//------------------------------------------------------------------------- /* 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 "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" #include "eventq.h" #include "globals.h" #include "levels.h" #include "player.h" #include "seq.h" #include "sfx.h" #include "sound.h" #include "trig.h" #include "triggers.h" #include "endgame.h" #include "view.h" #include "tile.h" #include "sound/s_soundinternal.h" BEGIN_BLD_NS static void genDudeAttack1(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 int nGenDudeAttack1 = seqRegisterClient(genDudeAttack1); static int nGenDudePunch = seqRegisterClient(punchCallback); static int nGenDudeThrow1 = seqRegisterClient(ThrowCallback1); static int nGenDudeThrow2 = seqRegisterClient(ThrowCallback2); 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, thinkSearch, &genDudeIdleL }; AISTATE genDudeSearchW = { kAiStateSearch, 13, -1, 600, NULL, aiGenDudeMoveForward, thinkSearch, &genDudeIdleW }; // --------------------- AISTATE genDudeSearchShortL = { kAiStateSearch, 9, -1, 200, NULL, aiGenDudeMoveForward, thinkSearch, &genDudeIdleL }; AISTATE genDudeSearchShortW = { kAiStateSearch, 13, -1, 200, NULL, aiGenDudeMoveForward, thinkSearch, &genDudeIdleW }; // --------------------- AISTATE genDudeSearchNoWalkL = { kAiStateSearch, 0, -1, 600, NULL, aiMoveTurn, thinkSearch, &genDudeIdleL }; AISTATE genDudeSearchNoWalkW = { kAiStateSearch, 13, -1, 600, NULL, aiMoveTurn, thinkSearch, &genDudeIdleW }; // --------------------- AISTATE genDudeGotoL = { kAiStateMove, 9, -1, 600, NULL, aiGenDudeMoveForward, thinkGoto, &genDudeIdleL }; AISTATE genDudeGotoW = { kAiStateMove, 13, -1, 600, NULL, aiGenDudeMoveForward, thinkGoto, &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 genDudeChaseL = { kAiStateChase, 9, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL }; AISTATE genDudeChaseD = { kAiStateChase, 14, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL }; AISTATE genDudeChaseW = { kAiStateChase, 13, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL }; // --------------------- AISTATE genDudeChaseNoWalkL = { kAiStateChase, 0, -1, 0, NULL, aiMoveTurn, thinkChase, NULL }; AISTATE genDudeChaseNoWalkD = { kAiStateChase, 14, -1, 0, NULL, aiMoveTurn, thinkChase, NULL }; AISTATE genDudeChaseNoWalkW = { kAiStateChase, 13, -1, 0, NULL, aiMoveTurn, thinkChase, NULL }; // --------------------- AISTATE genDudeFireL = { kAiStateChase, 6, nGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &genDudeFireL }; AISTATE genDudeFireD = { kAiStateChase, 8, nGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &genDudeFireD }; AISTATE genDudeFireW = { kAiStateChase, 8, nGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &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 }; // --------------------- 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 }; GENDUDEEXTRA gGenDudeExtra[kMaxSprites]; static void forcePunch(spritetype* pSprite, XSPRITE* pXSprite) { if (gGenDudeExtra[pSprite->index].forcePunch && seqGetStatus(3, pSprite->extra) == -1) punchCallback(0,pSprite->extra); } void genDudeProcess(spritetype* pSprite, XSPRITE* pXSprite) { GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index]; if (pExtra->slaveCount > 0) updateTargetOfSlaves(pSprite); if (pExtra->nLifeLeech >= 0) updateTargetOfLeech(pSprite); if (pXSprite->aiState->moveFunc) pXSprite->aiState->moveFunc(pSprite, pXSprite); if (pXSprite->aiState->thinkFunc && (gFrame & 3) == (pSprite->index & 3)) pXSprite->aiState->thinkFunc(pSprite, pXSprite); if (pXSprite->stateTimer == 0 && pXSprite->aiState->nextState && (pXSprite->aiState->stateTicks > 0 || seqGetStatus(3, pSprite->extra) < 0)) aiGenDudeNewState(pSprite, pXSprite->aiState->nextState); if (pXSprite->health > 0 && ((dudeInfo[pSprite->type - kDudeBase].hinderDamage << 4) <= cumulDamage[pSprite->extra])) { pXSprite->data3 = cumulDamage[pSprite->extra]; RecoilDude(pSprite, pXSprite); } } void genDudeUpdate(spritetype* pSprite) { for (int i = 0; i < kGenDudePropertyMax; i++) { if (gGenDudeExtra[pSprite->index].updReq[i]) genDudePrepare(pSprite, i); } } static void punchCallback(int, int nXIndex) { XSPRITE* pXSprite = &xsprite[nXIndex]; if (pXSprite->target != -1) { int nSprite = pXSprite->reference; spritetype* pSprite = &sprite[nSprite]; int nZOffset1 = dudeInfo[pSprite->type - kDudeBase].eyeHeight * pSprite->yrepeat << 2; 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; if (!playGenDudeSound(pSprite, kGenDudeSndAttackMelee)) sfxPlay3DSound(pSprite, 530, 1, 0); actFireVector(pSprite, 0, 0, dx, dy, dz,VECTOR_TYPE_22); } } static void genDudeAttack1(int, int nXIndex) { if (!(nXIndex >= 0 && nXIndex < kMaxXSprites)) { consoleSysMsg("nXIndex >= 0 && nXIndex < kMaxXSprites"); return; } XSPRITE* pXSprite = &xsprite[nXIndex]; int nSprite = pXSprite->reference; if (!(nSprite >= 0 && nSprite < kMaxSprites)) { consoleSysMsg("nIndex >= 0 && nIndex < kMaxSprites"); return; } spritetype* pSprite = &sprite[nSprite]; int dx, dy, dz; xvel[pSprite->index] = yvel[pSprite->index] = 0; short curWeapon = gGenDudeExtra[nSprite].curWeapon; short dispersion = gGenDudeExtra[nSprite].baseDispersion; if (inDuck(pXSprite->aiState)) dispersion = ClipLow(dispersion >> 1, 250); if (curWeapon >= 0 && curWeapon < kVectorMax) { dx = Cos(pSprite->ang) >> 16; dy = Sin(pSprite->ang) >> 16; dz = gDudeSlope[nXIndex]; VECTORDATA* pVectorData = &gVectorData[curWeapon]; int vdist = pVectorData->maxDist; // dispersal modifiers here in case if non-melee enemy if (vdist <= 0 || vdist > 1280) { dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion); } actFireVector(pSprite, 0, 0, dx, dy, dz,(VECTOR_TYPE)curWeapon); if (!playGenDudeSound(pSprite, kGenDudeSndAttackNormal)) sfxPlayVectorSound(pSprite, curWeapon); } else if (curWeapon >= kDudeBase && curWeapon < kDudeMax) { spritetype* pSpawned = NULL; int dist = pSprite->clipdist << 4; short slaveCnt = gGenDudeExtra[pSprite->index].slaveCount; if (slaveCnt <= gGameOptions.nDifficulty && (pSpawned = actSpawnDude(pSprite, curWeapon, dist + Random(dist), 0)) != NULL) { pSpawned->owner = nSprite; if (pSpawned->extra > -1) { xsprite[pSpawned->extra].target = pXSprite->target; if (pXSprite->target > -1) aiActivateDude(pSpawned, &xsprite[pSpawned->extra]); } gKillMgr.sub_263E0(1); gGenDudeExtra[pSprite->index].slave[slaveCnt] = pSpawned->index; gGenDudeExtra[pSprite->index].slaveCount++; if (!playGenDudeSound(pSprite, kGenDudeSndAttackNormal)) sfxPlay3DSoundCP(pSprite, 379, 1, 0, 0x10000 - Random3(0x3000)); } } else if (curWeapon >= kMissileBase && curWeapon < kMissileMax) { dx = Cos(pSprite->ang) >> 16; dy = Sin(pSprite->ang) >> 16; dz = gDudeSlope[nXIndex]; // dispersal modifiers here dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion >> 1); actFireMissile(pSprite, 0, 0, dx, dy, dz, curWeapon); if (!playGenDudeSound(pSprite, kGenDudeSndAttackNormal)) sfxPlayMissileSound(pSprite, curWeapon); } } static void ThrowCallback1(int, int nXIndex) { ThrowThing(nXIndex, true); } static void ThrowCallback2(int, int nXIndex) { ThrowThing(nXIndex, false); } static void ThrowThing(int nXIndex, bool impact) { XSPRITE* pXSprite = &xsprite[nXIndex]; spritetype* pSprite = &sprite[pXSprite->reference]; if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) return; spritetype * pTarget = &sprite[pXSprite->target]; if (!(pTarget->type >= kDudeBase && pTarget->type < kDudeMax)) return; short curWeapon = gGenDudeExtra[sprite[pXSprite->reference].index].curWeapon; if (curWeapon < kThingBase || curWeapon >= kThingMax) return; const THINGINFO* pThinkInfo = &thingInfo[curWeapon - kThingBase]; if (!pThinkInfo->allowThrow) return; if (!playGenDudeSound(pSprite, kGenDudeSndAttackThrow)) sfxPlay3DSound(pSprite, 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); spritetype* pLeech = leechIsDropped(pSprite); XSPRITE* pXLeech = (pLeech != NULL) ? &xsprite[pLeech->extra] : NULL; switch (curWeapon) { case kModernThingEnemyLifeLeech: case kThingDroppedLifeLeech: zThrow = 5000; // pickup life leech before throw it again if (pLeech != NULL) removeLeech(pLeech); break; } spritetype* pThing = NULL; if ((pThing = actFireThing(pSprite, 0, 0, (dz / 128) - zThrow, curWeapon, divscale(dist / 540, 120, 23))) == NULL) return; else if (pThinkInfo->picnum < 0 && pThing->type != kModernThingThrowableRock) pThing->picnum = 0; pThing->owner = pSprite->xvel; switch (curWeapon) { case kThingNapalmBall: pThing->xrepeat = pThing->yrepeat = 24; xsprite[pThing->extra].data4 = 3 + gGameOptions.nDifficulty; impact = true; break; case kModernThingThrowableRock: 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->xrepeat = pThing->yrepeat = 24 + Random(42); pThing->cstat |= 0x0001; pThing->pal = 5; if (Chance(0x5000)) pThing->cstat |= 0x0004; if (Chance(0x5000)) pThing->cstat |= 0x0008; 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; return; case kThingTNTBarrel: case kThingArmedProxBomb: case kThingArmedSpray: impact = false; break; case kModernThingTNTProx: xsprite[pThing->extra].state = 0; xsprite[pThing->extra].Proximity = true; return; case kModernThingEnemyLifeLeech: 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->cstat &= ~CSTAT_SPRITE_BLOCK; pThing->pal = 6; pXThing->target = pTarget->xvel; pXThing->Proximity = true; pXThing->stateTimer = 1; gGenDudeExtra[pSprite->index].nLifeLeech = pThing->index; evPost(pThing->xvel, 3, 80, kCallbackLeechStateTimer); 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, pXSprite->reference); } } static void thinkSearch( spritetype* pSprite, XSPRITE* pXSprite ) { aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng); sub_5F15C(pSprite, pXSprite); } static void thinkGoto(spritetype* pSprite, XSPRITE* pXSprite) { if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { consoleSysMsg("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(pSprite, pXSprite, nAngle); // if reached target, change to search mode if (approxDist(dx, dy) < 5120 && klabs(pSprite->ang - nAngle) < dudeInfo[pSprite->type - kDudeBase].periphery) { if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchW); else aiGenDudeNewState(pSprite, &genDudeSearchL); } aiThinkTarget(pSprite, pXSprite); } static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite ) { if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax) return; else if (pXSprite->target < 0 || pXSprite->target >= kMaxSprites) { if(spriteIsUnderwater(pSprite,false)) aiGenDudeNewState(pSprite, &genDudeGotoW); else aiGenDudeNewState(pSprite, &genDudeGotoL); return; } else { genDudeUpdate(pSprite); } spritetype* pTarget = &sprite[pXSprite->target]; XSPRITE* pXTarget = (!IsDudeSprite(pTarget) || pTarget->extra < 0) ? NULL : &xsprite[pTarget->extra]; if (pXTarget == NULL) { // target lost if(spriteIsUnderwater(pSprite,false)) aiGenDudeNewState(pSprite, &genDudeSearchShortW); else aiGenDudeNewState(pSprite, &genDudeSearchShortL); return; } else if (pXTarget->health <= 0) { // target is dead PLAYER* pPlayer = NULL; if ((!IsPlayerSprite(pTarget) && pSprite->index == pTarget->owner) || ((pPlayer = getPlayerById(pTarget->type)) != NULL && pPlayer->fraggerId == pSprite->index)) { playGenDudeSound(pSprite, kGenDudeSndTargetDead); if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchShortW); else aiGenDudeNewState(pSprite, &genDudeSearchShortL); } else if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeGotoW); else aiGenDudeNewState(pSprite, &genDudeGotoL); 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 = xvel[pSprite->index]; int yvelocity = yvel[pSprite->index]; if (inAttack(pXSprite->aiState)) xvelocity = yvelocity = ClipLow(pSprite->clipdist >> 1, 1); aiGenDudeChooseDirection(pSprite, pXSprite, getangle(dx, dy), xvelocity, yvelocity); GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index]; if (!pExtra->canAttack) { aiSetTarget(pXSprite, pSprite->index); if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeGotoW); else aiGenDudeNewState(pSprite, &genDudeGotoL); return; } if (IsPlayerSprite(pTarget)) { PLAYER* pPlayer = &gPlayer[ pTarget->type - kDudePlayer1 ]; if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) { if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchShortW); else aiGenDudeNewState(pSprite, &genDudeSearchShortL); return; } } DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; 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)) aiGenDudeNewState(pSprite, &genDudeSearchW); else aiGenDudeNewState(pSprite, &genDudeSearchL); 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) { if (((int)gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false)) playGenDudeSound(pSprite, kGenDudeSndChasing); gDudeSlope[sprite[pXSprite->reference].extra] = (int)divscale(pTarget->z - pSprite->z, dist, 10); short curWeapon = gGenDudeExtra[pSprite->index].curWeapon; spritetype* pLeech = leechIsDropped(pSprite); VECTORDATA* meleeVector = &gVectorData[22]; if (pExtra->updReq[kGenDudePropertyAttack]) genDudePrepare(pSprite, kGenDudePropertyAttack); if (curWeapon >= kThingBase && curWeapon < kThingMax) { if (klabs(losAngle) < kAng15) { if (dist < 12264 && dist > 7680 && !spriteIsUnderwater(pSprite, false) && curWeapon != kModernThingEnemyLifeLeech) { int pHit = HitScan(pSprite, pSprite->z, dx, dy, 0, 16777280, 0); switch (pHit) { case 0: case 4: return; default: aiGenDudeNewState(pSprite, &genDudeThrow); return; } } else if (dist > 4072 && dist <= 11072 && !spriteIsUnderwater(pSprite, false) && pSprite->owner != (kMaxSprites - 1)) { switch (curWeapon) { case kModernThingEnemyLifeLeech: { if (pLeech == NULL) { aiGenDudeNewState(pSprite, &genDudeThrow2); genDudeThrow2.nextState = &genDudeDodgeShortL; return; } XSPRITE* pXLeech = &xsprite[pLeech->extra]; int ldist = getTargetDist(pTarget, pDudeInfo, pLeech); if (ldist > 3 || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pLeech->x, pLeech->y, pLeech->z, pLeech->sectnum) || pXLeech->target == -1) { aiGenDudeNewState(pSprite, &genDudeThrow2); genDudeThrow2.nextState = &genDudeDodgeShortL; } else { genDudeThrow2.nextState = &genDudeChaseL; if (dist > 5072 && Chance(0x5000)) { if (!canDuck(pSprite) || Chance(0x4000)) aiGenDudeNewState(pSprite, &genDudeDodgeShortL); else aiGenDudeNewState(pSprite, &genDudeDodgeShortD); } else { aiGenDudeNewState(pSprite, &genDudeChaseL); } } } return; case kModernThingThrowableRock: if (Chance(0x4000)) aiGenDudeNewState(pSprite, &genDudeThrow2); else playGenDudeSound(pSprite, kGenDudeSndTargetSpot); return; default: aiGenDudeNewState(pSprite, &genDudeThrow2); return; } } else if (dist <= meleeVector->maxDist) { if (spriteIsUnderwater(pSprite, false)) { if (Chance(0x9000)) aiGenDudeNewState(pSprite, &genDudePunch); else aiGenDudeNewState(pSprite, &genDudeDodgeW); } else if (Chance(0x9000)) aiGenDudeNewState(pSprite, &genDudePunch); else aiGenDudeNewState(pSprite, &genDudeDodgeL); return; } else { int state = checkAttackState(pSprite, pXSprite); if (state == 1) aiGenDudeNewState(pSprite, &genDudeChaseW); else if (state == 2) { if (Chance(0x5000)) aiGenDudeNewState(pSprite, &genDudeChaseD); else aiGenDudeNewState(pSprite, &genDudeChaseL); } else aiGenDudeNewState(pSprite, &genDudeChaseL); return; } } } else { int defDist = gGenDudeExtra[pSprite->index].fireDist; int vdist = defDist; if (curWeapon > 0 && curWeapon < kVectorMax) { if ((vdist = gVectorData[curWeapon].maxDist) <= 0 || vdist > defDist) vdist = defDist; } else if (curWeapon >= kDudeBase && curWeapon < kDudeMax) { // don't attack slaves if (pXSprite->target >= 0 && sprite[pXSprite->target].owner == pSprite->xvel) { aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); return; } else if (gGenDudeExtra[pSprite->index].slaveCount > gGameOptions.nDifficulty || dist < meleeVector->maxDist) { if (dist <= meleeVector->maxDist) { aiGenDudeNewState(pSprite, &genDudePunch); return; } else { int state = checkAttackState(pSprite, pXSprite); if (state == 1) aiGenDudeNewState(pSprite, &genDudeChaseW); else if (state == 2) aiGenDudeNewState(pSprite, &genDudeChaseD); else aiGenDudeNewState(pSprite, &genDudeChaseL); return; } } } else if (curWeapon >= kMissileBase && curWeapon < kMissileMax) { // special handling for flame, explosive and life leech missiles int state = checkAttackState(pSprite, pXSprite); int mdist = (curWeapon != kMissileFlareAlt) ? 3000 : 2500; switch (curWeapon) { case kMissileLifeLeechRegular: // pickup life leech if it was thrown previously if (pLeech != 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)) aiGenDudeNewState(pSprite, &genDudePunch); else if (state == 1) aiGenDudeNewState(pSprite, &genDudeChaseW); else if (state == 2) aiGenDudeNewState(pSprite, &genDudeChaseD); else aiGenDudeNewState(pSprite, &genDudeChaseL); return; case kMissileFlameSpray: case kMissileFlameHound: if (spriteIsUnderwater(pSprite, false)) { if (dist > meleeVector->maxDist) aiGenDudeNewState(pSprite, &genDudeChaseW); else if (Chance(0x8000)) aiGenDudeNewState(pSprite, &genDudePunch); else aiGenDudeNewState(pSprite, &genDudeDodgeW); return; } vdist = 4200; if (((int)gFrameClock & 16) == 0) vdist += Random(800); break; } } else if (curWeapon >= kTrapExploder && curWeapon < (kTrapExploder + kExplodeMax) - 1) { int nType = curWeapon - kTrapExploder; EXPLOSION* pExpl = &explodeInfo[nType]; if (CheckProximity(pSprite, pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pExpl->radius / 2)) { xvel[pSprite->xvel] = zvel[pSprite->xvel] = yvel[pSprite->xvel] = 0; if (doExplosion(pSprite, nType) && pXSprite->health > 0) actDamageSprite(pSprite->xvel, pSprite, DAMAGE_TYPE_3, 65535); } return; } //if (dist <= vdist && pXSprite->aiState == &genDudeChaseD) //aiGenDudeNewState(pSprite, &genDudeChaseL); int state = checkAttackState(pSprite, pXSprite); int kAngle = (dist <= 2048) ? kAngle = pDudeInfo->periphery : kAng5; if (dist < vdist && klabs(losAngle) < kAngle) { switch (state) { case 1: aiGenDudeNewState(pSprite, &genDudeFireW); pXSprite->aiState->nextState = &genDudeFireW; return; case 2: aiGenDudeNewState(pSprite, &genDudeFireD); pXSprite->aiState->nextState = &genDudeFireD; return; default: aiGenDudeNewState(pSprite, &genDudeFireL); pXSprite->aiState->nextState = &genDudeFireL; return; } } 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(pSprite, &genDudeChaseW); pXSprite->aiState->nextState = &genDudeFireW; } else if (state == 2 && pXSprite->aiState != &genDudeChaseD && pXSprite->aiState != &genDudeFireD) { aiGenDudeNewState(pSprite, &genDudeChaseD); pXSprite->aiState->nextState = &genDudeFireD; } else if (pXSprite->aiState != &genDudeChaseL && pXSprite->aiState != &genDudeFireL) { aiGenDudeNewState(pSprite, &genDudeChaseL); pXSprite->aiState->nextState = &genDudeFireL; } } } } } 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 ) 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) { 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]; GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index]; 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 (klabs(nAng) > 341) return; if (pXSprite->target == -1) pSprite->ang = (pSprite->ang + 256) & 2047; int dx = pXSprite->targetX - pSprite->x; int dy = pXSprite->targetY - pSprite->y; int UNUSED(nAngle) = getangle(dx, dy); 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 = xvel[pSprite->index]; int vy = yvel[pSprite->index]; int t1 = dmulscale30(vx, nCos, vy, nSin); int t2 = dmulscale30(vx, nSin, -vy, nCos); if (pXSprite->target == -1) t1 += nAccel; else t1 += nAccel >> 1; xvel[pSprite->index] = dmulscale30(t1, nCos, t2, nSin); yvel[pSprite->index] = dmulscale30(t1, nSin, -t2, nCos); } 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 (klabs(dang) > kAng60) return; int sin = Sin(pSprite->ang); int cos = Cos(pSprite->ang); int frontSpeed = gGenDudeExtra[pSprite->index].frontSpeed; xvel[pSprite->xvel] += mulscale(cos, frontSpeed, 30); yvel[pSprite->xvel] += mulscale(sin, frontSpeed, 30); } } void aiGenDudeChooseDirection(spritetype* pSprite, XSPRITE* pXSprite, int a3, int xvel, int yvel) { if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { consoleSysMsg("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 = dmulscale30(xvel, Cos(pSprite->ang), yvel, Sin(pSprite->ang)); int vsi = ((t1 * 15) >> 12) / 2; int v8 = (vc >= 0) ? 341 : -341; if (CanMove(pSprite, pXSprite->target, pSprite->ang + vc, vsi)) pXSprite->goalAng = pSprite->ang + vc; else if (CanMove(pSprite, pXSprite->target, pSprite->ang + vc / 2, vsi)) pXSprite->goalAng = pSprite->ang + vc / 2; else if (CanMove(pSprite, pXSprite->target, pSprite->ang - vc / 2, vsi)) pXSprite->goalAng = pSprite->ang - vc / 2; else if (CanMove(pSprite, pXSprite->target, pSprite->ang + v8, vsi)) pXSprite->goalAng = pSprite->ang + v8; else if (CanMove(pSprite, pXSprite->target, pSprite->ang, vsi)) pXSprite->goalAng = pSprite->ang; else if (CanMove(pSprite, pXSprite->target, pSprite->ang - v8, vsi)) pXSprite->goalAng = pSprite->ang - v8; else pXSprite->goalAng = pSprite->ang + 341; pXSprite->dodgeDir = (Chance(0x8000)) ? 1 : -1; if (!CanMove(pSprite, pXSprite->target, pSprite->ang + pXSprite->dodgeDir * 512, 512)) { pXSprite->dodgeDir = -pXSprite->dodgeDir; if (!CanMove(pSprite, pXSprite->target, pSprite->ang + pXSprite->dodgeDir * 512, 512)) pXSprite->dodgeDir = 0; } } void aiGenDudeNewState(spritetype* pSprite, AISTATE* pAIState) { if (!xspriRangeIsFine(pSprite->extra)) { consoleSysMsg("!xspriRangeIsFine(pSprite->extra)"); return; } XSPRITE* pXSprite = &xsprite[pSprite->extra]; // redirect dudes which cannot walk to non-walk states if (!gGenDudeExtra[pSprite->index].canWalk) { if (pAIState == &genDudeDodgeL || pAIState == &genDudeDodgeShortL) pAIState = &genDudeRecoilL; else if (pAIState == &genDudeDodgeD || pAIState == &genDudeDodgeShortD) pAIState = &genDudeRecoilD; else if (pAIState == &genDudeDodgeW || pAIState == &genDudeDodgeD) pAIState = &genDudeRecoilW; else if (pAIState == &genDudeSearchL) pAIState = &genDudeSearchNoWalkL; else if (pAIState == &genDudeSearchW) 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(pSprite, false)) pAIState = &genDudeRecoilW; else pAIState = &genDudeRecoilL; } } pXSprite->stateTimer = pAIState->stateTicks; pXSprite->aiState = pAIState; int seqStartId = pXSprite->data2; if (pAIState->seqId >= 0 && gSysRes.Lookup((seqStartId += pAIState->seqId), "SEQ")) seqSpawn(seqStartId, 3, pSprite->extra, pAIState->funcId); if (pAIState->enterFunc) pAIState->enterFunc(pSprite, pXSprite); } bool playGenDudeSound(spritetype* pSprite, int mode, bool forceInterrupt) { if (mode < kGenDudeSndTargetSpot || mode >= kGenDudeSndMax) 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; GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); // 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; } //viewSetSystemMessage("PLAYING %d / %d / %d", Bonkle[i].atc, (sndId + a), Bonkle[i].at0); 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(pSprite, sndId, AI_SFX_PRIORITY_2, -1); else sfxPlay3DSound(pSprite, sndId, -1, 0); pExtra->sndPlaying = true; return true; } bool spriteIsUnderwater(spritetype* pSprite, bool oldWay) { return ((sector[pSprite->sectnum].extra >= 0 && xsector[sector[pSprite->sectnum].extra].Underwater) || (oldWay && (xsprite[pSprite->extra].medium == kMediumWater || xsprite[pSprite->extra].medium == kMediumGoo))); } spritetype* leechIsDropped(spritetype* pSprite) { short nLeech = gGenDudeExtra[pSprite->index].nLifeLeech; if (nLeech >= 0 && nLeech < kMaxSprites) return &sprite[nLeech]; return NULL; } void removeDudeStuff(spritetype* pSprite) { for (short nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { if (sprite[nSprite].owner != pSprite->xvel) continue; switch (sprite[nSprite].type) { case kThingArmedProxBomb: case kThingArmedRemoteBomb: case kModernThingTNTProx: sprite[nSprite].type = kSpriteDecoration; actPostSprite(sprite[nSprite].xvel, kStatFree); break; case kModernThingEnemyLifeLeech: killDudeLeech(&sprite[nSprite]); break; } } for (short nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { if (sprite[nSprite].owner != pSprite->xvel) continue; actDamageSprite(sprite[nSprite].owner, &sprite[nSprite], (DAMAGE_TYPE) 0, 65535); } } void removeLeech(spritetype* pLeech, bool delSprite) { if (pLeech != NULL) { spritetype* pEffect = gFX.fxSpawn((FX_ID)52,pLeech->sectnum,pLeech->x,pLeech->y,pLeech->z,pLeech->ang); if (pEffect != NULL) { pEffect->cstat = 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 (pLeech->owner >= 0 && pLeech->owner < kMaxSprites) gGenDudeExtra[sprite[pLeech->owner].index].nLifeLeech = -1; if (delSprite) { pLeech->type = kSpriteDecoration; actPostSprite(pLeech->index, kStatFree); } } } void killDudeLeech(spritetype* pLeech) { if (pLeech != NULL) { actDamageSprite(pLeech->owner, pLeech, DAMAGE_TYPE_3, 65535); sfxPlay3DSoundCP(pLeech, 522, -1, 0, 60000); if (pLeech->owner >= 0 && pLeech->owner < kMaxSprites) gGenDudeExtra[sprite[pLeech->owner].index].nLifeLeech = -1; } } 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]; } } return NULL; } bool dudeIsMelee(XSPRITE* pXSprite) { return gGenDudeExtra[sprite[pXSprite->reference].index].isMelee; } void scaleDamage(XSPRITE* pXSprite) { short curWeapon = gGenDudeExtra[sprite[pXSprite->reference].index].curWeapon; short* curScale = gGenDudeExtra[sprite[pXSprite->reference].index].dmgControl; for (int i = 0; i < kDmgMax; i++) curScale[i] = dudeInfo[kDudeModernCustom - kDudeBase].startDamage[i]; // all enemies with vector weapons gets extra resistance to bullet damage if (curWeapon > 0 && curWeapon < kVectorMax) { //curScale[kDmgBullet] -= 10; // just copy damage resistance of dude that should be summoned } else if (curWeapon >= kDudeBase && curWeapon < kDudeMax) { for (int i = 0; i < kDmgMax; i++) curScale[i] = dudeInfo[curWeapon - kDudeBase].startDamage[i]; // these does not like the explosions and burning } else if (curWeapon >= kTrapExploder && curWeapon < (kTrapExploder + kExplodeMax) - 1) { curScale[kDmgBurn] = curScale[kDmgExplode] = 512; } else if (curWeapon >= kMissileBase && curWeapon < kThingMax) { 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; curScale[kDmgExplode] = 50; break; case kMissileLifeLeechRegular: case kThingDroppedLifeLeech: case kModernThingEnemyLifeLeech: curScale[kDmgSpirit] = 32 + Random(18); curScale[kDmgBurn] = 60 + Random(4); for (int i = 2; i < kDmgMax; i++) { if (Chance(0x1000) && i != kDmgSpirit) curScale[i] = 48 + Random(32); } break; case kMissileFireball: case kMissileFireballNapam: 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[kDmgExplode] = 32; curScale[kDmgFall] = 65 + Random(15); break; case kMissileTeslaAlt: case kMissileTeslaRegular: curScale[kDmgElectric] = 32 + Random(8); 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] -= 25; break; case kItemArmorBasic: curScale[kDmgBurn] -= 10; curScale[kDmgExplode] -= 10; curScale[kDmgBullet] -= 10; curScale[kDmgSpirit] -= 10; break; case kItemArmorBody: curScale[kDmgBullet] -= 20; break; case kItemArmorFire: curScale[kDmgBurn] -= 20; curScale[kDmgExplode] -= 10; break; case kItemArmorSpirit: curScale[kDmgSpirit] -= 20; break; case kItemArmorSuper: curScale[kDmgBurn] -= 20; curScale[kDmgExplode] -= 20; curScale[kDmgBullet] -= 20; curScale[kDmgSpirit] -= 20; 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); //int surfType = 4; switch (surfType) { case 1: // stone curScale[kDmgFall] = 0; curScale[kDmgBullet] -= 128; curScale[kDmgBurn] -= 50; curScale[kDmgExplode] -= 40; curScale[kDmgChoke] += 30; curScale[kDmgElectric] += 20; break; case 2: // metal curScale[kDmgFall] = 16; curScale[kDmgBullet] -= 64; curScale[kDmgBurn] -= 45; curScale[kDmgExplode] -= 35; curScale[kDmgChoke] += 20; curScale[kDmgElectric] += 30; break; case 3: // wood curScale[kDmgBullet] -= 5; curScale[kDmgBurn] += 50; curScale[kDmgExplode] += 40; curScale[kDmgChoke] += 10; curScale[kDmgElectric] -= 30; break; case 5: // water case 6: // dirt case 7: // clay case 13: // goo curScale[kDmgFall] = 8; curScale[kDmgBullet] -= 10; curScale[kDmgBurn] -= 128; curScale[kDmgExplode] -= 30; curScale[kDmgChoke] = 0; curScale[kDmgElectric] += 40; break; case 8: // snow case 9: // ice curScale[kDmgFall] = 8; curScale[kDmgBullet] -= 10; curScale[kDmgBurn] -= 60; curScale[kDmgExplode] -= 40; curScale[kDmgChoke] = 0; curScale[kDmgElectric] += 40; break; case 10: // leaves case 12: // plant curScale[kDmgFall] = 0; curScale[kDmgBullet] -= 5; curScale[kDmgBurn] += 70; curScale[kDmgExplode] += 50; break; case 11: // cloth curScale[kDmgFall] = 8; curScale[kDmgBullet] -= 5; 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] = mulscale8(DudeDifficulty[gGameOptions.nDifficulty], ClipLow(curScale[i], 1)); short* dc = curScale; if (gGenDudeExtra[sprite[pXSprite->reference].index].canFly) { curScale[0] = -1; } 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]); } int getDispersionModifier(spritetype* pSprite, int minDisp, int maxDisp) { // the faster fire rate, the less frames = more dispersion Seq* pSeq = NULL; DICTNODE* hSeq = gSysRes.Lookup(xsprite[pSprite->extra].data2 + 6, "SEQ"); int disp = 1; if (hSeq != NULL && (pSeq = (Seq*)gSysRes.Load(hSeq)) != NULL) { int nFrames = pSeq->nFrames; int ticks = pSeq->at8; int shots = 0; for (int i = 0; i <= pSeq->nFrames; i++) { if (pSeq->frames[i].at5_5) shots++; } disp = (((shots * 1000) / nFrames) / ticks) * 20; if (gGameOptions.nDifficulty > 0) disp /= gGameOptions.nDifficulty + 1; //viewSetSystemMessage("DISP: %d FRAMES: %d SHOTS: %d TICKS %d", disp, nFrames, shots, ticks); } return ClipRange(disp, minDisp, maxDisp); } // the distance counts from sprite size int getRangeAttackDist(spritetype* pSprite, int minDist, int maxDist) { short yrepeat = pSprite->yrepeat; int dist = 0; int seqId = xsprite[pSprite->extra].data2; short mul = 550; int picnum = pSprite->picnum; if (yrepeat > 0) { if (seqId >= 0) { Seq* pSeq = NULL; DICTNODE* hSeq = gSysRes.Lookup(seqId, "SEQ"); if (hSeq) { pSeq = (Seq*)gSysRes.Load(hSeq); picnum = seqGetTile(&pSeq->frames[0]); } } dist = tilesiz[picnum].y << 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, tilesiz[pSprite->picnum].y, yrepeat, picnum); return dist; } int getBaseChanceModifier(int baseChance) { return ((gGameOptions.nDifficulty > 0) ? baseChance - (0x0500 * gGameOptions.nDifficulty) : baseChance); } int getRecoilChance(spritetype* pSprite) { XSPRITE* pXSprite = &xsprite[pSprite->extra]; int mass = getSpriteMassBySize(pSprite); int baseChance = (!dudeIsMelee(pXSprite) ? 0x8000 : 0x5000); baseChance = getBaseChanceModifier(baseChance) + pXSprite->data3; int chance = ((baseChance / mass) << 7); return chance; } int getDodgeChance(spritetype* pSprite) { int mass = getSpriteMassBySize(pSprite); int baseChance = getBaseChanceModifier(0x6000); if (pSprite->extra >= 0) { XSPRITE* pXSprite = &xsprite[pSprite->extra]; baseChance += pXSprite->burnTime; if (dudeIsMelee(pXSprite)) baseChance = 0x1000; } int chance = ((baseChance / mass) << 7); return chance; } void dudeLeechOperate(spritetype* pSprite, XSPRITE* pXSprite, EVENT event) { if (event.cmd == kCmdOff) { actPostSprite(pSprite->xvel, kStatFree); return; } int nTarget = pXSprite->target; if (spriRangeIsFine(nTarget)) { spritetype* pTarget = &sprite[nTarget]; 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; 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); 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); 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, kStatExplosion, true); if (pExplosion->extra < 0 || pExplosion->extra >= kMaxXSprites) return false; int nSeq = 4; int nSnd = 304; 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; xsprite[pExplosion->extra].data1 = pExpl->ticks; xsprite[pExplosion->extra].data2 = pExpl->quakeEffect; xsprite[pExplosion->extra].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(pExplosion, nSnd, -1, 0); return true; } void updateTargetOfLeech(spritetype* pSprite) { if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) { consoleSysMsg("pSprite->extra >= 0 && pSprite->extra < kMaxXSprites"); return; } spritetype* pLeech = leechIsDropped(pSprite); if (pLeech == NULL || pLeech->extra < 0) gGenDudeExtra[pSprite->index].nLifeLeech = -1; else if (xsprite[pSprite->extra].target != xsprite[pLeech->extra].target) { XSPRITE* pXDude = &xsprite[pSprite->extra]; XSPRITE* pXLeech = &xsprite[pLeech->extra]; if (pXDude->target < 0 && spriRangeIsFine(pXLeech->target)) { aiSetTarget(pXDude, pXLeech->target); if (inIdle(pXDude->aiState)) aiActivateDude(pSprite, pXDude); } else { pXLeech->target = pXDude->target; } } } void updateTargetOfSlaves(spritetype* pSprite) { if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) { consoleSysMsg("pSprite->extra >= 0 && pSprite->extra < kMaxXSprites"); return; } XSPRITE* pXSprite = &xsprite[pSprite->extra]; short* slave = gGenDudeExtra[pSprite->index].slave; spritetype* pTarget = (pXSprite->target >= 0 && IsDudeSprite(&sprite[pXSprite->target])) ? &sprite[pXSprite->target] : NULL; XSPRITE* pXTarget = (pTarget != NULL && pTarget->extra >= 0 && xsprite[pTarget->extra].health > 0) ? &xsprite[pTarget->extra] : NULL; for (int i = 0; i <= gGameOptions.nDifficulty; i++) { if (slave[i] >= 0) { spritetype* pSlave = &sprite[slave[i]]; if (!IsDudeSprite(pSlave) || pSlave->extra < 0 || xsprite[pSlave->extra].health < 0) { slave[i] = -1; continue; } XSPRITE* pXSlave = &xsprite[pSlave->index]; if (pXTarget == NULL) aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z); // try return to master else if (pXSprite->target != pXSlave->target) aiSetTarget(pXSlave, pXSprite->target); // check if slave attacking another slave if (pXSlave->target >= 0) { if (sprite[pXSlave->target].owner == pSprite->index) aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z); // try return to master } else { // try return to master aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z); } } } } bool inDodge(AISTATE* aiState) { return (aiState == &genDudeDodgeShortW || aiState == &genDudeDodgeShortL || aiState == &genDudeDodgeShortD); } 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 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(spritetype* pSprite) { return gGenDudeExtra[pSprite->index].canSwim; } bool canDuck(spritetype* pSprite) { return gGenDudeExtra[pSprite->index].canDuck; } bool canWalk(spritetype* pSprite) { return gGenDudeExtra[pSprite->index].canWalk; } int genDudeSeqStartId(XSPRITE* pXSprite) { if (genDudePrepare(&sprite[pXSprite->reference], kGenDudePropertyStates)) return pXSprite->data2; else return kGenDudeDefaultSeq; } bool genDudePrepare(spritetype* pSprite, int propId) { if (!(pSprite->index >= 0 && pSprite->index < kMaxSprites)) { consoleSysMsg("pSprite->index >= 0 && pSprite->index < kMaxSprites"); return false; } else if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) { consoleSysMsg("pSprite->extra >= 0 && pSprite->extra < kMaxXSprites"); return false; } else if (pSprite->type != kDudeModernCustom) { consoleSysMsg("pSprite->type != kDudeModernCustom"); return false; } else if (propId < kGenDudePropertyAll || propId >= kGenDudePropertyMax) { viewSetSystemMessage("Unknown custom dude #%d property (%d)", pSprite->index, propId); return false; } XSPRITE* pXSprite = &xsprite[pSprite->extra]; GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index]; pExtra->updReq[propId] = false; switch (propId) { case kGenDudePropertyAll: case kGenDudePropertyInitVals: pExtra->frontSpeed = getGenDudeMoveSpeed(pSprite, 0, true, false); pExtra->initVals[0] = pSprite->xrepeat; pExtra->initVals[1] = pSprite->yrepeat; pExtra->initVals[2] = pSprite->clipdist; if (propId) break; case kGenDudePropertyWeapon: { pExtra->curWeapon = pXSprite->data1; switch (pXSprite->data1) { case 19: pExtra->curWeapon = 2; break; case 310: pExtra->curWeapon = kMissileArcGargoyle; break; case kThingDroppedLifeLeech: pExtra->curWeapon = kModernThingEnemyLifeLeech; break; } pExtra->canAttack = false; if (pExtra->curWeapon > 0 && gSysRes.Lookup(pXSprite->data2 + kGenDudeSeqAttackNormalL, "SEQ")) pExtra->canAttack = true; pExtra->isMelee = false; if (pExtra->curWeapon >= kTrapExploder && pExtra->curWeapon < (kTrapExploder + kExplodeMax) - 1) pExtra->isMelee = true; else if (pExtra->curWeapon >= 0 && pExtra->curWeapon < kVectorMax) { if (gVectorData[pExtra->curWeapon].maxDist > 0 && gVectorData[pExtra->curWeapon].maxDist <= kGenDudeMaxMeleeDist) pExtra->isMelee = true; } if (propId) break; } case kGenDudePropertyDmgScale: scaleDamage(pXSprite); if (propId) break; case kGenDudePropertyMass: { // to ensure mass get's updated, let's clear all cache SPRITEMASS* pMass = &gSpriteMass[pSprite->index]; pMass->seqId = pMass->picnum = pMass->xrepeat = pMass->yrepeat = pMass->clipdist = 0; pMass->mass = pMass->airVel = pMass->fraction = 0; getSpriteMassBySize(pSprite); if (propId) break; } case kGenDudePropertyAttack: pExtra->fireDist = getRangeAttackDist(pSprite, 1200, 45000); pExtra->throwDist = pExtra->fireDist; // temp pExtra->baseDispersion = getDispersionModifier(pSprite, 200, 3500); if (propId) break; case kGenDudePropertyStates: { pExtra->canFly = false; // check the animation int seqStartId = dudeInfo[pSprite->type - kDudeBase].seqStartID; if (pXSprite->data2 <= 0) seqStartId = pXSprite->data2 = dudeInfo[pSprite->type - kDudeBase].seqStartID; else seqStartId = pXSprite->data2; for (int i = seqStartId; i < seqStartId + kGenDudeSeqMax; i++) { switch (i - seqStartId) { case kGenDudeSeqIdleL: case kGenDudeSeqDeathDefault: if (!gSysRes.Lookup(i, "SEQ")) { pXSprite->data2 = dudeInfo[pSprite->type - kDudeBase].seqStartID; viewSetSystemMessage("No SEQ animation id %d found for custom dude #%d!", i, pSprite->index); viewSetSystemMessage("SEQ base id: %d", seqStartId); } break; case kGenDudeSeqDeathExplode: if (gSysRes.Lookup(i, "SEQ")) pExtra->availDeaths[kDmgExplode] = 1; else pExtra->availDeaths[kDmgExplode] = 0; break; case kGenDudeSeqAttackNormalL: pExtra->canAttack = (gSysRes.Lookup(i, "SEQ") && pExtra->curWeapon > 0); break; case kGenDudeSeqBurning: pExtra->canBurn = gSysRes.Lookup(i, "SEQ"); break; case kGenDudeSeqElectocuted: pExtra->canElectrocute = gSysRes.Lookup(i, "SEQ"); break; case kGenDudeSeqRecoil: pExtra->canRecoil = gSysRes.Lookup(i, "SEQ"); break; case kGenDudeSeqMoveL: { bool oldStatus = pExtra->canWalk; pExtra->canWalk = gSysRes.Lookup(i, "SEQ"); if (oldStatus != pExtra->canWalk) { if (!spriRangeIsFine(pXSprite->target)) { if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeIdleW); else aiGenDudeNewState(pSprite, &genDudeIdleL); } else if (pExtra->canWalk) { if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeChaseW); else if (inDuck(pXSprite->aiState)) aiGenDudeNewState(pSprite, &genDudeChaseD); else aiGenDudeNewState(pSprite, &genDudeChaseL); } else { if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeChaseNoWalkW); else if (inDuck(pXSprite->aiState)) aiGenDudeNewState(pSprite, &genDudeChaseNoWalkD); else aiGenDudeNewState(pSprite, &genDudeChaseNoWalkL); } } break; } case kGenDudeSeqAttackPunch: { pExtra->forcePunch = true; // required for those who don't have fire trigger in punch seq and for default animation Seq* pSeq = NULL; DICTNODE* hSeq = gSysRes.Lookup(i, "SEQ"); if (hSeq != NULL) { pSeq = (Seq*)gSysRes.Load(hSeq); for (int i = 0; i < pSeq->nFrames; i++) { if (!pSeq->frames[i].at5_5) continue; pExtra->forcePunch = false; break; } } break; } case kGenDudeSeqAttackNormalDW: pExtra->canDuck = (gSysRes.Lookup(i, "SEQ") && gSysRes.Lookup(seqStartId + 14, "SEQ")); pExtra->canSwim = (gSysRes.Lookup(i, "SEQ") && gSysRes.Lookup(seqStartId + 13, "SEQ") && gSysRes.Lookup(seqStartId + 17, "SEQ")); break; case kGenDudeSeqDeathBurn1: { bool seq15 = gSysRes.Lookup(i, "SEQ"); bool seq16 = gSysRes.Lookup(seqStartId + 16, "SEQ"); 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: continue; case kGenDudeSeqReserved3: case kGenDudeSeqReserved4: case kGenDudeSeqReserved5: case kGenDudeSeqReserved6: case kGenDudeSeqReserved7: case kGenDudeSeqReserved8: /*if (gSysRes.Lookup(i, "SEQ")) { 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; } case kGenDudePropertyLeech: //viewSetSystemMessage("PROPERTY: LEECH"); pExtra->nLifeLeech = -1; if (pSprite->owner != kMaxSprites - 1) { for (int nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { if (sprite[nSprite].owner == pSprite->index && pSprite->type == kModernThingEnemyLifeLeech) { pExtra->nLifeLeech = nSprite; break; } } } if (propId) break; case kGenDudePropertySlaves: //viewSetSystemMessage("PROPERTY: SLAVES"); pExtra->slaveCount = 0; memset(pExtra->slave, -1, sizeof(pExtra->slave)); for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { if (sprite[nSprite].owner != pSprite->xvel) continue; else if (!IsDudeSprite(&sprite[nSprite]) || sprite[nSprite].extra < 0 || xsprite[sprite[nSprite].extra].health <= 0) { sprite[nSprite].owner = -1; continue; } pExtra->slave[pExtra->slaveCount++] = nSprite; if (pExtra->slaveCount > gGameOptions.nDifficulty) break; } if (propId) break; case kGenDudePropertySpriteSize: { if (seqGetStatus(3, pSprite->extra) == -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); int curSumm = pSprite->xrepeat + pSprite->yrepeat; int defSumm = pExtra->initVals[0] + pExtra->initVals[1]; if (curSumm < defSumm) pSprite->clipdist = ClipLow(curSumm >> 1, 4); else if (curSumm > defSumm) pSprite->clipdist = ClipHigh(curSumm >> 1, 255); else pSprite->clipdist = pExtra->initVals[2]; if (propId) break; } } return true; } END_BLD_NS