raze/source/games/blood/src/aispid.cpp

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//-------------------------------------------------------------------------
/*
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!
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#include "compat.h"
#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void spidThinkSearch(DBloodActor*);
static void spidThinkGoto(DBloodActor*);
static void spidThinkChase(DBloodActor*);
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AISTATE spidIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE spidChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, spidThinkChase, NULL };
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AISTATE spidDodge = { kAiStateMove, 7, -1, 90, NULL, aiMoveDodge, NULL, &spidChase };
AISTATE spidGoto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, spidThinkGoto, &spidIdle };
AISTATE spidSearch = { kAiStateSearch, 7, -1, 1800, NULL, aiMoveForward, spidThinkSearch, &spidIdle };
AISTATE spidBite = { kAiStateChase, 6, nSpidBiteClient, 60, NULL, NULL, NULL, &spidChase };
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 char spidBlindEffect(DBloodActor* dudeactor, int nBlind, int max)
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{
spritetype* pDude = &dudeactor->s();
if (IsPlayerSprite(pDude))
{
nBlind <<= 4;
max <<= 4;
PLAYER* pPlayer = &gPlayer[pDude->type - kDudePlayer1];
if (pPlayer->blindEffect < max)
{
pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect + nBlind, max);
return 1;
}
}
return 0;
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}
void SpidBiteSeqCallback(int, DBloodActor* actor)
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{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = bsin(pSprite->ang);
dx += Random2(2000);
dy += Random2(2000);
int dz = Random2(2000);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto const target = actor->GetTarget();
spritetype* pTarget = &target->s();
XSPRITE* pXTarget = &target->x();
if (IsPlayerSprite(pTarget))
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
if (hit == 3 && gHitInfo.hitactor->IsPlayerActor())
{
dz += pTarget->z - pSprite->z;
PLAYER* pPlayer = &gPlayer[pTarget->type - kDudePlayer1];
switch (pSprite->type)
{
case kDudeSpiderBrown:
actFireVector(actor, 0, 0, dx, dy, dz, kVectorSpiderBite);
if (IsPlayerSprite(pTarget) && !pPlayer->godMode && powerupCheck(pPlayer, kPwUpDeathMask) <= 0 && Chance(0x4000))
powerupActivate(pPlayer, kPwUpDeliriumShroom);
break;
case kDudeSpiderRed:
actFireVector(actor, 0, 0, dx, dy, dz, kVectorSpiderBite);
if (Chance(0x5000)) spidBlindEffect(target, 4, 16);
break;
case kDudeSpiderBlack:
actFireVector(actor, 0, 0, dx, dy, dz, kVectorSpiderBite);
spidBlindEffect(target, 8, 16);
break;
case kDudeSpiderMother:
actFireVector(actor, 0, 0, dx, dy, dz, kVectorSpiderBite);
dx += Random2(2000);
dy += Random2(2000);
dz += Random2(2000);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorSpiderBite);
spidBlindEffect(target, 8, 16);
break;
}
}
}
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}
void SpidJumpSeqCallback(int, DBloodActor* actor)
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{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = bsin(pSprite->ang);
dx += Random2(200);
dy += Random2(200);
int dz = Random2(200);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
if (IsPlayerSprite(pTarget)) {
dz += pTarget->z - pSprite->z;
switch (pSprite->type) {
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
actor->xvel() = IntToFixed(dx);
actor->yvel() = IntToFixed(dy);
actor->zvel() = IntToFixed(dz);
break;
}
}
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}
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void SpidBirthSeqCallback(int, DBloodActor* actor)
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{
XSPRITE* pXSprite = &actor->x();
spritetype* 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();
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
DBloodActor* spawned = nullptr;
if (IsPlayerSprite(pTarget) && pDudeExtraE->birthCounter < 10)
{
if (nDist < 0x1a00 && nDist > 0x1400 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
spawned = actSpawnDude(actor, kDudeSpiderRed, pSprite->clipdist, 0);
else if (nDist < 0x1400 && nDist > 0xc00 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
spawned = actSpawnDude(actor, kDudeSpiderBrown, pSprite->clipdist, 0);
else if (nDist < 0xc00 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
spawned = actSpawnDude(actor, kDudeSpiderBrown, pSprite->clipdist, 0);
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if (spawned)
{
pDudeExtraE->birthCounter++;
spawned->SetOwner(spawned);
gKillMgr.AddNewKill(1);
}
}
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}
static void spidThinkSearch(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor);
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}
static void spidThinkGoto(DBloodActor* actor)
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{
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, &spidSearch);
aiThinkTarget(actor);
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}
static void spidThinkChase(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &spidGoto);
return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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, &spidSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &spidSearch);
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());
switch (pSprite->type) {
case kDudeSpiderRed:
if (nDist < 0x399 && abs(nDeltaAngle) < 85)
aiNewState(actor, &spidBite);
break;
case kDudeSpiderBrown:
case kDudeSpiderBlack:
if (nDist < 0x733 && nDist > 0x399 && abs(nDeltaAngle) < 85)
aiNewState(actor, &spidJump);
else if (nDist < 0x399 && abs(nDeltaAngle) < 85)
aiNewState(actor, &spidBite);
break;
case kDudeSpiderMother:
if (nDist < 0x733 && nDist > 0x399 && abs(nDeltaAngle) < 85)
aiNewState(actor, &spidJump);
else if (Chance(0x8000))
aiNewState(actor, &spidBirth);
break;
}
return;
}
}
}
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aiNewState(actor, &spidGoto);
actor->SetTarget(nullptr);
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}
END_BLD_NS