raze/source/games/blood/src/aiunicult.cpp

2554 lines
79 KiB
C++

//-------------------------------------------------------------------------
/*
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 "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
const int16_t gCustomDudeDebrisPics[6] = {
2406, 2280, 2185, 2155, 2620, 3135
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void forcePunch(DBloodActor* actor)
{
if (actor->genDudeExtra.forcePunch && seqGetStatus(actor) == -1)
punchCallback(0, actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool genDudeAdjustSlope(DBloodActor* actor, int dist, int weaponType, int by = 64)
{
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(actor, actor->int_pos().Z, bcos(actor->spr.ang), bsin(actor->spr.ang), i, clipMask, dist);
if (!fStart && actor->GetTarget() == gHitInfo.actor()) fStart = i;
else if (fStart && actor->GetTarget() != gHitInfo.actor())
{
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 target = actor->GetTarget();
if (target != nullptr)
{
int nZOffset1 = getDudeInfo(actor->spr.type)->eyeHeight * actor->spr.yrepeat << 2;
int nZOffset2 = 0;
if (target->IsDudeActor())
nZOffset2 = getDudeInfo(target->spr.type)->eyeHeight * target->spr.yrepeat << 2;
int dx = bcos(actor->spr.ang);
int dy = bsin(actor->spr.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)
{
if (actor->GetTarget() == nullptr) return;
int dx, dy, dz;
actor->vel.X = actor->vel.Y = 0;
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
int dispersion = pExtra->baseDispersion;
if (inDuck(actor->xspr.aiState))
dispersion = ClipLow(dispersion >> 1, kGenDudeMinDispesion);
if (pExtra->weaponType == kGenDudeWeaponHitscan)
{
dx = bcos(actor->spr.ang); dy = bsin(actor->spr.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(actor, pExtra->curWeapon);
}
else if (pExtra->weaponType == kGenDudeWeaponSummon)
{
DBloodActor* spawned = nullptr;
int dist = actor->spr.clipdist << 4;
if (pExtra->slaveCount <= gGameOptions.nDifficulty)
{
if ((spawned = actSpawnDude(actor, pExtra->curWeapon, dist + Random(dist), 0)) != NULL)
{
spawned->SetOwner(actor);
if (spawned->hasX())
{
spawned->SetTarget(actor->GetTarget());
if (spawned->GetTarget() != nullptr)
aiActivateDude(spawned);
}
gKillMgr.AddKill(spawned);
pExtra->slave[pExtra->slaveCount++] = spawned;
if (!playGenDudeSound(actor, kGenDudeSndAttackNormal))
sfxPlay3DSoundCP(actor, 379, 1, 0, 0x10000 - Random3(0x3000));
}
}
}
else if (pExtra->weaponType == kGenDudeWeaponMissile)
{
dx = bcos(actor->spr.ang); dy = bsin(actor->spr.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(actor, 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)
{
auto target = actor->GetTarget();
if (target == nullptr)
return;
if (!(target->spr.type >= kDudeBase && target->spr.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 = target->int_pos().X - actor->int_pos().X;
int dy = target->int_pos().Y - actor->int_pos().Y;
int dz = target->int_pos().Z - actor->int_pos().Z;
int dist = approxDist(dx, dy);
auto actLeech = leechIsDropped(actor);
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;
if (pThinkInfo->picnum < 0 && spawned->spr.type != kModernThingThrowableRock) spawned->spr.picnum = 0;
spawned->SetOwner(actor);
switch (curWeapon) {
case kThingNapalmBall:
spawned->spr.xrepeat = spawned->spr.yrepeat = 24;
spawned->xspr.data4 = 3 + gGameOptions.nDifficulty;
impact = true;
break;
case kModernThingThrowableRock:
spawned->spr.picnum = gCustomDudeDebrisPics[Random(5)];
spawned->spr.xrepeat = spawned->spr.yrepeat = 24 + Random(42);
spawned->spr.cstat |= CSTAT_SPRITE_BLOCK;
spawned->spr.pal = 5;
if (Chance(0x5000)) spawned->spr.cstat |= CSTAT_SPRITE_XFLIP;
if (Chance(0x5000)) spawned->spr.cstat |= CSTAT_SPRITE_YFLIP;
if (spawned->spr.xrepeat > 60) spawned->xspr.data1 = 43;
else if (spawned->spr.xrepeat > 40) spawned->xspr.data1 = 33;
else if (spawned->spr.xrepeat > 30) spawned->xspr.data1 = 23;
else spawned->xspr.data1 = 12;
return;
case kThingTNTBarrel:
case kThingArmedProxBomb:
case kThingArmedSpray:
impact = false;
break;
case kModernThingTNTProx:
spawned->xspr.state = 0;
spawned->xspr.Proximity = true;
return;
case kModernThingEnemyLifeLeech:
if (actLeech != nullptr) spawned->xspr.health = actLeech->xspr.health;
else spawned->xspr.health = ((pThinkInfo->startHealth << 4) * gGameOptions.nDifficulty) >> 1;
sfxPlay3DSound(actor, 490, -1, 0);
spawned->xspr.data3 = 512 / (gGameOptions.nDifficulty + 1);
spawned->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
spawned->spr.pal = 6;
spawned->spr.clipdist = 0;
spawned->SetTarget(actor->GetTarget());
spawned->xspr.Proximity = true;
spawned->xspr.stateTimer = 1;
actor->genDudeExtra.pLifeLeech = spawned;
evPostActor(spawned, 80, kCallbackLeechStateTimer);
return;
}
if (impact == true && dist <= 7680) spawned->xspr.Impact = true;
else {
spawned->xspr.Impact = false;
evPostActor(spawned, 120 * Random(2) + 120, kCmdOn, actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void unicultThinkSearch(DBloodActor* actor)
{
// TO DO: if can't see the target, but in fireDist range - stop moving and look around
aiChooseDirection(actor, actor->xspr.goalAng);
aiLookForTarget(actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void unicultThinkGoto(DBloodActor* actor)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax))
{
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
int nAngle = getangle(dx, dy);
aiChooseDirection(actor, nAngle);
// if reached target, change to search mode
if (approxDist(dx, dy) < 5120 && abs(actor->spr.ang - nAngle) < getDudeInfo(actor->spr.type)->periphery)
{
if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchW);
else aiGenDudeNewState(actor, &genDudeSearchL);
}
aiThinkTarget(actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void unicultThinkChase(DBloodActor* actor)
{
if (actor->spr.type < kDudeBase || actor->spr.type >= kDudeMax) return;
auto const target = actor->GetTarget();
if (target == nullptr)
{
if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeGotoW);
else aiGenDudeNewState(actor, &genDudeGotoL);
return;
}
else
{
genDudeUpdate(actor);
}
if (!target || !target->IsDudeActor() || !target->hasX()) // target lost
{
if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchShortW);
else aiGenDudeNewState(actor, &genDudeSearchShortL);
actor->SetTarget(nullptr);
return;
}
if (target->xspr.health <= 0) // target is dead
{
PLAYER* pPlayer = NULL;
if ((!target->IsPlayerActor()) || ((pPlayer = getPlayerById(target->spr.type)) != NULL && pPlayer->fragger == actor))
{
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 = target->int_pos().X - actor->int_pos().X;
int dy = target->int_pos().Y - actor->int_pos().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->vel.X;
int yvelocity = actor->vel.Y;
if (inAttack(actor->xspr.aiState))
xvelocity = yvelocity = ClipLow(actor->spr.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 (target->IsPlayerActor())
{
PLAYER* pPlayer = &gPlayer[target->spr.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(actor->spr.type);
int losAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
int eyeAboveZ = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
if (dist > pDudeInfo->seeDist || !cansee(target->int_pos().X, target->int_pos().Y, target->int_pos().Z, target->sector(),
actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - eyeAboveZ, actor->sector()))
{
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(target->int_pos().Z - actor->int_pos().Z, dist, 10);
int curWeapon = actor->genDudeExtra.curWeapon;
int weaponType = actor->genDudeExtra.weaponType;
auto actLeech = leechIsDropped(actor);
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(actor, actor->int_pos().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) && !actor->GetSpecialOwner())
{
switch (curWeapon)
{
case kModernThingEnemyLifeLeech:
{
if (actLeech == nullptr)
{
aiGenDudeNewState(actor, &genDudeThrow2);
genDudeThrow2.nextState = &genDudeDodgeShortL;
return;
}
int ldist = aiFightGetTargetDist(target, pDudeInfo, actLeech);
if (ldist > 3 || !cansee(target->int_pos().X, target->int_pos().Y, target->int_pos().Z, target->sector(),
actLeech->int_pos().X, actLeech->int_pos().Y, actLeech->int_pos().Z, actLeech->sector()) || 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, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().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 || actor->xspr.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", target->xspr.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 && target->xspr.burnTime >= 2000 && target->GetBurnSource() == actor)
{
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(actor, target->int_pos().X, target->int_pos().Y, target->int_pos().Z, target->sector(), pExpl->radius >> 1))
{
actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
if (doExplosion(actor, nType) && actor->xspr.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(actor, actor->int_pos().Z, bcos(actor->spr.ang), bsin(actor->spr.ang), actor->dudeSlope, CLIPMASK1, dist);
else if (weaponType == kGenDudeWeaponMissile)
hit = HitScan(actor, actor->int_pos().Z, bcos(actor->spr.ang), bsin(actor->spr.ang), actor->dudeSlope, CLIPMASK0, dist);
if (hit >= 0)
{
targetDist = dist - (target->spr.clipdist << 2);
objDist = approxDist(gHitInfo.hitpos.X - actor->int_pos().X, gHitInfo.hitpos.Y - actor->int_pos().Y);
}
if (actor != gHitInfo.actor() && targetDist > objDist)
{
DBloodActor* hitactor = nullptr;
walltype* pHWall = NULL;
XWALL* pXHWall = NULL;
bool hscn = false;
bool blck = false;
bool failed = false;
switch (hit)
{
case 3:
hitactor = gHitInfo.actor();
if (hitactor)
{
hscn = (hitactor->spr.cstat & CSTAT_SPRITE_BLOCK_HITSCAN); blck = (hitactor->spr.cstat & CSTAT_SPRITE_BLOCK);
}
break;
case 0:
case 4:
pHWall = gHitInfo.hitWall;
if (pHWall->hasX()) pXHWall = &pHWall->xw();
hscn = (pHWall->cstat & CSTAT_WALL_BLOCK_HITSCAN); blck = (pHWall->cstat & CSTAT_WALL_BLOCK);
break;
}
switch (hit) {
case 0:
case 1:
case 2:
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 (hitactor->spr.statnum == kStatFX || hitactor->spr.statnum == kStatProjectile || hitactor->spr.statnum == kStatDebris)
break;
if (hitactor->IsDudeActor() && (weaponType != kGenDudeWeaponHitscan || hscn))
{
// dodge a bit in sides
if (hitactor->xspr.health > 0 && hitactor->GetTarget() != actor)
{
if (pExtra->baseDispersion < 1024 && weaponType != kGenDudeWeaponMissile)
{
if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeDodgeShorterW);
else if (inDuck(actor->xspr.aiState)) aiGenDudeNewState(actor, &genDudeDodgeShorterD);
else aiGenDudeNewState(actor, &genDudeDodgeShorterL);
}
else if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeDodgeShortW);
else if (inDuck(actor->xspr.aiState)) aiGenDudeNewState(actor, &genDudeDodgeShortD);
else aiGenDudeNewState(actor, &genDudeDodgeShortL);
switch (hitactor->spr.type)
{
case kDudeModernCustom: // and make dude which could be hit to dodge too
if (!dudeIsMelee(hitactor) && Chance(dist << 4))
{
if (!inAttack(hitactor->xspr.aiState))
{
if (spriteIsUnderwater(hitactor)) aiGenDudeNewState(hitactor, &genDudeDodgeShorterW);
else if (inDuck(actor->xspr.aiState)) aiGenDudeNewState(hitactor, &genDudeDodgeShorterD);
else aiGenDudeNewState(hitactor, &genDudeDodgeShorterL);
// preferable in opposite sides
if (Chance(0x8000))
{
if (actor->xspr.dodgeDir == 1) hitactor->xspr.dodgeDir = -1;
else if (actor->xspr.dodgeDir == -1) hitactor->xspr.dodgeDir = 1;
}
break;
}
if (actor->int_pos().X < hitactor->int_pos().X)
{
if (Chance(0x9000) && target->int_pos().X > hitactor->int_pos().X) actor->xspr.dodgeDir = -1;
else actor->xspr.dodgeDir = 1;
}
else
{
if (Chance(0x9000) && target->int_pos().X > hitactor->int_pos().X) actor->xspr.dodgeDir = 1;
else actor->xspr.dodgeDir = -1;
}
}
break;
default:
if (actor->int_pos().X < hitactor->int_pos().X)
{
if (Chance(0x9000) && target->int_pos().X > hitactor->int_pos().X) actor->xspr.dodgeDir = -1;
else actor->xspr.dodgeDir = 1;
}
else
{
if (Chance(0x9000) && target->int_pos().X > hitactor->int_pos().X) actor->xspr.dodgeDir = 1;
else actor->xspr.dodgeDir = -1;
}
break;
}
return;
}
break;
}
else if (weaponType == kGenDudeWeaponHitscan && hscn)
{
if (genDudeAdjustSlope(actor, dist, weaponType)) break;
VectorScan(actor, 0, 0, bcos(actor->spr.ang), bsin(actor->spr.ang), actor->dudeSlope, dist, 1);
if (actor == gHitInfo.actor()) break;
bool immune = nnExtIsImmune(hitactor, gVectorData[curWeapon].dmgType);
if (!(hitactor->hasX() && (!immune || (immune && hitactor->spr.statnum == kStatThing && hitactor->xspr.Vector)) && !hitactor->xspr.locked))
{
if ((approxDist(gHitInfo.hitpos.X - actor->int_pos().X, gHitInfo.hitpos.Y - actor->int_pos().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(hitactor->spr.picnum, hitactor->spr.xrepeat);
int wd2 = picWidth(actor->spr.picnum, actor->spr.xrepeat);
if (wd1 < (wd2 << 3))
{
//viewSetSystemMessage("OBJ SIZE: %d DUDE SIZE: %d", wd1, wd2);
if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeDodgeShorterW);
else if (inDuck(actor->xspr.aiState)) aiGenDudeNewState(actor, &genDudeDodgeShorterD);
else aiGenDudeNewState(actor, &genDudeDodgeShorterL);
if (actor->int_pos().X < hitactor->int_pos().X)
{
if (Chance(0x3000) && target->int_pos().X > hitactor->int_pos().X) actor->xspr.dodgeDir = -1;
else actor->xspr.dodgeDir = 1;
}
else
{
if (Chance(0x3000) && target->int_pos().X > hitactor->int_pos().X) actor->xspr.dodgeDir = 1;
else actor->xspr.dodgeDir = -1;
}
if (actor->hit.hit.type == kHitWall || actor->hit.hit.type == kHitSprite)
{
if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW);
else aiGenDudeNewState(actor, &genDudeChaseL);
actor->xspr.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(actor, 0, 0, bcos(actor->spr.ang), bsin(actor->spr.ang), actor->dudeSlope, dist, 1);
if ((actor != gHitInfo.actor()) && (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.hitpos.X - actor->int_pos().X, gHitInfo.hitpos.Y - actor->int_pos().Y);
int targetDist1 = approxDist(gHitInfo.hitpos.X - target->int_pos().X, gHitInfo.hitpos.Y - target->int_pos().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 (targetDist1 <= 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 = (hitactor->spr.statnum != kStatThing || !hitactor->hasX() || hitactor->xspr.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(hitactor, 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);
actor->xspr.aiState->nextState = &genDudeFireW;
break;
case 2:
aiGenDudeNewState(actor, &genDudeFireD);
actor->xspr.aiState->nextState = &genDudeFireD;
break;
default:
aiGenDudeNewState(actor, &genDudeFireL);
actor->xspr.aiState->nextState = &genDudeFireL;
break;
}
}
else
{
if (seqGetID(actor) == actor->xspr.data2 + ((state < 3) ? 8 : 6))
{
if (state == 1) actor->xspr.aiState->nextState = &genDudeChaseW;
else if (state == 2) actor->xspr.aiState->nextState = &genDudeChaseD;
else actor->xspr.aiState->nextState = &genDudeChaseL;
}
else if (state == 1 && actor->xspr.aiState != &genDudeChaseW && actor->xspr.aiState != &genDudeFireW)
{
aiGenDudeNewState(actor, &genDudeChaseW);
actor->xspr.aiState->nextState = &genDudeFireW;
}
else if (state == 2 && actor->xspr.aiState != &genDudeChaseD && actor->xspr.aiState != &genDudeFireD)
{
aiGenDudeNewState(actor, &genDudeChaseD);
actor->xspr.aiState->nextState = &genDudeFireD;
}
else if (actor->xspr.aiState != &genDudeChaseL && actor->xspr.aiState != &genDudeFireL)
{
aiGenDudeNewState(actor, &genDudeChaseL);
actor->xspr.aiState->nextState = &genDudeFireL;
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int checkAttackState(DBloodActor* actor)
{
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)
{
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.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 (actor->xspr.busyTime > 0) speed /= 3;
if (speed > 0 && mul)
{
if (actor->xspr.busyTime > 0)
speed += (step * actor->xspr.busyTime);
}
if (shift) speed *= 4 >> 4;
if (speed > maxSpeed) speed = maxSpeed;
return speed;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiGenDudeMoveForward(DBloodActor* actor)
{
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
int maxTurn = pDudeInfo->angSpeed * 4 >> 4;
if (pExtra->canFly)
{
int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
actor->spr.ang = (actor->spr.ang + 256) & 2047;
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
if ((unsigned int)Random(64) < 32 && nDist <= 0x400)
return;
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int vx = actor->vel.X;
int vy = actor->vel.Y;
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->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
}
else
{
int dang = ((kAng180 + actor->xspr.goalAng - actor->spr.ang) & 2047) - kAng180;
actor->spr.ang = ((actor->spr.ang + ClipRange(dang, -maxTurn, maxTurn)) & 2047);
// don't move forward if trying to turn around
if (abs(dang) > kAng60)
return;
int sin = Sin(actor->spr.ang);
int cos = Cos(actor->spr.ang);
int frontSpeed = actor->genDudeExtra.moveSpeed;
actor->vel.X += MulScale(cos, frontSpeed, 30);
actor->vel.Y += MulScale(sin, frontSpeed, 30);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiGenDudeChooseDirection(DBloodActor* actor, int a3, int xvel, int yvel)
{
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax))
{
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
}
// TO-DO: Take in account if sprite is flip-x, so enemy select correct angle
int vc = ((a3 + 1024 - actor->spr.ang) & 2047) - 1024;
int t1 = DMulScale(xvel, Cos(actor->spr.ang), yvel, Sin(actor->spr.ang), 30);
int vsi = ((t1 * 15) >> 12) / 2; int v8 = (vc >= 0) ? 341 : -341;
if (CanMove(actor, actor->GetTarget(), actor->spr.ang + vc, vsi))
actor->xspr.goalAng = actor->spr.ang + vc;
else if (CanMove(actor, actor->GetTarget(), actor->spr.ang + vc / 2, vsi))
actor->xspr.goalAng = actor->spr.ang + vc / 2;
else if (CanMove(actor, actor->GetTarget(), actor->spr.ang - vc / 2, vsi))
actor->xspr.goalAng = actor->spr.ang - vc / 2;
else if (CanMove(actor, actor->GetTarget(), actor->spr.ang + v8, vsi))
actor->xspr.goalAng = actor->spr.ang + v8;
else if (CanMove(actor, actor->GetTarget(), actor->spr.ang, vsi))
actor->xspr.goalAng = actor->spr.ang;
else if (CanMove(actor, actor->GetTarget(), actor->spr.ang - v8, vsi))
actor->xspr.goalAng = actor->spr.ang - v8;
else
actor->xspr.goalAng = actor->spr.ang + 341;
actor->xspr.dodgeDir = (Chance(0x8000)) ? 1 : -1;
if (!CanMove(actor, actor->GetTarget(), actor->spr.ang + actor->xspr.dodgeDir * 512, 512))
{
actor->xspr.dodgeDir = -actor->xspr.dodgeDir;
if (!CanMove(actor, actor->GetTarget(), actor->spr.ang + actor->xspr.dodgeDir * 512, 512))
actor->xspr.dodgeDir = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState)
{
if (!actor->hasX())
{
return;
}
if (actor->xspr.health <= 0 || actor->xspr.sysData1 == kGenDudeTransformStatus)
return;
// 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;
}
actor->xspr.stateTimer = pAIState->stateTicks; actor->xspr.aiState = pAIState;
int stateSeq = actor->xspr.data2 + pAIState->seqId;
if (pAIState->seqId >= 0 && getSequence(stateSeq))
{
seqSpawn(stateSeq, actor, pAIState->funcId);
}
if (pAIState->enterFunc)
pAIState->enterFunc(actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool playGenDudeSound(DBloodActor* actor, int mode)
{
if (mode < kGenDudeSndTargetSpot || mode >= kGenDudeSndMax) return false;
const GENDUDESND* sndInfo = &gCustomDudeSnd[mode]; bool gotSnd = false;
int sndStartId = actor->xspr.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)
{
return (IsUnderwaterSector(actor->sector())
|| (oldWay && (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)));
}
DBloodActor* leechIsDropped(DBloodActor* actor)
{
return actor->genDudeExtra.pLifeLeech;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void removeDudeStuff(DBloodActor* actor)
{
BloodStatIterator it(kStatThing);
while (auto actor2 = it.Next())
{
if (actor2->GetOwner() != actor) continue;
switch (actor2->spr.type) {
case kThingArmedProxBomb:
case kThingArmedRemoteBomb:
case kModernThingTNTProx:
actor2->spr.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 != nullptr)
{
auto effectactor = gFX.fxSpawnActor((FX_ID)52, actLeech->sector(), actLeech->int_pos().X, actLeech->int_pos().Y, actLeech->int_pos().Z, actLeech->spr.ang);
if (effectactor != nullptr)
{
effectactor->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
effectactor->spr.pal = 6;
int repeat = 64 + Random(50);
effectactor->spr.xrepeat = repeat;
effectactor->spr.yrepeat = repeat;
}
sfxPlay3DSoundCP(actLeech, 490, -1, 0, 60000);
if (actLeech->GetOwner())
actLeech->GetOwner()->genDudeExtra.pLifeLeech = nullptr;
if (delSprite)
{
actLeech->spr.type = kSpriteDecoration;
actPostSprite(actLeech, 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)
{
for (int i = bucketHead[actor->xspr.txID]; i < bucketHead[actor->xspr.txID + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto rxactor = rxBucket[i].actor();
if (actor != rxactor && rxactor->spr.statnum == kStatInactive) return rxactor;
}
return nullptr;
}
bool dudeIsMelee(DBloodActor* actor)
{
return actor->genDudeExtra.isMelee;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void scaleDamage(DBloodActor* actor)
{
int curWeapon = actor->genDudeExtra.curWeapon;
int 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 (actor->xspr.dropMsg >= kItemArmorAsbest && actor->xspr.dropMsg <= kItemArmorSuper)
{
switch (actor->xspr.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
int yrepeat = actor->spr.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(actor->spr.picnum);
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 (actor->xspr.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)
{
// the faster fire rate, the less frames = more dispersion
Seq* pSeq = getSequence(actor->xspr.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)
{
int yrepeat = actor->spr.yrepeat;
int dist = 0;
int seqId = actor->xspr.data2;
int mul = 550;
int picnum = actor->spr.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(actor->spr.picnum), yrepeat, picnum);
return dist;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int getBaseChanceModifier(int baseChance)
{
return ((gGameOptions.nDifficulty > 0) ? baseChance - (0x0500 * gGameOptions.nDifficulty) : baseChance);
}
int getRecoilChance(DBloodActor* actor)
{
int mass = getSpriteMassBySize(actor);
int baseChance = (!dudeIsMelee(actor) ? 0x8000 : 0x4000);
baseChance = getBaseChanceModifier(baseChance) + actor->xspr.data3;
int chance = ((baseChance / mass) << 7);
return chance;
}
int getDodgeChance(DBloodActor* actor)
{
int mass = getSpriteMassBySize(actor);
int baseChance = (!dudeIsMelee(actor) ? 0x6000 : 0x1000);
baseChance = getBaseChanceModifier(baseChance) + actor->xspr.data3;
int chance = ((baseChance / mass) << 7);
return chance;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void dudeLeechOperate(DBloodActor* actor, const EVENT& event)
{
if (event.cmd == kCmdOff)
{
actPostSprite(actor, kStatFree);
return;
}
auto actTarget = actor->GetTarget();
if (actTarget != nullptr && actTarget != actor->GetOwner())
{
if (actTarget->spr.statnum == kStatDude && !(actTarget->spr.flags & 32) && actTarget->hasX() && !actor->xspr.stateTimer)
{
if (actTarget->IsPlayerActor())
{
PLAYER* pPlayer = &gPlayer[actTarget->spr.type - kDudePlayer1];
if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) return;
}
int top, bottom;
GetActorExtents(actor, &top, &bottom);
int nType = actTarget->spr.type - kDudeBase;
DUDEINFO* pDudeInfo = &dudeInfo[nType];
int z1 = (top - actor->int_pos().Z) - 256;
int x = actTarget->int_pos().X; int y = actTarget->int_pos().Y; int z = actTarget->int_pos().Z;
int nDist = approxDist(x - actor->int_pos().X, y - actor->int_pos().Y);
if (nDist != 0 && cansee(actor->int_pos().X, actor->int_pos().Y, top, actor->sector(), x, y, z, actTarget->sector()))
{
int t = DivScale(nDist, 0x1aaaaa, 12);
x += (actTarget->vel.X * t) >> 12;
y += (actTarget->vel.Y * t) >> 12;
int angBak = actor->spr.ang;
actor->spr.ang = getangle(x - actor->int_pos().X, y - actor->int_pos().Y);
int dx = bcos(actor->spr.ang);
int dy = bsin(actor->spr.ang);
int tz = actTarget->int_pos().Z - (actTarget->spr.yrepeat * pDudeInfo->aimHeight) * 4;
int dz = DivScale(tz - top - 256, nDist, 10);
int nMissileType = kMissileLifeLeechAltNormal + (actor->xspr.data3 ? 1 : 0);
int t2;
if (!actor->xspr.data3) t2 = 120 / 10;
else t2 = (3 * 120) / 10;
auto missile = actFireMissile(actor, 0, z1, dx, dy, dz, nMissileType);
if (missile)
{
missile->SetOwner(actor);
actor->xspr.stateTimer = 1;
evPostActor(actor, t2, kCallbackLeechStateTimer);
actor->xspr.data3 = ClipLow(actor->xspr.data3 - 1, 0);
}
actor->spr.ang = angBak;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool doExplosion(DBloodActor* actor, int nType)
{
auto actExplosion = actSpawnSprite(actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, kStatExplosion, true);
if (!actExplosion->hasX())
return false;
int nSeq = 4; int nSnd = 304; const EXPLOSION* pExpl = &explodeInfo[nType];
actExplosion->spr.type = nType;
actExplosion->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
actExplosion->SetOwner(actor);
actExplosion->spr.shade = -127;
actExplosion->spr.yrepeat = actExplosion->spr.xrepeat = pExpl->repeat;
actExplosion->xspr.data1 = pExpl->ticks;
actExplosion->xspr.data2 = pExpl->quakeEffect;
actExplosion->xspr.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, actExplosion, -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)
{
auto spawned = actSpawnSprite(actor, kStatDude);
int x, y, z = actor->int_pos().Z, nAngle = actor->spr.ang, nType = kDudeModernCustom;
if (nDist > 0)
{
x = actor->int_pos().X + mulscale30r(Cos(nAngle), nDist);
y = actor->int_pos().Y + mulscale30r(Sin(nAngle), nDist);
}
else
{
x = actor->int_pos().X;
y = actor->int_pos().Y;
}
spawned->spr.type = nType; spawned->spr.ang = nAngle;
vec3_t pos = { x, y, z };
SetActor(spawned, &pos);
spawned->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_BLOOD_BIT1;
spawned->spr.clipdist = dudeInfo[nType - kDudeBase].clipdist;
// inherit weapon, seq and sound settings.
spawned->xspr.data1 = source->xspr.data1;
spawned->xspr.data2 = source->xspr.data2;
spawned->xspr.sysData1 = source->xspr.data3; // move sndStartId from data3 to sysData1
spawned->xspr.data3 = 0;
// spawn seq
seqSpawn(genDudeSeqStartId(spawned), spawned, -1);
// inherit movement speed.
spawned->xspr.busyTime = source->xspr.busyTime;
// inherit clipdist?
if (source->spr.clipdist > 0)
spawned->spr.clipdist = source->spr.clipdist;
// inherit custom hp settings
if (source->xspr.data4 <= 0) spawned->xspr.health = dudeInfo[nType - kDudeBase].startHealth << 4;
else spawned->xspr.health = ClipRange(source->xspr.data4 << 4, 1, 65535);
if (source->spr.flags & kModernTypeFlag1)
{
switch (source->spr.type) {
case kModernCustomDudeSpawn:
//inherit pal?
if (spawned->spr.pal <= 0) spawned->spr.pal = source->spr.pal;
// inherit spawn sprite trigger settings, so designer can count monsters.
spawned->xspr.txID = source->xspr.txID;
spawned->xspr.command = source->xspr.command;
spawned->xspr.triggerOn = source->xspr.triggerOn;
spawned->xspr.triggerOff = source->xspr.triggerOff;
// inherit drop items
spawned->xspr.dropMsg = source->xspr.dropMsg;
// inherit required key so it can be dropped
spawned->xspr.key = source->xspr.key;
// inherit dude flags
spawned->xspr.dudeDeaf = source->xspr.dudeDeaf;
spawned->xspr.dudeGuard = source->xspr.dudeGuard;
spawned->xspr.dudeAmbush = source->xspr.dudeAmbush;
spawned->xspr.dudeFlag4 = source->xspr.dudeFlag4;
spawned->xspr.unused1 = source->xspr.unused1;
break;
}
}
// inherit sprite size (useful for seqs with zero repeats)
if (source->spr.flags & kModernTypeFlag2)
{
spawned->spr.xrepeat = source->spr.xrepeat;
spawned->spr.yrepeat = source->spr.yrepeat;
}
gKillMgr.AddKill(spawned);
aiInitSprite(spawned);
return spawned;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void genDudeTransform(DBloodActor* actor)
{
if (!actor->hasX()) return;
auto actIncarnation = getNextIncarnation(actor);
if (actIncarnation == NULL)
{
if (actor->xspr.sysData1 == kGenDudeTransformStatus) actor->xspr.sysData1 = 0;
trTriggerSprite(actor, kCmdOff, actor);
return;
}
actor->xspr.key = actor->xspr.dropMsg = actor->xspr.locked = 0;
// save incarnation's going on and off options
bool triggerOn = actIncarnation->xspr.triggerOn;
bool triggerOff = actIncarnation->xspr.triggerOff;
// then remove it from incarnation so it will not send the commands
actIncarnation->xspr.triggerOn = false;
actIncarnation->xspr.triggerOff = false;
// trigger dude death before transform
trTriggerSprite(actor, kCmdOff, actor);
actor->spr.type = actor->spr.inittype = actIncarnation->spr.type;
actor->spr.flags = actIncarnation->spr.flags;
actor->spr.pal = actIncarnation->spr.pal;
actor->spr.shade = actIncarnation->spr.shade;
actor->spr.clipdist = actIncarnation->spr.clipdist;
actor->spr.xrepeat = actIncarnation->spr.xrepeat;
actor->spr.yrepeat = actIncarnation->spr.yrepeat;
actor->xspr.txID = actIncarnation->xspr.txID;
actor->xspr.command = actIncarnation->xspr.command;
actor->xspr.triggerOn = triggerOn;
actor->xspr.triggerOff = triggerOff;
actor->xspr.busyTime = actIncarnation->xspr.busyTime;
actor->xspr.waitTime = actIncarnation->xspr.waitTime;
// inherit respawn properties
actor->xspr.respawn = actIncarnation->xspr.respawn;
actor->xspr.respawnPending = actIncarnation->xspr.respawnPending;
actor->xspr.burnTime = 0;
actor->SetBurnSource(nullptr);
actor->xspr.data1 = actIncarnation->xspr.data1;
actor->xspr.data2 = actIncarnation->xspr.data2;
actor->xspr.sysData1 = actIncarnation->xspr.data3; // soundBase id
actor->xspr.sysData2 = actIncarnation->xspr.data4; // start hp
actor->xspr.dudeGuard = actIncarnation->xspr.dudeGuard;
actor->xspr.dudeDeaf = actIncarnation->xspr.dudeDeaf;
actor->xspr.dudeAmbush = actIncarnation->xspr.dudeAmbush;
actor->xspr.dudeFlag4 = actIncarnation->xspr.dudeFlag4;
actor->xspr.unused1 = actIncarnation->xspr.unused1;
actor->xspr.dropMsg = actIncarnation->xspr.dropMsg;
actor->xspr.key = actIncarnation->xspr.key;
actor->xspr.locked = actIncarnation->xspr.locked;
actor->xspr.Decoupled = actIncarnation->xspr.Decoupled;
// clear drop items of the incarnation
actIncarnation->xspr.key = actIncarnation->xspr.dropMsg = 0;
// set hp
if (actor->xspr.sysData2 <= 0) actor->xspr.health = dudeInfo[actor->spr.type - kDudeBase].startHealth << 4;
else actor->xspr.health = ClipRange(actor->xspr.sysData2 << 4, 1, 65535);
int seqId = dudeInfo[actor->spr.type - kDudeBase].seqStartID;
switch (actor->spr.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, actor, -1);
// save target
auto target = actor->GetTarget();
// re-init sprite
aiInitSprite(actor);
// try to restore target
if (target == nullptr) aiSetTarget(actor, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z);
else aiSetTarget(actor, target);
// finally activate it
aiActivateDude(actor);
break;
}
actIncarnation->xspr.triggerOn = triggerOn;
actIncarnation->xspr.triggerOff = triggerOff;
/*// remove the incarnation in case if non-locked
if (actIncarnation->xspr.locked == 0) {
actIncarnation->xspr.txID = actIncarnation->spr.type = 0;
actPostSprite(pIncarnation, kStatFree);
// or restore triggerOn and off options
} else {
actIncarnation->xspr.triggerOn = triggerOn;
actIncarnation->xspr.triggerOff = triggerOff;
}*/
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void updateTargetOfLeech(DBloodActor* actor)
{
if (!actor->hasX()) return;
auto actLeech = leechIsDropped(actor);
if (actLeech == NULL || !actLeech->hasX()) actor->genDudeExtra.pLifeLeech = nullptr;
else
{
if (actor->GetTarget() != actLeech->GetTarget())
{
if (actor->GetTarget() == nullptr && actLeech->GetTarget() != nullptr)
{
aiSetTarget(actor, actLeech->GetTarget());
if (inIdle(actor->xspr.aiState))
aiActivateDude(actor);
}
else
{
actLeech->SetTarget(actor->GetTarget());
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void updateTargetOfSlaves(DBloodActor* actor)
{
if (!actor->hasX()) return;
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
auto slave = pExtra->slave;
auto actTarget = actor->GetTarget();
if (!actTarget || !actTarget->IsDudeActor() || !actTarget->hasX() || actTarget->xspr.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]->xspr.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], actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z);
}
else
{
aiSetTarget(slave[i], actor->int_pos().X, actor->int_pos().Y, actor->int_pos().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;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int 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);
}
bool inSearch(AISTATE* aiState) {
return (aiState->stateType == kAiStateSearch);
}
int 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;
}
int 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;
}
int 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->xspr.data2;
else return kGenDudeDefaultSeq;
}
bool genDudePrepare(DBloodActor* actor, int propId)
{
if (!actor || !actor->hasX()) return false;
if (actor->spr.type != kDudeModernCustom) {
Printf(PRINT_HIGH, "actor->spr.type != kDudeModernCustom");
return false;
}
else if (propId < kGenDudePropertyAll || propId >= kGenDudePropertyMax) {
viewSetSystemMessage("Unknown custom dude #%d property (%d)", actor->GetIndex(), 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] = actor->spr.xrepeat;
pExtra->initVals[1] = actor->spr.yrepeat;
pExtra->initVals[2] = actor->spr.clipdist;
if (propId) break;
[[fallthrough]];
case kGenDudePropertyWeapon: {
pExtra->curWeapon = actor->xspr.data1;
switch (actor->xspr.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(actor->xspr.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(actor);
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 (actor->xspr.data2 <= 0) seqStartId = actor->xspr.data2 = getDudeInfo(actor->spr.type)->seqStartID;
else seqStartId = actor->xspr.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)
{
actor->xspr.data2 = getDudeInfo(actor->spr.type)->seqStartID;
viewSetSystemMessage("No SEQ animation id %d found for custom dude #%d!", i, actor->GetIndex());
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 ii = 0; ii < pSeq->nFrames; ii++) {
if (!pSeq->frames[ii].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(actor->xspr.aiState)) aiGenDudeNewState(actor, &genDudeChaseD);
else aiGenDudeNewState(actor, &genDudeChaseL);
}
else
{
if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeChaseNoWalkW);
else if (inDuck(actor->xspr.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, actor->GetIndex());
viewSetSystemMessage("Using reserved animation is not recommended.");
viewSetSystemMessage("SEQ base id: %d", seqStartId);
}*/
break;
}
}
if (propId) break;
[[fallthrough]];
}
case kGenDudePropertyLeech:
pExtra->pLifeLeech = nullptr;
if (!actor->GetSpecialOwner())
{
BloodStatIterator it(kStatThing);
while (auto actor2 = it.Next())
{
if (actor2->GetOwner() == actor && actor2->spr.type == kModernThingEnemyLifeLeech) {
pExtra->pLifeLeech = actor2;
break;
}
}
}
if (propId) break;
[[fallthrough]];
case kGenDudePropertySlaves:
{
pExtra->slaveCount = 0;
for (auto i = 0; i < kGenDudeMaxSlaves; i++)
{
pExtra->slave[i] = nullptr;
}
BloodStatIterator it(kStatDude);
while (auto actor2 = it.Next())
{
if (actor2->GetOwner() != actor) continue;
else if (!actor2->IsDudeActor() || !actor2->hasX() || actor2->xspr.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(actor->xspr.data2 + actor->xspr.aiState->seqId, actor, -1);
// make sure dudes aren't in the floor or ceiling
int zTop, zBot; GetActorExtents(actor, &zTop, &zBot);
if (!(actor->sector()->ceilingstat & CSTAT_SECTOR_SKY))
actor->add_int_z(ClipLow(actor->sector()->__int_ceilingz - zTop, 0));
if (!(actor->sector()->floorstat & CSTAT_SECTOR_SKY))
actor->add_int_z(ClipHigh(actor->sector()->__int_floorz - zBot, 0));
actor->spr.clipdist = ClipRange((actor->spr.xrepeat + actor->spr.yrepeat) >> 1, 4, 120);
if (propId) break;
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void genDudePostDeath(DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
{
if (damageType == kDamageExplode)
{
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
for (int i = 0; i < 3; i++)
if (pDudeInfo->nGibType[i] > -1)
GibSprite(actor, (GIBTYPE)pDudeInfo->nGibType[i], NULL, NULL);
for (int i = 0; i < 4; i++)
fxSpawnBlood(actor, damage);
}
gKillMgr.AddKill(actor);
actor->spr.type = kThingBloodChunks;
actPostSprite(actor, kStatThing);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiGenDudeInitSprite(DBloodActor* actor)
{
switch (actor->spr.type)
{
case kDudeModernCustom:
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = pDudeExtraE->thinkTime = 0;
aiGenDudeNewState(actor, &genDudeIdleL);
break;
}
case kDudeModernCustomBurning:
aiGenDudeNewState(actor, &genDudeBurnGoto);
actor->xspr.burnTime = 1200;
break;
}
actor->spr.flags = 15;
return;
}
END_BLD_NS
#endif