//------------------------------------------------------------------------- /* 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 "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" 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 == 6 && 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 <= gFrameClock) { sfxKill3DSound(pSprite, -1, -1); sfxPlay3DSound(pSprite, a2, a4, 0); pDudeExtra->at5 = a3; pDudeExtra->at0 = gFrameClock+120; } } void aiNewState(spritetype *pSprite, XSPRITE *pXSprite, AISTATE *pAIState) { DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; pXSprite->stateTimer = pAIState->at8; pXSprite->aiState = pAIState; int seqStartId = pDudeInfo->seqStartID; if (pAIState->at0 >= 0) { // By NoOne: Custom dude uses data2 to keep it's seqStartId switch (pSprite->type) { case kGDXDudeUniversalCultist: case kGDXGenDudeBurning: seqStartId = pXSprite->data2; break; } seqStartId += pAIState->at0; if (gSysRes.Lookup(seqStartId, "SEQ")) seqSpawn(seqStartId, 3, pSprite->extra, pAIState->at4); } if (pAIState->atc) pAIState->atc(pSprite, pXSprite); // entry function } bool dudeIsImmune(spritetype* pSprite, int dmgType) { if (dmgType < 0 || dmgType > 6) return true; else if (dudeInfo[pSprite->type - kDudeBase].startDamage[dmgType] == 0) return true; else if (pSprite->extra >= 0 && xsprite[pSprite->extra].locked == 1) return true; // if dude is locked, it immune to any dmg. return false; } 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].lotag == kSecDamage || 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 227: // Cerberus case 228: // 1 Head Cerberus if (VanillaMode() || !dudeIsImmune(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 206: case 207: case 219: if (pSprite->clipdist > nDist) return 0; if (Depth) { // Ouch... if (Depth) return false; if (Crusher) return false; } break; case 218: if (Water) return false; if (!Underwater) return false; if (Underwater) return true; break; case 204: case 213: case 214: case 215: case 216: case 211: case 220: case 227: case 245: if (Crusher) return false; if (Depth || Underwater) return false; if (floorZ - bottom > 0x2000) return false; break; case 203: case 210: case 217: case kGDXDudeUniversalCultist: case kGDXGenDudeBurning: if ((Crusher && !dudeIsImmune(pSprite, pXSector->damageType)) || xsprite[pSprite->extra].dudeGuard) return false; return true; 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->hitag&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 210: { 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 201: case 202: case 247: case 248: case 249: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) { switch (pXSprite->medium) { case 0: aiNewState(pSprite, pXSprite, &cultistSearch); if (Chance(0x8000)) { if (pSprite->type == 201) aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 1008+Random(5), AI_SFX_PRIORITY_1, -1); } break; case 1: case 2: aiNewState(pSprite, pXSprite, &cultistSwimSearch); break; } } else { if (Chance(0x8000)) { if (pSprite->type == 201) 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 0: if (pSprite->type == 201) aiNewState(pSprite, pXSprite, &fanaticChase); else aiNewState(pSprite, pXSprite, &cultistChase); break; case 1: case 2: aiNewState(pSprite, pXSprite, &cultistSwimChase); break; } } break; } case kGDXDudeUniversalCultist: { DUDEEXTRA_at6_u1* pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) { if (spriteIsUnderwater(pSprite, false)) aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW); else { aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL); if (Chance(0x4000)) sfxPlayGDXGenDudeSound(pSprite, 0, pXSprite->data3); } } else { if (Chance(0x4000)) sfxPlayGDXGenDudeSound(pSprite, 0, pXSprite->data3); if (spriteIsUnderwater(pSprite, false)) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW); else aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL); } break; } case kGDXGenDudeBurning: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &GDXGenDudeBurnSearch); else aiNewState(pSprite, pXSprite, &GDXGenDudeBurnChase); break; case 230: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; pSprite->type = 201; 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 1: case 2: aiNewState(pSprite, pXSprite, &cultistSwimSearch); break; } } else { if (Chance(0x8000)) aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1); switch (pXSprite->medium) { case 0: aiNewState(pSprite, pXSprite, &cultistProneChase); break; case 1: case 2: aiNewState(pSprite, pXSprite, &cultistSwimChase); break; } } break; } case 246: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; pSprite->type = 202; if (pXSprite->target == -1) { switch (pXSprite->medium) { case 0: aiNewState(pSprite, pXSprite, &cultistSearch); if (Chance(0x8000)) aiPlay3DSound(pSprite, 1008+Random(5), AI_SFX_PRIORITY_1, -1); break; case 1: case 2: aiNewState(pSprite, pXSprite, &cultistSwimSearch); break; } } else { if (Chance(0x8000)) aiPlay3DSound(pSprite, 1003+Random(4), AI_SFX_PRIORITY_1, -1); switch (pXSprite->medium) { case 0: aiNewState(pSprite, pXSprite, &cultistProneChase); break; case 1: case 2: aiNewState(pSprite, pXSprite, &cultistSwimChase); break; } } break; } case 240: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &cultistBurnSearch); else aiNewState(pSprite, pXSprite, &cultistBurnChase); break; case 219: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; if (!pSprite->hitag) pSprite->hitag = 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 218: { 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 217: { 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 203: { 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 205: { 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 244: { 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 204: { 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 241: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &zombieABurnSearch); else aiNewState(pSprite, pXSprite, &zombieABurnChase); break; case 242: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &zombieFBurnSearch); else aiNewState(pSprite, pXSprite, &zombieFBurnChase); break; case 206: { 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 207: { 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 208: case 209: // By NoOne: play gargoyle statue breaking animation if data1 = 1. if (pXSprite->data1 == 1) { if (pSprite->type == 208) 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 == 208) aiNewState(pSprite, pXSprite, &gargoyleFMorph); else aiNewState(pSprite, pXSprite, &gargoyleSMorph); } break; case 227: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &cerberusSearch); else { aiPlay3DSound(pSprite, 2300, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &cerberusChase); } break; case 228: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &cerberus2Search); else { aiPlay3DSound(pSprite, 2300, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &cerberus2Chase); } break; case 211: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &houndSearch); else { aiPlay3DSound(pSprite, 1300, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &houndChase); } break; case 212: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &handSearch); else { aiPlay3DSound(pSprite, 1900, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &handChase); } break; case 220: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &ratSearch); else { aiPlay3DSound(pSprite, 2100, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &ratChase); } break; case 245: 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 229: 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 213: case 214: case 215: pSprite->hitag |= 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 216: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1; pDudeExtraE->at8 = 1; pDudeExtraE->at0 = 0; pSprite->hitag |= 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 250: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2; pDudeExtraE->at4 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) { switch (pXSprite->medium) { case 0: aiNewState(pSprite, pXSprite, &tinycalebSearch); break; case 1: case 2: aiNewState(pSprite, pXSprite, &tinycalebSwimSearch); break; } } else { switch (pXSprite->medium) { case 0: aiNewState(pSprite, pXSprite, &tinycalebChase); break; case 1: case 2: aiNewState(pSprite, pXSprite, &tinycalebSwimChase); break; } } break; } case 251: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2; pDudeExtraE->at4 = 1; pDudeExtraE->at0 = 0; if (pXSprite->target == -1) { switch (pXSprite->medium) { case 0: aiNewState(pSprite, pXSprite, &beastSearch); break; case 1: case 2: aiNewState(pSprite, pXSprite, &beastSwimSearch); break; } } else { aiPlay3DSound(pSprite, 9009+Random(2), AI_SFX_PRIORITY_1, -1); switch (pXSprite->medium) { case 0: aiNewState(pSprite, pXSprite, &beastChase); break; case 1: case 2: aiNewState(pSprite, pXSprite, &beastSwimChase); break; } } break; } case 221: case 223: if (pXSprite->target == -1) aiNewState(pSprite, pXSprite, &podSearch); else { if (pSprite->type == 223) aiPlay3DSound(pSprite, 2453, AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(pSprite, 2473, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &podChase); } break; case 222: case 224: 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 201: case 202: case 247: case 248: 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 == 1 || pXSprite->medium == 2)) 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 = 240; 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 = gFrameClock+360; actHealDude(pXSprite, dudeInfo[40].startHealth, dudeInfo[40].startHealth); evKill(nSprite, 3, CALLBACK_ID_0); } break; case 245: // innocent if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) { pSprite->type = 239; aiNewState(pSprite, pXSprite, &cultistBurnGoto); aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); gDudeExtra[pSprite->extra].at0 = gFrameClock+360; actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth); evKill(nSprite, 3, CALLBACK_ID_0); } break; case 240: if (Chance(0x4000) && gDudeExtra[pSprite->extra].at0 < gFrameClock) { aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1); gDudeExtra[pSprite->extra].at0 = gFrameClock+360; } if (Chance(0x600) && (pXSprite->medium == 1 || pXSprite->medium == 2)) { pSprite->type = 201; pXSprite->burnTime = 0; aiNewState(pSprite, pXSprite, &cultistSwimGoto); } else if (pXSprite->medium == 1 || pXSprite->medium == 2) { pSprite->type = 202; pXSprite->burnTime = 0; aiNewState(pSprite, pXSprite, &cultistSwimGoto); } break; case 206: aiNewState(pSprite, pXSprite, &gargoyleFChase); break; case 204: 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 = 242; aiNewState(pSprite, pXSprite, &zombieFBurnGoto); actHealDude(pXSprite, dudeInfo[42].startHealth, dudeInfo[42].startHealth); evKill(nSprite, 3, CALLBACK_ID_0); } break; case 250: // tiny Caleb if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) { pSprite->type = 239; if (!VanillaMode()) pXSprite->scale = -4; // need to change this to 64 later aiNewState(pSprite, pXSprite, &cultistBurnGoto); aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); gDudeExtra[pSprite->extra].at0 = gFrameClock+360; actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth); evKill(nSprite, 3, CALLBACK_ID_0); } break; case kGDXGenDudeBurning: if (Chance(0x2000) && gDudeExtra[pSprite->extra].at0 < gFrameClock) { sfxPlayGDXGenDudeSound(pSprite, 3, pXSprite->data3); gDudeExtra[pSprite->extra].at0 = gFrameClock + 360; } if (pXSprite->burnTime == 0) pXSprite->burnTime = 2400; if (spriteIsUnderwater(pSprite, false)) { pSprite->type = kGDXDudeUniversalCultist; pXSprite->burnTime = 0; pXSprite->health = 1; // so it can be killed with flame weapons while underwater and if already was burning dude before. aiNewState(pSprite, pXSprite, &GDXGenDudeGotoW); } break; case kGDXDudeUniversalCultist: { if (nDmgType == DAMAGE_TYPE_1) { if (pXSprite->health <= pDudeInfo->fleeHealth) { if (getNextIncarnation(pXSprite) == NULL) { removeDudeStuff(pSprite); if (pXSprite->data1 >= 459 && pXSprite->data1 < (459 + kExplodeMax) - 1) doExplosion(pSprite, pXSprite->data1 - 459); if (spriteIsUnderwater(pSprite, false)) { pXSprite->health = 0; break; } if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200; if ((gSysRes.Lookup(pXSprite->data2 + 15, "SEQ") || gSysRes.Lookup(pXSprite->data2 + 16, "SEQ")) && gSysRes.Lookup(pXSprite->data2 + 3, "SEQ")) { aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); sfxPlayGDXGenDudeSound(pSprite, 3, pXSprite->data3); pSprite->type = kGDXGenDudeBurning; if (pXSprite->data2 == 11520) // don't inherit palette for burning if using default animation pSprite->pal = 0; aiNewState(pSprite, pXSprite, &GDXGenDudeBurnGoto); actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth); gDudeExtra[pSprite->extra].at0 = gFrameClock + 360; evKill(nSprite, 3, CALLBACK_ID_0); } } else { actKillDude(nSource, pSprite, nDmgType, nDamage); } } } else if (pXSprite->aiState != &GDXGenDudeDodgeDmgD && pXSprite->aiState != &GDXGenDudeDodgeDmgL && pXSprite->aiState != &GDXGenDudeDodgeDmgW) { if (Chance(getDodgeChance(pSprite))) { if (!spriteIsUnderwater(pSprite, false)) { if (!sub_5BDA8(pSprite, 14)) aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeDmgL); else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeDmgD); } else if (sub_5BDA8(pSprite, 13) && spriteIsUnderwater(pSprite, false)) aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeDmgW); } } break; } case 249: if (pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) { pSprite->type = 251; aiPlay3DSound(pSprite, 9008, AI_SFX_PRIORITY_1, -1); aiNewState(pSprite, pXSprite, &beastMorphFromCultist); actHealDude(pXSprite, dudeInfo[51].startHealth, dudeInfo[51].startHealth); } break; case 203: case 205: 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 = 241; aiNewState(pSprite, pXSprite, &zombieABurnGoto); actHealDude(pXSprite, dudeInfo[41].startHealth, dudeInfo[41].startHealth); evKill(nSprite, 3, CALLBACK_ID_0); } break; } } return nDamage; } void RecoilDude(spritetype *pSprite, XSPRITE *pXSprite) { char v4 = Chance(0x8000); DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra]; if (pSprite->statnum == 6 && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; switch (pSprite->type) { case kGDXDudeUniversalCultist: { int mass = getDudeMassBySpriteSize(pSprite); int chance3 = getRecoilChance(pSprite); if ((mass < 155 && !spriteIsUnderwater(pSprite, false) && pDudeExtra->at4) || (mass > 155 && Chance(chance3))) { sfxPlayGDXGenDudeSound(pSprite, 1, pXSprite->data3); if (gSysRes.Lookup(pXSprite->data2 + 4, "SEQ")) aiNewState(pSprite, pXSprite, &GDXGenDudeRTesla); else if (!v4 || (v4 && gGameOptions.nDifficulty == 0)) aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilD); else if (spriteIsUnderwater(pSprite, false)) aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilW); else aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilL); return; } if (pXSprite->aiState == &GDXGenDudeDodgeDmgW || pXSprite->aiState == &GDXGenDudeDodgeDmgD || pXSprite->aiState == &GDXGenDudeDodgeDmgL) { if (Chance(chance3)) sfxPlayGDXGenDudeSound(pSprite, 1, pXSprite->data3); return; } if ((!dudeIsMelee(pXSprite) && mass < 155) || Chance(chance3)) { sfxPlayGDXGenDudeSound(pSprite, 1, pXSprite->data3); if (!v4 || (v4 && gGameOptions.nDifficulty == 0)) aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilD); else if (spriteIsUnderwater(pSprite, false)) aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilW); else aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilL); } break; } case 201: case 202: case 247: case 248: case 249: if (pSprite->type == 201) 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 == 0) { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &cultistTeslaRecoil); else aiNewState(pSprite, pXSprite, &cultistRecoil); } else if (v4 && pXSprite->medium == 0) { 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 == 1 || pXSprite->medium == 2) aiNewState(pSprite, pXSprite, &cultistSwimRecoil); else { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &cultistTeslaRecoil); else aiNewState(pSprite, pXSprite, &cultistRecoil); } break; case 240: aiNewState(pSprite, pXSprite, &cultistBurnGoto); break; case kGDXGenDudeBurning: aiNewState(pSprite, pXSprite, &GDXGenDudeBurnGoto); break; case 204: aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &zombieFTeslaRecoil); else aiNewState(pSprite, pXSprite, &zombieFRecoil); break; case 203: case 205: aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4 && pXSprite->cumulDamage > pDudeInfo->startHealth/3) aiNewState(pSprite, pXSprite, &zombieATeslaRecoil); else if (pXSprite->cumulDamage > pDudeInfo->startHealth/3) aiNewState(pSprite, pXSprite, &zombieARecoil2); else aiNewState(pSprite, pXSprite, &zombieARecoil); break; case 241: aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &zombieABurnGoto); break; case 242: aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &zombieFBurnGoto); break; case 206: case 207: aiPlay3DSound(pSprite, 1402, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &gargoyleFRecoil); break; case 227: aiPlay3DSound(pSprite, 2302+Random(2), AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4 && pXSprite->cumulDamage > pDudeInfo->startHealth/3) aiNewState(pSprite, pXSprite, &cerberusTeslaRecoil); else aiNewState(pSprite, pXSprite, &cerberusRecoil); break; case 228: aiPlay3DSound(pSprite, 2302+Random(2), AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &cerberus2Recoil); break; case 211: aiPlay3DSound(pSprite, 1302, AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &houndTeslaRecoil); else aiNewState(pSprite, pXSprite, &houndRecoil); break; case 229: aiPlay3DSound(pSprite, 2370+Random(2), AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &tchernobogRecoil); break; case 212: aiPlay3DSound(pSprite, 1902, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &handRecoil); break; case 220: aiPlay3DSound(pSprite, 2102, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &ratRecoil); break; case 219: aiPlay3DSound(pSprite, 2002, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &batRecoil); break; case 218: aiPlay3DSound(pSprite, 1502, AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &eelRecoil); break; case 217: { 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 210: aiPlay3DSound(pSprite, 1602, AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &ghostTeslaRecoil); else aiNewState(pSprite, pXSprite, &ghostRecoil); break; case 213: case 214: case 215: aiPlay3DSound(pSprite, 1802+Random(1), AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &spidDodge); break; case 216: aiPlay3DSound(pSprite, 1851+Random(1), AI_SFX_PRIORITY_2, -1); aiNewState(pSprite, pXSprite, &spidDodge); break; case 245: aiPlay3DSound(pSprite, 7007+Random(2), AI_SFX_PRIORITY_2, -1); if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &innocentTeslaRecoil); else aiNewState(pSprite, pXSprite, &innocentRecoil); break; case 250: if (pXSprite->medium == 0) { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &tinycalebTeslaRecoil); else aiNewState(pSprite, pXSprite, &tinycalebRecoil); } else if (pXSprite->medium == 1 || pXSprite->medium == 2) aiNewState(pSprite, pXSprite, &tinycalebSwimRecoil); else { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &tinycalebTeslaRecoil); else aiNewState(pSprite, pXSprite, &tinycalebRecoil); } break; case 251: aiPlay3DSound(pSprite, 9004+Random(2), AI_SFX_PRIORITY_2, -1); if (pXSprite->medium == 0) { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &beastTeslaRecoil); else aiNewState(pSprite, pXSprite, &beastRecoil); } else if (pXSprite->medium == 1 || pXSprite->medium == 2) aiNewState(pSprite, pXSprite, &beastSwimRecoil); else { if (pDudeExtra->at4) aiNewState(pSprite, pXSprite, &beastTeslaRecoil); else aiNewState(pSprite, pXSprite, &beastRecoil); } break; case 221: case 223: aiNewState(pSprite, pXSprite, &podRecoil); break; case 222: case 224: 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->at5b || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, 13) > 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->at5b); 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->at5b || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, 13) > 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->at5b); 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[6]; 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 == 245) { 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[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->hitag&32) continue; int nXSprite = pSprite->extra; XSPRITE *pXSprite = &xsprite[nXSprite]; DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; if (pSprite->type >= kDudePlayer1 && pSprite->type <= kDudePlayer8) continue; if (pXSprite->health == 0) continue; pXSprite->stateTimer = ClipLow(pXSprite->stateTimer-4, 0); if (pXSprite->aiState->at10) pXSprite->aiState->at10(pSprite, pXSprite); if (pXSprite->aiState->at14 && (gFrame&3) == (nSprite&3)) pXSprite->aiState->at14(pSprite, pXSprite); if (pXSprite->stateTimer == 0 && pXSprite->aiState->at18) { if (pXSprite->aiState->at8 > 0) aiNewState(pSprite, pXSprite, pXSprite->aiState->at18); else if (seqGetStatus(3, nXSprite) < 0) aiNewState(pSprite, pXSprite, pXSprite->aiState->at18); } if (pXSprite->health > 0 && ((pDudeInfo->hinderDamage<<4) <= cumulDamage[nXSprite])) { pXSprite->cumulDamage = cumulDamage[nXSprite]; RecoilDude(pSprite, pXSprite); } } memset(cumulDamage, 0, sizeof(cumulDamage)); } void aiInit(void) { for (int nSprite = headspritestat[6]; 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 kGDXDudeUniversalCultist: { DUDEEXTRA_at6_u1* pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; pDudeExtraE->at4 = 0; aiNewState(pSprite, pXSprite, &GDXGenDudeIdleL); break; } case kGDXGenDudeBurning: aiNewState(pSprite, pXSprite, &GDXGenDudeBurnGoto); pXSprite->burnTime = 1200; break; case 201: case 202: case 247: case 248: case 249: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &cultistIdle); break; } case 230: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &fanaticProneIdle); break; } case 246: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &cultistProneIdle); break; } case 204: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &zombieFIdle); break; } case 203: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &zombieAIdle); break; } case 244: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &zombieSIdle); pSprite->hitag &= ~1; break; } case 205: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &zombieEIdle); break; } case 206: case 207: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &gargoyleFIdle); break; } case 208: case 209: aiNewState(pSprite, pXSprite, &gargoyleStatueIdle); break; case 227: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &cerberusIdle); break; } case 211: aiNewState(pSprite, pXSprite, &houndIdle); break; case 212: aiNewState(pSprite, pXSprite, &handIdle); break; case 210: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &ghostIdle); break; } case 245: aiNewState(pSprite, pXSprite, &innocentIdle); break; case 220: aiNewState(pSprite, pXSprite, &ratIdle); break; case 218: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &eelIdle); break; } case 217: if (pXSector && pXSector->Underwater) aiNewState(pSprite, pXSprite, &gillBeastIdle); else aiNewState(pSprite, pXSprite, &gillBeastIdle); break; case 219: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at4 = 0; pDudeExtraE->at8 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &batIdle); break; } case 213: case 214: case 215: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &spidIdle); break; } case 216: { DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1; pDudeExtraE->at8 = 0; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &spidIdle); break; } case 229: { DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2; pDudeExtraE->at4 = 0; pDudeExtraE->at0 = 0; aiNewState(pSprite, pXSprite, &tchernobogIdle); break; } case 250: aiNewState(pSprite, pXSprite, &tinycalebIdle); break; case 251: aiNewState(pSprite, pXSprite, &beastIdle); break; case 221: case 223: aiNewState(pSprite, pXSprite, &podIdle); break; case 222: case 224: aiNewState(pSprite, pXSprite, &tentacleIdle); break; default: aiNewState(pSprite, pXSprite, &genIdle); break; } aiSetTarget(pXSprite, 0, 0, 0); pXSprite->stateTimer = 0; switch (pSprite->type) { case 213: case 214: case 215: if (pSprite->cstat&8) pSprite->hitag |= 9; else pSprite->hitag = 15; break; case 206: case 207: case 210: case 218: case 219: pSprite->hitag |= 9; break; case 217: if (pXSector && pXSector->Underwater) pSprite->hitag |= 9; else pSprite->hitag = 15; break; case 205: case 244: pSprite->hitag = 7; break; // By NoOne: Allow put pods and tentacles on ceilings if sprite is y-flipped. case 221: case 222: case 223: case 224: case 225: case 226: if ((pSprite->cstat & CSTAT_SPRITE_YFLIP) != 0) { if (!(pSprite->hitag & kHitagExtBit)) // don't add autoaim for player if hitag 1 specified in editor. pSprite->hitag = kHitagAutoAim; break; } fallthrough__; // go default default: pSprite->hitag = 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(); }