//------------------------------------------------------------------------- /* 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 spidThinkSearch(DBloodActor*); static void spidThinkGoto(DBloodActor*); static void spidThinkChase(DBloodActor*); AISTATE spidIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE spidChase = { kAiStateChase, 7, -1, 0, NULL, aiMoveForward, spidThinkChase, NULL }; 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 }; AISTATE spidBirth = { kAiStateOther, 0, nSpidBirthClient, 60, NULL, NULL, NULL, &spidIdle }; static char spidBlindEffect(DBloodActor* dudeactor, int nBlind, int max) { 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; } void SpidBiteSeqCallback(int, DBloodActor* actor) { 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; } } } } void SpidJumpSeqCallback(int, DBloodActor* actor) { 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; } } } void SpidBirthSeqCallback(int, DBloodActor* actor) { 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); if (spawned) { pDudeExtraE->birthCounter++; spawned->SetOwner(spawned); gKillMgr.AddNewKill(1); } } } static void spidThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); aiChooseDirection(actor, pXSprite->goalAng); aiThinkTarget(actor); } static void spidThinkGoto(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, &spidSearch); aiThinkTarget(actor); } static void spidThinkChase(DBloodActor* actor) { 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; } } } aiNewState(actor, &spidGoto); actor->SetTarget(nullptr); } END_BLD_NS