raze/source/blood/src/aiunicult.cpp

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//-------------------------------------------------------------------------
/*
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 "ns.h" // Must come before everything else!
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#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"
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#include "eventq.h"
#include "globals.h"
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#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "sound.h"
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#include "trig.h"
#include "triggers.h"
#include "endgame.h"
#include "view.h"
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BEGIN_BLD_NS
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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);
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, 60, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeDodgeDmgD = { kAiStateMove, 14, -1, 60, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseD };
AISTATE GDXGenDudeDodgeDmgW = { kAiStateMove, 13, -1, 60, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseW };
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// ---------------------
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 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, &GDXGenDudeDodgeDmgL };
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AISTATE GDXGenDudePunch = { kAiStateChase,10, nGDXGenDudePunch, 0, NULL, NULL, forcePunch, &GDXGenDudeChaseL };
GENDUDESND gCustomDudeSnd[] = {
{ 1003, 2, 0, true }, // spot sound
{ 1013, 2, 2, true }, // pain sound
{ 1018, 2, 4, false }, // death sound
{ 1031, 2, 6, true }, // burning state sound
{ 1018, 2, 8, false }, // explosive death or end of burning state sound
{ 4021, 2, 10, true }, // target of dude is dead
{ 1005, 2, 12, true }, // chase sound
{ -1, 0, 14, false }, // weapon attack
{ -1, 0, 15, false }, // throw attack
{ -1, 0, 16, false }, // melee attack
{ 9008, 0, 17, false }, // transforming in other dude
};
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GENDUDEEXTRA gGenDudeExtra[kMaxSprites];
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static void forcePunch(spritetype* pSprite, XSPRITE* pXSprite) {
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// Required for those who don't have fire trigger in punch seq and for default animation
if (pXSprite->data2 != kDefaultAnimationBase) {
Seq* pSeq = NULL; DICTNODE* hSeq = gSysRes.Lookup(pXSprite->data2 + 10, "SEQ");
if ((pSeq = (Seq*)gSysRes.Load(hSeq)) != NULL) {
for (int i = 0; i < pSeq->nFrames; i++)
if (pSeq->frames[i].at5_5) return;
}
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}
if (seqGetStatus(3, pSprite->extra) == -1)
punchCallback(0,pSprite->extra);
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}
void genDudeUpdate(spritetype* pSprite) {
for (int i = 0; i < kGenDudePropertyMax; i++) {
if (gGenDudeExtra[pSprite->index].updReq[i])
genDudePrepare(pSprite, i);
}
}
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static void punchCallback(int, int nXIndex) {
XSPRITE* pXSprite = &xsprite[nXIndex];
if (pXSprite->target != -1) {
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int nSprite = pXSprite->reference;
spritetype* pSprite = &sprite[nSprite];
int nZOffset1 = dudeInfo[pSprite->type - kDudeBase].eyeHeight * pSprite->yrepeat << 2;
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int nZOffset2 = 0;
spritetype* pTarget = &sprite[pXSprite->target];
if(IsDudeSprite(pTarget))
nZOffset2 = dudeInfo[pTarget->type - kDudeBase].eyeHeight * pTarget->yrepeat << 2;
int dx = Cos(pSprite->ang) >> 16;
int dy = Sin(pSprite->ang) >> 16;
int dz = nZOffset1 - nZOffset2;
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if (!sfxPlayGDXGenDudeSound(pSprite, kGenDudeSndAttackMelee))
sfxPlay3DSound(pSprite, 530, 1, 0);
actFireVector(pSprite, 0, 0, dx, dy, dz,VECTOR_TYPE_22);
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}
}
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static void GDXCultistAttack1(int, int nXIndex) {
if (!(nXIndex >= 0 && nXIndex < kMaxXSprites)) {
consoleSysMsg("nXIndex >= 0 && nXIndex < kMaxXSprites");
return;
}
XSPRITE* pXSprite = &xsprite[nXIndex]; int nSprite = pXSprite->reference;
if (!(nSprite >= 0 && nSprite < kMaxSprites)) {
consoleSysMsg("nIndex >= 0 && nIndex < kMaxSprites");
return;
}
spritetype* pSprite = &sprite[nSprite]; int dx, dy, dz;
xvel[pSprite->index] = yvel[pSprite->index] = 0;
short curWeapon = gGenDudeExtra[nSprite].curWeapon;
short disperion = gGenDudeExtra[nSprite].baseDispersion;
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if (curWeapon >= 0 && curWeapon < kVectorMax) {
dx = Cos(pSprite->ang) >> 16; dy = Sin(pSprite->ang) >> 16; dz = gDudeSlope[nXIndex];
VECTORDATA* pVectorData = &gVectorData[curWeapon];
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int vdist = pVectorData->maxDist;
// dispersal modifiers here in case if non-melee enemy
if (vdist <= 0 || vdist > 1280) {
dx += Random3(disperion); dy += Random3(disperion);
dz += Random3(disperion);
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}
actFireVector(pSprite, 0, 0, dx, dy, dz,(VECTOR_TYPE)curWeapon);
if (!sfxPlayGDXGenDudeSound(pSprite, kGenDudeSndAttackNormal))
sfxPlayVectorSound(pSprite, curWeapon);
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} else if (curWeapon >= kDudeBase && curWeapon < kDudeMax) {
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spritetype* pSpawned = NULL; int dist = pSprite->clipdist << 4;
short slaveCnt = gGenDudeExtra[pSprite->index].slaveCount;
if (slaveCnt <= gGameOptions.nDifficulty && (pSpawned = actSpawnDude(pSprite, curWeapon, dist + Random(dist), 0)) != NULL) {
pSpawned->owner = nSprite;
if (pSpawned->extra > -1) {
xsprite[pSpawned->extra].target = pXSprite->target;
if (pXSprite->target > -1)
aiActivateDude(pSpawned, &xsprite[pSpawned->extra]);
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}
gKillMgr.sub_263E0(1);
gGenDudeExtra[pSprite->index].slave[slaveCnt] = pSpawned->index;
gGenDudeExtra[pSprite->index].slaveCount++;
if (!sfxPlayGDXGenDudeSound(pSprite, kGenDudeSndAttackNormal))
sfxPlay3DSoundCP(pSprite, 379, 1, 0, 0x10000 - Random3(0x3000));
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}
} else if (curWeapon >= kMissileBase && curWeapon < kMissileMax) {
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dx = Cos(pSprite->ang) >> 16;
dy = Sin(pSprite->ang) >> 16;
dz = gDudeSlope[nXIndex];
// dispersal modifiers here
dx += Random3(disperion); dy += Random3(disperion);
dz += Random3(disperion >> 1);
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actFireMissile(pSprite, 0, 0, dx, dy, dz, curWeapon);
if (!sfxPlayGDXGenDudeSound(pSprite, kGenDudeSndAttackNormal))
sfxPlayMissileSound(pSprite, curWeapon);
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}
}
static void ThrowCallback1(int, int nXIndex) {
ThrowThing(nXIndex, true);
}
static void ThrowCallback2(int, int nXIndex) {
ThrowThing(nXIndex, false);
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}
static void ThrowThing(int nXIndex, bool impact) {
XSPRITE* pXSprite = &xsprite[nXIndex]; spritetype* pSprite = &sprite[pXSprite->reference];
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if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites))
return;
spritetype * pTarget = &sprite[pXSprite->target];
if (!(pTarget->type >= kDudeBase && pTarget->type < kDudeMax))
return;
short curWeapon = gGenDudeExtra[sprite[pXSprite->reference].index].curWeapon;
if (curWeapon < kThingBase || curWeapon >= kThingMax)
return;
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THINGINFO* pThinkInfo = &thingInfo[curWeapon - kThingBase];
if (!pThinkInfo->allowThrow) return;
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if (!sfxPlayGDXGenDudeSound(pSprite, kGenDudeSndAttackThrow))
sfxPlay3DSound(pSprite, 455, -1, 0);
int zThrow = 14500;
int dx = pTarget->x - pSprite->x;
int dy = pTarget->y - pSprite->y;
int dz = pTarget->z - pSprite->z;
int dist = approxDist(dx, dy);
spritetype* pLeech = leechIsDropped(pSprite);
XSPRITE* pXLeech = (pLeech != NULL) ? &xsprite[pLeech->extra] : NULL;
switch (curWeapon) {
case kModernThingEnemyLifeLeech:
case kThingDroppedLifeLeech:
zThrow = 5000;
// pickup life leech before throw it again
if (pLeech != NULL) removeLeech(pLeech);
break;
}
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spritetype* pThing = NULL;
if ((pThing = actFireThing(pSprite, 0, 0, (dz / 128) - zThrow, curWeapon, divscale(dist / 540, 120, 23))) == NULL) return;
else if (pThinkInfo->picnum < 0 && pThing->type != kModernThingThrowableRock) pThing->picnum = 0;
pThing->owner = pSprite->xvel;
switch (curWeapon) {
case kThingNapalmBall:
pThing->xrepeat = pThing->yrepeat = 24;
xsprite[pThing->extra].data4 = 3 + gGameOptions.nDifficulty;
impact = true;
break;
case kModernThingThrowableRock:
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->xrepeat = pThing->yrepeat = 24 + Random(42);
pThing->cstat |= 0x0001;
pThing->pal = 5;
if (Chance(0x5000)) pThing->cstat |= 0x0004;
if (Chance(0x5000)) 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;
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return;
case kThingTNTBarrel:
case kThingArmedProxBomb:
case kThingArmedSpray:
impact = false;
break;
case kModernThingTNTProx:
xsprite[pThing->extra].state = 0;
xsprite[pThing->extra].Proximity = true;
return;
case kModernThingEnemyLifeLeech:
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->cstat &= ~CSTAT_SPRITE_BLOCK;
pThing->pal = 6;
pXThing->target = pTarget->xvel;
pXThing->Proximity = true;
pXThing->stateTimer = 1;
gGenDudeExtra[pSprite->index].nLifeLeech = pThing->index;
evPost(pThing->xvel, 3, 80, kCallbackLeechStateTimer);
return;
}
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if (impact == true && dist <= 7680) xsprite[pThing->extra].Impact = true;
else {
xsprite[pThing->extra].Impact = false;
evPost(pThing->xvel, 3, 120 * Random(2) + 120, kCmdOn, pXSprite->reference);
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}
}
static void thinkSearch( spritetype* pSprite, XSPRITE* pXSprite ) {
int velocity = ClipLow(pSprite->clipdist / 2, 1);
aiGenDudeChooseDirection(pSprite, pXSprite, pXSprite->goalAng, velocity, velocity);
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sub_5F15C(pSprite, pXSprite);
}
static void thinkGoto(spritetype* pSprite, XSPRITE* pXSprite) {
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
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int dx = pXSprite->targetX - pSprite->x;
int dy = pXSprite->targetY - pSprite->y;
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int nAngle = getangle(dx, dy);
int velocity = ClipLow(pSprite->clipdist / 2, 1);
aiGenDudeChooseDirection(pSprite, pXSprite, nAngle, velocity, velocity);
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// if reached target, change to search mode
if (approxDist(dx, dy) < 5120 && klabs(pSprite->ang - nAngle) < dudeInfo[pSprite->type - kDudeBase].periphery) {
if (spriteIsUnderwater(pSprite, false)) aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
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}
aiThinkTarget(pSprite, pXSprite);
}
static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite ) {
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if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax) return;
else if (pXSprite->target < 0 || pXSprite->target >= kMaxSprites) {
if(spriteIsUnderwater(pSprite,false)) aiNewState(pSprite, pXSprite, &GDXGenDudeGotoW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeGotoL);
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return;
} else {
genDudeUpdate(pSprite);
}
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spritetype* pTarget = &sprite[pXSprite->target];
XSPRITE* pXTarget = (!IsDudeSprite(pTarget) || pTarget->extra < 0) ? NULL : &xsprite[pTarget->extra];
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if (pXTarget == NULL || pXTarget->health <= 0) {
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// target is dead
if(spriteIsUnderwater(pSprite,false)) aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
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else {
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
sfxPlayGDXGenDudeSound(pSprite, kGenDudeSndTargetDead);
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}
return;
}
// check target
int dx = pTarget->x - pSprite->x; int dy = pTarget->y - pSprite->y;
int dist = ClipLow((int)approxDist(dx, dy), 1);
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// quick hack to prevent spinning around or changing attacker's sprite angle on high movement speeds
// when attacking the target. It happens because vanilla function takes in account x and y velocity,
// so i use fake velocity with fixed value and pass it as argument.
int velocity = ClipLow(pSprite->clipdist / 2, 1);
aiGenDudeChooseDirection(pSprite, pXSprite, getangle(dx, dy), velocity, velocity);
// aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if (IsPlayerSprite(pTarget)) {
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PLAYER* pPlayer = &gPlayer[ pTarget->type - kDudePlayer1 ];
if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) {
if(spriteIsUnderwater(pSprite,false)) aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
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return;
}
}
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index];
int eyeAboveZ = pDudeInfo->eyeHeight * pSprite->yrepeat << 2; int seeDist = getSeeDist(pSprite, 51200, 35000, 85000);
if (dist > pDudeInfo->seeDist || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
pSprite->x, pSprite->y, pSprite->z - eyeAboveZ, pSprite->sectnum)) {
if (spriteIsUnderwater(pSprite, false)) aiNewState(pSprite, pXSprite, &GDXGenDudeGotoW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeGotoL);
pXSprite->target = -1;
return;
}
int nAngle = getangle(dx, dy);
int losAngle = ((kAng180 + nAngle - pSprite->ang) & 2047) - kAng180;
// is the target visible?
if (dist < pDudeInfo->seeDist && klabs(losAngle) <= pDudeInfo->periphery) {
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if (((int)gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false))
sfxPlayGDXGenDudeSound(pSprite, kGenDudeSndChasing);
gDudeSlope[sprite[pXSprite->reference].extra] = (int)divscale(pTarget->z - pSprite->z, dist, 10);
short curWeapon = gGenDudeExtra[pSprite->index].curWeapon;
spritetype* pLeech = leechIsDropped(pSprite); VECTORDATA* meleeVector = &gVectorData[22];
if (pExtra->updReq[kGenDudePropertyAttack]) genDudePrepare(pSprite, kGenDudePropertyAttack);
if (curWeapon >= kThingBase && curWeapon < kThingMax) {
if (klabs(losAngle) < kAng15) {
if (dist < 12264 && dist > 7680 && !spriteIsUnderwater(pSprite, false) && curWeapon != kModernThingEnemyLifeLeech) {
int pHit = HitScan(pSprite, pSprite->z, dx, dy, 0, 16777280, 0);
switch (pHit) {
case 0:
case 4:
return;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow);
return;
}
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} else if (dist > 4072 && dist <= 9072 && !spriteIsUnderwater(pSprite, false) && pSprite->owner != (kMaxSprites - 1)) {
switch (curWeapon) {
case kModernThingEnemyLifeLeech: {
if (pLeech == NULL) {
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
GDXGenDudeThrow2.at18 = &GDXGenDudeDodgeL;
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return;
}
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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) {
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aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
GDXGenDudeThrow2.at18 = &GDXGenDudeDodgeL;
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} else {
GDXGenDudeThrow2.at18 = &GDXGenDudeChaseL;
if (dist > 5072 && Chance(0x5000)) {
if (!canDuck(pSprite) || Chance(0x4000)) aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
} else {
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aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
}
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}
}
return;
case kModernThingThrowableRock:
if (Chance(0x4000)) aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
else sfxPlayGDXGenDudeSound(pSprite, kGenDudeSndTargetSpot);
return;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
return;
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}
} else if (dist <= meleeVector->maxDist) {
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if (spriteIsUnderwater(pSprite, false)) {
if (Chance(0x9000)) aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
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}
else if (Chance(0x9000)) aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
return;
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} else {
int state = checkAttackState(pSprite, pXSprite);
if (state == 1) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
else if (state == 2) {
if (Chance(0x5000)) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
else aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
}
else aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
return;
}
}
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} else {
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int defDist = gGenDudeExtra[pSprite->index].fireDist; int vdist = defDist;
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if (curWeapon > 0 && curWeapon < kVectorMax) {
if ((vdist = gVectorData[curWeapon].maxDist) <= 0 || vdist > defDist)
vdist = defDist;
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} else if (curWeapon >= kDudeBase && curWeapon < kDudeMax) {
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// don't attack slaves
if (pXSprite->target >= 0 && sprite[pXSprite->target].owner == pSprite->xvel) {
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
return;
} else if (gGenDudeExtra[pSprite->index].slaveCount > gGameOptions.nDifficulty || dist < meleeVector->maxDist) {
if (dist <= meleeVector->maxDist) {
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
return;
} else {
int state = checkAttackState(pSprite, pXSprite);
if (state == 1) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
else if (state == 2) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
else aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
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return;
}
}
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} else if (curWeapon >= kMissileBase && curWeapon < kMissileMax) {
// special handling for flame, explosive and life leech missiles
int state = checkAttackState(pSprite, pXSprite);
int mdist = (curWeapon != kMissileFlareAlt) ? 3000 : 2500;
switch (curWeapon) {
case kMissileLifeLeechRegular:
// pickup life leech if it was thrown previously
if (pLeech != NULL) removeLeech(pLeech);
break;
case kMissileFlareAlt:
case kMissileFireball:
case kMissileFireballNapam:
case kMissileFireballCerberus:
case kMissileFireballTchernobog:
if (dist > mdist || pXSprite->locked == 1) break;
else if (dist <= meleeVector->maxDist && Chance(0x9000))
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else if (state == 1) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
else if (state == 2) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
else aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
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return;
case kMissileFlameSpray:
case kMissileFlameHound:
if (spriteIsUnderwater(pSprite, false)) {
if (dist > meleeVector->maxDist) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
else if (Chance(0x8000)) aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
return;
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}
vdist = 4200; if (((int)gFrameClock & 16) == 0) vdist += Random(800);
break;
}
} else if (curWeapon >= kTrapExploder && curWeapon < (kTrapExploder + kExplodeMax) - 1) {
int nType = curWeapon - kTrapExploder; EXPLOSION* pExpl = &explodeInfo[nType];
if (CheckProximity(pSprite, pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pExpl->radius / 2)) {
xvel[pSprite->xvel] = zvel[pSprite->xvel] = yvel[pSprite->xvel] = 0;
if (doExplosion(pSprite, nType) && pXSprite->health > 0)
actDamageSprite(pSprite->xvel, pSprite, DAMAGE_TYPE_3, 65535);
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}
return;
// scared dude - no weapon. Still can punch you sometimes.
} else {
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int state = checkAttackState(pSprite, pXSprite);
if (Chance(0x0500) && !spriteIsUnderwater(pSprite, false))
sfxPlayGDXGenDudeSound(pSprite, kGenDudeSndChasing);
if (Chance(0x0200)) {
if (dist <= meleeVector->maxDist) aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else if (state == 1) aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
else if (state == 2) aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
}
else if (state == 1) aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
return;
}
if (dist <= vdist && pXSprite->aiState == &GDXGenDudeChaseD)
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
int state = checkAttackState(pSprite, pXSprite);
int kAngle = (dist <= 2048) ? kAngle = pDudeInfo->periphery : kAng5;
if (dist < vdist && klabs(losAngle) < kAngle) {
switch (state) {
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeFireW);
pXSprite->aiState->at18 = &GDXGenDudeFireW;
return;
case 2:
aiNewState(pSprite, pXSprite, &GDXGenDudeFireD);
pXSprite->aiState->at18 = &GDXGenDudeFireD;
return;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeFireL);
pXSprite->aiState->at18 = &GDXGenDudeFireL;
return;
}
} else {
if (seqGetID(3, pSprite->extra) == pXSprite->data2 + (state < 3) ? 8 : 6) {
if (state == 1) pXSprite->aiState->at18 = &GDXGenDudeChaseW;
else if (state == 2) pXSprite->aiState->at18 = &GDXGenDudeChaseD;
else pXSprite->aiState->at18 = &GDXGenDudeChaseL;
} else if (state == 1 && pXSprite->aiState != &GDXGenDudeChaseW && pXSprite->aiState != &GDXGenDudeFireW) {
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
pXSprite->aiState->at18 = &GDXGenDudeFireW;
} else if (state == 2 && pXSprite->aiState != &GDXGenDudeChaseD && pXSprite->aiState != &GDXGenDudeFireD) {
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
pXSprite->aiState->at18 = &GDXGenDudeFireD;
} else if (pXSprite->aiState != &GDXGenDudeChaseL && pXSprite->aiState != &GDXGenDudeFireL) {
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
pXSprite->aiState->at18 = &GDXGenDudeFireL;
}
}
}
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}
}
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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 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 == kStatExplosion )
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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) {
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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 = gGenDudeExtra[pSprite->index].frontSpeed;
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xvel[pSprite->xvel] += mulscale(cos, frontSpeed, 30);
yvel[pSprite->xvel] += mulscale(sin, frontSpeed, 30);
}
void aiGenDudeChooseDirection(spritetype* pSprite, XSPRITE* pXSprite, int a3, int xvel, int yvel) {
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
int vc = ((a3 + 1024 - pSprite->ang) & 2047) - 1024;
int t1 = dmulscale30(xvel, Cos(pSprite->ang), yvel, Sin(pSprite->ang));
int vsi = ((t1 * 15) >> 12) / 2; int v8 = (vc >= 0) ? 341 : -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
pXSprite->goalAng = pSprite->ang + 341;
pXSprite->dodgeDir = (Chance(0x8000)) ? 1 : -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;
}
}
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bool sfxPlayGDXGenDudeSound(spritetype* pSprite, int mode) {
if (mode < kGenDudeSndTargetSpot || mode >= kGenDudeSndMax) return false;
GENDUDESND* sndInfo =& gCustomDudeSnd[mode]; bool gotSnd = false;
short sndStartId = xsprite[pSprite->extra].sysData1; int rand = sndInfo->randomRange;
int sndId = (sndStartId <= 0) ? sndInfo->defaultSndId : sndStartId + sndInfo->sndIdOffset;
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if (sndId < 0) return false;
else if (sndStartId <= 0) { sndId += Random(rand); gotSnd = true; }
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else {
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// Let's try to get random snd
int maxRetries = 5;
while (maxRetries-- > 0) {
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int random = Random(rand);
if (!gSoundRes.Lookup(sndId + random, "SFX")) continue;
sndId = sndId + random;
gotSnd = true;
break;
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}
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// If no success in getting random snd, get first existing one
if (gotSnd == false) {
int maxSndId = sndId + rand;
while (sndId++ <= maxSndId) {
if (!gSoundRes.Lookup(sndId, "SFX")) continue;
gotSnd = true;
break;
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}
}
}
if (gotSnd == false) return false;
else if (sndInfo->aiPlaySound) aiPlay3DSound(pSprite, sndId, AI_SFX_PRIORITY_2, -1);
else sfxPlay3DSound(pSprite, sndId, -1, 0);
return true;
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}
bool spriteIsUnderwater(spritetype* pSprite,bool oldWay) {
if (oldWay){
if (xsprite[pSprite->extra].medium == kMediumWater || xsprite[pSprite->extra].medium == kMediumGoo)
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return true;
return false;
}
if (sector[pSprite->sectnum].extra < 0) return false;
else if (xsector[sector[pSprite->sectnum].extra].Underwater)
return true;
return false;
}
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spritetype* leechIsDropped(spritetype* pSprite) {
short nLeech = gGenDudeExtra[pSprite->index].nLifeLeech;
if (nLeech >= 0 && nLeech < kMaxSprites) return &sprite[nLeech];
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return NULL;
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}
void removeDudeStuff(spritetype* pSprite) {
for (short nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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if (sprite[nSprite].owner != pSprite->xvel) continue;
switch (sprite[nSprite].type) {
case kThingArmedProxBomb:
case kThingArmedRemoteBomb:
case kModernThingTNTProx:
sprite[nSprite].type = kSpriteDecoration;
actPostSprite(sprite[nSprite].xvel, kStatFree);
break;
case kModernThingEnemyLifeLeech:
killDudeLeech(&sprite[nSprite]);
break;
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}
}
for (short nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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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 = CSTAT_SPRITE_ALIGNMENT_FACING;
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pEffect->pal = 6;
int repeat = 64 + Random(50);
pEffect->xrepeat = repeat;
pEffect->yrepeat = repeat;
}
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sfxPlay3DSoundCP(pLeech, 490, -1, 0,60000);
if (pLeech->owner >= 0 && pLeech->owner < kMaxSprites)
gGenDudeExtra[sprite[pLeech->owner].index].nLifeLeech = -1;
if (delSprite) {
pLeech->type = kSpriteDecoration;
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actPostSprite(pLeech->index, kStatFree);
}
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}
}
void killDudeLeech(spritetype* pLeech) {
if (pLeech != NULL) {
actDamageSprite(pLeech->owner, pLeech, DAMAGE_TYPE_3, 65535);
sfxPlay3DSoundCP(pLeech, 522, -1, 0, 60000);
if (pLeech->owner >= 0 && pLeech->owner < kMaxSprites)
gGenDudeExtra[sprite[pLeech->owner].index].nLifeLeech = -1;
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}
}
XSPRITE* getNextIncarnation(XSPRITE* pXSprite) {
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
if (rxBucket[i].type != 3 || rxBucket[i].index == pXSprite->reference)
continue;
switch (sprite[rxBucket[i].index].statnum) {
case kStatDude:
case kStatInactive: // inactive (ambush) dudes
if (xsprite[sprite[rxBucket[i].index].extra].health > 0)
return &xsprite[sprite[rxBucket[i].index].extra];
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}
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}
return NULL;
}
bool dudeIsMelee(XSPRITE* pXSprite) {
return gGenDudeExtra[sprite[pXSprite->reference].index].isMelee;
}
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void scaleDamage(XSPRITE* pXSprite) {
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short curWeapon = gGenDudeExtra[sprite[pXSprite->reference].index].curWeapon;
short* curScale = gGenDudeExtra[sprite[pXSprite->reference].index].dmgControl;
for (int i = 0; i < kDmgMax; i++)
curScale[i] = dudeInfo[kDudeModernCustom - kDudeBase].startDamage[i];
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if (curWeapon > 0 && curWeapon < kVectorMax) {
switch (gVectorData[curWeapon].dmgType) {
case kDmgFall:
curScale[kDmgFall] = 64 + Random(64);
break;
case kDmgBurn:
curScale[kDmgBurn] = 64;
curScale[kDmgExplode] = 82;
break;
case kDmgBullet:
curScale[kDmgBullet] = 82 + Random(28);
break;
case kDmgExplode:
curScale[kDmgBurn] = 82;
curScale[kDmgExplode] = 64;
break;
case kDmgChoke:
curScale[kDmgChoke] = 16 + Random(16);
break;
case kDmgSpirit:
curScale[kDmgSpirit] = 32 + Random(10);
break;
case kDmgElectric:
curScale[kDmgElectric] = 64 + Random(16);
break;
}
// just copy damage resistance of dude that should be summoned
} else if (curWeapon >= kDudeBase && curWeapon < kDudeMax) {
for (int i = 0; i < kDmgMax; i++)
curScale[i] = dudeInfo[curWeapon - kDudeBase].startDamage[i];
// these does not like the explosions and burning
} else if (curWeapon >= kTrapExploder && curWeapon < (kTrapExploder + kExplodeMax) - 1) {
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curScale[kDmgBurn] = 255; curScale[kDmgExplode] = 512;
} else if (curWeapon >= kMissileBase && curWeapon < kThingMax) {
switch (curWeapon) {
case kMissileButcherKnife:
curScale[kDmgBullet] = 100;
fallthrough__;
case kMissileEctoSkull:
curScale[kDmgSpirit] = 32;
break;
case kMissileLifeLeechAltNormal:
case kMissileLifeLeechAltSmall:
case kMissileArcGargoyle:
curScale[kDmgSpirit] = 32;
curScale[kDmgElectric] = 52;
break;
case kMissileFlareRegular:
case kMissileFlareAlt:
case kMissileFlameSpray:
case kMissileFlameHound:
case kThingArmedSpray:
case kThingPodFireBall:
case kThingNapalmBall:
curScale[kDmgBurn] = 32;
curScale[kDmgExplode] = 50;
break;
case kMissileLifeLeechRegular:
case kThingDroppedLifeLeech:
case kModernThingEnemyLifeLeech:
curScale[kDmgSpirit] = 32 + Random(18);
curScale[kDmgBurn] = 60 + Random(4);
for (int i = 2; i < kDmgMax; i++) {
if (Chance(0x1000) && i != kDmgSpirit)
curScale[i] = 48 + Random(32);
}
break;
case kMissileFireball:
case kMissileFireballNapam:
case kMissileFireballCerberus:
case kMissileFireballTchernobog:
curScale[kDmgBurn] = 50;
curScale[kDmgExplode] = 32;
curScale[kDmgFall] = 65 + Random(15);
break;
case kThingTNTBarrel:
case kThingArmedProxBomb:
case kThingArmedRemoteBomb:
case kThingArmedTNTBundle:
case kThingArmedTNTStick:
case kModernThingTNTProx:
curScale[kDmgExplode] = 32;
curScale[kDmgFall] = 65 + Random(15);
break;
case kMissileTeslaAlt:
case kMissileTeslaRegular:
curScale[kDmgElectric] = 32 + Random(8);
break;
}
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}
// add resistance if have an armor item to drop
if (pXSprite->dropMsg >= kItemArmorAsbest && pXSprite->dropMsg <= kItemArmorSuper) {
switch (pXSprite->dropMsg) {
case kItemArmorAsbest:
curScale[kDmgBurn] = 0;
curScale[kDmgExplode] -= 25;
break;
case kItemArmorBasic:
curScale[kDmgBurn] -= 10;
curScale[kDmgExplode] -= 10;
curScale[kDmgBullet] -= 10;
curScale[kDmgSpirit] -= 10;
break;
case kItemArmorBody:
curScale[kDmgBullet] -= 20;
break;
case kItemArmorFire:
curScale[kDmgBurn] -= 10;
curScale[kDmgExplode] -= 10;
break;
case kItemArmorSpirit:
curScale[kDmgSpirit] -= 20;
break;
case kItemArmorSuper:
curScale[kDmgBurn] -= 20;
curScale[kDmgExplode] -= 20;
curScale[kDmgBullet] -= 20;
curScale[kDmgSpirit] -= 20;
break;
}
}
// take in account yrepeat of sprite
short yrepeat = sprite[pXSprite->reference].yrepeat;
if (yrepeat == 0) {
for (int i = 0; i < kDmgMax; i++) {
if (i != kDmgSpirit && i != kDmgChoke) curScale[i] = 500;
}
} else if (yrepeat < 64) {
for (int i = 0; i < kDmgMax; i++) curScale[i] += (64 - yrepeat);
} else if (yrepeat > 64) {
for (int i = 0; i < kDmgMax; i++) curScale[i] -= (yrepeat - 64);
}
// finally, scale dmg for difficulty
for (int i = 0; i < kDmgMax; i++)
curScale[i] = mulscale8(DudeDifficulty[gGameOptions.nDifficulty], ClipLow(curScale[i], 1));
short* dc = curScale;
//viewSetSystemMessage("0: %d, 1: %d, 2: %d, 3: %d, 4: %d, 5: %d, 6: %d", dc[0], dc[1], dc[2], dc[3], dc[4], dc[5], dc[6]);
}
int getDispersionModifier(spritetype* pSprite, int minDisp, int maxDisp) {
// the faster fire rate, the less frames = more dispersion
Seq* pSeq = NULL; DICTNODE* hSeq = gSysRes.Lookup(xsprite[pSprite->extra].data2 + 6, "SEQ"); int disp = 1;
if ((pSeq = (Seq*)gSysRes.Load(hSeq)) != NULL) {
int nFrames = pSeq->nFrames; int ticks = pSeq->at8; int shots = 0;
for (int i = 0; i <= pSeq->nFrames; i++) {
if (pSeq->frames[i].at5_5) shots++;
}
disp = (((shots * 1000) / nFrames) / ticks) * 20;
if (gGameOptions.nDifficulty > 0)
disp /= gGameOptions.nDifficulty + 1;
//viewSetSystemMessage("DISP: %d FRAMES: %d SHOTS: %d TICKS %d", disp, nFrames, shots, ticks);
}
return ClipRange(disp, minDisp, maxDisp);
}
// the distance counts from sprite size
int getRangeAttackDist(spritetype* pSprite, int minDist, int maxDist) {
short yrepeat = pSprite->yrepeat; int dist = 0; int seqId = xsprite[pSprite->extra].data2;
short mul = 550; int picnum = pSprite->picnum;
if (yrepeat > 0) {
if (seqId >= 0) {
Seq* pSeq = NULL; DICTNODE* hSeq = gSysRes.Lookup(seqId, "SEQ");
if (hSeq) {
pSeq = (Seq*)gSysRes.Load(hSeq);
picnum = seqGetTile(&pSeq->frames[0]);
}
}
dist = tilesiz[picnum].y << 8;
if (yrepeat < 64) dist -= (64 - yrepeat) * mul;
else if (yrepeat > 64) dist += (yrepeat - 64) * (mul / 3);
}
dist = ClipRange(dist, minDist, maxDist);
//viewSetSystemMessage("DIST: %d, SPRHEIGHT: %d: YREPEAT: %d PIC: %d", dist, tilesiz[pSprite->picnum].y, yrepeat, picnum);
return dist;
}
// the distance counts from sprite size (the bigger sprite, the greater distance)
int getSeeDist(spritetype* pSprite, int startDist, int minDist, int maxDist) {
short y = tilesiz[pSprite->picnum].y; short yrepeat = pSprite->yrepeat;
int dist = 0;
return dist;
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}
int getBaseChanceModifier(int baseChance) {
return ((gGameOptions.nDifficulty > 0) ? baseChance - (0x0300 * gGameOptions.nDifficulty) : baseChance);
}
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int getRecoilChance(spritetype* pSprite) {
int mass = getSpriteMassBySize(pSprite);
int cumulDmg = 0; int baseChance = getBaseChanceModifier(0x8000);
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if (pSprite->extra >= 0) {
XSPRITE pXSprite = xsprite[pSprite->extra];
baseChance += (pXSprite.burnTime / 2);
cumulDmg = pXSprite.data3;
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if (dudeIsMelee(&pXSprite))
baseChance = 0x700;
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}
baseChance += cumulDmg;
int chance = ((baseChance / mass) << 7);
return chance;
}
int getDodgeChance(spritetype* pSprite) {
int mass = getSpriteMassBySize(pSprite); int baseChance = getBaseChanceModifier(0x4000);
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if (pSprite->extra >= 0) {
XSPRITE pXSprite = xsprite[pSprite->extra];
baseChance += pXSprite.burnTime;
if (dudeIsMelee(&pXSprite))
baseChance = 0x400;
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}
int chance = ((baseChance / mass) << 7);
return chance;
}
void dudeLeechOperate(spritetype* pSprite, XSPRITE* pXSprite, EVENT event)
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{
if (event.cmd == kCmdOff) {
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actPostSprite(pSprite->xvel, kStatFree);
return;
}
int nTarget = pXSprite->target;
if (nTarget >= 0 && nTarget < kMaxSprites) {
spritetype* pTarget = &sprite[nTarget];
if (pTarget->statnum == kStatDude && !(pTarget->flags & 32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites && !pXSprite->stateTimer)
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{
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 = kMissileLifeLeechAltNormal + (pXSprite->data3 ? 1 : 0);
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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, kCallbackLeechStateTimer);
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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, kStatExplosion, true);
if (pExplosion->extra < 0 || pExplosion->extra >= kMaxXSprites)
return false;
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int nSeq = 4; int nSnd = 304; EXPLOSION* pExpl = &explodeInfo[nType];
pExplosion->type = nType;
pExplosion->cstat |= CSTAT_SPRITE_INVISIBLE;
pExplosion->owner = pSprite->index;
pExplosion->shade = -127;
pExplosion->yrepeat = pExplosion->xrepeat = pExpl->repeat;
xsprite[pExplosion->extra].data1 = pExpl->ticks;
xsprite[pExplosion->extra].data2 = pExpl->quakeEffect;
xsprite[pExplosion->extra].data3 = pExpl->flashEffect;
if (nType == 0) { nSeq = 3; nSnd = 303; }
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; }
seqSpawn(nSeq, 3, pExplosion->extra, -1);
sfxPlay3DSound(pExplosion, nSnd, -1, 0);
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return true;
}
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void updateTargetOfLeech(spritetype* pSprite) {
if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) {
consoleSysMsg("pSprite->extra >= 0 && pSprite->extra < kMaxXSprites");
return;
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}
spritetype* pLeech = leechIsDropped(pSprite);
if (pLeech == NULL || pLeech->extra < 0) gGenDudeExtra[pSprite->index].nLifeLeech = -1;
else if (xsprite[pSprite->extra].target != xsprite[pLeech->extra].target)
xsprite[pLeech->extra].target = xsprite[pSprite->extra].target;
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}
void updateTargetOfSlaves(spritetype* pSprite) {
if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) {
consoleSysMsg("pSprite->extra >= 0 && pSprite->extra < kMaxXSprites");
return;
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}
XSPRITE* pXSprite = &xsprite[pSprite->extra];
short* slave = gGenDudeExtra[pSprite->index].slave;
spritetype* pTarget = (pXSprite->target >= 0 && IsDudeSprite(&sprite[pXSprite->target])) ? &sprite[pXSprite->target] : NULL;
XSPRITE* pXTarget = (pTarget != NULL && pTarget->extra >= 0 && xsprite[pTarget->extra].health > 0) ? &xsprite[pTarget->extra] : NULL;
for (int i = 0; i <= gGameOptions.nDifficulty; i++) {
if (slave[i] >= 0) {
spritetype* pSlave = &sprite[slave[i]];
if (!IsDudeSprite(pSlave) || pSlave->extra < 0 || xsprite[pSlave->extra].health < 0) {
slave[i] = -1;
continue;
}
XSPRITE* pXSlave = &xsprite[pSlave->index];
if (pXTarget == NULL) aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z); // try return to master
else if (pXSprite->target != pXSlave->target)
aiSetTarget(pXSlave, pXSprite->target);
// check if slave attacking another slave
if (pXSlave->target >= 0) {
if (sprite[pXSlave->target].owner == pSprite->index)
aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z); // try return to master
} else {
// try return to master
aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z);
}
}
}
}
bool inDodge(AISTATE* aiState) {
return (aiState == &GDXGenDudeDodgeDmgW || aiState == &GDXGenDudeDodgeDmgL || aiState == &GDXGenDudeDodgeDmgD);
}
bool inIdle(AISTATE* aiState) {
return (aiState == &GDXGenDudeIdleW || aiState == &GDXGenDudeIdleL);
}
int getSeqStartId(XSPRITE* pXSprite) {
int seqStartId = dudeInfo[sprite[pXSprite->reference].type - kDudeBase].seqStartID;
// Store seqStartId in data2 field
if (pXSprite->data2 > 0) {
seqStartId = pXSprite->data2;
// check for full set of animations
for (int i = seqStartId; i <= seqStartId + 24; i++) {
// exceptions
switch (i - seqStartId) {
case 3: // burning dude
case 4: // electrocution
case 8: // attack u/d
case 11: // reserved
case 12: // reserved
case 13: // move u
case 14: // move d
case 16: // burning death 2
case 17: // idle w
case 18: // transformation in another dude
case 19: // reserved
case 20: // reserved
case 21: // reserved
case 22: // reserved
case 23: // reserved
case 24: // reserved
continue;
}
if (!gSysRes.Lookup(i, "SEQ")) {
pXSprite->data2 = dudeInfo[sprite[pXSprite->reference].type - kDudeBase].seqStartID;
viewSetSystemMessage("No SEQ animation id %d found for custom dude #%d!", i, sprite[pXSprite->reference].index);
viewSetSystemMessage("SEQ base id: %d", pXSprite->data2);
return pXSprite->data2;
}
}
} else {
pXSprite->data2 = seqStartId;
}
return seqStartId;
}
void genDudePrepare(spritetype* pSprite, int propId) {
if (!(pSprite->index >= 0 && pSprite->index < kMaxSprites)) {
consoleSysMsg("pSprite->index >= 0 && pSprite->index < kMaxSprites");
return;
} else if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) {
consoleSysMsg("pSprite->extra >= 0 && pSprite->extra < kMaxXSprites");
return;
} else if (pSprite->type != kDudeModernCustom) {
consoleSysMsg("pSprite->type != kDudeModernCustom");
return;
}
XSPRITE* pXSprite = &xsprite[pSprite->extra]; GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index];
switch (propId) {
case kGenDudePropertyAll:
pExtra->updReq[propId] = false;
case kGenDudePropertyWeapon:
//viewSetSystemMessage("PROPERTY: WEAPONS");
pExtra->curWeapon = pXSprite->data1;
switch (pXSprite->data1) {
case 19:
pExtra->curWeapon = 2;
break;
case 310:
pExtra->curWeapon = kMissileArcGargoyle;
break;
case kThingDroppedLifeLeech:
pExtra->curWeapon = kModernThingEnemyLifeLeech;
break;
}
pExtra->updReq[propId] = false;
if (propId) break;
case kGenDudePropertyDamage:
//viewSetSystemMessage("PROPERTY: DAMAGE SCALE");
scaleDamage(pXSprite);
pExtra->updReq[propId] = false;
if (propId) break;
case kGenDudePropertyMass: {
//viewSetSystemMessage("PROPERTY: MASS");
// to ensure mass get's updated, let's clear all cache
SPRITEMASS* pMass = &gSpriteMass[pSprite->index];
pMass->seqId = pMass->picnum = pMass->xrepeat = pMass->yrepeat = pMass->clipdist = 0;
pMass->mass = pMass->airVel = pMass->fraction = 0;
getSpriteMassBySize(pSprite);
pExtra->updReq[propId] = false;
if (propId) break;
}
case kGenDudePropertyAttack:
//viewSetSystemMessage("PROPERTY: ATTACK");
pExtra->fireDist = getRangeAttackDist(pSprite, 1200, 45000);
pExtra->throwDist = gGenDudeExtra[pSprite->index].fireDist; // temp
pExtra->baseDispersion = getDispersionModifier(pSprite, 200, 3500);
pExtra->updReq[propId] = false;
if (propId) break;
case kGenDudePropertyStates:
//viewSetSystemMessage("PROPERTY: STATES");
pExtra->frontSpeed = getGenDudeMoveSpeed(pSprite, 0, true, false);
pExtra->canFly = false;
pExtra->canDuck = (gSysRes.Lookup(pXSprite->data2 + 8, "SEQ") && gSysRes.Lookup(pXSprite->data2 + 14, "SEQ"));
pExtra->canSwim = (gSysRes.Lookup(pXSprite->data2 + 8, "SEQ") && gSysRes.Lookup(pXSprite->data2 + 13, "SEQ")
&& gSysRes.Lookup(pXSprite->data2 + 17, "SEQ"));
pExtra->updReq[propId] = false;
if (propId) break;
case kGenDudePropertyLeech:
//viewSetSystemMessage("PROPERTY: LEECH");
pExtra->nLifeLeech = -1;
if (pSprite->owner != kMaxSprites - 1) {
for (int nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (sprite[nSprite].owner == pSprite->index && pSprite->type == kModernThingEnemyLifeLeech) {
pExtra->nLifeLeech = nSprite;
break;
}
}
}
pExtra->updReq[propId] = false;
if (propId) break;
case kGenDudePropertySlaves:
//viewSetSystemMessage("PROPERTY: SLAVES");
pExtra->slaveCount = 0; memset(pExtra->slave, -1, sizeof(pExtra->slave));
for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (sprite[nSprite].owner != pSprite->xvel) continue;
else if (!IsDudeSprite(&sprite[nSprite]) || sprite[nSprite].extra < 0 || xsprite[sprite[nSprite].extra].health <= 0) {
sprite[nSprite].owner = -1;
continue;
}
pExtra->slave[pExtra->slaveCount++] = nSprite;
if (pExtra->slaveCount > gGameOptions.nDifficulty)
break;
}
pExtra->updReq[propId] = false;
if (propId) break;
case kGenDudePropertyMelee: {
//viewSetSystemMessage("PROPERTY: MELEE");
short curWeapon = pExtra->curWeapon;
pExtra->isMelee = false; int meleeDist = 2048;
if (curWeapon >= kTrapExploder && curWeapon < (kTrapExploder + kExplodeMax) - 1) {
pExtra->isMelee = true;
} else if (curWeapon >= 0 && curWeapon < kVectorMax) {
if (gVectorData[curWeapon].maxDist > 0 && gVectorData[curWeapon].maxDist <= meleeDist)
pExtra->isMelee = true;
}
pExtra->updReq[propId] = false;
}
break;
default:
viewSetSystemMessage("Unknown custom dude #%d property (%d)", pSprite->index, propId);
break;
}
}
bool canSwim(spritetype* pSprite) {
return gGenDudeExtra[pSprite->index].canSwim;
}
bool canDuck(spritetype* pSprite) {
return gGenDudeExtra[pSprite->index].canDuck;
}
bool canWalk(spritetype* pSprite) {
return gGenDudeExtra[pSprite->index].canWalk;
}
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//////////
END_BLD_NS