raze-gles/source/blood/src/aiunicult.cpp
2019-09-20 00:42:45 +02:00

1309 lines
52 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
Copyright (C) NoOne
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 "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "aiunicult.h"
#include "blood.h"
#include "db.h"
#include "dude.h"
#include "eventq.h"
#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "trig.h"
#include "triggers.h"
#include "endgame.h"
static void GDXCultistAttack1(int, int);
static void punchCallback(int, int);
static void ThrowCallback1(int, int);
static void ThrowCallback2(int, int);
static void ThrowThing(int, bool);
static void thinkSearch(spritetype*, XSPRITE*);
static void thinkGoto(spritetype*, XSPRITE*);
static void thinkChase(spritetype*, XSPRITE*);
static void forcePunch(spritetype*, XSPRITE*);
static int nGDXGenDudeAttack1 = seqRegisterClient(GDXCultistAttack1);
static int nGDXGenDudePunch = seqRegisterClient(punchCallback);
static int nGDXGenDudeThrow1 = seqRegisterClient(ThrowCallback1);
static int nGDXGenDudeThrow2 = seqRegisterClient(ThrowCallback2);
static bool gGDXGenDudePunch = false;
//public static final int kSlopeThrow = -8192;
AISTATE GDXGenDudeIdleL = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE GDXGenDudeIdleW = { kAiStateIdle, 13, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE GDXGenDudeSearchL = { kAiStateSearch, 9, -1, 600, NULL, aiGenDudeMoveForward, thinkSearch, &GDXGenDudeIdleL };
AISTATE GDXGenDudeSearchW= { kAiStateSearch, 13, -1, 600, NULL, aiGenDudeMoveForward, thinkSearch, &GDXGenDudeIdleW };
AISTATE GDXGenDudeGotoL = { kAiStateMove, 9, -1, 600, NULL, aiGenDudeMoveForward, thinkGoto, &GDXGenDudeIdleL };
AISTATE GDXGenDudeGotoW = { kAiStateMove, 13, -1, 600, NULL, aiGenDudeMoveForward, thinkGoto, &GDXGenDudeIdleW };
AISTATE GDXGenDudeDodgeL = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeDodgeD = { kAiStateMove, 14, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseD };
AISTATE GDXGenDudeDodgeW = { kAiStateMove, 13, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseW };
// Dodge when get damage
AISTATE GDXGenDudeDodgeDmgL = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeDodgeDmgD = { kAiStateMove, 14, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseD };
AISTATE GDXGenDudeDodgeDmgW = { kAiStateMove, 13, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseW };
// ---------------------
AISTATE GDXGenDudeChaseL = { kAiStateChase, 9, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
AISTATE GDXGenDudeChaseD = { kAiStateChase, 14, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
AISTATE GDXGenDudeChaseW = { kAiStateChase, 13, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
AISTATE GDXGenDudeFireL = { kAiStateChase, 6, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &GDXGenDudeFireL };
AISTATE GDXGenDudeFireD = { kAiStateChase, 8, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &GDXGenDudeFireD };
AISTATE GDXGenDudeFireW = { kAiStateChase, 8, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &GDXGenDudeFireW };
AISTATE GDXGenDudeFire2L = { kAiStateChase, 6, nGDXGenDudeAttack1, 0, NULL, NULL, thinkChase, &GDXGenDudeFire2L };
AISTATE GDXGenDudeFire2D = { kAiStateChase, 8, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, NULL, &GDXGenDudeFire2D };
AISTATE GDXGenDudeFire2W = { kAiStateChase, 8, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, NULL, &GDXGenDudeFire2W };
AISTATE GDXGenDudeRecoilL = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeRecoilD = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &GDXGenDudeChaseD };
AISTATE GDXGenDudeRecoilW = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &GDXGenDudeChaseW };
AISTATE GDXGenDudeThrow = { kAiStateChase, 7, nGDXGenDudeThrow1, 0, NULL, NULL, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeThrow2 = { kAiStateChase, 7, nGDXGenDudeThrow2, 0, NULL, NULL, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeRTesla = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &GDXGenDudeDodgeL };
AISTATE GDXGenDudeProne = { kAiStateIdle, 13, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE GDXGenDudePunch = { kAiStateChase,10, nGDXGenDudePunch, 0, NULL, NULL, forcePunch, &GDXGenDudeChaseL };
AISTATE GDXGenDudeTurn = { kAiStateChase, 0, -1, 0, NULL, aiMoveTurn, thinkChase, NULL };
static void forcePunch(spritetype* pSprite, XSPRITE* pXSprite) {
// Required for those who don't have fire trigger in punch seq and for default animation
if (gGDXGenDudePunch == false && seqGetStatus(3, pSprite->extra) == -1) {
int nXSprite = pSprite->extra;
punchCallback(0,nXSprite);
}
gGDXGenDudePunch = false;
}
static void punchCallback(int, int nXIndex){
XSPRITE* pXSprite = &xsprite[nXIndex];
int nSprite = pXSprite->reference;
spritetype* pSprite = &sprite[nSprite];
int nAngle = getangle(pXSprite->targetX - pSprite->x, pXSprite->targetY - pSprite->y);
int nZOffset1 = dudeInfo[pSprite->type - kDudeBase].eyeHeight/* * pSprite->yrepeat << 2*/;
int nZOffset2 = 0;
if(pXSprite->target != -1) {
spritetype* pTarget = &sprite[pXSprite->target];
if(IsDudeSprite(pTarget))
nZOffset2 = dudeInfo[pTarget->type - kDudeBase].eyeHeight/* * pTarget->yrepeat << 2*/;
int dx = Cos(nAngle) >> 16;
int dy = Sin(nAngle) >> 16;
int dz = nZOffset1 - nZOffset2;
if (!sfxPlayGDXGenDudeSound(pSprite,9,pXSprite->data3))
sfxPlay3DSound(pSprite, 530, 1, 0);
actFireVector(pSprite, 0, 0, dx, dy, dz,VECTOR_TYPE_22);
}
gGDXGenDudePunch = true;
}
static void GDXCultistAttack1(int, int nXIndex) {
XSPRITE* pXSprite = &xsprite[nXIndex];
int nSprite = pXSprite->reference;
spritetype* pSprite = &sprite[nSprite];
int dx, dy, dz; int weapon = pXSprite->data1;
if (weapon >= 0 && weapon < kVectorMax) {
int vector = pXSprite->data1;
dx = Cos(pSprite->ang) >> 16;
dy = Sin(pSprite->ang) >> 16;
dz = gDudeSlope[nXIndex];
VECTORDATA* pVectorData = &gVectorData[vector];
int vdist = pVectorData->maxDist;
// dispersal modifiers here in case if non-melee enemy
if (vdist <= 0 || vdist > 1280) {
dx += Random3(3000 - 1000 * gGameOptions.nDifficulty);
dy += Random3(3000 - 1000 * gGameOptions.nDifficulty);
dz += Random3(1000 - 500 * gGameOptions.nDifficulty);
}
actFireVector(pSprite, 0, 0, dx, dy, dz,(VECTOR_TYPE)vector);
if (!sfxPlayGDXGenDudeSound(pSprite,7,pXSprite->data3))
sfxPlayVectorSound(pSprite,vector);
} else if (weapon >= kDudeBase && weapon < kDudeMax) {
spritetype* pSpawned = NULL; int dist = pSprite->clipdist * 6;
if ((pSpawned = actSpawnDude(pSprite, weapon, dist, 0)) == NULL)
return;
gDudeExtra[pSprite->extra].at6.u1.at4++;
pSpawned->owner = nSprite;
pSpawned->x += dist + (Random3(dist));
//pSpawned->z = pSprite->z;
//pSpawned->y = pSprite->y;
if (pSpawned->extra > -1) {
xsprite[pSpawned->extra].target = pXSprite->target;
if (pXSprite->target > -1)
aiActivateDude(pSpawned, &xsprite[pSpawned->extra]);
}
gKillMgr.sub_263E0(1);
if (!sfxPlayGDXGenDudeSound(pSprite, 7, pXSprite->data3))
sfxPlay3DSoundCP(pSprite, 379, 1, 0, 0x10000 - Random3(0x3000));
/*spritetype* pEffect = gFX.fxSpawn((FX_ID)52, pSpawned->sectnum, pSpawned->x, pSpawned->y, pSpawned->z, pSpawned->ang);
if (pEffect != NULL) {
pEffect->cstat = kSprOriginAlign | kSprFace;
pEffect->shade = -127;
switch (Random(3)) {
case 0:
pEffect->pal = 0;
break;
case 1:
pEffect->pal = 5;
break;
case 2:
pEffect->pal = 9;
break;
case 3:
pEffect->shade = 127;
pEffect->pal = 1;
default:
pEffect->pal = 6;
break;
}
int repeat = 64 + Random(50);
pEffect->xrepeat = repeat;
pEffect->yrepeat = repeat;
}*/
if (Chance(0x3500)) {
int state = checkAttackState(pSprite, pXSprite);
switch (state) {
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
break;
case 2:
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
break;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
break;
}
}
} else if (weapon >= kMissileBase && weapon < kMissileMax) {
dx = Cos(pSprite->ang) >> 16;
dy = Sin(pSprite->ang) >> 16;
dz = gDudeSlope[nXIndex];
//dz = 0;
// dispersal modifiers here
dx += Random3(3000 - 1000 * gGameOptions.nDifficulty);
dy += Random3(3000 - 1000 * gGameOptions.nDifficulty);
dz += Random3(1000 - 500 * gGameOptions.nDifficulty);
actFireMissile(pSprite, 0, 0, dx, dy, dz, weapon);
if (!sfxPlayGDXGenDudeSound(pSprite,7,pXSprite->data3))
sfxPlayMissileSound(pSprite, weapon);
}
}
static void ThrowCallback1(int, int nXIndex) {
ThrowThing(nXIndex, true);
}
static void ThrowCallback2(int, int nXIndex) {
ThrowThing(nXIndex, true);
}
static void ThrowThing(int nXIndex, bool impact) {
XSPRITE* pXSprite = &xsprite[nXIndex];
int nSprite = pXSprite->reference;
spritetype* pSprite = &sprite[nSprite];
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites))
return;
spritetype * pTarget = &sprite[pXSprite->target];
if (!(pTarget->type >= kDudeBase && pTarget->type < kDudeMax))
return;
int thingType = pXSprite->data1;
if (thingType >= kThingBase && thingType < kThingMax) {
THINGINFO* pThinkInfo = &thingInfo[thingType - kThingBase];
if (pThinkInfo->allowThrow == 1) {
if (!sfxPlayGDXGenDudeSound(pSprite, 8, pXSprite->data3))
sfxPlay3DSound(pSprite, 455, -1, 0);
int dx = pTarget->x - pSprite->x;
int dy = pTarget->y - pSprite->y;
int dz = pTarget->z - pSprite->z;
int dist = approxDist(dx, dy); int zThrow = 14500;
spritetype* pThing = NULL; spritetype* pLeech = NULL; XSPRITE* pXLeech = NULL;
if (thingType == kGDXThingCustomDudeLifeLeech) {
if ((pLeech = leechIsDropped(pSprite)) != NULL) {
// pickup life leech before throw it again
pXLeech = &xsprite[pLeech->extra];
removeLeech(pLeech);
}
zThrow = 5000;
}
pThing = actFireThing(pSprite, 0, 0, (dz / 128) - zThrow, thingType, divscale(dist / 540, 120, 23));
if (pThing == NULL) return;
if (pThinkInfo->at11 < 0 && pThing->type != kGDXThingThrowableRock) pThing->picnum = 0;
pThing->owner = pSprite->xvel;
switch (thingType) {
case 428:
impact = true;
pThing->xrepeat = 24;
pThing->yrepeat = 24;
xsprite[pThing->extra].data4 = 3 + gGameOptions.nDifficulty;
break;
case kGDXThingThrowableRock:
int sPics[6];
sPics[0] = 2406; sPics[1] = 2280;
sPics[2] = 2185; sPics[3] = 2155;
sPics[4] = 2620; sPics[5] = 3135;
pThing->picnum = sPics[Random(5)];
pThing->pal = 5;
pThing->xrepeat = 24 + Random(42);
pThing->yrepeat = 24 + Random(42);
pThing->cstat |= 0x0001;
if (Chance(0x3000)) pThing->cstat |= 0x0004;
if (Chance(0x3000)) pThing->cstat |= 0x0008;
if (pThing->xrepeat > 60) xsprite[pThing->extra].data1 = 43;
else if (pThing->xrepeat > 40) xsprite[pThing->extra].data1 = 33;
else if (pThing->xrepeat > 30) xsprite[pThing->extra].data1 = 23;
else xsprite[pThing->extra].data1 = 12;
impact = false;
return;
case 400:
case 401:
case 420:
impact = false;
break;
case kGDXThingTNTProx:
xsprite[pThing->extra].state = 0;
xsprite[pThing->extra].Proximity = true;
return;
case 431:
case kGDXThingCustomDudeLifeLeech:
XSPRITE* pXThing = &xsprite[pThing->extra];
if (pLeech != NULL) pXThing->health = pXLeech->health;
else pXThing->health = 300 * gGameOptions.nDifficulty;
sfxPlay3DSound(pSprite, 490, -1, 0);
if (gGameOptions.nDifficulty <= 2) pXThing->data3 = 32700;
else pXThing->data3 = Random(10);
pThing->pal = 6;
pXThing->target = pTarget->xvel;
pXThing->Proximity = true;
pXThing->stateTimer = 1;
evPost(pThing->xvel, 3, 80, CALLBACK_ID_20);
return;
}
if (impact == true && dist <= 7680) xsprite[pThing->extra].Impact = true;
else {
xsprite[pThing->extra].Impact = false;
evPost(pThing->xvel, 3, 120 * Random(2) + 120, COMMAND_ID_1);
}
return;
}
}
}
static void thinkSearch( spritetype* pSprite, XSPRITE* pXSprite )
{
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
sub_5F15C(pSprite, pXSprite);
}
static void thinkGoto( spritetype* pSprite, XSPRITE* pXSprite )
{
int dx, dy, dist;
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->lotag - kDudeBase];
dx = pXSprite->targetX - pSprite->x;
dy = pXSprite->targetY - pSprite->y;
int nAngle = getangle(dx, dy);
dist = approxDist(dx, dy);
aiChooseDirection(pSprite, pXSprite, nAngle);
// if reached target, change to search mode
if ( /*dist < M2X(10.0)*/ dist < 5120 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery ) {
if(spriteIsUnderwater(pSprite,false))
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
}
aiThinkTarget(pSprite, pXSprite);
}
static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite )
{
if (Chance(0x3000)) GDXGenDudeRecoilL.at18 = &GDXGenDudeDodgeD;
else GDXGenDudeRecoilL.at18 = &GDXGenDudeChaseL;
if (Chance(0x3000)) GDXGenDudeRecoilW.at18 = &GDXGenDudeDodgeW;
else GDXGenDudeRecoilW.at18 = &GDXGenDudeChaseW;
if (Chance(0x3000)) GDXGenDudeRecoilD.at18 = &GDXGenDudeDodgeL;
else GDXGenDudeRecoilD.at18 = &GDXGenDudeChaseL;
if (pXSprite->target == -1) {
if(spriteIsUnderwater(pSprite,false))
aiNewState(pSprite, pXSprite, &GDXGenDudeGotoW);
else
aiNewState(pSprite, pXSprite, &GDXGenDudeGotoL);
return;
}
int dx, dy, dist;
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype* pTarget = &sprite[pXSprite->target];
XSPRITE* pXTarget = pTarget->extra > 0 ? &xsprite[pTarget->extra] : NULL;
if(!IsDudeSprite(pTarget))
pXTarget = NULL;
// check target
dx = pTarget->x - pSprite->x;
dy = pTarget->y - pSprite->y;
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if ( pXTarget == NULL || pXTarget->health <= 0 )
{
// target is dead
if(spriteIsUnderwater(pSprite,false))
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else {
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
sfxPlayGDXGenDudeSound(pSprite,5,pXSprite->data3);
}
return;
}
if ( IsPlayerSprite( pTarget ) )
{
PLAYER* pPlayer = &gPlayer[ pTarget->type - kDudePlayer1 ];
if ( powerupCheck( pPlayer, 13 ) > 0 )
{
if(spriteIsUnderwater(pSprite,false))
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
return;
}
}
dist = approxDist(dx, dy);
if ( dist <= pDudeInfo->seeDist ) {
int nAngle = getangle(dx, dy);
int losAngle = ((1024 + nAngle - pSprite->ang) & 2047) - 1024;
int eyeAboveZ = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
VECTORDATA* meleeVector = &gVectorData[22];
// is there a line of sight to the target?
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
pSprite->x, pSprite->y, pSprite->z - eyeAboveZ, pSprite->sectnum)){
// is the target visible?
if (dist < pDudeInfo->seeDist && klabs(losAngle) <= pDudeInfo->periphery) {
aiSetTarget(pXSprite, pXSprite->target);
if ((gFrameClock & 64) == 0 && Chance(0x1000) && !spriteIsUnderwater(pSprite,false))
sfxPlayGDXGenDudeSound(pSprite,6,pXSprite->data3);
if (dist <= 1500) gDudeSlope[sprite[pXSprite->reference].extra] = divscale(pTarget->z - pSprite->z, dist, 13);
else if (dist <= 3000) gDudeSlope[sprite[pXSprite->reference].extra] = divscale(pTarget->z - pSprite->z, dist, 11);
else if (dist > 0) gDudeSlope[sprite[pXSprite->reference].extra] = divscale(pTarget->z - pSprite->z, dist, 10);
spritetype* pLeech = NULL;
if (pXSprite->data1 >= kThingBase && pXSprite->data1 < kThingMax) {
if (pXSprite->data1 == 431) pXSprite->data1 = kGDXThingCustomDudeLifeLeech;
if (klabs(losAngle) < kAng15) {
if (dist < 12264 && dist > 7680 && !spriteIsUnderwater(pSprite,false) && pXSprite->data1 != kGDXThingCustomDudeLifeLeech){
int pHit = HitScan(pSprite, pSprite->z, dx, dy, 0, 16777280, 0);
switch(pHit){
case 3:
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow);
return;
case 0:
case 4:
return;
case -1:
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow);
return;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow);
return;
}
} else if (dist > 4072 && dist <= 9072 && !spriteIsUnderwater(pSprite,false) && pSprite->owner != kMaxSprites){
if (pXSprite->data1 != kGDXThingCustomDudeLifeLeech && pXSprite->data1 != kGDXThingThrowableRock) {
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
} else {
if (pXSprite->data1 == kGDXThingCustomDudeLifeLeech) {
if ((pLeech = leechIsDropped(pSprite)) == NULL){
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
GDXGenDudeThrow2.at18 = &GDXGenDudeDodgeL;
return;
}
XSPRITE* pXLeech = &xsprite[pLeech->extra];
int ldist = getTargetDist(pTarget,pDudeInfo,pLeech);
if (ldist > 3 || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
pLeech->x, pLeech->y, pLeech->z, pLeech->sectnum) || pXLeech->target == -1) {
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
GDXGenDudeThrow2.at18 = &GDXGenDudeDodgeL;
} else {
GDXGenDudeThrow2.at18 = &GDXGenDudeChaseL;
if (pXLeech->target != pXSprite->target) pXLeech->target = pXSprite->target;
if (dist > 5072 && Chance(0x3000)) {
if (Chance(0x2000))
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
else
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
} else {
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
}
}
} else if (pXSprite->data1 == kGDXThingThrowableRock){
if (Chance(0x2000))
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
else
sfxPlayGDXGenDudeSound(pSprite,0,pXSprite->data3);
}
}
return;
} else if (dist <= meleeVector->maxDist) {
if (spriteIsUnderwater(pSprite,false)) {
if (Chance(0x7000))
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
} else {
if (Chance(0x7000))
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
}
return;
} else {
int state = checkAttackState(pSprite, pXSprite);
if(state == 1)
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
if(state == 2) {
if (Chance(0x3000))
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
else
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
}
if(state == 3)
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
return;
}
}
} else {
int defDist = 17920; int vdist = defDist;
if (pXSprite->data1 > 0 && pXSprite->data1 < kVectorMax) {
switch (pXSprite->data1) {
case 19:
pXSprite->data1 = 2;
break;
}
VECTORDATA* pVectorData = &gVectorData[pXSprite->data1];
vdist = pVectorData->maxDist;
if (vdist <= 0 || vdist > defDist)
vdist = defDist;
} else if (pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeMax && pXSprite->data1 != kGDXDudeUniversalCultist) {
if (gDudeExtra[pSprite->extra].at6.u1.at4 > 0) {
updateTargetOfSlaves(pSprite);
if (pXSprite->target >= 0 && sprite[pXSprite->target].owner == pSprite->xvel) {
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
return;
}
}
if (gDudeExtra[pSprite->extra].at6.u1.at4 <= gGameOptions.nDifficulty && dist > meleeVector->maxDist) {
vdist = (vdist / 2) + Random(vdist / 2);
}
else if (dist <= meleeVector->maxDist) {
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
return;
}
else {
int state = checkAttackState(pSprite, pXSprite);
switch (state) {
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
return;
case 2:
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
return;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
return;
}
}
} else if (pXSprite->data1 >= kMissileBase && pXSprite->data1 < kMissileMax){
// special handling for flame, explosive and life leech missiles
int mdist = 2500;
if (pXSprite->data1 != 303) mdist = 3000;
switch(pXSprite->data1){
case 315:
// Pickup life leech if it was thrown previously
if ((pLeech = leechIsDropped(pSprite)) != NULL)
removeLeech(pLeech);
break;
case 303:
case 305:
case 312:
case 313:
case 314:
{
if (dist > mdist || pXSprite->locked == 1) break;
int state = checkAttackState(pSprite, pXSprite);
if (dist <= meleeVector->maxDist && Chance(0x7000)) {
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
return;
} else {
switch (state) {
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
return;
case 2:
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
return;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
return;
}
}
}
case 304:
case 308:
{
if (spriteIsUnderwater(pSprite, false)) {
if (dist <= meleeVector->maxDist) {
if (Chance(0x4000)) {
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
}
else {
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
}
}
else {
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
}
return;
}
vdist = 4200;
if ((gFrameClock & 16) == 0)
vdist += Random(800);
break;
}
}
} else if (pXSprite->data1 >= 459 && pXSprite->data1 < (459 + kExplodeMax) - 1) {
int nType = pXSprite->data1 - 459; EXPLOSION* pExpl = &explodeInfo[nType];
if (pExpl != NULL &&
CheckProximity(pSprite, pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pExpl->at3 / 2) &&
doExplosion(pSprite, nType)) {
pXSprite->health = 1;
actDamageSprite(pSprite->xvel, pSprite, DAMAGE_TYPE_3, 65535);
xvel[pSprite->xvel] = 0;
zvel[pSprite->xvel] = 0;
yvel[pSprite->xvel] = 0;
}
return;
} else {
// Scared dude - no weapon. Still can punch you sometimes.
int state = checkAttackState(pSprite, pXSprite);
if (Chance(0x0500) && !spriteIsUnderwater(pSprite,false))
sfxPlayGDXGenDudeSound(pSprite,6,pXSprite->data3);
if (Chance(0x5000)){
switch (state){
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
break;
case 2:
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
break;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
break;
}
pXSprite->target = -1;
} else if (dist <= meleeVector->maxDist && Chance(0x7000)) {
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
} else {
switch (state){
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
break;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
break;
}
pXSprite->target = -1;
}
return;
}
int state = checkAttackState(pSprite, pXSprite);
if (dist > vdist && pXSprite->aiState == &GDXGenDudeChaseD)
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
if (dist < vdist && klabs(losAngle) < 35 /*&& klabs(losAngle) < kAngle5*/) {
if (vdist > 1512){
switch(state){
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeFireW);
pXSprite->aiState->at18 = &GDXGenDudeFireW;
break;
case 2:
aiNewState(pSprite, pXSprite, &GDXGenDudeFireD);
pXSprite->aiState->at18 = &GDXGenDudeFireD;
break;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeFireL);
pXSprite->aiState->at18 = &GDXGenDudeFireL;
break;
}
} else {
switch(state){
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeFire2W);
pXSprite->aiState->at18 = &GDXGenDudeFire2W;
break;
case 2:
aiNewState(pSprite, pXSprite, &GDXGenDudeFire2D);
pXSprite->aiState->at18 = &GDXGenDudeFire2D;
break;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeFire2L);
pXSprite->aiState->at18 = &GDXGenDudeFire2L;
break;
}
}
} else {
int nSeq = 6; if (state < 3) nSeq = 8;
if (seqGetID(3, pSprite->extra) == pDudeInfo->seqStartID + nSeq) {
switch(state){
case 1:
pXSprite->aiState->at18 = &GDXGenDudeChaseW;
break;
case 2:
pXSprite->aiState->at18 = &GDXGenDudeChaseD;
break;
default:
pXSprite->aiState->at18 = &GDXGenDudeChaseL;
break;
}
} else {
if(pXSprite->aiState == &GDXGenDudeChaseL || pXSprite->aiState == &GDXGenDudeChaseD ||
pXSprite->aiState == &GDXGenDudeChaseW || pXSprite->aiState == &GDXGenDudeFireL ||
pXSprite->aiState == &GDXGenDudeFireD || pXSprite->aiState == &GDXGenDudeFireW)
return;
switch (state) {
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
pXSprite->aiState->at18 = &GDXGenDudeFireW;
break;
case 2:
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
pXSprite->aiState->at18 = &GDXGenDudeFireD;
break;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
pXSprite->aiState->at18 = &GDXGenDudeFireL;
break;
}
}
}
}
return;
}
}
}
if(spriteIsUnderwater(pSprite,false)) {
aiNewState(pSprite, pXSprite, &GDXGenDudeGotoW);
} else {
aiNewState(pSprite, pXSprite, &GDXGenDudeGotoL);
}
pXSprite->target = -1;
}
int checkAttackState(spritetype* pSprite, XSPRITE* pXSprite) {
UNREFERENCED_PARAMETER(pXSprite);
if (sub_5BDA8(pSprite, 14) || spriteIsUnderwater(pSprite,false))
{
if ( !sub_5BDA8(pSprite, 14) || spriteIsUnderwater(pSprite,false))
{
if (spriteIsUnderwater(pSprite,false))
{
return 1; //water
}
}
else
{
return 2; //duck
}
}
else
{
return 3; //land
}
return 0;
}
/*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;
}
bool sub_57901(spritetype* pSprite, int nSeqID) {
if ( pSprite->statnum == 6 )
{
if ( IsDudeSprite(pSprite) )
{
SEQINST* pSeqInst = GetInstance(3, pSprite->extra); Seq* pSeq = pSeqInst->pSequence;
if ( pSeq == pSEQs.get(xsprite[pSprite->extra].data2 + nSeqID) && seqGetStatus(3, pSprite->extra) >= 0 )
return true;
}
}
return false;
}*/
bool TargetNearThing(spritetype* pSprite, int thingType) {
for ( int nSprite = headspritesect[pSprite->sectnum]; nSprite >= 0; nSprite = nextspritesect[nSprite] )
{
// check for required things or explosions in the same sector as the target
if ( sprite[nSprite].type == thingType || sprite[nSprite].statnum == 2 )
return true; // indicate danger
}
return false;
}
///// For gen dude
int getGenDudeMoveSpeed(spritetype* pSprite,int which, bool mul, bool shift) {
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
XSPRITE* pXSprite = &xsprite[pSprite->extra];
int speed = -1; int step = 2500; int maxSpeed = 146603;
switch(which){
case 0:
speed = pDudeInfo->frontSpeed;
break;
case 1:
speed = pDudeInfo->sideSpeed;
break;
case 2:
speed = pDudeInfo->backSpeed;
break;
case 3:
speed = pDudeInfo->angSpeed;
break;
default:
return -1;
}
if (pXSprite->busyTime > 0) speed /=3;
if (speed > 0 && mul) {
//System.err.println(pXSprite.busyTime);
if (pXSprite->busyTime > 0)
speed += (step * pXSprite->busyTime);
}
if (shift) speed *= 4 >> 4;
if (speed > maxSpeed) speed = maxSpeed;
return speed;
}
void aiGenDudeMoveForward(spritetype* pSprite, XSPRITE* pXSprite ) {
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
int maxTurn = pDudeInfo->angSpeed * 4 >> 4;
int dang = ((kAng180 + pXSprite->goalAng - pSprite->ang) & 2047) - kAng180;
pSprite->ang = ((pSprite->ang + ClipRange(dang, -maxTurn, maxTurn)) & 2047);
// don't move forward if trying to turn around
if ( klabs(dang) > kAng60 )
return;
int sin = Sin(pSprite->ang);
int cos = Cos(pSprite->ang);
int frontSpeed = getGenDudeMoveSpeed(pSprite,0,true,false);
xvel[pSprite->xvel] += mulscale(cos, frontSpeed, 30);
yvel[pSprite->xvel] += mulscale(sin, frontSpeed, 30);
}
bool sfxPlayGDXGenDudeSound(spritetype* pSprite, int mode, int data) {
int sndId = -1; int rand = 0; bool gotSnd = true;
switch (mode){
// spot sound
case 0:
rand = 2; sndId = 1003;
if (data > 0)
sndId = data;
break;
// pain sound
case 1:
rand = 2; sndId = 1013;
if (data > 0)
sndId = data + 2;
break;
// death sound
case 2:
rand = 2; sndId = 1018;
if (data > 0)
sndId = data + 4;
break;
// burning state sound
case 3:
rand = 2; sndId = 1031;
if (data > 0)
sndId = data + 6;
break;
// explosive death or end of burning state sound
case 4:
rand = 2; sndId = 1018;
if (data > 0)
sndId = data + 8;
break;
// target of dude is dead
case 5:
rand = 2; sndId = 4021;
if (data > 0)
sndId = data + 10;
break;
// roam sounds
case 6:
rand = 2; sndId = 1005;
if (data > 0)
sndId = data + 12;
break;
// weapon attack
case 7:
if (data > 0)
sndId = data + 14;
break;
// throw attack
case 8:
if (data > 0)
sndId = data + 15;
break;
// melee attack
case 9:
if (data > 0)
sndId = data + 16;
break;
// transforming in other dude
case 10:
sndId = 9008;
if (data > 0)
sndId = data + 17;
break;
default:
return false;
}
if (sndId < 0) return false;
else if (data <= 0) sndId = sndId + Random(rand);
else {
int maxRetries = 5; gotSnd = false;
// Let's try to get random snd
while(maxRetries-- > 0){
int random = Random(rand);
if (gSysRes.Lookup(sndId + random, "SFX")){
sndId = sndId + random;
gotSnd = true;
break;
}
}
// If no success in getting random snd, get first existing one
if (gotSnd == false){
int max = sndId + rand;
while(sndId++ <= max){
if (gSysRes.Lookup(sndId, "SFX")) {
gotSnd = true;
break;
}
}
}
}
if (gotSnd) {
switch (mode){
// case 1:
case 2:
case 4:
case 7:
case 8:
case 9:
case 10:
sfxPlay3DSound(pSprite, sndId, -1, 0);
break;
default:
aiPlay3DSound(pSprite, sndId, AI_SFX_PRIORITY_2, -1);
break;
}
return true;
}
return false;
}
bool spriteIsUnderwater(spritetype* pSprite,bool oldWay) {
if (oldWay){
if (xsprite[pSprite->extra].medium == 1 || xsprite[pSprite->extra].medium == 2)
return true;
return false;
}
if (sector[pSprite->sectnum].extra < 0) return false;
else if (xsector[sector[pSprite->sectnum].extra].Underwater)
return true;
return false;
}
spritetype* leechIsDropped(spritetype* pSprite) {
for (int nSprite = headspritestat[4]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (sprite[nSprite].lotag == kGDXThingCustomDudeLifeLeech && sprite[nSprite].owner == pSprite->xvel)
return &sprite[nSprite];
}
return NULL;
}
void removeDudeStuff(spritetype* pSprite) {
for (short nSprite = headspritestat[4]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (sprite[nSprite].owner != pSprite->xvel) continue;
switch (sprite[nSprite].lotag) {
case 401:
case 402:
case 433:
deletesprite(nSprite);
break;
case kGDXThingCustomDudeLifeLeech:
killDudeLeech(&sprite[nSprite]);
break;
}
}
for (short nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (sprite[nSprite].owner != pSprite->xvel) continue;
actDamageSprite(sprite[nSprite].owner, &sprite[nSprite], (DAMAGE_TYPE) 0, 65535);
}
}
void removeLeech(spritetype* pLeech, bool delSprite) {
if (pLeech != NULL) {
spritetype* pEffect = gFX.fxSpawn((FX_ID)52,pLeech->sectnum,pLeech->x,pLeech->y,pLeech->z,pLeech->ang);
if (pEffect != NULL) {
pEffect->cstat = kSprFace;
pEffect->pal = 6;
int repeat = 64 + Random(50);
pEffect->xrepeat = repeat;
pEffect->yrepeat = repeat;
}
sfxPlay3DSoundCP(pLeech, 490, -1, 0,60000);
if (delSprite)
actPostSprite(pLeech->index, kStatFree);
}
}
void killDudeLeech(spritetype* pLeech) {
if (pLeech != NULL) {
//removeLeech(pLeech, false);
actDamageSprite(pLeech->owner, pLeech, DAMAGE_TYPE_3, 65535);
sfxPlay3DSoundCP(pLeech, 522, -1, 0, 60000);
}
}
XSPRITE* getNextIncarnation(XSPRITE* pXSprite) {
if (pXSprite->txID > 0) {
for (short nSprite = headspritestat[7]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (!IsDudeSprite(&sprite[nSprite]) || sprite[nSprite].extra < 0) continue;
if (xsprite[sprite[nSprite].extra].rxID == pXSprite->txID && xsprite[sprite[nSprite].extra].health > 0)
return &xsprite[sprite[nSprite].extra];
}
}
return NULL;
}
bool dudeIsMelee(XSPRITE* pXSprite) {
int meleeDist = 2048; int vdist = meleeDist;
if (pXSprite->data1 >= 0 && pXSprite->data1 < kVectorMax) {
int vector = pXSprite->data1; if (vector <= 0) vector = 2;
VECTORDATA pVectorData = gVectorData[vector];
vdist = pVectorData.maxDist;
if (vdist > 0 && vdist <= meleeDist)
return true;
}
else {
if (pXSprite->data1 >= 459 && pXSprite->data1 < (459 + kExplodeMax) - 1)
return true;
switch (pXSprite->data1) {
case 304:
case 308:
return true;
default:
return false;
}
}
return false;
}
int getRecoilChance(spritetype* pSprite) {
int mass = getDudeMassBySpriteSize(pSprite);
int cumulDmg = 0; int baseChance = 0x4000;
if (pSprite->extra >= 0) {
XSPRITE pXSprite = xsprite[pSprite->extra];
baseChance += (pXSprite.burnTime / 2);
cumulDmg = pXSprite.cumulDamage;
if (dudeIsMelee(&pXSprite))
baseChance = 0x500;
}
baseChance += cumulDmg;
int chance = ((baseChance / mass) << 7);
return chance;
}
int getDodgeChance(spritetype* pSprite) {
int mass = getDudeMassBySpriteSize(pSprite); int baseChance = 0x1000;
if (pSprite->extra >= 0) {
XSPRITE pXSprite = xsprite[pSprite->extra];
baseChance += pXSprite.burnTime;
if (dudeIsMelee(&pXSprite))
baseChance = 0x200;
}
int chance = ((baseChance / mass) << 7);
return chance;
}
void dudeLeechOperate(spritetype* pSprite, XSPRITE* pXSprite, EVENT a3)
{
if (a3.cmd == COMMAND_ID_0) {
actPostSprite(pSprite->xvel, kStatFree);
return;
}
int nTarget = pXSprite->target;
if (nTarget >= 0 && nTarget < kMaxSprites) {
spritetype* pTarget = &sprite[nTarget];
if (pTarget->statnum == 6 && !(pTarget->hitag & 32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites && !pXSprite->stateTimer)
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int nType = pTarget->type - kDudeBase;
DUDEINFO* pDudeInfo = &dudeInfo[nType];
int z1 = (top - pSprite->z) - 256;
int x = pTarget->x; int y = pTarget->y; int z = pTarget->z;
int nDist = approxDist(x - pSprite->x, y - pSprite->y);
if (nDist != 0 && cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, x, y, z, pTarget->sectnum))
{
int t = divscale(nDist, 0x1aaaaa, 12);
x += (xvel[nTarget] * t) >> 12;
y += (yvel[nTarget] * t) >> 12;
int angBak = pSprite->ang;
pSprite->ang = getangle(x - pSprite->x, y - pSprite->y);
int dx = Cos(pSprite->ang) >> 16;
int dy = Sin(pSprite->ang) >> 16;
int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4;
int dz = divscale(tz - top - 256, nDist, 10);
int nMissileType = 316 + (pXSprite->data3 ? 1 : 0);
int t2;
if (!pXSprite->data3) t2 = 120 / 10.0;
else t2 = (3 * 120) / 10.0;
spritetype * pMissile = actFireMissile(pSprite, 0, z1, dx, dy, dz, nMissileType);
if (pMissile)
{
pMissile->owner = pSprite->owner;
pXSprite->stateTimer = 1;
evPost(pSprite->index, 3, t2, CALLBACK_ID_20);
pXSprite->data3 = ClipLow(pXSprite->data3 - 1, 0);
}
pSprite->ang = angBak;
}
}
}
}
bool doExplosion(spritetype* pSprite, int nType) {
spritetype* pExplosion = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 2, true);
int nSeq = 4; int nSnd = 304; EXPLOSION* pExpl = &explodeInfo[nType];
pExplosion->yrepeat = pExpl->at0;
pExplosion->xrepeat = pExpl->at0;
pExplosion->lotag = nType;
pExplosion->cstat |= kSprInvisible | kSprOriginAlign;
pExplosion->owner = pSprite->xvel;
if (pExplosion->extra >= 0) {
xsprite[pExplosion->extra].target = 0;
xsprite[pExplosion->extra].data1 = pExpl->atf;
xsprite[pExplosion->extra].data2 = pExpl->at13;
xsprite[pExplosion->extra].data3 = pExpl->at17;
if (nType == 0) { nSeq = 3; nSnd = 303; pExplosion->z = pSprite->z; }
else if (nType == 2) { nSeq = 4; nSnd = 305; }
else if (nType == 3) { nSeq = 9; nSnd = 307; }
else if (nType == 4) { nSeq = 5; nSnd = 307; }
else if (nType <= 6) { nSeq = 4; nSnd = 303; }
else if (nType == 7) { nSeq = 4; nSnd = 303; }
if (fileExistsRFF(nSeq, "SEQ")) seqSpawn(nSeq, 3, pExplosion->extra, -1);
sfxPlay3DSound(pExplosion, nSnd, -1, 0);
return true;
}
return false;
}
void updateTargetOfSlaves(spritetype* pSprite) {
for (short nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (sprite[nSprite].owner != pSprite->xvel || sprite[nSprite].extra < 0 || !IsDudeSprite(&sprite[nSprite])) continue;
else if (xsprite[pSprite->extra].target != xsprite[sprite[nSprite].extra].target
&& IsDudeSprite(&sprite[xsprite[pSprite->extra].target])) {
aiSetTarget(&xsprite[sprite[nSprite].extra], xsprite[pSprite->extra].target);
}
if (xsprite[sprite[nSprite].extra].target >= 0) {
// don't attack mates
if (sprite[xsprite[sprite[nSprite].extra].target].owner == sprite[nSprite].owner)
aiSetTarget(&xsprite[sprite[nSprite].extra], pSprite->x, pSprite->y, pSprite->z);
}
if (!isActive(sprite[nSprite].xvel) && xsprite[sprite[nSprite].extra].target >= 0)
aiActivateDude(&sprite[nSprite], &xsprite[sprite[nSprite].extra]);
}
return;
}
//////////