mirror of
https://github.com/DrBeef/Raze.git
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c6a0d30245
Only modifying operators left
1944 lines
54 KiB
C++
1944 lines
54 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "savegamehelp.h"
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#include "blood.h"
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BEGIN_BLD_NS
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void RecoilDude(DBloodActor* actor);
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AISTATE genIdle = { kAiStateGenIdle, 0, -1, 0, NULL, NULL, NULL, NULL };
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AISTATE genRecoil = { kAiStateRecoil, 5, -1, 20, NULL, NULL, NULL, &genIdle };
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const int gCultTeslaFireChance[5] = { 0x2000, 0x4000, 0x8000, 0xa000, 0xe000 };
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool dudeIsPlayingSeq(DBloodActor* actor, int nSeq)
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{
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if (actor->spr.statnum == kStatDude && actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)
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{
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (seqGetID(actor) == pDudeInfo->seqStartID + nSeq && seqGetStatus(actor) >= 0)
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiPlay3DSound(DBloodActor* actor, int a2, AI_SFX_PRIORITY a3, int a4)
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{
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DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
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if (a3 == AI_SFX_PRIORITY_0)
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sfxPlay3DSound(actor, a2, a4, 2);
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else if (a3 > pDudeExtra->prio || pDudeExtra->time <= PlayClock)
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{
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sfxKill3DSound(actor, -1, -1);
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sfxPlay3DSound(actor, a2, a4, 0);
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pDudeExtra->prio = a3;
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pDudeExtra->time = PlayClock + 120;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiNewState(DBloodActor* actor, AISTATE* pAIState)
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{
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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actor->xspr.stateTimer = pAIState->stateTicks;
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actor->xspr.aiState = pAIState;
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int seqStartId = pDudeInfo->seqStartID;
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if (pAIState->seqId >= 0)
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{
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seqStartId += pAIState->seqId;
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if (getSequence(seqStartId))
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seqSpawn(seqStartId, actor, pAIState->funcId);
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}
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if (pAIState->enterFunc)
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pAIState->enterFunc(actor);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static bool isImmune(DBloodActor* actor, int dmgType, int minScale)
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{
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if (dmgType >= kDmgFall && dmgType < kDmgMax && actor->hasX() && actor->xspr.locked != 1)
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{
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int type = actor->spr.type;
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if (type >= kThingBase && type < kThingMax)
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return (thingInfo[type - kThingBase].dmgControl[dmgType] <= minScale);
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else if (actor->IsDudeActor())
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{
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if (actor->IsPlayerActor()) return (gPlayer[type - kDudePlayer1].godMode || gPlayer[type - kDudePlayer1].damageControl[dmgType] <= minScale);
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else return (dudeInfo[type - kDudeBase].damageVal[dmgType] <= minScale);
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}
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}
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return true;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange)
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{
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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int x = actor->int_pos().X;
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int y = actor->int_pos().Y;
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int z = actor->int_pos().Z;
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HitScan(actor, z, bcos(nAngle), bsin(nAngle), 0, CLIPMASK0, nRange);
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int nDist = approxDist(actor->spr.pos.XY() - gHitInfo.hitpos.XY());
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if (nDist - (actor->int_clipdist()) < nRange)
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{
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if (gHitInfo.actor() == nullptr || target == nullptr || target != gHitInfo.actor())
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return false;
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return true;
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}
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x += MulScale(nRange, Cos(nAngle), 30);
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y += MulScale(nRange, Sin(nAngle), 30);
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auto pSector = actor->sector();
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assert(pSector);
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updatesectorz(x, y, z, &pSector);
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if (!pSector) return false;
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int floorZ = getflorzofslopeptr(pSector, x, y);
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auto pXSector = pSector->hasX()? &pSector->xs() : nullptr;
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bool Underwater = 0;
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bool Water = 0;
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bool Depth = 0;
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bool Crusher = 0;
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if (pXSector)
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{
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if (pXSector->Underwater)
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Underwater = 1;
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if (pXSector->Depth)
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Depth = 1;
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if (pSector->type == kSectorDamage || pXSector->damageType > 0)
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Crusher = 1;
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}
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auto Upper = pSector->upperLink;
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auto Lower = pSector->lowerLink;
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if (Upper != nullptr)
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{
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if (Upper->spr.type == kMarkerUpWater || Upper->spr.type == kMarkerUpGoo)
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Water = Depth = 1;
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}
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if (Lower != nullptr)
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{
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if (Lower->spr.type == kMarkerLowWater || Lower->spr.type == kMarkerLowGoo)
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Depth = 1;
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}
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switch (actor->spr.type) {
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case kDudeGargoyleFlesh:
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case kDudeGargoyleStone:
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case kDudeBat:
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if (actor->native_clipdist() > nDist)
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return 0;
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if (Depth)
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{
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// Ouch...
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if (Depth)
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return false;
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if (Crusher)
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return false;
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}
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break;
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case kDudeBoneEel:
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if (Water)
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return false;
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if (!Underwater)
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return false;
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if (Underwater)
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return true;
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break;
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case kDudeCerberusTwoHead:
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case kDudeCerberusOneHead:
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// by NoOne: a quick fix for Cerberus spinning in E3M7-like maps, where damage sectors is used.
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// It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like
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// in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as
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// i don't think it will broke something in game.
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if (!cl_bloodvanillaenemies && !VanillaMode() && Crusher && isImmune(actor, pXSector->damageType, 16)) return true;
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[[fallthrough]];
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case kDudeZombieButcher:
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case kDudeSpiderBrown:
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case kDudeSpiderRed:
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case kDudeSpiderBlack:
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case kDudeSpiderMother:
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case kDudeHellHound:
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case kDudeRat:
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case kDudeInnocent:
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if (Crusher)
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return false;
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if (Depth || Underwater)
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return false;
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if (floorZ - bottom > 0x2000)
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return false;
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break;
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustom:
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case kDudeModernCustomBurning:
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if ((Crusher && !nnExtIsImmune(actor, pXSector->damageType)) || ((Water || Underwater) && !canSwim(actor))) return false;
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return true;
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[[fallthrough]];
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#endif
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case kDudeZombieAxeNormal:
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case kDudePhantasm:
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case kDudeGillBeast:
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default:
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if (Crusher)
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return false;
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if ((pXSector == nullptr || (!pXSector->Underwater && !pXSector->Depth)) && floorZ - bottom > 0x2000)
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return false;
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break;
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}
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return 1;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiChooseDirection(DBloodActor* actor, DAngle direction)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DAngle vc = deltaangle(actor->spr.angle, direction);
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double nCos = actor->spr.angle.Cos();
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double nSin = actor->spr.angle.Sin();
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double t1 = actor->vel.X * nCos + actor->vel.Y * nSin;
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auto almost60deg = DAngle::fromBuild(341); // 60<36> does not work correctly - this is a little bit less, actually.
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int range = FloatToFixed(t1 * (15 / 8192.));
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DAngle v8 = vc.Sgn() == -1 ? -almost60deg : almost60deg;
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if (CanMove(actor, actor->GetTarget(), actor->spr.angle + vc, range))
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actor->xspr.goalAng = actor->spr.angle + vc;
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else if (CanMove(actor, actor->GetTarget(), actor->spr.angle + vc / 2, range))
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actor->xspr.goalAng = actor->spr.angle + vc / 2;
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else if (CanMove(actor, actor->GetTarget(), actor->spr.angle - vc / 2, range))
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actor->xspr.goalAng = actor->spr.angle - vc / 2;
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else if (CanMove(actor, actor->GetTarget(), actor->spr.angle + v8, range))
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actor->xspr.goalAng = actor->spr.angle + v8;
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else if (CanMove(actor, actor->GetTarget(), actor->spr.angle, range))
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actor->xspr.goalAng = actor->spr.angle;
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else if (CanMove(actor, actor->GetTarget(), actor->spr.angle - v8, range))
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actor->xspr.goalAng = actor->spr.angle - v8;
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//else if (actor->spr.flags&2)
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//actor->xspr.goalAng = actor->spr.angle+341;
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else // Weird..
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actor->xspr.goalAng = actor->spr.angle + almost60deg;
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if (Chance(0x8000))
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actor->xspr.dodgeDir = 1;
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else
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actor->xspr.dodgeDir = -1;
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actor->xspr.goalAng = actor->xspr.goalAng.Normalized360();
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if (!CanMove(actor, actor->GetTarget(), actor->spr.angle + DAngle90 * actor->xspr.dodgeDir, 512))
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{
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actor->xspr.dodgeDir = -actor->xspr.dodgeDir;
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if (!CanMove(actor, actor->GetTarget(), actor->spr.angle + DAngle90 * actor->xspr.dodgeDir, 512))
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actor->xspr.dodgeDir = 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiMoveForward(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (abs(nAng) > DAngle60)
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return;
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actor->add_int_bvel_x(MulScale(pDudeInfo->frontSpeed, Cos(actor->int_ang()), 30));
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actor->add_int_bvel_y(MulScale(pDudeInfo->frontSpeed, Sin(actor->int_ang()), 30));
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiMoveTurn(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiMoveDodge(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (actor->xspr.dodgeDir)
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{
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AdjustVelocity(actor, ADJUSTER{
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if (actor->xspr.dodgeDir > 0)
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t2 += FixedToFloat(pDudeInfo->sideSpeed);
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else
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t2 -= FixedToFloat(pDudeInfo->sideSpeed);
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});
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}
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}
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//---------------------------------------------------------------------------
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//
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// todo: split this up.
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//
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//---------------------------------------------------------------------------
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void aiActivateDude(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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if (!actor->xspr.state)
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{
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aiChooseDirection(actor, VecToAngle(actor->xspr.TargetPos - actor->spr.pos));
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actor->xspr.state = 1;
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}
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switch (actor->spr.type)
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{
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case kDudePhantasm:
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->thinkTime = 0;
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pDudeExtraE->active = 1;
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &ghostSearch);
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else
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{
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aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1);
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aiNewState(actor, &ghostChase);
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}
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break;
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}
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case kDudeCultistTommy:
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case kDudeCultistShotgun:
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case kDudeCultistTesla:
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case kDudeCultistTNT:
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case kDudeCultistBeast:
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->active = 1;
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if (actor->GetTarget() == nullptr)
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{
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switch (actor->xspr.medium)
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{
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case kMediumNormal:
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aiNewState(actor, &cultistSearch);
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if (Chance(0x8000))
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{
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if (actor->spr.type == kDudeCultistTommy) aiPlay3DSound(actor, 4008 + Random(5), AI_SFX_PRIORITY_1, -1);
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else aiPlay3DSound(actor, 1008 + Random(5), AI_SFX_PRIORITY_1, -1);
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}
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break;
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case kMediumWater:
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case kMediumGoo:
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aiNewState(actor, &cultistSwimSearch);
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break;
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}
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}
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else
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{
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if (Chance(0x8000))
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{
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if (actor->spr.type == kDudeCultistTommy) aiPlay3DSound(actor, 4003 + Random(4), AI_SFX_PRIORITY_1, -1);
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else aiPlay3DSound(actor, 1003 + Random(4), AI_SFX_PRIORITY_1, -1);
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}
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switch (actor->xspr.medium)
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{
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case kMediumNormal:
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if (actor->spr.type == kDudeCultistTommy) aiNewState(actor, &fanaticChase);
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else aiNewState(actor, &cultistChase);
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break;
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case kMediumWater:
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case kMediumGoo:
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aiNewState(actor, &cultistSwimChase);
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break;
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}
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}
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break;
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}
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustom:
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->active = 1;
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if (actor->GetTarget() == nullptr)
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{
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if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchW);
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else aiGenDudeNewState(actor, &genDudeSearchL);
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}
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else
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{
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if (Chance(0x4000)) playGenDudeSound(actor,kGenDudeSndTargetSpot);
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if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeChaseW);
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else aiGenDudeNewState(actor, &genDudeChaseL);
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}
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break;
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}
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case kDudeModernCustomBurning:
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if (actor->GetTarget() == nullptr) aiGenDudeNewState(actor, &genDudeBurnSearch);
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else aiGenDudeNewState(actor, &genDudeBurnChase);
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break;
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#endif
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case kDudeCultistTommyProne:
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->active = 1;
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actor->spr.type = kDudeCultistTommy;
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if (actor->GetTarget() == nullptr)
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{
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switch (actor->xspr.medium)
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{
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case 0:
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aiNewState(actor, &cultistSearch);
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if (Chance(0x8000)) aiPlay3DSound(actor, 4008 + Random(5), AI_SFX_PRIORITY_1, -1);
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break;
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case kMediumWater:
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case kMediumGoo:
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aiNewState(actor, &cultistSwimSearch);
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break;
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}
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}
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else
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{
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if (Chance(0x8000))
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aiPlay3DSound(actor, 4008 + Random(5), AI_SFX_PRIORITY_1, -1);
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switch (actor->xspr.medium)
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{
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case kMediumNormal:
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aiNewState(actor, &cultistProneChase);
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break;
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case kMediumWater:
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case kMediumGoo:
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aiNewState(actor, &cultistSwimChase);
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break;
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}
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}
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break;
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}
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||
case kDudeCultistShotgunProne:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->active = 1;
|
||
actor->spr.type = kDudeCultistShotgun;
|
||
if (actor->GetTarget() == nullptr)
|
||
{
|
||
switch (actor->xspr.medium)
|
||
{
|
||
case kMediumNormal:
|
||
aiNewState(actor, &cultistSearch);
|
||
if (Chance(0x8000))
|
||
aiPlay3DSound(actor, 1008 + Random(5), AI_SFX_PRIORITY_1, -1);
|
||
break;
|
||
case kMediumWater:
|
||
case kMediumGoo:
|
||
aiNewState(actor, &cultistSwimSearch);
|
||
break;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (Chance(0x8000))
|
||
aiPlay3DSound(actor, 1003 + Random(4), AI_SFX_PRIORITY_1, -1);
|
||
switch (actor->xspr.medium)
|
||
{
|
||
case kMediumNormal:
|
||
aiNewState(actor, &cultistProneChase);
|
||
break;
|
||
case kMediumWater:
|
||
case kMediumGoo:
|
||
aiNewState(actor, &cultistSwimChase);
|
||
break;
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
case kDudeBurningCultist:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &cultistBurnSearch);
|
||
else
|
||
aiNewState(actor, &cultistBurnChase);
|
||
break;
|
||
case kDudeBat:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->thinkTime = 0;
|
||
pDudeExtraE->active = 1;
|
||
if (!actor->spr.flags)
|
||
actor->spr.flags = 9;
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &batSearch);
|
||
else
|
||
{
|
||
if (Chance(0xa000))
|
||
aiPlay3DSound(actor, 2000, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &batChase);
|
||
}
|
||
break;
|
||
}
|
||
case kDudeBoneEel:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->thinkTime = 0;
|
||
pDudeExtraE->active = 1;
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &eelSearch);
|
||
else
|
||
{
|
||
if (Chance(0x8000))
|
||
aiPlay3DSound(actor, 1501, AI_SFX_PRIORITY_1, -1);
|
||
else
|
||
aiPlay3DSound(actor, 1500, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &eelChase);
|
||
}
|
||
break;
|
||
}
|
||
case kDudeGillBeast:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
XSECTOR* pXSector = actor->sector()->hasX()? &actor->sector()->xs() : nullptr;
|
||
|
||
pDudeExtraE->thinkTime = 0;
|
||
pDudeExtraE->active = 1;
|
||
if (actor->GetTarget() == nullptr)
|
||
{
|
||
if (pXSector && pXSector->Underwater)
|
||
aiNewState(actor, &gillBeastSwimSearch);
|
||
else
|
||
aiNewState(actor, &gillBeastSearch);
|
||
}
|
||
else
|
||
{
|
||
if (Chance(0x4000))
|
||
aiPlay3DSound(actor, 1701, AI_SFX_PRIORITY_1, -1);
|
||
else
|
||
aiPlay3DSound(actor, 1700, AI_SFX_PRIORITY_1, -1);
|
||
if (pXSector && pXSector->Underwater)
|
||
aiNewState(actor, &gillBeastSwimChase);
|
||
else
|
||
aiNewState(actor, &gillBeastChase);
|
||
}
|
||
break;
|
||
}
|
||
case kDudeZombieAxeNormal:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->thinkTime = 1;
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &zombieASearch);
|
||
else
|
||
{
|
||
if (Chance(0xa000))
|
||
{
|
||
switch (Random(3))
|
||
{
|
||
default:
|
||
case 0:
|
||
case 3:
|
||
aiPlay3DSound(actor, 1103, AI_SFX_PRIORITY_1, -1);
|
||
break;
|
||
case 1:
|
||
aiPlay3DSound(actor, 1104, AI_SFX_PRIORITY_1, -1);
|
||
break;
|
||
case 2:
|
||
aiPlay3DSound(actor, 1105, AI_SFX_PRIORITY_1, -1);
|
||
break;
|
||
}
|
||
}
|
||
aiNewState(actor, &zombieAChase);
|
||
}
|
||
break;
|
||
}
|
||
case kDudeZombieAxeBuried:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->thinkTime = 1;
|
||
if (actor->xspr.aiState == &zombieEIdle) aiNewState(actor, &zombieEUp);
|
||
break;
|
||
}
|
||
case kDudeZombieAxeLaying:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->thinkTime = 1;
|
||
if (actor->xspr.aiState == &zombieSIdle) aiNewState(actor, &zombie13AC2C);
|
||
break;
|
||
}
|
||
case kDudeZombieButcher:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->thinkTime = 1;
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &zombieFSearch);
|
||
else
|
||
{
|
||
if (Chance(0x4000))
|
||
aiPlay3DSound(actor, 1201, AI_SFX_PRIORITY_1, -1);
|
||
else
|
||
aiPlay3DSound(actor, 1200, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &zombieFChase);
|
||
}
|
||
break;
|
||
}
|
||
case kDudeBurningZombieAxe:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &zombieABurnSearch);
|
||
else
|
||
aiNewState(actor, &zombieABurnChase);
|
||
break;
|
||
case kDudeBurningZombieButcher:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &zombieFBurnSearch);
|
||
else
|
||
aiNewState(actor, &zombieFBurnChase);
|
||
break;
|
||
case kDudeGargoyleFlesh: {
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->thinkTime = 0;
|
||
pDudeExtraE->active = 1;
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &gargoyleFSearch);
|
||
else
|
||
{
|
||
if (Chance(0x4000))
|
||
aiPlay3DSound(actor, 1401, AI_SFX_PRIORITY_1, -1);
|
||
else
|
||
aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &gargoyleFChase);
|
||
}
|
||
break;
|
||
}
|
||
case kDudeGargoyleStone:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->thinkTime = 0;
|
||
pDudeExtraE->active = 1;
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &gargoyleFSearch);
|
||
else
|
||
{
|
||
if (Chance(0x4000))
|
||
aiPlay3DSound(actor, 1451, AI_SFX_PRIORITY_1, -1);
|
||
else
|
||
aiPlay3DSound(actor, 1450, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &gargoyleFChase);
|
||
}
|
||
break;
|
||
}
|
||
case kDudeGargoyleStatueFlesh:
|
||
case kDudeGargoyleStatueStone:
|
||
|
||
#ifdef NOONE_EXTENSIONS
|
||
// play gargoyle statue breaking animation if data1 = 1.
|
||
if (gModernMap && actor->xspr.data1 == 1)
|
||
{
|
||
if (actor->spr.type == kDudeGargoyleStatueFlesh) aiNewState(actor, &statueFBreakSEQ);
|
||
else aiNewState(actor, &statueSBreakSEQ);
|
||
}
|
||
else
|
||
{
|
||
if (Chance(0x4000)) aiPlay3DSound(actor, 1401, AI_SFX_PRIORITY_1, -1);
|
||
else aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1);
|
||
|
||
if (actor->spr.type == kDudeGargoyleStatueFlesh) aiNewState(actor, &gargoyleFMorph);
|
||
else aiNewState(actor, &gargoyleSMorph);
|
||
}
|
||
#else
|
||
if (Chance(0x4000)) aiPlay3DSound(actor, 1401, AI_SFX_PRIORITY_1, -1);
|
||
else aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1);
|
||
|
||
if (actor->spr.type == kDudeGargoyleStatueFlesh) aiNewState(actor, &gargoyleFMorph);
|
||
else aiNewState(actor, &gargoyleSMorph);
|
||
#endif
|
||
break;
|
||
case kDudeCerberusTwoHead:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &cerberusSearch);
|
||
else
|
||
{
|
||
aiPlay3DSound(actor, 2300, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &cerberusChase);
|
||
}
|
||
break;
|
||
case kDudeCerberusOneHead:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &cerberus2Search);
|
||
else
|
||
{
|
||
aiPlay3DSound(actor, 2300, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &cerberus2Chase);
|
||
}
|
||
break;
|
||
case kDudeHellHound:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &houndSearch);
|
||
else
|
||
{
|
||
aiPlay3DSound(actor, 1300, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &houndChase);
|
||
}
|
||
break;
|
||
case kDudeHand:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &handSearch);
|
||
else
|
||
{
|
||
aiPlay3DSound(actor, 1900, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &handChase);
|
||
}
|
||
break;
|
||
case kDudeRat:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &ratSearch);
|
||
else
|
||
{
|
||
aiPlay3DSound(actor, 2100, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &ratChase);
|
||
}
|
||
break;
|
||
case kDudeInnocent:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &innocentSearch);
|
||
else
|
||
{
|
||
if (actor->xspr.health > 0)
|
||
aiPlay3DSound(actor, 7000 + Random(6), AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &innocentChase);
|
||
}
|
||
break;
|
||
case kDudeTchernobog:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &tchernobogSearch);
|
||
else
|
||
{
|
||
aiPlay3DSound(actor, 2350 + Random(7), AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &tchernobogChase);
|
||
}
|
||
break;
|
||
case kDudeSpiderBrown:
|
||
case kDudeSpiderRed:
|
||
case kDudeSpiderBlack:
|
||
actor->spr.flags |= 2;
|
||
actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &spidSearch);
|
||
else
|
||
{
|
||
aiPlay3DSound(actor, 1800, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &spidChase);
|
||
}
|
||
break;
|
||
case kDudeSpiderMother:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->active = 1;
|
||
actor->spr.flags |= 2;
|
||
actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &spidSearch);
|
||
else
|
||
{
|
||
aiPlay3DSound(actor, 1853 + Random(1), AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &spidChase);
|
||
}
|
||
break;
|
||
}
|
||
case kDudeTinyCaleb:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->thinkTime = 1;
|
||
if (actor->GetTarget() == nullptr)
|
||
{
|
||
switch (actor->xspr.medium)
|
||
{
|
||
case kMediumNormal:
|
||
aiNewState(actor, &tinycalebSearch);
|
||
break;
|
||
case kMediumWater:
|
||
case kMediumGoo:
|
||
aiNewState(actor, &tinycalebSwimSearch);
|
||
break;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
switch (actor->xspr.medium)
|
||
{
|
||
case kMediumNormal:
|
||
aiNewState(actor, &tinycalebChase);
|
||
break;
|
||
case kMediumWater:
|
||
case kMediumGoo:
|
||
aiNewState(actor, &tinycalebSwimChase);
|
||
break;
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
case kDudeBeast:
|
||
{
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtraE->thinkTime = 1;
|
||
if (actor->GetTarget() == nullptr)
|
||
{
|
||
switch (actor->xspr.medium)
|
||
{
|
||
case kMediumNormal:
|
||
aiNewState(actor, &beastSearch);
|
||
break;
|
||
case kMediumWater:
|
||
case kMediumGoo:
|
||
aiNewState(actor, &beastSwimSearch);
|
||
break;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
aiPlay3DSound(actor, 9009 + Random(2), AI_SFX_PRIORITY_1, -1);
|
||
switch (actor->xspr.medium)
|
||
{
|
||
case kMediumNormal:
|
||
aiNewState(actor, &beastChase);
|
||
break;
|
||
case kMediumWater:
|
||
case kMediumGoo:
|
||
aiNewState(actor, &beastSwimChase);
|
||
break;
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
case kDudePodGreen:
|
||
case kDudePodFire:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &podSearch);
|
||
else
|
||
{
|
||
if (actor->spr.type == kDudePodFire)
|
||
aiPlay3DSound(actor, 2453, AI_SFX_PRIORITY_1, -1);
|
||
else
|
||
aiPlay3DSound(actor, 2473, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &podChase);
|
||
}
|
||
break;
|
||
case kDudeTentacleGreen:
|
||
case kDudeTentacleFire:
|
||
if (actor->GetTarget() == nullptr)
|
||
aiNewState(actor, &tentacleSearch);
|
||
else
|
||
{
|
||
aiPlay3DSound(actor, 2503, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &tentacleChase);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void aiSetTarget(DBloodActor* actor, int x, int y, int z)
|
||
{
|
||
actor->SetTarget(nullptr);
|
||
actor->xspr.TargetPos = {x * maptoworld, y * maptoworld, z * zmaptoworld };
|
||
}
|
||
|
||
void aiSetTarget(DBloodActor* actor, DBloodActor* target)
|
||
{
|
||
if (target == nullptr)
|
||
{
|
||
actor->SetTarget(nullptr);
|
||
return;
|
||
}
|
||
if (target->spr.type >= kDudeBase && target->spr.type < kDudeMax)
|
||
{
|
||
if (actor->GetOwner() != target)
|
||
{
|
||
actor->SetTarget(target);
|
||
DUDEINFO* pDudeInfo = getDudeInfo(target->spr.type);
|
||
double eyeHeight = ((pDudeInfo->eyeHeight * target->spr.yrepeat) << 2) * inttoworld;
|
||
actor->xspr.TargetPos = target->spr.pos.plusZ(-eyeHeight);
|
||
}
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// todo: split up and put most of its content in tables.
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage)
|
||
{
|
||
if (!actor->xspr.health)
|
||
return 0;
|
||
actor->xspr.health = ClipLow(actor->xspr.health - nDamage, 0);
|
||
actor->cumulDamage += nDamage;
|
||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||
|
||
if (source)
|
||
{
|
||
if (actor == source) return 0;
|
||
else if (actor->GetTarget() == nullptr) // if no target, give the dude a target
|
||
{
|
||
aiSetTarget(actor, source);
|
||
aiActivateDude(actor);
|
||
}
|
||
else if (source != actor->GetTarget()) // if found a new target, retarget
|
||
{
|
||
int nThresh = nDamage;
|
||
if (actor->spr.type == source->spr.type)
|
||
nThresh *= pDudeInfo->changeTargetKin;
|
||
else
|
||
nThresh *= pDudeInfo->changeTarget;
|
||
if (Chance(nThresh))
|
||
{
|
||
aiSetTarget(actor, source);
|
||
aiActivateDude(actor);
|
||
}
|
||
}
|
||
|
||
#ifdef NOONE_EXTENSIONS
|
||
if (gModernMap) {
|
||
|
||
// for enemies in patrol mode
|
||
if (aiInPatrolState(actor->xspr.aiState))
|
||
{
|
||
aiPatrolStop(actor, source, actor->xspr.dudeAmbush);
|
||
|
||
PLAYER* pPlayer = getPlayerById(source->spr.type);
|
||
if (!pPlayer) return nDamage;
|
||
//if (powerupCheck(pPlayer, kPwUpShadowCloak)) pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
|
||
if (readyForCrit(source, actor))
|
||
{
|
||
nDamage += aiDamageSprite(actor, source, nDmgType, nDamage * (10 - gGameOptions.nDifficulty));
|
||
if (actor->xspr.health > 0)
|
||
{
|
||
int fullHp = (actor->xspr.sysData2 > 0) ? ClipRange(actor->xspr.sysData2 << 4, 1, 65535) : getDudeInfo(actor->spr.type)->startHealth << 4;
|
||
if (((100 * actor->xspr.health) / fullHp) <= 75)
|
||
{
|
||
actor->cumulDamage += nDamage << 4; // to be sure any enemy will play the recoil animation
|
||
RecoilDude(actor);
|
||
}
|
||
}
|
||
|
||
DPrintf(DMSG_SPAMMY, "Player #%d does the critical damage to patrol dude #%d!", pPlayer->nPlayer + 1, actor->GetIndex());
|
||
}
|
||
|
||
return nDamage;
|
||
}
|
||
|
||
if (actor->spr.type == kDudeModernCustomBurning)
|
||
{
|
||
if (Chance(0x2000) && actor->dudeExtra.time < PlayClock) {
|
||
playGenDudeSound(actor,kGenDudeSndBurning);
|
||
actor->dudeExtra.time = PlayClock + 360;
|
||
}
|
||
|
||
if (actor->xspr.burnTime == 0) actor->xspr.burnTime = 2400;
|
||
if (spriteIsUnderwater(actor, false))
|
||
{
|
||
actor->spr.type = kDudeModernCustom;
|
||
actor->xspr.burnTime = 0;
|
||
actor->xspr.health = 1; // so it can be killed with flame weapons while underwater and if already was burning dude before.
|
||
aiGenDudeNewState(actor, &genDudeGotoW);
|
||
}
|
||
|
||
return nDamage;
|
||
|
||
}
|
||
|
||
if (actor->spr.type == kDudeModernCustom)
|
||
{
|
||
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
|
||
if (nDmgType == kDamageBurn)
|
||
{
|
||
if (actor->xspr.health > (uint32_t)pDudeInfo->fleeHealth) return nDamage;
|
||
else if (actor->xspr.txID <= 0 || getNextIncarnation(actor) == nullptr)
|
||
{
|
||
removeDudeStuff(actor);
|
||
|
||
if (pExtra->weaponType == kGenDudeWeaponKamikaze)
|
||
doExplosion(actor, actor->xspr.data1 - kTrapExploder);
|
||
|
||
if (spriteIsUnderwater(actor))
|
||
{
|
||
actor->xspr.health = 0;
|
||
return nDamage;
|
||
}
|
||
|
||
if (actor->xspr.burnTime <= 0)
|
||
actor->xspr.burnTime = 1200;
|
||
|
||
if (pExtra->canBurn && pExtra->availDeaths[kDamageBurn] > 0) {
|
||
|
||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||
playGenDudeSound(actor,kGenDudeSndBurning);
|
||
actor->spr.type = kDudeModernCustomBurning;
|
||
|
||
if (actor->xspr.data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
|
||
actor->spr.pal = 0;
|
||
|
||
aiGenDudeNewState(actor, &genDudeBurnGoto);
|
||
actHealDude(actor, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
|
||
actor->dudeExtra.time = PlayClock + 360;
|
||
evKillActor(actor, kCallbackFXFlameLick);
|
||
|
||
}
|
||
}
|
||
else
|
||
{
|
||
actKillDude(actor, actor, kDamageFall, 65535);
|
||
}
|
||
}
|
||
else if (canWalk(actor) && !inDodge(actor->xspr.aiState) && !inRecoil(actor->xspr.aiState))
|
||
{
|
||
if (!dudeIsMelee(actor))
|
||
{
|
||
if (inIdle(actor->xspr.aiState) || Chance(getDodgeChance(actor)))
|
||
{
|
||
if (!spriteIsUnderwater(actor))
|
||
{
|
||
if (!canDuck(actor) || !dudeIsPlayingSeq(actor, 14)) aiGenDudeNewState(actor, &genDudeDodgeShortL);
|
||
else aiGenDudeNewState(actor, &genDudeDodgeShortD);
|
||
|
||
if (Chance(0x0200))
|
||
playGenDudeSound(actor,kGenDudeSndGotHit);
|
||
|
||
}
|
||
else if (dudeIsPlayingSeq(actor, 13))
|
||
{
|
||
aiGenDudeNewState(actor, &genDudeDodgeShortW);
|
||
}
|
||
}
|
||
}
|
||
else if (Chance(0x0200))
|
||
{
|
||
playGenDudeSound(actor,kGenDudeSndGotHit);
|
||
}
|
||
}
|
||
return nDamage;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
if (nDmgType == kDamageTesla)
|
||
{
|
||
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
|
||
pDudeExtra->teslaHit = 1;
|
||
}
|
||
else if (!VanillaMode()) // reset tesla hit state if received different type of damage
|
||
{
|
||
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
|
||
pDudeExtra->teslaHit = 0;
|
||
}
|
||
const bool fixRandomCultist = !cl_bloodvanillaenemies && (actor->spr.inittype >= kDudeBase) && (actor->spr.inittype < kDudeMax) && (actor->spr.inittype != actor->spr.type) && !VanillaMode(); // fix burning cultists randomly switching types underwater
|
||
switch (actor->spr.type)
|
||
{
|
||
case kDudeCultistTommy:
|
||
case kDudeCultistShotgun:
|
||
case kDudeCultistTesla:
|
||
case kDudeCultistTNT:
|
||
if (nDmgType != kDamageBurn)
|
||
{
|
||
if (!dudeIsPlayingSeq(actor, 14) && !actor->xspr.medium)
|
||
aiNewState(actor, &cultistDodge);
|
||
else if (dudeIsPlayingSeq(actor, 14) && !actor->xspr.medium)
|
||
aiNewState(actor, &cultistProneDodge);
|
||
else if (dudeIsPlayingSeq(actor, 13) && (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo))
|
||
aiNewState(actor, &cultistSwimDodge);
|
||
}
|
||
else if (nDmgType == kDamageBurn && actor->xspr.health <= (unsigned int)pDudeInfo->fleeHealth/* && (actor->xspr.at17_6 != 1 || actor->xspr.at17_6 != 2)*/)
|
||
{
|
||
actor->spr.type = kDudeBurningCultist;
|
||
aiNewState(actor, &cultistBurnGoto);
|
||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||
aiPlay3DSound(actor, 1031 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||
actor->dudeExtra.time = PlayClock + 360;
|
||
actHealDude(actor, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
|
||
evKillActor(actor, kCallbackFXFlameLick);
|
||
}
|
||
break;
|
||
case kDudeInnocent:
|
||
if (nDmgType == kDamageBurn && actor->xspr.health <= (unsigned int)pDudeInfo->fleeHealth/* && (actor->xspr.at17_6 != 1 || actor->xspr.at17_6 != 2)*/)
|
||
{
|
||
actor->spr.type = kDudeBurningInnocent;
|
||
aiNewState(actor, &cultistBurnGoto);
|
||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||
actor->dudeExtra.time = PlayClock + 360;
|
||
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
|
||
evKillActor(actor, kCallbackFXFlameLick);
|
||
}
|
||
break;
|
||
case kDudeBurningCultist:
|
||
if (Chance(0x4000) && actor->dudeExtra.time < PlayClock)
|
||
{
|
||
aiPlay3DSound(actor, 1031 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||
actor->dudeExtra.time = PlayClock + 360;
|
||
}
|
||
if (Chance(0x600) && (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo))
|
||
{
|
||
actor->spr.type = kDudeCultistTommy;
|
||
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
|
||
actor->spr.type = actor->spr.inittype; // restore back to spawned cultist type
|
||
actor->xspr.burnTime = 0;
|
||
aiNewState(actor, &cultistSwimGoto);
|
||
}
|
||
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
||
{
|
||
actor->spr.type = kDudeCultistShotgun;
|
||
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
|
||
actor->spr.type = actor->spr.inittype; // restore back to spawned cultist type
|
||
actor->xspr.burnTime = 0;
|
||
aiNewState(actor, &cultistSwimGoto);
|
||
}
|
||
break;
|
||
case kDudeGargoyleFlesh:
|
||
aiNewState(actor, &gargoyleFChase);
|
||
break;
|
||
case kDudeZombieButcher:
|
||
if (nDmgType == kDamageBurn && actor->xspr.health <= (unsigned int)pDudeInfo->fleeHealth) {
|
||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||
aiPlay3DSound(actor, 1202, AI_SFX_PRIORITY_2, -1);
|
||
actor->spr.type = kDudeBurningZombieButcher;
|
||
aiNewState(actor, &zombieFBurnGoto);
|
||
actHealDude(actor, dudeInfo[42].startHealth, dudeInfo[42].startHealth);
|
||
evKillActor(actor, kCallbackFXFlameLick);
|
||
}
|
||
break;
|
||
case kDudeTinyCaleb:
|
||
if (nDmgType == kDamageBurn && actor->xspr.health <= (unsigned int)pDudeInfo->fleeHealth/* && (actor->xspr.at17_6 != 1 || actor->xspr.at17_6 != 2)*/)
|
||
{
|
||
if (!cl_bloodvanillaenemies && !VanillaMode()) // fix burning sprite for tiny caleb
|
||
{
|
||
actor->spr.type = kDudeBurningTinyCaleb;
|
||
aiNewState(actor, &tinycalebBurnGoto);
|
||
}
|
||
else
|
||
{
|
||
actor->spr.type = kDudeBurningInnocent;
|
||
aiNewState(actor, &cultistBurnGoto);
|
||
}
|
||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||
actor->dudeExtra.time = PlayClock + 360;
|
||
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
|
||
evKillActor(actor, kCallbackFXFlameLick);
|
||
}
|
||
break;
|
||
case kDudeCultistBeast:
|
||
if (actor->xspr.health <= (unsigned int)pDudeInfo->fleeHealth)
|
||
{
|
||
actor->spr.type = kDudeBeast;
|
||
aiPlay3DSound(actor, 9008, AI_SFX_PRIORITY_1, -1);
|
||
aiNewState(actor, &beastMorphFromCultist);
|
||
actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
|
||
}
|
||
break;
|
||
case kDudeZombieAxeNormal:
|
||
case kDudeZombieAxeBuried:
|
||
if (nDmgType == kDamageBurn && actor->xspr.health <= (unsigned int)pDudeInfo->fleeHealth)
|
||
{
|
||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||
aiPlay3DSound(actor, 1106, AI_SFX_PRIORITY_2, -1);
|
||
actor->spr.type = kDudeBurningZombieAxe;
|
||
aiNewState(actor, &zombieABurnGoto);
|
||
actHealDude(actor, dudeInfo[41].startHealth, dudeInfo[41].startHealth);
|
||
evKillActor(actor, kCallbackFXFlameLick);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
return nDamage;
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// todo: split up and put most of its content in tables.
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void RecoilDude(DBloodActor* actor)
|
||
{
|
||
uint8_t v4 = Chance(0x8000);
|
||
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
|
||
if (actor->spr.statnum == kStatDude && (actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax))
|
||
{
|
||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||
switch (actor->spr.type)
|
||
{
|
||
#ifdef NOONE_EXTENSIONS
|
||
case kDudeModernCustom:
|
||
{
|
||
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
|
||
int rChance = getRecoilChance(actor);
|
||
if (pExtra->canElectrocute && pDudeExtra->teslaHit && !spriteIsUnderwater(actor, false))
|
||
{
|
||
if (Chance(rChance << 3) || (dudeIsMelee(actor) && Chance(rChance << 4))) aiGenDudeNewState(actor, &genDudeRecoilTesla);
|
||
else if (pExtra->canRecoil && Chance(rChance)) aiGenDudeNewState(actor, &genDudeRecoilL);
|
||
else if (canWalk(actor))
|
||
{
|
||
|
||
if (Chance(rChance >> 2)) aiGenDudeNewState(actor, &genDudeDodgeL);
|
||
else if (Chance(rChance >> 1)) aiGenDudeNewState(actor, &genDudeDodgeShortL);
|
||
|
||
}
|
||
|
||
}
|
||
else if (pExtra->canRecoil && Chance(rChance))
|
||
{
|
||
if (inDuck(actor->xspr.aiState) && Chance(rChance >> 2)) aiGenDudeNewState(actor, &genDudeRecoilD);
|
||
else if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeRecoilW);
|
||
else aiGenDudeNewState(actor, &genDudeRecoilL);
|
||
}
|
||
|
||
int rState = inRecoil(actor->xspr.aiState);
|
||
if (rState > 0)
|
||
{
|
||
if (!canWalk(actor))
|
||
{
|
||
if (rState == 1) actor->xspr.aiState->nextState = &genDudeChaseNoWalkL;
|
||
else if (rState == 2) actor->xspr.aiState->nextState = &genDudeChaseNoWalkD;
|
||
else actor->xspr.aiState->nextState = &genDudeChaseNoWalkW;
|
||
|
||
}
|
||
else if (!dudeIsMelee(actor) || Chance(rChance >> 2))
|
||
{
|
||
if (rState == 1) actor->xspr.aiState->nextState = (Chance(rChance) ? &genDudeDodgeL : &genDudeDodgeShortL);
|
||
else if (rState == 2) actor->xspr.aiState->nextState = (Chance(rChance) ? &genDudeDodgeD : &genDudeDodgeShortD);
|
||
else if (rState == 3) actor->xspr.aiState->nextState = (Chance(rChance) ? &genDudeDodgeW : &genDudeDodgeShortW);
|
||
}
|
||
else if (rState == 1) actor->xspr.aiState->nextState = &genDudeChaseL;
|
||
else if (rState == 2) actor->xspr.aiState->nextState = &genDudeChaseD;
|
||
else actor->xspr.aiState->nextState = &genDudeChaseW;
|
||
|
||
playGenDudeSound(actor,kGenDudeSndGotHit);
|
||
|
||
}
|
||
|
||
pDudeExtra->teslaHit = 0;
|
||
break;
|
||
}
|
||
#endif
|
||
case kDudeCultistTommy:
|
||
case kDudeCultistShotgun:
|
||
case kDudeCultistTesla:
|
||
case kDudeCultistTNT:
|
||
case kDudeCultistBeast:
|
||
if (actor->spr.type == kDudeCultistTommy) aiPlay3DSound(actor, 4013 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||
else aiPlay3DSound(actor, 1013 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||
|
||
if (!v4 && actor->xspr.medium == kMediumNormal)
|
||
{
|
||
if (pDudeExtra->teslaHit) aiNewState(actor, &cultistTeslaRecoil);
|
||
else aiNewState(actor, &cultistRecoil);
|
||
|
||
}
|
||
else if (v4 && actor->xspr.medium == kMediumNormal)
|
||
{
|
||
if (pDudeExtra->teslaHit) aiNewState(actor, &cultistTeslaRecoil);
|
||
else if (gGameOptions.nDifficulty > 0) aiNewState(actor, &cultistProneRecoil);
|
||
else aiNewState(actor, &cultistRecoil);
|
||
}
|
||
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
||
aiNewState(actor, &cultistSwimRecoil);
|
||
else
|
||
{
|
||
if (pDudeExtra->teslaHit)
|
||
aiNewState(actor, &cultistTeslaRecoil);
|
||
else
|
||
aiNewState(actor, &cultistRecoil);
|
||
}
|
||
break;
|
||
case kDudeBurningCultist:
|
||
aiNewState(actor, &cultistBurnGoto);
|
||
break;
|
||
#ifdef NOONE_EXTENSIONS
|
||
case kDudeModernCustomBurning:
|
||
aiGenDudeNewState(actor, &genDudeBurnGoto);
|
||
break;
|
||
#endif
|
||
case kDudeZombieButcher:
|
||
aiPlay3DSound(actor, 1202, AI_SFX_PRIORITY_2, -1);
|
||
if (pDudeExtra->teslaHit)
|
||
aiNewState(actor, &zombieFTeslaRecoil);
|
||
else
|
||
aiNewState(actor, &zombieFRecoil);
|
||
break;
|
||
case kDudeZombieAxeNormal:
|
||
case kDudeZombieAxeBuried:
|
||
aiPlay3DSound(actor, 1106, AI_SFX_PRIORITY_2, -1);
|
||
if (pDudeExtra->teslaHit && actor->xspr.data3 > pDudeInfo->startHealth / 3)
|
||
aiNewState(actor, &zombieATeslaRecoil);
|
||
else if (actor->xspr.data3 > pDudeInfo->startHealth / 3)
|
||
aiNewState(actor, &zombieARecoil2);
|
||
else
|
||
aiNewState(actor, &zombieARecoil);
|
||
break;
|
||
case kDudeBurningZombieAxe:
|
||
aiPlay3DSound(actor, 1106, AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &zombieABurnGoto);
|
||
break;
|
||
case kDudeBurningZombieButcher:
|
||
aiPlay3DSound(actor, 1202, AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &zombieFBurnGoto);
|
||
break;
|
||
case kDudeGargoyleFlesh:
|
||
case kDudeGargoyleStone:
|
||
aiPlay3DSound(actor, 1402, AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &gargoyleFRecoil);
|
||
break;
|
||
case kDudeCerberusTwoHead:
|
||
aiPlay3DSound(actor, 2302 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||
if (pDudeExtra->teslaHit && actor->xspr.data3 > pDudeInfo->startHealth / 3)
|
||
aiNewState(actor, &cerberusTeslaRecoil);
|
||
else
|
||
aiNewState(actor, &cerberusRecoil);
|
||
break;
|
||
case kDudeCerberusOneHead:
|
||
aiPlay3DSound(actor, 2302 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &cerberus2Recoil);
|
||
break;
|
||
case kDudeHellHound:
|
||
aiPlay3DSound(actor, 1302, AI_SFX_PRIORITY_2, -1);
|
||
if (pDudeExtra->teslaHit)
|
||
aiNewState(actor, &houndTeslaRecoil);
|
||
else
|
||
aiNewState(actor, &houndRecoil);
|
||
break;
|
||
case kDudeTchernobog:
|
||
aiPlay3DSound(actor, 2370 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &tchernobogRecoil);
|
||
break;
|
||
case kDudeHand:
|
||
aiPlay3DSound(actor, 1902, AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &handRecoil);
|
||
break;
|
||
case kDudeRat:
|
||
aiPlay3DSound(actor, 2102, AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &ratRecoil);
|
||
break;
|
||
case kDudeBat:
|
||
aiPlay3DSound(actor, 2002, AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &batRecoil);
|
||
break;
|
||
case kDudeBoneEel:
|
||
aiPlay3DSound(actor, 1502, AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &eelRecoil);
|
||
break;
|
||
case kDudeGillBeast: {
|
||
XSECTOR* pXSector = actor->sector()->hasX() ? &actor->sector()->xs() : nullptr;
|
||
|
||
aiPlay3DSound(actor, 1702, AI_SFX_PRIORITY_2, -1);
|
||
if (pXSector && pXSector->Underwater)
|
||
aiNewState(actor, &gillBeastSwimRecoil);
|
||
else
|
||
aiNewState(actor, &gillBeastRecoil);
|
||
break;
|
||
}
|
||
case kDudePhantasm:
|
||
aiPlay3DSound(actor, 1602, AI_SFX_PRIORITY_2, -1);
|
||
if (pDudeExtra->teslaHit)
|
||
aiNewState(actor, &ghostTeslaRecoil);
|
||
else
|
||
aiNewState(actor, &ghostRecoil);
|
||
break;
|
||
case kDudeSpiderBrown:
|
||
case kDudeSpiderRed:
|
||
case kDudeSpiderBlack:
|
||
aiPlay3DSound(actor, 1802 + Random(1), AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &spidDodge);
|
||
break;
|
||
case kDudeSpiderMother:
|
||
aiPlay3DSound(actor, 1851 + Random(1), AI_SFX_PRIORITY_2, -1);
|
||
aiNewState(actor, &spidDodge);
|
||
break;
|
||
case kDudeInnocent:
|
||
aiPlay3DSound(actor, 7007 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||
if (pDudeExtra->teslaHit)
|
||
aiNewState(actor, &innocentTeslaRecoil);
|
||
else
|
||
aiNewState(actor, &innocentRecoil);
|
||
break;
|
||
case kDudeTinyCaleb:
|
||
if (actor->xspr.medium == kMediumNormal)
|
||
{
|
||
if (pDudeExtra->teslaHit)
|
||
aiNewState(actor, &tinycalebTeslaRecoil);
|
||
else
|
||
aiNewState(actor, &tinycalebRecoil);
|
||
}
|
||
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
||
aiNewState(actor, &tinycalebSwimRecoil);
|
||
else
|
||
{
|
||
if (pDudeExtra->teslaHit)
|
||
aiNewState(actor, &tinycalebTeslaRecoil);
|
||
else
|
||
aiNewState(actor, &tinycalebRecoil);
|
||
}
|
||
break;
|
||
case kDudeBeast:
|
||
aiPlay3DSound(actor, 9004 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||
if (actor->xspr.medium == kMediumNormal)
|
||
{
|
||
if (pDudeExtra->teslaHit)
|
||
aiNewState(actor, &beastTeslaRecoil);
|
||
else
|
||
aiNewState(actor, &beastRecoil);
|
||
}
|
||
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
||
aiNewState(actor, &beastSwimRecoil);
|
||
else
|
||
{
|
||
if (pDudeExtra->teslaHit)
|
||
aiNewState(actor, &beastTeslaRecoil);
|
||
else
|
||
aiNewState(actor, &beastRecoil);
|
||
}
|
||
break;
|
||
case kDudePodGreen:
|
||
case kDudePodFire:
|
||
aiNewState(actor, &podRecoil);
|
||
break;
|
||
case kDudeTentacleGreen:
|
||
case kDudeTentacleFire:
|
||
aiNewState(actor, &tentacleRecoil);
|
||
break;
|
||
default:
|
||
aiNewState(actor, &genRecoil);
|
||
break;
|
||
}
|
||
pDudeExtra->teslaHit = 0;
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void aiThinkTarget(DBloodActor* actor)
|
||
{
|
||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||
if (Chance(pDudeInfo->alertChance))
|
||
{
|
||
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
||
{
|
||
PLAYER* pPlayer = &gPlayer[p];
|
||
if (actor->GetOwner() == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
|
||
continue;
|
||
auto ppos = pPlayer->actor->spr.pos;
|
||
auto dvec = ppos - actor->spr.pos.XY();
|
||
auto pSector = pPlayer->actor->sector();
|
||
|
||
int nDist = approxDist(dvec);
|
||
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
|
||
continue;
|
||
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
|
||
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
|
||
continue;
|
||
|
||
int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec));
|
||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||
{
|
||
aiSetTarget(actor, pPlayer->actor);
|
||
aiActivateDude(actor);
|
||
return;
|
||
}
|
||
else if (nDist < pDudeInfo->hearDist)
|
||
{
|
||
aiSetTarget(actor, ppos);
|
||
aiActivateDude(actor);
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void aiLookForTarget(DBloodActor* actor)
|
||
{
|
||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||
if (Chance(pDudeInfo->alertChance))
|
||
{
|
||
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
||
{
|
||
PLAYER* pPlayer = &gPlayer[p];
|
||
if (actor->GetOwner() == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
|
||
continue;
|
||
auto ppos = pPlayer->actor->spr.pos;
|
||
auto dvec = ppos - actor->spr.pos.XY();
|
||
auto pSector = pPlayer->actor->sector();
|
||
|
||
int nDist = approxDist(dvec);
|
||
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
|
||
continue;
|
||
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
|
||
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
|
||
continue;
|
||
int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec));
|
||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||
{
|
||
aiSetTarget(actor, pPlayer->actor);
|
||
aiActivateDude(actor);
|
||
return;
|
||
}
|
||
else if (nDist < pDudeInfo->hearDist)
|
||
{
|
||
aiSetTarget(actor, ppos);
|
||
aiActivateDude(actor);
|
||
return;
|
||
}
|
||
}
|
||
if (actor->xspr.state)
|
||
{
|
||
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
|
||
GetClosestSpriteSectors(actor->sector(), actor->spr.pos.XY(), 400, nullptr, newSectCheckMethod);
|
||
|
||
BloodStatIterator it(kStatDude);
|
||
while (DBloodActor* actor2 = it.Next())
|
||
{
|
||
int nDist = approxDist(actor2->spr.pos.XY() - actor->spr.pos.XY());
|
||
if (actor2->spr.type == kDudeInnocent)
|
||
{
|
||
pDudeInfo = getDudeInfo(actor2->spr.type);
|
||
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
|
||
continue;
|
||
aiSetTarget(actor, actor2);
|
||
aiActivateDude(actor);
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void aiProcessDudes(void)
|
||
{
|
||
BloodStatIterator it(kStatDude);
|
||
while (auto actor = it.Next())
|
||
{
|
||
if (actor->spr.flags & 32) continue;
|
||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||
if (actor->IsPlayerActor() || actor->xspr.health == 0) continue;
|
||
|
||
actor->xspr.stateTimer = ClipLow(actor->xspr.stateTimer - 4, 0);
|
||
|
||
if (actor->xspr.aiState)
|
||
{
|
||
if (actor->xspr.aiState->moveFunc)
|
||
actor->xspr.aiState->moveFunc(actor);
|
||
|
||
if (actor->xspr.aiState->thinkFunc && (gFrameCount & 3) == (actor->GetIndex() & 3))
|
||
actor->xspr.aiState->thinkFunc(actor);
|
||
}
|
||
|
||
switch (actor->spr.type) {
|
||
#ifdef NOONE_EXTENSIONS
|
||
case kDudeModernCustom:
|
||
case kDudeModernCustomBurning: {
|
||
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
|
||
if (pExtra->slaveCount > 0) updateTargetOfSlaves(actor);
|
||
if (pExtra->pLifeLeech != nullptr) updateTargetOfLeech(actor);
|
||
if (actor->xspr.stateTimer == 0 && actor->xspr.aiState && actor->xspr.aiState->nextState
|
||
&& (actor->xspr.aiState->stateTicks > 0 || seqGetStatus(actor) < 0))
|
||
{
|
||
aiGenDudeNewState(actor, actor->xspr.aiState->nextState);
|
||
}
|
||
int hinder = ((pExtra->isMelee) ? 25 : 5) << 4;
|
||
if (actor->xspr.health <= 0 || hinder > actor->cumulDamage) break;
|
||
actor->xspr.data3 = actor->cumulDamage;
|
||
RecoilDude(actor);
|
||
break;
|
||
}
|
||
#endif
|
||
default:
|
||
if (actor->xspr.stateTimer == 0 && actor->xspr.aiState && actor->xspr.aiState->nextState) {
|
||
if (actor->xspr.aiState->stateTicks > 0)
|
||
aiNewState(actor, actor->xspr.aiState->nextState);
|
||
else if (seqGetStatus(actor) < 0)
|
||
aiNewState(actor, actor->xspr.aiState->nextState);
|
||
}
|
||
|
||
if (actor->xspr.health > 0 && ((pDudeInfo->hinderDamage << 4) <= actor->cumulDamage))
|
||
{
|
||
actor->xspr.data3 = actor->cumulDamage;
|
||
RecoilDude(actor);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
it.Reset(kStatDude);
|
||
while (auto actor = it.Next())
|
||
{
|
||
actor->cumulDamage = 0;
|
||
}
|
||
}
|
||
|
||
void aiInit(void)
|
||
{
|
||
BloodStatIterator it(kStatDude);
|
||
while (auto actor = it.Next())
|
||
{
|
||
aiInitSprite(actor);
|
||
}
|
||
}
|
||
|
||
void aiInitSprite(DBloodActor* actor)
|
||
{
|
||
XSECTOR* pXSector = actor->sector()->hasX() ? &actor->sector()->xs() : nullptr;
|
||
|
||
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
|
||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||
pDudeExtra->teslaHit = 0;
|
||
pDudeExtra->time = 0;
|
||
pDudeExtraE->thinkTime = 0;
|
||
pDudeExtraE->active = 0;
|
||
|
||
#ifdef NOONE_EXTENSIONS
|
||
unsigned int stateTimer = 0;
|
||
DVector3 targetV(0,0,0);
|
||
DBloodActor* pTargetMarker = nullptr;
|
||
|
||
// dude patrol init
|
||
if (gModernMap)
|
||
{
|
||
// must keep it in case of loading save
|
||
if (actor->xspr.dudeFlag4 && actor->GetTarget() && actor->GetTarget()->spr.type == kMarkerPath)
|
||
{
|
||
stateTimer = actor->xspr.stateTimer;
|
||
pTargetMarker = actor->GetTarget();
|
||
targetV = actor->xspr.TargetPos;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
switch (actor->spr.type)
|
||
{
|
||
case kDudeCultistTommy:
|
||
case kDudeCultistShotgun:
|
||
case kDudeCultistTesla:
|
||
case kDudeCultistTNT:
|
||
case kDudeCultistBeast:
|
||
{
|
||
pDudeExtraE->active = 0;
|
||
aiNewState(actor, &cultistIdle);
|
||
break;
|
||
}
|
||
case kDudeCultistTommyProne:
|
||
{
|
||
pDudeExtraE->active = 0;
|
||
aiNewState(actor, &fanaticProneIdle);
|
||
break;
|
||
}
|
||
case kDudeCultistShotgunProne:
|
||
{
|
||
pDudeExtraE->active = 0;
|
||
aiNewState(actor, &cultistProneIdle);
|
||
break;
|
||
}
|
||
case kDudeZombieButcher: {
|
||
pDudeExtraE->thinkTime = 0;
|
||
aiNewState(actor, &zombieFIdle);
|
||
break;
|
||
}
|
||
case kDudeZombieAxeNormal: {
|
||
pDudeExtraE->thinkTime = 0;
|
||
aiNewState(actor, &zombieAIdle);
|
||
break;
|
||
}
|
||
case kDudeZombieAxeLaying:
|
||
{
|
||
pDudeExtraE->thinkTime = 0;
|
||
aiNewState(actor, &zombieSIdle);
|
||
actor->spr.flags &= ~1;
|
||
break;
|
||
}
|
||
case kDudeZombieAxeBuried: {
|
||
pDudeExtraE->thinkTime = 0;
|
||
aiNewState(actor, &zombieEIdle);
|
||
actor->spr.flags &= ~1;
|
||
break;
|
||
}
|
||
case kDudeGargoyleFlesh:
|
||
case kDudeGargoyleStone: {
|
||
pDudeExtraE->thinkTime = 0;
|
||
pDudeExtraE->active = 0;
|
||
aiNewState(actor, &gargoyleFIdle);
|
||
break;
|
||
}
|
||
case kDudeGargoyleStatueFlesh:
|
||
case kDudeGargoyleStatueStone:
|
||
aiNewState(actor, &gargoyleStatueIdle);
|
||
break;
|
||
case kDudeCerberusTwoHead: {
|
||
pDudeExtraE->thinkTime = 0;
|
||
aiNewState(actor, &cerberusIdle);
|
||
break;
|
||
}
|
||
case kDudeCerberusOneHead: {
|
||
if (!VanillaMode()) {
|
||
pDudeExtraE->thinkTime = 0;
|
||
aiNewState(actor, &cerberus2Idle);
|
||
break;
|
||
}
|
||
aiNewState(actor, &genIdle);
|
||
break;
|
||
}
|
||
case kDudeHellHound:
|
||
aiNewState(actor, &houndIdle);
|
||
break;
|
||
case kDudeHand:
|
||
aiNewState(actor, &handIdle);
|
||
break;
|
||
case kDudePhantasm:
|
||
{
|
||
pDudeExtraE->thinkTime = 0;
|
||
pDudeExtraE->active = 0;
|
||
aiNewState(actor, &ghostIdle);
|
||
break;
|
||
}
|
||
case kDudeInnocent:
|
||
aiNewState(actor, &innocentIdle);
|
||
break;
|
||
case kDudeRat:
|
||
aiNewState(actor, &ratIdle);
|
||
break;
|
||
case kDudeBoneEel:
|
||
{
|
||
pDudeExtraE->thinkTime = 0;
|
||
pDudeExtraE->active = 0;
|
||
aiNewState(actor, &eelIdle);
|
||
break;
|
||
}
|
||
case kDudeGillBeast:
|
||
aiNewState(actor, &gillBeastIdle);
|
||
break;
|
||
case kDudeBat:
|
||
{
|
||
pDudeExtraE->thinkTime = 0;
|
||
pDudeExtraE->active = 0;
|
||
aiNewState(actor, &batIdle);
|
||
break;
|
||
}
|
||
case kDudeSpiderBrown:
|
||
case kDudeSpiderRed:
|
||
case kDudeSpiderBlack:
|
||
{
|
||
pDudeExtraE->active = 0;
|
||
pDudeExtraE->thinkTime = 0;
|
||
aiNewState(actor, &spidIdle);
|
||
break;
|
||
}
|
||
case kDudeSpiderMother:
|
||
{
|
||
pDudeExtraE->active = 0;
|
||
pDudeExtraE->birthCounter = 0;
|
||
aiNewState(actor, &spidIdle);
|
||
break;
|
||
}
|
||
case kDudeTchernobog:
|
||
{
|
||
pDudeExtraE->active = 0;
|
||
pDudeExtraE->thinkTime = 0;
|
||
aiNewState(actor, &tchernobogIdle);
|
||
break;
|
||
}
|
||
case kDudeTinyCaleb:
|
||
aiNewState(actor, &tinycalebIdle);
|
||
break;
|
||
case kDudeBeast:
|
||
aiNewState(actor, &beastIdle);
|
||
break;
|
||
case kDudePodGreen:
|
||
case kDudePodFire:
|
||
aiNewState(actor, &podIdle);
|
||
break;
|
||
case kDudeTentacleGreen:
|
||
case kDudeTentacleFire:
|
||
aiNewState(actor, &tentacleIdle);
|
||
break;
|
||
#ifdef NOONE_EXTENSIONS
|
||
case kDudeModernCustom:
|
||
case kDudeModernCustomBurning:
|
||
if (!gModernMap) break;
|
||
aiGenDudeInitSprite(actor);
|
||
genDudePrepare(actor, kGenDudePropertyAll);
|
||
break;
|
||
#endif
|
||
default:
|
||
aiNewState(actor, &genIdle);
|
||
break;
|
||
}
|
||
aiSetTarget(actor, 0, 0, 0);
|
||
actor->xspr.stateTimer = 0;
|
||
switch (actor->spr.type)
|
||
{
|
||
case kDudeSpiderBrown:
|
||
case kDudeSpiderRed:
|
||
case kDudeSpiderBlack:
|
||
if (actor->spr.cstat & CSTAT_SPRITE_YFLIP) actor->spr.flags |= 9;
|
||
else actor->spr.flags = 15;
|
||
break;
|
||
case kDudeGargoyleFlesh:
|
||
case kDudeGargoyleStone:
|
||
case kDudePhantasm:
|
||
case kDudeBoneEel:
|
||
case kDudeBat:
|
||
actor->spr.flags |= 9;
|
||
break;
|
||
case kDudeGillBeast:
|
||
if (pXSector && pXSector->Underwater) actor->spr.flags |= 9;
|
||
else actor->spr.flags = 15;
|
||
break;
|
||
case kDudeZombieAxeBuried:
|
||
case kDudeZombieAxeLaying:
|
||
actor->spr.flags = 7;
|
||
break;
|
||
#ifdef NOONE_EXTENSIONS
|
||
case kDudePodMother: // FakeDude type
|
||
if (gModernMap) break;
|
||
[[fallthrough]];
|
||
// Allow put pods and tentacles on ceilings if sprite is y-flipped.
|
||
case kDudePodGreen:
|
||
case kDudeTentacleGreen:
|
||
case kDudePodFire:
|
||
case kDudeTentacleFire:
|
||
case kDudeTentacleMother:
|
||
if (gModernMap && (actor->spr.cstat & CSTAT_SPRITE_YFLIP)) {
|
||
if (!(actor->spr.flags & kModernTypeFlag1)) // don't add autoaim for player if hitag 1 specified in editor.
|
||
actor->spr.flags = kHitagAutoAim;
|
||
break;
|
||
}
|
||
[[fallthrough]];
|
||
// go default
|
||
#endif
|
||
default:
|
||
actor->spr.flags = 15;
|
||
break;
|
||
}
|
||
|
||
#ifdef NOONE_EXTENSIONS
|
||
if (gModernMap)
|
||
{
|
||
if (actor->xspr.dudeFlag4)
|
||
{
|
||
// restore dude's path
|
||
if (pTargetMarker)
|
||
{
|
||
actor->SetTarget(pTargetMarker);
|
||
actor->xspr.TargetPos = targetV;
|
||
}
|
||
|
||
// reset target spot progress
|
||
actor->xspr.data3 = 0;
|
||
|
||
// make dude follow the markers
|
||
bool uwater = spriteIsUnderwater(actor);
|
||
if (actor->GetTarget() == nullptr || actor->GetTarget()->spr.type != kMarkerPath)
|
||
{
|
||
actor->SetTarget(nullptr);
|
||
aiPatrolSetMarker(actor);
|
||
}
|
||
|
||
if (stateTimer > 0)
|
||
{
|
||
if (uwater) aiPatrolState(actor, kAiStatePatrolWaitW);
|
||
else if (actor->xspr.unused1 & kDudeFlagCrouch) aiPatrolState(actor, kAiStatePatrolWaitC);
|
||
else aiPatrolState(actor, kAiStatePatrolWaitL);
|
||
actor->xspr.stateTimer = stateTimer; // restore state timer
|
||
}
|
||
else if (uwater) aiPatrolState(actor, kAiStatePatrolMoveW);
|
||
else if (actor->xspr.unused1 & kDudeFlagCrouch) aiPatrolState(actor, kAiStatePatrolMoveC);
|
||
else aiPatrolState(actor, kAiStatePatrolMoveL);
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
|
||
END_BLD_NS
|