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2e0b9490e1
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
609 lines
24 KiB
C++
609 lines
24 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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static void cultThinkSearch(DBloodActor*);
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static void cultThinkGoto(DBloodActor*);
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static void cultThinkChase(DBloodActor*);
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AISTATE cultistIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE cultistProneIdle = { kAiStateIdle, 17, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE fanaticProneIdle = { kAiStateIdle, 17, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE cultistProneIdle3 = { kAiStateIdle, 17, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE cultistChase = { kAiStateChase, 9, -1, 0, NULL, aiMoveForward, cultThinkChase, NULL };
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AISTATE fanaticChase = { kAiStateChase, 0, -1, 0, NULL, aiMoveTurn, cultThinkChase, NULL };
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AISTATE cultistDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &cultistChase };
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AISTATE cultistGoto = { kAiStateMove, 9, -1, 600, NULL, aiMoveForward, cultThinkGoto, &cultistIdle };
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AISTATE cultistProneChase = { kAiStateChase, 14, -1, 0, NULL, aiMoveForward, cultThinkChase, NULL };
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AISTATE cultistProneDodge = { kAiStateMove, 14, -1, 90, NULL, aiMoveDodge, NULL, &cultistProneChase };
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AISTATE cultistTThrow = { kAiStateChase, 7, nThrowClient, 120, NULL, NULL, NULL, &cultistTFire };
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AISTATE cultistSThrow = { kAiStateChase, 7, nThrowClient, 120, NULL, NULL, NULL, &cultistSFire };
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AISTATE cultistTsThrow = { kAiStateChase, 7, nThrowClient, 120, NULL, NULL, NULL, &cultistTsFire };
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AISTATE cultistDThrow = { kAiStateChase, 7, nThrowClient, 120, NULL, NULL, NULL, &cultistChase };
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AISTATE cultist139A78 = { kAiStateChase, 7, n68170Client, 120, NULL, NULL, NULL, &cultistChase };
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AISTATE cultist139A94 = { kAiStateChase, 7, n68230Client, 120, NULL, NULL, NULL, &cultistIdle };
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AISTATE cultist139AB0 = { kAiStateChase, 7, n68230Client, 120, NULL, NULL, cultThinkSearch, &cultist139A94 };
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AISTATE cultist139ACC = { kAiStateChase, 7, n68230Client, 120, NULL, NULL, cultThinkSearch, &cultist139AB0 };
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AISTATE cultist139AE8 = { kAiStateChase, 7, n68230Client, 120, NULL, NULL, cultThinkSearch, &cultist139AE8 };
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AISTATE cultistSearch = { kAiStateSearch, 9, -1, 1800, NULL, aiMoveForward, cultThinkSearch, &cultistIdle };
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AISTATE cultistSFire = { kAiStateChase, 6, nShotClient, 60, NULL, NULL, NULL, &cultistChase };
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AISTATE cultistTFire = { kAiStateChase, 6, nTommyClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistTFire };
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AISTATE cultistTsFire = { kAiStateChase, 6, nTeslaClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistChase };
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AISTATE cultistSProneFire = { kAiStateChase, 8, nShotClient, 60, NULL, NULL, NULL, &cultistProneChase };
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AISTATE cultistTProneFire = { kAiStateChase, 8, nTommyClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistTProneFire };
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AISTATE cultistTsProneFire = { kAiStateChase, 8, nTeslaClient, 0, NULL, aiMoveTurn, NULL, &cultistTsProneFire }; // vanilla, broken
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AISTATE cultistTsProneFireFixed = { kAiStateChase, 8, nTeslaClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistTsProneFireFixed };
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AISTATE cultistRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cultistDodge };
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AISTATE cultistProneRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cultistProneDodge };
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AISTATE cultistTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &cultistDodge };
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AISTATE cultistSwimIdle = { kAiStateIdle, 13, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE cultistSwimChase = { kAiStateChase, 13, -1, 0, NULL, aiMoveForward, cultThinkChase, NULL };
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AISTATE cultistSwimDodge = { kAiStateMove, 13, -1, 90, NULL, aiMoveDodge, NULL, &cultistSwimChase };
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AISTATE cultistSwimGoto = { kAiStateMove, 13, -1, 600, NULL, aiMoveForward, cultThinkGoto, &cultistSwimIdle };
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AISTATE cultistSwimSearch = { kAiStateSearch, 13, -1, 1800, NULL, aiMoveForward, cultThinkSearch, &cultistSwimIdle };
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AISTATE cultistSSwimFire = { kAiStateChase, 8, nShotClient, 60, NULL, NULL, NULL, &cultistSwimChase };
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AISTATE cultistTSwimFire = { kAiStateChase, 8, nTommyClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistTSwimFire };
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AISTATE cultistTsSwimFire = { kAiStateChase, 8, nTeslaClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistTsSwimFire };
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AISTATE cultistSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cultistSwimDodge };
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void TommySeqCallback(int, DBloodActor* actor)
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{
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DVector3 vect(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope);
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vect.X += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14);
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vect.Y += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14);
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vect.Z += Random3F((5 - gGameOptions.nDifficulty) * 500, 14);
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actFireVector(actor, 0, 0, vect, kVectorBullet);
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sfxPlay3DSound(actor, 4001, -1, 0);
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}
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void TeslaSeqCallback(int, DBloodActor* actor)
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{
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if (Chance(gCultTeslaFireChance[gGameOptions.nDifficulty]))
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{
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DVector3 vect(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope);
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vect.X += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14);
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vect.Y += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14);
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vect.Z += Random3F((5 - gGameOptions.nDifficulty) * 500, 14);
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actFireMissile(actor, 0, 0, vect, kMissileTeslaRegular);
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sfxPlay3DSound(actor, 470, -1, 0);
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}
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}
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void ShotSeqCallback(int, DBloodActor* actor)
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{
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DVector3 vect(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope);
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vect.X += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14);
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vect.Y += Random3F((5 - gGameOptions.nDifficulty) * 1000, 14);
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vect.Z += Random3F((5 - gGameOptions.nDifficulty) * 500, 14);
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for (int i = 0; i < 8; i++)
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{
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double r1 = Random3F(500 , 14);
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double r2 = Random3F(1000, 14);
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double r3 = Random3F(1000, 14);
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actFireVector(actor, 0, 0, vect + DVector3(r1, r2, r3), kVectorShell);
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}
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if (Chance(0x8000))
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sfxPlay3DSound(actor, 1001, -1, 0);
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else
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sfxPlay3DSound(actor, 1002, -1, 0);
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}
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void cultThrowSeqCallback(int, DBloodActor* actor)
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{
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int nMissile = kThingArmedTNTStick;
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if (gGameOptions.nDifficulty > 2)
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nMissile = kThingArmedTNTBundle;
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uint8_t v4 = Chance(0x6000);
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sfxPlay3DSound(actor, 455, -1, 0);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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auto dv = target->spr.pos - actor->spr.pos;
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double nDist = dv.XY().Length();
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if (nDist > 0x1e0)
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v4 = 0;
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auto* pMissile = actFireThing(actor, 0., 0., dv.Z / 32768 - FixedToFloat(14500), nMissile, nDist * (2048. / 64800));
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if (v4)
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pMissile->xspr.Impact = 1;
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else
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evPostActor(pMissile, 120 * (1 + Random(2)), kCmdOn, actor);
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}
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void cultThrowSeqCallback2(int, DBloodActor* actor)
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{
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int nMissile = kThingArmedTNTStick;
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if (gGameOptions.nDifficulty > 2)
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nMissile = kThingArmedTNTBundle;
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sfxPlay3DSound(actor, 455, -1, 0);
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auto pMissile = actFireThing(actor, 0., 0., actor->dudeSlope * 0.25 - 0.14435, nMissile, 0x133333 / 65536.);
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evPostActor(pMissile, 120 * (2 + Random(2)), kCmdOn, actor);
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}
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void cultThrowSeqCallback3(int, DBloodActor* actor)
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{
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int nMissile = kThingArmedTNTStick;
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if (gGameOptions.nDifficulty > 2)
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nMissile = kThingArmedTNTBundle;
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sfxPlay3DSound(actor, 455, -1, 0);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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auto dv = target->spr.pos - actor->spr.pos;
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double nDist = dv.XY().Length();
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auto* pMissile = actFireThing(actor, 0., 0., dv.Z / 32768 - FixedToFloat(14500), nMissile, nDist * (32. / 64800));
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pMissile->xspr.Impact = 1;
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}
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static bool TargetNearExplosion(sectortype* sector)
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{
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BloodSectIterator it(sector);
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while (auto actor = it.Next())
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{
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if (actor->spr.type == kThingArmedTNTStick || actor->spr.statnum == kStatExplosion)
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return true;
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}
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return false;
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}
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static void cultThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
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aiLookForTarget(actor);
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}
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static void cultThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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DAngle nAngle = dvec.Angle();
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (nDist < 320 && absangle(actor->spr.Angles.Yaw, nAngle) < pDudeInfo->Periphery())
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{
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switch (actor->xspr.medium)
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{
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case kMediumNormal:
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aiNewState(actor, &cultistSearch);
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break;
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case kMediumWater:
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case kMediumGoo:
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aiNewState(actor, &cultistSwimSearch);
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break;
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}
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}
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aiThinkTarget(actor);
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}
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static void cultThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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switch (actor->xspr.medium)
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{
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case kMediumNormal:
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aiNewState(actor, &cultistGoto);
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break;
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case kMediumWater:
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case kMediumGoo:
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aiNewState(actor, &cultistSwimGoto);
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break;
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}
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return;
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}
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto target = actor->GetTarget();
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auto dvec = target->spr.pos - actor->spr.pos;
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double nDist = dvec.XY().Length();
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DAngle nAngle = dvec.Angle();
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aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0)
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{
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switch (actor->xspr.medium)
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{
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case kMediumNormal:
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aiNewState(actor, &cultistSearch);
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if (actor->spr.type == kDudeCultistTommy)
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aiPlay3DSound(actor, 4021 + Random(4), AI_SFX_PRIORITY_1, -1);
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else
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aiPlay3DSound(actor, 1021 + Random(4), AI_SFX_PRIORITY_1, -1);
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break;
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case kMediumWater:
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case kMediumGoo:
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aiNewState(actor, &cultistSwimSearch);
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break;
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}
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return;
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}
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if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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switch (actor->xspr.medium)
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{
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case kMediumNormal:
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aiNewState(actor, &cultistSearch);
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break;
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case kMediumWater:
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case kMediumGoo:
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aiNewState(actor, &cultistSwimSearch);
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break;
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}
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return;
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}
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if (nDist > 0 && nDist <= pDudeInfo->SeeDist())
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{
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DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, nAngle);
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double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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{
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if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery())
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{
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aiSetTarget(actor, actor->GetTarget());
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actor->dudeSlope = nDist == 0 ? 0 : (target->spr.pos.Z - actor->spr.pos.Z) / nDist;
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switch (actor->spr.type)
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{
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case kDudeCultistTommy:
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if (nDist < 0x1e0 && nDist > 0xe0 && nDeltaAngle < DAngle15 && !TargetNearExplosion(target->sector())
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&& (target->spr.flags & 2) && gGameOptions.nDifficulty > 2 && target->IsPlayerActor() && gPlayer[target->spr.type - kDudePlayer1].isRunning
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&& Chance(0x8000))
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{
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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if (actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
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aiNewState(actor, &cultistTThrow);
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break;
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case 0:
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case 4:
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break;
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case 3:
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if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistShotgun && actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
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aiNewState(actor, &cultistTThrow);
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break;
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default:
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aiNewState(actor, &cultistTThrow);
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break;
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}
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}
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else if (nDist < 0x460 && nDeltaAngle < DAngle1 * 5)
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{
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
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aiNewState(actor, &cultistTFire);
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else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
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aiNewState(actor, &cultistTProneFire);
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else if (dudeIsPlayingSeq(actor, 13) && (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo))
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aiNewState(actor, &cultistTSwimFire);
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break;
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case 3:
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if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistShotgun)
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{
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if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
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aiNewState(actor, &cultistTFire);
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else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
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aiNewState(actor, &cultistTProneFire);
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else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
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aiNewState(actor, &cultistTSwimFire);
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}
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else
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{
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if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
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aiNewState(actor, &cultistDodge);
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else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
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aiNewState(actor, &cultistProneDodge);
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else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
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aiNewState(actor, &cultistSwimDodge);
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}
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break;
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default:
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if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
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aiNewState(actor, &cultistTFire);
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else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
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aiNewState(actor, &cultistTProneFire);
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else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
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aiNewState(actor, &cultistTSwimFire);
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break;
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}
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}
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break;
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case kDudeCultistShotgun:
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if (nDist < 0x2c0 && nDist > 0x140 && !TargetNearExplosion(target->sector())
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&& (target->spr.flags & 2) && gGameOptions.nDifficulty >= 2 && target->IsPlayerActor() && !gPlayer[target->spr.type - kDudePlayer1].isRunning
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&& Chance(0x8000))
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{
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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if (actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
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aiNewState(actor, &cultistSThrow);
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break;
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case 0:
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case 4:
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break;
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case 3:
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if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistShotgun && actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
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aiNewState(actor, &cultistSThrow);
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break;
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default:
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aiNewState(actor, &cultistSThrow);
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break;
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}
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}
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else if (nDist < 0x320 && nDeltaAngle < DAngle1 * 5)
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{
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
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aiNewState(actor, &cultistSFire);
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else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
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aiNewState(actor, &cultistSProneFire);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSSwimFire);
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistTommy)
|
|
{
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSSwimFire);
|
|
}
|
|
else
|
|
{
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistDodge);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistProneDodge);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSwimDodge);
|
|
}
|
|
break;
|
|
default:
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSSwimFire);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case kDudeCultistTesla:
|
|
if (nDist < 0x1e0 && nDist > 0xe0 && !TargetNearExplosion(target->sector())
|
|
&& (target->spr.flags & 2) && gGameOptions.nDifficulty > 2 && target->IsPlayerActor() && gPlayer[target->spr.type - kDudePlayer1].isRunning
|
|
&& Chance(0x8000))
|
|
{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
|
|
aiNewState(actor, &cultistTsThrow);
|
|
break;
|
|
case 0:
|
|
case 4:
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistShotgun && actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
|
|
aiNewState(actor, &cultistTsThrow);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cultistTsThrow);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x320 && nDeltaAngle < DAngle1 * 5)
|
|
{
|
|
AISTATE *pCultistTsProneFire = !cl_bloodvanillaenemies && !VanillaMode() ? &cultistTsProneFireFixed : &cultistTsProneFire;
|
|
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistTsFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, pCultistTsProneFire);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistTsSwimFire);
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistTommy)
|
|
{
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistTsFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, pCultistTsProneFire);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistTsSwimFire);
|
|
}
|
|
else
|
|
{
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistDodge);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistProneDodge);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSwimDodge);
|
|
}
|
|
break;
|
|
default:
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistTsFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, pCultistTsProneFire);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistTsSwimFire);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case kDudeCultistTNT:
|
|
if (nDist < 0x2c0 && nDist > 0x140 && nDeltaAngle < DAngle15 && (target->spr.flags & 2) && target->IsPlayerActor())
|
|
{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
|
|
aiNewState(actor, &cultistDThrow);
|
|
break;
|
|
case 4:
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistShotgun && actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
|
|
aiNewState(actor, &cultistDThrow);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cultistDThrow);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x140 && nDeltaAngle < DAngle15 && (target->spr.flags & 2) && target->IsPlayerActor())
|
|
{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (actor->xspr.medium != 1 && actor->xspr.medium != kMediumGoo)
|
|
aiNewState(actor, &cultist139A78);
|
|
break;
|
|
case 4:
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistShotgun && actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
|
|
aiNewState(actor, &cultist139A78);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cultist139A78);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case kDudeCultistBeast:
|
|
if (nDist < 0x1e0 && nDist > 0xe0 && !TargetNearExplosion(target->sector())
|
|
&& (target->spr.flags & 2) && gGameOptions.nDifficulty > 2 && target->IsPlayerActor() && gPlayer[target->spr.type - kDudePlayer1].isRunning
|
|
&& Chance(0x8000))
|
|
{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
|
|
aiNewState(actor, &cultistSThrow);
|
|
break;
|
|
case 0:
|
|
case 4:
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistShotgun && actor->xspr.medium != kMediumWater && actor->xspr.medium != kMediumGoo)
|
|
aiNewState(actor, &cultistSThrow);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cultistSThrow);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x320 && abs(nDeltaAngle) < DAngle1 * 5)
|
|
{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSSwimFire);
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistTommy)
|
|
{
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSSwimFire);
|
|
}
|
|
else
|
|
{
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistDodge);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistProneDodge);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSwimDodge);
|
|
}
|
|
break;
|
|
default:
|
|
if (!dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && actor->xspr.medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (actor->xspr.medium == kMediumWater || actor->xspr.medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSSwimFire);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
switch (actor->xspr.medium)
|
|
{
|
|
case kMediumNormal:
|
|
aiNewState(actor, &cultistGoto);
|
|
break;
|
|
case kMediumWater:
|
|
case kMediumGoo:
|
|
aiNewState(actor, &cultistSwimGoto);
|
|
break;
|
|
}
|
|
actor->SetTarget(nullptr);
|
|
}
|
|
|
|
END_BLD_NS
|