raze/source/blood/src/ai.cpp

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//-------------------------------------------------------------------------
/*
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!
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#include "build.h"
#include "pragmas.h"
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#include "savegamehelp.h"
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#include "mmulti.h"
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#include "blood.h"
BEGIN_BLD_NS
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int cumulDamage[kMaxXSprites];
DUDEEXTRA gDudeExtra[kMaxXSprites];
AISTATE genIdle = {kAiStateGenIdle, 0, -1, 0, NULL, NULL, NULL, NULL };
AISTATE genRecoil = {kAiStateRecoil, 5, -1, 20, NULL, NULL, NULL, &genIdle };
const int dword_138BB0[5] = {0x2000, 0x4000, 0x8000, 0xa000, 0xe000};
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bool dudeIsPlayingSeq(spritetype *pSprite, int nSeq)
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{
if (pSprite->statnum == kStatDude && pSprite->type >= kDudeBase && pSprite->type < kDudeMax)
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{
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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if (seqGetID(3, pSprite->extra) == pDudeInfo->seqStartID + nSeq && seqGetStatus(3, pSprite->extra) >= 0)
return true;
}
return false;
}
void aiPlay3DSound(spritetype *pSprite, int a2, AI_SFX_PRIORITY a3, int a4)
{
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
if (a3 == AI_SFX_PRIORITY_0)
sfxPlay3DSound(pSprite, a2, a4, 2);
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else if (a3 > pDudeExtra->prio || pDudeExtra->time <= gFrameClock)
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{
sfxKill3DSound(pSprite, -1, -1);
sfxPlay3DSound(pSprite, a2, a4, 0);
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pDudeExtra->prio = a3;
pDudeExtra->time = gFrameClock+120;
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}
}
void aiNewState(DBloodActor* actor, AISTATE *pAIState)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
pXSprite->stateTimer = pAIState->stateTicks;
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pXSprite->aiState = pAIState;
int seqStartId = pDudeInfo->seqStartID;
if (pAIState->seqId >= 0) {
seqStartId += pAIState->seqId;
if (getSequence(seqStartId))
seqSpawn(seqStartId, 3, pSprite->extra, pAIState->funcId);
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}
if (pAIState->enterFunc)
pAIState->enterFunc(&bloodActors[pXSprite->reference]);
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}
bool isImmune(spritetype* pSprite, int dmgType, int minScale)
{
if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1)
{
if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
return (thingInfo[pSprite->type - kThingBase].dmgControl[dmgType] <= minScale);
else if (IsDudeSprite(pSprite))
{
if (IsPlayerSprite(pSprite)) return (gPlayer[pSprite->type - kDudePlayer1].godMode || gPlayer[pSprite->type - kDudePlayer1].damageControl[dmgType] <= minScale);
else return (dudeInfo[pSprite->type - kDudeBase].at70[dmgType] <= minScale);
}
}
return true;
}
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bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange)
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
HitScan(pSprite, z, CosScale16(nAngle), SinScale16(nAngle), 0, CLIPMASK0, nRange);
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int nDist = approxDist(x-gHitInfo.hitx, y-gHitInfo.hity);
if (nDist - (pSprite->clipdist << 2) < nRange)
{
if (gHitInfo.hitsprite < 0 || a2 != gHitInfo.hitsprite)
return false;
return true;
}
x += mulscale30(nRange, Cos(nAngle));
y += mulscale30(nRange, Sin(nAngle));
int nSector = pSprite->sectnum;
assert(nSector >= 0 && nSector < kMaxSectors);
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if (!FindSector(x, y, z, &nSector))
return false;
int floorZ = getflorzofslope(nSector, x, y);
int nXSector = sector[nSector].extra;
char Underwater = 0; char Water = 0; char Depth = 0; char Crusher = 0;
XSECTOR* pXSector = NULL;
if (nXSector > 0)
{
pXSector = &xsector[nXSector];
if (pXSector->Underwater)
Underwater = 1;
if (pXSector->Depth)
Depth = 1;
if (sector[nSector].type == kSectorDamage || pXSector->damageType > 0)
Crusher = 1;
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}
int nUpper = gUpperLink[nSector];
int nLower = gLowerLink[nSector];
if (nUpper >= 0)
{
if (sprite[nUpper].type == kMarkerUpWater || sprite[nUpper].type == kMarkerUpGoo)
Water = Depth = 1;
}
if (nLower >= 0)
{
if (sprite[nLower].type == kMarkerLowWater || sprite[nLower].type == kMarkerLowGoo)
Depth = 1;
}
switch (pSprite->type) {
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
case kDudeBat:
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if (pSprite->clipdist > nDist)
return 0;
if (Depth)
{
// Ouch...
if (Depth)
return false;
if (Crusher)
return false;
}
break;
case kDudeBoneEel:
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if (Water)
return false;
if (!Underwater)
return false;
if (Underwater)
return true;
break;
case kDudeCerberusTwoHead:
case kDudeCerberusOneHead:
// by NoOne: a quick fix for Cerberus spinning in E3M7-like maps, where damage sectors is used.
// It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like
// in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as
// i don't think it will broke something in game.
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if (!VanillaMode() && Crusher && isImmune(pSprite, pXSector->damageType, 16)) return true;
fallthrough__;
case kDudeZombieButcher:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeSpiderMother:
case kDudeHellHound:
case kDudeRat:
case kDudeInnocent:
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if (Crusher)
return false;
if (Depth || Underwater)
return false;
if (floorZ - bottom > 0x2000)
return false;
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
case kDudeModernCustomBurning:
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if ((Crusher && !nnExtIsImmune(pSprite, pXSector->damageType)) || ((Water || Underwater) && !canSwim(pSprite))) return false;
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return true;
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fallthrough__;
#endif
case kDudeZombieAxeNormal:
case kDudePhantasm:
case kDudeGillBeast:
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default:
if (Crusher)
return false;
if ((nXSector < 0 || (!xsector[nXSector].Underwater && !xsector[nXSector].Depth)) && floorZ - bottom > 0x2000)
return false;
break;
}
return 1;
}
void aiChooseDirection(spritetype *pSprite, XSPRITE *pXSprite, int a3)
{
int nSprite = pSprite->index;
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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int vc = ((a3+1024-pSprite->ang)&2047)-1024;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int dx = xvel[nSprite];
int dy = yvel[nSprite];
int t1 = dmulscale30(dx, nCos, dy, nSin);
int vsi = ((t1*15)>>12) / 2;
int v8 = 341;
if (vc < 0)
v8 = -341;
if (CanMove(pSprite, pXSprite->target, pSprite->ang+vc, vsi))
pXSprite->goalAng = pSprite->ang+vc;
else if (CanMove(pSprite, pXSprite->target, pSprite->ang+vc/2, vsi))
pXSprite->goalAng = pSprite->ang+vc/2;
else if (CanMove(pSprite, pXSprite->target, pSprite->ang-vc/2, vsi))
pXSprite->goalAng = pSprite->ang-vc/2;
else if (CanMove(pSprite, pXSprite->target, pSprite->ang+v8, vsi))
pXSprite->goalAng = pSprite->ang+v8;
else if (CanMove(pSprite, pXSprite->target, pSprite->ang, vsi))
pXSprite->goalAng = pSprite->ang;
else if (CanMove(pSprite, pXSprite->target, pSprite->ang-v8, vsi))
pXSprite->goalAng = pSprite->ang-v8;
//else if (pSprite->flags&2)
//pXSprite->goalAng = pSprite->ang+341;
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else // Weird..
pXSprite->goalAng = pSprite->ang+341;
if (Chance(0x8000))
pXSprite->dodgeDir = 1;
else
pXSprite->dodgeDir = -1;
if (!CanMove(pSprite, pXSprite->target, pSprite->ang+pXSprite->dodgeDir*512, 512))
{
pXSprite->dodgeDir = -pXSprite->dodgeDir;
if (!CanMove(pSprite, pXSprite->target, pSprite->ang+pXSprite->dodgeDir*512, 512))
pXSprite->dodgeDir = 0;
}
}
void aiMoveForward(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
if (klabs(nAng) > 341)
return;
actor->xvel() += mulscale30(pDudeInfo->frontSpeed, Cos(pSprite->ang));
actor->yvel() += mulscale30(pDudeInfo->frontSpeed, Sin(pSprite->ang));
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}
void aiMoveTurn(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
}
void aiMoveDodge(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
if (pXSprite->dodgeDir)
{
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int dx = actor->xvel();
int dy = actor->yvel();
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int t1 = dmulscale30(dx, nCos, dy, nSin);
int t2 = dmulscale30(dx, nSin, -dy, nCos);
if (pXSprite->dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
actor->xvel() = dmulscale30(t1, nCos, t2, nSin);
actor->yvel() = dmulscale30(t1, nSin, -t2, nCos);
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}
}
void aiActivateDude(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!pXSprite->state) {
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aiChooseDirection(pSprite, pXSprite, getangle(pXSprite->targetX-pSprite->x, pXSprite->targetY-pSprite->y));
pXSprite->state = 1;
}
switch (pSprite->type) {
case kDudePhantasm:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->target == -1)
aiNewState(actor, &ghostSearch);
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else
{
aiPlay3DSound(pSprite, 1600, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &ghostChase);
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}
break;
}
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
case kDudeCultistBeast:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
if (pXSprite->target == -1) {
switch (pXSprite->medium) {
case kMediumNormal:
aiNewState(actor, &cultistSearch);
if (Chance(0x8000)) {
if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1);
else aiPlay3DSound(pSprite, 1008+Random(5), AI_SFX_PRIORITY_1, -1);
}
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimSearch);
break;
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}
} else {
if (Chance(0x8000)) {
if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(pSprite, 4003+Random(4), AI_SFX_PRIORITY_1, -1);
else aiPlay3DSound(pSprite, 1003+Random(4), AI_SFX_PRIORITY_1, -1);
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}
switch (pXSprite->medium) {
case kMediumNormal:
if (pSprite->type == kDudeCultistTommy) aiNewState(actor, &fanaticChase);
else aiNewState(actor, &cultistChase);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimChase);
break;
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}
}
break;
}
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
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{
DUDEEXTRA_at6_u1* pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->target == -1) {
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchW);
else aiGenDudeNewState(pSprite, &genDudeSearchL);
} else {
if (Chance(0x4000)) playGenDudeSound(pSprite, kGenDudeSndTargetSpot);
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeChaseW);
else aiGenDudeNewState(pSprite, &genDudeChaseL);
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}
break;
}
case kDudeModernCustomBurning:
if (pXSprite->target == -1) aiGenDudeNewState(pSprite, &genDudeBurnSearch);
else aiGenDudeNewState(pSprite, &genDudeBurnChase);
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break;
#endif
case kDudeCultistTommyProne: {
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DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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pDudeExtraE->xval3 = 1; pDudeExtraE->xval1 = 0;
pSprite->type = kDudeCultistTommy;
if (pXSprite->target == -1) {
switch (pXSprite->medium) {
case 0:
aiNewState(actor, &cultistSearch);
if (Chance(0x8000))
aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimSearch);
break;
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}
} else {
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if (Chance(0x8000))
aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1);
switch (pXSprite->medium) {
case kMediumNormal:
aiNewState(actor, &cultistProneChase);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimChase);
break;
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}
}
break;
}
case kDudeCultistShotgunProne:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
pSprite->type = kDudeCultistShotgun;
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if (pXSprite->target == -1)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistSearch);
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if (Chance(0x8000))
aiPlay3DSound(pSprite, 1008+Random(5), AI_SFX_PRIORITY_1, -1);
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimSearch);
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break;
}
}
else
{
if (Chance(0x8000))
aiPlay3DSound(pSprite, 1003+Random(4), AI_SFX_PRIORITY_1, -1);
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &cultistProneChase);
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break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &cultistSwimChase);
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break;
}
}
break;
}
case kDudeBurningCultist:
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if (pXSprite->target == -1)
aiNewState(actor, &cultistBurnSearch);
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else
aiNewState(actor, &cultistBurnChase);
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break;
case kDudeBat:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
if (!pSprite->flags)
pSprite->flags = 9;
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if (pXSprite->target == -1)
aiNewState(actor, &batSearch);
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else
{
if (Chance(0xa000))
aiPlay3DSound(pSprite, 2000, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &batChase);
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}
break;
}
case kDudeBoneEel:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->target == -1)
aiNewState(actor, &eelSearch);
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else
{
if (Chance(0x8000))
aiPlay3DSound(pSprite, 1501, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1500, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &eelChase);
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}
break;
}
case kDudeGillBeast: {
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DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
XSECTOR *pXSector = NULL;
if (sector[pSprite->sectnum].extra > 0)
pXSector = &xsector[sector[pSprite->sectnum].extra];
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pDudeExtraE->xval1 = 0;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
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if (pXSprite->target == -1)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimSearch);
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else
aiNewState(actor, &gillBeastSearch);
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}
else
{
if (Chance(0x4000))
aiPlay3DSound(pSprite, 1701, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1700, AI_SFX_PRIORITY_1, -1);
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimChase);
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else
aiNewState(actor, &gillBeastChase);
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}
break;
}
case kDudeZombieAxeNormal: {
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DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
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pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->target == -1)
aiNewState(actor, &zombieASearch);
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else
{
if (Chance(0xa000))
{
switch (Random(3))
{
default:
case 0:
case 3:
aiPlay3DSound(pSprite, 1103, AI_SFX_PRIORITY_1, -1);
break;
case 1:
aiPlay3DSound(pSprite, 1104, AI_SFX_PRIORITY_1, -1);
break;
case 2:
aiPlay3DSound(pSprite, 1105, AI_SFX_PRIORITY_1, -1);
break;
}
}
aiNewState(actor, &zombieAChase);
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}
break;
}
case kDudeZombieAxeBuried:
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{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
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pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->aiState == &zombieEIdle)
aiNewState(actor, &zombieEUp);
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break;
}
case kDudeZombieAxeLaying:
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{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
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pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->aiState == &zombieSIdle)
aiNewState(actor, &zombie13AC2C);
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break;
}
case kDudeZombieButcher: {
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DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
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pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->target == -1)
aiNewState(actor, &zombieFSearch);
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else
{
if (Chance(0x4000))
aiPlay3DSound(pSprite, 1201, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1200, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &zombieFChase);
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}
break;
}
case kDudeBurningZombieAxe:
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if (pXSprite->target == -1)
aiNewState(actor, &zombieABurnSearch);
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else
aiNewState(actor, &zombieABurnChase);
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break;
case kDudeBurningZombieButcher:
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if (pXSprite->target == -1)
aiNewState(actor, &zombieFBurnSearch);
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else
aiNewState(actor, &zombieFBurnChase);
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break;
case kDudeGargoyleFlesh: {
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DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->target == -1)
aiNewState(actor, &gargoyleFSearch);
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else
{
if (Chance(0x4000))
aiPlay3DSound(pSprite, 1401, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &gargoyleFChase);
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}
break;
}
case kDudeGargoyleStone:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->target == -1)
aiNewState(actor, &gargoyleFSearch);
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else
{
if (Chance(0x4000))
aiPlay3DSound(pSprite, 1451, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1450, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &gargoyleFChase);
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}
break;
}
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
#ifdef NOONE_EXTENSIONS
// play gargoyle statue breaking animation if data1 = 1.
if (gModernMap && pXSprite->data1 == 1) {
if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(actor, &statueFBreakSEQ);
else aiNewState(actor, &statueSBreakSEQ);
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} else {
if (Chance(0x4000)) aiPlay3DSound(pSprite, 1401, AI_SFX_PRIORITY_1, -1);
else aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1);
if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(actor, &gargoyleFMorph);
else aiNewState(actor, &gargoyleSMorph);
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}
#else
if (Chance(0x4000)) aiPlay3DSound(pSprite, 1401, AI_SFX_PRIORITY_1, -1);
else aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1);
if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(actor, &gargoyleFMorph);
else aiNewState(actor, &gargoyleSMorph);
#endif
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break;
case kDudeCerberusTwoHead:
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if (pXSprite->target == -1)
aiNewState(actor, &cerberusSearch);
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else
{
aiPlay3DSound(pSprite, 2300, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &cerberusChase);
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}
break;
case kDudeCerberusOneHead:
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if (pXSprite->target == -1)
aiNewState(actor, &cerberus2Search);
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else
{
aiPlay3DSound(pSprite, 2300, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &cerberus2Chase);
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}
break;
case kDudeHellHound:
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if (pXSprite->target == -1)
aiNewState(actor, &houndSearch);
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else
{
aiPlay3DSound(pSprite, 1300, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &houndChase);
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}
break;
case kDudeHand:
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if (pXSprite->target == -1)
aiNewState(actor, &handSearch);
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else
{
aiPlay3DSound(pSprite, 1900, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &handChase);
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}
break;
case kDudeRat:
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if (pXSprite->target == -1)
aiNewState(actor, &ratSearch);
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else
{
aiPlay3DSound(pSprite, 2100, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &ratChase);
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}
break;
case kDudeInnocent:
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if (pXSprite->target == -1)
aiNewState(actor, &innocentSearch);
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else
{
if (pXSprite->health > 0)
aiPlay3DSound(pSprite, 7000+Random(6), AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &innocentChase);
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}
break;
case kDudeTchernobog:
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if (pXSprite->target == -1)
aiNewState(actor, &tchernobogSearch);
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else
{
aiPlay3DSound(pSprite, 2350+Random(7), AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &tchernobogChase);
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}
break;
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
pSprite->flags |= 2;
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pSprite->cstat &= ~8;
if (pXSprite->target == -1)
aiNewState(actor, &spidSearch);
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else
{
aiPlay3DSound(pSprite, 1800, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &spidChase);
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}
break;
case kDudeSpiderMother: {
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DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
pSprite->flags |= 2;
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pSprite->cstat &= ~8;
if (pXSprite->target == -1)
aiNewState(actor, &spidSearch);
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else
{
aiPlay3DSound(pSprite, 1853+Random(1), AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &spidChase);
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}
break;
}
case kDudeTinyCaleb:
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{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
2020-11-21 22:40:33 +00:00
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->target == -1)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &tinycalebSearch);
2019-09-19 22:42:45 +00:00
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &tinycalebSwimSearch);
2019-09-19 22:42:45 +00:00
break;
}
}
else
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &tinycalebChase);
2019-09-19 22:42:45 +00:00
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &tinycalebSwimChase);
2019-09-19 22:42:45 +00:00
break;
}
}
break;
}
case kDudeBeast:
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{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
2020-11-21 22:40:33 +00:00
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
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if (pXSprite->target == -1)
{
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &beastSearch);
2019-09-19 22:42:45 +00:00
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &beastSwimSearch);
2019-09-19 22:42:45 +00:00
break;
}
}
else
{
aiPlay3DSound(pSprite, 9009+Random(2), AI_SFX_PRIORITY_1, -1);
switch (pXSprite->medium)
{
case kMediumNormal:
aiNewState(actor, &beastChase);
2019-09-19 22:42:45 +00:00
break;
case kMediumWater:
case kMediumGoo:
aiNewState(actor, &beastSwimChase);
2019-09-19 22:42:45 +00:00
break;
}
}
break;
}
case kDudePodGreen:
case kDudePodFire:
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if (pXSprite->target == -1)
aiNewState(actor, &podSearch);
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else
{
if (pSprite->type == kDudePodFire)
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aiPlay3DSound(pSprite, 2453, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 2473, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &podChase);
2019-09-19 22:42:45 +00:00
}
break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
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if (pXSprite->target == -1)
aiNewState(actor, &tentacleSearch);
2019-09-19 22:42:45 +00:00
else
{
aiPlay3DSound(pSprite, 2503, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &tentacleChase);
2019-09-19 22:42:45 +00:00
}
break;
}
}
void aiSetTarget(XSPRITE *pXSprite, int x, int y, int z)
{
pXSprite->target = -1;
pXSprite->targetX = x;
pXSprite->targetY = y;
pXSprite->targetZ = z;
}
void aiSetTarget(XSPRITE *pXSprite, int nTarget)
{
assert(nTarget >= 0 && nTarget < kMaxSprites);
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spritetype *pTarget = &sprite[nTarget];
if (pTarget->type >= kDudeBase && pTarget->type < kDudeMax)
{
if (sprite[pXSprite->reference].owner != nTarget)
2019-09-19 22:42:45 +00:00
{
pXSprite->target = nTarget;
DUDEINFO *pDudeInfo = getDudeInfo(pTarget->type);
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pXSprite->targetX = pTarget->x;
pXSprite->targetY = pTarget->y;
pXSprite->targetZ = pTarget->z-((pDudeInfo->eyeHeight*pTarget->yrepeat)<<2);
}
}
}
int aiDamageSprite(spritetype *pSprite, XSPRITE *pXSprite, int nSource, DAMAGE_TYPE nDmgType, int nDamage)
{
assert(nSource < kMaxSprites);
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if (!pXSprite->health)
return 0;
auto actor = &bloodActors[pXSprite->reference];
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pXSprite->health = ClipLow(pXSprite->health - nDamage, 0);
cumulDamage[pSprite->extra] += nDamage;
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int nSprite = pXSprite->reference;
if (nSource >= 0)
{
spritetype *pSource = &sprite[nSource];
if (pSprite == pSource)
return 0;
if (pXSprite->target == -1 || (nSource != pXSprite->target && Chance(pSprite->type == pSource->type ? nDamage*pDudeInfo->changeTargetKin : nDamage*pDudeInfo->changeTarget)))
{
aiSetTarget(pXSprite, nSource);
aiActivateDude(&bloodActors[pXSprite->reference]);
2019-09-19 22:42:45 +00:00
}
if (nDmgType == DAMAGE_TYPE_6)
{
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
2020-11-21 22:40:33 +00:00
pDudeExtra->recoil = 1;
2019-09-19 22:42:45 +00:00
}
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
2019-09-19 22:42:45 +00:00
if (nDmgType != DAMAGE_TYPE_1)
{
if (!dudeIsPlayingSeq(pSprite, 14) && !pXSprite->medium)
aiNewState(actor, &cultistDodge);
else if (dudeIsPlayingSeq(pSprite, 14) && !pXSprite->medium)
aiNewState(actor, &cultistProneDodge);
else if (dudeIsPlayingSeq(pSprite, 13) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
aiNewState(actor, &cultistSwimDodge);
2019-09-19 22:42:45 +00:00
}
else if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
{
pSprite->type = kDudeBurningCultist;
aiNewState(actor, &cultistBurnGoto);
2019-09-19 22:42:45 +00:00
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1);
2020-11-21 22:40:33 +00:00
gDudeExtra[pSprite->extra].time = gFrameClock+360;
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actHealDude(pXSprite, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
evKill(nSprite, 3, kCallbackFXFlameLick);
2019-09-19 22:42:45 +00:00
}
break;
2019-12-21 02:15:17 +00:00
case kDudeInnocent:
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if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
{
pSprite->type = kDudeBurningInnocent;
aiNewState(actor, &cultistBurnGoto);
2019-09-19 22:42:45 +00:00
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
2020-11-21 22:40:33 +00:00
gDudeExtra[pSprite->extra].time = gFrameClock+360;
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actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
evKill(nSprite, 3, kCallbackFXFlameLick);
2019-09-19 22:42:45 +00:00
}
break;
case kDudeBurningCultist:
2020-11-21 22:40:33 +00:00
if (Chance(0x4000) && gDudeExtra[pSprite->extra].time < gFrameClock)
2019-09-19 22:42:45 +00:00
{
aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1);
2020-11-21 22:40:33 +00:00
gDudeExtra[pSprite->extra].time = gFrameClock+360;
2019-09-19 22:42:45 +00:00
}
if (Chance(0x600) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
2019-09-19 22:42:45 +00:00
{
pSprite->type = kDudeCultistTommy;
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pXSprite->burnTime = 0;
aiNewState(actor, &cultistSwimGoto);
2019-09-19 22:42:45 +00:00
}
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
2019-09-19 22:42:45 +00:00
{
pSprite->type = kDudeCultistShotgun;
2019-09-19 22:42:45 +00:00
pXSprite->burnTime = 0;
aiNewState(actor, &cultistSwimGoto);
2019-09-19 22:42:45 +00:00
}
break;
case kDudeGargoyleFlesh:
aiNewState(actor, &gargoyleFChase);
2019-09-19 22:42:45 +00:00
break;
case kDudeZombieButcher:
if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) {
2019-09-19 22:42:45 +00:00
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1);
pSprite->type = kDudeBurningZombieButcher;
aiNewState(actor, &zombieFBurnGoto);
2019-09-19 22:42:45 +00:00
actHealDude(pXSprite, dudeInfo[42].startHealth, dudeInfo[42].startHealth);
evKill(nSprite, 3, kCallbackFXFlameLick);
2019-09-19 22:42:45 +00:00
}
break;
2019-12-21 02:15:17 +00:00
case kDudeTinyCaleb:
2019-09-19 22:42:45 +00:00
if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
{
pSprite->type = kDudeBurningInnocent;
aiNewState(actor, &cultistBurnGoto);
2019-09-19 22:42:45 +00:00
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
2020-11-21 22:40:33 +00:00
gDudeExtra[pSprite->extra].time = gFrameClock+360;
2019-09-19 22:42:45 +00:00
actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
evKill(nSprite, 3, kCallbackFXFlameLick);
2019-09-19 22:42:45 +00:00
}
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
2020-11-21 22:40:33 +00:00
if (Chance(0x2000) && gDudeExtra[pSprite->extra].time < gFrameClock) {
playGenDudeSound(pSprite, kGenDudeSndBurning);
2020-11-21 22:40:33 +00:00
gDudeExtra[pSprite->extra].time = gFrameClock + 360;
2019-09-19 22:42:45 +00:00
}
if (pXSprite->burnTime == 0) pXSprite->burnTime = 2400;
if (spriteIsUnderwater(pSprite, false)) {
pSprite->type = kDudeModernCustom;
2019-09-19 22:42:45 +00:00
pXSprite->burnTime = 0;
pXSprite->health = 1; // so it can be killed with flame weapons while underwater and if already was burning dude before.
aiGenDudeNewState(pSprite, &genDudeGotoW);
2019-09-19 22:42:45 +00:00
}
break;
case kDudeModernCustom: {
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
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if (nDmgType == DAMAGE_TYPE_1) {
if (pXSprite->health > pDudeInfo->fleeHealth) break;
else if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == NULL) {
removeDudeStuff(pSprite);
if (pExtra->weaponType == kGenDudeWeaponKamikaze)
doExplosion(pSprite, pXSprite->data1 - kTrapExploder);
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if (spriteIsUnderwater(pSprite, false)) {
pXSprite->health = 0;
break;
}
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if (pXSprite->burnTime <= 0)
pXSprite->burnTime = 1200;
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if (pExtra->canBurn && pExtra->availDeaths[DAMAGE_TYPE_1] > 0) {
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aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
playGenDudeSound(pSprite, kGenDudeSndBurning);
pSprite->type = kDudeModernCustomBurning;
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if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
pSprite->pal = 0;
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aiGenDudeNewState(pSprite, &genDudeBurnGoto);
actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
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gDudeExtra[pSprite->extra].time = gFrameClock + 360;
evKill(nSprite, 3, kCallbackFXFlameLick);
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}
} else {
actKillDude(nSource, pSprite, DAMAGE_TYPE_0, 65535);
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}
} else if (canWalk(pSprite) && !inDodge(pXSprite->aiState) && !inRecoil(pXSprite->aiState)) {
if (!dudeIsMelee(pXSprite)) {
if (inIdle(pXSprite->aiState) || Chance(getDodgeChance(pSprite))) {
if (!spriteIsUnderwater(pSprite, false)) {
if (!canDuck(pSprite) || !dudeIsPlayingSeq(pSprite, 14)) aiGenDudeNewState(pSprite, &genDudeDodgeShortL);
else aiGenDudeNewState(pSprite, &genDudeDodgeShortD);
if (Chance(0x0200))
playGenDudeSound(pSprite, kGenDudeSndGotHit);
} else if (dudeIsPlayingSeq(pSprite, 13)) {
aiGenDudeNewState(pSprite, &genDudeDodgeShortW);
}
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}
} else if (Chance(0x0200)) {
playGenDudeSound(pSprite, kGenDudeSndGotHit);
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}
}
break;
}
#endif
case kDudeCultistBeast:
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if (pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth)
{
pSprite->type = kDudeBeast;
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aiPlay3DSound(pSprite, 9008, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &beastMorphFromCultist);
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actHealDude(pXSprite, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
}
break;
case kDudeZombieAxeNormal:
case kDudeZombieAxeBuried:
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if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth)
{
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1);
pSprite->type = kDudeBurningZombieAxe;
aiNewState(actor, &zombieABurnGoto);
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actHealDude(pXSprite, dudeInfo[41].startHealth, dudeInfo[41].startHealth);
evKill(nSprite, 3, kCallbackFXFlameLick);
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}
break;
}
}
return nDamage;
}
void RecoilDude(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
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char v4 = Chance(0x8000);
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
switch (pSprite->type) {
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom: {
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); int rChance = getRecoilChance(pSprite);
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if (pExtra->canElectrocute && pDudeExtra->recoil && !spriteIsUnderwater(pSprite, false)) {
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if (Chance(rChance << 3) || (dudeIsMelee(pXSprite) && Chance(rChance << 4))) aiGenDudeNewState(pSprite, &genDudeRecoilTesla);
else if (pExtra->canRecoil && Chance(rChance)) aiGenDudeNewState(pSprite, &genDudeRecoilL);
else if (canWalk(pSprite)) {
if (Chance(rChance >> 2)) aiGenDudeNewState(pSprite, &genDudeDodgeL);
else if (Chance(rChance >> 1)) aiGenDudeNewState(pSprite, &genDudeDodgeShortL);
}
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} else if (pExtra->canRecoil && Chance(rChance)) {
if (inDuck(pXSprite->aiState) && Chance(rChance >> 2)) aiGenDudeNewState(pSprite, &genDudeRecoilD);
else if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeRecoilW);
else aiGenDudeNewState(pSprite, &genDudeRecoilL);
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}
short rState = inRecoil(pXSprite->aiState);
if (rState > 0) {
if (!canWalk(pSprite)) {
if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseNoWalkL;
else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseNoWalkD;
else pXSprite->aiState->nextState = &genDudeChaseNoWalkW;
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} else if (!dudeIsMelee(pXSprite) || Chance(rChance >> 2)) {
if (rState == 1) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeL : &genDudeDodgeShortL);
else if (rState == 2) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeD : &genDudeDodgeShortD);
else if (rState == 3) pXSprite->aiState->nextState = (Chance(rChance) ? &genDudeDodgeW : &genDudeDodgeShortW);
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}
else if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseL;
else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseD;
else pXSprite->aiState->nextState = &genDudeChaseW;
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playGenDudeSound(pSprite, kGenDudeSndGotHit);
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}
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pDudeExtra->recoil = 0;
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break;
}
#endif
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
case kDudeCultistBeast:
if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(pSprite, 4013+Random(2), AI_SFX_PRIORITY_2, -1);
else aiPlay3DSound(pSprite, 1013+Random(2), AI_SFX_PRIORITY_2, -1);
if (!v4 && pXSprite->medium == kMediumNormal) {
if (pDudeExtra->recoil) aiNewState(actor, &cultistTeslaRecoil);
else aiNewState(actor, &cultistRecoil);
} else if (v4 && pXSprite->medium == kMediumNormal) {
if (pDudeExtra->recoil) aiNewState(actor, &cultistTeslaRecoil);
else if (gGameOptions.nDifficulty > 0) aiNewState(actor, &cultistProneRecoil);
else aiNewState(actor, &cultistRecoil);
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}
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSwimRecoil);
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else
{
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if (pDudeExtra->recoil)
aiNewState(actor, &cultistTeslaRecoil);
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else
aiNewState(actor, &cultistRecoil);
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}
break;
case kDudeBurningCultist:
aiNewState(actor, &cultistBurnGoto);
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break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustomBurning:
aiGenDudeNewState(pSprite, &genDudeBurnGoto);
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break;
#endif
case kDudeZombieButcher:
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aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1);
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if (pDudeExtra->recoil)
aiNewState(actor, &zombieFTeslaRecoil);
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else
aiNewState(actor, &zombieFRecoil);
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break;
case kDudeZombieAxeNormal:
case kDudeZombieAxeBuried:
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aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1);
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if (pDudeExtra->recoil && pXSprite->data3 > pDudeInfo->startHealth/3)
aiNewState(actor, &zombieATeslaRecoil);
else if (pXSprite->data3 > pDudeInfo->startHealth/3)
aiNewState(actor, &zombieARecoil2);
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else
aiNewState(actor, &zombieARecoil);
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break;
case kDudeBurningZombieAxe:
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aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &zombieABurnGoto);
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break;
case kDudeBurningZombieButcher:
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aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &zombieFBurnGoto);
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break;
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
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aiPlay3DSound(pSprite, 1402, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &gargoyleFRecoil);
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break;
case kDudeCerberusTwoHead:
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aiPlay3DSound(pSprite, 2302+Random(2), AI_SFX_PRIORITY_2, -1);
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if (pDudeExtra->recoil && pXSprite->data3 > pDudeInfo->startHealth/3)
aiNewState(actor, &cerberusTeslaRecoil);
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else
aiNewState(actor, &cerberusRecoil);
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break;
case kDudeCerberusOneHead:
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aiPlay3DSound(pSprite, 2302+Random(2), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &cerberus2Recoil);
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break;
case kDudeHellHound:
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aiPlay3DSound(pSprite, 1302, AI_SFX_PRIORITY_2, -1);
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if (pDudeExtra->recoil)
aiNewState(actor, &houndTeslaRecoil);
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else
aiNewState(actor, &houndRecoil);
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break;
case kDudeTchernobog:
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aiPlay3DSound(pSprite, 2370+Random(2), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &tchernobogRecoil);
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break;
case kDudeHand:
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aiPlay3DSound(pSprite, 1902, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &handRecoil);
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break;
case kDudeRat:
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aiPlay3DSound(pSprite, 2102, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &ratRecoil);
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break;
case kDudeBat:
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aiPlay3DSound(pSprite, 2002, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &batRecoil);
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break;
case kDudeBoneEel:
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aiPlay3DSound(pSprite, 1502, AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &eelRecoil);
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break;
case kDudeGillBeast: {
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XSECTOR *pXSector = NULL;
if (sector[pSprite->sectnum].extra > 0)
pXSector = &xsector[sector[pSprite->sectnum].extra];
aiPlay3DSound(pSprite, 1702, AI_SFX_PRIORITY_2, -1);
if (pXSector && pXSector->Underwater)
aiNewState(actor, &gillBeastSwimRecoil);
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else
aiNewState(actor, &gillBeastRecoil);
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break;
}
case kDudePhantasm:
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aiPlay3DSound(pSprite, 1602, AI_SFX_PRIORITY_2, -1);
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if (pDudeExtra->recoil)
aiNewState(actor, &ghostTeslaRecoil);
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else
aiNewState(actor, &ghostRecoil);
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break;
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
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aiPlay3DSound(pSprite, 1802+Random(1), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &spidDodge);
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break;
case kDudeSpiderMother:
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aiPlay3DSound(pSprite, 1851+Random(1), AI_SFX_PRIORITY_2, -1);
aiNewState(actor, &spidDodge);
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break;
case kDudeInnocent:
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aiPlay3DSound(pSprite, 7007+Random(2), AI_SFX_PRIORITY_2, -1);
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if (pDudeExtra->recoil)
aiNewState(actor, &innocentTeslaRecoil);
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else
aiNewState(actor, &innocentRecoil);
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break;
case kDudeTinyCaleb:
if (pXSprite->medium == kMediumNormal)
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{
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if (pDudeExtra->recoil)
aiNewState(actor, &tinycalebTeslaRecoil);
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else
aiNewState(actor, &tinycalebRecoil);
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}
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &tinycalebSwimRecoil);
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else
{
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if (pDudeExtra->recoil)
aiNewState(actor, &tinycalebTeslaRecoil);
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else
aiNewState(actor, &tinycalebRecoil);
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}
break;
case kDudeBeast:
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aiPlay3DSound(pSprite, 9004+Random(2), AI_SFX_PRIORITY_2, -1);
if (pXSprite->medium == kMediumNormal)
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{
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if (pDudeExtra->recoil)
aiNewState(actor, &beastTeslaRecoil);
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else
aiNewState(actor, &beastRecoil);
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}
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &beastSwimRecoil);
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else
{
2020-11-21 22:40:33 +00:00
if (pDudeExtra->recoil)
aiNewState(actor, &beastTeslaRecoil);
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else
aiNewState(actor, &beastRecoil);
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}
break;
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podRecoil);
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break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleRecoil);
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break;
default:
aiNewState(actor, &genRecoil);
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break;
}
2020-11-21 22:40:33 +00:00
pDudeExtra->recoil = 0;
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}
}
void aiThinkTarget(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER *pPlayer = &gPlayer[p];
if (pSprite->owner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
int x = pPlayer->pSprite->x;
int y = pPlayer->pSprite->y;
int z = pPlayer->pSprite->z;
int nSector = pPlayer->pSprite->sectnum;
int dx = x-pSprite->x;
int dy = y-pSprite->y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
continue;
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pPlayer->nSprite);
aiActivateDude(&bloodActors[pXSprite->reference]);
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return;
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(pXSprite, x, y, z);
aiActivateDude(&bloodActors[pXSprite->reference]);
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return;
}
}
}
}
void sub_5F15C(spritetype *pSprite, XSPRITE *pXSprite)
{
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER *pPlayer = &gPlayer[p];
if (pSprite->owner == pPlayer->nSprite || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
2019-09-19 22:42:45 +00:00
continue;
int x = pPlayer->pSprite->x;
int y = pPlayer->pSprite->y;
int z = pPlayer->pSprite->z;
int nSector = pPlayer->pSprite->sectnum;
int dx = x-pSprite->x;
int dy = y-pSprite->y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
continue;
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pPlayer->nSprite);
aiActivateDude(&bloodActors[pXSprite->reference]);
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return;
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(pXSprite, x, y, z);
aiActivateDude(&bloodActors[pXSprite->reference]);
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return;
}
}
if (pXSprite->state)
{
uint8_t va4[(kMaxSectors+7)>>3];
GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, va4);
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int nSprite2;
StatIterator it(kStatDude);
while ((nSprite2 = it.NextIndex()) >= 0)
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{
spritetype *pSprite2 = &sprite[nSprite2];
int dx = pSprite2->x-pSprite->x;
int dy = pSprite2->y-pSprite->y;
int nDist = approxDist(dx, dy);
if (pSprite2->type == kDudeInnocent)
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{
DUDEINFO *pDudeInfo = getDudeInfo(pSprite2->type);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
aiSetTarget(pXSprite, pSprite2->index);
aiActivateDude(&bloodActors[pXSprite->reference]);
2019-09-19 22:42:45 +00:00
return;
}
}
}
}
}
void aiProcessDudes(void) {
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int nSprite;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)
{
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spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags & 32) continue;
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int nXSprite = pSprite->extra;
XSPRITE *pXSprite = &xsprite[nXSprite];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
auto actor = &bloodActors[pXSprite->reference];
if (IsPlayerSprite(pSprite) || pXSprite->health == 0) continue;
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pXSprite->stateTimer = ClipLow(pXSprite->stateTimer-4, 0);
if (pXSprite->aiState->moveFunc)
pXSprite->aiState->moveFunc(&bloodActors[pXSprite->reference]);
if (pXSprite->aiState->thinkFunc && (gFrameCount & 3) == (nSprite & 3))
pXSprite->aiState->thinkFunc(&bloodActors[pXSprite->reference]);
switch (pSprite->type) {
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
case kDudeModernCustomBurning: {
GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index];
if (pExtra->slaveCount > 0) updateTargetOfSlaves(pSprite);
if (pExtra->nLifeLeech >= 0) updateTargetOfLeech(pSprite);
if (pXSprite->stateTimer == 0 && pXSprite->aiState->nextState
&& (pXSprite->aiState->stateTicks > 0 || seqGetStatus(3, pSprite->extra) < 0)) {
aiGenDudeNewState(pSprite, pXSprite->aiState->nextState);
}
int hinder = ((pExtra->isMelee) ? 25 : 5) << 4;
if (pXSprite->health <= 0 || hinder > cumulDamage[pSprite->extra]) break;
pXSprite->data3 = cumulDamage[pSprite->extra];
RecoilDude(&bloodActors[pXSprite->reference]);
break;
}
#endif
default:
if (pXSprite->stateTimer == 0 && pXSprite->aiState->nextState) {
if (pXSprite->aiState->stateTicks > 0)
aiNewState(actor, pXSprite->aiState->nextState);
else if (seqGetStatus(3, nXSprite) < 0)
aiNewState(actor, pXSprite->aiState->nextState);
}
if (pXSprite->health > 0 && ((pDudeInfo->hinderDamage << 4) <= cumulDamage[nXSprite])) {
pXSprite->data3 = cumulDamage[nXSprite];
RecoilDude(&bloodActors[pXSprite->reference]);
}
break;
}
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}
memset(cumulDamage, 0, sizeof(cumulDamage));
}
void aiInit(void)
{
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int nSprite;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)
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{
aiInitSprite(&sprite[nSprite]);
}
}
void aiInitSprite(spritetype *pSprite)
{
int nXSprite = pSprite->extra;
XSPRITE *pXSprite = &xsprite[nXSprite];
auto actor = &bloodActors[pXSprite->reference];
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int nSector = pSprite->sectnum;
int nXSector = sector[nSector].extra;
XSECTOR *pXSector = NULL;
if (nXSector > 0)
pXSector = &xsector[nXSector];
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
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pDudeExtra->recoil = 0;
pDudeExtra->time = 0;
switch (pSprite->type) {
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
aiGenDudeInitSprite(pSprite, pXSprite);
genDudePrepare(pSprite, kGenDudePropertyAll);
return;
case kDudeModernCustomBurning:
aiGenDudeInitSprite(pSprite, pXSprite);
return;
#endif
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
case kDudeCultistBeast:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
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pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &cultistIdle);
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break;
}
case kDudeCultistTommyProne:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
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pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &fanaticProneIdle);
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break;
}
case kDudeCultistShotgunProne:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
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pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &cultistProneIdle);
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break;
}
case kDudeZombieButcher: {
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DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &zombieFIdle);
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break;
}
case kDudeZombieAxeNormal: {
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DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &zombieAIdle);
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break;
}
case kDudeZombieAxeLaying:
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{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &zombieSIdle);
pSprite->flags &= ~1;
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break;
}
case kDudeZombieAxeBuried: {
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DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &zombieEIdle);
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break;
}
case kDudeGargoyleFlesh:
case kDudeGargoyleStone: {
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DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &gargoyleFIdle);
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break;
}
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
aiNewState(actor, &gargoyleStatueIdle);
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break;
case kDudeCerberusTwoHead: {
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DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &cerberusIdle);
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break;
}
case kDudeHellHound:
aiNewState(actor, &houndIdle);
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break;
case kDudeHand:
aiNewState(actor, &handIdle);
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break;
case kDudePhantasm:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &ghostIdle);
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break;
}
case kDudeInnocent:
aiNewState(actor, &innocentIdle);
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break;
case kDudeRat:
aiNewState(actor, &ratIdle);
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break;
case kDudeBoneEel:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &eelIdle);
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break;
}
case kDudeGillBeast:
aiNewState(actor, &gillBeastIdle);
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break;
case kDudeBat:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &batIdle);
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break;
}
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
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pDudeExtraE->xval3 = 0;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &spidIdle);
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break;
}
case kDudeSpiderMother:
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{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
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pDudeExtraE->xval3 = 0;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &spidIdle);
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break;
}
case kDudeTchernobog:
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{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
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pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
aiNewState(actor, &tchernobogIdle);
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break;
}
case kDudeTinyCaleb:
aiNewState(actor, &tinycalebIdle);
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break;
case kDudeBeast:
aiNewState(actor, &beastIdle);
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break;
case kDudePodGreen:
case kDudePodFire:
aiNewState(actor, &podIdle);
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break;
case kDudeTentacleGreen:
case kDudeTentacleFire:
aiNewState(actor, &tentacleIdle);
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break;
default:
aiNewState(actor, &genIdle);
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break;
}
aiSetTarget(pXSprite, 0, 0, 0);
pXSprite->stateTimer = 0;
switch (pSprite->type)
{
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
if (pSprite->cstat&8) pSprite->flags |= 9;
else pSprite->flags = 15;
break;
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
case kDudePhantasm:
case kDudeBoneEel:
case kDudeBat:
pSprite->flags |= 9;
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break;
case kDudeGillBeast:
if (pXSector && pXSector->Underwater) pSprite->flags |= 9;
else pSprite->flags = 15;
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break;
case kDudeZombieAxeBuried:
case kDudeZombieAxeLaying:
pSprite->flags = 7;
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break;
#ifdef NOONE_EXTENSIONS
case kDudePodMother: // FakeDude type
if (gModernMap) break;
fallthrough__;
// Allow put pods and tentacles on ceilings if sprite is y-flipped.
case kDudePodGreen:
case kDudeTentacleGreen:
case kDudePodFire:
case kDudeTentacleFire:
case kDudeTentacleMother:
if (gModernMap && (pSprite->cstat & CSTAT_SPRITE_YFLIP)) {
if (!(pSprite->flags & kModernTypeFlag1)) // don't add autoaim for player if hitag 1 specified in editor.
pSprite->flags = kHitagAutoAim;
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break;
}
fallthrough__;
// go default
#endif
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default:
pSprite->flags = 15;
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break;
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, DUDEEXTRA& w, DUDEEXTRA* def)
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{
int empty = 0;
char empty2 = 0;
if (arc.isReading()) w = {};
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if (arc.BeginObject(keyname))
{
arc("time", w.time, &empty)
("recoil", w.recoil, &empty)
("prio", w.prio, &empty)
("x1", w.at6.u1.xval1, &empty)
("x2", w.at6.u1.xval2, &empty)
("x3", w.at6.u1.xval3, &empty2)
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.EndObject();
}
return arc;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SerializeAI(FSerializer& arc)
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{
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if (arc.BeginObject("ai"))
{
arc.SparseArray("dudeextra", gDudeExtra, kMaxSprites, activeXSprites)
.EndObject();
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}
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}
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END_BLD_NS