raze/source/games/sw/src/hornet.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "weapon.h"
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#include "misc.h"
#include "sprite.h"
BEGIN_SW_NS
ANIMATOR DoHornetCircle, InitHornetCircle;
DECISION HornetBattle[] =
{
{50, InitHornetCircle },
{798, InitActorMoveCloser },
{800, InitActorAlertNoise },
{1024, InitActorRunAway }
};
DECISION HornetOffense[] =
{
{1022, InitActorMoveCloser },
{1024, InitActorAlertNoise }
};
DECISION HornetBroadcast[] =
{
{3, InitActorAlertNoise },
{6, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION HornetSurprised[] =
{
{100, InitHornetCircle },
{701, InitActorMoveCloser },
{1024, InitActorDecide }
};
DECISION HornetEvasive[] =
{
{20, InitHornetCircle },
{1024, nullptr },
};
DECISION HornetLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION HornetCloseRange[] =
{
{900, InitActorMoveCloser },
{1024, InitActorReposition }
};
ANIMATOR InitHornetSting;
DECISION HornetTouchTarget[] =
{
{500, InitHornetCircle },
{1024, InitHornetSting }
};
PERSONALITY HornetPersonality =
{
HornetBattle,
HornetOffense,
HornetBroadcast,
HornetSurprised,
HornetEvasive,
HornetLostTarget,
HornetCloseRange,
HornetTouchTarget
};
ATTRIBUTE HornetAttrib =
{
{300, 350, 375, 400}, // Speeds
{0, 0, 0, 0}, // Tic Adjusts
0, //MaxWeapons;
{
0, 0, DIGI_HORNETSTING, DIGI_HORNETSTING, DIGI_HORNETDEATH,
0,0,0,0,0
}
};
//////////////////////
//
// HORNET RUN
//////////////////////
#define HORNET_RUN_RATE 7
ANIMATOR DoHornetMove,NullHornet,DoStayOnFloor, DoActorDebris, NullHornet, DoHornetBirth;
STATE s_HornetRun[5][2] =
{
{
{HORNET_RUN_R0 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[0][1]},
{HORNET_RUN_R0 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[0][0]},
},
{
{HORNET_RUN_R1 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[1][1]},
{HORNET_RUN_R1 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[1][0]},
},
{
{HORNET_RUN_R2 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[2][1]},
{HORNET_RUN_R2 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[2][0]},
},
{
{HORNET_RUN_R3 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[3][1]},
{HORNET_RUN_R3 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[3][0]},
},
{
{HORNET_RUN_R4 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[4][1]},
{HORNET_RUN_R4 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[4][0]},
}
};
STATEp sg_HornetRun[] =
{
&s_HornetRun[0][0],
&s_HornetRun[1][0],
&s_HornetRun[2][0],
&s_HornetRun[3][0],
&s_HornetRun[4][0]
};
//////////////////////
//
// HORNET STAND
//
//////////////////////
#define HORNET_STAND_RATE (HORNET_RUN_RATE + 5)
STATE s_HornetStand[5][2] =
{
{
{HORNET_RUN_R0 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[0][1]},
{HORNET_RUN_R0 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[0][0]}
},
{
{HORNET_RUN_R1 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[1][1]},
{HORNET_RUN_R1 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[1][0]}
},
{
{HORNET_RUN_R2 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[2][1]},
{HORNET_RUN_R2 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[2][0]}
},
{
{HORNET_RUN_R3 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[3][1]},
{HORNET_RUN_R3 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[3][0]}
},
{
{HORNET_RUN_R4 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[4][1]},
{HORNET_RUN_R4 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[4][0]}
}
};
STATEp sg_HornetStand[] =
{
&s_HornetStand[0][0],
&s_HornetStand[1][0],
&s_HornetStand[2][0],
&s_HornetStand[3][0],
&s_HornetStand[4][0]
};
//////////////////////
//
// HORNET DIE
//
//////////////////////
#define HORNET_DIE_RATE 20
ANIMATOR DoHornetDeath;
STATE s_HornetDie[] =
{
#if 0
{HORNET_DIE + 0, HORNET_DIE_RATE, NullHornet, &s_HornetDie[1]},
{HORNET_DEAD, HORNET_DIE_RATE, DoActorDebris, &s_HornetDie[1]},
#else
{HORNET_DIE + 0, HORNET_DIE_RATE, DoHornetDeath, &s_HornetDie[0]},
#endif
};
STATEp sg_HornetDie[] =
{
s_HornetDie
};
STATE s_HornetDead[] =
{
{HORNET_DEAD, HORNET_DIE_RATE, DoActorDebris, &s_HornetDead[0]},
};
STATEp sg_HornetDead[] =
{
s_HornetDead
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
*/
ACTOR_ACTION_SET HornetActionSet =
{
sg_HornetStand,
sg_HornetRun,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr, //climb
nullptr, //pain
sg_HornetDie,
nullptr,
sg_HornetDead,
nullptr,
nullptr,
{nullptr},
{0},
{nullptr},
{0},
{nullptr},
nullptr,
nullptr
};
int DoHornetMatchPlayerZ(short SpriteNum);
int
SetupHornet(short SpriteNum)
{
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auto actor = &swActors[SpriteNum];
SPRITEp sp = &sprite[SpriteNum];
USERp u;
ANIMATOR DoActorDecide;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
{
u = User[SpriteNum].Data();
ASSERT(u);
}
else
{
u = SpawnUser(SpriteNum,HORNET_RUN_R0,s_HornetRun[0]);
u->Health = HEALTH_HORNET;
}
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ChangeState(actor, s_HornetRun[0]);
u->Attrib = &HornetAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
u->StateEnd = s_HornetDie;
u->Rot = sg_HornetRun;
EnemyDefaults(SpriteNum, &HornetActionSet, &HornetPersonality);
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
sp->clipdist = (100) >> 2;
u->floor_dist = Z(16);
u->ceiling_dist = Z(16);
u->sz = sp->z;
sp->xrepeat = 37;
sp->yrepeat = 32;
// Special looping buzz sound attached to each hornet spawned
PlaySound(DIGI_HORNETBUZZ, sp, v3df_follow|v3df_init);
Set3DSoundOwner(SpriteNum);
return 0;
}
int NullHornet(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(actor);
DoHornetMatchPlayerZ(SpriteNum);
DoActorSectorDamage(actor);
return 0;
}
int DoHornetMatchPlayerZ(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp tsp = User[SpriteNum]->tgt_sp();
int zdiff,zdist;
int loz,hiz;
int bound;
// actor does a sine wave about u->sz - this is the z mid point
//zdiff = (SPRITEp_LOWER(tsp) - Z(8)) - u->sz;
zdiff = (SPRITEp_MID(tsp)) - u->sz;
// check z diff of the player and the sprite
zdist = Z(20 + RandomRange(200)); // put a random amount
if (labs(zdiff) > zdist)
{
if (zdiff > 0)
// manipulate the z midpoint
//u->sz += 256 * ACTORMOVETICS;
u->sz += 1024 * ACTORMOVETICS;
else
u->sz -= 256 * ACTORMOVETICS;
}
#define HORNET_BOB_AMT (Z(16))
// save off lo and hi z
loz = u->loz;
hiz = u->hiz;
// adjust loz/hiz for water depth
if (u->lo_sectp && SectUser[u->lo_sectp - sector].Data() && FixedToInt(SectUser[u->lo_sectp - sector]->depth_fixed))
loz -= Z(FixedToInt(SectUser[u->lo_sectp - sector]->depth_fixed)) - Z(8);
// lower bound
if (u->lo_sp)
bound = loz - u->floor_dist;
else
bound = loz - u->floor_dist - HORNET_BOB_AMT;
if (u->sz > bound)
{
u->sz = bound;
}
// upper bound
if (u->hi_sp)
bound = hiz + u->ceiling_dist;
else
bound = hiz + u->ceiling_dist + HORNET_BOB_AMT;
if (u->sz < bound)
{
u->sz = bound;
}
u->sz = min(u->sz, loz - u->floor_dist);
u->sz = max(u->sz, hiz + u->ceiling_dist);
u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
sp->z = u->sz + MulScale(HORNET_BOB_AMT, bsin(u->Counter), 14);
bound = u->hiz + u->ceiling_dist + HORNET_BOB_AMT;
if (sp->z < bound)
{
// bumped something
sp->z = u->sz = bound + HORNET_BOB_AMT;
}
return 0;
}
int InitHornetCircle(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
u->ActorActionFunc = DoHornetCircle;
NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
// set it close
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DoActorSetSpeed(actor, FAST_SPEED);
// set to really fast
sp->xvel = 400;
// angle adjuster
u->Counter2 = sp->xvel/3;
// random angle direction
if (RANDOM_P2(1024) < 512)
u->Counter2 = -u->Counter2;
// z velocity
u->jump_speed = 200 + RANDOM_P2(128);
if (labs(u->sz - u->hiz) < labs(u->sz - u->loz))
u->jump_speed = -u->jump_speed;
u->WaitTics = (RandomRange(3)+1) * 60;
(*u->ActorActionFunc)(actor);
return 0;
}
int DoHornetCircle(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
int nx,ny,bound;
sp->ang = NORM_ANGLE(sp->ang + u->Counter2);
nx = MulScale(sp->xvel, bcos(sp->ang), 14);
ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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if (!move_actor(actor, nx, ny, 0L))
{
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//ActorMoveHitReact(actor);
// try moving in the opposite direction
u->Counter2 = -u->Counter2;
sp->ang = NORM_ANGLE(sp->ang + 1024);
nx = MulScale(sp->xvel, bcos(sp->ang), 14);
ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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if (!move_actor(actor, nx, ny, 0L))
{
InitActorReposition(actor);
return 0;
}
}
// move in the z direction
u->sz -= u->jump_speed * ACTORMOVETICS;
bound = u->hiz + u->ceiling_dist + HORNET_BOB_AMT;
if (u->sz < bound)
{
// bumped something
u->sz = bound;
InitActorReposition(actor);
return 0;
}
// time out
if ((u->WaitTics -= ACTORMOVETICS) < 0)
{
InitActorReposition(actor);
u->WaitTics = 0;
return 0;
}
return 0;
}
int
DoHornetDeath(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
int nx, ny;
if (TEST(u->Flags, SPR_FALLING))
{
u->loz = u->zclip;
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DoFall(actor);
}
else
{
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
u->jump_speed = 0;
u->floor_dist = 0;
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DoBeginFall(actor);
DoFindGroundPoint(SpriteNum);
u->zclip = u->loz;
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(actor);
// slide while falling
nx = MulScale(sp->xvel, bcos(sp->ang), 14);
ny = MulScale(sp->xvel, bsin(sp->ang), 14);
u->ret = move_sprite(SpriteNum, nx, ny, 0L, u->ceiling_dist, u->floor_dist, 1, ACTORMOVETICS);
// on the ground
if (sp->z >= u->loz)
{
RESET(u->Flags, SPR_FALLING|SPR_SLIDING);
RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
NewStateGroup_(SpriteNum, u->ActorActionSet->Dead);
DeleteNoSoundOwner(SpriteNum);
return 0;
}
return 0;
}
// Hornets can swarm around other hornets or whatever is tagged as swarm target
int DoCheckSwarm(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
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int i;
SPRITEp sp = &sprite[SpriteNum], tsp;
USERp tu;
int dist, pdist, a,b,c;
PLAYERp pp;
if (!MoveSkip8) return 0; // Don't over check
if (!u->tgt_sp()) return 0;
// Who's the closest meat!?
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DoActorPickClosePlayer(actor);
if (u->targetActor->u()->PlayerP)
{
pp = u->targetActor->u()->PlayerP;
DISTANCE(sp->x, sp->y, pp->posx, pp->posy, pdist, a, b, c);
}
else
return 0;
// all enemys
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StatIterator it(STAT_ENEMY);
while ((i = it.NextIndex()) >= 0)
{
auto itActor = &swActors[i];
tsp = &itActor->s();
tu = itActor->u();
if (!tu) continue;
if (tsp->hitag != TAG_SWARMSPOT || tsp->lotag != 2) continue;
DISTANCE(sp->x, sp->y, tsp->x, tsp->y, dist, a, b, c);
if (dist < pdist && u->ID == tu->ID) // Only flock to your own kind
{
u->targetActor = itActor; // Set target to swarm center
}
}
return true;
}
int DoHornetMove(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
// Check for swarming
// lotag of 1 = Swarm around lotags of 2
// lotag of 0 is normal
if (sp->hitag == TAG_SWARMSPOT && sp->lotag == 1)
DoCheckSwarm(actor);
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(actor);
if (u->track >= 0)
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
else
(*u->ActorActionFunc)(actor);
DoHornetMatchPlayerZ(SpriteNum);
DoActorSectorDamage(actor);
return 0;
}
#include "saveable.h"
static saveable_code saveable_hornet_code[] =
{
SAVE_CODE(NullHornet),
SAVE_CODE(DoHornetMatchPlayerZ),
SAVE_CODE(InitHornetCircle),
SAVE_CODE(DoHornetCircle),
SAVE_CODE(DoHornetDeath),
SAVE_CODE(DoCheckSwarm),
SAVE_CODE(DoHornetMove),
};
static saveable_data saveable_hornet_data[] =
{
SAVE_DATA(HornetBattle),
SAVE_DATA(HornetOffense),
SAVE_DATA(HornetBroadcast),
SAVE_DATA(HornetSurprised),
SAVE_DATA(HornetEvasive),
SAVE_DATA(HornetLostTarget),
SAVE_DATA(HornetCloseRange),
SAVE_DATA(HornetTouchTarget),
SAVE_DATA(HornetPersonality),
SAVE_DATA(HornetAttrib),
SAVE_DATA(s_HornetRun),
SAVE_DATA(sg_HornetRun),
SAVE_DATA(s_HornetStand),
SAVE_DATA(sg_HornetStand),
SAVE_DATA(s_HornetDie),
SAVE_DATA(sg_HornetDie),
SAVE_DATA(s_HornetDead),
SAVE_DATA(sg_HornetDead),
SAVE_DATA(HornetActionSet),
};
saveable_module saveable_hornet =
{
// code
saveable_hornet_code,
SIZ(saveable_hornet_code),
// data
saveable_hornet_data,
SIZ(saveable_hornet_data)
};
END_SW_NS