//------------------------------------------------------------------------- /* 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 "pragmas.h" #include "mmulti.h" #include "common_game.h" #include "actor.h" #include "ai.h" #include "aibat.h" #include "aibeast.h" #include "aiboneel.h" #include "aiburn.h" #include "aicaleb.h" #include "aicerber.h" #include "aicult.h" #include "aigarg.h" #include "aighost.h" #include "aigilbst.h" #include "aihand.h" #include "aihound.h" #include "aiinnoc.h" #include "aipod.h" #include "airat.h" #include "aispid.h" #include "aitchern.h" #include "aizomba.h" #include "aizombf.h" #include "aiunicult.h" // By NoOne: add custom dude #include "blood.h" #include "db.h" #include "dude.h" #include "eventq.h" #include "fx.h" #include "gameutil.h" #include "gib.h" #include "globals.h" #include "levels.h" #include "loadsave.h" #include "player.h" #include "seq.h" #include "sound.h" #include "sfx.h" #include "trig.h" #include "triggers.h" #include "view.h" BEGIN_BLD_NS int cumulDamage[kMaxXSprites]; int gDudeSlope[kMaxXSprites]; DUDEEXTRA gDudeExtra[kMaxXSprites]; AISTATE genIdle = {kAiStateGenIdle, 0, -1, 0, NULL, NULL, NULL, NULL }; AISTATE genRecoil = {kAiStateRecoil, 5, -1, 20, NULL, NULL, NULL, &genIdle }; int dword_138BB0[5] = {0x2000, 0x4000, 0x8000, 0xa000, 0xe000}; void aiSetGenIdleState(spritetype* pSprite, XSPRITE* pXSprite) { aiNewState(pSprite, pXSprite, &genIdle); } bool sub_5BDA8(spritetype *pSprite, int nSeq) { if (pSprite->statnum == kStatDude && pSprite->type >= kDudeBase && pSprite->type < kDudeMax) { DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; if (seqGetID(3, pSprite->extra) == pDudeInfo->seqStartID + nSeq && seqGetStatus(3, pSprite->extra) >= 0) return true; } return false; } void aiPlay3DSound(spritetype *pSprite, int a2, AI_SFX_PRIORITY a3, int a4) { DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra]; if (a3 == AI_SFX_PRIORITY_0) sfxPlay3DSound(pSprite, a2, a4, 2); else if (a3 > pDudeExtra->at5 || pDudeExtra->at0 <= (int)gFrameClock) { sfxKill3DSound(pSprite, -1, -1); sfxPlay3DSound(pSprite, a2, a4, 0); pDudeExtra->at5 = a3; pDudeExtra->at0 = (int)gFrameClock+120; } } void aiNewState(spritetype *pSprite, XSPRITE *pXSprite, AISTATE *pAIState) { DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; pXSprite->stateTimer = pAIState->stateTicks; pXSprite->aiState = pAIState; int seqStartId = pDudeInfo->seqStartID; if (pAIState->seqId >= 0) { seqStartId += pAIState->seqId; if (gSysRes.Lookup(seqStartId, "SEQ")) seqSpawn(seqStartId, 3, pSprite->extra, pAIState->funcId); } if (pAIState->enterFunc) pAIState->enterFunc(pSprite, pXSprite); } bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; HitScan(pSprite, z, Cos(nAngle)>>16, Sin(nAngle)>>16, 0, CLIPMASK0, nRange); int nDist = approxDist(x-gHitInfo.hitx, y-gHitInfo.hity); if (nDist - (pSprite->clipdist << 2) < nRange) { if (gHitInfo.hitsprite < 0 || a2 != gHitInfo.hitsprite) return false; return true; } x += mulscale30(nRange, Cos(nAngle)); y += mulscale30(nRange, Sin(nAngle)); int nSector = pSprite->sectnum; dassert(nSector >= 0 && nSector < kMaxSectors); if (!FindSector(x, y, z, &nSector)) return false; int floorZ = getflorzofslope(nSector, x, y); int UNUSED(ceilZ) = getceilzofslope(nSector, x, y); int nXSector = sector[nSector].extra; char Underwater = 0; char Water = 0; char Depth = 0; char Crusher = 0; XSECTOR* pXSector = NULL; if (nXSector > 0) { pXSector = &xsector[nXSector]; if (pXSector->Underwater) Underwater = 1; if (pXSector->Depth) Depth = 1; if (sector[nSector].type == kSectorDamage || pXSector->damageType > 0) { // By NoOne: a quick fix for Cerberus spinning in E3M7-like maps, where damage sectors is used. // It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like // in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as // i don't think it will broke something in game. switch (pSprite->type) { case kDudeCerberusTwoHead: // Cerberus case kDudeCerberusOneHead: // 1 Head Cerberus if (VanillaMode() || !isImmune(pSprite, pXSector->damageType)) Crusher = 1; break; default: Crusher = 1; break; } } } int nUpper = gUpperLink[nSector]; int nLower = gLowerLink[nSector]; if (nUpper >= 0) { if (sprite[nUpper].type == kMarkerUpWater || sprite[nUpper].type == kMarkerUpGoo) Water = Depth = 1; } if (nLower >= 0) { if (sprite[nLower].type == kMarkerLowWater || sprite[nLower].type == kMarkerLowGoo) Depth = 1; } switch (pSprite->type) { case kDudeGargoyleFlesh: case kDudeGargoyleStone: case kDudeBat: if (pSprite->clipdist > nDist) return 0; if (Depth) { // Ouch... if (Depth) return false; if (Crusher) return false; } break; case kDudeBoneEel: if (Water) return false; if (!Underwater) return false; if (Underwater) return true; break; case kDudeZombieButcher: case kDudeSpiderBrown: case kDudeSpiderRed: case kDudeSpiderBlack: case kDudeSpiderMother: case kDudeHellHound: case kDudeRat: case kDudeCerberusTwoHead: case kDudeInnocent: if (Crusher) return false; if (Depth || Underwater) return false; if (floorZ - bottom > 0x2000) return false; break; case kDudeModernCustom: case kDudeModernCustomBurning: if ((Crusher && !isImmune(pSprite, pXSector->damageType)) || ((Water || Underwater) && !canSwim(pSprite))) return false; return true; fallthrough__; case kDudeZombieAxeNormal: case kDudePhantasm: case kDudeGillBeast: default: if (Crusher) return false; if ((nXSector < 0 || (!xsector[nXSector].Underwater && !xsector[nXSector].Depth)) && floorZ - bottom > 0x2000) return false; break; } return 1; } void aiChooseDirection(spritetype *pSprite, XSPRITE *pXSprite, int a3) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); int vc = ((a3+1024-pSprite->ang)&2047)-1024; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int dx = xvel[nSprite]; int dy = yvel[nSprite]; int t1 = dmulscale30(dx, nCos, dy, nSin); int UNUSED(t2) = dmulscale30(dx, nSin, -dy, nCos); int vsi = ((t1*15)>>12) / 2; int v8 = 341; if (vc < 0) v8 = -341; if (CanMove(pSprite, pXSprite->target, pSprite->ang+vc, vsi)) pXSprite->goalAng = pSprite->ang+vc; else if (CanMove(pSprite, pXSprite->target, pSprite->ang+vc/2, vsi)) pXSprite->goalAng = pSprite->ang+vc/2; else if (CanMove(pSprite, pXSprite->target, pSprite->ang-vc/2, vsi)) pXSprite->goalAng = pSprite->ang-vc/2; else if (CanMove(pSprite, pXSprite->target, pSprite->ang+v8, vsi)) pXSprite->goalAng = pSprite->ang+v8; else if (CanMove(pSprite, pXSprite->target, pSprite->ang, vsi)) pXSprite->goalAng = pSprite->ang; else if (CanMove(pSprite, pXSprite->target, pSprite->ang-v8, vsi)) pXSprite->goalAng = pSprite->ang-v8; else if (pSprite->flags&2) pXSprite->goalAng = pSprite->ang+341; else // Weird.. pXSprite->goalAng = pSprite->ang+341; if (Chance(0x8000)) pXSprite->dodgeDir = 1; else pXSprite->dodgeDir = -1; if (!CanMove(pSprite, pXSprite->target, pSprite->ang+pXSprite->dodgeDir*512, 512)) { pXSprite->dodgeDir = -pXSprite->dodgeDir; if (!CanMove(pSprite, pXSprite->target, pSprite->ang+pXSprite->dodgeDir*512, 512)) pXSprite->dodgeDir = 0; } } void aiMoveForward(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024; int nTurnRange = (pDudeInfo->angSpeed<<2)>>4; pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047; if (klabs(nAng) > 341) return; xvel[nSprite] += mulscale30(pDudeInfo->frontSpeed, Cos(pSprite->ang)); yvel[nSprite] += mulscale30(pDudeInfo->frontSpeed, Sin(pSprite->ang)); } void aiMoveTurn(spritetype *pSprite, XSPRITE *pXSprite) { dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024; int nTurnRange = (pDudeInfo->angSpeed<<2)>>4; pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047; } void aiMoveDodge(spritetype *pSprite, XSPRITE *pXSprite) { int nSprite = pSprite->index; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024; int nTurnRange = (pDudeInfo->angSpeed<<2)>>4; pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047; if (pXSprite->dodgeDir) { int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int dx = xvel[nSprite]; int dy = yvel[nSprite]; int t1 = dmulscale30(dx, nCos, dy, nSin); int t2 = dmulscale30(dx, nSin, -dy, nCos); if (pXSprite->dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin); yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos); } } void aiActivateDude(spritetype *pSprite, XSPRITE *pXSprite) { dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!pXSprite->state) { aiChooseDirection(pSprite, pXSprite, getangle(pXSprite->targetX-pSprite->x, pXSprite->targetY-pSprite->y)); pXSprite->state = 1; } switch (pSprite->type) { case kDudePhantasm: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &ghostSearch); else { aiPlay3DSound(pSprite, 1600, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &ghostChase); } break; } case kDudeCultistTommy: case kDudeCultistShotgun: case kDudeCultistTesla: case kDudeCultistTNT: case kDudeCultistBeast: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) { switch (pXSprite->medium) { case kMediumNormal: aiNewState(pSprite, pXSprite, &cultistSearch); if (Chance(0x8000)) { if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 1008+Random(5), AI_SFX_PRIORITY_1, -1); } break; case kMediumWater: case kMediumGoo: aiNewState(pSprite, pXSprite, &cultistSwimSearch); break; } } else { if (Chance(0x8000)) { if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(pSprite, 4003+Random(4), AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 1003+Random(4), AI_SFX_PRIORITY_1, -1); } switch (pXSprite->medium) { case kMediumNormal: if (pSprite->type == kDudeCultistTommy) aiNewState(pSprite, pXSprite, &fanaticChase); else aiNewState(pSprite, pXSprite, &cultistChase); break; case kMediumWater: case kMediumGoo: aiNewState(pSprite, pXSprite, &cultistSwimChase); break; } } break; } case kDudeModernCustom: { DUDEEXTRA_at6_u1* pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) { if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchW); else aiGenDudeNewState(pSprite, &genDudeSearchL); } else { if (Chance(0x4000)) playGenDudeSound(pSprite, kGenDudeSndTargetSpot); if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeChaseW); else aiGenDudeNewState(pSprite, &genDudeChaseL); } break; } case kDudeModernCustomBurning: if (pXSprite->target == -1) aiGenDudeNewState(pSprite, &genDudeBurnSearch); else aiGenDudeNewState(pSprite, &genDudeBurnChase); break; case kDudeCultistTommyProne: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; pSprite->type = kDudeCultistTommy; if (pXSprite->target == -1) { switch (pXSprite->medium) { case 0: aiNewState(pSprite, pXSprite, &cultistSearch); if (Chance(0x8000)) aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1); break; case kMediumWater: case kMediumGoo: aiNewState(pSprite, pXSprite, &cultistSwimSearch); break; } } else { if (Chance(0x8000)) aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1); switch (pXSprite->medium) { case kMediumNormal: aiNewState(pSprite, pXSprite, &cultistProneChase); break; case kMediumWater: case kMediumGoo: aiNewState(pSprite, pXSprite, &cultistSwimChase); break; } } break; } case kDudeCultistShotgunProne: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; pSprite->type = kDudeCultistShotgun; if (pXSprite->target == -1) { switch (pXSprite->medium) { case kMediumNormal: aiNewState(pSprite, pXSprite, &cultistSearch); if (Chance(0x8000)) aiPlay3DSound(pSprite, 1008+Random(5), AI_SFX_PRIORITY_1, -1); break; case kMediumWater: case kMediumGoo: aiNewState(pSprite, pXSprite, &cultistSwimSearch); break; } } else { if (Chance(0x8000)) aiPlay3DSound(pSprite, 1003+Random(4), AI_SFX_PRIORITY_1, -1); switch (pXSprite->medium) { case kMediumNormal: aiNewState(pSprite, pXSprite, &cultistProneChase); break; case kMediumWater: case kMediumGoo: aiNewState(pSprite, pXSprite, &cultistSwimChase); break; } } break; } case kDudeBurningCultist: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &cultistBurnSearch); else aiNewState(pSprite, pXSprite, &cultistBurnChase); break; case kDudeBat: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; if (!pSprite->flags) pSprite->flags = 9; if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &batSearch); else { if (Chance(0xa000)) aiPlay3DSound(pSprite, 2000, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &batChase); } break; } case kDudeBoneEel: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &eelSearch); else { if (Chance(0x8000)) aiPlay3DSound(pSprite, 1501, AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 1500, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &eelChase); } break; } case kDudeGillBeast: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; XSECTOR *pXSector = NULL; if (sector[pSprite->sectnum].extra > 0) pXSector = &xsector[sector[pSprite->sectnum].extra]; pDudeExtraE->at0 = 0; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 1; if (pXSprite->target == -1) { if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &gillBeastSwimSearch); else aiNewState(pSprite, pXSprite, &gillBeastSearch); } else { if (Chance(0x4000)) aiPlay3DSound(pSprite, 1701, AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 1700, AI_SFX_PRIORITY_1, -1); if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &gillBeastSwimChase); else aiNewState(pSprite, pXSprite, &gillBeastChase); } break; } case kDudeZombieAxeNormal: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2; pDudeExtraE->at4 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &zombieASearch); else { if (Chance(0xa000)) { switch (Random(3)) { default: case 0: case 3: aiPlay3DSound(pSprite, 1103, AI_SFX_PRIORITY_1, -1); break; case 1: aiPlay3DSound(pSprite, 1104, AI_SFX_PRIORITY_1, -1); break; case 2: aiPlay3DSound(pSprite, 1105, AI_SFX_PRIORITY_1, -1); break; } } aiNewState(pSprite, pXSprite, &zombieAChase); } break; } case kDudeZombieAxeBuried: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2; pDudeExtraE->at4 = 1; pDudeExtraE->at0 = 0; if (pXSprite->aiState == &zombieEIdle) aiNewState(pSprite, pXSprite, &zombieEUp); break; } case kDudeZombieAxeLaying: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2; pDudeExtraE->at4 = 1; pDudeExtraE->at0 = 0; if (pXSprite->aiState == &zombieSIdle) aiNewState(pSprite, pXSprite, &zombie13AC2C); break; } case kDudeZombieButcher: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2; pDudeExtraE->at4 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &zombieFSearch); else { if (Chance(0x4000)) aiPlay3DSound(pSprite, 1201, AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 1200, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &zombieFChase); } break; } case kDudeBurningZombieAxe: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &zombieABurnSearch); else aiNewState(pSprite, pXSprite, &zombieABurnChase); break; case kDudeBurningZombieButcher: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &zombieFBurnSearch); else aiNewState(pSprite, pXSprite, &zombieFBurnChase); break; case kDudeGargoyleFlesh: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &gargoyleFSearch); else { if (Chance(0x4000)) aiPlay3DSound(pSprite, 1401, AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &gargoyleFChase); } break; } case kDudeGargoyleStone: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &gargoyleFSearch); else { if (Chance(0x4000)) aiPlay3DSound(pSprite, 1451, AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 1450, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &gargoyleFChase); } break; } case kDudeGargoyleStatueFlesh: case kDudeGargoyleStatueStone: // By NoOne: play gargoyle statue breaking animation if data1 = 1. if (gModernMap && pXSprite->data1 == 1) { if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(pSprite, pXSprite, &statueFBreakSEQ); else aiNewState(pSprite, pXSprite, &statueSBreakSEQ); } else { if (Chance(0x4000)) aiPlay3DSound(pSprite, 1401, AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1); if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(pSprite, pXSprite, &gargoyleFMorph); else aiNewState(pSprite, pXSprite, &gargoyleSMorph); } break; case kDudeCerberusTwoHead: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &cerberusSearch); else { aiPlay3DSound(pSprite, 2300, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &cerberusChase); } break; case kDudeCerberusOneHead: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &cerberus2Search); else { aiPlay3DSound(pSprite, 2300, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &cerberus2Chase); } break; case kDudeHellHound: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &houndSearch); else { aiPlay3DSound(pSprite, 1300, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &houndChase); } break; case kDudeHand: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &handSearch); else { aiPlay3DSound(pSprite, 1900, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &handChase); } break; case kDudeRat: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &ratSearch); else { aiPlay3DSound(pSprite, 2100, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &ratChase); } break; case kDudeInnocent: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &innocentSearch); else { if (pXSprite->health > 0) aiPlay3DSound(pSprite, 7000+Random(6), AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &innocentChase); } break; case kDudeTchernobog: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &tchernobogSearch); else { aiPlay3DSound(pSprite, 2350+Random(7), AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &tchernobogChase); } break; case kDudeSpiderBrown: case kDudeSpiderRed: case kDudeSpiderBlack: pSprite->flags |= 2; pSprite->cstat &= ~8; if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &spidSearch); else { aiPlay3DSound(pSprite, 1800, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &spidChase); } break; case kDudeSpiderMother: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; pSprite->flags |= 2; pSprite->cstat &= ~8; if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &spidSearch); else { aiPlay3DSound(pSprite, 1853+Random(1), AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &spidChase); } break; } case kDudeTinyCaleb: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2; pDudeExtraE->at4 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) { switch (pXSprite->medium) { case kMediumNormal: aiNewState(pSprite, pXSprite, &tinycalebSearch); break; case kMediumWater: case kMediumGoo: aiNewState(pSprite, pXSprite, &tinycalebSwimSearch); break; } } else { switch (pXSprite->medium) { case kMediumNormal: aiNewState(pSprite, pXSprite, &tinycalebChase); break; case kMediumWater: case kMediumGoo: aiNewState(pSprite, pXSprite, &tinycalebSwimChase); break; } } break; } case kDudeBeast: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2; pDudeExtraE->at4 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) { switch (pXSprite->medium) { case kMediumNormal: aiNewState(pSprite, pXSprite, &beastSearch); break; case kMediumWater: case kMediumGoo: aiNewState(pSprite, pXSprite, &beastSwimSearch); break; } } else { aiPlay3DSound(pSprite, 9009+Random(2), AI_SFX_PRIORITY_1, -1); switch (pXSprite->medium) { case kMediumNormal: aiNewState(pSprite, pXSprite, &beastChase); break; case kMediumWater: case kMediumGoo: aiNewState(pSprite, pXSprite, &beastSwimChase); break; } } break; } case kDudePodGreen: case kDudePodFire: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &podSearch); else { if (pSprite->type == kDudePodFire) aiPlay3DSound(pSprite, 2453, AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 2473, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &podChase); } break; case kDudeTentacleGreen: case kDudeTentacleFire: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &tentacleSearch); else { aiPlay3DSound(pSprite, 2503, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &tentacleChase); } break; } } void aiSetTarget(XSPRITE *pXSprite, int x, int y, int z) { pXSprite->target = -1; pXSprite->targetX = x; pXSprite->targetY = y; pXSprite->targetZ = z; } void aiSetTarget(XSPRITE *pXSprite, int nTarget) { dassert(nTarget >= 0 && nTarget < kMaxSprites); spritetype *pTarget = &sprite[nTarget]; if (pTarget->type >= kDudeBase && pTarget->type < kDudeMax) { if (actSpriteOwnerToSpriteId(&sprite[pXSprite->reference]) != nTarget) { pXSprite->target = nTarget; DUDEINFO *pDudeInfo = &dudeInfo[pTarget->type-kDudeBase]; pXSprite->targetX = pTarget->x; pXSprite->targetY = pTarget->y; pXSprite->targetZ = pTarget->z-((pDudeInfo->eyeHeight*pTarget->yrepeat)<<2); } } } int aiDamageSprite(spritetype *pSprite, XSPRITE *pXSprite, int nSource, DAMAGE_TYPE nDmgType, int nDamage) { dassert(nSource < kMaxSprites); if (!pXSprite->health) return 0; pXSprite->health = ClipLow(pXSprite->health - nDamage, 0); cumulDamage[pSprite->extra] += nDamage; DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; int nSprite = pXSprite->reference; if (nSource >= 0) { spritetype *pSource = &sprite[nSource]; if (pSprite == pSource) return 0; if (pXSprite->target == -1 || (nSource != pXSprite->target && Chance(pSprite->type == pSource->type ? nDamage*pDudeInfo->changeTargetKin : nDamage*pDudeInfo->changeTarget))) { aiSetTarget(pXSprite, nSource); aiActivateDude(pSprite, pXSprite); } if (nDmgType == DAMAGE_TYPE_6) { DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra]; pDudeExtra->at4 = 1; } switch (pSprite->type) { case kDudeCultistTommy: case kDudeCultistShotgun: case kDudeCultistTesla: case kDudeCultistTNT: if (nDmgType != DAMAGE_TYPE_1) { if (!sub_5BDA8(pSprite, 14) && !pXSprite->medium) aiNewState(pSprite, pXSprite, &cultistDodge); else if (sub_5BDA8(pSprite, 14) && !pXSprite->medium) aiNewState(pSprite, pXSprite, &cultistProneDodge); else if (sub_5BDA8(pSprite, 13) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)) aiNewState(pSprite, pXSprite, &cultistSwimDodge); } else if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) { pSprite->type = kDudeBurningCultist; aiNewState(pSprite, pXSprite, &cultistBurnGoto); aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1); gDudeExtra[pSprite->extra].at0 = (int)gFrameClock+360; actHealDude(pXSprite, dudeInfo[40].startHealth, dudeInfo[40].startHealth); evKill(nSprite, 3, kCallbackFXFlameLick); } break; case kDudeInnocent: if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) { pSprite->type = kDudeBurningInnocent; aiNewState(pSprite, pXSprite, &cultistBurnGoto); aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); gDudeExtra[pSprite->extra].at0 = (int)gFrameClock+360; actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth); evKill(nSprite, 3, kCallbackFXFlameLick); } break; case kDudeBurningCultist: if (Chance(0x4000) && gDudeExtra[pSprite->extra].at0 < gFrameClock) { aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1); gDudeExtra[pSprite->extra].at0 = (int)gFrameClock+360; } if (Chance(0x600) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)) { pSprite->type = kDudeCultistTommy; pXSprite->burnTime = 0; aiNewState(pSprite, pXSprite, &cultistSwimGoto); } else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo) { pSprite->type = kDudeCultistShotgun; pXSprite->burnTime = 0; aiNewState(pSprite, pXSprite, &cultistSwimGoto); } break; case kDudeGargoyleFlesh: aiNewState(pSprite, pXSprite, &gargoyleFChase); break; case kDudeZombieButcher: if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) { aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1); pSprite->type = kDudeBurningZombieButcher; aiNewState(pSprite, pXSprite, &zombieFBurnGoto); actHealDude(pXSprite, dudeInfo[42].startHealth, dudeInfo[42].startHealth); evKill(nSprite, 3, kCallbackFXFlameLick); } break; case kDudeTinyCaleb: if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) { pSprite->type = kDudeBurningInnocent; aiNewState(pSprite, pXSprite, &cultistBurnGoto); aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); gDudeExtra[pSprite->extra].at0 = (int)gFrameClock+360; actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth); evKill(nSprite, 3, kCallbackFXFlameLick); } break; case kDudeModernCustomBurning: if (Chance(0x2000) && gDudeExtra[pSprite->extra].at0 < (int)gFrameClock) { playGenDudeSound(pSprite, kGenDudeSndBurning); gDudeExtra[pSprite->extra].at0 = (int)gFrameClock + 360; } if (pXSprite->burnTime == 0) pXSprite->burnTime = 2400; if (spriteIsUnderwater(pSprite, false)) { pSprite->type = kDudeModernCustom; pXSprite->burnTime = 0; pXSprite->health = 1; // so it can be killed with flame weapons while underwater and if already was burning dude before. aiGenDudeNewState(pSprite, &genDudeGotoW); } break; case kDudeModernCustom: { GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); if (nDmgType == DAMAGE_TYPE_1) { if (pXSprite->health > pDudeInfo->fleeHealth) break; else if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == NULL) { removeDudeStuff(pSprite); if (pExtra->weaponType == kGenDudeWeaponKamikaze) doExplosion(pSprite, pXSprite->data1 - kTrapExploder); if (spriteIsUnderwater(pSprite, false)) { pXSprite->health = 0; break; } if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200; if (pExtra->canBurn && pExtra->availDeaths[DAMAGE_TYPE_1] > 0) { aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); playGenDudeSound(pSprite, kGenDudeSndBurning); pSprite->type = kDudeModernCustomBurning; if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation pSprite->pal = 0; aiGenDudeNewState(pSprite, &genDudeBurnGoto); actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth); gDudeExtra[pSprite->extra].at0 = (int)gFrameClock + 360; evKill(nSprite, 3, kCallbackFXFlameLick); } } else { actKillDude(nSource, pSprite, DAMAGE_TYPE_0, 65535); } } else if (canWalk(pSprite) && !inDodge(pXSprite->aiState) && !inRecoil(pXSprite->aiState)) { if (inIdle(pXSprite->aiState) || Chance(getDodgeChance(pSprite))) { if (!spriteIsUnderwater(pSprite, false)) { if (!canDuck(pSprite) || !sub_5BDA8(pSprite, 14)) aiGenDudeNewState(pSprite, &genDudeDodgeShortL); else aiGenDudeNewState(pSprite, &genDudeDodgeShortD); if (Chance(0x0200)) playGenDudeSound(pSprite, kGenDudeSndGotHit); } else if (sub_5BDA8(pSprite, 13)) { aiGenDudeNewState(pSprite, &genDudeDodgeShortW); } } } break; } case kDudeCultistBeast: if (pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) { pSprite->type = kDudeBeast; aiPlay3DSound(pSprite, 9008, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &beastMorphFromCultist); actHealDude(pXSprite, dudeInfo[51].startHealth, dudeInfo[51].startHealth); } break; case kDudeZombieAxeNormal: case kDudeZombieAxeBuried: if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) { aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1); pSprite->type = kDudeBurningZombieAxe; aiNewState(pSprite, pXSprite, &zombieABurnGoto); actHealDude(pXSprite, dudeInfo[41].startHealth, dudeInfo[41].startHealth); evKill(nSprite, 3, kCallbackFXFlameLick); } break; } } return nDamage; } void RecoilDude(spritetype *pSprite, XSPRITE *pXSprite) { char v4 = Chance(0x8000); DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra]; if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; switch (pSprite->type) { case kDudeModernCustom: { GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); int rChance = getRecoilChance(pSprite); if (pExtra->canElectrocute && pDudeExtra->at4 && !spriteIsUnderwater(pSprite, false)) { if (Chance(rChance << 3) || (dudeIsMelee(pXSprite) && Chance(rChance << 4))) aiGenDudeNewState(pSprite, &genDudeRecoilTesla); else if (pExtra->canRecoil && Chance(rChance)) aiGenDudeNewState(pSprite, &genDudeRecoilL); else if (canWalk(pSprite)) { if (Chance(rChance >> 2)) aiGenDudeNewState(pSprite, &genDudeDodgeL); else if (Chance(rChance >> 1)) aiGenDudeNewState(pSprite, &genDudeDodgeShortL); } } else if (pExtra->canRecoil && Chance(rChance)) { if (inDuck(pXSprite->aiState) && Chance(rChance >> 2)) aiGenDudeNewState(pSprite, &genDudeRecoilD); else if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeRecoilW); else aiGenDudeNewState(pSprite, &genDudeRecoilL); } short rState = inRecoil(pXSprite->aiState); if (rState > 0) { if (!canWalk(pSprite)) { if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseNoWalkL; else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseNoWalkD; else pXSprite->aiState->nextState = &genDudeChaseNoWalkW; } else if (!dudeIsMelee(pXSprite) || Chance(rChance >> 2)) { if (rState == 1) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeL : &genDudeDodgeShortL); else if (rState == 2) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeD : &genDudeDodgeShortD); else if (rState == 3) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeW : &genDudeDodgeShortW); } else if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseL; else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseD; else pXSprite->aiState->nextState = &genDudeChaseW; playGenDudeSound(pSprite, kGenDudeSndGotHit); } pDudeExtra->at4 = 0; break; } case kDudeCultistTommy: case kDudeCultistShotgun: case kDudeCultistTesla: case kDudeCultistTNT: case kDudeCultistBeast: if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(pSprite, 4013+Random(2), AI_SFX_PRIORITY_2, -1); else aiPlay3DSound(pSprite, 1013+Random(2), AI_SFX_PRIORITY_2, -1); if (!v4 && pXSprite->medium == kMediumNormal) { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &cultistTeslaRecoil); else aiNewState(pSprite, pXSprite, &cultistRecoil); } else if (v4 && pXSprite->medium == kMediumNormal) { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &cultistTeslaRecoil); else if (gGameOptions.nDifficulty > 0) aiNewState(pSprite, pXSprite, &cultistProneRecoil); else aiNewState(pSprite, pXSprite, &cultistRecoil); } else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo) aiNewState(pSprite, pXSprite, &cultistSwimRecoil); else { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &cultistTeslaRecoil); else aiNewState(pSprite, pXSprite, &cultistRecoil); } break; case kDudeBurningCultist: aiNewState(pSprite, pXSprite, &cultistBurnGoto); break; case kDudeModernCustomBurning: aiGenDudeNewState(pSprite, &genDudeBurnGoto); break; case kDudeZombieButcher: aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &zombieFTeslaRecoil); else aiNewState(pSprite, pXSprite, &zombieFRecoil); break; case kDudeZombieAxeNormal: case kDudeZombieAxeBuried: aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4 && pXSprite->data3 > pDudeInfo->startHealth/3) aiNewState(pSprite, pXSprite, &zombieATeslaRecoil); else if (pXSprite->data3 > pDudeInfo->startHealth/3) aiNewState(pSprite, pXSprite, &zombieARecoil2); else aiNewState(pSprite, pXSprite, &zombieARecoil); break; case kDudeBurningZombieAxe: aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &zombieABurnGoto); break; case kDudeBurningZombieButcher: aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &zombieFBurnGoto); break; case kDudeGargoyleFlesh: case kDudeGargoyleStone: aiPlay3DSound(pSprite, 1402, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &gargoyleFRecoil); break; case kDudeCerberusTwoHead: aiPlay3DSound(pSprite, 2302+Random(2), AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4 && pXSprite->data3 > pDudeInfo->startHealth/3) aiNewState(pSprite, pXSprite, &cerberusTeslaRecoil); else aiNewState(pSprite, pXSprite, &cerberusRecoil); break; case kDudeCerberusOneHead: aiPlay3DSound(pSprite, 2302+Random(2), AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &cerberus2Recoil); break; case kDudeHellHound: aiPlay3DSound(pSprite, 1302, AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &houndTeslaRecoil); else aiNewState(pSprite, pXSprite, &houndRecoil); break; case kDudeTchernobog: aiPlay3DSound(pSprite, 2370+Random(2), AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &tchernobogRecoil); break; case kDudeHand: aiPlay3DSound(pSprite, 1902, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &handRecoil); break; case kDudeRat: aiPlay3DSound(pSprite, 2102, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &ratRecoil); break; case kDudeBat: aiPlay3DSound(pSprite, 2002, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &batRecoil); break; case kDudeBoneEel: aiPlay3DSound(pSprite, 1502, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &eelRecoil); break; case kDudeGillBeast: { XSECTOR *pXSector = NULL; if (sector[pSprite->sectnum].extra > 0) pXSector = &xsector[sector[pSprite->sectnum].extra]; aiPlay3DSound(pSprite, 1702, AI_SFX_PRIORITY_2, -1); if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &gillBeastSwimRecoil); else aiNewState(pSprite, pXSprite, &gillBeastRecoil); break; } case kDudePhantasm: aiPlay3DSound(pSprite, 1602, AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &ghostTeslaRecoil); else aiNewState(pSprite, pXSprite, &ghostRecoil); break; case kDudeSpiderBrown: case kDudeSpiderRed: case kDudeSpiderBlack: aiPlay3DSound(pSprite, 1802+Random(1), AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &spidDodge); break; case kDudeSpiderMother: aiPlay3DSound(pSprite, 1851+Random(1), AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &spidDodge); break; case kDudeInnocent: aiPlay3DSound(pSprite, 7007+Random(2), AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &innocentTeslaRecoil); else aiNewState(pSprite, pXSprite, &innocentRecoil); break; case kDudeTinyCaleb: if (pXSprite->medium == kMediumNormal) { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &tinycalebTeslaRecoil); else aiNewState(pSprite, pXSprite, &tinycalebRecoil); } else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo) aiNewState(pSprite, pXSprite, &tinycalebSwimRecoil); else { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &tinycalebTeslaRecoil); else aiNewState(pSprite, pXSprite, &tinycalebRecoil); } break; case kDudeBeast: aiPlay3DSound(pSprite, 9004+Random(2), AI_SFX_PRIORITY_2, -1); if (pXSprite->medium == kMediumNormal) { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &beastTeslaRecoil); else aiNewState(pSprite, pXSprite, &beastRecoil); } else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo) aiNewState(pSprite, pXSprite, &beastSwimRecoil); else { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &beastTeslaRecoil); else aiNewState(pSprite, pXSprite, &beastRecoil); } break; case kDudePodGreen: case kDudePodFire: aiNewState(pSprite, pXSprite, &podRecoil); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(pSprite, pXSprite, &tentacleRecoil); break; default: aiNewState(pSprite, pXSprite, &genRecoil); break; } pDudeExtra->at4 = 0; } } void aiThinkTarget(spritetype *pSprite, XSPRITE *pXSprite) { dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; if (Chance(pDudeInfo->alertChance)) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER *pPlayer = &gPlayer[p]; if (pSprite->owner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->x; int y = pPlayer->pSprite->y; int z = pPlayer->pSprite->z; int nSector = pPlayer->pSprite->sectnum; int dx = x-pSprite->x; int dy = y-pSprite->y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum)) continue; int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024; if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pPlayer->nSprite); aiActivateDude(pSprite, pXSprite); return; } else if (nDist < pDudeInfo->hearDist) { aiSetTarget(pXSprite, x, y, z); aiActivateDude(pSprite, pXSprite); return; } } } } void sub_5F15C(spritetype *pSprite, XSPRITE *pXSprite) { dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; if (Chance(pDudeInfo->alertChance)) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER *pPlayer = &gPlayer[p]; if (pSprite->owner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->pSprite->x; int y = pPlayer->pSprite->y; int z = pPlayer->pSprite->z; int nSector = pPlayer->pSprite->sectnum; int dx = x-pSprite->x; int dy = y-pSprite->y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum)) continue; int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024; if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pPlayer->nSprite); aiActivateDude(pSprite, pXSprite); return; } else if (nDist < pDudeInfo->hearDist) { aiSetTarget(pXSprite, x, y, z); aiActivateDude(pSprite, pXSprite); return; } } if (pXSprite->state) { char va4[(kMaxSectors+7)>>3]; gAffectedSectors[0] = 0; gAffectedXWalls[0] = 0; GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, gAffectedSectors, va4, gAffectedXWalls); for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2]) { spritetype *pSprite2 = &sprite[nSprite2]; int dx = pSprite2->x-pSprite->x; int dy = pSprite2->y-pSprite->y; int nDist = approxDist(dx, dy); if (pSprite2->type == kDudeInnocent) { DUDEINFO *pDudeInfo = &dudeInfo[pSprite2->type-kDudeBase]; if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; int UNUSED(nAngle) = getangle(dx,dy); aiSetTarget(pXSprite, pSprite2->index); aiActivateDude(pSprite, pXSprite); return; } } } } } void aiProcessDudes(void) { for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->flags & 32) continue; int nXSprite = pSprite->extra; XSPRITE *pXSprite = &xsprite[nXSprite]; DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; if (IsPlayerSprite(pSprite) || pXSprite->health == 0) continue; pXSprite->stateTimer = ClipLow(pXSprite->stateTimer-4, 0); if (pSprite->type >= kDudeVanillaMax && pSprite->type < kDudeMax) genDudeProcess(pSprite, pXSprite); else { if (pXSprite->aiState->moveFunc) pXSprite->aiState->moveFunc(pSprite, pXSprite); if (pXSprite->aiState->thinkFunc && (gFrame & 3) == (nSprite & 3)) pXSprite->aiState->thinkFunc(pSprite, pXSprite); if (pXSprite->stateTimer == 0 && pXSprite->aiState->nextState) { if (pXSprite->aiState->stateTicks > 0) aiNewState(pSprite, pXSprite, pXSprite->aiState->nextState); else if (seqGetStatus(3, nXSprite) < 0) aiNewState(pSprite, pXSprite, pXSprite->aiState->nextState); } if (pXSprite->health > 0 && ((pDudeInfo->hinderDamage << 4) <= cumulDamage[nXSprite])) { pXSprite->data3 = cumulDamage[nXSprite]; RecoilDude(pSprite, pXSprite); } } } memset(cumulDamage, 0, sizeof(cumulDamage)); } void aiInit(void) { for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { aiInitSprite(&sprite[nSprite]); } } void aiInitSprite(spritetype *pSprite) { int nXSprite = pSprite->extra; XSPRITE *pXSprite = &xsprite[nXSprite]; int nSector = pSprite->sectnum; int nXSector = sector[nSector].extra; XSECTOR *pXSector = NULL; if (nXSector > 0) pXSector = &xsector[nXSector]; DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra]; pDudeExtra->at4 = 0; pDudeExtra->at0 = 0; switch (pSprite->type) { case kDudeModernCustom: { DUDEEXTRA_at6_u1* pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = pDudeExtraE->at0 = 0; aiGenDudeNewState(pSprite, &genDudeIdleL); genDudePrepare(pSprite); break; } case kDudeModernCustomBurning: aiGenDudeNewState(pSprite, &genDudeBurnGoto); pXSprite->burnTime = 1200; break; case kDudeCultistTommy: case kDudeCultistShotgun: case kDudeCultistTesla: case kDudeCultistTNT: case kDudeCultistBeast: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &cultistIdle); break; } case kDudeCultistTommyProne: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &fanaticProneIdle); break; } case kDudeCultistShotgunProne: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &cultistProneIdle); break; } case kDudeZombieButcher: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &zombieFIdle); break; } case kDudeZombieAxeNormal: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &zombieAIdle); break; } case kDudeZombieAxeLaying: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &zombieSIdle); pSprite->flags &= ~1; break; } case kDudeZombieAxeBuried: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &zombieEIdle); break; } case kDudeGargoyleFlesh: case kDudeGargoyleStone: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &gargoyleFIdle); break; } case kDudeGargoyleStatueFlesh: case kDudeGargoyleStatueStone: aiNewState(pSprite, pXSprite, &gargoyleStatueIdle); break; case kDudeCerberusTwoHead: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &cerberusIdle); break; } case kDudeHellHound: aiNewState(pSprite, pXSprite, &houndIdle); break; case kDudeHand: aiNewState(pSprite, pXSprite, &handIdle); break; case kDudePhantasm: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &ghostIdle); break; } case kDudeInnocent: aiNewState(pSprite, pXSprite, &innocentIdle); break; case kDudeRat: aiNewState(pSprite, pXSprite, &ratIdle); break; case kDudeBoneEel: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &eelIdle); break; } case kDudeGillBeast: aiNewState(pSprite, pXSprite, &gillBeastIdle); break; case kDudeBat: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &batIdle); break; } case kDudeSpiderBrown: case kDudeSpiderRed: case kDudeSpiderBlack: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &spidIdle); break; } case kDudeSpiderMother: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &spidIdle); break; } case kDudeTchernobog: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &tchernobogIdle); break; } case kDudeTinyCaleb: aiNewState(pSprite, pXSprite, &tinycalebIdle); break; case kDudeBeast: aiNewState(pSprite, pXSprite, &beastIdle); break; case kDudePodGreen: case kDudePodFire: aiNewState(pSprite, pXSprite, &podIdle); break; case kDudeTentacleGreen: case kDudeTentacleFire: aiNewState(pSprite, pXSprite, &tentacleIdle); break; default: aiNewState(pSprite, pXSprite, &genIdle); break; } aiSetTarget(pXSprite, 0, 0, 0); pXSprite->stateTimer = 0; switch (pSprite->type) { case kDudeSpiderBrown: case kDudeSpiderRed: case kDudeSpiderBlack: if (pSprite->cstat&8) pSprite->flags |= 9; else pSprite->flags = 15; break; case kDudeGargoyleFlesh: case kDudeGargoyleStone: case kDudePhantasm: case kDudeBoneEel: case kDudeBat: pSprite->flags |= 9; break; case kDudeGillBeast: if (pXSector && pXSector->Underwater) pSprite->flags |= 9; else pSprite->flags = 15; break; case kDudeZombieAxeBuried: case kDudeZombieAxeLaying: pSprite->flags = 7; break; case kDudePodMother: // by NoOne: FakeDude type if (gModernMap) break; fallthrough__; // By NoOne: Allow put pods and tentacles on ceilings if sprite is y-flipped. case kDudePodGreen: case kDudeTentacleGreen: case kDudePodFire: case kDudeTentacleFire: case kDudeTentacleMother: if (gModernMap && (pSprite->cstat & CSTAT_SPRITE_YFLIP)) { if (!(pSprite->flags & kModernTypeFlag1)) // don't add autoaim for player if hitag 1 specified in editor. pSprite->flags = kHitagAutoAim; break; } fallthrough__; // go default default: pSprite->flags = 15; break; } } class AILoadSave : public LoadSave { virtual void Load(void); virtual void Save(void); }; void AILoadSave::Load(void) { Read(cumulDamage, sizeof(cumulDamage)); Read(gDudeSlope, sizeof(gDudeSlope)); } void AILoadSave::Save(void) { Write(cumulDamage, sizeof(cumulDamage)); Write(gDudeSlope, sizeof(gDudeSlope)); } static AILoadSave *myLoadSave; void AILoadSaveConstruct(void) { myLoadSave = new AILoadSave(); } END_BLD_NS