raze/source/games/blood/src/aispid.cpp
Mitchell Richters 2e0b9490e1 - Change spritetypebase::angle to a DRotator named Angles.
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00

248 lines
7.8 KiB
C++

//-------------------------------------------------------------------------
/*
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