raze/source/blood/src/ai.cpp

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2019-09-19 22:42:45 +00:00
//-------------------------------------------------------------------------
/*
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 "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "aibat.h"
#include "aibeast.h"
#include "aiboneel.h"
#include "aiburn.h"
#include "aicaleb.h"
#include "aicerber.h"
#include "aicult.h"
#include "aigarg.h"
#include "aighost.h"
#include "aigilbst.h"
#include "aihand.h"
#include "aihound.h"
#include "aiinnoc.h"
#include "aipod.h"
#include "airat.h"
#include "aispid.h"
#include "aitchern.h"
#include "aizomba.h"
#include "aizombf.h"
#include "aiunicult.h" // By NoOne: add custom dude
#include "blood.h"
#include "db.h"
#include "dude.h"
#include "eventq.h"
#include "fx.h"
#include "gameutil.h"
#include "gib.h"
#include "globals.h"
#include "levels.h"
#include "loadsave.h"
#include "player.h"
#include "seq.h"
#include "sound.h"
#include "sfx.h"
#include "trig.h"
#include "triggers.h"
int cumulDamage[kMaxXSprites];
int gDudeSlope[kMaxXSprites];
DUDEEXTRA gDudeExtra[kMaxXSprites];
AISTATE genIdle = {kAiStateGenIdle, 0, -1, 0, NULL, NULL, NULL, NULL };
AISTATE genRecoil = {kAiStateRecoil, 5, -1, 20, NULL, NULL, NULL, &genIdle };
int dword_138BB0[5] = {0x2000, 0x4000, 0x8000, 0xa000, 0xe000};
void aiSetGenIdleState(spritetype* pSprite, XSPRITE* pXSprite) {
aiNewState(pSprite, pXSprite, &genIdle);
}
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;
}
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);
else if (a3 > pDudeExtra->at5 || pDudeExtra->at0 <= gFrameClock)
{
sfxKill3DSound(pSprite, -1, -1);
sfxPlay3DSound(pSprite, a2, a4, 0);
pDudeExtra->at5 = a3;
pDudeExtra->at0 = gFrameClock+120;
}
}
void aiNewState(spritetype *pSprite, XSPRITE *pXSprite, AISTATE *pAIState)
{
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
pXSprite->stateTimer = pAIState->at8;
pXSprite->aiState = pAIState;
int seqStartId = pDudeInfo->seqStartID;
if (pAIState->at0 >= 0) {
// By NoOne: Custom dude uses data2 to keep it's seqStartId
switch (pSprite->type) {
case kGDXDudeUniversalCultist:
case kGDXGenDudeBurning:
seqStartId = pXSprite->data2;
break;
}
seqStartId += pAIState->at0;
if (gSysRes.Lookup(seqStartId, "SEQ"))
seqSpawn(seqStartId, 3, pSprite->extra, pAIState->at4);
}
if (pAIState->atc) pAIState->atc(pSprite, pXSprite); // entry function
}
bool dudeIsImmune(spritetype* pSprite, int dmgType) {
if (dmgType < 0 || dmgType > 6) return true;
else if (dudeInfo[pSprite->type - kDudeBase].startDamage[dmgType] == 0) return true;
else if (pSprite->extra >= 0 && xsprite[pSprite->extra].locked == 1) return true; // if dude is locked, it immune to any dmg.
return false;
}
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, Cos(nAngle)>>16, Sin(nAngle)>>16, 0, CLIPMASK0, nRange);
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;
dassert(nSector >= 0 && nSector < kMaxSectors);
if (!FindSector(x, y, z, &nSector))
return false;
int floorZ = getflorzofslope(nSector, x, y);
int UNUSED(ceilZ) = getceilzofslope(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].lotag == kSecDamage || pXSector->damageType > 0) {
// 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.
switch (pSprite->type) {
case 227: // Cerberus
case 228: // 1 Head Cerberus
if (VanillaMode() || !dudeIsImmune(pSprite, pXSector->damageType))
Crusher = 1;
break;
default:
Crusher = 1;
break;
}
}
}
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 206:
case 207:
case 219:
if (pSprite->clipdist > nDist)
return 0;
if (Depth)
{
// Ouch...
if (Depth)
return false;
if (Crusher)
return false;
}
break;
case 218:
if (Water)
return false;
if (!Underwater)
return false;
if (Underwater)
return true;
break;
case 204:
case 213:
case 214:
case 215:
case 216:
case 211:
case 220:
case 227:
case 245:
if (Crusher)
return false;
if (Depth || Underwater)
return false;
if (floorZ - bottom > 0x2000)
return false;
break;
case kGDXDudeUniversalCultist:
case kGDXGenDudeBurning:
if ((Crusher && !dudeIsImmune(pSprite, pXSector->damageType)) || xsprite[pSprite->extra].dudeGuard) return false;
return true;
2019-07-23 16:09:21 +00:00
fallthrough__;
case 203:
case 210:
case 217:
2019-09-19 22:42:45 +00:00
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;
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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 UNUSED(t2) = dmulscale30(dx, nSin, -dy, nCos);
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->hitag&2)
pXSprite->goalAng = pSprite->ang+341;
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(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
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;
xvel[nSprite] += mulscale30(pDudeInfo->frontSpeed, Cos(pSprite->ang));
yvel[nSprite] += mulscale30(pDudeInfo->frontSpeed, Sin(pSprite->ang));
}
void aiMoveTurn(spritetype *pSprite, XSPRITE *pXSprite)
{
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
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(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
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 = xvel[nSprite];
int dy = yvel[nSprite];
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;
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
}
}
void aiActivateDude(spritetype *pSprite, XSPRITE *pXSprite)
{
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!pXSprite->state)
{
aiChooseDirection(pSprite, pXSprite, getangle(pXSprite->targetX-pSprite->x, pXSprite->targetY-pSprite->y));
pXSprite->state = 1;
}
switch (pSprite->type)
{
case 210:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
pDudeExtraE->at4 = 0;
pDudeExtraE->at8 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &ghostSearch);
else
{
aiPlay3DSound(pSprite, 1600, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &ghostChase);
}
break;
}
case 201:
case 202:
case 247:
case 248:
case 249:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
pDudeExtraE->at8 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->target == -1)
{
switch (pXSprite->medium)
{
case 0:
aiNewState(pSprite, pXSprite, &cultistSearch);
if (Chance(0x8000))
{
if (pSprite->type == 201)
aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1008+Random(5), AI_SFX_PRIORITY_1, -1);
}
break;
case 1:
case 2:
aiNewState(pSprite, pXSprite, &cultistSwimSearch);
break;
}
}
else
{
if (Chance(0x8000))
{
if (pSprite->type == 201)
aiPlay3DSound(pSprite, 4003+Random(4), AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1003+Random(4), AI_SFX_PRIORITY_1, -1);
}
switch (pXSprite->medium)
{
case 0:
if (pSprite->type == 201)
aiNewState(pSprite, pXSprite, &fanaticChase);
else
aiNewState(pSprite, pXSprite, &cultistChase);
break;
case 1:
case 2:
aiNewState(pSprite, pXSprite, &cultistSwimChase);
break;
}
}
break;
}
case kGDXDudeUniversalCultist:
{
DUDEEXTRA_at6_u1* pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
pDudeExtraE->at8 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->target == -1) {
if (spriteIsUnderwater(pSprite, false))
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else {
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
if (Chance(0x4000))
sfxPlayGDXGenDudeSound(pSprite, 0, pXSprite->data3);
}
}
else {
if (Chance(0x4000))
sfxPlayGDXGenDudeSound(pSprite, 0, pXSprite->data3);
if (spriteIsUnderwater(pSprite, false))
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
else
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
}
break;
}
case kGDXGenDudeBurning:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnSearch);
else
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnChase);
break;
case 230:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
pDudeExtraE->at8 = 1;
pDudeExtraE->at0 = 0;
pSprite->type = 201;
if (pXSprite->target == -1)
{
switch (pXSprite->medium)
{
case 0:
aiNewState(pSprite, pXSprite, &cultistSearch);
if (Chance(0x8000))
aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1);
break;
case 1:
case 2:
aiNewState(pSprite, pXSprite, &cultistSwimSearch);
break;
}
}
else
{
if (Chance(0x8000))
aiPlay3DSound(pSprite, 4008+Random(5), AI_SFX_PRIORITY_1, -1);
switch (pXSprite->medium)
{
case 0:
aiNewState(pSprite, pXSprite, &cultistProneChase);
break;
case 1:
case 2:
aiNewState(pSprite, pXSprite, &cultistSwimChase);
break;
}
}
break;
}
case 246:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
pDudeExtraE->at8 = 1;
pDudeExtraE->at0 = 0;
pSprite->type = 202;
if (pXSprite->target == -1)
{
switch (pXSprite->medium)
{
case 0:
aiNewState(pSprite, pXSprite, &cultistSearch);
if (Chance(0x8000))
aiPlay3DSound(pSprite, 1008+Random(5), AI_SFX_PRIORITY_1, -1);
break;
case 1:
case 2:
aiNewState(pSprite, pXSprite, &cultistSwimSearch);
break;
}
}
else
{
if (Chance(0x8000))
aiPlay3DSound(pSprite, 1003+Random(4), AI_SFX_PRIORITY_1, -1);
switch (pXSprite->medium)
{
case 0:
aiNewState(pSprite, pXSprite, &cultistProneChase);
break;
case 1:
case 2:
aiNewState(pSprite, pXSprite, &cultistSwimChase);
break;
}
}
break;
}
case 240:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &cultistBurnSearch);
else
aiNewState(pSprite, pXSprite, &cultistBurnChase);
break;
case 219:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
pDudeExtraE->at4 = 0;
pDudeExtraE->at8 = 1;
pDudeExtraE->at0 = 0;
if (!pSprite->hitag)
pSprite->hitag = 9;
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &batSearch);
else
{
if (Chance(0xa000))
aiPlay3DSound(pSprite, 2000, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &batChase);
}
break;
}
case 218:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
pDudeExtraE->at4 = 0;
pDudeExtraE->at8 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &eelSearch);
else
{
if (Chance(0x8000))
aiPlay3DSound(pSprite, 1501, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1500, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &eelChase);
}
break;
}
case 217:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
XSECTOR *pXSector = NULL;
if (sector[pSprite->sectnum].extra > 0)
pXSector = &xsector[sector[pSprite->sectnum].extra];
pDudeExtraE->at0 = 0;
pDudeExtraE->at4 = 0;
pDudeExtraE->at8 = 1;
if (pXSprite->target == -1)
{
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastSwimSearch);
else
aiNewState(pSprite, pXSprite, &gillBeastSearch);
}
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(pSprite, pXSprite, &gillBeastSwimChase);
else
aiNewState(pSprite, pXSprite, &gillBeastChase);
}
break;
}
case 203:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
pDudeExtraE->at4 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &zombieASearch);
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(pSprite, pXSprite, &zombieAChase);
}
break;
}
case 205:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
pDudeExtraE->at4 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->aiState == &zombieEIdle)
aiNewState(pSprite, pXSprite, &zombieEUp);
break;
}
case 244:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
pDudeExtraE->at4 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->aiState == &zombieSIdle)
aiNewState(pSprite, pXSprite, &zombie13AC2C);
break;
}
case 204:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
pDudeExtraE->at4 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &zombieFSearch);
else
{
if (Chance(0x4000))
aiPlay3DSound(pSprite, 1201, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1200, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &zombieFChase);
}
break;
}
case 241:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &zombieABurnSearch);
else
aiNewState(pSprite, pXSprite, &zombieABurnChase);
break;
case 242:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &zombieFBurnSearch);
else
aiNewState(pSprite, pXSprite, &zombieFBurnChase);
break;
case 206:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
pDudeExtraE->at4 = 0;
pDudeExtraE->at8 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &gargoyleFSearch);
else
{
if (Chance(0x4000))
aiPlay3DSound(pSprite, 1401, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &gargoyleFChase);
}
break;
}
case 207:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
pDudeExtraE->at4 = 0;
pDudeExtraE->at8 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &gargoyleFSearch);
else
{
if (Chance(0x4000))
aiPlay3DSound(pSprite, 1451, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1450, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &gargoyleFChase);
}
break;
}
case 208:
case 209:
// By NoOne: play gargoyle statue breaking animation if data1 = 1.
if (pXSprite->data1 == 1) {
if (pSprite->type == 208)
aiNewState(pSprite, pXSprite, &statueFBreakSEQ);
else
aiNewState(pSprite, pXSprite, &statueSBreakSEQ);
} else {
if (Chance(0x4000)) aiPlay3DSound(pSprite, 1401, AI_SFX_PRIORITY_1, -1);
else aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1);
if (pSprite->type == 208) aiNewState(pSprite, pXSprite, &gargoyleFMorph);
else aiNewState(pSprite, pXSprite, &gargoyleSMorph);
}
break;
case 227:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &cerberusSearch);
else
{
aiPlay3DSound(pSprite, 2300, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &cerberusChase);
}
break;
case 228:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &cerberus2Search);
else
{
aiPlay3DSound(pSprite, 2300, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &cerberus2Chase);
}
break;
case 211:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &houndSearch);
else
{
aiPlay3DSound(pSprite, 1300, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &houndChase);
}
break;
case 212:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &handSearch);
else
{
aiPlay3DSound(pSprite, 1900, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &handChase);
}
break;
case 220:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &ratSearch);
else
{
aiPlay3DSound(pSprite, 2100, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &ratChase);
}
break;
case 245:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &innocentSearch);
else
{
if (pXSprite->health > 0)
aiPlay3DSound(pSprite, 7000+Random(6), AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &innocentChase);
}
break;
case 229:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &tchernobogSearch);
else
{
aiPlay3DSound(pSprite, 2350+Random(7), AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &tchernobogChase);
}
break;
case 213:
case 214:
case 215:
pSprite->hitag |= 2;
pSprite->cstat &= ~8;
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &spidSearch);
else
{
aiPlay3DSound(pSprite, 1800, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &spidChase);
}
break;
case 216:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
pDudeExtraE->at8 = 1;
pDudeExtraE->at0 = 0;
pSprite->hitag |= 2;
pSprite->cstat &= ~8;
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &spidSearch);
else
{
aiPlay3DSound(pSprite, 1853+Random(1), AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &spidChase);
}
break;
}
case 250:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
pDudeExtraE->at4 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->target == -1)
{
switch (pXSprite->medium)
{
case 0:
aiNewState(pSprite, pXSprite, &tinycalebSearch);
break;
case 1:
case 2:
aiNewState(pSprite, pXSprite, &tinycalebSwimSearch);
break;
}
}
else
{
switch (pXSprite->medium)
{
case 0:
aiNewState(pSprite, pXSprite, &tinycalebChase);
break;
case 1:
case 2:
aiNewState(pSprite, pXSprite, &tinycalebSwimChase);
break;
}
}
break;
}
case 251:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u2;
pDudeExtraE->at4 = 1;
pDudeExtraE->at0 = 0;
if (pXSprite->target == -1)
{
switch (pXSprite->medium)
{
case 0:
aiNewState(pSprite, pXSprite, &beastSearch);
break;
case 1:
case 2:
aiNewState(pSprite, pXSprite, &beastSwimSearch);
break;
}
}
else
{
aiPlay3DSound(pSprite, 9009+Random(2), AI_SFX_PRIORITY_1, -1);
switch (pXSprite->medium)
{
case 0:
aiNewState(pSprite, pXSprite, &beastChase);
break;
case 1:
case 2:
aiNewState(pSprite, pXSprite, &beastSwimChase);
break;
}
}
break;
}
case 221:
case 223:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &podSearch);
else
{
if (pSprite->type == 223)
aiPlay3DSound(pSprite, 2453, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 2473, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &podChase);
}
break;
case 222:
case 224:
if (pXSprite->target == -1)
aiNewState(pSprite, pXSprite, &tentacleSearch);
else
{
aiPlay3DSound(pSprite, 2503, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &tentacleChase);
}
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)
{
dassert(nTarget >= 0 && nTarget < kMaxSprites);
spritetype *pTarget = &sprite[nTarget];
if (pTarget->type >= kDudeBase && pTarget->type < kDudeMax)
{
if (actSpriteOwnerToSpriteId(&sprite[pXSprite->reference]) != nTarget)
{
pXSprite->target = nTarget;
DUDEINFO *pDudeInfo = &dudeInfo[pTarget->type-kDudeBase];
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)
{
dassert(nSource < kMaxSprites);
if (!pXSprite->health)
return 0;
pXSprite->health = ClipLow(pXSprite->health - nDamage, 0);
cumulDamage[pSprite->extra] += nDamage;
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
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(pSprite, pXSprite);
}
if (nDmgType == DAMAGE_TYPE_6)
{
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
pDudeExtra->at4 = 1;
}
switch (pSprite->type)
{
case 201:
case 202:
case 247:
case 248:
if (nDmgType != DAMAGE_TYPE_1)
{
if (!sub_5BDA8(pSprite, 14) && !pXSprite->medium)
aiNewState(pSprite, pXSprite, &cultistDodge);
else if (sub_5BDA8(pSprite, 14) && !pXSprite->medium)
aiNewState(pSprite, pXSprite, &cultistProneDodge);
else if (sub_5BDA8(pSprite, 13) && (pXSprite->medium == 1 || pXSprite->medium == 2))
aiNewState(pSprite, pXSprite, &cultistSwimDodge);
}
else if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
{
pSprite->type = 240;
aiNewState(pSprite, pXSprite, &cultistBurnGoto);
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1);
gDudeExtra[pSprite->extra].at0 = gFrameClock+360;
actHealDude(pXSprite, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
evKill(nSprite, 3, CALLBACK_ID_0);
}
break;
case 245: // innocent
if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
{
pSprite->type = 239;
aiNewState(pSprite, pXSprite, &cultistBurnGoto);
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
gDudeExtra[pSprite->extra].at0 = gFrameClock+360;
actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
evKill(nSprite, 3, CALLBACK_ID_0);
}
break;
case 240:
if (Chance(0x4000) && gDudeExtra[pSprite->extra].at0 < gFrameClock)
{
aiPlay3DSound(pSprite, 1031+Random(2), AI_SFX_PRIORITY_2, -1);
gDudeExtra[pSprite->extra].at0 = gFrameClock+360;
}
if (Chance(0x600) && (pXSprite->medium == 1 || pXSprite->medium == 2))
{
pSprite->type = 201;
pXSprite->burnTime = 0;
aiNewState(pSprite, pXSprite, &cultistSwimGoto);
}
else if (pXSprite->medium == 1 || pXSprite->medium == 2)
{
pSprite->type = 202;
pXSprite->burnTime = 0;
aiNewState(pSprite, pXSprite, &cultistSwimGoto);
}
break;
case 206:
aiNewState(pSprite, pXSprite, &gargoyleFChase);
break;
case 204:
if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth)
{
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1);
pSprite->type = 242;
aiNewState(pSprite, pXSprite, &zombieFBurnGoto);
actHealDude(pXSprite, dudeInfo[42].startHealth, dudeInfo[42].startHealth);
evKill(nSprite, 3, CALLBACK_ID_0);
}
break;
case 250: // tiny Caleb
if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
{
pSprite->type = 239;
if (!VanillaMode())
pXSprite->scale = -4; // need to change this to 64 later
aiNewState(pSprite, pXSprite, &cultistBurnGoto);
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
gDudeExtra[pSprite->extra].at0 = gFrameClock+360;
actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
evKill(nSprite, 3, CALLBACK_ID_0);
}
break;
case kGDXGenDudeBurning:
if (Chance(0x2000) && gDudeExtra[pSprite->extra].at0 < gFrameClock) {
sfxPlayGDXGenDudeSound(pSprite, 3, pXSprite->data3);
gDudeExtra[pSprite->extra].at0 = gFrameClock + 360;
}
if (pXSprite->burnTime == 0) pXSprite->burnTime = 2400;
if (spriteIsUnderwater(pSprite, false)) {
pSprite->type = kGDXDudeUniversalCultist;
pXSprite->burnTime = 0;
pXSprite->health = 1; // so it can be killed with flame weapons while underwater and if already was burning dude before.
aiNewState(pSprite, pXSprite, &GDXGenDudeGotoW);
}
break;
case kGDXDudeUniversalCultist:
{
if (nDmgType == DAMAGE_TYPE_1) {
if (pXSprite->health <= pDudeInfo->fleeHealth) {
if (getNextIncarnation(pXSprite) == NULL) {
removeDudeStuff(pSprite);
if (pXSprite->data1 >= 459 && pXSprite->data1 < (459 + kExplodeMax) - 1)
doExplosion(pSprite, pXSprite->data1 - 459);
if (spriteIsUnderwater(pSprite, false)) {
pXSprite->health = 0;
break;
}
if (pXSprite->burnTime <= 0)
pXSprite->burnTime = 1200;
if ((gSysRes.Lookup(pXSprite->data2 + 15, "SEQ") || gSysRes.Lookup(pXSprite->data2 + 16, "SEQ"))
&& gSysRes.Lookup(pXSprite->data2 + 3, "SEQ")) {
aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1);
sfxPlayGDXGenDudeSound(pSprite, 3, pXSprite->data3);
pSprite->type = kGDXGenDudeBurning;
if (pXSprite->data2 == 11520) // don't inherit palette for burning if using default animation
pSprite->pal = 0;
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnGoto);
actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
gDudeExtra[pSprite->extra].at0 = gFrameClock + 360;
evKill(nSprite, 3, CALLBACK_ID_0);
}
} else {
actKillDude(nSource, pSprite, nDmgType, nDamage);
}
}
} else if (pXSprite->aiState != &GDXGenDudeDodgeDmgD && pXSprite->aiState != &GDXGenDudeDodgeDmgL
&& pXSprite->aiState != &GDXGenDudeDodgeDmgW) {
if (Chance(getDodgeChance(pSprite))) {
if (!spriteIsUnderwater(pSprite, false)) {
if (!sub_5BDA8(pSprite, 14)) aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeDmgL);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeDmgD);
}
else if (sub_5BDA8(pSprite, 13) && spriteIsUnderwater(pSprite, false))
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeDmgW);
}
}
break;
}
case 249:
if (pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth)
{
pSprite->type = 251;
aiPlay3DSound(pSprite, 9008, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &beastMorphFromCultist);
actHealDude(pXSprite, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
}
break;
case 203:
case 205:
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 = 241;
aiNewState(pSprite, pXSprite, &zombieABurnGoto);
actHealDude(pXSprite, dudeInfo[41].startHealth, dudeInfo[41].startHealth);
evKill(nSprite, 3, CALLBACK_ID_0);
}
break;
}
}
return nDamage;
}
void RecoilDude(spritetype *pSprite, XSPRITE *pXSprite)
{
char v4 = Chance(0x8000);
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
if (pSprite->statnum == 6 && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
{
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
switch (pSprite->type)
{
case kGDXDudeUniversalCultist:
{
int mass = getDudeMassBySpriteSize(pSprite); int chance3 = getRecoilChance(pSprite);
if ((mass < 155 && !spriteIsUnderwater(pSprite, false) && pDudeExtra->at4) || (mass > 155 && Chance(chance3)))
{
sfxPlayGDXGenDudeSound(pSprite, 1, pXSprite->data3);
if (gSysRes.Lookup(pXSprite->data2 + 4, "SEQ")) aiNewState(pSprite, pXSprite, &GDXGenDudeRTesla);
else if (!v4 || (v4 && gGameOptions.nDifficulty == 0)) aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilD);
else if (spriteIsUnderwater(pSprite, false)) aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilL);
return;
}
if (pXSprite->aiState == &GDXGenDudeDodgeDmgW || pXSprite->aiState == &GDXGenDudeDodgeDmgD
|| pXSprite->aiState == &GDXGenDudeDodgeDmgL) {
if (Chance(chance3)) sfxPlayGDXGenDudeSound(pSprite, 1, pXSprite->data3);
return;
}
if ((!dudeIsMelee(pXSprite) && mass < 155) || Chance(chance3)) {
sfxPlayGDXGenDudeSound(pSprite, 1, pXSprite->data3);
if (!v4 || (v4 && gGameOptions.nDifficulty == 0)) aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilD);
else if (spriteIsUnderwater(pSprite, false)) aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeRecoilL);
}
break;
}
case 201:
case 202:
case 247:
case 248:
case 249:
if (pSprite->type == 201)
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 == 0)
{
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &cultistTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &cultistRecoil);
}
else if (v4 && pXSprite->medium == 0)
{
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &cultistTeslaRecoil);
else if (gGameOptions.nDifficulty > 0)
aiNewState(pSprite, pXSprite, &cultistProneRecoil);
else
aiNewState(pSprite, pXSprite, &cultistRecoil);
}
else if (pXSprite->medium == 1 || pXSprite->medium == 2)
aiNewState(pSprite, pXSprite, &cultistSwimRecoil);
else
{
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &cultistTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &cultistRecoil);
}
break;
case 240:
aiNewState(pSprite, pXSprite, &cultistBurnGoto);
break;
case kGDXGenDudeBurning:
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnGoto);
break;
case 204:
aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &zombieFTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &zombieFRecoil);
break;
case 203:
case 205:
aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->at4 && pXSprite->cumulDamage > pDudeInfo->startHealth/3)
aiNewState(pSprite, pXSprite, &zombieATeslaRecoil);
else if (pXSprite->cumulDamage > pDudeInfo->startHealth/3)
aiNewState(pSprite, pXSprite, &zombieARecoil2);
else
aiNewState(pSprite, pXSprite, &zombieARecoil);
break;
case 241:
aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &zombieABurnGoto);
break;
case 242:
aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &zombieFBurnGoto);
break;
case 206:
case 207:
aiPlay3DSound(pSprite, 1402, AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &gargoyleFRecoil);
break;
case 227:
aiPlay3DSound(pSprite, 2302+Random(2), AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->at4 && pXSprite->cumulDamage > pDudeInfo->startHealth/3)
aiNewState(pSprite, pXSprite, &cerberusTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &cerberusRecoil);
break;
case 228:
aiPlay3DSound(pSprite, 2302+Random(2), AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &cerberus2Recoil);
break;
case 211:
aiPlay3DSound(pSprite, 1302, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &houndTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &houndRecoil);
break;
case 229:
aiPlay3DSound(pSprite, 2370+Random(2), AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &tchernobogRecoil);
break;
case 212:
aiPlay3DSound(pSprite, 1902, AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &handRecoil);
break;
case 220:
aiPlay3DSound(pSprite, 2102, AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &ratRecoil);
break;
case 219:
aiPlay3DSound(pSprite, 2002, AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &batRecoil);
break;
case 218:
aiPlay3DSound(pSprite, 1502, AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &eelRecoil);
break;
case 217:
{
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(pSprite, pXSprite, &gillBeastSwimRecoil);
else
aiNewState(pSprite, pXSprite, &gillBeastRecoil);
break;
}
case 210:
aiPlay3DSound(pSprite, 1602, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &ghostTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &ghostRecoil);
break;
case 213:
case 214:
case 215:
aiPlay3DSound(pSprite, 1802+Random(1), AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &spidDodge);
break;
case 216:
aiPlay3DSound(pSprite, 1851+Random(1), AI_SFX_PRIORITY_2, -1);
aiNewState(pSprite, pXSprite, &spidDodge);
break;
case 245:
aiPlay3DSound(pSprite, 7007+Random(2), AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &innocentTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &innocentRecoil);
break;
case 250:
if (pXSprite->medium == 0)
{
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &tinycalebTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &tinycalebRecoil);
}
else if (pXSprite->medium == 1 || pXSprite->medium == 2)
aiNewState(pSprite, pXSprite, &tinycalebSwimRecoil);
else
{
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &tinycalebTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &tinycalebRecoil);
}
break;
case 251:
aiPlay3DSound(pSprite, 9004+Random(2), AI_SFX_PRIORITY_2, -1);
if (pXSprite->medium == 0)
{
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &beastTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &beastRecoil);
}
else if (pXSprite->medium == 1 || pXSprite->medium == 2)
aiNewState(pSprite, pXSprite, &beastSwimRecoil);
else
{
if (pDudeExtra->at4)
aiNewState(pSprite, pXSprite, &beastTeslaRecoil);
else
aiNewState(pSprite, pXSprite, &beastRecoil);
}
break;
case 221:
case 223:
aiNewState(pSprite, pXSprite, &podRecoil);
break;
case 222:
case 224:
aiNewState(pSprite, pXSprite, &tentacleRecoil);
break;
default:
aiNewState(pSprite, pXSprite, &genRecoil);
break;
}
pDudeExtra->at4 = 0;
}
}
void aiThinkTarget(spritetype *pSprite, XSPRITE *pXSprite)
{
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER *pPlayer = &gPlayer[p];
if (pSprite->owner == pPlayer->at5b || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, 13) > 0)
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->at5b);
aiActivateDude(pSprite, pXSprite);
return;
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(pXSprite, x, y, z);
aiActivateDude(pSprite, pXSprite);
return;
}
}
}
}
void sub_5F15C(spritetype *pSprite, XSPRITE *pXSprite)
{
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER *pPlayer = &gPlayer[p];
if (pSprite->owner == pPlayer->at5b || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, 13) > 0)
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->at5b);
aiActivateDude(pSprite, pXSprite);
return;
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(pXSprite, x, y, z);
aiActivateDude(pSprite, pXSprite);
return;
}
}
if (pXSprite->state)
{
char va4[(kMaxSectors+7)>>3];
gAffectedSectors[0] = 0;
gAffectedXWalls[0] = 0;
GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, gAffectedSectors, va4, gAffectedXWalls);
for (int nSprite2 = headspritestat[6]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
{
spritetype *pSprite2 = &sprite[nSprite2];
int dx = pSprite2->x-pSprite->x;
int dy = pSprite2->y-pSprite->y;
int nDist = approxDist(dx, dy);
if (pSprite2->type == 245)
{
DUDEINFO *pDudeInfo = &dudeInfo[pSprite2->type-kDudeBase];
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
int UNUSED(nAngle) = getangle(dx,dy);
aiSetTarget(pXSprite, pSprite2->index);
aiActivateDude(pSprite, pXSprite);
return;
}
}
}
}
}
void aiProcessDudes(void)
{
for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->hitag&32)
continue;
int nXSprite = pSprite->extra;
XSPRITE *pXSprite = &xsprite[nXSprite];
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
if (pSprite->type >= kDudePlayer1 && pSprite->type <= kDudePlayer8)
continue;
if (pXSprite->health == 0)
continue;
pXSprite->stateTimer = ClipLow(pXSprite->stateTimer-4, 0);
if (pXSprite->aiState->at10)
pXSprite->aiState->at10(pSprite, pXSprite);
if (pXSprite->aiState->at14 && (gFrame&3) == (nSprite&3))
pXSprite->aiState->at14(pSprite, pXSprite);
if (pXSprite->stateTimer == 0 && pXSprite->aiState->at18)
{
if (pXSprite->aiState->at8 > 0)
aiNewState(pSprite, pXSprite, pXSprite->aiState->at18);
else if (seqGetStatus(3, nXSprite) < 0)
aiNewState(pSprite, pXSprite, pXSprite->aiState->at18);
}
if (pXSprite->health > 0 && ((pDudeInfo->hinderDamage<<4) <= cumulDamage[nXSprite]))
{
pXSprite->cumulDamage = cumulDamage[nXSprite];
RecoilDude(pSprite, pXSprite);
}
}
memset(cumulDamage, 0, sizeof(cumulDamage));
}
void aiInit(void)
{
for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
aiInitSprite(&sprite[nSprite]);
}
}
void aiInitSprite(spritetype *pSprite)
{
int nXSprite = pSprite->extra;
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSector = pSprite->sectnum;
int nXSector = sector[nSector].extra;
XSECTOR *pXSector = NULL;
if (nXSector > 0)
pXSector = &xsector[nXSector];
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
pDudeExtra->at4 = 0;
pDudeExtra->at0 = 0;
switch (pSprite->type)
{
case kGDXDudeUniversalCultist:
{
DUDEEXTRA_at6_u1* pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
pDudeExtraE->at8 = 0;
pDudeExtraE->at0 = 0;
pDudeExtraE->at4 = 0;
aiNewState(pSprite, pXSprite, &GDXGenDudeIdleL);
break;
}
case kGDXGenDudeBurning:
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnGoto);
pXSprite->burnTime = 1200;
break;
case 201:
case 202:
case 247:
case 248:
case 249:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
pDudeExtraE->at8 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &cultistIdle);
break;
}
case 230:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
pDudeExtraE->at8 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &fanaticProneIdle);
break;
}
case 246:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
pDudeExtraE->at8 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &cultistProneIdle);
break;
}
case 204:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
pDudeExtraE->at4 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &zombieFIdle);
break;
}
case 203:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
pDudeExtraE->at4 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &zombieAIdle);
break;
}
case 244:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
pDudeExtraE->at4 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &zombieSIdle);
pSprite->hitag &= ~1;
break;
}
case 205:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
pDudeExtraE->at4 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &zombieEIdle);
break;
}
case 206:
case 207:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
pDudeExtraE->at4 = 0;
pDudeExtraE->at8 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &gargoyleFIdle);
break;
}
case 208:
case 209:
aiNewState(pSprite, pXSprite, &gargoyleStatueIdle);
break;
case 227:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
pDudeExtraE->at4 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &cerberusIdle);
break;
}
case 211:
aiNewState(pSprite, pXSprite, &houndIdle);
break;
case 212:
aiNewState(pSprite, pXSprite, &handIdle);
break;
case 210:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
pDudeExtraE->at4 = 0;
pDudeExtraE->at8 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &ghostIdle);
break;
}
case 245:
aiNewState(pSprite, pXSprite, &innocentIdle);
break;
case 220:
aiNewState(pSprite, pXSprite, &ratIdle);
break;
case 218:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
pDudeExtraE->at4 = 0;
pDudeExtraE->at8 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &eelIdle);
break;
}
case 217:
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &gillBeastIdle);
else
aiNewState(pSprite, pXSprite, &gillBeastIdle);
break;
case 219:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
pDudeExtraE->at4 = 0;
pDudeExtraE->at8 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &batIdle);
break;
}
case 213:
case 214:
case 215:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
pDudeExtraE->at8 = 0;
pDudeExtraE->at4 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &spidIdle);
break;
}
case 216:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u1;
pDudeExtraE->at8 = 0;
pDudeExtraE->at4 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &spidIdle);
break;
}
case 229:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &gDudeExtra[nXSprite].at6.u2;
pDudeExtraE->at4 = 0;
pDudeExtraE->at0 = 0;
aiNewState(pSprite, pXSprite, &tchernobogIdle);
break;
}
case 250:
aiNewState(pSprite, pXSprite, &tinycalebIdle);
break;
case 251:
aiNewState(pSprite, pXSprite, &beastIdle);
break;
case 221:
case 223:
aiNewState(pSprite, pXSprite, &podIdle);
break;
case 222:
case 224:
aiNewState(pSprite, pXSprite, &tentacleIdle);
break;
default:
aiNewState(pSprite, pXSprite, &genIdle);
break;
}
aiSetTarget(pXSprite, 0, 0, 0);
pXSprite->stateTimer = 0;
switch (pSprite->type)
{
case 213:
case 214:
case 215:
if (pSprite->cstat&8)
pSprite->hitag |= 9;
else
pSprite->hitag = 15;
break;
case 206:
case 207:
case 210:
case 218:
case 219:
pSprite->hitag |= 9;
break;
case 217:
if (pXSector && pXSector->Underwater)
pSprite->hitag |= 9;
else
pSprite->hitag = 15;
break;
case 205:
case 244:
pSprite->hitag = 7;
break;
// By NoOne: Allow put pods and tentacles on ceilings if sprite is y-flipped.
case 221:
case 222:
case 223:
case 224:
case 225:
case 226:
if ((pSprite->cstat & CSTAT_SPRITE_YFLIP) != 0) {
2019-09-19 22:42:45 +00:00
if (!(pSprite->hitag & kHitagExtBit)) // don't add autoaim for player if hitag 1 specified in editor.
pSprite->hitag = kHitagAutoAim;
break;
}
fallthrough__;
// go default
default:
pSprite->hitag = 15;
break;
}
}
class AILoadSave : public LoadSave
{
virtual void Load(void);
virtual void Save(void);
};
void AILoadSave::Load(void)
{
Read(cumulDamage, sizeof(cumulDamage));
Read(gDudeSlope, sizeof(gDudeSlope));
}
void AILoadSave::Save(void)
{
Write(cumulDamage, sizeof(cumulDamage));
Write(gDudeSlope, sizeof(gDudeSlope));
}
static AILoadSave *myLoadSave;
void AILoadSaveConstruct(void)
{
myLoadSave = new AILoadSave();
}