raze/source/games/sw/src/hornet.cpp
Christoph Oelckers dfd768d8d9 - hornet.cpp
2022-10-15 17:16:58 +02:00

686 lines
17 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "weapon.h"
#include "misc.h"
#include "sprite.h"
BEGIN_SW_NS
ANIMATOR DoHornetCircle, InitHornetCircle;
DECISION HornetBattle[] =
{
{50, InitHornetCircle },
{798, InitActorMoveCloser },
{800, InitActorAlertNoise },
{1024, InitActorRunAway }
};
DECISION HornetOffense[] =
{
{1022, InitActorMoveCloser },
{1024, InitActorAlertNoise }
};
DECISION HornetBroadcast[] =
{
{3, InitActorAlertNoise },
{6, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION HornetSurprised[] =
{
{100, InitHornetCircle },
{701, InitActorMoveCloser },
{1024, InitActorDecide }
};
DECISION HornetEvasive[] =
{
{20, InitHornetCircle },
{1024, nullptr },
};
DECISION HornetLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION HornetCloseRange[] =
{
{900, InitActorMoveCloser },
{1024, InitActorReposition }
};
ANIMATOR InitHornetSting;
DECISION HornetTouchTarget[] =
{
{500, InitHornetCircle },
{1024, InitHornetSting }
};
PERSONALITY HornetPersonality =
{
HornetBattle,
HornetOffense,
HornetBroadcast,
HornetSurprised,
HornetEvasive,
HornetLostTarget,
HornetCloseRange,
HornetTouchTarget
};
ATTRIBUTE HornetAttrib =
{
{300, 350, 375, 400}, // Speeds
{0, 0, 0, 0}, // Tic Adjusts
0, //MaxWeapons;
{
0, 0, DIGI_HORNETSTING, DIGI_HORNETSTING, DIGI_HORNETDEATH,
0,0,0,0,0
}
};
//////////////////////
//
// HORNET RUN
//////////////////////
#define HORNET_RUN_RATE 7
ANIMATOR DoHornetMove,NullHornet,DoStayOnFloor, DoActorDebris, NullHornet, DoHornetBirth;
STATE s_HornetRun[5][2] =
{
{
{HORNET_RUN_R0 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[0][1]},
{HORNET_RUN_R0 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[0][0]},
},
{
{HORNET_RUN_R1 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[1][1]},
{HORNET_RUN_R1 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[1][0]},
},
{
{HORNET_RUN_R2 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[2][1]},
{HORNET_RUN_R2 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[2][0]},
},
{
{HORNET_RUN_R3 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[3][1]},
{HORNET_RUN_R3 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[3][0]},
},
{
{HORNET_RUN_R4 + 0, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[4][1]},
{HORNET_RUN_R4 + 1, HORNET_RUN_RATE, DoHornetMove, &s_HornetRun[4][0]},
}
};
STATE* sg_HornetRun[] =
{
&s_HornetRun[0][0],
&s_HornetRun[1][0],
&s_HornetRun[2][0],
&s_HornetRun[3][0],
&s_HornetRun[4][0]
};
//////////////////////
//
// HORNET STAND
//
//////////////////////
#define HORNET_STAND_RATE (HORNET_RUN_RATE + 5)
STATE s_HornetStand[5][2] =
{
{
{HORNET_RUN_R0 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[0][1]},
{HORNET_RUN_R0 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[0][0]}
},
{
{HORNET_RUN_R1 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[1][1]},
{HORNET_RUN_R1 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[1][0]}
},
{
{HORNET_RUN_R2 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[2][1]},
{HORNET_RUN_R2 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[2][0]}
},
{
{HORNET_RUN_R3 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[3][1]},
{HORNET_RUN_R3 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[3][0]}
},
{
{HORNET_RUN_R4 + 0, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[4][1]},
{HORNET_RUN_R4 + 1, HORNET_STAND_RATE, DoHornetMove, &s_HornetStand[4][0]}
}
};
STATE* sg_HornetStand[] =
{
&s_HornetStand[0][0],
&s_HornetStand[1][0],
&s_HornetStand[2][0],
&s_HornetStand[3][0],
&s_HornetStand[4][0]
};
//////////////////////
//
// HORNET DIE
//
//////////////////////
#define HORNET_DIE_RATE 20
ANIMATOR DoHornetDeath;
STATE s_HornetDie[] =
{
#if 0
{HORNET_DIE + 0, HORNET_DIE_RATE, NullHornet, &s_HornetDie[1]},
{HORNET_DEAD, HORNET_DIE_RATE, DoActorDebris, &s_HornetDie[1]},
#else
{HORNET_DIE + 0, HORNET_DIE_RATE, DoHornetDeath, &s_HornetDie[0]},
#endif
};
STATE* sg_HornetDie[] =
{
s_HornetDie
};
STATE s_HornetDead[] =
{
{HORNET_DEAD, HORNET_DIE_RATE, DoActorDebris, &s_HornetDead[0]},
};
STATE* sg_HornetDead[] =
{
s_HornetDead
};
/*
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/
ACTOR_ACTION_SET HornetActionSet =
{
sg_HornetStand,
sg_HornetRun,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr, //climb
nullptr, //pain
sg_HornetDie,
nullptr,
sg_HornetDead,
nullptr,
nullptr,
{nullptr},
{0},
{nullptr},
{0},
{nullptr},
nullptr,
nullptr
};
int DoHornetMatchPlayerZ(DSWActor* actor);
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SetupHornet(DSWActor* actor)
{
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{
SpawnUser(actor,HORNET_RUN_R0,s_HornetRun[0]);
actor->user.Health = HEALTH_HORNET;
}
ChangeState(actor, s_HornetRun[0]);
actor->user.Attrib = &HornetAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
actor->user.StateEnd = s_HornetDie;
actor->user.Rot = sg_HornetRun;
EnemyDefaults(actor, &HornetActionSet, &HornetPersonality);
actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actor->spr.clipdist = (100) >> 2;
actor->user.floor_dist = (16);
actor->user.ceiling_dist = (16);
actor->user.pos.Z = actor->spr.pos.Z;
actor->spr.xrepeat = 37;
actor->spr.yrepeat = 32;
// Special looping buzz sound attached to each hornet spawned
PlaySound(DIGI_HORNETBUZZ, actor, v3df_follow|v3df_init);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int NullHornet(DSWActor* actor)
{
if (actor->user.Flags & (SPR_SLIDING))
DoActorSlide(actor);
DoHornetMatchPlayerZ(actor);
DoActorSectorDamage(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static const int HORNET_BOB_AMT = 16;
int DoHornetMatchPlayerZ(DSWActor* actor)
{
// actor does a sine wave about actor->user.sz - this is the z mid point
double zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z;
// check z diff of the player and the sprite
double zdist = 20 + RandomRange(200); // put a random amount
if (abs(zdiff) > zdist)
{
if (zdiff > 0)
// manipulate the z midpoint
//actor->user.sz += 256 * ACTORMOVETICS;
actor->user.pos.Z += 1024 * ACTORMOVETICS * zmaptoworld;
else
actor->user.pos.Z -= 256 * ACTORMOVETICS * zmaptoworld;
}
// save off lo and hi z
double loz = actor->user.loz;
double hiz = actor->user.hiz;
// adjust loz/hiz for water depth
if (actor->user.lo_sectp && actor->user.lo_sectp->hasU() && FixedToInt(actor->user.lo_sectp->depth_fixed))
loz -= FixedToInt(actor->user.lo_sectp->depth_fixed) - 8;
double bound;
// lower bound
if (actor->user.lowActor)
bound = loz - actor->user.floor_dist;
else
bound = loz - actor->user.floor_dist - HORNET_BOB_AMT;
if (actor->user.pos.Z > bound)
{
actor->user.pos.Z = bound;
}
// upper bound
if (actor->user.highActor)
bound = hiz + actor->user.ceiling_dist;
else
bound = hiz + actor->user.ceiling_dist + HORNET_BOB_AMT;
if (actor->user.pos.Z < bound)
{
actor->user.pos.Z = bound;
}
actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist);
actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.ceiling_dist);
actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
actor->spr.pos.Z = actor->user.pos.Z + HORNET_BOB_AMT * BobVal(actor->user.Counter);
bound = actor->user.hiz + actor->user.ceiling_dist + HORNET_BOB_AMT;
if (actor->spr.pos.Z < bound)
{
// bumped something
actor->spr.pos.Z = bound + HORNET_BOB_AMT;
actor->user.pos.Z = actor->spr.pos.Z;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitHornetCircle(DSWActor* actor)
{
actor->user.ActorActionFunc = DoHornetCircle;
NewStateGroup(actor, actor->user.ActorActionSet->Run);
// set it close
DoActorSetSpeed(actor, FAST_SPEED);
// set to really fast
actor->vel.X = 25;
// angle adjuster
actor->user.Counter2 = 400 / 3;
// random angle direction
if (RANDOM_P2(1024) < 512)
actor->user.Counter2 = -actor->user.Counter2;
// z velocity
actor->user.jump_speed = 200 + RANDOM_P2(128);
if (abs(actor->user.pos.Z - actor->user.hiz) < abs(actor->user.pos.Z - actor->user.loz))
actor->user.jump_speed = -actor->user.jump_speed;
actor->user.WaitTics = (RandomRange(3)+1) * 60;
(*actor->user.ActorActionFunc)(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoHornetCircle(DSWActor* actor)
{
double bound;
actor->spr.angle += DAngle::fromBuild(actor->user.Counter2);
if (!move_actor(actor, DVector3(actor->spr.angle.ToVector() * actor->vel.X, 0)))
{
//ActorMoveHitReact(actor);
// try moving in the opposite direction
actor->user.Counter2 = -actor->user.Counter2;
actor->spr.angle += DAngle180;
if (!move_actor(actor, DVector3(actor->spr.angle.ToVector() * actor->vel.X, 0)))
{
InitActorReposition(actor);
return 0;
}
}
// move in the z direction
actor->user.pos.Z -= actor->user.jump_speed * ACTORMOVETICS * JUMP_FACTOR;
bound = actor->user.hiz + actor->user.ceiling_dist + HORNET_BOB_AMT;
if (actor->user.pos.Z < bound)
{
// bumped something
actor->user.pos.Z = bound;
InitActorReposition(actor);
return 0;
}
// time out
if ((actor->user.WaitTics -= ACTORMOVETICS) < 0)
{
InitActorReposition(actor);
actor->user.WaitTics = 0;
return 0;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoHornetDeath(DSWActor* actor)
{
if (actor->user.Flags & (SPR_FALLING))
{
actor->user.loz = actor->user.zclip;
DoFall(actor);
}
else
{
actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
actor->user.jump_speed = 0;
actor->user.floor_dist = 0;
DoBeginFall(actor);
DoFindGroundPoint(actor);
actor->user.zclip = actor->user.loz;
}
if (actor->user.Flags & (SPR_SLIDING))
DoActorSlide(actor);
// slide while falling
auto vec = actor->spr.angle.ToVector() * actor->vel.X;
actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, 1, ACTORMOVETICS);
// on the ground
if (actor->spr.pos.Z >= actor->user.loz)
{
actor->user.Flags &= ~(SPR_FALLING|SPR_SLIDING);
actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); // If upside down, reset it
NewStateGroup(actor, actor->user.ActorActionSet->Dead);
DeleteNoSoundOwner(actor);
return 0;
}
return 0;
}
//---------------------------------------------------------------------------
//
// Hornets can swarm around other hornets or whatever is tagged as swarm target
//
//---------------------------------------------------------------------------
int DoCheckSwarm(DSWActor* actor)
{
double dist, pdist;
PLAYER* pp;
if (!MoveSkip8) return 0; // Don't over check
if (!actor->user.targetActor) return 0;
// Who's the closest meat!?
DoActorPickClosePlayer(actor);
if (actor->user.targetActor->user.PlayerP)
{
pp = actor->user.targetActor->user.PlayerP;
pdist = (actor->spr.pos.XY() - pp->pos.XY()).LengthSquared();
}
else
return 0;
// all enemys
SWStatIterator it(STAT_ENEMY);
while (auto itActor = it.Next())
{
if (!itActor->hasU()) continue;
if (itActor->spr.hitag != TAG_SWARMSPOT || itActor->spr.lotag != 2) continue;
dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).LengthSquared();
if (dist < pdist && actor->user.ID == itActor->user.ID) // Only flock to your own kind
{
actor->user.targetActor = itActor; // Set target to swarm center
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoHornetMove(DSWActor* actor)
{
// Check for swarming
// lotag of 1 = Swarm around lotags of 2
// lotag of 0 is normal
if (actor->spr.hitag == TAG_SWARMSPOT && actor->spr.lotag == 1)
DoCheckSwarm(actor);
if (actor->user.Flags & (SPR_SLIDING))
DoActorSlide(actor);
if (actor->user.track >= 0)
ActorFollowTrack(actor, ACTORMOVETICS);
else
(*actor->user.ActorActionFunc)(actor);
DoHornetMatchPlayerZ(actor);
DoActorSectorDamage(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#include "saveable.h"
static saveable_code saveable_hornet_code[] =
{
SAVE_CODE(NullHornet),
SAVE_CODE(DoHornetMatchPlayerZ),
SAVE_CODE(InitHornetCircle),
SAVE_CODE(DoHornetCircle),
SAVE_CODE(DoHornetDeath),
SAVE_CODE(DoCheckSwarm),
SAVE_CODE(DoHornetMove),
};
static saveable_data saveable_hornet_data[] =
{
SAVE_DATA(HornetBattle),
SAVE_DATA(HornetOffense),
SAVE_DATA(HornetBroadcast),
SAVE_DATA(HornetSurprised),
SAVE_DATA(HornetEvasive),
SAVE_DATA(HornetLostTarget),
SAVE_DATA(HornetCloseRange),
SAVE_DATA(HornetTouchTarget),
SAVE_DATA(HornetPersonality),
SAVE_DATA(HornetAttrib),
SAVE_DATA(s_HornetRun),
SAVE_DATA(sg_HornetRun),
SAVE_DATA(s_HornetStand),
SAVE_DATA(sg_HornetStand),
SAVE_DATA(s_HornetDie),
SAVE_DATA(sg_HornetDie),
SAVE_DATA(s_HornetDead),
SAVE_DATA(sg_HornetDead),
SAVE_DATA(HornetActionSet),
};
saveable_module saveable_hornet =
{
// code
saveable_hornet_code,
SIZ(saveable_hornet_code),
// data
saveable_hornet_data,
SIZ(saveable_hornet_data)
};
END_SW_NS