text: //-------------------------------------------------------------------------
  /*
  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 "compat.h"
  #include "build.h"
  
  #include "blood.h"
  
  BEGIN_BLD_NS
  
  static void gillThinkSearch(DBloodActor *);
  static void gillThinkGoto(DBloodActor *);
  static void gillThinkChase(DBloodActor *);
  static void gillThinkSwimGoto(DBloodActor *);
  static void gillThinkSwimChase(DBloodActor *);
  static void sub_6CB00(DBloodActor *);
  static void sub_6CD74(DBloodActor *);
  static void sub_6D03C(DBloodActor *);
  
  
  AISTATE gillBeastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
  AISTATE gillBeastChase = { kAiStateChase, 9, -1, 0, NULL, aiMoveForward, gillThinkChase, NULL };
  AISTATE gillBeastDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastChase };
  AISTATE gillBeastGoto = { kAiStateMove, 9, -1, 600, NULL, aiMoveForward, gillThinkGoto, &gillBeastIdle };
  AISTATE gillBeastBite = { kAiStateChase, 6, nGillBiteClient, 120, NULL, NULL, NULL, &gillBeastChase };
  AISTATE gillBeastSearch = { kAiStateMove, 9, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastIdle };
  AISTATE gillBeastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastDodge };
  AISTATE gillBeastSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
  AISTATE gillBeastSwimChase = { kAiStateChase, 10, -1, 0, NULL, sub_6CB00, gillThinkSwimChase, NULL };
  AISTATE gillBeastSwimDodge = { kAiStateMove, 10, -1, 90, NULL, aiMoveDodge, NULL, &gillBeastSwimChase };
  AISTATE gillBeastSwimGoto = { kAiStateMove, 10, -1, 600, NULL, aiMoveForward, gillThinkSwimGoto, &gillBeastSwimIdle };
  AISTATE gillBeastSwimSearch = { kAiStateSearch, 10, -1, 120, NULL, aiMoveForward, gillThinkSearch, &gillBeastSwimIdle };
  AISTATE gillBeastSwimBite = { kAiStateChase, 7, nGillBiteClient, 0, NULL, NULL, gillThinkSwimChase, &gillBeastSwimChase };
  AISTATE gillBeastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gillBeastSwimDodge };
  AISTATE gillBeast13A138 = { kAiStateOther, 10, -1, 120, NULL, sub_6CD74, gillThinkSwimChase, &gillBeastSwimChase };
  AISTATE gillBeast13A154 = { kAiStateOther, 10, -1, 0, NULL, sub_6D03C, gillThinkSwimChase, &gillBeastSwimChase };
  AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn, &gillBeastSwimChase };
  
  void GillBiteSeqCallback(int, DBloodActor* actor)
  {
      XSPRITE* pXSprite = &actor->x();
      spritetype* pSprite = &actor->s();
      if (!actor->ValidateTarget(__FUNCTION__)) return;
      spritetype *pTarget = &actor->GetTarget()->s();
      int dx = CosScale16(pSprite->ang);
      int dy = SinScale16(pSprite->ang);
      int dz = pSprite->z-pTarget->z;
      dx += Random3(2000);
      dy += Random3(2000);
      actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
      actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
      actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
  }
  
  static void gillThinkSearch(DBloodActor* actor)
  {
      auto pXSprite = &actor->x();
      auto pSprite = &actor->s();
      aiChooseDirection(actor,pXSprite->goalAng);
      aiThinkTarget(actor);
  }
  
  static void gillThinkGoto(DBloodActor* actor)
  {
      auto pXSprite = &actor->x();
      auto pSprite = &actor->s();
      assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
      XSECTOR *pXSector;
      int nXSector = sector[pSprite->sectnum].extra;
      if (nXSector > 0)
          pXSector = &xsector[nXSector];
      else
          pXSector = NULL;
      int dx = pXSprite->targetX-pSprite->x;
      int dy = pXSprite->targetY-pSprite->y;
      int nAngle = getangle(dx, dy);
      int nDist = approxDist(dx, dy);
      aiChooseDirection(actor,nAngle);
      if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
      {
          if (pXSector && pXSector->Underwater)
              aiNewState(actor, &gillBeastSwimSearch);
          else
              aiNewState(actor, &gillBeastSearch);
      }
      aiThinkTarget(actor);
  }
  
  static void gillThinkChase(DBloodActor* actor)
  {
      auto pXSprite = &actor->x();
      auto pSprite = &actor->s();
      if (actor->GetTarget() == nullptr)
      {
          XSECTOR *pXSector;
          int nXSector = sector[pSprite->sectnum].extra;
          if (nXSector > 0)
              pXSector = &xsector[nXSector];
          else
              pXSector = NULL;
          if (pXSector && pXSector->Underwater)
              aiNewState(actor, &gillBeastSwimSearch);
          else
              aiNewState(actor, &gillBeastSearch);
          return;
      }
      assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
      if (!actor->ValidateTarget(__FUNCTION__)) return;
      spritetype *pTarget = &actor->GetTarget()->s();
      XSPRITE* pXTarget = &actor->GetTarget()->x();
      int dx = pTarget->x-pSprite->x;
      int dy = pTarget->y-pSprite->y;
      aiChooseDirection(actor,getangle(dx, dy));
      if (pXTarget->health == 0)
      {
          XSECTOR *pXSector;
          int nXSector = sector[pSprite->sectnum].extra;
          if (nXSector > 0)
              pXSector = &xsector[nXSector];
          else
              pXSector = NULL;
          if (pXSector && pXSector->Underwater)
              aiNewState(actor, &gillBeastSwimSearch);
          else
              aiNewState(actor, &gillBeastSearch);
          return;
      }
      if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
      {
          XSECTOR *pXSector;
          int nXSector = sector[pSprite->sectnum].extra;
          if (nXSector > 0)
              pXSector = &xsector[nXSector];
          else
              pXSector = NULL;
          if (pXSector && pXSector->Underwater)
              aiNewState(actor, &gillBeastSwimSearch);
          else
              aiNewState(actor, &gillBeastSearch);
          return;
      }
      int nDist = approxDist(dx, dy);
      if (nDist <= pDudeInfo->seeDist)
      {
          int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
          int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
          if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
          {
              if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
              {
                  aiSetTarget(actor, actor->GetTarget());
                  actor->dudeSlope = DivScale(pTarget->z-pSprite->z, nDist, 10);
                  if (nDist < 921 && abs(nDeltaAngle) < 28)
                  {
                      XSECTOR *pXSector;
                      int nXSector = sector[pSprite->sectnum].extra;
                      if (nXSector > 0)
                          pXSector = &xsector[nXSector];
                      else
                          pXSector = NULL;
                      int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
                      switch (hit)
                      {
                      case -1:
                          if (pXSector && pXSector->Underwater)
                              aiNewState(actor, &gillBeastSwimBite);
                          else
                              aiNewState(actor, &gillBeastBite);
                          break;
                      case 3:
                          if (pSprite->type != sprite[gHitInfo.hitsprite].type)
                          {
                              if (pXSector && pXSector->Underwater)
                                  aiNewState(actor, &gillBeastSwimBite);
                              else
                                  aiNewState(actor, &gillBeastBite);
                          }
                          else
                          {
                              if (pXSector && pXSector->Underwater)
                                  aiNewState(actor, &gillBeastSwimDodge);
                              else
                                  aiNewState(actor, &gillBeastDodge);
                          }
                          break;
                      default:
                          if (pXSector && pXSector->Underwater)
                              aiNewState(actor, &gillBeastSwimBite);
                          else
                              aiNewState(actor, &gillBeastBite);
                          break;
                      }
                  }
              }
              return;
          }
      }
  
      XSECTOR *pXSector;
      int nXSector = sector[pSprite->sectnum].extra;
      if (nXSector > 0)
          pXSector = &xsector[nXSector];
      else
          pXSector = NULL;
      if (pXSector && pXSector->Underwater)
          aiNewState(actor, &gillBeastSwimGoto);
      else
          aiNewState(actor, &gillBeastGoto);
      sfxPlay3DSound(pSprite, 1701, -1, 0);
      actor->SetTarget(nullptr);
  }
  
  static void gillThinkSwimGoto(DBloodActor* actor)
  {
      auto pXSprite = &actor->x();
      auto pSprite = &actor->s();
      assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
      int dx = pXSprite->targetX-pSprite->x;
      int dy = pXSprite->targetY-pSprite->y;
      int nAngle = getangle(dx, dy);
      int nDist = approxDist(dx, dy);
      aiChooseDirection(actor,nAngle);
      if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
          aiNewState(actor, &gillBeastSwimSearch);
      aiThinkTarget(actor);
  }
  
  static void gillThinkSwimChase(DBloodActor* actor)
  {
      auto pXSprite = &actor->x();
      auto pSprite = &actor->s();
      if (actor->GetTarget() == nullptr)
      {
          aiNewState(actor, &gillBeastSwimSearch);
          return;
      }
      assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
      if (!actor->ValidateTarget(__FUNCTION__)) return;
      spritetype *pTarget = &actor->GetTarget()->s();
      XSPRITE* pXTarget = &actor->GetTarget()->x();
      int dx = pTarget->x-pSprite->x;
      int dy = pTarget->y-pSprite->y;
      aiChooseDirection(actor,getangle(dx, dy));
      if (pXTarget->health == 0)
      {
          aiNewState(actor, &gillBeastSwimSearch);
          return;
      }
      if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
      {
          aiNewState(actor, &gillBeastSwimSearch);
          return;
      }
      int nDist = approxDist(dx, dy);
      if (nDist <= pDudeInfo->seeDist)
      {
          int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
          int height = pDudeInfo->eyeHeight+pSprite->z;
          int top, bottom;
          GetSpriteExtents(pSprite, &top, &bottom);
          if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
          {
              if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
              {
                  aiSetTarget(actor, actor->GetTarget());
                  if (nDist < 0x400 && abs(nDeltaAngle) < 85)
                      aiNewState(actor, &gillBeastSwimBite);
                  else
                  {
                      aiPlay3DSound(pSprite, 1700, AI_SFX_PRIORITY_1, -1);
                      aiNewState(actor, &gillBeast13A154);
                  }
              }
          }
          else
              aiNewState(actor, &gillBeast13A154);
          return;
      }
      aiNewState(actor, &gillBeastSwimGoto);
      actor->SetTarget(nullptr);
  }
  
  static void sub_6CB00(DBloodActor* actor)
  {
      auto pXSprite = &actor->x();
      auto pSprite = &actor->s();
      int nSprite = pSprite->index;
      assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
      int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
      int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
      pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
      int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<27)/120)/120)<<2;
      if (abs(nAng) > 341)
          return;
      if (actor->GetTarget() == nullptr)
          pSprite->ang = (pSprite->ang+256)&2047;
      int dx = pXSprite->targetX-pSprite->x;
      int dy = pXSprite->targetY-pSprite->y;
      int nDist = approxDist(dx, dy);
      if (Random(64) < 32 && nDist <= 0x400)
          return;
      int nCos = Cos(pSprite->ang);
      int nSin = Sin(pSprite->ang);
      int vx = actor->xvel();
      int vy = actor->yvel();
      int t1 = DMulScale(vx, nCos, vy, nSin, 30);
      int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
      if (actor->GetTarget() == nullptr)
          t1 += nAccel;
      else
          t1 += nAccel>>2;
      actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
      actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
  }
  
  static void sub_6CD74(DBloodActor* actor)
  {
      auto pXSprite = &actor->x();
      auto pSprite = &actor->s();
      assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
      if (!actor->ValidateTarget(__FUNCTION__)) return;
      spritetype *pTarget = &actor->GetTarget()->s();
      int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
      int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
      int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
      int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
      pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
      int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<27)/120)/120)<<2;
      if (abs(nAng) > 341)
      {
          pXSprite->goalAng = (pSprite->ang+512)&2047;
          return;
      }
      int dx = pXSprite->targetX-pSprite->x;
      int dy = pXSprite->targetY-pSprite->y;
      int dz = z2 - z;
      int nDist = approxDist(dx, dy);
      if (Chance(0x600) && nDist <= 0x400)
          return;
      int nCos = Cos(pSprite->ang);
      int nSin = Sin(pSprite->ang);
      int vx = actor->xvel();
      int vy = actor->yvel();
      int t1 = DMulScale(vx, nCos, vy, nSin, 30);
      int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
      t1 += nAccel;
      actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
      actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
      actor->zvel() = -dz;
  }
  
  static void sub_6D03C(DBloodActor* actor)
  {
      auto pXSprite = &actor->x();
      auto pSprite = &actor->s();
      assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
      DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
      if (!actor->ValidateTarget(__FUNCTION__)) return;
      spritetype *pTarget = &actor->GetTarget()->s();
      int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
      int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
      int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
      int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
      pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
      int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<27)/120)/120)<<2;
      if (abs(nAng) > 341)
      {
          pSprite->ang = (pSprite->ang+512)&2047;
          return;
      }
      int dx = pXSprite->targetX-pSprite->x;
      int dy = pXSprite->targetY-pSprite->y;
      int dz = (z2 - z)<<3;
      int nDist = approxDist(dx, dy);
      if (Chance(0x4000) && nDist <= 0x400)
          return;
      int nCos = Cos(pSprite->ang);
      int nSin = Sin(pSprite->ang);
      int vx = actor->xvel();
      int vy = actor->yvel();
      int t1 = DMulScale(vx, nCos, vy, nSin, 30);
      int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
      t1 += nAccel>>1;
      actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
      actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
      actor->zvel() = dz;
  }
  
  END_BLD_NS
  