raze-gles/source/games/blood/src/aicult.cpp
carnivoroussociety 6606f0bc5a Improved GetClosestSpriteSectors() detection
Enables/disables new sector searching behavior for dude owned explosions
Added new CVAR cl_bloodvanillaexplosions
Swap ExplosBehavior menu settings
2021-08-18 15:52:15 +02:00

639 lines
32 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "compat.h"
#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void cultThinkSearch(DBloodActor *);
static void cultThinkGoto(DBloodActor *);
static void cultThinkChase(DBloodActor *);
AISTATE cultistIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE cultistProneIdle = { kAiStateIdle, 17, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE fanaticProneIdle = { kAiStateIdle, 17, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE cultistProneIdle3 = { kAiStateIdle, 17, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE cultistChase = { kAiStateChase, 9, -1, 0, NULL, aiMoveForward, cultThinkChase, NULL };
AISTATE fanaticChase = { kAiStateChase, 0, -1, 0, NULL, aiMoveTurn, cultThinkChase, NULL };
AISTATE cultistDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &cultistChase };
AISTATE cultistGoto = { kAiStateMove, 9, -1, 600, NULL, aiMoveForward, cultThinkGoto, &cultistIdle };
AISTATE cultistProneChase = { kAiStateChase, 14, -1, 0, NULL, aiMoveForward, cultThinkChase, NULL };
AISTATE cultistProneDodge = { kAiStateMove, 14, -1, 90, NULL, aiMoveDodge, NULL, &cultistProneChase };
AISTATE cultistTThrow = { kAiStateChase, 7, nThrowClient, 120, NULL, NULL, NULL, &cultistTFire };
AISTATE cultistSThrow = { kAiStateChase, 7, nThrowClient, 120, NULL, NULL, NULL, &cultistSFire };
AISTATE cultistTsThrow = { kAiStateChase, 7, nThrowClient, 120, NULL, NULL, NULL, &cultistTsFire };
AISTATE cultistDThrow = { kAiStateChase, 7, nThrowClient, 120, NULL, NULL, NULL, &cultistChase };
AISTATE cultist139A78 = { kAiStateChase, 7, n68170Client, 120, NULL, NULL, NULL, &cultistChase };
AISTATE cultist139A94 = { kAiStateChase, 7, n68230Client, 120, NULL, NULL, NULL, &cultistIdle };
AISTATE cultist139AB0 = { kAiStateChase, 7, n68230Client, 120, NULL, NULL, cultThinkSearch, &cultist139A94 };
AISTATE cultist139ACC = { kAiStateChase, 7, n68230Client, 120, NULL, NULL, cultThinkSearch, &cultist139AB0 };
AISTATE cultist139AE8 = { kAiStateChase, 7, n68230Client, 120, NULL, NULL, cultThinkSearch, &cultist139AE8 };
AISTATE cultistSearch = { kAiStateSearch, 9, -1, 1800, NULL, aiMoveForward, cultThinkSearch, &cultistIdle };
AISTATE cultistSFire = { kAiStateChase, 6, nShotClient, 60, NULL, NULL, NULL, &cultistChase };
AISTATE cultistTFire = { kAiStateChase, 6, nTommyClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistTFire };
AISTATE cultistTsFire = { kAiStateChase, 6, nTeslaClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistChase };
AISTATE cultistSProneFire = { kAiStateChase, 8, nShotClient, 60, NULL, NULL, NULL, &cultistProneChase };
AISTATE cultistTProneFire = { kAiStateChase, 8, nTommyClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistTProneFire };
AISTATE cultistTsProneFire = { kAiStateChase, 8, nTeslaClient, 0, NULL, aiMoveTurn, NULL, &cultistTsProneFire };
AISTATE cultistRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cultistDodge };
AISTATE cultistProneRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cultistProneDodge };
AISTATE cultistTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &cultistDodge };
AISTATE cultistSwimIdle = { kAiStateIdle, 13, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE cultistSwimChase = { kAiStateChase, 13, -1, 0, NULL, aiMoveForward, cultThinkChase, NULL };
AISTATE cultistSwimDodge = { kAiStateMove, 13, -1, 90, NULL, aiMoveDodge, NULL, &cultistSwimChase };
AISTATE cultistSwimGoto = { kAiStateMove, 13, -1, 600, NULL, aiMoveForward, cultThinkGoto, &cultistSwimIdle };
AISTATE cultistSwimSearch = { kAiStateSearch, 13, -1, 1800, NULL, aiMoveForward, cultThinkSearch, &cultistSwimIdle };
AISTATE cultistSSwimFire = { kAiStateChase, 8, nShotClient, 60, NULL, NULL, NULL, &cultistSwimChase };
AISTATE cultistTSwimFire = { kAiStateChase, 8, nTommyClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistTSwimFire };
AISTATE cultistTsSwimFire = { kAiStateChase, 8, nTeslaClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistTsSwimFire };
AISTATE cultistSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cultistSwimDodge };
void TommySeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
int dz = actor->dudeSlope;
dx += Random3((5-gGameOptions.nDifficulty)*1000);
dy += Random3((5-gGameOptions.nDifficulty)*1000);
dz += Random3((5-gGameOptions.nDifficulty)*500);
actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorBullet);
sfxPlay3DSound(pSprite, 4001, -1, 0);
}
void TeslaSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (Chance(dword_138BB0[gGameOptions.nDifficulty]))
{
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
int dz = actor->dudeSlope;
dx += Random3((5-gGameOptions.nDifficulty)*1000);
dy += Random3((5-gGameOptions.nDifficulty)*1000);
dz += Random3((5-gGameOptions.nDifficulty)*500);
actFireMissile(pSprite, 0, 0, dx, dy, dz, kMissileTeslaRegular);
sfxPlay3DSound(pSprite, 470, -1, 0);
}
}
void ShotSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
int dz = actor->dudeSlope;
dx += Random2((5-gGameOptions.nDifficulty)*1000-500);
dy += Random2((5-gGameOptions.nDifficulty)*1000-500);
dz += Random2((5-gGameOptions.nDifficulty)*500);
for (int i = 0; i < 8; i++)
{
int r1 = Random3(500);
int r2 = Random3(1000);
int r3 = Random3(1000);
actFireVector(pSprite, 0, 0, dx+r3, dy+r2, dz+r1, kVectorShell);
}
if (Chance(0x8000))
sfxPlay3DSound(pSprite, 1001, -1, 0);
else
sfxPlay3DSound(pSprite, 1002, -1, 0);
}
void cultThrowSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int nMissile = kThingArmedTNTStick;
if (gGameOptions.nDifficulty > 2)
nMissile = kThingArmedTNTBundle;
char v4 = Chance(0x6000);
sfxPlay3DSound(pSprite, 455, -1, 0);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target];
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
int dx = pTarget->x - pSprite->x;
int dy = pTarget->y - pSprite->y;
int dz = pTarget->z - pSprite->z;
int nDist = approxDist(dx, dy);
int nDist2 = nDist / 540;
if (nDist > 0x1e00)
v4 = 0;
spritetype *pMissile = actFireThing_(pSprite, 0, 0, dz/128-14500, nMissile, (nDist2<<23)/120);
if (v4)
xsprite[pMissile->extra].Impact = 1;
else
evPost(pMissile->index, 3, 120*(1+Random(2)), kCmdOn);
}
void sub_68170(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int nMissile = kThingArmedTNTStick;
if (gGameOptions.nDifficulty > 2)
nMissile = kThingArmedTNTBundle;
sfxPlay3DSound(pSprite, 455, -1, 0);
spritetype* pMissile = actFireThing_(pSprite, 0, 0, actor->dudeSlope - 9460, nMissile, 0x133333);
evPost(pMissile->index, 3, 120*(2+Random(2)), kCmdOn);
}
void sub_68230(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int nMissile = kThingArmedTNTStick;
if (gGameOptions.nDifficulty > 2)
nMissile = kThingArmedTNTBundle;
sfxPlay3DSound(pSprite, 455, -1, 0);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target];
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
int dx = pTarget->x - pSprite->x;
int dy = pTarget->y - pSprite->y;
int dz = pTarget->z - pSprite->z;
int nDist = approxDist(dx, dy);
int nDist2 = nDist / 540;
spritetype *pMissile = actFireThing_(pSprite, 0, 0, dz/128-14500, nMissile, (nDist2<<17)/120);
xsprite[pMissile->extra].Impact = 1;
}
static char TargetNearExplosion(spritetype *pSprite)
{
int nSprite;
SectIterator it(pSprite->sectnum);
while ((nSprite = it.NextIndex()) >= 0)
{
if (sprite[nSprite].type == kThingArmedTNTStick || sprite[nSprite].statnum == kStatExplosion)
return 1;
}
return 0;
}
static void cultThinkSearch(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
aiLookForTarget(pSprite, pXSprite);
}
static void cultThinkGoto(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(pSprite, pXSprite, nAngle);
if (nDist < 5120 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistSearch);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimSearch);
break;
}
}
aiThinkTarget(actor);
}
static void cultThinkChase(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (pXSprite->target == -1)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistGoto);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimGoto);
break;
}
return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if (pXTarget->health == 0)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistSearch);
if (pSprite->type == kDudeCultistTommy)
aiPlay3DSound(pSprite, 4021+Random(4), AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1021+Random(4), AI_SFX_PRIORITY_1, -1);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimSearch);
break;
}
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistSearch);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimSearch);
break;
}
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
actor->dudeSlope = DivScale(pTarget->z-pSprite->z, nDist, 10);
switch (pSprite->type) {
case kDudeCultistTommy:
if (nDist < 0x1e00 && nDist > 0xe00 && abs(nDeltaAngle) < 85 && !TargetNearExplosion(pTarget)
&& (pTarget->flags&2) && gGameOptions.nDifficulty > 2 && IsPlayerSprite(pTarget) && gPlayer[pTarget->type-kDudePlayer1].isRunning
&& Chance(0x8000))
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultistTThrow);
break;
case 0:
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistShotgun && pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultistTThrow);
break;
default:
aiNewState(actor, &cultistTThrow);
break;
}
}
else if (nDist < 0x4600 && abs(nDeltaAngle) < 28)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTProneFire);
else if (dudeIsPlayingSeq(pSprite, 13) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
aiNewState(actor, &cultistTSwimFire);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistShotgun)
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistTSwimFire);
}
else
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistDodge);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistProneDodge);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSwimDodge);
}
break;
default:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistTSwimFire);
break;
}
}
break;
case kDudeCultistShotgun:
if (nDist < 0x2c00 && nDist > 0x1400 && !TargetNearExplosion(pTarget)
&& (pTarget->flags&2) && gGameOptions.nDifficulty >= 2 && IsPlayerSprite(pTarget) && !gPlayer[pTarget->type-kDudePlayer1].isRunning
&& Chance(0x8000))
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultistSThrow);
break;
case 0:
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistShotgun && pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultistSThrow);
break;
default:
aiNewState(actor, &cultistSThrow);
break;
}
}
else if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistTommy)
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
}
else
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistDodge);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistProneDodge);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSwimDodge);
}
break;
default:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
break;
}
}
break;
case kDudeCultistTesla:
if (nDist < 0x1e00 && nDist > 0xe00 && !TargetNearExplosion(pTarget)
&& (pTarget->flags&2) && gGameOptions.nDifficulty > 2 && IsPlayerSprite(pTarget) && gPlayer[pTarget->type-kDudePlayer1].isRunning
&& Chance(0x8000))
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultistTsThrow);
break;
case 0:
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistShotgun && pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultistTsThrow);
break;
default:
aiNewState(actor, &cultistTsThrow);
break;
}
}
else if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistTsSwimFire);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistTommy)
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistTsSwimFire);
}
else
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistDodge);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistProneDodge);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSwimDodge);
}
break;
default:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistTsSwimFire);
break;
}
}
break;
case kDudeCultistTNT:
if (nDist < 0x2c00 && nDist > 0x1400 && abs(nDeltaAngle) < 85
&& (pTarget->flags&2) && IsPlayerSprite(pTarget))
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultistDThrow);
break;
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistShotgun && pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultistDThrow);
break;
default:
aiNewState(actor, &cultistDThrow);
break;
}
}
else if (nDist < 0x1400 && abs(nDeltaAngle) < 85
&& (pTarget->flags&2) && IsPlayerSprite(pTarget))
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSprite->medium != 1 && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultist139A78);
break;
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistShotgun && pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultist139A78);
break;
default:
aiNewState(actor, &cultist139A78);
break;
}
}
break;
case kDudeCultistBeast:
if (nDist < 0x1e00 && nDist > 0xe00 && !TargetNearExplosion(pTarget)
&& (pTarget->flags&2) && gGameOptions.nDifficulty > 2 && IsPlayerSprite(pTarget) && gPlayer[pTarget->type-kDudePlayer1].isRunning
&& Chance(0x8000))
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultistSThrow);
break;
case 0:
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistShotgun && pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
aiNewState(actor, &cultistSThrow);
break;
default:
aiNewState(actor, &cultistSThrow);
break;
}
}
else if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistTommy)
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
}
else
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistDodge);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistProneDodge);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSwimDodge);
}
break;
default:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
break;
}
}
break;
}
return;
}
}
}
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistGoto);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimGoto);
break;
}
pXSprite->target = -1;
}
END_BLD_NS