mirror of
https://github.com/DrBeef/Raze.git
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ca423e15f0
Fixes count issues with respawning enemies copied from NBlood commit a6bbac4a213f6fb76a7c20b80da6b30c9ffc3064
246 lines
7.9 KiB
C++
246 lines
7.9 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 spidThinkSearch(DBloodActor*);
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static void spidThinkGoto(DBloodActor*);
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static void spidThinkChase(DBloodActor*);
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AISTATE spidIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE spidChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, spidThinkChase, NULL };
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AISTATE spidDodge = { kAiStateMove, 7, -1, 90, NULL, aiMoveDodge, NULL, &spidChase };
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AISTATE spidGoto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, spidThinkGoto, &spidIdle };
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AISTATE spidSearch = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, spidThinkSearch, &spidIdle };
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AISTATE spidBite = { kAiStateChase, 6, nSpidBiteClient, 60, NULL, NULL, NULL, &spidChase };
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AISTATE spidJump = { kAiStateChase, 8, nSpidJumpClient, 60, NULL, aiMoveForward, NULL, &spidChase };
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AISTATE spidBirth = { kAiStateOther, 0, nSpidBirthClient, 60, NULL, NULL, NULL, &spidIdle };
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static void spidBlindEffect(DBloodActor* actor, int nBlind, int max)
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{
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if (actor->IsPlayerActor())
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{
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nBlind <<= 4;
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max <<= 4;
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PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1];
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if (pPlayer->blindEffect < max)
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{
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pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect + nBlind, max);
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}
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}
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}
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void SpidBiteSeqCallback(int, DBloodActor* actor)
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{
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int dx = bcos(actor->spr.ang);
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int dy = bsin(actor->spr.ang);
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dx += Random2(2000);
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dy += Random2(2000);
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int dz = Random2(2000);
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto const target = actor->GetTarget();
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if (target->IsPlayerActor())
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{
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int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
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if (hit == 3 && gHitInfo.actor()->IsPlayerActor())
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{
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dz += target->spr.pos.Z - actor->spr.pos.Z;
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PLAYER* pPlayer = &gPlayer[target->spr.type - kDudePlayer1];
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switch (actor->spr.type)
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{
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case kDudeSpiderBrown:
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorSpiderBite);
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if (target->IsPlayerActor() && !pPlayer->godMode && powerupCheck(pPlayer, kPwUpDeathMask) <= 0 && Chance(0x4000))
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powerupActivate(pPlayer, kPwUpDeliriumShroom);
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break;
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case kDudeSpiderRed:
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorSpiderBite);
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if (Chance(0x5000)) spidBlindEffect(target, 4, 16);
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break;
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case kDudeSpiderBlack:
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorSpiderBite);
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spidBlindEffect(target, 8, 16);
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break;
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case kDudeSpiderMother:
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorSpiderBite);
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dx += Random2(2000);
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dy += Random2(2000);
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dz += Random2(2000);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorSpiderBite);
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spidBlindEffect(target, 8, 16);
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break;
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}
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}
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}
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}
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void SpidJumpSeqCallback(int, DBloodActor* actor)
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{
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int dx = bcos(actor->spr.ang);
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int dy = bsin(actor->spr.ang);
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dx += Random2(200);
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dy += Random2(200);
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int dz = Random2(200);
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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if (target->IsPlayerActor()) {
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dz += target->spr.pos.Z - actor->spr.pos.Z;
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switch (actor->spr.type) {
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case kDudeSpiderBrown:
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case kDudeSpiderRed:
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case kDudeSpiderBlack:
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actor->vel.X = IntToFixed(dx);
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actor->vel.Y = IntToFixed(dy);
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actor->vel.Z = IntToFixed(dz);
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break;
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}
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}
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}
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void SpidBirthSeqCallback(int, DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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DBloodActor* spawned = nullptr;
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if (target->IsPlayerActor() && pDudeExtraE->birthCounter < 10)
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{
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if (nDist < 0x1a00 && nDist > 0x1400 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
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spawned = actSpawnDude(actor, kDudeSpiderRed, actor->spr.clipdist, 0);
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else if (nDist < 0x1400 && nDist > 0xc00 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
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spawned = actSpawnDude(actor, kDudeSpiderBrown, actor->spr.clipdist, 0);
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else if (nDist < 0xc00 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
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spawned = actSpawnDude(actor, kDudeSpiderBrown, actor->spr.clipdist, 0);
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if (spawned)
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{
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pDudeExtraE->birthCounter++;
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spawned->SetOwner(spawned);
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gKillMgr.AddKill(spawned);
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}
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}
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}
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static void spidThinkSearch(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 spidThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.TargetPos.Y - actor->spr.pos.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(actor->spr.ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &spidSearch);
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aiThinkTarget(actor);
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}
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static void spidThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &spidGoto);
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return;
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}
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto target = actor->GetTarget();
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int dx = target->spr.pos.X - actor->spr.pos.X;
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int dy = target->spr.pos.Y - actor->spr.pos.Y;
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aiChooseDirection(actor, getangle(dx, dy));
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if (target->xspr.health == 0)
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{
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aiNewState(actor, &spidSearch);
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return;
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}
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if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &spidSearch);
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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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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
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int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
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if (cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->sector())) {
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) {
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aiSetTarget(actor, actor->GetTarget());
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switch (actor->spr.type) {
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case kDudeSpiderRed:
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if (nDist < 0x399 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &spidBite);
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break;
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case kDudeSpiderBrown:
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case kDudeSpiderBlack:
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if (nDist < 0x733 && nDist > 0x399 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &spidJump);
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else if (nDist < 0x399 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &spidBite);
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break;
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case kDudeSpiderMother:
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if (nDist < 0x733 && nDist > 0x399 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &spidJump);
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else if (Chance(0x8000))
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aiNewState(actor, &spidBirth);
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break;
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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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aiNewState(actor, &spidGoto);
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actor->SetTarget(nullptr);
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}
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END_BLD_NS
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