//------------------------------------------------------------------------- /* 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 "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 void spidBlindEffect(DBloodActor* actor, int nBlind, int max) { if (actor->IsPlayerActor()) { nBlind <<= 4; max <<= 4; PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; if (pPlayer->blindEffect < max) { pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect + nBlind, max); } } } void SpidBiteSeqCallback(int, DBloodActor* actor) { DVector3 vec(actor->spr.Angles.Yaw.ToVector(), 0); vec.X += Random2F(2000, 14); vec.Y += Random2F(2000, 14); vec.Z = Random2F(2000, 14); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); if (!actor->ValidateTarget(__FUNCTION__)) return; auto const target = actor->GetTarget(); if (target->IsPlayerActor()) { int hit = HitScan(actor, actor->spr.pos.Z, DVector3(vec.XY(), 0), CLIPMASK1, 0); if (hit == 3 && gHitInfo.actor()->IsPlayerActor()) { vec.Z += target->spr.pos.Z - actor->spr.pos.Z; PLAYER* pPlayer = &gPlayer[target->spr.type - kDudePlayer1]; switch (actor->spr.type) { case kDudeSpiderBrown: actFireVector(actor, 0, 0, vec, kVectorSpiderBite); if (target->IsPlayerActor() && !pPlayer->godMode && powerupCheck(pPlayer, kPwUpDeathMask) <= 0 && Chance(0x4000)) powerupActivate(pPlayer, kPwUpDeliriumShroom); break; case kDudeSpiderRed: actFireVector(actor, 0, 0, vec, kVectorSpiderBite); if (Chance(0x5000)) spidBlindEffect(target, 4, 16); break; case kDudeSpiderBlack: actFireVector(actor, 0, 0, vec, kVectorSpiderBite); spidBlindEffect(target, 8, 16); break; case kDudeSpiderMother: actFireVector(actor, 0, 0, vec, kVectorSpiderBite); vec.X += Random2F(2000, 14); vec.Y += Random2F(2000, 14); vec.Z += Random2F(2000, 14); actFireVector(actor, 0, 0, vec, kVectorSpiderBite); spidBlindEffect(target, 8, 16); break; } } } } void SpidJumpSeqCallback(int, DBloodActor* actor) { DVector3 vec(actor->spr.Angles.Yaw.ToVector(), 0); vec.X += Random2F(200, 14); vec.Y += Random2F(200, 14); vec.Z = Random2F(200, 14); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); if (target->IsPlayerActor()) { vec.Z += target->spr.pos.Z - actor->spr.pos.Z; switch (actor->spr.type) { case kDudeSpiderBrown: case kDudeSpiderRed: case kDudeSpiderBlack: // This value seems a bit extreme, but that's how it was... actor->vel = vec * 16384; break; } } } void SpidBirthSeqCallback(int, DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); DAngle nAngle = dvec.Angle(); double nDist = dvec.Length(); DBloodActor* spawned = nullptr; if (target->IsPlayerActor() && pDudeExtraE->birthCounter < 10) { DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle); if (nDist < 0x1a0 && nDist > 0x140 && nDeltaAngle < pDudeInfo->Periphery()) spawned = actSpawnDude(actor, kDudeSpiderRed, actor->clipdist * 0.25); else if (nDist < 0x140 && nDist > 0xc0 && nDeltaAngle < pDudeInfo->Periphery()) spawned = actSpawnDude(actor, kDudeSpiderBrown, actor->clipdist * 0.25); else if (nDist < 0xc0 && nDeltaAngle < pDudeInfo->Periphery()) spawned = actSpawnDude(actor, kDudeSpiderBrown, actor->clipdist * 0.25); if (spawned) { pDudeExtraE->birthCounter++; spawned->SetOwner(spawned); gKillMgr.AddKill(spawned); } } } static void spidThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void spidThinkGoto(DBloodActor* actor) { assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); DAngle nAngle = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (nDist < 32 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &spidSearch); aiThinkTarget(actor); } static void spidThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &spidGoto); return; } assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); auto dvec = target->spr.pos.XY() - actor->spr.pos.XY(); DAngle nAngle = dvec.Angle(); double nDist = dvec.Length(); aiChooseDirection(actor, nAngle); if (target->xspr.health == 0) { aiNewState(actor, &spidSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &spidSearch); return; } if (nDist <= pDudeInfo->SeeDist()) { DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle); double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y); if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector())) { if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery()) { aiSetTarget(actor, actor->GetTarget()); switch (actor->spr.type) { case kDudeSpiderRed: if (nDist < 57.5625 && nDeltaAngle < DAngle15) aiNewState(actor, &spidBite); break; case kDudeSpiderBrown: case kDudeSpiderBlack: if (nDist < 115.1875 && nDist > 57.5625 && nDeltaAngle < DAngle15) aiNewState(actor, &spidJump); else if (nDist < 57.5625 && nDeltaAngle < DAngle15) aiNewState(actor, &spidBite); break; case kDudeSpiderMother: if (nDist < 115.1875 && nDist > 57.5625 && nDeltaAngle < DAngle15) aiNewState(actor, &spidJump); else if (Chance(0x8000)) aiNewState(actor, &spidBirth); break; } return; } } } aiNewState(actor, &spidGoto); actor->SetTarget(nullptr); } END_BLD_NS