mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-14 14:41:21 +00:00
1310 lines
52 KiB
C++
1310 lines
52 KiB
C++
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) NoOne
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "compat.h"
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#include "build.h"
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#include "pragmas.h"
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#include "mmulti.h"
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#include "common_game.h"
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#include "actor.h"
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#include "ai.h"
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#include "aiunicult.h"
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#include "blood.h"
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#include "db.h"
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#include "dude.h"
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#include "eventq.h"
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#include "levels.h"
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#include "player.h"
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#include "seq.h"
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#include "sfx.h"
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#include "trig.h"
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#include "triggers.h"
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#include "endgame.h"
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static void GDXCultistAttack1(int, int);
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static void punchCallback(int, int);
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static void ThrowCallback1(int, int);
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static void ThrowCallback2(int, int);
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static void ThrowThing(int, bool);
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static void thinkSearch(spritetype*, XSPRITE*);
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static void thinkGoto(spritetype*, XSPRITE*);
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static void thinkChase(spritetype*, XSPRITE*);
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static void forcePunch(spritetype*, XSPRITE*);
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static int nGDXGenDudeAttack1 = seqRegisterClient(GDXCultistAttack1);
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static int nGDXGenDudePunch = seqRegisterClient(punchCallback);
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static int nGDXGenDudeThrow1 = seqRegisterClient(ThrowCallback1);
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static int nGDXGenDudeThrow2 = seqRegisterClient(ThrowCallback2);
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static bool gGDXGenDudePunch = false;
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//public static final int kSlopeThrow = -8192;
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AISTATE GDXGenDudeIdleL = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE GDXGenDudeIdleW = { kAiStateIdle, 13, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE GDXGenDudeSearchL = { kAiStateSearch, 9, -1, 600, NULL, aiGenDudeMoveForward, thinkSearch, &GDXGenDudeIdleL };
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AISTATE GDXGenDudeSearchW= { kAiStateSearch, 13, -1, 600, NULL, aiGenDudeMoveForward, thinkSearch, &GDXGenDudeIdleW };
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AISTATE GDXGenDudeGotoL = { kAiStateMove, 9, -1, 600, NULL, aiGenDudeMoveForward, thinkGoto, &GDXGenDudeIdleL };
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AISTATE GDXGenDudeGotoW = { kAiStateMove, 13, -1, 600, NULL, aiGenDudeMoveForward, thinkGoto, &GDXGenDudeIdleW };
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AISTATE GDXGenDudeDodgeL = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseL };
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AISTATE GDXGenDudeDodgeD = { kAiStateMove, 14, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseD };
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AISTATE GDXGenDudeDodgeW = { kAiStateMove, 13, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseW };
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// Dodge when get damage
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AISTATE GDXGenDudeDodgeDmgL = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseL };
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AISTATE GDXGenDudeDodgeDmgD = { kAiStateMove, 14, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseD };
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AISTATE GDXGenDudeDodgeDmgW = { kAiStateMove, 13, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseW };
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// ---------------------
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AISTATE GDXGenDudeChaseL = { kAiStateChase, 9, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
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AISTATE GDXGenDudeChaseD = { kAiStateChase, 14, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
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AISTATE GDXGenDudeChaseW = { kAiStateChase, 13, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
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AISTATE GDXGenDudeFireL = { kAiStateChase, 6, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &GDXGenDudeFireL };
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AISTATE GDXGenDudeFireD = { kAiStateChase, 8, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &GDXGenDudeFireD };
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AISTATE GDXGenDudeFireW = { kAiStateChase, 8, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &GDXGenDudeFireW };
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AISTATE GDXGenDudeFire2L = { kAiStateChase, 6, nGDXGenDudeAttack1, 0, NULL, NULL, thinkChase, &GDXGenDudeFire2L };
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AISTATE GDXGenDudeFire2D = { kAiStateChase, 8, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, NULL, &GDXGenDudeFire2D };
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AISTATE GDXGenDudeFire2W = { kAiStateChase, 8, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, NULL, &GDXGenDudeFire2W };
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AISTATE GDXGenDudeRecoilL = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &GDXGenDudeChaseL };
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AISTATE GDXGenDudeRecoilD = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &GDXGenDudeChaseD };
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AISTATE GDXGenDudeRecoilW = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &GDXGenDudeChaseW };
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AISTATE GDXGenDudeThrow = { kAiStateChase, 7, nGDXGenDudeThrow1, 0, NULL, NULL, NULL, &GDXGenDudeChaseL };
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AISTATE GDXGenDudeThrow2 = { kAiStateChase, 7, nGDXGenDudeThrow2, 0, NULL, NULL, NULL, &GDXGenDudeChaseL };
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AISTATE GDXGenDudeRTesla = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &GDXGenDudeDodgeL };
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AISTATE GDXGenDudeProne = { kAiStateIdle, 13, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE GDXGenDudePunch = { kAiStateChase,10, nGDXGenDudePunch, 0, NULL, NULL, forcePunch, &GDXGenDudeChaseL };
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AISTATE GDXGenDudeTurn = { kAiStateChase, 0, -1, 0, NULL, aiMoveTurn, thinkChase, NULL };
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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
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if (gGDXGenDudePunch == false && seqGetStatus(3, pSprite->extra) == -1) {
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int nXSprite = pSprite->extra;
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punchCallback(0,nXSprite);
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}
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gGDXGenDudePunch = false;
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}
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static void punchCallback(int, int nXIndex){
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XSPRITE* pXSprite = &xsprite[nXIndex];
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int nSprite = pXSprite->reference;
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spritetype* pSprite = &sprite[nSprite];
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int nAngle = getangle(pXSprite->targetX - pSprite->x, pXSprite->targetY - pSprite->y);
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int nZOffset1 = dudeInfo[pSprite->type - kDudeBase].eyeHeight/* * pSprite->yrepeat << 2*/;
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int nZOffset2 = 0;
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if(pXSprite->target != -1) {
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spritetype* pTarget = &sprite[pXSprite->target];
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if(IsDudeSprite(pTarget))
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nZOffset2 = dudeInfo[pTarget->type - kDudeBase].eyeHeight/* * pTarget->yrepeat << 2*/;
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int dx = Cos(nAngle) >> 16;
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int dy = Sin(nAngle) >> 16;
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int dz = nZOffset1 - nZOffset2;
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if (!sfxPlayGDXGenDudeSound(pSprite,9,pXSprite->data3))
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sfxPlay3DSound(pSprite, 530, 1, 0);
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actFireVector(pSprite, 0, 0, dx, dy, dz,VECTOR_TYPE_22);
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}
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gGDXGenDudePunch = true;
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}
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static void GDXCultistAttack1(int, int nXIndex) {
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XSPRITE* pXSprite = &xsprite[nXIndex];
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int nSprite = pXSprite->reference;
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spritetype* pSprite = &sprite[nSprite];
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int dx, dy, dz; int weapon = pXSprite->data1;
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if (weapon >= 0 && weapon < kVectorMax) {
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int vector = pXSprite->data1;
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dx = Cos(pSprite->ang) >> 16;
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dy = Sin(pSprite->ang) >> 16;
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dz = gDudeSlope[nXIndex];
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VECTORDATA* pVectorData = &gVectorData[vector];
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int vdist = pVectorData->maxDist;
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// dispersal modifiers here in case if non-melee enemy
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if (vdist <= 0 || vdist > 1280) {
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dx += Random3(3000 - 1000 * gGameOptions.nDifficulty);
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dy += Random3(3000 - 1000 * gGameOptions.nDifficulty);
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dz += Random3(1000 - 500 * gGameOptions.nDifficulty);
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}
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actFireVector(pSprite, 0, 0, dx, dy, dz,(VECTOR_TYPE)vector);
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if (!sfxPlayGDXGenDudeSound(pSprite,7,pXSprite->data3))
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sfxPlayVectorSound(pSprite,vector);
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} else if (weapon >= kDudeBase && weapon < kDudeMax) {
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spritetype* pSpawned = NULL; int dist = pSprite->clipdist * 6;
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if ((pSpawned = actSpawnDude(pSprite, weapon, dist, 0)) == NULL)
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return;
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gDudeExtra[pSprite->extra].at6.u1.at4++;
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pSpawned->owner = nSprite;
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pSpawned->x += dist + (Random3(dist));
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//pSpawned->z = pSprite->z;
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//pSpawned->y = pSprite->y;
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if (pSpawned->extra > -1) {
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xsprite[pSpawned->extra].target = pXSprite->target;
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if (pXSprite->target > -1)
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aiActivateDude(pSpawned, &xsprite[pSpawned->extra]);
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}
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gKillMgr.sub_263E0(1);
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if (!sfxPlayGDXGenDudeSound(pSprite, 7, pXSprite->data3))
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sfxPlay3DSoundCP(pSprite, 379, 1, 0, 0x10000 - Random3(0x3000));
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/*spritetype* pEffect = gFX.fxSpawn((FX_ID)52, pSpawned->sectnum, pSpawned->x, pSpawned->y, pSpawned->z, pSpawned->ang);
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if (pEffect != NULL) {
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pEffect->cstat = kSprOriginAlign | kSprFace;
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pEffect->shade = -127;
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switch (Random(3)) {
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case 0:
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pEffect->pal = 0;
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break;
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case 1:
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pEffect->pal = 5;
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break;
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case 2:
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pEffect->pal = 9;
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break;
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case 3:
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pEffect->shade = 127;
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pEffect->pal = 1;
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default:
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pEffect->pal = 6;
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break;
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}
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int repeat = 64 + Random(50);
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pEffect->xrepeat = repeat;
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pEffect->yrepeat = repeat;
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}*/
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if (Chance(0x3500)) {
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int state = checkAttackState(pSprite, pXSprite);
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switch (state) {
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case 1:
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aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
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break;
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case 2:
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aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
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break;
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default:
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aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
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break;
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}
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}
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} else if (weapon >= kMissileBase && weapon < kMissileMax) {
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dx = Cos(pSprite->ang) >> 16;
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dy = Sin(pSprite->ang) >> 16;
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dz = gDudeSlope[nXIndex];
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//dz = 0;
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// dispersal modifiers here
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dx += Random3(3000 - 1000 * gGameOptions.nDifficulty);
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dy += Random3(3000 - 1000 * gGameOptions.nDifficulty);
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dz += Random3(1000 - 500 * gGameOptions.nDifficulty);
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actFireMissile(pSprite, 0, 0, dx, dy, dz, weapon);
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if (!sfxPlayGDXGenDudeSound(pSprite,7,pXSprite->data3))
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sfxPlayMissileSound(pSprite, weapon);
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}
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}
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static void ThrowCallback1(int, int nXIndex) {
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ThrowThing(nXIndex, true);
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}
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static void ThrowCallback2(int, int nXIndex) {
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ThrowThing(nXIndex, true);
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}
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static void ThrowThing(int nXIndex, bool impact) {
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XSPRITE* pXSprite = &xsprite[nXIndex];
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int nSprite = pXSprite->reference;
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spritetype* pSprite = &sprite[nSprite];
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if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites))
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return;
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spritetype * pTarget = &sprite[pXSprite->target];
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if (!(pTarget->type >= kDudeBase && pTarget->type < kDudeMax))
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return;
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int thingType = pXSprite->data1;
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if (thingType >= kThingBase && thingType < kThingMax) {
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THINGINFO* pThinkInfo = &thingInfo[thingType - kThingBase];
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if (pThinkInfo->allowThrow == 1) {
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if (!sfxPlayGDXGenDudeSound(pSprite, 8, pXSprite->data3))
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sfxPlay3DSound(pSprite, 455, -1, 0);
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int dx = pTarget->x - pSprite->x;
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int dy = pTarget->y - pSprite->y;
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int dz = pTarget->z - pSprite->z;
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int dist = approxDist(dx, dy); int zThrow = 14500;
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spritetype* pThing = NULL; spritetype* pLeech = NULL; XSPRITE* pXLeech = NULL;
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if (thingType == kGDXThingCustomDudeLifeLeech) {
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if ((pLeech = leechIsDropped(pSprite)) != NULL) {
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// pickup life leech before throw it again
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pXLeech = &xsprite[pLeech->extra];
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removeLeech(pLeech);
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}
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zThrow = 5000;
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}
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pThing = actFireThing(pSprite, 0, 0, (dz / 128) - zThrow, thingType, divscale(dist / 540, 120, 23));
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if (pThing == NULL) return;
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if (pThinkInfo->at11 < 0 && pThing->type != kGDXThingThrowableRock) pThing->picnum = 0;
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pThing->owner = pSprite->xvel;
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switch (thingType) {
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case 428:
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impact = true;
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pThing->xrepeat = 24;
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pThing->yrepeat = 24;
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xsprite[pThing->extra].data4 = 3 + gGameOptions.nDifficulty;
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break;
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case kGDXThingThrowableRock:
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int sPics[6];
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sPics[0] = 2406; sPics[1] = 2280;
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sPics[2] = 2185; sPics[3] = 2155;
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sPics[4] = 2620; sPics[5] = 3135;
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pThing->picnum = sPics[Random(5)];
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pThing->pal = 5;
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pThing->xrepeat = 24 + Random(42);
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pThing->yrepeat = 24 + Random(42);
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pThing->cstat |= 0x0001;
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if (Chance(0x3000)) pThing->cstat |= 0x0004;
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if (Chance(0x3000)) pThing->cstat |= 0x0008;
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if (pThing->xrepeat > 60) xsprite[pThing->extra].data1 = 43;
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else if (pThing->xrepeat > 40) xsprite[pThing->extra].data1 = 33;
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else if (pThing->xrepeat > 30) xsprite[pThing->extra].data1 = 23;
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else xsprite[pThing->extra].data1 = 12;
|
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impact = false;
|
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return;
|
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case 400:
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||
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case 401:
|
||
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case 420:
|
||
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impact = false;
|
||
|
break;
|
||
|
case kGDXThingTNTProx:
|
||
|
xsprite[pThing->extra].state = 0;
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||
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xsprite[pThing->extra].Proximity = true;
|
||
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return;
|
||
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case 431:
|
||
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case kGDXThingCustomDudeLifeLeech:
|
||
|
XSPRITE* pXThing = &xsprite[pThing->extra];
|
||
|
if (pLeech != NULL) pXThing->health = pXLeech->health;
|
||
|
else pXThing->health = 300 * gGameOptions.nDifficulty;
|
||
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|
||
|
sfxPlay3DSound(pSprite, 490, -1, 0);
|
||
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|
||
|
if (gGameOptions.nDifficulty <= 2) pXThing->data3 = 32700;
|
||
|
else pXThing->data3 = Random(10);
|
||
|
pThing->pal = 6;
|
||
|
pXThing->target = pTarget->xvel;
|
||
|
pXThing->Proximity = true;
|
||
|
pXThing->stateTimer = 1;
|
||
|
evPost(pThing->xvel, 3, 80, CALLBACK_ID_20);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (impact == true && dist <= 7680) xsprite[pThing->extra].Impact = true;
|
||
|
else {
|
||
|
xsprite[pThing->extra].Impact = false;
|
||
|
evPost(pThing->xvel, 3, 120 * Random(2) + 120, COMMAND_ID_1);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void thinkSearch( spritetype* pSprite, XSPRITE* pXSprite )
|
||
|
{
|
||
|
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
|
||
|
sub_5F15C(pSprite, pXSprite);
|
||
|
|
||
|
}
|
||
|
|
||
|
static void thinkGoto( spritetype* pSprite, XSPRITE* pXSprite )
|
||
|
{
|
||
|
int dx, dy, dist;
|
||
|
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->lotag - kDudeBase];
|
||
|
|
||
|
dx = pXSprite->targetX - pSprite->x;
|
||
|
dy = pXSprite->targetY - pSprite->y;
|
||
|
|
||
|
int nAngle = getangle(dx, dy);
|
||
|
dist = approxDist(dx, dy);
|
||
|
|
||
|
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||
|
|
||
|
// if reached target, change to search mode
|
||
|
if ( /*dist < M2X(10.0)*/ dist < 5120 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery ) {
|
||
|
if(spriteIsUnderwater(pSprite,false))
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
|
||
|
else
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
|
||
|
}
|
||
|
aiThinkTarget(pSprite, pXSprite);
|
||
|
}
|
||
|
|
||
|
static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite )
|
||
|
{
|
||
|
|
||
|
|
||
|
if (Chance(0x3000)) GDXGenDudeRecoilL.at18 = &GDXGenDudeDodgeD;
|
||
|
else GDXGenDudeRecoilL.at18 = &GDXGenDudeChaseL;
|
||
|
|
||
|
if (Chance(0x3000)) GDXGenDudeRecoilW.at18 = &GDXGenDudeDodgeW;
|
||
|
else GDXGenDudeRecoilW.at18 = &GDXGenDudeChaseW;
|
||
|
|
||
|
if (Chance(0x3000)) GDXGenDudeRecoilD.at18 = &GDXGenDudeDodgeL;
|
||
|
else GDXGenDudeRecoilD.at18 = &GDXGenDudeChaseL;
|
||
|
|
||
|
if (pXSprite->target == -1) {
|
||
|
if(spriteIsUnderwater(pSprite,false))
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeGotoW);
|
||
|
else
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeGotoL);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int dx, dy, dist;
|
||
|
|
||
|
|
||
|
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
|
||
|
dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
|
||
|
spritetype* pTarget = &sprite[pXSprite->target];
|
||
|
XSPRITE* pXTarget = pTarget->extra > 0 ? &xsprite[pTarget->extra] : NULL;
|
||
|
if(!IsDudeSprite(pTarget))
|
||
|
pXTarget = NULL;
|
||
|
|
||
|
// check target
|
||
|
dx = pTarget->x - pSprite->x;
|
||
|
dy = pTarget->y - pSprite->y;
|
||
|
|
||
|
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
|
||
|
|
||
|
if ( pXTarget == NULL || pXTarget->health <= 0 )
|
||
|
{
|
||
|
// target is dead
|
||
|
if(spriteIsUnderwater(pSprite,false))
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
|
||
|
else {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
|
||
|
sfxPlayGDXGenDudeSound(pSprite,5,pXSprite->data3);
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsPlayerSprite( pTarget ) )
|
||
|
{
|
||
|
PLAYER* pPlayer = &gPlayer[ pTarget->type - kDudePlayer1 ];
|
||
|
if ( powerupCheck( pPlayer, 13 ) > 0 )
|
||
|
{
|
||
|
if(spriteIsUnderwater(pSprite,false))
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
|
||
|
else
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
dist = approxDist(dx, dy);
|
||
|
if ( dist <= pDudeInfo->seeDist ) {
|
||
|
int nAngle = getangle(dx, dy);
|
||
|
int losAngle = ((1024 + nAngle - pSprite->ang) & 2047) - 1024;
|
||
|
int eyeAboveZ = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
|
||
|
VECTORDATA* meleeVector = &gVectorData[22];
|
||
|
|
||
|
// is there a line of sight to the target?
|
||
|
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
|
||
|
pSprite->x, pSprite->y, pSprite->z - eyeAboveZ, pSprite->sectnum)){
|
||
|
// is the target visible?
|
||
|
|
||
|
if (dist < pDudeInfo->seeDist && klabs(losAngle) <= pDudeInfo->periphery) {
|
||
|
aiSetTarget(pXSprite, pXSprite->target);
|
||
|
|
||
|
if ((gFrameClock & 64) == 0 && Chance(0x1000) && !spriteIsUnderwater(pSprite,false))
|
||
|
sfxPlayGDXGenDudeSound(pSprite,6,pXSprite->data3);
|
||
|
|
||
|
if (dist <= 1500) gDudeSlope[sprite[pXSprite->reference].extra] = divscale(pTarget->z - pSprite->z, dist, 13);
|
||
|
else if (dist <= 3000) gDudeSlope[sprite[pXSprite->reference].extra] = divscale(pTarget->z - pSprite->z, dist, 11);
|
||
|
else if (dist > 0) gDudeSlope[sprite[pXSprite->reference].extra] = divscale(pTarget->z - pSprite->z, dist, 10);
|
||
|
|
||
|
spritetype* pLeech = NULL;
|
||
|
if (pXSprite->data1 >= kThingBase && pXSprite->data1 < kThingMax) {
|
||
|
if (pXSprite->data1 == 431) pXSprite->data1 = kGDXThingCustomDudeLifeLeech;
|
||
|
if (klabs(losAngle) < kAng15) {
|
||
|
if (dist < 12264 && dist > 7680 && !spriteIsUnderwater(pSprite,false) && pXSprite->data1 != kGDXThingCustomDudeLifeLeech){
|
||
|
int pHit = HitScan(pSprite, pSprite->z, dx, dy, 0, 16777280, 0);
|
||
|
switch(pHit){
|
||
|
case 3:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow);
|
||
|
return;
|
||
|
|
||
|
case 0:
|
||
|
case 4:
|
||
|
return;
|
||
|
case -1:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow);
|
||
|
return;
|
||
|
default:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
} else if (dist > 4072 && dist <= 9072 && !spriteIsUnderwater(pSprite,false) && pSprite->owner != kMaxSprites){
|
||
|
if (pXSprite->data1 != kGDXThingCustomDudeLifeLeech && pXSprite->data1 != kGDXThingThrowableRock) {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
|
||
|
} else {
|
||
|
|
||
|
if (pXSprite->data1 == kGDXThingCustomDudeLifeLeech) {
|
||
|
if ((pLeech = leechIsDropped(pSprite)) == NULL){
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
|
||
|
GDXGenDudeThrow2.at18 = &GDXGenDudeDodgeL;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
XSPRITE* pXLeech = &xsprite[pLeech->extra];
|
||
|
int ldist = getTargetDist(pTarget,pDudeInfo,pLeech);
|
||
|
if (ldist > 3 || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
|
||
|
pLeech->x, pLeech->y, pLeech->z, pLeech->sectnum) || pXLeech->target == -1) {
|
||
|
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
|
||
|
GDXGenDudeThrow2.at18 = &GDXGenDudeDodgeL;
|
||
|
|
||
|
} else {
|
||
|
GDXGenDudeThrow2.at18 = &GDXGenDudeChaseL;
|
||
|
if (pXLeech->target != pXSprite->target) pXLeech->target = pXSprite->target;
|
||
|
if (dist > 5072 && Chance(0x3000)) {
|
||
|
if (Chance(0x2000))
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
|
||
|
else
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
|
||
|
} else {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} else if (pXSprite->data1 == kGDXThingThrowableRock){
|
||
|
if (Chance(0x2000))
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
|
||
|
else
|
||
|
sfxPlayGDXGenDudeSound(pSprite,0,pXSprite->data3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
|
||
|
} else if (dist <= meleeVector->maxDist) {
|
||
|
if (spriteIsUnderwater(pSprite,false)) {
|
||
|
if (Chance(0x7000))
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
|
||
|
else
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
|
||
|
|
||
|
} else {
|
||
|
if (Chance(0x7000))
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
|
||
|
else
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
|
||
|
|
||
|
}
|
||
|
return;
|
||
|
|
||
|
} else {
|
||
|
int state = checkAttackState(pSprite, pXSprite);
|
||
|
|
||
|
if(state == 1)
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
|
||
|
|
||
|
if(state == 2) {
|
||
|
if (Chance(0x3000))
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
|
||
|
else
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
|
||
|
}
|
||
|
|
||
|
if(state == 3)
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
int defDist = 17920; int vdist = defDist;
|
||
|
if (pXSprite->data1 > 0 && pXSprite->data1 < kVectorMax) {
|
||
|
|
||
|
switch (pXSprite->data1) {
|
||
|
case 19:
|
||
|
pXSprite->data1 = 2;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
VECTORDATA* pVectorData = &gVectorData[pXSprite->data1];
|
||
|
vdist = pVectorData->maxDist;
|
||
|
if (vdist <= 0 || vdist > defDist)
|
||
|
vdist = defDist;
|
||
|
|
||
|
} else if (pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeMax && pXSprite->data1 != kGDXDudeUniversalCultist) {
|
||
|
|
||
|
if (gDudeExtra[pSprite->extra].at6.u1.at4 > 0) {
|
||
|
|
||
|
updateTargetOfSlaves(pSprite);
|
||
|
|
||
|
if (pXSprite->target >= 0 && sprite[pXSprite->target].owner == pSprite->xvel) {
|
||
|
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (gDudeExtra[pSprite->extra].at6.u1.at4 <= gGameOptions.nDifficulty && dist > meleeVector->maxDist) {
|
||
|
vdist = (vdist / 2) + Random(vdist / 2);
|
||
|
}
|
||
|
else if (dist <= meleeVector->maxDist) {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
|
||
|
return;
|
||
|
}
|
||
|
else {
|
||
|
int state = checkAttackState(pSprite, pXSprite);
|
||
|
switch (state) {
|
||
|
case 1:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
|
||
|
return;
|
||
|
case 2:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
|
||
|
return;
|
||
|
default:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
} else if (pXSprite->data1 >= kMissileBase && pXSprite->data1 < kMissileMax){
|
||
|
// special handling for flame, explosive and life leech missiles
|
||
|
int mdist = 2500;
|
||
|
if (pXSprite->data1 != 303) mdist = 3000;
|
||
|
switch(pXSprite->data1){
|
||
|
case 315:
|
||
|
// Pickup life leech if it was thrown previously
|
||
|
if ((pLeech = leechIsDropped(pSprite)) != NULL)
|
||
|
removeLeech(pLeech);
|
||
|
break;
|
||
|
case 303:
|
||
|
case 305:
|
||
|
case 312:
|
||
|
case 313:
|
||
|
case 314:
|
||
|
{
|
||
|
if (dist > mdist || pXSprite->locked == 1) break;
|
||
|
int state = checkAttackState(pSprite, pXSprite);
|
||
|
if (dist <= meleeVector->maxDist && Chance(0x7000)) {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
|
||
|
return;
|
||
|
} else {
|
||
|
switch (state) {
|
||
|
case 1:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
|
||
|
return;
|
||
|
case 2:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
|
||
|
return;
|
||
|
default:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
case 304:
|
||
|
case 308:
|
||
|
{
|
||
|
if (spriteIsUnderwater(pSprite, false)) {
|
||
|
if (dist <= meleeVector->maxDist) {
|
||
|
if (Chance(0x4000)) {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
|
||
|
}
|
||
|
else {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
vdist = 4200;
|
||
|
if ((gFrameClock & 16) == 0)
|
||
|
vdist += Random(800);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
} else if (pXSprite->data1 >= 459 && pXSprite->data1 < (459 + kExplodeMax) - 1) {
|
||
|
|
||
|
int nType = pXSprite->data1 - 459; EXPLOSION* pExpl = &explodeInfo[nType];
|
||
|
if (pExpl != NULL &&
|
||
|
CheckProximity(pSprite, pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pExpl->at3 / 2) &&
|
||
|
doExplosion(pSprite, nType)) {
|
||
|
|
||
|
pXSprite->health = 1;
|
||
|
actDamageSprite(pSprite->xvel, pSprite, DAMAGE_TYPE_3, 65535);
|
||
|
|
||
|
xvel[pSprite->xvel] = 0;
|
||
|
zvel[pSprite->xvel] = 0;
|
||
|
yvel[pSprite->xvel] = 0;
|
||
|
}
|
||
|
return;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
// Scared dude - no weapon. Still can punch you sometimes.
|
||
|
int state = checkAttackState(pSprite, pXSprite);
|
||
|
if (Chance(0x0500) && !spriteIsUnderwater(pSprite,false))
|
||
|
sfxPlayGDXGenDudeSound(pSprite,6,pXSprite->data3);
|
||
|
|
||
|
if (Chance(0x5000)){
|
||
|
switch (state){
|
||
|
case 1:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
|
||
|
break;
|
||
|
case 2:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
|
||
|
break;
|
||
|
default:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
pXSprite->target = -1;
|
||
|
|
||
|
} else if (dist <= meleeVector->maxDist && Chance(0x7000)) {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
|
||
|
} else {
|
||
|
switch (state){
|
||
|
case 1:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
|
||
|
break;
|
||
|
default:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
pXSprite->target = -1;
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int state = checkAttackState(pSprite, pXSprite);
|
||
|
if (dist > vdist && pXSprite->aiState == &GDXGenDudeChaseD)
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
|
||
|
|
||
|
if (dist < vdist && klabs(losAngle) < 35 /*&& klabs(losAngle) < kAngle5*/) {
|
||
|
if (vdist > 1512){
|
||
|
switch(state){
|
||
|
case 1:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeFireW);
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeFireW;
|
||
|
break;
|
||
|
case 2:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeFireD);
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeFireD;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeFireL);
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeFireL;
|
||
|
break;
|
||
|
}
|
||
|
} else {
|
||
|
switch(state){
|
||
|
case 1:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeFire2W);
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeFire2W;
|
||
|
break;
|
||
|
case 2:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeFire2D);
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeFire2D;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeFire2L);
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeFire2L;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
int nSeq = 6; if (state < 3) nSeq = 8;
|
||
|
if (seqGetID(3, pSprite->extra) == pDudeInfo->seqStartID + nSeq) {
|
||
|
switch(state){
|
||
|
case 1:
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeChaseW;
|
||
|
break;
|
||
|
case 2:
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeChaseD;
|
||
|
break;
|
||
|
default:
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeChaseL;
|
||
|
break;
|
||
|
}
|
||
|
} else {
|
||
|
if(pXSprite->aiState == &GDXGenDudeChaseL || pXSprite->aiState == &GDXGenDudeChaseD ||
|
||
|
pXSprite->aiState == &GDXGenDudeChaseW || pXSprite->aiState == &GDXGenDudeFireL ||
|
||
|
pXSprite->aiState == &GDXGenDudeFireD || pXSprite->aiState == &GDXGenDudeFireW)
|
||
|
return;
|
||
|
|
||
|
switch (state) {
|
||
|
case 1:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeFireW;
|
||
|
break;
|
||
|
case 2:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeFireD;
|
||
|
break;
|
||
|
default:
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
|
||
|
pXSprite->aiState->at18 = &GDXGenDudeFireL;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(spriteIsUnderwater(pSprite,false)) {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeGotoW);
|
||
|
} else {
|
||
|
aiNewState(pSprite, pXSprite, &GDXGenDudeGotoL);
|
||
|
}
|
||
|
pXSprite->target = -1;
|
||
|
}
|
||
|
|
||
|
int checkAttackState(spritetype* pSprite, XSPRITE* pXSprite) {
|
||
|
UNREFERENCED_PARAMETER(pXSprite);
|
||
|
if (sub_5BDA8(pSprite, 14) || spriteIsUnderwater(pSprite,false))
|
||
|
{
|
||
|
if ( !sub_5BDA8(pSprite, 14) || spriteIsUnderwater(pSprite,false))
|
||
|
{
|
||
|
if (spriteIsUnderwater(pSprite,false))
|
||
|
{
|
||
|
return 1; //water
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return 2; //duck
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return 3; //land
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/*bool sub_5BDA8(spritetype* pSprite, int nSeq)
|
||
|
{
|
||
|
if (pSprite->statnum == 6 && pSprite->type >= kDudeBase && pSprite->type < kDudeMax)
|
||
|
{
|
||
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
|
||
|
if (seqGetID(3, pSprite->extra) == pDudeInfo->seqStartID + nSeq && seqGetStatus(3, pSprite->extra) >= 0)
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool sub_57901(spritetype* pSprite, int nSeqID) {
|
||
|
if ( pSprite->statnum == 6 )
|
||
|
{
|
||
|
if ( IsDudeSprite(pSprite) )
|
||
|
{
|
||
|
SEQINST* pSeqInst = GetInstance(3, pSprite->extra); Seq* pSeq = pSeqInst->pSequence;
|
||
|
if ( pSeq == pSEQs.get(xsprite[pSprite->extra].data2 + nSeqID) && seqGetStatus(3, pSprite->extra) >= 0 )
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}*/
|
||
|
|
||
|
bool TargetNearThing(spritetype* pSprite, int thingType) {
|
||
|
for ( int nSprite = headspritesect[pSprite->sectnum]; nSprite >= 0; nSprite = nextspritesect[nSprite] )
|
||
|
{
|
||
|
// check for required things or explosions in the same sector as the target
|
||
|
if ( sprite[nSprite].type == thingType || sprite[nSprite].statnum == 2 )
|
||
|
return true; // indicate danger
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
///// For gen dude
|
||
|
int getGenDudeMoveSpeed(spritetype* pSprite,int which, bool mul, bool shift) {
|
||
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
|
||
|
XSPRITE* pXSprite = &xsprite[pSprite->extra];
|
||
|
int speed = -1; int step = 2500; int maxSpeed = 146603;
|
||
|
switch(which){
|
||
|
case 0:
|
||
|
speed = pDudeInfo->frontSpeed;
|
||
|
break;
|
||
|
case 1:
|
||
|
speed = pDudeInfo->sideSpeed;
|
||
|
break;
|
||
|
case 2:
|
||
|
speed = pDudeInfo->backSpeed;
|
||
|
break;
|
||
|
case 3:
|
||
|
speed = pDudeInfo->angSpeed;
|
||
|
break;
|
||
|
default:
|
||
|
return -1;
|
||
|
}
|
||
|
if (pXSprite->busyTime > 0) speed /=3;
|
||
|
if (speed > 0 && mul) {
|
||
|
|
||
|
//System.err.println(pXSprite.busyTime);
|
||
|
if (pXSprite->busyTime > 0)
|
||
|
speed += (step * pXSprite->busyTime);
|
||
|
}
|
||
|
|
||
|
if (shift) speed *= 4 >> 4;
|
||
|
if (speed > maxSpeed) speed = maxSpeed;
|
||
|
|
||
|
return speed;
|
||
|
}
|
||
|
|
||
|
void aiGenDudeMoveForward(spritetype* pSprite, XSPRITE* pXSprite ) {
|
||
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
|
||
|
|
||
|
int maxTurn = pDudeInfo->angSpeed * 4 >> 4;
|
||
|
|
||
|
int dang = ((kAng180 + pXSprite->goalAng - pSprite->ang) & 2047) - kAng180;
|
||
|
pSprite->ang = ((pSprite->ang + ClipRange(dang, -maxTurn, maxTurn)) & 2047);
|
||
|
|
||
|
// don't move forward if trying to turn around
|
||
|
if ( klabs(dang) > kAng60 )
|
||
|
return;
|
||
|
|
||
|
int sin = Sin(pSprite->ang);
|
||
|
int cos = Cos(pSprite->ang);
|
||
|
|
||
|
int frontSpeed = getGenDudeMoveSpeed(pSprite,0,true,false);
|
||
|
xvel[pSprite->xvel] += mulscale(cos, frontSpeed, 30);
|
||
|
yvel[pSprite->xvel] += mulscale(sin, frontSpeed, 30);
|
||
|
}
|
||
|
|
||
|
bool sfxPlayGDXGenDudeSound(spritetype* pSprite, int mode, int data) {
|
||
|
int sndId = -1; int rand = 0; bool gotSnd = true;
|
||
|
|
||
|
switch (mode){
|
||
|
// spot sound
|
||
|
case 0:
|
||
|
rand = 2; sndId = 1003;
|
||
|
if (data > 0)
|
||
|
sndId = data;
|
||
|
break;
|
||
|
// pain sound
|
||
|
case 1:
|
||
|
rand = 2; sndId = 1013;
|
||
|
if (data > 0)
|
||
|
sndId = data + 2;
|
||
|
break;
|
||
|
// death sound
|
||
|
case 2:
|
||
|
rand = 2; sndId = 1018;
|
||
|
if (data > 0)
|
||
|
sndId = data + 4;
|
||
|
break;
|
||
|
// burning state sound
|
||
|
case 3:
|
||
|
rand = 2; sndId = 1031;
|
||
|
if (data > 0)
|
||
|
sndId = data + 6;
|
||
|
break;
|
||
|
// explosive death or end of burning state sound
|
||
|
case 4:
|
||
|
rand = 2; sndId = 1018;
|
||
|
if (data > 0)
|
||
|
sndId = data + 8;
|
||
|
break;
|
||
|
// target of dude is dead
|
||
|
case 5:
|
||
|
rand = 2; sndId = 4021;
|
||
|
if (data > 0)
|
||
|
sndId = data + 10;
|
||
|
break;
|
||
|
// roam sounds
|
||
|
case 6:
|
||
|
rand = 2; sndId = 1005;
|
||
|
if (data > 0)
|
||
|
sndId = data + 12;
|
||
|
break;
|
||
|
// weapon attack
|
||
|
case 7:
|
||
|
if (data > 0)
|
||
|
sndId = data + 14;
|
||
|
break;
|
||
|
// throw attack
|
||
|
case 8:
|
||
|
if (data > 0)
|
||
|
sndId = data + 15;
|
||
|
break;
|
||
|
// melee attack
|
||
|
case 9:
|
||
|
if (data > 0)
|
||
|
sndId = data + 16;
|
||
|
break;
|
||
|
// transforming in other dude
|
||
|
case 10:
|
||
|
sndId = 9008;
|
||
|
if (data > 0)
|
||
|
sndId = data + 17;
|
||
|
break;
|
||
|
default:
|
||
|
return false;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
if (sndId < 0) return false;
|
||
|
else if (data <= 0) sndId = sndId + Random(rand);
|
||
|
else {
|
||
|
|
||
|
int maxRetries = 5; gotSnd = false;
|
||
|
// Let's try to get random snd
|
||
|
while(maxRetries-- > 0){
|
||
|
int random = Random(rand);
|
||
|
if (gSysRes.Lookup(sndId + random, "SFX")){
|
||
|
sndId = sndId + random;
|
||
|
gotSnd = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If no success in getting random snd, get first existing one
|
||
|
if (gotSnd == false){
|
||
|
int max = sndId + rand;
|
||
|
while(sndId++ <= max){
|
||
|
if (gSysRes.Lookup(sndId, "SFX")) {
|
||
|
gotSnd = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (gotSnd) {
|
||
|
switch (mode){
|
||
|
// case 1:
|
||
|
case 2:
|
||
|
case 4:
|
||
|
case 7:
|
||
|
case 8:
|
||
|
case 9:
|
||
|
case 10:
|
||
|
sfxPlay3DSound(pSprite, sndId, -1, 0);
|
||
|
break;
|
||
|
default:
|
||
|
aiPlay3DSound(pSprite, sndId, AI_SFX_PRIORITY_2, -1);
|
||
|
break;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool spriteIsUnderwater(spritetype* pSprite,bool oldWay) {
|
||
|
if (oldWay){
|
||
|
if (xsprite[pSprite->extra].medium == 1 || xsprite[pSprite->extra].medium == 2)
|
||
|
return true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (sector[pSprite->sectnum].extra < 0) return false;
|
||
|
else if (xsector[sector[pSprite->sectnum].extra].Underwater)
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
spritetype* leechIsDropped(spritetype* pSprite) {
|
||
|
for (int nSprite = headspritestat[4]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
||
|
if (sprite[nSprite].lotag == kGDXThingCustomDudeLifeLeech && sprite[nSprite].owner == pSprite->xvel)
|
||
|
return &sprite[nSprite];
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
|
||
|
}
|
||
|
|
||
|
void removeDudeStuff(spritetype* pSprite) {
|
||
|
for (short nSprite = headspritestat[4]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
||
|
if (sprite[nSprite].owner != pSprite->xvel) continue;
|
||
|
switch (sprite[nSprite].lotag) {
|
||
|
case 401:
|
||
|
case 402:
|
||
|
case 433:
|
||
|
deletesprite(nSprite);
|
||
|
break;
|
||
|
case kGDXThingCustomDudeLifeLeech:
|
||
|
killDudeLeech(&sprite[nSprite]);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (short nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
||
|
if (sprite[nSprite].owner != pSprite->xvel) continue;
|
||
|
actDamageSprite(sprite[nSprite].owner, &sprite[nSprite], (DAMAGE_TYPE) 0, 65535);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void removeLeech(spritetype* pLeech, bool delSprite) {
|
||
|
if (pLeech != NULL) {
|
||
|
spritetype* pEffect = gFX.fxSpawn((FX_ID)52,pLeech->sectnum,pLeech->x,pLeech->y,pLeech->z,pLeech->ang);
|
||
|
if (pEffect != NULL) {
|
||
|
pEffect->cstat = kSprFace;
|
||
|
pEffect->pal = 6;
|
||
|
int repeat = 64 + Random(50);
|
||
|
pEffect->xrepeat = repeat;
|
||
|
pEffect->yrepeat = repeat;
|
||
|
}
|
||
|
sfxPlay3DSoundCP(pLeech, 490, -1, 0,60000);
|
||
|
if (delSprite)
|
||
|
actPostSprite(pLeech->index, kStatFree);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void killDudeLeech(spritetype* pLeech) {
|
||
|
if (pLeech != NULL) {
|
||
|
//removeLeech(pLeech, false);
|
||
|
actDamageSprite(pLeech->owner, pLeech, DAMAGE_TYPE_3, 65535);
|
||
|
sfxPlay3DSoundCP(pLeech, 522, -1, 0, 60000);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
XSPRITE* getNextIncarnation(XSPRITE* pXSprite) {
|
||
|
if (pXSprite->txID > 0) {
|
||
|
for (short nSprite = headspritestat[7]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
||
|
if (!IsDudeSprite(&sprite[nSprite]) || sprite[nSprite].extra < 0) continue;
|
||
|
if (xsprite[sprite[nSprite].extra].rxID == pXSprite->txID && xsprite[sprite[nSprite].extra].health > 0)
|
||
|
return &xsprite[sprite[nSprite].extra];
|
||
|
}
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
bool dudeIsMelee(XSPRITE* pXSprite) {
|
||
|
int meleeDist = 2048; int vdist = meleeDist;
|
||
|
if (pXSprite->data1 >= 0 && pXSprite->data1 < kVectorMax) {
|
||
|
int vector = pXSprite->data1; if (vector <= 0) vector = 2;
|
||
|
VECTORDATA pVectorData = gVectorData[vector];
|
||
|
vdist = pVectorData.maxDist;
|
||
|
|
||
|
if (vdist > 0 && vdist <= meleeDist)
|
||
|
return true;
|
||
|
|
||
|
}
|
||
|
else {
|
||
|
|
||
|
if (pXSprite->data1 >= 459 && pXSprite->data1 < (459 + kExplodeMax) - 1)
|
||
|
return true;
|
||
|
|
||
|
switch (pXSprite->data1) {
|
||
|
case 304:
|
||
|
case 308:
|
||
|
return true;
|
||
|
default:
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int getRecoilChance(spritetype* pSprite) {
|
||
|
int mass = getDudeMassBySpriteSize(pSprite);
|
||
|
int cumulDmg = 0; int baseChance = 0x4000;
|
||
|
if (pSprite->extra >= 0) {
|
||
|
XSPRITE pXSprite = xsprite[pSprite->extra];
|
||
|
baseChance += (pXSprite.burnTime / 2);
|
||
|
cumulDmg = pXSprite.cumulDamage;
|
||
|
if (dudeIsMelee(&pXSprite))
|
||
|
baseChance = 0x500;
|
||
|
}
|
||
|
|
||
|
baseChance += cumulDmg;
|
||
|
int chance = ((baseChance / mass) << 7);
|
||
|
return chance;
|
||
|
|
||
|
}
|
||
|
|
||
|
int getDodgeChance(spritetype* pSprite) {
|
||
|
int mass = getDudeMassBySpriteSize(pSprite); int baseChance = 0x1000;
|
||
|
if (pSprite->extra >= 0) {
|
||
|
XSPRITE pXSprite = xsprite[pSprite->extra];
|
||
|
baseChance += pXSprite.burnTime;
|
||
|
if (dudeIsMelee(&pXSprite))
|
||
|
baseChance = 0x200;
|
||
|
}
|
||
|
|
||
|
int chance = ((baseChance / mass) << 7);
|
||
|
return chance;
|
||
|
}
|
||
|
|
||
|
void dudeLeechOperate(spritetype* pSprite, XSPRITE* pXSprite, EVENT a3)
|
||
|
{
|
||
|
if (a3.cmd == COMMAND_ID_0) {
|
||
|
actPostSprite(pSprite->xvel, kStatFree);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int nTarget = pXSprite->target;
|
||
|
if (nTarget >= 0 && nTarget < kMaxSprites) {
|
||
|
spritetype* pTarget = &sprite[nTarget];
|
||
|
if (pTarget->statnum == 6 && !(pTarget->hitag & 32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites && !pXSprite->stateTimer)
|
||
|
{
|
||
|
int top, bottom;
|
||
|
GetSpriteExtents(pSprite, &top, &bottom);
|
||
|
int nType = pTarget->type - kDudeBase;
|
||
|
DUDEINFO* pDudeInfo = &dudeInfo[nType];
|
||
|
int z1 = (top - pSprite->z) - 256;
|
||
|
int x = pTarget->x; int y = pTarget->y; int z = pTarget->z;
|
||
|
int nDist = approxDist(x - pSprite->x, y - pSprite->y);
|
||
|
|
||
|
if (nDist != 0 && cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, x, y, z, pTarget->sectnum))
|
||
|
{
|
||
|
int t = divscale(nDist, 0x1aaaaa, 12);
|
||
|
x += (xvel[nTarget] * t) >> 12;
|
||
|
y += (yvel[nTarget] * t) >> 12;
|
||
|
int angBak = pSprite->ang;
|
||
|
pSprite->ang = getangle(x - pSprite->x, y - pSprite->y);
|
||
|
int dx = Cos(pSprite->ang) >> 16;
|
||
|
int dy = Sin(pSprite->ang) >> 16;
|
||
|
int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4;
|
||
|
int dz = divscale(tz - top - 256, nDist, 10);
|
||
|
int nMissileType = 316 + (pXSprite->data3 ? 1 : 0);
|
||
|
int t2;
|
||
|
|
||
|
if (!pXSprite->data3) t2 = 120 / 10.0;
|
||
|
else t2 = (3 * 120) / 10.0;
|
||
|
|
||
|
spritetype * pMissile = actFireMissile(pSprite, 0, z1, dx, dy, dz, nMissileType);
|
||
|
if (pMissile)
|
||
|
{
|
||
|
pMissile->owner = pSprite->owner;
|
||
|
pXSprite->stateTimer = 1;
|
||
|
evPost(pSprite->index, 3, t2, CALLBACK_ID_20);
|
||
|
pXSprite->data3 = ClipLow(pXSprite->data3 - 1, 0);
|
||
|
}
|
||
|
pSprite->ang = angBak;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool doExplosion(spritetype* pSprite, int nType) {
|
||
|
spritetype* pExplosion = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 2, true);
|
||
|
int nSeq = 4; int nSnd = 304; EXPLOSION* pExpl = &explodeInfo[nType];
|
||
|
|
||
|
pExplosion->yrepeat = pExpl->at0;
|
||
|
pExplosion->xrepeat = pExpl->at0;
|
||
|
pExplosion->lotag = nType;
|
||
|
pExplosion->cstat |= kSprInvisible | kSprOriginAlign;
|
||
|
pExplosion->owner = pSprite->xvel;
|
||
|
|
||
|
if (pExplosion->extra >= 0) {
|
||
|
xsprite[pExplosion->extra].target = 0;
|
||
|
xsprite[pExplosion->extra].data1 = pExpl->atf;
|
||
|
xsprite[pExplosion->extra].data2 = pExpl->at13;
|
||
|
xsprite[pExplosion->extra].data3 = pExpl->at17;
|
||
|
|
||
|
|
||
|
if (nType == 0) { nSeq = 3; nSnd = 303; pExplosion->z = pSprite->z; }
|
||
|
else if (nType == 2) { nSeq = 4; nSnd = 305; }
|
||
|
else if (nType == 3) { nSeq = 9; nSnd = 307; }
|
||
|
else if (nType == 4) { nSeq = 5; nSnd = 307; }
|
||
|
else if (nType <= 6) { nSeq = 4; nSnd = 303; }
|
||
|
else if (nType == 7) { nSeq = 4; nSnd = 303; }
|
||
|
|
||
|
|
||
|
if (fileExistsRFF(nSeq, "SEQ")) seqSpawn(nSeq, 3, pExplosion->extra, -1);
|
||
|
sfxPlay3DSound(pExplosion, nSnd, -1, 0);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void updateTargetOfSlaves(spritetype* pSprite) {
|
||
|
for (short nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
||
|
if (sprite[nSprite].owner != pSprite->xvel || sprite[nSprite].extra < 0 || !IsDudeSprite(&sprite[nSprite])) continue;
|
||
|
else if (xsprite[pSprite->extra].target != xsprite[sprite[nSprite].extra].target
|
||
|
&& IsDudeSprite(&sprite[xsprite[pSprite->extra].target])) {
|
||
|
aiSetTarget(&xsprite[sprite[nSprite].extra], xsprite[pSprite->extra].target);
|
||
|
}
|
||
|
|
||
|
if (xsprite[sprite[nSprite].extra].target >= 0) {
|
||
|
// don't attack mates
|
||
|
if (sprite[xsprite[sprite[nSprite].extra].target].owner == sprite[nSprite].owner)
|
||
|
aiSetTarget(&xsprite[sprite[nSprite].extra], pSprite->x, pSprite->y, pSprite->z);
|
||
|
}
|
||
|
|
||
|
if (!isActive(sprite[nSprite].xvel) && xsprite[sprite[nSprite].extra].target >= 0)
|
||
|
aiActivateDude(&sprite[nSprite], &xsprite[sprite[nSprite].extra]);
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
//////////
|