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 SpidPoisonPlayer(XSPRITE *pXDude, int nBlind, int max)
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{
assert(pXDude != NULL);
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int nDude = pXDude->reference;
spritetype *pDude = &sprite[nDude];
if (IsPlayerSprite(pDude))
{
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nBlind <<= 4;
max <<= 4;
PLAYER *pPlayer = &gPlayer[pDude->type-kDudePlayer1];
if (pPlayer->blindEffect < max)
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{
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pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect+nBlind, max);
return 1;
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}
}
return 0;
}
void SpidBiteSeqCallback(int, DBloodActor* actor)
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{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
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dx += Random2(2000);
dy += Random2(2000);
int dz = Random2(2000);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
if (IsPlayerSprite(pTarget)) {
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
if (hit == 3 && IsPlayerSprite(&sprite[gHitInfo.hitsprite])) {
dz += pTarget->z - pSprite->z;
PLAYER *pPlayer = &gPlayer[pTarget->type - kDudePlayer1];
switch (pSprite->type) {
case kDudeSpiderBrown:
actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorSpiderBite);
if (IsPlayerSprite(pTarget) && !pPlayer->godMode && powerupCheck(pPlayer, kPwUpDeathMask) <= 0 && Chance(0x4000))
powerupActivate(pPlayer, kPwUpDeliriumShroom);
break;
case kDudeSpiderRed:
actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorSpiderBite);
if (Chance(0x5000)) SpidPoisonPlayer(pXTarget, 4, 16);
break;
case kDudeSpiderBlack:
actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorSpiderBite);
SpidPoisonPlayer(pXTarget, 8, 16);
break;
case kDudeSpiderMother: {
actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorSpiderBite);
dx += Random2(2000);
dy += Random2(2000);
dz += Random2(2000);
actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorSpiderBite);
SpidPoisonPlayer(pXTarget, 8, 16);
break;
}
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}
}
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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 = SinScale16(pSprite->ang);
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dx += Random2(200);
dy += Random2(200);
int dz = Random2(200);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
if (IsPlayerSprite(pTarget)) {
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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);
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break;
}
}
}
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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);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
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int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
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DBloodActor* spawned = nullptr;
if (IsPlayerSprite(pTarget) && pDudeExtraE->xval2 < 10)
{
if (nDist < 0x1a00 && nDist > 0x1400 && abs(pSprite->ang-nAngle) < pDudeInfo->periphery)
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spawned = actSpawnDude(actor, kDudeSpiderRed, pSprite->clipdist, 0);
else if (nDist < 0x1400 && nDist > 0xc00 && abs(pSprite->ang-nAngle) < pDudeInfo->periphery)
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spawned = actSpawnDude(actor, kDudeSpiderBrown, pSprite->clipdist, 0);
else if (nDist < 0xc00 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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spawned = actSpawnDude(actor, kDudeSpiderBrown, pSprite->clipdist, 0);
if (spawned)
{
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pDudeExtraE->xval2++;
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spawned->SetOwner(spawned);
gKillMgr.AddNewKill(1);
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}
}
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}
static void spidThinkSearch(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
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aiChooseDirection(pSprite, pXSprite, 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);
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int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(pSprite, pXSprite, 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();
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if (pXSprite->target == -1)
{
aiNewState(actor, &spidGoto);
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return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(actor, &spidSearch);
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return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
aiNewState(actor, &spidSearch);
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return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist) {
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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) {
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aiSetTarget(pXSprite, pXSprite->target);
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))
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aiNewState(actor, &spidBirth);
break;
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}
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return;
}
}
}
aiNewState(actor, &spidGoto);
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pXSprite->target = -1;
}
END_BLD_NS