raze/source/blood/src/aiunicult.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
Copyright (C) NoOne
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "aiunicult.h"
#include "blood.h"
#include "db.h"
#include "dude.h"
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#include "eventq.h"
#include "globals.h"
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#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "sound.h"
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#include "trig.h"
#include "triggers.h"
#include "endgame.h"
BEGIN_BLD_NS
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static void GDXCultistAttack1(int, int);
static void punchCallback(int, int);
static void ThrowCallback1(int, int);
static void ThrowCallback2(int, int);
static void ThrowThing(int, bool);
static void thinkSearch(spritetype*, XSPRITE*);
static void thinkGoto(spritetype*, XSPRITE*);
static void thinkChase(spritetype*, XSPRITE*);
static void forcePunch(spritetype*, XSPRITE*);
static void thinkTransform(spritetype*, XSPRITE*);
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static int nGDXGenDudeAttack1 = seqRegisterClient(GDXCultistAttack1);
static int nGDXGenDudePunch = seqRegisterClient(punchCallback);
static int nGDXGenDudeThrow1 = seqRegisterClient(ThrowCallback1);
static int nGDXGenDudeThrow2 = seqRegisterClient(ThrowCallback2);
AISTATE GDXGenDudeIdleL = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE GDXGenDudeIdleW = { kAiStateIdle, 13, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE GDXGenDudeSearchL = { kAiStateSearch, 9, -1, 600, NULL, aiGenDudeMoveForward, thinkSearch, &GDXGenDudeIdleL };
AISTATE GDXGenDudeSearchW= { kAiStateSearch, 13, -1, 600, NULL, aiGenDudeMoveForward, thinkSearch, &GDXGenDudeIdleW };
AISTATE GDXGenDudeGotoL = { kAiStateMove, 9, -1, 600, NULL, aiGenDudeMoveForward, thinkGoto, &GDXGenDudeIdleL };
AISTATE GDXGenDudeGotoW = { kAiStateMove, 13, -1, 600, NULL, aiGenDudeMoveForward, thinkGoto, &GDXGenDudeIdleW };
AISTATE GDXGenDudeDodgeL = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeDodgeD = { kAiStateMove, 14, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseD };
AISTATE GDXGenDudeDodgeW = { kAiStateMove, 13, -1, 90, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseW };
// Dodge when get damage
AISTATE GDXGenDudeDodgeDmgL = { kAiStateMove, 9, -1, 60, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeDodgeDmgD = { kAiStateMove, 14, -1, 60, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseD };
AISTATE GDXGenDudeDodgeDmgW = { kAiStateMove, 13, -1, 60, NULL, aiMoveDodge, NULL, &GDXGenDudeChaseW };
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// ---------------------
AISTATE GDXGenDudeChaseL = { kAiStateChase, 9, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
AISTATE GDXGenDudeChaseD = { kAiStateChase, 14, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
AISTATE GDXGenDudeChaseW = { kAiStateChase, 13, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
AISTATE GDXGenDudeFireL = { kAiStateChase, 6, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &GDXGenDudeFireL };
AISTATE GDXGenDudeFireD = { kAiStateChase, 8, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &GDXGenDudeFireD };
AISTATE GDXGenDudeFireW = { kAiStateChase, 8, nGDXGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &GDXGenDudeFireW };
AISTATE GDXGenDudeRecoilL = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeRecoilD = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &GDXGenDudeChaseD };
AISTATE GDXGenDudeRecoilW = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &GDXGenDudeChaseW };
AISTATE GDXGenDudeThrow = { kAiStateChase, 7, nGDXGenDudeThrow1, 0, NULL, NULL, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeThrow2 = { kAiStateChase, 7, nGDXGenDudeThrow2, 0, NULL, NULL, NULL, &GDXGenDudeChaseL };
AISTATE GDXGenDudeRTesla = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &GDXGenDudeDodgeDmgL };
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AISTATE GDXGenDudePunch = { kAiStateChase,10, nGDXGenDudePunch, 0, NULL, NULL, forcePunch, &GDXGenDudeChaseL };
GENDUDESND gCustomDudeSnd[] = {
{ 1003, 2, 0, true }, // spot sound
{ 1013, 2, 2, true }, // pain sound
{ 1018, 2, 4, false }, // death sound
{ 1031, 2, 6, true }, // burning state sound
{ 1018, 2, 8, false }, // explosive death or end of burning state sound
{ 4021, 2, 10, true }, // target of dude is dead
{ 1005, 2, 12, true }, // chase sound
{ -1, 0, 14, false }, // weapon attack
{ -1, 0, 15, false }, // throw attack
{ -1, 0, 16, false }, // melee attack
{ 9008, 0, 17, false }, // transforming in other dude
};
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static void forcePunch(spritetype* pSprite, XSPRITE* pXSprite) {
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// Required for those who don't have fire trigger in punch seq and for default animation
if (pXSprite->data2 != kDefaultAnimationBase) {
Seq* pSeq = NULL; DICTNODE* hSeq = gSysRes.Lookup(pXSprite->data2 + 10, "SEQ");
if ((pSeq = (Seq*)gSysRes.Load(hSeq)) != NULL) {
for (int i = 0; i < pSeq->nFrames; i++)
if (pSeq->frames[i].at5_5) return;
}
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}
if (seqGetStatus(3, pSprite->extra) == -1)
punchCallback(0,pSprite->extra);
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}
static void punchCallback(int, int nXIndex) {
XSPRITE* pXSprite = &xsprite[nXIndex];
if (pXSprite->target != -1) {
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int nSprite = pXSprite->reference;
spritetype* pSprite = &sprite[nSprite];
int nZOffset1 = dudeInfo[pSprite->type - kDudeBase].eyeHeight * pSprite->yrepeat << 2;
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int nZOffset2 = 0;
spritetype* pTarget = &sprite[pXSprite->target];
if(IsDudeSprite(pTarget))
nZOffset2 = dudeInfo[pTarget->type - kDudeBase].eyeHeight * pTarget->yrepeat << 2;
int dx = Cos(pSprite->ang) >> 16;
int dy = Sin(pSprite->ang) >> 16;
int dz = nZOffset1 - nZOffset2;
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if (!sfxPlayGDXGenDudeSound(pSprite, 9))
sfxPlay3DSound(pSprite, 530, 1, 0);
actFireVector(pSprite, 0, 0, dx, dy, dz,VECTOR_TYPE_22);
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}
}
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static void GDXCultistAttack1(int, int nXIndex) {
XSPRITE* pXSprite = &xsprite[nXIndex];
int nSprite = pXSprite->reference;
spritetype* pSprite = &sprite[nSprite];
int dx, dy, dz; int weapon = pXSprite->data1;
if (weapon >= 0 && weapon < kVectorMax) {
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int vector = pXSprite->data1;
dx = Cos(pSprite->ang) >> 16;
dy = Sin(pSprite->ang) >> 16;
dz = gDudeSlope[nXIndex];
VECTORDATA* pVectorData = &gVectorData[vector];
int vdist = pVectorData->maxDist;
// dispersal modifiers here in case if non-melee enemy
if (vdist <= 0 || vdist > 1280) {
dx += Random3(3000 - 1000 * gGameOptions.nDifficulty);
dy += Random3(3000 - 1000 * gGameOptions.nDifficulty);
dz += Random3(1000 - 500 * gGameOptions.nDifficulty);
}
actFireVector(pSprite, 0, 0, dx, dy, dz,(VECTOR_TYPE)vector);
if (!sfxPlayGDXGenDudeSound(pSprite,7))
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sfxPlayVectorSound(pSprite,vector);
} else if (weapon >= kDudeBase && weapon < kDudeMax) {
spritetype* pSpawned = NULL; int dist = pSprite->clipdist * 6;
if ((pSpawned = actSpawnDude(pSprite, weapon, dist, 0)) == NULL)
return;
gDudeExtra[pSprite->extra].at6.u1.at4++;
pSpawned->owner = nSprite;
pSpawned->x += dist + (Random3(dist));
if (pSpawned->extra > -1) {
xsprite[pSpawned->extra].target = pXSprite->target;
if (pXSprite->target > -1)
aiActivateDude(pSpawned, &xsprite[pSpawned->extra]);
}
gKillMgr.sub_263E0(1);
if (!sfxPlayGDXGenDudeSound(pSprite, 7))
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sfxPlay3DSoundCP(pSprite, 379, 1, 0, 0x10000 - Random3(0x3000));
if (Chance(0x5500)) {
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int state = checkAttackState(pSprite, pXSprite);
switch (state) {
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
break;
case 2:
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
break;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
break;
}
}
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} else if (weapon >= kMissileBase && weapon < kMissileMax) {
dx = Cos(pSprite->ang) >> 16;
dy = Sin(pSprite->ang) >> 16;
dz = gDudeSlope[nXIndex];
// dispersal modifiers here
dx += Random3(3000 - 1000 * gGameOptions.nDifficulty);
dy += Random3(3000 - 1000 * gGameOptions.nDifficulty);
dz += Random3(1000 - 500 * gGameOptions.nDifficulty);
actFireMissile(pSprite, 0, 0, dx, dy, dz, weapon);
if (!sfxPlayGDXGenDudeSound(pSprite,7))
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sfxPlayMissileSound(pSprite, weapon);
}
}
static void ThrowCallback1(int, int nXIndex) {
ThrowThing(nXIndex, true);
}
static void ThrowCallback2(int, int nXIndex) {
ThrowThing(nXIndex, true);
}
static void ThrowThing(int nXIndex, bool impact) {
XSPRITE* pXSprite = &xsprite[nXIndex];
int nSprite = pXSprite->reference;
spritetype* pSprite = &sprite[nSprite];
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites))
return;
spritetype * pTarget = &sprite[pXSprite->target];
if (!(pTarget->type >= kDudeBase && pTarget->type < kDudeMax))
return;
int thingType = pXSprite->data1;
if (thingType >= kThingBase && thingType < kThingMax) {
THINGINFO* pThinkInfo = &thingInfo[thingType - kThingBase];
if (pThinkInfo->allowThrow) {
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if (!sfxPlayGDXGenDudeSound(pSprite, 8))
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sfxPlay3DSound(pSprite, 455, -1, 0);
int dx = pTarget->x - pSprite->x;
int dy = pTarget->y - pSprite->y;
int dz = pTarget->z - pSprite->z;
int dist = approxDist(dx, dy); int zThrow = 14500;
spritetype* pThing = NULL; spritetype* pLeech = NULL; XSPRITE* pXLeech = NULL;
if (thingType == kModernThingEnemyLifeLeech) {
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if ((pLeech = leechIsDropped(pSprite)) != NULL) {
// pickup life leech before throw it again
pXLeech = &xsprite[pLeech->extra];
removeLeech(pLeech);
}
zThrow = 5000;
}
pThing = actFireThing(pSprite, 0, 0, (dz / 128) - zThrow, thingType, divscale(dist / 540, 120, 23));
if (pThing == NULL) return;
if (pThinkInfo->at11 < 0 && pThing->type != kModernThingThrowableRock) pThing->picnum = 0;
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pThing->owner = pSprite->xvel;
switch (thingType) {
case kThingNapalmBall:
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impact = true;
pThing->xrepeat = 24;
pThing->yrepeat = 24;
xsprite[pThing->extra].data4 = 3 + gGameOptions.nDifficulty;
break;
case kModernThingThrowableRock:
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int sPics[6];
sPics[0] = 2406; sPics[1] = 2280;
sPics[2] = 2185; sPics[3] = 2155;
sPics[4] = 2620; sPics[5] = 3135;
pThing->picnum = sPics[Random(5)];
pThing->pal = 5;
pThing->xrepeat = 24 + Random(42);
pThing->yrepeat = 24 + Random(42);
pThing->cstat |= 0x0001;
if (Chance(0x5000)) pThing->cstat |= 0x0004;
if (Chance(0x5000)) pThing->cstat |= 0x0008;
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if (pThing->xrepeat > 60) xsprite[pThing->extra].data1 = 43;
else if (pThing->xrepeat > 40) xsprite[pThing->extra].data1 = 33;
else if (pThing->xrepeat > 30) xsprite[pThing->extra].data1 = 23;
else xsprite[pThing->extra].data1 = 12;
impact = false;
return;
case kThingTNTBarrel:
case kThingArmedProxBomb:
case kThingArmedSpray:
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impact = false;
break;
case kModernThingTNTProx:
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xsprite[pThing->extra].state = 0;
xsprite[pThing->extra].Proximity = true;
return;
case kThingDroppedLifeLeech:
case kModernThingEnemyLifeLeech:
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XSPRITE* pXThing = &xsprite[pThing->extra];
if (pLeech != NULL) pXThing->health = pXLeech->health;
else pXThing->health = 300 * gGameOptions.nDifficulty;
sfxPlay3DSound(pSprite, 490, -1, 0);
if (gGameOptions.nDifficulty <= 2) pXThing->data3 = 32700;
else pXThing->data3 = Random(10);
pThing->pal = 6;
pXThing->target = pTarget->xvel;
pXThing->Proximity = true;
pXThing->stateTimer = 1;
evPost(pThing->xvel, 3, 80, kCallbackLeechStateTimer);
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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, kCmdOn);
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}
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->type - kDudeBase];
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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 < 5120 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery ) {
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if(spriteIsUnderwater(pSprite,false))
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
}
aiThinkTarget(pSprite, pXSprite);
}
static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite )
{
if (pXSprite->target == -1) {
if(spriteIsUnderwater(pSprite,false)) aiNewState(pSprite, pXSprite, &GDXGenDudeGotoW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeGotoL);
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return;
} dassert(pXSprite->target < kMaxSprites);
int dx, dy, dist; DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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spritetype* pTarget = &sprite[pXSprite->target];
XSPRITE* pXTarget = (!IsDudeSprite(pTarget) || pTarget->extra < 0) ? NULL : &xsprite[pTarget->extra];
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// 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))
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aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else {
aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
sfxPlayGDXGenDudeSound(pSprite,5);
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}
return;
}
if (IsPlayerSprite(pTarget))
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{
PLAYER* pPlayer = &gPlayer[ pTarget->type - kDudePlayer1 ];
if (powerupCheck( pPlayer, 13 ) > 0) {
if(spriteIsUnderwater(pSprite,false)) aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
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return;
}
}
dist = (int) approxDist(dx, dy); if (dist == 0) dist = 1;
int eyeAboveZ = pDudeInfo->eyeHeight * pSprite->yrepeat << 2;
if (dist > pDudeInfo->seeDist || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
pSprite->x, pSprite->y, pSprite->z - eyeAboveZ, pSprite->sectnum)) {
if (spriteIsUnderwater(pSprite, false)) aiNewState(pSprite, pXSprite, &GDXGenDudeGotoW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeGotoL);
pXSprite->target = -1;
return;
}
int nAngle = getangle(dx, dy);
int losAngle = ((kAng180 + nAngle - pSprite->ang) & 2047) - kAng180;
// is the target visible?
if (dist < pDudeInfo->seeDist && klabs(losAngle) <= pDudeInfo->periphery) {
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if (pXSprite->target < 0) aiSetTarget(pXSprite, pXSprite->target);
if (((int)gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false))
sfxPlayGDXGenDudeSound(pSprite, 6);
gDudeSlope[sprite[pXSprite->reference].extra] = (int)divscale(pTarget->z - pSprite->z, dist, 10);
spritetype* pLeech = NULL; VECTORDATA* meleeVector = &gVectorData[22];
if (pXSprite->data1 >= kThingBase && pXSprite->data1 < kThingMax) {
if (pXSprite->data1 == kThingDroppedLifeLeech) pXSprite->data1 = kModernThingEnemyLifeLeech;
if ((pLeech = leechIsDropped(pSprite)) != NULL && xsprite[pLeech->extra].target != pXSprite->target)
xsprite[pLeech->extra].target = pXSprite->target;
if (klabs(losAngle) < kAng15) {
if (dist < 12264 && dist > 7680 && !spriteIsUnderwater(pSprite, false) && pXSprite->data1 != kModernThingEnemyLifeLeech) {
int pHit = HitScan(pSprite, pSprite->z, dx, dy, 0, 16777280, 0);
switch (pHit) {
case 0:
case 4:
return;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow);
return;
}
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}
else if (dist > 4072 && dist <= 9072 && !spriteIsUnderwater(pSprite, false) && pSprite->owner != (kMaxSprites - 1)) {
switch (pXSprite->data1) {
case kModernThingEnemyLifeLeech:
{
if (pLeech == NULL) {
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
GDXGenDudeThrow2.at18 = &GDXGenDudeDodgeL;
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return;
}
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XSPRITE* pXLeech = &xsprite[pLeech->extra];
int ldist = getTargetDist(pTarget, pDudeInfo, pLeech);
//System.out.println("LDIST: "+ldist);
if (ldist > 3 || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
pLeech->x, pLeech->y, pLeech->z, pLeech->sectnum) || pXLeech->target == -1) {
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aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
GDXGenDudeThrow2.at18 = &GDXGenDudeDodgeL;
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}
else {
GDXGenDudeThrow2.at18 = &GDXGenDudeChaseL;
if (pXLeech->target != pXSprite->target) pXLeech->target = pXSprite->target;
if (dist > 5072 && Chance(0x5000)) {
if (!canDuck(pSprite) || Chance(0x4000)) aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
}
else {
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aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
}
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}
}
return;
case kModernThingThrowableRock:
if (Chance(0x4000)) aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
else sfxPlayGDXGenDudeSound(pSprite, 0);
return;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeThrow2);
return;
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}
}
else if (dist <= meleeVector->maxDist) {
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if (spriteIsUnderwater(pSprite, false)) {
if (Chance(0x9000)) aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
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}
else if (Chance(0x9000)) aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
return;
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}
else {
int state = checkAttackState(pSprite, pXSprite);
if (state == 1) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
else if (state == 2) {
if (Chance(0x5000)) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
else aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
}
else aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
return;
}
}
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}
else {
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int defDist = 17920; int vdist = defDist;
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if (pXSprite->data1 > 0 && pXSprite->data1 < kVectorMax) {
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switch (pXSprite->data1) {
case 19:
pXSprite->data1 = 2;
break;
}
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VECTORDATA* pVectorData = &gVectorData[pXSprite->data1];
vdist = pVectorData->maxDist;
if (vdist <= 0 || vdist > defDist)
vdist = defDist;
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}
else if (pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeMax) {
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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);
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return;
}
}
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int state = checkAttackState(pSprite, pXSprite);
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 {
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if (state == 1) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
else if (state == 2) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
else aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
return;
}
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}
else if (pXSprite->data1 >= kMissileBase && pXSprite->data1 < kMissileMax) {
// special handling for flame, explosive and life leech missiles
int state = checkAttackState(pSprite, pXSprite);
int mdist = (pXSprite->data1 != kMissileFlareAlt) ? 3000 : 2500;
switch (pXSprite->data1) {
case 315:
// pickup life leech if it was thrown previously
if ((pLeech = leechIsDropped(pSprite)) != NULL) removeLeech(pLeech);
break;
case kMissileFlareAlt:
case kMissileFireball:
case kMissileFireballNapam:
case kMissileFireballCerberus:
case kMissileFireballTchernobog:
if (dist > mdist || pXSprite->locked == 1) break;
else if (dist <= meleeVector->maxDist && Chance(0x9000))
aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else if (state == 1) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
else if (state == 2) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
else aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
return;
case kMissileFlameSpray:
case kMissileFlameHound:
if (spriteIsUnderwater(pSprite, false)) {
if (dist > meleeVector->maxDist) aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
else if (Chance(0x8000)) aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
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return;
}
vdist = 4200; if (((int)gFrameClock & 16) == 0) vdist += Random(800);
break;
}
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}
else if (pXSprite->data1 >= kTrapExploder && pXSprite->data1 < (kTrapExploder + kExplodeMax) - 1) {
int nType = pXSprite->data1 - kTrapExploder; EXPLOSION* pExpl = &explodeInfo[nType];
if (pExpl != NULL && CheckProximity(pSprite, pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pExpl->radius / 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;
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}
return;
// scared dude - no weapon. Still can punch you sometimes.
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}
else {
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int state = checkAttackState(pSprite, pXSprite);
if (Chance(0x0500) && !spriteIsUnderwater(pSprite, false))
sfxPlayGDXGenDudeSound(pSprite, 6);
if (Chance(0x0200)) {
if (dist <= meleeVector->maxDist) aiNewState(pSprite, pXSprite, &GDXGenDudePunch);
else if (state == 1) aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeW);
else if (state == 2) aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeD);
else aiNewState(pSprite, pXSprite, &GDXGenDudeDodgeL);
}
else if (state == 1) aiNewState(pSprite, pXSprite, &GDXGenDudeSearchW);
else aiNewState(pSprite, pXSprite, &GDXGenDudeSearchL);
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
return;
}
if (dist <= vdist && pXSprite->aiState == &GDXGenDudeChaseD)
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
int state = checkAttackState(pSprite, pXSprite);
if (dist < vdist && /*klabs(losAngle) < 32*/ klabs(losAngle) < kAng5) {
switch (state) {
case 1:
aiNewState(pSprite, pXSprite, &GDXGenDudeFireW);
pXSprite->aiState->at18 = &GDXGenDudeFireW;
return;
case 2:
aiNewState(pSprite, pXSprite, &GDXGenDudeFireD);
pXSprite->aiState->at18 = &GDXGenDudeFireD;
return;
default:
aiNewState(pSprite, pXSprite, &GDXGenDudeFireL);
pXSprite->aiState->at18 = &GDXGenDudeFireL;
return;
}
}
else {
if (seqGetID(3, pSprite->extra) == pXSprite->data2 + (state < 3) ? 8 : 6) {
if (state == 1) pXSprite->aiState->at18 = &GDXGenDudeChaseW;
else if (state == 2) pXSprite->aiState->at18 = &GDXGenDudeChaseD;
else pXSprite->aiState->at18 = &GDXGenDudeChaseL;
}
else if (state == 1 && pXSprite->aiState != &GDXGenDudeChaseW && pXSprite->aiState != &GDXGenDudeFireW) {
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseW);
pXSprite->aiState->at18 = &GDXGenDudeFireW;
}
else if (state == 2 && pXSprite->aiState != &GDXGenDudeChaseD && pXSprite->aiState != &GDXGenDudeFireD) {
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseD);
pXSprite->aiState->at18 = &GDXGenDudeFireD;
}
else if (pXSprite->aiState != &GDXGenDudeChaseL && pXSprite->aiState != &GDXGenDudeFireL) {
aiNewState(pSprite, pXSprite, &GDXGenDudeChaseL);
pXSprite->aiState->at18 = &GDXGenDudeFireL;
}
}
}
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}
}
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int checkAttackState(spritetype* pSprite, XSPRITE* pXSprite) {
UNREFERENCED_PARAMETER(pXSprite);
if (sub_5BDA8(pSprite, 14) || spriteIsUnderwater(pSprite,false))
{
if ( !sub_5BDA8(pSprite, 14) || spriteIsUnderwater(pSprite,false))
{
if (spriteIsUnderwater(pSprite,false))
{
return 1; //water
}
}
else
{
return 2; //duck
}
}
else
{
return 3; //land
}
return 0;
}
bool TargetNearThing(spritetype* pSprite, int thingType) {
for ( int nSprite = headspritesect[pSprite->sectnum]; nSprite >= 0; nSprite = nextspritesect[nSprite] )
{
// check for required things or explosions in the same sector as the target
if ( sprite[nSprite].type == thingType || sprite[nSprite].statnum == kStatExplosion )
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return true; // indicate danger
}
return false;
}
///// For gen dude
int getGenDudeMoveSpeed(spritetype* pSprite,int which, bool mul, bool shift) {
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
XSPRITE* pXSprite = &xsprite[pSprite->extra];
int speed = -1; int step = 2500; int maxSpeed = 146603;
switch(which){
case 0:
speed = pDudeInfo->frontSpeed;
break;
case 1:
speed = pDudeInfo->sideSpeed;
break;
case 2:
speed = pDudeInfo->backSpeed;
break;
case 3:
speed = pDudeInfo->angSpeed;
break;
default:
return -1;
}
if (pXSprite->busyTime > 0) speed /=3;
if (speed > 0 && mul) {
//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) {
if (mode < 0 || mode >= kMaxGenDudeSndMode) return false;
GENDUDESND* sndInfo =& gCustomDudeSnd[mode]; bool gotSnd = false;
short sndStartId = xsprite[pSprite->extra].sysData1; int rand = sndInfo->randomRange;
int sndId = (sndStartId <= 0) ? sndInfo->defaultSndId : sndStartId + sndInfo->sndIdOffset;
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if (sndId < 0) return false;
else if (sndStartId <= 0) { sndId += Random(rand); gotSnd = true; }
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else {
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// Let's try to get random snd
int maxRetries = 5;
while (maxRetries-- > 0) {
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int random = Random(rand);
if (!gSoundRes.Lookup(sndId + random, "SFX")) continue;
sndId = sndId + random;
gotSnd = true;
break;
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}
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// If no success in getting random snd, get first existing one
if (gotSnd == false) {
int maxSndId = sndId + rand;
while (sndId++ <= maxSndId) {
if (!gSoundRes.Lookup(sndId, "SFX")) continue;
gotSnd = true;
break;
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}
}
}
if (gotSnd == false) return false;
else if (sndInfo->aiPlaySound) aiPlay3DSound(pSprite, sndId, AI_SFX_PRIORITY_2, -1);
else sfxPlay3DSound(pSprite, sndId, -1, 0);
return true;
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}
bool spriteIsUnderwater(spritetype* pSprite,bool oldWay) {
if (oldWay){
if (xsprite[pSprite->extra].medium == 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[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (sprite[nSprite].type == kModernThingEnemyLifeLeech && sprite[nSprite].owner == pSprite->xvel)
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return &sprite[nSprite];
}
return NULL;
}
void removeDudeStuff(spritetype* pSprite) {
for (short nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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if (sprite[nSprite].owner != pSprite->xvel) continue;
switch (sprite[nSprite].type) {
case kThingArmedProxBomb:
case kThingArmedRemoteBomb:
case kModernThingTNTProx:
sprite[nSprite].type = 0;
actPostSprite(sprite[nSprite].xvel, kStatFree);
break;
case kModernThingEnemyLifeLeech:
killDudeLeech(&sprite[nSprite]);
break;
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}
}
for (short nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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if (sprite[nSprite].owner != pSprite->xvel) continue;
actDamageSprite(sprite[nSprite].owner, &sprite[nSprite], (DAMAGE_TYPE) 0, 65535);
}
}
void removeLeech(spritetype* pLeech, bool delSprite) {
if (pLeech != NULL) {
spritetype* pEffect = gFX.fxSpawn((FX_ID)52,pLeech->sectnum,pLeech->x,pLeech->y,pLeech->z,pLeech->ang);
if (pEffect != NULL) {
pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
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pEffect->pal = 6;
int repeat = 64 + Random(50);
pEffect->xrepeat = repeat;
pEffect->yrepeat = repeat;
}
sfxPlay3DSoundCP(pLeech, 490, -1, 0,60000);
if (delSprite) {
pLeech->type = 0;
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actPostSprite(pLeech->index, kStatFree);
}
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}
}
void killDudeLeech(spritetype* pLeech) {
if (pLeech != NULL) {
actDamageSprite(pLeech->owner, pLeech, DAMAGE_TYPE_3, 65535);
sfxPlay3DSoundCP(pLeech, 522, -1, 0, 60000);
}
}
XSPRITE* getNextIncarnation(XSPRITE* pXSprite) {
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
if (rxBucket[i].type != 3 || rxBucket[i].index == pXSprite->reference)
continue;
switch (sprite[rxBucket[i].index].statnum) {
case kStatDude:
case kStatInactive: // inactive (ambush) dudes
if (xsprite[sprite[rxBucket[i].index].extra].health > 0)
return &xsprite[sprite[rxBucket[i].index].extra];
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}
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}
return NULL;
}
bool dudeIsMelee(XSPRITE* pXSprite) {
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 {
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if (pXSprite->data1 >= kTrapExploder && pXSprite->data1 < (kTrapExploder + kExplodeMax) - 1)
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return true;
/*switch (pXSprite->data1) {
case kMissileFlameSpray:
case kMissileFlameHound:
return true;
default:
return false;
}*/
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}
return false;
}
int getBaseChanceModifier(int baseChance) {
return ((gGameOptions.nDifficulty > 0) ? baseChance - (0x0300 * gGameOptions.nDifficulty) : baseChance);
}
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int getRecoilChance(spritetype* pSprite) {
int mass = getSpriteMassBySize(pSprite);
int cumulDmg = 0; int baseChance = getBaseChanceModifier(0x8000);
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if (pSprite->extra >= 0) {
XSPRITE pXSprite = xsprite[pSprite->extra];
baseChance += (pXSprite.burnTime / 2);
cumulDmg = pXSprite.data3;
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if (dudeIsMelee(&pXSprite))
baseChance = 0x700;
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}
baseChance += cumulDmg;
int chance = ((baseChance / mass) << 7);
return chance;
}
int getDodgeChance(spritetype* pSprite) {
int mass = getSpriteMassBySize(pSprite); int baseChance = getBaseChanceModifier(0x4000);
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if (pSprite->extra >= 0) {
XSPRITE pXSprite = xsprite[pSprite->extra];
baseChance += pXSprite.burnTime;
if (dudeIsMelee(&pXSprite))
baseChance = 0x400;
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}
int chance = ((baseChance / mass) << 7);
return chance;
}
void dudeLeechOperate(spritetype* pSprite, XSPRITE* pXSprite, EVENT event)
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{
if (event.cmd == kCmdOff) {
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actPostSprite(pSprite->xvel, kStatFree);
return;
}
int nTarget = pXSprite->target;
if (nTarget >= 0 && nTarget < kMaxSprites) {
spritetype* pTarget = &sprite[nTarget];
if (pTarget->statnum == kStatDude && !(pTarget->flags & 32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites && !pXSprite->stateTimer)
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{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int nType = pTarget->type - kDudeBase;
DUDEINFO* pDudeInfo = &dudeInfo[nType];
int z1 = (top - pSprite->z) - 256;
int x = pTarget->x; int y = pTarget->y; int z = pTarget->z;
int nDist = approxDist(x - pSprite->x, y - pSprite->y);
if (nDist != 0 && cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, x, y, z, pTarget->sectnum))
{
int t = divscale(nDist, 0x1aaaaa, 12);
x += (xvel[nTarget] * t) >> 12;
y += (yvel[nTarget] * t) >> 12;
int angBak = pSprite->ang;
pSprite->ang = getangle(x - pSprite->x, y - pSprite->y);
int dx = Cos(pSprite->ang) >> 16;
int dy = Sin(pSprite->ang) >> 16;
int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4;
int dz = divscale(tz - top - 256, nDist, 10);
int nMissileType = kMissileLifeLeechAltNormal + (pXSprite->data3 ? 1 : 0);
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int t2;
if (!pXSprite->data3) t2 = 120 / 10.0;
else t2 = (3 * 120) / 10.0;
spritetype * pMissile = actFireMissile(pSprite, 0, z1, dx, dy, dz, nMissileType);
if (pMissile)
{
pMissile->owner = pSprite->owner;
pXSprite->stateTimer = 1;
evPost(pSprite->index, 3, t2, kCallbackLeechStateTimer);
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pXSprite->data3 = ClipLow(pXSprite->data3 - 1, 0);
}
pSprite->ang = angBak;
}
}
}
}
bool doExplosion(spritetype* pSprite, int nType) {
spritetype* pExplosion = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 2, true);
int nSeq = 4; int nSnd = 304; EXPLOSION* pExpl = &explodeInfo[nType];
pExplosion->yrepeat = pExpl->at0;
pExplosion->xrepeat = pExpl->at0;
pExplosion->type = nType;
pExplosion->cstat |= CSTAT_SPRITE_INVISIBLE | CSTAT_SPRITE_ALIGNMENT_SLAB;
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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[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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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;
}
bool canSwim(spritetype* pSprite) {
return (gSysRes.Lookup(xsprite[pSprite->extra].data2 + 8, "SEQ") && gSysRes.Lookup(xsprite[pSprite->extra].data2 + 13, "SEQ")
&& gSysRes.Lookup(xsprite[pSprite->extra].data2 + 17, "SEQ"));
}
bool canDuck(spritetype* pSprite) {
return (gSysRes.Lookup(xsprite[pSprite->extra].data2 + 8, "SEQ") && gSysRes.Lookup(xsprite[pSprite->extra].data2 + 14, "SEQ"));
}
bool CDCanMove(spritetype* pSprite) {
return (gSysRes.Lookup(xsprite[pSprite->extra].data2 + 9, "SEQ") && gSysRes.Lookup(xsprite[pSprite->extra].data2 + 13, "SEQ")
&& gSysRes.Lookup(xsprite[pSprite->extra].data2 + 14, "SEQ"));
}
bool inDodge(AISTATE* aiState) {
return (aiState == &GDXGenDudeDodgeDmgW || aiState == &GDXGenDudeDodgeDmgL || aiState == &GDXGenDudeDodgeDmgD);
}
bool inIdle(AISTATE* aiState) {
return (aiState == &GDXGenDudeIdleW || aiState == &GDXGenDudeIdleL);
}
int getSeqStartId(XSPRITE* pXSprite) {
int seqStartId = dudeInfo[sprite[pXSprite->reference].type - kDudeBase].seqStartID;
// Store seqStartId in data2 field
if (pXSprite->data2 > 0) {
seqStartId = pXSprite->data2;
// check for full set of animations
for (int i = seqStartId; i <= seqStartId + 19; i++) {
// exceptions
switch (i - seqStartId) {
case 3: // burning dude
case 4: // electrocution
case 8: // attack u/d
case 11: // reserved
case 12: // reserved
case 13: // move u
case 14: // move d
case 16: // burning death 2
case 17: // idle w
case 18: // transformation in another dude
case 19: // reserved
continue;
}
if (!gSysRes.Lookup(i, "SEQ")) {
pXSprite->data2 = dudeInfo[sprite[pXSprite->reference].type - kDudeBase].seqStartID;
return pXSprite->data2;
}
}
} else {
pXSprite->data2 = seqStartId;
}
return seqStartId;
}
2019-09-19 22:42:45 +00:00
//////////
END_BLD_NS