return;
344      if (pXSprite->target == -1)
345          pSprite->ang = (pSprite->ang+256)&2047;
346      int dx = pXSprite->targetX-pSprite->x;
347      int dy = pXSprite->targetY-pSprite->y;
348      int UNUSED(nAngle) = getangle(dx, dy);
349      int nDist = approxDist(dx, dy);
350      if (Random(64) < 32 && nDist <= 0x400)
351          return;
352      int nCos = Cos(pSprite->ang);
353      int nSin = Sin(pSprite->ang);
354      int vx = xvel[nSprite];
355      int vy = yvel[nSprite];
356      int t1 = dmulscale30(vx, nCos, vy, nSin);
357      int t2 = dmulscale30(vx, nSin, -vy, nCos);
358      if (pXSprite->target == -1)
359          t1 += nAccel;
360      else
361          t1 += nAccel>>2;
362      xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
363      yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
364  }
365  
366  static void sub_65F44(spritetype *pSprite, XSPRITE *pXSprite)
367  {
368      int nSprite = pSprite->index;
369      dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
370      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
371      spritetype *pTarget = &sprite[pXSprite->target];
372      int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
373      int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
374      int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
375      int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
376      pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
377      int nAccel = pDudeInfo->frontSpeed<<2;
378      if (klabs(nAng) > 341)
379      {
380          pXSprite->goalAng = (pSprite->ang+512)&2047;
381          return;
382      }
383      int dx = pXSprite->targetX-pSprite->x;
384      int dy = pXSprite->targetY-pSprite->y;
385      int dz = z2 - z;
386      int UNUSED(nAngle) = getangle(dx, dy);
387      int nDist = approxDist(dx, dy);
388      if (Chance(0x600) && nDist <= 0x400)
389          return;
390      int nCos = Cos(pSprite->ang);
391      int nSin = Sin(pSprite->ang);
392      int vx = xvel[nSprite];
393      int vy = yvel[nSprite];
394      int t1 = dmulscale30(vx, nCos, vy, nSin);
395      int t2 = dmulscale30(vx, nSin, -vy, nCos);
396      t1 += nAccel;
397      xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
398      yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
399      zvel[nSprite] = -dz;
400  }
401  
402  static void sub_661E0(spritetype *pSprite, XSPRITE *pXSprite)
403  {
404      int nSprite = pSprite->index;
405      dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
406      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
407      spritetype *pTarget = &sprite[pXSprite->target];
408      int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
409      int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
410      int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
411      int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
412      pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
413      int nAccel = pDudeInfo->frontSpeed<<2;
414      if (klabs(nAng) > 341)
415      {
416          pSprite->ang = (pSprite->ang+512)&2047;
417          return;
418      }
419      int dx = pXSprite->targetX-pSprite->x;
420      int dy = pXSprite->targetY-pSprite->y;
421      int dz = (z2 - z)<<3;
422      int UNUSED(nAngle) = getangle(dx, dy);
423      int nDist = approxDist(dx, dy);
424      if (Chance(0x4000) && nDist <= 0x400)
425          return;
426      int nCos = Cos(pSprite->ang);
427      int nSin = Sin(pSprite->ang);
428      int vx = xvel[nSprite];
429      int vy = yvel[nSprite];
430      int t1 = dmulscale30(vx, nCos, vy, nSin);
431      int t2 = dmulscale30(vx, nSin, -vy, nCos);
432      t1 += nAccel>>1;
433      xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
434      yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
435      zvel[nSprite] = dz;
436  }