//-------------------------------------------------------------------------
/*
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 = bcos(pSprite->ang);
	int dy = bsin(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(actor, 0, 0, dx, dy, dz, kVectorBullet);
	sfxPlay3DSound(actor, 4001, -1, 0);
}

void TeslaSeqCallback(int, DBloodActor* actor)
{
	XSPRITE* pXSprite = &actor->x();
	spritetype* pSprite = &actor->s();
	if (Chance(dword_138BB0[gGameOptions.nDifficulty]))
	{
		int dx = bcos(pSprite->ang);
		int dy = bsin(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(actor, 0, 0, dx, dy, dz, kMissileTeslaRegular);
		sfxPlay3DSound(actor, 470, -1, 0);
	}
}

void ShotSeqCallback(int, DBloodActor* actor)
{
	XSPRITE* pXSprite = &actor->x();
	spritetype* pSprite = &actor->s();
	int dx = bcos(pSprite->ang);
	int dy = bsin(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(actor, 0, 0, dx + r3, dy + r2, dz + r1, kVectorShell);
	}
	if (Chance(0x8000))
		sfxPlay3DSound(actor, 1001, -1, 0);
	else
		sfxPlay3DSound(actor, 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(actor, 455, -1, 0);
	if (!actor->ValidateTarget(__FUNCTION__)) return;
	spritetype* pTarget = &actor->GetTarget()->s();
	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;
	auto* pMissile = actFireThing(actor, 0, 0, dz / 128 - 14500, nMissile, (nDist2 << 23) / 120);
	if (v4)
		pMissile->x().Impact = 1;
	else
		evPostActor(pMissile, 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(actor, 455, -1, 0);
	auto pMissile = actFireThing(actor, 0, 0, actor->dudeSlope - 9460, nMissile, 0x133333);
	evPostActor(pMissile, 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(actor, 455, -1, 0);
	if (!actor->ValidateTarget(__FUNCTION__)) return;
	spritetype* pTarget = &actor->GetTarget()->s();
	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;
	auto pMissile = actFireThing(actor, 0, 0, dz / 128 - 14500, nMissile, (nDist2 << 17) / 120);
	pMissile->x().Impact = 1;
}

static char TargetNearExplosion(spritetype* pSprite)
{
	BloodSectIterator it(pSprite->sectnum);
	while (auto actor = it.Next())
	{
		if (actor->s().type == kThingArmedTNTStick || actor->s().statnum == kStatExplosion)
			return 1;
	}
	return 0;
}

static void cultThinkSearch(DBloodActor* actor)
{
	auto pXSprite = &actor->x();
	aiChooseDirection(actor, pXSprite->goalAng);
	aiLookForTarget(actor);
}

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(actor, 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 (actor->GetTarget() == nullptr)
	{
		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);
	spritetype* pTarget = &actor->GetTarget()->s();
	XSPRITE* pXTarget = &actor->GetTarget()->x();
	int dx = pTarget->x - pSprite->x;
	int dy = pTarget->y - pSprite->y;
	aiChooseDirection(actor, getangle(dx, dy));
	if (pXTarget->health == 0)
	{
		switch (pXSprite->medium)
		{
		case kMediumNormal:
			aiNewState(actor, &cultistSearch);
			if (pSprite->type == kDudeCultistTommy)
				aiPlay3DSound(actor, 4021 + Random(4), AI_SFX_PRIORITY_1, -1);
			else
				aiPlay3DSound(actor, 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(actor, actor->GetTarget());
				actor->dudeSlope = nDist == 0 ? 0 : 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 != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().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(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistTFire);
							else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistTProneFire);
							else if (dudeIsPlayingSeq(actor, 13) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
								aiNewState(actor, &cultistTSwimFire);
							break;
						case 3:
							if (pSprite->type != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().type != kDudeCultistShotgun)
							{
								if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistTFire);
								else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistTProneFire);
								else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
									aiNewState(actor, &cultistTSwimFire);
							}
							else
							{
								if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistDodge);
								else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistProneDodge);
								else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
									aiNewState(actor, &cultistSwimDodge);
							}
							break;
						default:
							if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistTFire);
							else if (dudeIsPlayingSeq(actor, 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 != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().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(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistSFire);
							else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistSProneFire);
							else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
								aiNewState(actor, &cultistSSwimFire);
							break;
						case 3:
							if (pSprite->type != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().type != kDudeCultistTommy)
							{
								if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistSFire);
								else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistSProneFire);
								else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
									aiNewState(actor, &cultistSSwimFire);
							}
							else
							{
								if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistDodge);
								else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistProneDodge);
								else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
									aiNewState(actor, &cultistSwimDodge);
							}
							break;
						default:
							if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistSFire);
							else if (dudeIsPlayingSeq(actor, 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 != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().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(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistTsFire);
							else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistTsProneFire);
							else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
								aiNewState(actor, &cultistTsSwimFire);
							break;
						case 3:
							if (pSprite->type != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().type != kDudeCultistTommy)
							{
								if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistTsFire);
								else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistTsProneFire);
								else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
									aiNewState(actor, &cultistTsSwimFire);
							}
							else
							{
								if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistDodge);
								else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistProneDodge);
								else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
									aiNewState(actor, &cultistSwimDodge);
							}
							break;
						default:
							if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistTsFire);
							else if (dudeIsPlayingSeq(actor, 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 != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().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 != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().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 != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().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(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistSFire);
							else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistSProneFire);
							else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
								aiNewState(actor, &cultistSSwimFire);
							break;
						case 3:
							if (pSprite->type != gHitInfo.hitactor->s().type && gHitInfo.hitactor->s().type != kDudeCultistTommy)
							{
								if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistSFire);
								else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistSProneFire);
								else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
									aiNewState(actor, &cultistSSwimFire);
							}
							else
							{
								if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistDodge);
								else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
									aiNewState(actor, &cultistProneDodge);
								else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
									aiNewState(actor, &cultistSwimDodge);
							}
							break;
						default:
							if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
								aiNewState(actor, &cultistSFire);
							else if (dudeIsPlayingSeq(actor, 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;
	}
	actor->SetTarget(nullptr);
}

END_BLD_NS
