//------------------------------------------------------------------------- /* 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! #include "compat.h" #include "build.h" #include "raze_sound.h" #include "blood.h" #ifdef NOONE_EXTENSIONS BEGIN_BLD_NS static void ThrowThing(DBloodActor*, bool); static void unicultThinkSearch(DBloodActor*); static void unicultThinkGoto(DBloodActor*); static void unicultThinkChase(DBloodActor*); static void forcePunch(DBloodActor*); AISTATE genDudeIdleL = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL }; AISTATE genDudeIdleW = { kAiStateIdle, 13, -1, 0, NULL, NULL, aiThinkTarget, NULL }; // --------------------- AISTATE genDudeSearchL = { kAiStateSearch, 9, -1, 600, NULL, aiGenDudeMoveForward, unicultThinkSearch, &genDudeIdleL }; AISTATE genDudeSearchW = { kAiStateSearch, 13, -1, 600, NULL, aiGenDudeMoveForward, unicultThinkSearch, &genDudeIdleW }; // --------------------- AISTATE genDudeSearchShortL = { kAiStateSearch, 9, -1, 200, NULL, aiGenDudeMoveForward, unicultThinkSearch, &genDudeIdleL }; AISTATE genDudeSearchShortW = { kAiStateSearch, 13, -1, 200, NULL, aiGenDudeMoveForward, unicultThinkSearch, &genDudeIdleW }; // --------------------- AISTATE genDudeSearchNoWalkL = { kAiStateSearch, 0, -1, 600, NULL, aiMoveTurn, unicultThinkSearch, &genDudeIdleL }; AISTATE genDudeSearchNoWalkW = { kAiStateSearch, 13, -1, 600, NULL, aiMoveTurn, unicultThinkSearch, &genDudeIdleW }; // --------------------- AISTATE genDudeGotoL = { kAiStateMove, 9, -1, 600, NULL, aiGenDudeMoveForward, unicultThinkGoto, &genDudeIdleL }; AISTATE genDudeGotoW = { kAiStateMove, 13, -1, 600, NULL, aiGenDudeMoveForward, unicultThinkGoto, &genDudeIdleW }; // --------------------- AISTATE genDudeDodgeL = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &genDudeChaseL }; AISTATE genDudeDodgeD = { kAiStateMove, 14, -1, 90, NULL, aiMoveDodge, NULL, &genDudeChaseD }; AISTATE genDudeDodgeW = { kAiStateMove, 13, -1, 90, NULL, aiMoveDodge, NULL, &genDudeChaseW }; // --------------------- AISTATE genDudeDodgeShortL = { kAiStateMove, 9, -1, 60, NULL, aiMoveDodge, NULL, &genDudeChaseL }; AISTATE genDudeDodgeShortD = { kAiStateMove, 14, -1, 60, NULL, aiMoveDodge, NULL, &genDudeChaseD }; AISTATE genDudeDodgeShortW = { kAiStateMove, 13, -1, 60, NULL, aiMoveDodge, NULL, &genDudeChaseW }; // --------------------- AISTATE genDudeDodgeShorterL = { kAiStateMove, 9, -1, 20, NULL, aiMoveDodge, NULL, &genDudeChaseL }; AISTATE genDudeDodgeShorterD = { kAiStateMove, 14, -1, 20, NULL, aiMoveDodge, NULL, &genDudeChaseD }; AISTATE genDudeDodgeShorterW = { kAiStateMove, 13, -1, 20, NULL, aiMoveDodge, NULL, &genDudeChaseW }; // --------------------- AISTATE genDudeChaseL = { kAiStateChase, 9, -1, 0, NULL, aiGenDudeMoveForward, unicultThinkChase, NULL }; AISTATE genDudeChaseD = { kAiStateChase, 14, -1, 0, NULL, aiGenDudeMoveForward, unicultThinkChase, NULL }; AISTATE genDudeChaseW = { kAiStateChase, 13, -1, 0, NULL, aiGenDudeMoveForward, unicultThinkChase, NULL }; // --------------------- AISTATE genDudeChaseNoWalkL = { kAiStateChase, 0, -1, 0, NULL, aiMoveTurn, unicultThinkChase, NULL }; AISTATE genDudeChaseNoWalkD = { kAiStateChase, 14, -1, 0, NULL, aiMoveTurn, unicultThinkChase, NULL }; AISTATE genDudeChaseNoWalkW = { kAiStateChase, 13, -1, 0, NULL, aiMoveTurn, unicultThinkChase, NULL }; // --------------------- AISTATE genDudeFireL = { kAiStateChase, 6, nGenDudeAttack1, 0, NULL, aiMoveTurn, unicultThinkChase, &genDudeFireL }; AISTATE genDudeFireD = { kAiStateChase, 8, nGenDudeAttack1, 0, NULL, aiMoveTurn, unicultThinkChase, &genDudeFireD }; AISTATE genDudeFireW = { kAiStateChase, 8, nGenDudeAttack1, 0, NULL, aiMoveTurn, unicultThinkChase, &genDudeFireW }; // ---------------------z AISTATE genDudeRecoilL = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &genDudeChaseL }; AISTATE genDudeRecoilD = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &genDudeChaseD }; AISTATE genDudeRecoilW = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &genDudeChaseW }; AISTATE genDudeRecoilTesla = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &genDudeDodgeShortL }; // --------------------- AISTATE genDudeThrow = { kAiStateChase, 7, nGenDudeThrow1, 0, NULL, NULL, NULL, &genDudeChaseL }; AISTATE genDudeThrow2 = { kAiStateChase, 7, nGenDudeThrow2, 0, NULL, NULL, NULL, &genDudeChaseL }; // --------------------- AISTATE genDudePunch = { kAiStateChase,10, nGenDudePunch, 0, NULL, NULL, forcePunch, &genDudeChaseL }; // --------------------- const GENDUDESND gCustomDudeSnd[] = { { 1003, 2, 0, true, false }, // spot sound { 1013, 2, 2, true, true }, // pain sound { 1018, 2, 4, false, true }, // death sound { 1031, 2, 6, true, true }, // burning state sound { 1018, 2, 8, false, true }, // explosive death or end of burning state sound { 4021, 2, 10, true, false }, // target of dude is dead { 1005, 2, 12, true, false }, // chase sound { -1, 0, 14, false, true }, // weapon attack { -1, 0, 15, false, true }, // throw attack { -1, 0, 16, false, true }, // melee attack { 9008, 0, 17, false, false }, // transforming in other dude }; // for kModernThingThrowableRock short gCustomDudeDebrisPics[6] = { 2406, 2280, 2185, 2155, 2620, 3135 }; GENDUDEEXTRA gGenDudeExtra[kMaxSprites]; // savegame handling in ai.cpp //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void forcePunch(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (actor->genDudeExtra().forcePunch && seqGetStatus(3, pSprite->extra) == -1) punchCallback(0, actor); } /*bool sameFamily(spritetype* pDude1, spritetype* pDude2) { return true; }*/ //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool genDudeAdjustSlope(DBloodActor* actor, int dist, int weaponType, int by = 64) { spritetype* pSprite = &actor->s(); XSPRITE* pXSprite = &actor->x(); if (actor->GetTarget() != nullptr) { int fStart = 0; int fEnd = 0; GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); unsigned int clipMask = (weaponType == kGenDudeWeaponMissile) ? CLIPMASK0 : CLIPMASK1; for (int i = -8191; i < 8192; i += by) { HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), i, clipMask, dist); if (!fStart && actor->GetTarget() == gHitInfo.hitactor) fStart = i; else if (fStart && actor->GetTarget() != gHitInfo.hitactor) { fEnd = i; break; } } if (fStart != fEnd) { if (weaponType == kGenDudeWeaponHitscan) { actor->dudeSlope = fStart - ((fStart - fEnd) >> 2); } else if (weaponType == kGenDudeWeaponMissile) { const MissileType* pMissile = &missileInfo[pExtra->curWeapon - kMissileBase]; actor->dudeSlope = (fStart - ((fStart - fEnd) >> 2)) - (pMissile->clipDist << 1); } return true; } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void genDudeUpdate(DBloodActor* actor) { GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); for (int i = 0; i < kGenDudePropertyMax; i++) { if (pExtra->updReq[i]) genDudePrepare(actor, i); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void punchCallback(int, DBloodActor* actor) { auto const pXSprite = &actor->x(); auto const pSprite = &actor->s(); auto const target = actor->GetTarget(); if (target != nullptr) { int nZOffset1 = getDudeInfo(pSprite->type)->eyeHeight * pSprite->yrepeat << 2; int nZOffset2 = 0; auto const pTarget = &target->s(); if(target->IsDudeActor()) nZOffset2 = getDudeInfo(pTarget->type)->eyeHeight * pTarget->yrepeat << 2; int dx = CosScale16(pSprite->ang); int dy = SinScale16(pSprite->ang); int dz = nZOffset1 - nZOffset2; if (!playGenDudeSound(actor, kGenDudeSndAttackMelee)) sfxPlay3DSound(actor, 530, 1, 0); actFireVector(actor, 0, 0, dx, dy, dz,kVectorGenDudePunch); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void genDudeAttack1(int, DBloodActor* actor) { auto const pXSprite = &actor->x(); auto const pSprite = &actor->s(); if (actor->GetTarget() == nullptr) return; int dx, dy, dz; actor->xvel() = actor->yvel() = 0; GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); short dispersion = pExtra->baseDispersion; if (inDuck(pXSprite->aiState)) dispersion = ClipLow(dispersion >> 1, kGenDudeMinDispesion); if (pExtra->weaponType == kGenDudeWeaponHitscan) { dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope; // dispersal modifiers here in case if non-melee enemy if (!dudeIsMelee(actor)) { dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion); } actFireVector(actor, 0, 0, dx, dy, dz,(VECTOR_TYPE)pExtra->curWeapon); if (!playGenDudeSound(actor, kGenDudeSndAttackNormal)) sfxPlayVectorSound(pSprite, pExtra->curWeapon); } else if (pExtra->weaponType == kGenDudeWeaponSummon) { DBloodActor* spawned = nullptr; int dist = pSprite->clipdist << 4; if (pExtra->slaveCount <= gGameOptions.nDifficulty) { if ((spawned = actSpawnDude(actor, pExtra->curWeapon, dist + Random(dist), 0)) != NULL) { spritetype* pSpawned = &spawned->s(); pSpawned->owner = pSprite->index; if (xspriRangeIsFine(pSpawned->extra)) { spawned->SetTarget(actor->GetTarget()); if (spawned->GetTarget() != nullptr) aiActivateDude(spawned); } gKillMgr.AddNewKill(1); pExtra->slave[pExtra->slaveCount++] = spawned; if (!playGenDudeSound(actor, kGenDudeSndAttackNormal)) sfxPlay3DSoundCP(actor, 379, 1, 0, 0x10000 - Random3(0x3000)); } } } else if (pExtra->weaponType == kGenDudeWeaponMissile) { dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope; // dispersal modifiers here dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion >> 1); actFireMissile(actor, 0, 0, dx, dy, dz, pExtra->curWeapon); if (!playGenDudeSound(actor, kGenDudeSndAttackNormal)) sfxPlayMissileSound(pSprite, pExtra->curWeapon); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ThrowCallback1(int, DBloodActor* actor) { ThrowThing(actor, true); } void ThrowCallback2(int, DBloodActor* actor) { ThrowThing(actor, false); } static void ThrowThing(DBloodActor* actor, bool impact) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); if (actor->GetTarget() == nullptr) return; spritetype * pTarget = &actor->GetTarget()->s(); if (!(pTarget->type >= kDudeBase && pTarget->type < kDudeMax)) return; int curWeapon = actor->genDudeExtra().curWeapon; int weaponType = actor->genDudeExtra().weaponType; if (weaponType != kGenDudeWeaponThrow) return; const THINGINFO* pThinkInfo = &thingInfo[curWeapon - kThingBase]; if (!gThingInfoExtra[curWeapon - kThingBase].allowThrow) return; else if (!playGenDudeSound(actor, kGenDudeSndAttackThrow)) sfxPlay3DSound(actor, 455, -1, 0); int zThrow = 14500; int dx = pTarget->x - pSprite->x; int dy = pTarget->y - pSprite->y; int dz = pTarget->z - pSprite->z; int dist = approxDist(dx, dy); auto actLeech = leechIsDropped(actor); spritetype* pLeech = actLeech? &actLeech->s() : nullptr; XSPRITE* pXLeech = actLeech && actLeech->hasX()? &actLeech->x() : nullptr; switch (curWeapon) { case kModernThingEnemyLifeLeech: case kThingDroppedLifeLeech: zThrow = 5000; // pickup life leech before throw it again if (actLeech != NULL) removeLeech(actLeech); break; } DBloodActor* spawned = nullptr; if ((spawned = actFireThing(actor, 0, 0, (dz / 128) - zThrow, curWeapon, DivScale(dist / 540, 120, 23))) == nullptr) return; auto const pSpawned = &spawned->s(); auto const pXSpawned = &spawned->x(); if (pThinkInfo->picnum < 0 && pSpawned->type != kModernThingThrowableRock) pSpawned->picnum = 0; pSpawned->owner = pSprite->index; switch (curWeapon) { case kThingNapalmBall: pSpawned->xrepeat = pSpawned->yrepeat = 24; pXSpawned->data4 = 3 + gGameOptions.nDifficulty; impact = true; break; case kModernThingThrowableRock: pSpawned->picnum = gCustomDudeDebrisPics[Random(5)]; pSpawned->xrepeat = pSpawned->yrepeat = 24 + Random(42); pSpawned->cstat |= 0x0001; pSpawned->pal = 5; if (Chance(0x5000)) pSpawned->cstat |= 0x0004; if (Chance(0x5000)) pSpawned->cstat |= 0x0008; if (pSpawned->xrepeat > 60) pXSpawned->data1 = 43; else if (pSpawned->xrepeat > 40) pXSpawned->data1 = 33; else if (pSpawned->xrepeat > 30) pXSpawned->data1 = 23; else pXSpawned->data1 = 12; return; case kThingTNTBarrel: case kThingArmedProxBomb: case kThingArmedSpray: impact = false; break; case kModernThingTNTProx: pXSpawned->state = 0; pXSpawned->Proximity = true; return; case kModernThingEnemyLifeLeech: if (pLeech != NULL) pXSpawned->health = pXLeech->health; else pXSpawned->health = ((pThinkInfo->startHealth << 4) * gGameOptions.nDifficulty) >> 1; sfxPlay3DSound(actor, 490, -1, 0); pXSpawned->data3 = 512 / (gGameOptions.nDifficulty + 1); pSpawned->cstat &= ~CSTAT_SPRITE_BLOCK; pSpawned->pal = 6; pSpawned->clipdist = 0; spawned->SetTarget(actor->GetTarget()); pXSpawned->Proximity = true; pXSpawned->stateTimer = 1; actor->genDudeExtra().pLifeLeech = spawned; evPostActor(spawned, 80, kCallbackLeechStateTimer); return; } if (impact == true && dist <= 7680) pXSpawned->Impact = true; else { pXSpawned->Impact = false; evPostActor(spawned, 120 * Random(2) + 120, kCmdOn); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void unicultThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); // TO DO: if can't see the target, but in fireDist range - stop moving and look around //viewSetSystemMessage("IN SEARCH"); aiChooseDirection(actor,pXSprite->goalAng); aiLookForTarget(actor); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void unicultThinkGoto(DBloodActor* actor) { auto const pXSprite = &actor->x(); auto const pSprite = &actor->s(); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int nAngle = getangle(dx, dy); aiChooseDirection(actor,nAngle); // if reached target, change to search mode if (approxDist(dx, dy) < 5120 && abs(pSprite->ang - nAngle) < getDudeInfo(pSprite->type)->periphery) { if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchW); else aiGenDudeNewState(actor, &genDudeSearchL); } aiThinkTarget(actor); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void unicultThinkChase(DBloodActor* actor) { auto const pXSprite = &actor->x(); auto const pSprite = &actor->s(); if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax) return; auto const targetactor = actor->GetTarget(); if (targetactor == nullptr) { if(spriteIsUnderwater(actor,false)) aiGenDudeNewState(actor, &genDudeGotoW); else aiGenDudeNewState(actor, &genDudeGotoL); return; } else { genDudeUpdate(actor); } XSPRITE* pXTarget = !targetactor || !targetactor->IsDudeActor() || !targetactor->hasX() ? nullptr : &targetactor->x(); if (pXTarget == nullptr) // target lost { if(spriteIsUnderwater(actor,false)) aiGenDudeNewState(actor, &genDudeSearchShortW); else aiGenDudeNewState(actor, &genDudeSearchShortL); actor->SetTarget(nullptr); return; } auto const pTarget = &targetactor->s(); if (pXTarget->health <= 0) // target is dead { PLAYER* pPlayer = NULL; if ((!IsPlayerSprite(pTarget)) || ((pPlayer = getPlayerById(pTarget->type)) != NULL && pPlayer->fraggerId == pSprite->index)) { playGenDudeSound(actor, kGenDudeSndTargetDead); if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchShortW); else aiGenDudeNewState(actor, &genDudeSearchShortL); } else if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeGotoW); else aiGenDudeNewState(actor, &genDudeGotoL); actor->SetTarget(nullptr); return; } // check target int dx = pTarget->x - pSprite->x; int dy = pTarget->y - pSprite->y; int dist = ClipLow((int)approxDist(dx, dy), 1); // quick hack to prevent spinning around or changing attacker's sprite angle on high movement speeds // when attacking the target. It happens because vanilla function takes in account x and y velocity, // so i use fake velocity with fixed value and pass it as argument. int xvelocity = actor->xvel(); int yvelocity = actor->yvel(); if (inAttack(pXSprite->aiState)) xvelocity = yvelocity = ClipLow(pSprite->clipdist >> 1, 1); //aiChooseDirection(actor,getangle(dx, dy)); aiGenDudeChooseDirection(actor, getangle(dx, dy), xvelocity, yvelocity); GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); if (!pExtra->canAttack) { if (pExtra->canWalk) aiSetTarget(actor, actor); // targeting self??? if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeGotoW); else aiGenDudeNewState(actor, &genDudeGotoL); return; } else if (IsPlayerSprite(pTarget)) { PLAYER* pPlayer = &gPlayer[pTarget->type - kDudePlayer1]; if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) { if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchShortW); else aiGenDudeNewState(actor, &genDudeSearchShortL); actor->SetTarget(nullptr); return; } } DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int losAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024; 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(actor, false)) aiGenDudeNewState(actor, &genDudeSearchW); else aiGenDudeNewState(actor, &genDudeSearchL); actor->SetTarget(nullptr); return; } // is the target visible? if (dist < pDudeInfo->seeDist && abs(losAngle) <= pDudeInfo->periphery) { if ((PlayClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(actor, false)) playGenDudeSound(actor, kGenDudeSndChasing); actor->dudeSlope = dist == 0 ? 0 : DivScale(pTarget->z - pSprite->z, dist, 10); int curWeapon = actor->genDudeExtra().curWeapon; int weaponType = actor->genDudeExtra().weaponType; auto actLeech = leechIsDropped(actor); spritetype* pLeech = actLeech? &actLeech->s() : nullptr; const VECTORDATA* meleeVector = &gVectorData[22]; if (weaponType == kGenDudeWeaponThrow) { if (abs(losAngle) < kAng15) { if (!gThingInfoExtra[curWeapon - kThingBase].allowThrow) { if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW); else aiGenDudeNewState(actor, &genDudeChaseL); return; } else if (dist < 12264 && dist > 7680 && !spriteIsUnderwater(actor, false) && curWeapon != kModernThingEnemyLifeLeech) { int pHit = HitScan(pSprite, pSprite->z, dx, dy, 0, 16777280, 0); switch (pHit) { case 0: case 4: return; default: aiGenDudeNewState(actor, &genDudeThrow); return; } } else if (dist > 4072 && dist <= 11072 && !spriteIsUnderwater(actor, false) && pSprite->owner != (kMaxSprites - 1)) { switch (curWeapon) { case kModernThingEnemyLifeLeech: { if (pLeech == NULL) { aiGenDudeNewState(actor, &genDudeThrow2); genDudeThrow2.nextState = &genDudeDodgeShortL; return; } XSPRITE* pXLeech = &actLeech->x(); int ldist = aiFightGetTargetDist(pTarget, pDudeInfo, pLeech); if (ldist > 3 || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pLeech->x, pLeech->y, pLeech->z, pLeech->sectnum) || actLeech->GetTarget() == nullptr) { aiGenDudeNewState(actor, &genDudeThrow2); genDudeThrow2.nextState = &genDudeDodgeShortL; } else { genDudeThrow2.nextState = &genDudeChaseL; if (dist > 5072 && Chance(0x5000)) { if (!canDuck(actor) || Chance(0x4000)) aiGenDudeNewState(actor, &genDudeDodgeShortL); else aiGenDudeNewState(actor, &genDudeDodgeShortD); } else { aiGenDudeNewState(actor, &genDudeChaseL); } } } return; case kModernThingThrowableRock: if (Chance(0x4000)) aiGenDudeNewState(actor, &genDudeThrow2); else playGenDudeSound(actor, kGenDudeSndTargetSpot); return; default: aiGenDudeNewState(actor, &genDudeThrow2); return; } } else if (dist <= meleeVector->maxDist) { if (spriteIsUnderwater(actor, false)) { if (Chance(0x9000)) aiGenDudeNewState(actor, &genDudePunch); else aiGenDudeNewState(actor, &genDudeDodgeW); } else if (Chance(0x9000)) aiGenDudeNewState(actor, &genDudePunch); else aiGenDudeNewState(actor, &genDudeDodgeL); return; } else { int state = checkAttackState(actor); if (state == 1) aiGenDudeNewState(actor, &genDudeChaseW); else if (state == 2) { if (Chance(0x5000)) aiGenDudeNewState(actor, &genDudeChaseD); else aiGenDudeNewState(actor, &genDudeChaseL); } else aiGenDudeNewState(actor, &genDudeChaseL); return; } } } else { int vdist; int mdist; int defDist; defDist = vdist = mdist = actor->genDudeExtra().fireDist; if (weaponType == kGenDudeWeaponHitscan) { if ((vdist = gVectorData[curWeapon].maxDist) <= 0) vdist = defDist; } else if (weaponType == kGenDudeWeaponSummon) { // don't attack slaves if (actor->GetTarget() != nullptr && actor->GetTarget()->GetOwner() == actor) { aiSetTarget(actor, pSprite->x, pSprite->y, pSprite->z); return; } else if (actor->genDudeExtra().slaveCount > gGameOptions.nDifficulty || dist < meleeVector->maxDist) { if (dist <= meleeVector->maxDist) { aiGenDudeNewState(actor, &genDudePunch); return; } else { int state = checkAttackState(actor); if (state == 1) aiGenDudeNewState(actor, &genDudeChaseW); else if (state == 2) aiGenDudeNewState(actor, &genDudeChaseD); else aiGenDudeNewState(actor, &genDudeChaseL); return; } } } else if (weaponType == kGenDudeWeaponMissile) { // special handling for flame, explosive and life leech missiles int state = checkAttackState(actor); switch (curWeapon) { case kMissileLifeLeechRegular: // pickup life leech if it was thrown previously if (actLeech != NULL) removeLeech(actLeech); mdist = 1500; break; case kMissileFlareAlt: mdist = 2500; [[fallthrough]]; case kMissileFireball: case kMissileFireballNapalm: case kMissileFireballCerberus: case kMissileFireballTchernobog: if (mdist == defDist) mdist = 3000; if (dist > mdist || pXSprite->locked == 1) break; else if (dist <= meleeVector->maxDist && Chance(0x9000)) aiGenDudeNewState(actor, &genDudePunch); else if (state == 1) aiGenDudeNewState(actor, &genDudeChaseW); else if (state == 2) aiGenDudeNewState(actor, &genDudeChaseD); else aiGenDudeNewState(actor, &genDudeChaseL); return; case kMissileFlameSpray: case kMissileFlameHound: //viewSetSystemMessage("%d", pXTarget->burnTime); if (spriteIsUnderwater(actor, false)) { if (dist > meleeVector->maxDist) aiGenDudeNewState(actor, &genDudeChaseW); else if (Chance(0x8000)) aiGenDudeNewState(actor, &genDudePunch); else aiGenDudeNewState(actor, &genDudeDodgeShortW); return; } else if (dist <= 4000 && pXTarget->burnTime >= 2000 && pXTarget->burnSource == pSprite->index) { if (dist > meleeVector->maxDist) aiGenDudeNewState(actor, &genDudeChaseL); else aiGenDudeNewState(actor, &genDudePunch); return; } vdist = 3500 + (gGameOptions.nDifficulty * 400); break; } } else if (weaponType == kGenDudeWeaponKamikaze) { int nType = curWeapon - kTrapExploder; const EXPLOSION* pExpl = &explodeInfo[nType]; if (CheckProximity(pSprite, pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pExpl->radius >> 1)) { actor->xvel() = actor->yvel() = actor->zvel() = 0; if (doExplosion(actor, nType) && pXSprite->health > 0) actDamageSprite(actor, actor, kDamageExplode, 65535); } return; } int state = checkAttackState(actor); int kAngle = (dudeIsMelee(actor) || dist <= kGenDudeMaxMeleeDist) ? pDudeInfo->periphery : kGenDudeKlabsAng; if (dist < vdist && abs(losAngle) < kAngle) { if (pExtra->canWalk) { int objDist = -1; int targetDist = -1; int hit = -1; if (weaponType == kGenDudeWeaponHitscan) hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, CLIPMASK1, dist); else if (weaponType == kGenDudeWeaponMissile) hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, CLIPMASK0, dist); if (hit >= 0) { targetDist = dist - (pTarget->clipdist << 2); objDist = approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y); } if (actor != gHitInfo.hitactor && targetDist > objDist) { DBloodActor* hitactor = nullptr; walltype* pHWall = NULL; XWALL* pXHWall = NULL; spritetype* pHSprite = NULL; XSPRITE* pXHSprite = NULL; bool hscn = false; bool blck = false; bool failed = false; switch (hit) { case 3: hitactor = gHitInfo.hitactor; if (hitactor) { pHSprite = &hitactor->s(); pXHSprite = &hitactor->x(); hscn = (pHSprite->cstat & CSTAT_SPRITE_BLOCK_HITSCAN); blck = (pHSprite->cstat & CSTAT_SPRITE_BLOCK); } break; case 0: case 4: pHWall = &wall[gHitInfo.hitwall]; if (xwallRangeIsFine(pHWall->extra)) pXHWall = &xwall[pHWall->extra]; hscn = (pHWall->cstat & CSTAT_WALL_BLOCK_HITSCAN); blck = (pHWall->cstat & CSTAT_WALL_BLOCK); break; } switch (hit) { case 0: //if (hit == 0) viewSetSystemMessage("WALL HIT %d", gHitInfo.hitwall); [[fallthrough]]; case 1: //if (hit == 1) viewSetSystemMessage("CEIL HIT %d", gHitInfo.hitsect); [[fallthrough]]; case 2: //if (hit == 2) viewSetSystemMessage("FLOOR HIT %d", gHitInfo.hitsect); if (weaponType != kGenDudeWeaponMissile && genDudeAdjustSlope(actor, dist, weaponType) && dist < (int)(6000 + Random(2000)) && pExtra->baseDispersion < kGenDudeMaxDispersion >> 1) break; else if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW); else aiGenDudeNewState(actor, &genDudeChaseL); return; case 3: if (pHSprite->statnum == kStatFX || pHSprite->statnum == kStatProjectile || pHSprite->statnum == kStatDebris) break; if (hitactor->IsDudeActor() && (weaponType != kGenDudeWeaponHitscan || hscn)) { // dodge a bit in sides if (hitactor->GetTarget() != actor) { if (pExtra->baseDispersion < 1024 && weaponType != kGenDudeWeaponMissile) { if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeDodgeShorterW); else if (inDuck(pXSprite->aiState)) aiGenDudeNewState(actor, &genDudeDodgeShorterD); else aiGenDudeNewState(actor, &genDudeDodgeShorterL); } else if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeDodgeShortW); else if (inDuck(pXSprite->aiState)) aiGenDudeNewState(actor, &genDudeDodgeShortD); else aiGenDudeNewState(actor, &genDudeDodgeShortL); switch (pHSprite->type) { case kDudeModernCustom: // and make dude which could be hit to dodge too if (!dudeIsMelee(hitactor) && Chance(dist << 4)) { if (!inAttack(pXHSprite->aiState)) { if (spriteIsUnderwater(hitactor)) aiGenDudeNewState(hitactor, &genDudeDodgeShorterW); else if (inDuck(pXSprite->aiState)) aiGenDudeNewState(hitactor, &genDudeDodgeShorterD); else aiGenDudeNewState(hitactor, &genDudeDodgeShorterL); // preferable in opposite sides if (Chance(0x8000)) { if (pXSprite->dodgeDir == 1) pXHSprite->dodgeDir = -1; else if (pXSprite->dodgeDir == -1) pXHSprite->dodgeDir = 1; } break; } if (pSprite->x < pHSprite->x) { if (Chance(0x9000) && pTarget->x > pHSprite->x) pXSprite->dodgeDir = -1; else pXSprite->dodgeDir = 1; } else { if (Chance(0x9000) && pTarget->x > pHSprite->x) pXSprite->dodgeDir = 1; else pXSprite->dodgeDir = -1; } } break; default: if (pSprite->x < pHSprite->x) { if (Chance(0x9000) && pTarget->x > pHSprite->x) pXSprite->dodgeDir = -1; else pXSprite->dodgeDir = 1; } else { if (Chance(0x9000) && pTarget->x > pHSprite->x) pXSprite->dodgeDir = 1; else pXSprite->dodgeDir = -1; } break; } return; } break; } else if (weaponType == kGenDudeWeaponHitscan && hscn) { if (genDudeAdjustSlope(actor, dist, weaponType)) break; VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, dist, 1); if (actor == gHitInfo.hitactor) break; bool immune = nnExtIsImmune(pHSprite, gVectorData[curWeapon].dmgType); if (!(pXHSprite != NULL && (!immune || (immune && pHSprite->statnum == kStatThing && pXHSprite->Vector)) && !pXHSprite->locked)) { if ((approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) <= 1500 && !blck) || (dist <= (int)(pExtra->fireDist / ClipLow(Random(4), 1)))) { //viewSetSystemMessage("GO CHASE"); if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW); else aiGenDudeNewState(actor, &genDudeChaseL); return; } int wd1 = picWidth(pHSprite->picnum, pHSprite->xrepeat); int wd2 = picWidth(pSprite->picnum, pSprite->xrepeat); if (wd1 < (wd2 << 3)) { //viewSetSystemMessage("OBJ SIZE: %d DUDE SIZE: %d", wd1, wd2); if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeDodgeShorterW); else if (inDuck(pXSprite->aiState)) aiGenDudeNewState(actor, &genDudeDodgeShorterD); else aiGenDudeNewState(actor, &genDudeDodgeShorterL); if (pSprite->x < pHSprite->x) { if (Chance(0x3000) && pTarget->x > pHSprite->x) pXSprite->dodgeDir = -1; else pXSprite->dodgeDir = 1; } else { if (Chance(0x3000) && pTarget->x > pHSprite->x) pXSprite->dodgeDir = 1; else pXSprite->dodgeDir = -1; } if (((gSpriteHit[pSprite->extra].hit & 0xc000) == 0x8000) || ((gSpriteHit[pSprite->extra].hit & 0xc000) == 0xc000)) { if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW); else aiGenDudeNewState(actor, &genDudeChaseL); pXSprite->goalAng = Random(kAng360); //viewSetSystemMessage("WALL OR SPRITE TOUCH"); } } else { if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW); else aiGenDudeNewState(actor, &genDudeChaseL); //viewSetSystemMessage("TOO BIG OBJECT TO DODGE!!!!!!!!"); } return; } break; } [[fallthrough]]; case 4: if (hit == 4 && weaponType == kGenDudeWeaponHitscan && hscn) { bool masked = (pHWall->cstat & CSTAT_WALL_MASKED); if (masked) VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, dist, 1); //viewSetSystemMessage("WALL VHIT: %d", gHitInfo.hitwall); if ((actor != gHitInfo.hitactor) && (pHWall->type != kWallGib || !masked || pXHWall == NULL || !pXHWall->triggerVector || pXHWall->locked)) { if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW); else aiGenDudeNewState(actor, &genDudeChaseL); return; } } else if (hit >= 3 && weaponType == kGenDudeWeaponMissile && blck) { switch (curWeapon) { case kMissileLifeLeechRegular: case kMissileTeslaAlt: case kMissileFlareAlt: case kMissileFireball: case kMissileFireballNapalm: case kMissileFireballCerberus: case kMissileFireballTchernobog: { // allow attack if dude is far from object, but target is close to it int dudeDist = approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y); int targetDist = approxDist(gHitInfo.hitx - pTarget->x, gHitInfo.hity - pTarget->y); if (dudeDist < mdist) { //viewSetSystemMessage("DUDE CLOSE TO OBJ: %d, MDIST: %d", dudeDist, mdist); if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW); else aiGenDudeNewState(actor, &genDudeChaseL); return; } else if (targetDist <= mdist >> 1) { //viewSetSystemMessage("TARGET CLOSE TO OBJ: %d, MDIST: %d", targetDist, mdist >> 1); break; } [[fallthrough]]; } default: //viewSetSystemMessage("DEF HIT: %d, MDIST: %d", hit, mdist); if (hit == 4) failed = (pHWall->type != kWallGib || pXHWall == NULL || !pXHWall->triggerVector || pXHWall->locked); else if (hit == 3 && (failed = (pHSprite->statnum != kStatThing || pXHSprite == NULL || pXHSprite->locked)) == false) { // check also for damage resistance (all possible damages missile can use) for (int i = 0; i < kDmgMax; i++) { if (gMissileInfoExtra[curWeapon - kMissileBase].dmgType[i] && (failed = nnExtIsImmune(pHSprite, i)) == false) break; } } if (failed) { if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeSearchW); else aiGenDudeNewState(actor, &genDudeSearchL); return; } break; } } break; } } } aiSetTarget(actor, actor->GetTarget()); switch (state) { case 1: aiGenDudeNewState(actor, &genDudeFireW); pXSprite->aiState->nextState = &genDudeFireW; break; case 2: aiGenDudeNewState(actor, &genDudeFireD); pXSprite->aiState->nextState = &genDudeFireD; break; default: aiGenDudeNewState(actor, &genDudeFireL); pXSprite->aiState->nextState = &genDudeFireL; break; } } else { if (seqGetID(3, pSprite->extra) == pXSprite->data2 + ((state < 3) ? 8 : 6)) { if (state == 1) pXSprite->aiState->nextState = &genDudeChaseW; else if (state == 2) pXSprite->aiState->nextState = &genDudeChaseD; else pXSprite->aiState->nextState = &genDudeChaseL; } else if (state == 1 && pXSprite->aiState != &genDudeChaseW && pXSprite->aiState != &genDudeFireW) { aiGenDudeNewState(actor, &genDudeChaseW); pXSprite->aiState->nextState = &genDudeFireW; } else if (state == 2 && pXSprite->aiState != &genDudeChaseD && pXSprite->aiState != &genDudeFireD) { aiGenDudeNewState(actor, &genDudeChaseD); pXSprite->aiState->nextState = &genDudeFireD; } else if (pXSprite->aiState != &genDudeChaseL && pXSprite->aiState != &genDudeFireL) { aiGenDudeNewState(actor, &genDudeChaseL); pXSprite->aiState->nextState = &genDudeFireL; } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int checkAttackState(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (dudeIsPlayingSeq(actor, 14) || spriteIsUnderwater(actor,false)) { if ( !dudeIsPlayingSeq(actor, 14) || spriteIsUnderwater(actor,false)) { if (spriteIsUnderwater(actor,false)) { return 1; //water } } else { return 2; //duck } } else { return 3; //land } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static int getGenDudeMoveSpeed(DBloodActor *actor,int which, bool mul, bool shift) { auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); 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) { if (pXSprite->busyTime > 0) speed += (step * pXSprite->busyTime); } if (shift) speed *= 4 >> 4; if (speed > maxSpeed) speed = maxSpeed; return speed; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void aiGenDudeMoveForward(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); int maxTurn = pDudeInfo->angSpeed * 4 >> 4; if (pExtra->canFly) { int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > 341) return; if (actor->GetTarget() == nullptr) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) return; int nCos = Cos(pSprite->ang); int nSin = Sin(pSprite->ang); int vx = actor->xvel(); int vy = actor->yvel(); int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 1; actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30); } else { 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 (abs(dang) > kAng60) return; int sin = Sin(pSprite->ang); int cos = Cos(pSprite->ang); int frontSpeed = actor->genDudeExtra().moveSpeed; actor->xvel() += MulScale(cos, frontSpeed, 30); actor->yvel() += MulScale(sin, frontSpeed, 30); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void aiGenDudeChooseDirection(DBloodActor* actor, int a3, int xvel, int yvel) { auto const pXSprite = &actor->x(); auto const pSprite = &actor->s(); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } // TO-DO: Take in account if sprite is flip-x, so enemy select correct angle int vc = ((a3 + 1024 - pSprite->ang) & 2047) - 1024; int t1 = DMulScale(xvel, Cos(pSprite->ang), yvel, Sin(pSprite->ang), 30); int vsi = ((t1 * 15) >> 12) / 2; int v8 = (vc >= 0) ? 341 : -341; if (CanMove(actor, actor->GetTarget(), pSprite->ang + vc, vsi)) pXSprite->goalAng = pSprite->ang + vc; else if (CanMove(actor, actor->GetTarget(), pSprite->ang + vc / 2, vsi)) pXSprite->goalAng = pSprite->ang + vc / 2; else if (CanMove(actor, actor->GetTarget(), pSprite->ang - vc / 2, vsi)) pXSprite->goalAng = pSprite->ang - vc / 2; else if (CanMove(actor, actor->GetTarget(), pSprite->ang + v8, vsi)) pXSprite->goalAng = pSprite->ang + v8; else if (CanMove(actor, actor->GetTarget(), pSprite->ang, vsi)) pXSprite->goalAng = pSprite->ang; else if (CanMove(actor, actor->GetTarget(), pSprite->ang - v8, vsi)) pXSprite->goalAng = pSprite->ang - v8; else pXSprite->goalAng = pSprite->ang + 341; pXSprite->dodgeDir = (Chance(0x8000)) ? 1 : -1; if (!CanMove(actor, actor->GetTarget(), pSprite->ang + pXSprite->dodgeDir * 512, 512)) { pXSprite->dodgeDir = -pXSprite->dodgeDir; if (!CanMove(actor, actor->GetTarget(), pSprite->ang + pXSprite->dodgeDir * 512, 512)) pXSprite->dodgeDir = 0; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState) { if (!actor->hasX()) { return; } auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); // redirect dudes which cannot walk to non-walk states if (!actor->genDudeExtra().canWalk) { if (pAIState == &genDudeDodgeL || pAIState == &genDudeDodgeShortL || pAIState == &genDudeDodgeShorterL) pAIState = &genDudeRecoilL; else if (pAIState == &genDudeDodgeD || pAIState == &genDudeDodgeShortD || pAIState == &genDudeDodgeShorterD) pAIState = &genDudeRecoilD; else if (pAIState == &genDudeDodgeW || pAIState == &genDudeDodgeShortW || pAIState == &genDudeDodgeShorterW) pAIState = &genDudeRecoilW; else if (pAIState == &genDudeSearchL || pAIState == &genDudeSearchShortL) pAIState = &genDudeSearchNoWalkL; else if (pAIState == &genDudeSearchW || pAIState == &genDudeSearchShortW) pAIState = &genDudeSearchNoWalkW; else if (pAIState == &genDudeGotoL) pAIState = &genDudeIdleL; else if (pAIState == &genDudeGotoW) pAIState = &genDudeIdleW; else if (pAIState == &genDudeChaseL) pAIState = &genDudeChaseNoWalkL; else if (pAIState == &genDudeChaseD) pAIState = &genDudeChaseNoWalkD; else if (pAIState == &genDudeChaseW) pAIState = &genDudeChaseNoWalkW; else if (pAIState == &genDudeRecoilTesla) { if (spriteIsUnderwater(actor, false)) pAIState = &genDudeRecoilW; else pAIState = &genDudeRecoilL; } } if (!actor->genDudeExtra().canRecoil) { if (pAIState == &genDudeRecoilL || pAIState == &genDudeRecoilD) pAIState = &genDudeIdleL; else if (pAIState == &genDudeRecoilW) pAIState = &genDudeIdleW; } pXSprite->stateTimer = pAIState->stateTicks; pXSprite->aiState = pAIState; int stateSeq = pXSprite->data2 + pAIState->seqId; if (pAIState->seqId >= 0 && getSequence(stateSeq)) { seqSpawn(stateSeq, 3, pSprite->extra, pAIState->funcId); } if (pAIState->enterFunc) pAIState->enterFunc(actor); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool playGenDudeSound(DBloodActor* actor, int mode) { auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); if (mode < kGenDudeSndTargetSpot || mode >= kGenDudeSndMax) return false; const GENDUDESND* sndInfo = &gCustomDudeSnd[mode]; bool gotSnd = false; short sndStartId = pXSprite->sysData1; int rand = sndInfo->randomRange; int sndId = (sndStartId <= 0) ? sndInfo->defaultSndId : sndStartId + sndInfo->sndIdOffset; GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); // let's check if there same sounds already played by other dudes // so we won't get a lot of annoying screams in the same time and ensure sound played in it's full length (if not interruptable) if (pExtra->sndPlaying && !sndInfo->interruptable) { #if 0 for (int i = 0; i < 256; i++) { if (Bonkle[i].atc <= 0) continue; for (int a = 0; a < rand; a++) { if (sndId + a == Bonkle[i].atc) { if (Bonkle[i].at0 <= 0) { pExtra->sndPlaying = false; break; } return true; } } } #endif pExtra->sndPlaying = false; } if (sndId < 0) return false; else if (sndStartId <= 0) { sndId += Random(rand); gotSnd = true; } else { // Let's try to get random snd int maxRetries = 5; while (maxRetries-- > 0) { int random = Random(rand); if (!soundEngine->FindSoundByResID(sndId + random)) continue; sndId = sndId + random; gotSnd = true; break; } // If no success in getting random snd, get first existing one if (gotSnd == false) { int maxSndId = sndId + rand; while (sndId++ < maxSndId) { if (!soundEngine->FindSoundByResID(sndId)) continue; gotSnd = true; break; } } } if (gotSnd == false) return false; else if (sndInfo->aiPlaySound) aiPlay3DSound(actor, sndId, AI_SFX_PRIORITY_2, -1); else sfxPlay3DSound(actor, sndId, -1, 0); pExtra->sndPlaying = true; return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool spriteIsUnderwater(DBloodActor* actor, bool oldWay) { auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); return ((sector[pSprite->sectnum].extra >= 0 && xsector[sector[pSprite->sectnum].extra].Underwater) || (oldWay && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))); } DBloodActor* leechIsDropped(DBloodActor* actor) { return actor->genDudeExtra().pLifeLeech; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void removeDudeStuff(DBloodActor* actor) { auto pSprite = &actor->s(); BloodStatIterator it(kStatThing); while (auto actor2 = it.Next()) { if ( actor2->GetOwner() != actor) continue; auto pSprite2 = &actor2->s(); switch (pSprite2->type) { case kThingArmedProxBomb: case kThingArmedRemoteBomb: case kModernThingTNTProx: pSprite2->type = kSpriteDecoration; actPostSprite(actor2, kStatFree); break; case kModernThingEnemyLifeLeech: killDudeLeech(actor2); break; } } it.Reset(kStatDude); while (auto actor2 = it.Next()) { if (actor2->GetOwner() != actor) continue; actDamageSprite(actor2->GetOwner(), actor2, kDamageFall, 65535); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void removeLeech(DBloodActor* actLeech, bool delSprite) { if (actLeech != NULL) { auto const pLeech = &actLeech->s(); auto effectactor = gFX.fxSpawnActor((FX_ID)52, pLeech->sectnum, pLeech->x, pLeech->y, pLeech->z, pLeech->ang); if (effectactor != NULL) { spritetype* pEffect = &effectactor->s(); pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING; pEffect->pal = 6; int repeat = 64 + Random(50); pEffect->xrepeat = repeat; pEffect->yrepeat = repeat; } sfxPlay3DSoundCP(pLeech, 490, -1, 0,60000); if (actLeech->GetOwner()) actLeech->GetOwner()->genDudeExtra().pLifeLeech = nullptr; if (delSprite) { pLeech->type = kSpriteDecoration; actPostSprite(pLeech->index, kStatFree); } } } void killDudeLeech(DBloodActor* actLeech) { if (actLeech != NULL) { actDamageSprite(actLeech->GetOwner(), actLeech, kDamageExplode, 65535); sfxPlay3DSoundCP(actLeech, 522, -1, 0, 60000); if (actLeech->GetOwner() != nullptr) actLeech->GetOwner()->genDudeExtra().pLifeLeech = nullptr; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- DBloodActor* getNextIncarnation(DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) { if (rxBucket[i].type != OBJ_SPRITE) continue; auto rxactor = rxBucket[i].GetActor(); if (actor != rxactor && rxactor->s().statnum == kStatInactive) return rxactor; } return nullptr; } bool dudeIsMelee(DBloodActor* actor) { return actor->genDudeExtra().isMelee; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void scaleDamage(DBloodActor* actor) { auto const pXSprite = &actor->x(); short curWeapon = actor->genDudeExtra().curWeapon; short weaponType = actor->genDudeExtra().weaponType; signed short* curScale = actor->genDudeExtra().dmgControl; for (int i = 0; i < kDmgMax; i++) curScale[i] = getDudeInfo(kDudeModernCustom)->startDamage[i]; switch (weaponType) { // just copy damage resistance of dude that should be summoned case kGenDudeWeaponSummon: for (int i = 0; i < kDmgMax; i++) curScale[i] = getDudeInfo(curWeapon)->startDamage[i]; break; // these does not like the explosions and burning case kGenDudeWeaponKamikaze: curScale[kDmgBurn] = curScale[kDmgExplode] = curScale[kDmgElectric] = 1024; break; case kGenDudeWeaponMissile: case kGenDudeWeaponThrow: switch (curWeapon) { case kMissileButcherKnife: curScale[kDmgBullet] = 100; [[fallthrough]]; case kMissileEctoSkull: curScale[kDmgSpirit] = 32; break; case kMissileLifeLeechAltNormal: case kMissileLifeLeechAltSmall: case kMissileArcGargoyle: curScale[kDmgSpirit] -= 32; curScale[kDmgElectric] = 52; break; case kMissileFlareRegular: case kMissileFlareAlt: case kMissileFlameSpray: case kMissileFlameHound: case kThingArmedSpray: case kThingPodFireBall: case kThingNapalmBall: curScale[kDmgBurn] = 32; break; case kMissileLifeLeechRegular: curScale[kDmgBurn] = 60 + Random(4); [[fallthrough]]; case kThingDroppedLifeLeech: case kModernThingEnemyLifeLeech: curScale[kDmgSpirit] = 32 + Random(18); break; case kMissileFireball: case kMissileFireballNapalm: case kMissileFireballCerberus: case kMissileFireballTchernobog: curScale[kDmgBurn] = 50; curScale[kDmgExplode] -= 32; curScale[kDmgFall] = 65 + Random(15); break; case kThingTNTBarrel: case kThingArmedProxBomb: case kThingArmedRemoteBomb: case kThingArmedTNTBundle: case kThingArmedTNTStick: case kModernThingTNTProx: curScale[kDmgBurn] -= 32; curScale[kDmgExplode] -= 32; curScale[kDmgFall] = 65 + Random(15); break; case kMissileTeslaAlt: case kMissileTeslaRegular: curScale[kDmgElectric] = 32 + Random(8); break; } break; } // add resistance if have an armor item to drop if (pXSprite->dropMsg >= kItemArmorAsbest && pXSprite->dropMsg <= kItemArmorSuper) { switch (pXSprite->dropMsg) { case kItemArmorAsbest: curScale[kDmgBurn] = 0; curScale[kDmgExplode] -= 30; break; case kItemArmorBasic: curScale[kDmgBurn] -= 15; curScale[kDmgExplode] -= 15; curScale[kDmgBullet] -= 15; curScale[kDmgSpirit] -= 15; break; case kItemArmorBody: curScale[kDmgBullet] -= 30; break; case kItemArmorFire: curScale[kDmgBurn] -= 30; curScale[kDmgExplode] -= 30; break; case kItemArmorSpirit: curScale[kDmgSpirit] -= 30; break; case kItemArmorSuper: curScale[kDmgBurn] -= 60; curScale[kDmgExplode] -= 60; curScale[kDmgBullet] -= 60; curScale[kDmgSpirit] -= 60; break; } } // take in account yrepeat of sprite short yrepeat = sprite[pXSprite->reference].yrepeat; if (yrepeat < 64) { for (int i = 0; i < kDmgMax; i++) curScale[i] += (64 - yrepeat); } else if (yrepeat > 64) { for (int i = 0; i < kDmgMax; i++) curScale[i] -= ((yrepeat - 64) >> 2); } // take surface type into account int surfType = tileGetSurfType(sprite[pXSprite->reference].index + 0xc000); switch (surfType) { case 1: // stone curScale[kDmgFall] = 0; curScale[kDmgBullet] -= 200; curScale[kDmgBurn] -= 100; curScale[kDmgExplode] -= 80; curScale[kDmgChoke] += 30; curScale[kDmgElectric] += 20; break; case 2: // metal curScale[kDmgFall] = 16; curScale[kDmgBullet] -= 128; curScale[kDmgBurn] -= 90; curScale[kDmgExplode] -= 55; curScale[kDmgChoke] += 20; curScale[kDmgElectric] += 30; break; case 3: // wood curScale[kDmgBullet] -= 10; curScale[kDmgBurn] += 50; curScale[kDmgExplode] += 40; curScale[kDmgChoke] += 10; curScale[kDmgElectric] -= 60; break; case 5: // water case 6: // dirt case 7: // clay case 13: // goo curScale[kDmgFall] = 8; curScale[kDmgBullet] -= 20; curScale[kDmgBurn] -= 200; curScale[kDmgExplode] -= 60; curScale[kDmgChoke] = 0; curScale[kDmgElectric] += 40; break; case 8: // snow case 9: // ice curScale[kDmgFall] = 8; curScale[kDmgBullet] -= 20; curScale[kDmgBurn] -= 100; curScale[kDmgExplode] -= 50; curScale[kDmgChoke] = 0; curScale[kDmgElectric] += 40; break; case 10: // leaves case 12: // plant curScale[kDmgFall] = 0; curScale[kDmgBullet] -= 10; curScale[kDmgBurn] += 70; curScale[kDmgExplode] += 50; break; case 11: // cloth curScale[kDmgFall] = 8; curScale[kDmgBullet] -= 10; curScale[kDmgBurn] += 30; curScale[kDmgExplode] += 20; break; case 14: // lava curScale[kDmgBurn] = 0; curScale[kDmgExplode] = 0; curScale[kDmgChoke] += 30; break; } // finally, scale dmg for difficulty for (int i = 0; i < kDmgMax; i++) curScale[i] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], ClipLow(curScale[i], 1), 8); //short* dc = curScale; //if (pXSprite->rxID == 788) //viewSetSystemMessage("0: %d, 1: %d, 2: %d, 3: %d, 4: %d, 5: %d, 6: %d", dc[0], dc[1], dc[2], dc[3], dc[4], dc[5], dc[6]); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static int getDispersionModifier(DBloodActor* actor, int minDisp, int maxDisp) { auto const pXSprite = &actor->x(); // the faster fire rate, the less frames = more dispersion Seq* pSeq = getSequence(pXSprite->data2 + 6); int disp = 1; if (pSeq != nullptr) { int nFrames = pSeq->nFrames; int ticks = pSeq->ticksPerFrame; int shots = 0; for (int i = 0; i <= pSeq->nFrames; i++) { if (pSeq->frames[i].trigger) shots++; } disp = (((shots * 1000) / nFrames) / ticks) * 20; if (gGameOptions.nDifficulty > 0) disp /= gGameOptions.nDifficulty; //viewSetSystemMessage("DISP: %d FRAMES: %d SHOTS: %d TICKS %d", disp, nFrames, shots, ticks); } return ClipRange(disp, minDisp, maxDisp); } //--------------------------------------------------------------------------- // // the distance counts from sprite size // //--------------------------------------------------------------------------- static int getRangeAttackDist(DBloodActor* actor, int minDist, int maxDist) { auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); short yrepeat = pSprite->yrepeat; int dist = 0; int seqId = pXSprite->data2; int mul = 550; int picnum = pSprite->picnum; if (yrepeat > 0) { if (seqId >= 0) { Seq* pSeq = getSequence(seqId); if (pSeq) { picnum = seqGetTile(&pSeq->frames[0]); } } dist = tileHeight(picnum) << 8; if (yrepeat < 64) dist -= (64 - yrepeat) * mul; else if (yrepeat > 64) dist += (yrepeat - 64) * (mul / 3); } dist = ClipRange(dist, minDist, maxDist); //viewSetSystemMessage("DIST: %d, SPRHEIGHT: %d: YREPEAT: %d PIC: %d", dist, tileHeight(pSprite->picnum), yrepeat, picnum); return dist; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int getBaseChanceModifier(int baseChance) { return ((gGameOptions.nDifficulty > 0) ? baseChance - (0x0500 * gGameOptions.nDifficulty) : baseChance); } int getRecoilChance(DBloodActor* actor) { auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); int mass = getSpriteMassBySize(pSprite); int baseChance = (!dudeIsMelee(actor) ? 0x8000 : 0x4000); baseChance = getBaseChanceModifier(baseChance) + pXSprite->data3; int chance = ((baseChance / mass) << 7); return chance; } int getDodgeChance(DBloodActor* actor) { auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); int mass = getSpriteMassBySize(pSprite); int baseChance = (!dudeIsMelee(actor) ? 0x6000 : 0x1000); baseChance = getBaseChanceModifier(baseChance) + pXSprite->data3; int chance = ((baseChance / mass) << 7); return chance; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void dudeLeechOperate(DBloodActor* actor, const EVENT& event) { auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); if (event.cmd == kCmdOff) { actPostSprite(pSprite->index, kStatFree); return; } auto actTarget = actor->GetTarget(); if (actTarget != nullptr && actTarget != actor->GetOwner()) { spritetype* pTarget = &actTarget->s(); if (pTarget->statnum == kStatDude && !(pTarget->flags & 32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites && !pXSprite->stateTimer) { if (IsPlayerSprite(pTarget)) { PLAYER* pPlayer = &gPlayer[pTarget->type - kDudePlayer1]; if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) return; } int top, bottom; GetActorExtents(actor, &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 += (actTarget->xvel() * t) >> 12; y += (actTarget->yvel() * t) >> 12; int angBak = pSprite->ang; pSprite->ang = getangle(x - pSprite->x, y - pSprite->y); int dx = CosScale16(pSprite->ang); int dy = SinScale16(pSprite->ang); int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4; int dz = DivScale(tz - top - 256, nDist, 10); int nMissileType = kMissileLifeLeechAltNormal + (pXSprite->data3 ? 1 : 0); int t2; if (!pXSprite->data3) t2 = 120 / 10; else t2 = (3 * 120) / 10; auto missile = actFireMissile(actor, 0, z1, dx, dy, dz, nMissileType); if (missile) { missile->SetOwner(actor); pXSprite->stateTimer = 1; evPostActor(actor, t2, kCallbackLeechStateTimer); pXSprite->data3 = ClipLow(pXSprite->data3 - 1, 0); } pSprite->ang = angBak; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool doExplosion(DBloodActor* actor, int nType) { auto const pSprite = &actor->s(); auto actExplosion = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, kStatExplosion, true); auto const pExplosion = &actExplosion->s(); auto const pXExplosion = &actExplosion->x(); if (pExplosion->extra < 0 || pExplosion->extra >= kMaxXSprites) return false; int nSeq = 4; int nSnd = 304; const EXPLOSION* pExpl = &explodeInfo[nType]; pExplosion->type = nType; pExplosion->cstat |= CSTAT_SPRITE_INVISIBLE; pExplosion->owner = pSprite->index; pExplosion->shade = -127; pExplosion->yrepeat = pExplosion->xrepeat = pExpl->repeat; pXExplosion->data1 = pExpl->ticks; pXExplosion->data2 = pExpl->quakeEffect; pXExplosion->data3 = pExpl->flashEffect; if (nType == 0) { nSeq = 3; nSnd = 303; } else if (nType == 2) { nSeq = 4; nSnd = 305; } else if (nType == 3) { nSeq = 9; nSnd = 307; } else if (nType == 4) { nSeq = 5; nSnd = 307; } else if (nType <= 6) { nSeq = 4; nSnd = 303; } else if (nType == 7) { nSeq = 4; nSnd = 303; } seqSpawn(nSeq, 3, pExplosion->extra, -1); sfxPlay3DSound(actExplosion, nSnd, -1, 0); return true; } //--------------------------------------------------------------------------- // // this function allows to spawn new custom dude and inherit spawner settings, // so custom dude can have different weapons, hp and so on... // //--------------------------------------------------------------------------- DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist) { spritetype* pSprite = &actor->s(); spritetype* pSource = &source->s(); auto pXSource = &source->x(); auto spawned = actSpawnSprite(actor, kStatDude); spritetype* pDude = &spawned->s(); XSPRITE* pXDude = &spawned->x(); int x, y, z = pSprite->z, nAngle = pSprite->ang, nType = kDudeModernCustom; if (nDist > 0) { x = pSprite->x + mulscale30r(Cos(nAngle), nDist); y = pSprite->y + mulscale30r(Sin(nAngle), nDist); } else { x = pSprite->x; y = pSprite->y; } pDude->type = nType; pDude->ang = nAngle; vec3_t pos = { x, y, z }; setsprite(pDude->index, &pos); pDude->cstat |= 0x1101; pDude->clipdist = dudeInfo[nType - kDudeBase].clipdist; // inherit weapon, seq and sound settings. pXDude->data1 = pXSource->data1; pXDude->data2 = pXSource->data2; pXDude->sysData1 = pXSource->data3; // move sndStartId from data3 to sysData1 pXDude->data3 = 0; // spawn seq seqSpawn(genDudeSeqStartId(spawned), 3, pDude->extra, -1); // inherit movement speed. pXDude->busyTime = pXSource->busyTime; // inherit clipdist? if (pSource->clipdist > 0) pDude->clipdist = pSource->clipdist; // inherit custom hp settings if (pXSource->data4 <= 0) pXDude->health = dudeInfo[nType - kDudeBase].startHealth << 4; else pXDude->health = ClipRange(pXSource->data4 << 4, 1, 65535); if (pSource->flags & kModernTypeFlag1) { switch (pSource->type) { case kModernCustomDudeSpawn: //inherit pal? if (pDude->pal <= 0) pDude->pal = pSource->pal; // inherit spawn sprite trigger settings, so designer can count monsters. pXDude->txID = pXSource->txID; pXDude->command = pXSource->command; pXDude->triggerOn = pXSource->triggerOn; pXDude->triggerOff = pXSource->triggerOff; // inherit drop items pXDude->dropMsg = pXSource->dropMsg; // inherit required key so it can be dropped pXDude->key = pXSource->key; // inherit dude flags pXDude->dudeDeaf = pXSource->dudeDeaf; pXDude->dudeGuard = pXSource->dudeGuard; pXDude->dudeAmbush = pXSource->dudeAmbush; pXDude->dudeFlag4 = pXSource->dudeFlag4; pXDude->unused1 = pXSource->unused1; break; } } // inherit sprite size (useful for seqs with zero repeats) if (pSource->flags & kModernTypeFlag2) { pDude->xrepeat = pSource->xrepeat; pDude->yrepeat = pSource->yrepeat; } gKillMgr.AddNewKill(1); aiInitSprite(spawned); return spawned; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void genDudeTransform(DBloodActor* actor) { if (!actor->hasX()) return; auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); auto actIncarnation = getNextIncarnation(actor); if (actIncarnation == NULL) { if (pXSprite->sysData1 == kGenDudeTransformStatus) pXSprite->sysData1 = 0; trTriggerSprite(pSprite->index, pXSprite, kCmdOff); return; } auto pXIncarnation = &actIncarnation->x(); spritetype* pIncarnation = &actIncarnation->s(); pXSprite->key = pXSprite->dropMsg = pXSprite->locked = 0; // save incarnation's going on and off options bool triggerOn = pXIncarnation->triggerOn; bool triggerOff = pXIncarnation->triggerOff; // then remove it from incarnation so it will not send the commands pXIncarnation->triggerOn = false; pXIncarnation->triggerOff = false; // trigger dude death before transform trTriggerSprite(pSprite->index, pXSprite, kCmdOff); pSprite->type = pSprite->inittype = pIncarnation->type; pSprite->flags = pIncarnation->flags; pSprite->pal = pIncarnation->pal; pSprite->shade = pIncarnation->shade; pSprite->clipdist = pIncarnation->clipdist; pSprite->xrepeat = pIncarnation->xrepeat; pSprite->yrepeat = pIncarnation->yrepeat; pXSprite->txID = pXIncarnation->txID; pXSprite->command = pXIncarnation->command; pXSprite->triggerOn = triggerOn; pXSprite->triggerOff = triggerOff; pXSprite->busyTime = pXIncarnation->busyTime; pXSprite->waitTime = pXIncarnation->waitTime; // inherit respawn properties pXSprite->respawn = pXIncarnation->respawn; pXSprite->respawnPending = pXIncarnation->respawnPending; pXSprite->burnTime = 0; pXSprite->burnSource = -1; pXSprite->data1 = pXIncarnation->data1; pXSprite->data2 = pXIncarnation->data2; pXSprite->sysData1 = pXIncarnation->data3; // soundBase id pXSprite->sysData2 = pXIncarnation->data4; // start hp pXSprite->dudeGuard = pXIncarnation->dudeGuard; pXSprite->dudeDeaf = pXIncarnation->dudeDeaf; pXSprite->dudeAmbush = pXIncarnation->dudeAmbush; pXSprite->dudeFlag4 = pXIncarnation->dudeFlag4; pXSprite->unused1 = pXIncarnation->unused1; pXSprite->dropMsg = pXIncarnation->dropMsg; pXSprite->key = pXIncarnation->key; pXSprite->locked = pXIncarnation->locked; pXSprite->Decoupled = pXIncarnation->Decoupled; // clear drop items of the incarnation pXIncarnation->key = pXIncarnation->dropMsg = 0; // set hp if (pXSprite->sysData2 <= 0) pXSprite->health = dudeInfo[pSprite->type - kDudeBase].startHealth << 4; else pXSprite->health = ClipRange(pXSprite->sysData2 << 4, 1, 65535); int seqId = dudeInfo[pSprite->type - kDudeBase].seqStartID; switch (pSprite->type) { case kDudePodMother: // fake dude case kDudeTentacleMother: // fake dude break; case kDudeModernCustom: case kDudeModernCustomBurning: seqId = genDudeSeqStartId(actor); genDudePrepare(actor, kGenDudePropertyMass); [[fallthrough]]; // go below default: seqSpawn(seqId, 3, pSprite->extra, -1); // save target auto target = actor->GetTarget(); // re-init sprite aiInitSprite(actor); // try to restore target if (target == nullptr) aiSetTarget(actor, pSprite->x, pSprite->y, pSprite->z); else aiSetTarget(actor, target); // finally activate it aiActivateDude(actor); break; } pXIncarnation->triggerOn = triggerOn; pXIncarnation->triggerOff = triggerOff; /*// remove the incarnation in case if non-locked if (pXIncarnation->locked == 0) { pXIncarnation->txID = pIncarnation->type = 0; actPostSprite(pIncarnation->index, kStatFree); // or restore triggerOn and off options } else { pXIncarnation->triggerOn = triggerOn; pXIncarnation->triggerOff = triggerOff; }*/ } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void updateTargetOfLeech(DBloodActor* actor) { if (!actor->hasX()) return; auto const pSprite = &actor->s(); auto actLeech = leechIsDropped(actor); if (actLeech == NULL || !actLeech->hasX()) actor->genDudeExtra().pLifeLeech = nullptr; else { XSPRITE* pXDude = &actor->x(); if (actor->GetTarget() != actLeech->GetTarget()) { if (actor->GetTarget() == nullptr && actLeech->GetTarget() != nullptr) { aiSetTarget(actor, actLeech->GetTarget()); if (inIdle(pXDude->aiState)) aiActivateDude(actor); } else { actLeech->SetTarget(actor->GetTarget()); } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void updateTargetOfSlaves(DBloodActor* actor) { if (!actor->hasX()) return; auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); auto slave = pExtra->slave; auto actTarget = actor->GetTarget(); if (!actTarget || !actTarget->IsDudeActor() || !actTarget->hasX() || actTarget->x().health <= 0) actTarget = nullptr; for (int i = 0; i <= gGameOptions.nDifficulty; i++) { if (slave[i] != nullptr) { if (!slave[i]->IsDudeActor() || !slave[i]->hasX() || slave[i]->x().health <= 0) { slave[i]->SetOwner(nullptr); slave[i] = nullptr; continue; } if (actTarget != nullptr) { if (actTarget != slave[i]->GetTarget()) aiSetTarget(slave[i], actTarget); // check if slave have proper target if (slave[i]->GetTarget() == nullptr || slave[i]->GetTarget()->GetOwner() == actor) aiSetTarget(slave[i], pSprite->x, pSprite->y, pSprite->z); } else { aiSetTarget(slave[i], pSprite->x, pSprite->y, pSprite->z); // try return to master } } } // compact the array after processing. int writeindex = 0; for (int i = 0; i <= gGameOptions.nDifficulty; i++) { if (slave[i] != nullptr) { slave[writeindex++] = slave[i]; } } pExtra->slaveCount = writeindex; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- short inDodge(AISTATE* aiState) { if (aiState == &genDudeDodgeL) return 1; else if (aiState == &genDudeDodgeD) return 2; else if (aiState == &genDudeDodgeW) return 3; else if (aiState == &genDudeDodgeShortL) return 4; else if (aiState == &genDudeDodgeShortD) return 5; else if (aiState == &genDudeDodgeShortW) return 6; else if (aiState == &genDudeDodgeShorterL) return 7; else if (aiState == &genDudeDodgeShorterD) return 8; else if (aiState == &genDudeDodgeShorterW) return 9; return 0; } bool inIdle(AISTATE* aiState) { return (aiState == &genDudeIdleW || aiState == &genDudeIdleL); } bool inAttack(AISTATE* aiState) { return (aiState == &genDudeFireL || aiState == &genDudeFireW || aiState == &genDudeFireD || aiState == &genDudeThrow || aiState == &genDudeThrow2 || aiState == &genDudePunch); } short inSearch(AISTATE* aiState) { if (aiState->stateType == kAiStateSearch) return 1; return 0; } short inChase(AISTATE* aiState) { if (aiState == &genDudeChaseL) return 1; else if (aiState == &genDudeChaseD) return 2; else if (aiState == &genDudeChaseW) return 3; else if (aiState == &genDudeChaseNoWalkL) return 4; else if (aiState == &genDudeChaseNoWalkD) return 5; else if (aiState == &genDudeChaseNoWalkW) return 6; else return 0; } short inRecoil(AISTATE* aiState) { if (aiState == &genDudeRecoilL || aiState == &genDudeRecoilTesla) return 1; else if (aiState == &genDudeRecoilD) return 2; else if (aiState == &genDudeRecoilW) return 3; else return 0; } short inDuck(AISTATE* aiState) { if (aiState == &genDudeFireD) return 1; else if (aiState == &genDudeChaseD) return 2; else if (aiState == &genDudeChaseNoWalkD) return 3; else if (aiState == &genDudeRecoilD) return 4; else if (aiState == &genDudeDodgeShortD) return 5; return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool canSwim(DBloodActor* actor) { return actor->genDudeExtra().canSwim; } bool canDuck(DBloodActor* actor) { return actor->genDudeExtra().canDuck; } bool canWalk(DBloodActor* actor) { return actor->genDudeExtra().canWalk; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int genDudeSeqStartId(DBloodActor* actor) { if (genDudePrepare(actor, kGenDudePropertyStates)) return actor->x().data2; else return kGenDudeDefaultSeq; } bool genDudePrepare(DBloodActor* actor, int propId) { if (!actor || !actor->hasX()) return false; auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); if (pSprite->type != kDudeModernCustom) { Printf(PRINT_HIGH, "pSprite->type != kDudeModernCustom"); return false; } else if (propId < kGenDudePropertyAll || propId >= kGenDudePropertyMax) { viewSetSystemMessage("Unknown custom dude #%d property (%d)", pSprite->index, propId); return false; } GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); pExtra->updReq[propId] = false; switch (propId) { case kGenDudePropertyAll: case kGenDudePropertyInitVals: pExtra->moveSpeed = getGenDudeMoveSpeed(actor, 0, true, false); pExtra->initVals[0] = pSprite->xrepeat; pExtra->initVals[1] = pSprite->yrepeat; pExtra->initVals[2] = pSprite->clipdist; if (propId) break; [[fallthrough]]; case kGenDudePropertyWeapon: { pExtra->curWeapon = pXSprite->data1; switch (pXSprite->data1) { case VECTOR_TYPE_19: pExtra->curWeapon = kVectorBullet; break; case kMissileUnused: pExtra->curWeapon = kMissileArcGargoyle; break; case kThingDroppedLifeLeech: pExtra->curWeapon = kModernThingEnemyLifeLeech; break; } pExtra->canAttack = false; if (pExtra->curWeapon > 0 && getSequence(pXSprite->data2 + kGenDudeSeqAttackNormalL)) pExtra->canAttack = true; pExtra->weaponType = kGenDudeWeaponNone; if (pExtra->curWeapon > 0 && pExtra->curWeapon < kVectorMax) pExtra->weaponType = kGenDudeWeaponHitscan; else if (pExtra->curWeapon >= kDudeBase && pExtra->curWeapon < kDudeMax) pExtra->weaponType = kGenDudeWeaponSummon; else if (pExtra->curWeapon >= kMissileBase && pExtra->curWeapon < kMissileMax) pExtra->weaponType = kGenDudeWeaponMissile; else if (pExtra->curWeapon >= kThingBase && pExtra->curWeapon < kThingMax) pExtra->weaponType = kGenDudeWeaponThrow; else if (pExtra->curWeapon >= kTrapExploder && pExtra->curWeapon < (kTrapExploder + kExplodeMax) - 1) pExtra->weaponType = kGenDudeWeaponKamikaze; pExtra->isMelee = false; if (pExtra->weaponType == kGenDudeWeaponKamikaze) pExtra->isMelee = true; else if (pExtra->weaponType == kGenDudeWeaponHitscan) { if (gVectorData[pExtra->curWeapon].maxDist > 0 && gVectorData[pExtra->curWeapon].maxDist <= kGenDudeMaxMeleeDist) pExtra->isMelee = true; } if (propId) break; [[fallthrough]]; } case kGenDudePropertyDmgScale: scaleDamage(actor); if (propId) break; [[fallthrough]]; case kGenDudePropertyMass: { // to ensure mass gets updated, let's clear all cache SPRITEMASS* pMass = &actor->spriteMass; pMass->seqId = pMass->picnum = pMass->xrepeat = pMass->yrepeat = pMass->clipdist = 0; pMass->mass = pMass->airVel = pMass->fraction = 0; getSpriteMassBySize(pSprite); if (propId) break; [[fallthrough]]; } case kGenDudePropertyAttack: pExtra->fireDist = getRangeAttackDist(actor, 3000, 45000); pExtra->throwDist = pExtra->fireDist; // temp pExtra->baseDispersion = getDispersionModifier(actor, 200, 3500); if (propId) break; [[fallthrough]]; case kGenDudePropertyStates: { pExtra->canFly = false; // check the animation int seqStartId = -1; if (pXSprite->data2 <= 0) seqStartId = pXSprite->data2 = getDudeInfo(pSprite->type)->seqStartID; else seqStartId = pXSprite->data2; for (int i = seqStartId; i < seqStartId + kGenDudeSeqMax; i++) { switch (i - seqStartId) { case kGenDudeSeqIdleL: case kGenDudeSeqDeathDefault: case kGenDudeSeqAttackNormalL: case kGenDudeSeqAttackThrow: case kGenDudeSeqAttackPunch: { Seq* pSeq = getSequence(i); if (!pSeq) { pXSprite->data2 = getDudeInfo(pSprite->type)->seqStartID; viewSetSystemMessage("No SEQ animation id %d found for custom dude #%d!", i, pSprite->index); viewSetSystemMessage("SEQ base id: %d", seqStartId); } else if ((i - seqStartId) == kGenDudeSeqAttackPunch) { pExtra->forcePunch = true; // required for those who don't have fire trigger in punch seq and for default animation for (int i = 0; i < pSeq->nFrames; i++) { if (!pSeq->frames[i].trigger) continue; pExtra->forcePunch = false; break; } } break; } case kGenDudeSeqDeathExplode: pExtra->availDeaths[kDmgExplode] = !!getSequence(i); break; case kGenDudeSeqBurning: pExtra->canBurn = !!getSequence(i); break; case kGenDudeSeqElectocuted: pExtra->canElectrocute = !!getSequence(i); break; case kGenDudeSeqRecoil: pExtra->canRecoil = !!getSequence(i); break; case kGenDudeSeqMoveL: { bool oldStatus = pExtra->canWalk; pExtra->canWalk = !!getSequence(i); if (oldStatus != pExtra->canWalk) { if (actor->GetTarget() == nullptr) { if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeIdleW); else aiGenDudeNewState(actor, &genDudeIdleL); } else if (pExtra->canWalk) { if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeChaseW); else if (inDuck(pXSprite->aiState)) aiGenDudeNewState(actor, &genDudeChaseD); else aiGenDudeNewState(actor, &genDudeChaseL); } else { if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeChaseNoWalkW); else if (inDuck(pXSprite->aiState)) aiGenDudeNewState(actor, &genDudeChaseNoWalkD); else aiGenDudeNewState(actor, &genDudeChaseNoWalkL); } } break; } case kGenDudeSeqAttackNormalDW: pExtra->canDuck = (getSequence(i) && getSequence(seqStartId + 14)); pExtra->canSwim = (getSequence(i) && getSequence(seqStartId + 13) && getSequence(seqStartId + 17)); break; case kGenDudeSeqDeathBurn1: { bool seq15 = getSequence(i); bool seq16 = getSequence(seqStartId + 16); if (seq15 && seq16) pExtra->availDeaths[kDmgBurn] = 3; else if (seq16) pExtra->availDeaths[kDmgBurn] = 2; else if (seq15) pExtra->availDeaths[kDmgBurn] = 1; else pExtra->availDeaths[kDmgBurn] = 0; break; } case kGenDudeSeqMoveW: case kGenDudeSeqMoveD: case kGenDudeSeqDeathBurn2: case kGenDudeSeqIdleW: break; case kGenDudeSeqReserved3: case kGenDudeSeqReserved4: case kGenDudeSeqReserved5: case kGenDudeSeqReserved6: case kGenDudeSeqReserved7: case kGenDudeSeqReserved8: /*if (getSequence(i)) { viewSetSystemMessage("Found reserved SEQ animation (%d) for custom dude #%d!", i, pSprite->index); viewSetSystemMessage("Using reserved animation is not recommended."); viewSetSystemMessage("SEQ base id: %d", seqStartId); }*/ break; } } if (propId) break; [[fallthrough]]; } case kGenDudePropertyLeech: pExtra->pLifeLeech = nullptr; if (pSprite->owner != kMaxSprites - 1) { BloodStatIterator it(kStatThing); while (auto actor2 = it.Next()) { if (actor2->GetOwner() == actor && actor2->s().type == kModernThingEnemyLifeLeech) { pExtra->pLifeLeech = actor2; break; } } } if (propId) break; [[fallthrough]]; case kGenDudePropertySlaves: { pExtra->slaveCount = 0; memset(pExtra->slave, -1, sizeof(pExtra->slave)); BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) { if (actor2->GetOwner() != actor) continue; else if (!actor2->IsDudeActor() || !actor2->hasX() || actor2->x().health <= 0) { actor2->SetOwner(nullptr); continue; } pExtra->slave[pExtra->slaveCount++] = actor2; if (pExtra->slaveCount > gGameOptions.nDifficulty) break; } if (propId) break; [[fallthrough]]; } case kGenDudePropertySpriteSize: { if (seqGetStatus(actor) == -1) seqSpawn(pXSprite->data2 + pXSprite->aiState->seqId, 3, pSprite->extra, -1); // make sure dudes aren't in the floor or ceiling int zTop, zBot; GetSpriteExtents(pSprite, &zTop, &zBot); if (!(sector[pSprite->sectnum].ceilingstat & 0x0001)) pSprite->z += ClipLow(sector[pSprite->sectnum].ceilingz - zTop, 0); if (!(sector[pSprite->sectnum].floorstat & 0x0001)) pSprite->z += ClipHigh(sector[pSprite->sectnum].floorz - zBot, 0); pSprite->clipdist = ClipRange((pSprite->xrepeat + pSprite->yrepeat) >> 1, 4, 120); if (propId) break; } } return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void genDudePostDeath(DBloodActor* actor, DAMAGE_TYPE damageType, int damage) { auto const pSprite = &actor->s(); if (damageType == kDamageExplode) { DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); for (int i = 0; i < 3; i++) if (pDudeInfo->nGibType[i] > -1) GibSprite(pSprite, (GIBTYPE)pDudeInfo->nGibType[i], NULL, NULL); for (int i = 0; i < 4; i++) fxSpawnBlood(actor, damage); } gKillMgr.AddKill(pSprite); pSprite->type = kThingBloodChunks; actPostSprite(pSprite->index, kStatThing); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void aiGenDudeInitSprite(DBloodActor* actor) { auto const pSprite = &actor->s(); auto const pXSprite = &actor->x(); switch (pSprite->type) { case kDudeModernCustom: { DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; pDudeExtraE->active = 0; aiGenDudeNewState(actor, &genDudeIdleL); break; } case kDudeModernCustomBurning: aiGenDudeNewState(actor, &genDudeBurnGoto); pXSprite->burnTime = 1200; break; } pSprite->flags = 15; return; } END_BLD_NS #endif