mirror of
https://github.com/ZDoom/Raze.git
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1733 lines
71 KiB
C++
1733 lines
71 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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Copyright (C) NoOne
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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 "compat.h"
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#include "build.h"
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#include "pragmas.h"
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#include "mmulti.h"
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#include "common_game.h"
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#include "actor.h"
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#include "ai.h"
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#include "aiunicult.h"
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#include "blood.h"
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#include "db.h"
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#include "dude.h"
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#include "eventq.h"
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#include "globals.h"
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#include "levels.h"
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#include "player.h"
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#include "seq.h"
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#include "sfx.h"
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#include "sound.h"
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#include "trig.h"
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#include "triggers.h"
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#include "endgame.h"
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#include "view.h"
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#include "tile.h"
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BEGIN_BLD_NS
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static void genDudeAttack1(int, int);
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static void punchCallback(int, int);
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static void ThrowCallback1(int, int);
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static void ThrowCallback2(int, int);
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static void ThrowThing(int, bool);
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static void thinkSearch(spritetype*, XSPRITE*);
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static void thinkGoto(spritetype*, XSPRITE*);
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static void thinkChase(spritetype*, XSPRITE*);
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static void forcePunch(spritetype*, XSPRITE*);
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static int nGenDudeAttack1 = seqRegisterClient(genDudeAttack1);
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static int nGenDudePunch = seqRegisterClient(punchCallback);
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static int nGenDudeThrow1 = seqRegisterClient(ThrowCallback1);
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static int nGenDudeThrow2 = seqRegisterClient(ThrowCallback2);
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AISTATE genDudeIdleL = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE genDudeIdleW = { kAiStateIdle, 13, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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// ---------------------
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AISTATE genDudeSearchL = { kAiStateSearch, 9, -1, 600, NULL, aiGenDudeMoveForward, thinkSearch, &genDudeIdleL };
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AISTATE genDudeSearchW = { kAiStateSearch, 13, -1, 600, NULL, aiGenDudeMoveForward, thinkSearch, &genDudeIdleW };
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// ---------------------
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AISTATE genDudeSearchShortL = { kAiStateSearch, 9, -1, 200, NULL, aiGenDudeMoveForward, thinkSearch, &genDudeIdleL };
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AISTATE genDudeSearchShortW = { kAiStateSearch, 13, -1, 200, NULL, aiGenDudeMoveForward, thinkSearch, &genDudeIdleW };
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// ---------------------
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AISTATE genDudeSearchNoWalkL = { kAiStateSearch, 0, -1, 600, NULL, aiMoveTurn, thinkSearch, &genDudeIdleL };
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AISTATE genDudeSearchNoWalkW = { kAiStateSearch, 13, -1, 600, NULL, aiMoveTurn, thinkSearch, &genDudeIdleW };
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// ---------------------
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AISTATE genDudeGotoL = { kAiStateMove, 9, -1, 600, NULL, aiGenDudeMoveForward, thinkGoto, &genDudeIdleL };
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AISTATE genDudeGotoW = { kAiStateMove, 13, -1, 600, NULL, aiGenDudeMoveForward, thinkGoto, &genDudeIdleW };
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// ---------------------
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AISTATE genDudeDodgeL = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &genDudeChaseL };
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AISTATE genDudeDodgeD = { kAiStateMove, 14, -1, 90, NULL, aiMoveDodge, NULL, &genDudeChaseD };
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AISTATE genDudeDodgeW = { kAiStateMove, 13, -1, 90, NULL, aiMoveDodge, NULL, &genDudeChaseW };
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// ---------------------
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AISTATE genDudeDodgeShortL = { kAiStateMove, 9, -1, 60, NULL, aiMoveDodge, NULL, &genDudeChaseL };
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AISTATE genDudeDodgeShortD = { kAiStateMove, 14, -1, 60, NULL, aiMoveDodge, NULL, &genDudeChaseD };
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AISTATE genDudeDodgeShortW = { kAiStateMove, 13, -1, 60, NULL, aiMoveDodge, NULL, &genDudeChaseW };
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// ---------------------
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AISTATE genDudeChaseL = { kAiStateChase, 9, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
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AISTATE genDudeChaseD = { kAiStateChase, 14, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
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AISTATE genDudeChaseW = { kAiStateChase, 13, -1, 0, NULL, aiGenDudeMoveForward, thinkChase, NULL };
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// ---------------------
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AISTATE genDudeChaseNoWalkL = { kAiStateChase, 0, -1, 0, NULL, aiMoveTurn, thinkChase, NULL };
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AISTATE genDudeChaseNoWalkD = { kAiStateChase, 14, -1, 0, NULL, aiMoveTurn, thinkChase, NULL };
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AISTATE genDudeChaseNoWalkW = { kAiStateChase, 13, -1, 0, NULL, aiMoveTurn, thinkChase, NULL };
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// ---------------------
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AISTATE genDudeFireL = { kAiStateChase, 6, nGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &genDudeFireL };
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AISTATE genDudeFireD = { kAiStateChase, 8, nGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &genDudeFireD };
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AISTATE genDudeFireW = { kAiStateChase, 8, nGenDudeAttack1, 0, NULL, aiMoveTurn, thinkChase, &genDudeFireW };
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// ---------------------z
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AISTATE genDudeRecoilL = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &genDudeChaseL };
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AISTATE genDudeRecoilD = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &genDudeChaseD };
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AISTATE genDudeRecoilW = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &genDudeChaseW };
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AISTATE genDudeRecoilTesla = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &genDudeDodgeShortL };
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// ---------------------
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AISTATE genDudeThrow = { kAiStateChase, 7, nGenDudeThrow1, 0, NULL, NULL, NULL, &genDudeChaseL };
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AISTATE genDudeThrow2 = { kAiStateChase, 7, nGenDudeThrow2, 0, NULL, NULL, NULL, &genDudeChaseL };
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// ---------------------
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AISTATE genDudePunch = { kAiStateChase,10, nGenDudePunch, 0, NULL, NULL, forcePunch, &genDudeChaseL };
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// ---------------------
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GENDUDESND gCustomDudeSnd[] = {
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{ 1003, 2, 0, true, false }, // spot sound
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{ 1013, 2, 2, true, true }, // pain sound
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{ 1018, 2, 4, false, true }, // death sound
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{ 1031, 2, 6, true, true }, // burning state sound
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{ 1018, 2, 8, false, true }, // explosive death or end of burning state sound
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{ 4021, 2, 10, true, false }, // target of dude is dead
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{ 1005, 2, 12, true, false }, // chase sound
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{ -1, 0, 14, false, true }, // weapon attack
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{ -1, 0, 15, false, true }, // throw attack
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{ -1, 0, 16, false, true }, // melee attack
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{ 9008, 0, 17, false, false }, // transforming in other dude
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};
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GENDUDEEXTRA gGenDudeExtra[kMaxSprites];
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static void forcePunch(spritetype* pSprite, XSPRITE* pXSprite) {
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if (gGenDudeExtra[pSprite->index].forcePunch && seqGetStatus(3, pSprite->extra) == -1)
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punchCallback(0,pSprite->extra);
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}
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void genDudeProcess(spritetype* pSprite, XSPRITE* pXSprite) {
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GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index];
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if (pExtra->slaveCount > 0)
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updateTargetOfSlaves(pSprite);
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if (pExtra->nLifeLeech >= 0)
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updateTargetOfLeech(pSprite);
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if (pXSprite->aiState->moveFunc)
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pXSprite->aiState->moveFunc(pSprite, pXSprite);
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if (pXSprite->aiState->thinkFunc && (gFrame & 3) == (pSprite->index & 3))
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pXSprite->aiState->thinkFunc(pSprite, pXSprite);
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if (pXSprite->stateTimer == 0 && pXSprite->aiState->nextState && (pXSprite->aiState->stateTicks > 0 || seqGetStatus(3, pSprite->extra) < 0))
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aiGenDudeNewState(pSprite, pXSprite->aiState->nextState);
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if (pXSprite->health > 0 && ((dudeInfo[pSprite->type - kDudeBase].hinderDamage << 4) <= cumulDamage[pSprite->extra])) {
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pXSprite->data3 = cumulDamage[pSprite->extra];
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RecoilDude(pSprite, pXSprite);
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}
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}
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void genDudeUpdate(spritetype* pSprite) {
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for (int i = 0; i < kGenDudePropertyMax; i++) {
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if (gGenDudeExtra[pSprite->index].updReq[i])
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genDudePrepare(pSprite, i);
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}
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}
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static void punchCallback(int, int nXIndex) {
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XSPRITE* pXSprite = &xsprite[nXIndex];
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if (pXSprite->target != -1) {
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int nSprite = pXSprite->reference;
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spritetype* pSprite = &sprite[nSprite];
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int nZOffset1 = dudeInfo[pSprite->type - kDudeBase].eyeHeight * pSprite->yrepeat << 2;
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int nZOffset2 = 0;
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spritetype* pTarget = &sprite[pXSprite->target];
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if(IsDudeSprite(pTarget))
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nZOffset2 = dudeInfo[pTarget->type - kDudeBase].eyeHeight * pTarget->yrepeat << 2;
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int dx = Cos(pSprite->ang) >> 16;
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int dy = Sin(pSprite->ang) >> 16;
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int dz = nZOffset1 - nZOffset2;
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if (!playGenDudeSound(pSprite, kGenDudeSndAttackMelee))
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sfxPlay3DSound(pSprite, 530, 1, 0);
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actFireVector(pSprite, 0, 0, dx, dy, dz,VECTOR_TYPE_22);
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}
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}
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static void genDudeAttack1(int, int nXIndex) {
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if (!(nXIndex >= 0 && nXIndex < kMaxXSprites)) {
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consoleSysMsg("nXIndex >= 0 && nXIndex < kMaxXSprites");
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return;
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}
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XSPRITE* pXSprite = &xsprite[nXIndex]; int nSprite = pXSprite->reference;
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if (!(nSprite >= 0 && nSprite < kMaxSprites)) {
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consoleSysMsg("nIndex >= 0 && nIndex < kMaxSprites");
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return;
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}
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spritetype* pSprite = &sprite[nSprite]; int dx, dy, dz;
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xvel[pSprite->index] = yvel[pSprite->index] = 0;
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short curWeapon = gGenDudeExtra[nSprite].curWeapon;
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short dispersion = gGenDudeExtra[nSprite].baseDispersion;
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if (inDuck(pXSprite->aiState)) dispersion = ClipLow(dispersion >> 1, 250);
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if (curWeapon >= 0 && curWeapon < kVectorMax) {
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dx = Cos(pSprite->ang) >> 16; dy = Sin(pSprite->ang) >> 16; dz = gDudeSlope[nXIndex];
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VECTORDATA* pVectorData = &gVectorData[curWeapon];
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int vdist = pVectorData->maxDist;
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// dispersal modifiers here in case if non-melee enemy
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if (vdist <= 0 || vdist > 1280) {
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dx += Random3(dispersion); dy += Random3(dispersion);
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dz += Random3(dispersion);
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}
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actFireVector(pSprite, 0, 0, dx, dy, dz,(VECTOR_TYPE)curWeapon);
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if (!playGenDudeSound(pSprite, kGenDudeSndAttackNormal))
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sfxPlayVectorSound(pSprite, curWeapon);
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} else if (curWeapon >= kDudeBase && curWeapon < kDudeMax) {
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spritetype* pSpawned = NULL; int dist = pSprite->clipdist << 4;
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short slaveCnt = gGenDudeExtra[pSprite->index].slaveCount;
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if (slaveCnt <= gGameOptions.nDifficulty && (pSpawned = actSpawnDude(pSprite, curWeapon, dist + Random(dist), 0)) != NULL) {
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pSpawned->owner = nSprite;
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if (pSpawned->extra > -1) {
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xsprite[pSpawned->extra].target = pXSprite->target;
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if (pXSprite->target > -1)
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aiActivateDude(pSpawned, &xsprite[pSpawned->extra]);
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}
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gKillMgr.sub_263E0(1);
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gGenDudeExtra[pSprite->index].slave[slaveCnt] = pSpawned->index;
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gGenDudeExtra[pSprite->index].slaveCount++;
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if (!playGenDudeSound(pSprite, kGenDudeSndAttackNormal))
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sfxPlay3DSoundCP(pSprite, 379, 1, 0, 0x10000 - Random3(0x3000));
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}
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} else if (curWeapon >= kMissileBase && curWeapon < kMissileMax) {
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dx = Cos(pSprite->ang) >> 16;
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dy = Sin(pSprite->ang) >> 16;
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dz = gDudeSlope[nXIndex];
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// dispersal modifiers here
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dx += Random3(dispersion); dy += Random3(dispersion);
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dz += Random3(dispersion >> 1);
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actFireMissile(pSprite, 0, 0, dx, dy, dz, curWeapon);
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if (!playGenDudeSound(pSprite, kGenDudeSndAttackNormal))
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sfxPlayMissileSound(pSprite, curWeapon);
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}
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}
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static void ThrowCallback1(int, int nXIndex) {
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ThrowThing(nXIndex, true);
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}
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static void ThrowCallback2(int, int nXIndex) {
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ThrowThing(nXIndex, false);
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}
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static void ThrowThing(int nXIndex, bool impact) {
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XSPRITE* pXSprite = &xsprite[nXIndex]; spritetype* pSprite = &sprite[pXSprite->reference];
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if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites))
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return;
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spritetype * pTarget = &sprite[pXSprite->target];
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if (!(pTarget->type >= kDudeBase && pTarget->type < kDudeMax))
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return;
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short curWeapon = gGenDudeExtra[sprite[pXSprite->reference].index].curWeapon;
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if (curWeapon < kThingBase || curWeapon >= kThingMax)
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return;
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const THINGINFO* pThinkInfo = &thingInfo[curWeapon - kThingBase];
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if (!pThinkInfo->allowThrow) return;
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if (!playGenDudeSound(pSprite, kGenDudeSndAttackThrow))
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sfxPlay3DSound(pSprite, 455, -1, 0);
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int zThrow = 14500;
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int dx = pTarget->x - pSprite->x;
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int dy = pTarget->y - pSprite->y;
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int dz = pTarget->z - pSprite->z;
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int dist = approxDist(dx, dy);
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spritetype* pLeech = leechIsDropped(pSprite);
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XSPRITE* pXLeech = (pLeech != NULL) ? &xsprite[pLeech->extra] : NULL;
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switch (curWeapon) {
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case kModernThingEnemyLifeLeech:
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case kThingDroppedLifeLeech:
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zThrow = 5000;
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// pickup life leech before throw it again
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if (pLeech != NULL) removeLeech(pLeech);
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break;
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}
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spritetype* pThing = NULL;
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if ((pThing = actFireThing(pSprite, 0, 0, (dz / 128) - zThrow, curWeapon, divscale(dist / 540, 120, 23))) == NULL) return;
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else if (pThinkInfo->picnum < 0 && pThing->type != kModernThingThrowableRock) pThing->picnum = 0;
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pThing->owner = pSprite->xvel;
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switch (curWeapon) {
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case kThingNapalmBall:
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pThing->xrepeat = pThing->yrepeat = 24;
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xsprite[pThing->extra].data4 = 3 + gGameOptions.nDifficulty;
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impact = true;
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break;
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case kModernThingThrowableRock:
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int sPics[6];
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sPics[0] = 2406; sPics[1] = 2280;
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sPics[2] = 2185; sPics[3] = 2155;
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sPics[4] = 2620; sPics[5] = 3135;
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pThing->picnum = sPics[Random(5)];
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pThing->xrepeat = pThing->yrepeat = 24 + Random(42);
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pThing->cstat |= 0x0001;
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pThing->pal = 5;
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if (Chance(0x5000)) pThing->cstat |= 0x0004;
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if (Chance(0x5000)) pThing->cstat |= 0x0008;
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if (pThing->xrepeat > 60) xsprite[pThing->extra].data1 = 43;
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else if (pThing->xrepeat > 40) xsprite[pThing->extra].data1 = 33;
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else if (pThing->xrepeat > 30) xsprite[pThing->extra].data1 = 23;
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else xsprite[pThing->extra].data1 = 12;
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return;
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case kThingTNTBarrel:
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case kThingArmedProxBomb:
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case kThingArmedSpray:
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impact = false;
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break;
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case kModernThingTNTProx:
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xsprite[pThing->extra].state = 0;
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xsprite[pThing->extra].Proximity = true;
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return;
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case kModernThingEnemyLifeLeech:
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XSPRITE* pXThing = &xsprite[pThing->extra];
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if (pLeech != NULL) pXThing->health = pXLeech->health;
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else pXThing->health = 300 * gGameOptions.nDifficulty;
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sfxPlay3DSound(pSprite, 490, -1, 0);
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if (gGameOptions.nDifficulty <= 2) pXThing->data3 = 32700;
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else pXThing->data3 = Random(10);
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pThing->cstat &= ~CSTAT_SPRITE_BLOCK;
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pThing->pal = 6;
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pXThing->target = pTarget->xvel;
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pXThing->Proximity = true;
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pXThing->stateTimer = 1;
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gGenDudeExtra[pSprite->index].nLifeLeech = pThing->index;
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evPost(pThing->xvel, 3, 80, kCallbackLeechStateTimer);
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return;
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}
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if (impact == true && dist <= 7680) xsprite[pThing->extra].Impact = true;
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else {
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xsprite[pThing->extra].Impact = false;
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evPost(pThing->xvel, 3, 120 * Random(2) + 120, kCmdOn, pXSprite->reference);
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}
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}
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static void thinkSearch( spritetype* pSprite, XSPRITE* pXSprite ) {
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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sub_5F15C(pSprite, pXSprite);
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}
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static void thinkGoto(spritetype* pSprite, XSPRITE* pXSprite) {
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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|
consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
|
|
return;
|
|
}
|
|
|
|
int dx = pXSprite->targetX - pSprite->x;
|
|
int dy = pXSprite->targetY - pSprite->y;
|
|
int nAngle = getangle(dx, dy);
|
|
|
|
aiChooseDirection(pSprite, pXSprite, nAngle);
|
|
|
|
// if reached target, change to search mode
|
|
if (approxDist(dx, dy) < 5120 && klabs(pSprite->ang - nAngle) < dudeInfo[pSprite->type - kDudeBase].periphery) {
|
|
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchW);
|
|
else aiGenDudeNewState(pSprite, &genDudeSearchL);
|
|
}
|
|
aiThinkTarget(pSprite, pXSprite);
|
|
}
|
|
|
|
static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite ) {
|
|
|
|
if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax) return;
|
|
else if (pXSprite->target < 0 || pXSprite->target >= kMaxSprites) {
|
|
if(spriteIsUnderwater(pSprite,false)) aiGenDudeNewState(pSprite, &genDudeGotoW);
|
|
else aiGenDudeNewState(pSprite, &genDudeGotoL);
|
|
return;
|
|
} else {
|
|
|
|
genDudeUpdate(pSprite);
|
|
|
|
}
|
|
|
|
|
|
|
|
spritetype* pTarget = &sprite[pXSprite->target];
|
|
XSPRITE* pXTarget = (!IsDudeSprite(pTarget) || pTarget->extra < 0) ? NULL : &xsprite[pTarget->extra];
|
|
|
|
if (pXTarget == NULL) { // target lost
|
|
if(spriteIsUnderwater(pSprite,false)) aiGenDudeNewState(pSprite, &genDudeSearchShortW);
|
|
else aiGenDudeNewState(pSprite, &genDudeSearchShortL);
|
|
return;
|
|
} else if (pXTarget->health <= 0) { // target is dead
|
|
PLAYER* pPlayer = NULL;
|
|
if ((!IsPlayerSprite(pTarget) && pSprite->index == pTarget->owner)
|
|
|| ((pPlayer = getPlayerById(pTarget->type)) != NULL && pPlayer->fraggerId == pSprite->index)) {
|
|
|
|
playGenDudeSound(pSprite, kGenDudeSndTargetDead);
|
|
|
|
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchShortW);
|
|
else aiGenDudeNewState(pSprite, &genDudeSearchShortL);
|
|
}
|
|
else if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeGotoW);
|
|
else aiGenDudeNewState(pSprite, &genDudeGotoL);
|
|
|
|
return;
|
|
}
|
|
|
|
// check target
|
|
int dx = pTarget->x - pSprite->x; int dy = pTarget->y - pSprite->y;
|
|
int dist = ClipLow((int)approxDist(dx, dy), 1);
|
|
|
|
// quick hack to prevent spinning around or changing attacker's sprite angle on high movement speeds
|
|
// when attacking the target. It happens because vanilla function takes in account x and y velocity,
|
|
// so i use fake velocity with fixed value and pass it as argument.
|
|
int xvelocity = xvel[pSprite->index]; int yvelocity = yvel[pSprite->index];
|
|
if (inAttack(pXSprite->aiState))
|
|
xvelocity = yvelocity = ClipLow(pSprite->clipdist >> 1, 1);
|
|
|
|
aiGenDudeChooseDirection(pSprite, pXSprite, getangle(dx, dy), xvelocity, yvelocity);
|
|
|
|
GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index];
|
|
if (!pExtra->canAttack) {
|
|
aiSetTarget(pXSprite, pSprite->index);
|
|
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeGotoW);
|
|
else aiGenDudeNewState(pSprite, &genDudeGotoL);
|
|
return;
|
|
}
|
|
|
|
if (IsPlayerSprite(pTarget)) {
|
|
PLAYER* pPlayer = &gPlayer[ pTarget->type - kDudePlayer1 ];
|
|
if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) {
|
|
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchShortW);
|
|
else aiGenDudeNewState(pSprite, &genDudeSearchShortL);
|
|
return;
|
|
}
|
|
}
|
|
|
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
|
|
int eyeAboveZ = pDudeInfo->eyeHeight * pSprite->yrepeat << 2;
|
|
if (dist > pDudeInfo->seeDist || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
|
|
pSprite->x, pSprite->y, pSprite->z - eyeAboveZ, pSprite->sectnum)) {
|
|
|
|
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchW);
|
|
else aiGenDudeNewState(pSprite, &genDudeSearchL);
|
|
pXSprite->target = -1;
|
|
return;
|
|
}
|
|
|
|
int nAngle = getangle(dx, dy);
|
|
int losAngle = ((kAng180 + nAngle - pSprite->ang) & 2047) - kAng180;
|
|
|
|
// is the target visible?
|
|
if (dist < pDudeInfo->seeDist && klabs(losAngle) <= pDudeInfo->periphery) {
|
|
|
|
if (((int)gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false))
|
|
playGenDudeSound(pSprite, kGenDudeSndChasing);
|
|
|
|
gDudeSlope[sprite[pXSprite->reference].extra] = (int)divscale(pTarget->z - pSprite->z, dist, 10);
|
|
|
|
short curWeapon = gGenDudeExtra[pSprite->index].curWeapon;
|
|
spritetype* pLeech = leechIsDropped(pSprite); VECTORDATA* meleeVector = &gVectorData[22];
|
|
|
|
if (pExtra->updReq[kGenDudePropertyAttack])
|
|
genDudePrepare(pSprite, kGenDudePropertyAttack);
|
|
|
|
if (curWeapon >= kThingBase && curWeapon < kThingMax) {
|
|
if (klabs(losAngle) < kAng15) {
|
|
if (dist < 12264 && dist > 7680 && !spriteIsUnderwater(pSprite, false) && curWeapon != kModernThingEnemyLifeLeech) {
|
|
int pHit = HitScan(pSprite, pSprite->z, dx, dy, 0, 16777280, 0);
|
|
switch (pHit) {
|
|
case 0:
|
|
case 4:
|
|
return;
|
|
default:
|
|
aiGenDudeNewState(pSprite, &genDudeThrow);
|
|
return;
|
|
}
|
|
|
|
} else if (dist > 4072 && dist <= 11072 && !spriteIsUnderwater(pSprite, false) && pSprite->owner != (kMaxSprites - 1)) {
|
|
switch (curWeapon) {
|
|
case kModernThingEnemyLifeLeech: {
|
|
if (pLeech == NULL) {
|
|
aiGenDudeNewState(pSprite, &genDudeThrow2);
|
|
genDudeThrow2.nextState = &genDudeDodgeShortL;
|
|
return;
|
|
}
|
|
|
|
XSPRITE* pXLeech = &xsprite[pLeech->extra];
|
|
int ldist = getTargetDist(pTarget, pDudeInfo, pLeech);
|
|
if (ldist > 3 || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
|
|
pLeech->x, pLeech->y, pLeech->z, pLeech->sectnum) || pXLeech->target == -1) {
|
|
|
|
aiGenDudeNewState(pSprite, &genDudeThrow2);
|
|
genDudeThrow2.nextState = &genDudeDodgeShortL;
|
|
|
|
} else {
|
|
|
|
genDudeThrow2.nextState = &genDudeChaseL;
|
|
if (dist > 5072 && Chance(0x5000)) {
|
|
if (!canDuck(pSprite) || Chance(0x4000)) aiGenDudeNewState(pSprite, &genDudeDodgeShortL);
|
|
else aiGenDudeNewState(pSprite, &genDudeDodgeShortD);
|
|
} else {
|
|
aiGenDudeNewState(pSprite, &genDudeChaseL);
|
|
}
|
|
|
|
}
|
|
}
|
|
return;
|
|
case kModernThingThrowableRock:
|
|
if (Chance(0x4000)) aiGenDudeNewState(pSprite, &genDudeThrow2);
|
|
else playGenDudeSound(pSprite, kGenDudeSndTargetSpot);
|
|
return;
|
|
default:
|
|
aiGenDudeNewState(pSprite, &genDudeThrow2);
|
|
return;
|
|
}
|
|
|
|
} else if (dist <= meleeVector->maxDist) {
|
|
|
|
if (spriteIsUnderwater(pSprite, false)) {
|
|
if (Chance(0x9000)) aiGenDudeNewState(pSprite, &genDudePunch);
|
|
else aiGenDudeNewState(pSprite, &genDudeDodgeW);
|
|
|
|
}
|
|
else if (Chance(0x9000)) aiGenDudeNewState(pSprite, &genDudePunch);
|
|
else aiGenDudeNewState(pSprite, &genDudeDodgeL);
|
|
return;
|
|
|
|
} else {
|
|
int state = checkAttackState(pSprite, pXSprite);
|
|
if (state == 1) aiGenDudeNewState(pSprite, &genDudeChaseW);
|
|
else if (state == 2) {
|
|
if (Chance(0x5000)) aiGenDudeNewState(pSprite, &genDudeChaseD);
|
|
else aiGenDudeNewState(pSprite, &genDudeChaseL);
|
|
}
|
|
else aiGenDudeNewState(pSprite, &genDudeChaseL);
|
|
return;
|
|
}
|
|
}
|
|
|
|
} else {
|
|
|
|
int defDist = gGenDudeExtra[pSprite->index].fireDist; int vdist = defDist;
|
|
|
|
if (curWeapon > 0 && curWeapon < kVectorMax) {
|
|
if ((vdist = gVectorData[curWeapon].maxDist) <= 0 || vdist > defDist)
|
|
vdist = defDist;
|
|
|
|
} else if (curWeapon >= kDudeBase && curWeapon < kDudeMax) {
|
|
|
|
// don't attack slaves
|
|
if (pXSprite->target >= 0 && sprite[pXSprite->target].owner == pSprite->xvel) {
|
|
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
|
|
return;
|
|
} else if (gGenDudeExtra[pSprite->index].slaveCount > gGameOptions.nDifficulty || dist < meleeVector->maxDist) {
|
|
if (dist <= meleeVector->maxDist) {
|
|
aiGenDudeNewState(pSprite, &genDudePunch);
|
|
return;
|
|
} else {
|
|
int state = checkAttackState(pSprite, pXSprite);
|
|
if (state == 1) aiGenDudeNewState(pSprite, &genDudeChaseW);
|
|
else if (state == 2) aiGenDudeNewState(pSprite, &genDudeChaseD);
|
|
else aiGenDudeNewState(pSprite, &genDudeChaseL);
|
|
return;
|
|
}
|
|
}
|
|
|
|
} else if (curWeapon >= kMissileBase && curWeapon < kMissileMax) {
|
|
// special handling for flame, explosive and life leech missiles
|
|
int state = checkAttackState(pSprite, pXSprite);
|
|
int mdist = (curWeapon != kMissileFlareAlt) ? 3000 : 2500;
|
|
switch (curWeapon) {
|
|
case kMissileLifeLeechRegular:
|
|
// pickup life leech if it was thrown previously
|
|
if (pLeech != NULL) removeLeech(pLeech);
|
|
break;
|
|
case kMissileFlareAlt:
|
|
case kMissileFireball:
|
|
case kMissileFireballNapam:
|
|
case kMissileFireballCerberus:
|
|
case kMissileFireballTchernobog:
|
|
if (dist > mdist || pXSprite->locked == 1) break;
|
|
else if (dist <= meleeVector->maxDist && Chance(0x9000))
|
|
aiGenDudeNewState(pSprite, &genDudePunch);
|
|
else if (state == 1) aiGenDudeNewState(pSprite, &genDudeChaseW);
|
|
else if (state == 2) aiGenDudeNewState(pSprite, &genDudeChaseD);
|
|
else aiGenDudeNewState(pSprite, &genDudeChaseL);
|
|
return;
|
|
case kMissileFlameSpray:
|
|
case kMissileFlameHound:
|
|
if (spriteIsUnderwater(pSprite, false)) {
|
|
if (dist > meleeVector->maxDist) aiGenDudeNewState(pSprite, &genDudeChaseW);
|
|
else if (Chance(0x8000)) aiGenDudeNewState(pSprite, &genDudePunch);
|
|
else aiGenDudeNewState(pSprite, &genDudeDodgeW);
|
|
return;
|
|
}
|
|
|
|
vdist = 4200; if (((int)gFrameClock & 16) == 0) vdist += Random(800);
|
|
break;
|
|
}
|
|
} else if (curWeapon >= kTrapExploder && curWeapon < (kTrapExploder + kExplodeMax) - 1) {
|
|
int nType = curWeapon - kTrapExploder; EXPLOSION* pExpl = &explodeInfo[nType];
|
|
if (CheckProximity(pSprite, pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pExpl->radius / 2)) {
|
|
xvel[pSprite->xvel] = zvel[pSprite->xvel] = yvel[pSprite->xvel] = 0;
|
|
if (doExplosion(pSprite, nType) && pXSprite->health > 0)
|
|
actDamageSprite(pSprite->xvel, pSprite, DAMAGE_TYPE_3, 65535);
|
|
}
|
|
return;
|
|
}
|
|
|
|
//if (dist <= vdist && pXSprite->aiState == &genDudeChaseD)
|
|
//aiGenDudeNewState(pSprite, &genDudeChaseL);
|
|
|
|
int state = checkAttackState(pSprite, pXSprite);
|
|
int kAngle = (dist <= 2048) ? kAngle = pDudeInfo->periphery : kAng5;
|
|
|
|
if (dist < vdist && klabs(losAngle) < kAngle) {
|
|
switch (state) {
|
|
case 1:
|
|
aiGenDudeNewState(pSprite, &genDudeFireW);
|
|
pXSprite->aiState->nextState = &genDudeFireW;
|
|
return;
|
|
case 2:
|
|
aiGenDudeNewState(pSprite, &genDudeFireD);
|
|
pXSprite->aiState->nextState = &genDudeFireD;
|
|
return;
|
|
default:
|
|
aiGenDudeNewState(pSprite, &genDudeFireL);
|
|
pXSprite->aiState->nextState = &genDudeFireL;
|
|
return;
|
|
}
|
|
} else {
|
|
|
|
if (seqGetID(3, pSprite->extra) == pXSprite->data2 + (state < 3) ? 8 : 6) {
|
|
if (state == 1) pXSprite->aiState->nextState = &genDudeChaseW;
|
|
else if (state == 2) pXSprite->aiState->nextState = &genDudeChaseD;
|
|
else pXSprite->aiState->nextState = &genDudeChaseL;
|
|
|
|
} else if (state == 1 && pXSprite->aiState != &genDudeChaseW && pXSprite->aiState != &genDudeFireW) {
|
|
aiGenDudeNewState(pSprite, &genDudeChaseW);
|
|
pXSprite->aiState->nextState = &genDudeFireW;
|
|
|
|
} else if (state == 2 && pXSprite->aiState != &genDudeChaseD && pXSprite->aiState != &genDudeFireD) {
|
|
aiGenDudeNewState(pSprite, &genDudeChaseD);
|
|
pXSprite->aiState->nextState = &genDudeFireD;
|
|
|
|
} else if (pXSprite->aiState != &genDudeChaseL && pXSprite->aiState != &genDudeFireL) {
|
|
aiGenDudeNewState(pSprite, &genDudeChaseL);
|
|
pXSprite->aiState->nextState = &genDudeFireL;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int checkAttackState(spritetype* pSprite, XSPRITE* pXSprite) {
|
|
UNREFERENCED_PARAMETER(pXSprite);
|
|
if (sub_5BDA8(pSprite, 14) || spriteIsUnderwater(pSprite,false))
|
|
{
|
|
if ( !sub_5BDA8(pSprite, 14) || spriteIsUnderwater(pSprite,false))
|
|
{
|
|
if (spriteIsUnderwater(pSprite,false))
|
|
{
|
|
return 1; //water
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return 2; //duck
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return 3; //land
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
bool TargetNearThing(spritetype* pSprite, int thingType) {
|
|
for ( int nSprite = headspritesect[pSprite->sectnum]; nSprite >= 0; nSprite = nextspritesect[nSprite] )
|
|
{
|
|
// check for required things or explosions in the same sector as the target
|
|
if ( sprite[nSprite].type == thingType || sprite[nSprite].statnum == kStatExplosion )
|
|
return true; // indicate danger
|
|
}
|
|
return false;
|
|
}
|
|
|
|
///// For gen dude
|
|
int getGenDudeMoveSpeed(spritetype* pSprite,int which, bool mul, bool shift) {
|
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
|
|
XSPRITE* pXSprite = &xsprite[pSprite->extra];
|
|
int speed = -1; int step = 2500; int maxSpeed = 146603;
|
|
switch(which){
|
|
case 0:
|
|
speed = pDudeInfo->frontSpeed;
|
|
break;
|
|
case 1:
|
|
speed = pDudeInfo->sideSpeed;
|
|
break;
|
|
case 2:
|
|
speed = pDudeInfo->backSpeed;
|
|
break;
|
|
case 3:
|
|
speed = pDudeInfo->angSpeed;
|
|
break;
|
|
default:
|
|
return -1;
|
|
}
|
|
if (pXSprite->busyTime > 0) speed /=3;
|
|
if (speed > 0 && mul) {
|
|
|
|
|
|
if (pXSprite->busyTime > 0)
|
|
speed += (step * pXSprite->busyTime);
|
|
}
|
|
|
|
if (shift) speed *= 4 >> 4;
|
|
if (speed > maxSpeed) speed = maxSpeed;
|
|
|
|
return speed;
|
|
}
|
|
|
|
void aiGenDudeMoveForward(spritetype* pSprite, XSPRITE* pXSprite ) {
|
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
|
|
GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index];
|
|
int maxTurn = pDudeInfo->angSpeed * 4 >> 4;
|
|
|
|
|
|
if (pExtra->canFly) {
|
|
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
|
|
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
|
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (klabs(nAng) > 341)
|
|
return;
|
|
if (pXSprite->target == -1)
|
|
pSprite->ang = (pSprite->ang + 256) & 2047;
|
|
int dx = pXSprite->targetX - pSprite->x;
|
|
int dy = pXSprite->targetY - pSprite->y;
|
|
int UNUSED(nAngle) = getangle(dx, dy);
|
|
int nDist = approxDist(dx, dy);
|
|
if ((unsigned int)Random(64) < 32 && nDist <= 0x400)
|
|
return;
|
|
int nCos = Cos(pSprite->ang);
|
|
int nSin = Sin(pSprite->ang);
|
|
int vx = xvel[pSprite->index];
|
|
int vy = yvel[pSprite->index];
|
|
int t1 = dmulscale30(vx, nCos, vy, nSin);
|
|
int t2 = dmulscale30(vx, nSin, -vy, nCos);
|
|
if (pXSprite->target == -1)
|
|
t1 += nAccel;
|
|
else
|
|
t1 += nAccel >> 1;
|
|
xvel[pSprite->index] = dmulscale30(t1, nCos, t2, nSin);
|
|
yvel[pSprite->index] = dmulscale30(t1, nSin, -t2, nCos);
|
|
} else {
|
|
int dang = ((kAng180 + pXSprite->goalAng - pSprite->ang) & 2047) - kAng180;
|
|
pSprite->ang = ((pSprite->ang + ClipRange(dang, -maxTurn, maxTurn)) & 2047);
|
|
|
|
// don't move forward if trying to turn around
|
|
if (klabs(dang) > kAng60)
|
|
return;
|
|
|
|
int sin = Sin(pSprite->ang);
|
|
int cos = Cos(pSprite->ang);
|
|
|
|
int frontSpeed = gGenDudeExtra[pSprite->index].frontSpeed;
|
|
xvel[pSprite->xvel] += mulscale(cos, frontSpeed, 30);
|
|
yvel[pSprite->xvel] += mulscale(sin, frontSpeed, 30);
|
|
}
|
|
}
|
|
|
|
void aiGenDudeChooseDirection(spritetype* pSprite, XSPRITE* pXSprite, int a3, int xvel, int yvel) {
|
|
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
|
|
consoleSysMsg("pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
|
|
return;
|
|
}
|
|
|
|
// TO-DO: Take in account if sprite is flip-x, so enemy select correct angle
|
|
|
|
int vc = ((a3 + 1024 - pSprite->ang) & 2047) - 1024;
|
|
int t1 = dmulscale30(xvel, Cos(pSprite->ang), yvel, Sin(pSprite->ang));
|
|
int vsi = ((t1 * 15) >> 12) / 2; int v8 = (vc >= 0) ? 341 : -341;
|
|
|
|
if (CanMove(pSprite, pXSprite->target, pSprite->ang + vc, vsi))
|
|
pXSprite->goalAng = pSprite->ang + vc;
|
|
else if (CanMove(pSprite, pXSprite->target, pSprite->ang + vc / 2, vsi))
|
|
pXSprite->goalAng = pSprite->ang + vc / 2;
|
|
else if (CanMove(pSprite, pXSprite->target, pSprite->ang - vc / 2, vsi))
|
|
pXSprite->goalAng = pSprite->ang - vc / 2;
|
|
else if (CanMove(pSprite, pXSprite->target, pSprite->ang + v8, vsi))
|
|
pXSprite->goalAng = pSprite->ang + v8;
|
|
else if (CanMove(pSprite, pXSprite->target, pSprite->ang, vsi))
|
|
pXSprite->goalAng = pSprite->ang;
|
|
else if (CanMove(pSprite, pXSprite->target, pSprite->ang - v8, vsi))
|
|
pXSprite->goalAng = pSprite->ang - v8;
|
|
else
|
|
pXSprite->goalAng = pSprite->ang + 341;
|
|
|
|
pXSprite->dodgeDir = (Chance(0x8000)) ? 1 : -1;
|
|
|
|
if (!CanMove(pSprite, pXSprite->target, pSprite->ang + pXSprite->dodgeDir * 512, 512)) {
|
|
pXSprite->dodgeDir = -pXSprite->dodgeDir;
|
|
if (!CanMove(pSprite, pXSprite->target, pSprite->ang + pXSprite->dodgeDir * 512, 512))
|
|
pXSprite->dodgeDir = 0;
|
|
}
|
|
}
|
|
|
|
void aiGenDudeNewState(spritetype* pSprite, AISTATE* pAIState) {
|
|
if (!xspriRangeIsFine(pSprite->extra)) {
|
|
consoleSysMsg("!xspriRangeIsFine(pSprite->extra)");
|
|
return;
|
|
}
|
|
|
|
XSPRITE* pXSprite = &xsprite[pSprite->extra];
|
|
|
|
// redirect dudes which cannot walk to non-walk states
|
|
if (!gGenDudeExtra[pSprite->index].canWalk) {
|
|
|
|
if (pAIState == &genDudeDodgeL || pAIState == &genDudeDodgeShortL)
|
|
pAIState = &genDudeRecoilL;
|
|
|
|
else if (pAIState == &genDudeDodgeD || pAIState == &genDudeDodgeShortD)
|
|
pAIState = &genDudeRecoilD;
|
|
|
|
else if (pAIState == &genDudeDodgeW || pAIState == &genDudeDodgeD)
|
|
pAIState = &genDudeRecoilW;
|
|
|
|
else if (pAIState == &genDudeSearchL) pAIState = &genDudeSearchNoWalkL;
|
|
else if (pAIState == &genDudeSearchW) pAIState = &genDudeSearchNoWalkW;
|
|
else if (pAIState == &genDudeGotoL) pAIState = &genDudeIdleL;
|
|
else if (pAIState == &genDudeGotoW) pAIState = &genDudeIdleW;
|
|
else if (pAIState == &genDudeChaseL) pAIState = &genDudeChaseNoWalkL;
|
|
else if (pAIState == &genDudeChaseD) pAIState = &genDudeChaseNoWalkD;
|
|
else if (pAIState == &genDudeChaseW) pAIState = &genDudeChaseNoWalkW;
|
|
else if (pAIState == &genDudeRecoilTesla) {
|
|
|
|
if (spriteIsUnderwater(pSprite, false)) pAIState = &genDudeRecoilW;
|
|
else pAIState = &genDudeRecoilL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pXSprite->stateTimer = pAIState->stateTicks; pXSprite->aiState = pAIState;
|
|
int seqStartId = pXSprite->data2;
|
|
|
|
if (pAIState->seqId >= 0 && gSysRes.Lookup((seqStartId += pAIState->seqId), "SEQ"))
|
|
seqSpawn(seqStartId, 3, pSprite->extra, pAIState->funcId);
|
|
|
|
if (pAIState->enterFunc)
|
|
pAIState->enterFunc(pSprite, pXSprite);
|
|
|
|
}
|
|
|
|
|
|
bool playGenDudeSound(spritetype* pSprite, int mode, bool forceInterrupt) {
|
|
|
|
if (mode < kGenDudeSndTargetSpot || mode >= kGenDudeSndMax) return false;
|
|
GENDUDESND* sndInfo =& gCustomDudeSnd[mode]; bool gotSnd = false;
|
|
short sndStartId = xsprite[pSprite->extra].sysData1; int rand = sndInfo->randomRange;
|
|
int sndId = (sndStartId <= 0) ? sndInfo->defaultSndId : sndStartId + sndInfo->sndIdOffset;
|
|
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
|
|
|
|
// let's check if there same sounds already played by other dudes
|
|
// so we won't get a lot of annoying screams in the same time and ensure sound played in it's full length (if not interruptable)
|
|
if (pExtra->sndPlaying && !sndInfo->interruptable) {
|
|
for (int i = 0; i < 256; i++) {
|
|
if (Bonkle[i].atc <= 0) continue;
|
|
for (int a = 0; a < rand; a++) {
|
|
if (sndId + a == Bonkle[i].atc) {
|
|
if (Bonkle[i].at0 <= 0) {
|
|
pExtra->sndPlaying = false;
|
|
break;
|
|
}
|
|
//viewSetSystemMessage("PLAYING %d / %d / %d", Bonkle[i].atc, (sndId + a), Bonkle[i].at0);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 (!gSoundRes.Lookup(sndId + random, "SFX")) 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 (!gSoundRes.Lookup(sndId, "SFX")) continue;
|
|
gotSnd = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if (gotSnd == false) return false;
|
|
else if (sndInfo->aiPlaySound) aiPlay3DSound(pSprite, sndId, AI_SFX_PRIORITY_2, -1);
|
|
else sfxPlay3DSound(pSprite, sndId, -1, 0);
|
|
|
|
pExtra->sndPlaying = true;
|
|
return true;
|
|
}
|
|
|
|
|
|
bool spriteIsUnderwater(spritetype* pSprite, bool oldWay) {
|
|
return ((sector[pSprite->sectnum].extra >= 0 && xsector[sector[pSprite->sectnum].extra].Underwater)
|
|
|| (oldWay && (xsprite[pSprite->extra].medium == kMediumWater || xsprite[pSprite->extra].medium == kMediumGoo)));
|
|
}
|
|
|
|
spritetype* leechIsDropped(spritetype* pSprite) {
|
|
short nLeech = gGenDudeExtra[pSprite->index].nLifeLeech;
|
|
if (nLeech >= 0 && nLeech < kMaxSprites) return &sprite[nLeech];
|
|
return NULL;
|
|
|
|
}
|
|
|
|
void removeDudeStuff(spritetype* pSprite) {
|
|
for (short nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
|
if (sprite[nSprite].owner != pSprite->xvel) continue;
|
|
switch (sprite[nSprite].type) {
|
|
case kThingArmedProxBomb:
|
|
case kThingArmedRemoteBomb:
|
|
case kModernThingTNTProx:
|
|
sprite[nSprite].type = kSpriteDecoration;
|
|
actPostSprite(sprite[nSprite].xvel, kStatFree);
|
|
break;
|
|
case kModernThingEnemyLifeLeech:
|
|
killDudeLeech(&sprite[nSprite]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (short nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
|
if (sprite[nSprite].owner != pSprite->xvel) continue;
|
|
actDamageSprite(sprite[nSprite].owner, &sprite[nSprite], (DAMAGE_TYPE) 0, 65535);
|
|
}
|
|
}
|
|
|
|
void removeLeech(spritetype* pLeech, bool delSprite) {
|
|
if (pLeech != NULL) {
|
|
spritetype* pEffect = gFX.fxSpawn((FX_ID)52,pLeech->sectnum,pLeech->x,pLeech->y,pLeech->z,pLeech->ang);
|
|
if (pEffect != NULL) {
|
|
pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
|
|
pEffect->pal = 6;
|
|
int repeat = 64 + Random(50);
|
|
pEffect->xrepeat = repeat;
|
|
pEffect->yrepeat = repeat;
|
|
}
|
|
|
|
sfxPlay3DSoundCP(pLeech, 490, -1, 0,60000);
|
|
|
|
if (pLeech->owner >= 0 && pLeech->owner < kMaxSprites)
|
|
gGenDudeExtra[sprite[pLeech->owner].index].nLifeLeech = -1;
|
|
|
|
if (delSprite) {
|
|
pLeech->type = kSpriteDecoration;
|
|
actPostSprite(pLeech->index, kStatFree);
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|
|
void killDudeLeech(spritetype* pLeech) {
|
|
if (pLeech != NULL) {
|
|
actDamageSprite(pLeech->owner, pLeech, DAMAGE_TYPE_3, 65535);
|
|
sfxPlay3DSoundCP(pLeech, 522, -1, 0, 60000);
|
|
|
|
if (pLeech->owner >= 0 && pLeech->owner < kMaxSprites)
|
|
gGenDudeExtra[sprite[pLeech->owner].index].nLifeLeech = -1;
|
|
}
|
|
}
|
|
|
|
XSPRITE* getNextIncarnation(XSPRITE* pXSprite) {
|
|
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
|
|
if (rxBucket[i].type != 3 || rxBucket[i].index == pXSprite->reference)
|
|
continue;
|
|
|
|
switch (sprite[rxBucket[i].index].statnum) {
|
|
case kStatDude:
|
|
case kStatInactive: // inactive (ambush) dudes
|
|
if (xsprite[sprite[rxBucket[i].index].extra].health > 0)
|
|
return &xsprite[sprite[rxBucket[i].index].extra];
|
|
}
|
|
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
bool dudeIsMelee(XSPRITE* pXSprite) {
|
|
return gGenDudeExtra[sprite[pXSprite->reference].index].isMelee;
|
|
}
|
|
|
|
void scaleDamage(XSPRITE* pXSprite) {
|
|
|
|
short curWeapon = gGenDudeExtra[sprite[pXSprite->reference].index].curWeapon;
|
|
short* curScale = gGenDudeExtra[sprite[pXSprite->reference].index].dmgControl;
|
|
for (int i = 0; i < kDmgMax; i++)
|
|
curScale[i] = dudeInfo[kDudeModernCustom - kDudeBase].startDamage[i];
|
|
|
|
// all enemies with vector weapons gets extra resistance to bullet damage
|
|
if (curWeapon > 0 && curWeapon < kVectorMax) {
|
|
//curScale[kDmgBullet] -= 10;
|
|
|
|
// just copy damage resistance of dude that should be summoned
|
|
} else if (curWeapon >= kDudeBase && curWeapon < kDudeMax) {
|
|
|
|
for (int i = 0; i < kDmgMax; i++)
|
|
curScale[i] = dudeInfo[curWeapon - kDudeBase].startDamage[i];
|
|
|
|
// these does not like the explosions and burning
|
|
} else if (curWeapon >= kTrapExploder && curWeapon < (kTrapExploder + kExplodeMax) - 1) {
|
|
|
|
curScale[kDmgBurn] = curScale[kDmgExplode] = 512;
|
|
|
|
} else if (curWeapon >= kMissileBase && curWeapon < kThingMax) {
|
|
|
|
switch (curWeapon) {
|
|
case kMissileButcherKnife:
|
|
curScale[kDmgBullet] = 100;
|
|
fallthrough__;
|
|
case kMissileEctoSkull:
|
|
curScale[kDmgSpirit] = 32;
|
|
break;
|
|
case kMissileLifeLeechAltNormal:
|
|
case kMissileLifeLeechAltSmall:
|
|
case kMissileArcGargoyle:
|
|
curScale[kDmgSpirit] = 32;
|
|
curScale[kDmgElectric] = 52;
|
|
break;
|
|
case kMissileFlareRegular:
|
|
case kMissileFlareAlt:
|
|
case kMissileFlameSpray:
|
|
case kMissileFlameHound:
|
|
case kThingArmedSpray:
|
|
case kThingPodFireBall:
|
|
case kThingNapalmBall:
|
|
curScale[kDmgBurn] = 32;
|
|
curScale[kDmgExplode] = 50;
|
|
break;
|
|
case kMissileLifeLeechRegular:
|
|
case kThingDroppedLifeLeech:
|
|
case kModernThingEnemyLifeLeech:
|
|
curScale[kDmgSpirit] = 32 + Random(18);
|
|
curScale[kDmgBurn] = 60 + Random(4);
|
|
for (int i = 2; i < kDmgMax; i++) {
|
|
if (Chance(0x1000) && i != kDmgSpirit)
|
|
curScale[i] = 48 + Random(32);
|
|
}
|
|
break;
|
|
case kMissileFireball:
|
|
case kMissileFireballNapam:
|
|
case kMissileFireballCerberus:
|
|
case kMissileFireballTchernobog:
|
|
curScale[kDmgBurn] = 50;
|
|
curScale[kDmgExplode] = 32;
|
|
curScale[kDmgFall] = 65 + Random(15);
|
|
break;
|
|
case kThingTNTBarrel:
|
|
case kThingArmedProxBomb:
|
|
case kThingArmedRemoteBomb:
|
|
case kThingArmedTNTBundle:
|
|
case kThingArmedTNTStick:
|
|
case kModernThingTNTProx:
|
|
curScale[kDmgExplode] = 32;
|
|
curScale[kDmgFall] = 65 + Random(15);
|
|
break;
|
|
case kMissileTeslaAlt:
|
|
case kMissileTeslaRegular:
|
|
curScale[kDmgElectric] = 32 + Random(8);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
// add resistance if have an armor item to drop
|
|
if (pXSprite->dropMsg >= kItemArmorAsbest && pXSprite->dropMsg <= kItemArmorSuper) {
|
|
switch (pXSprite->dropMsg) {
|
|
case kItemArmorAsbest:
|
|
curScale[kDmgBurn] = 0;
|
|
curScale[kDmgExplode] -= 25;
|
|
break;
|
|
case kItemArmorBasic:
|
|
curScale[kDmgBurn] -= 10;
|
|
curScale[kDmgExplode] -= 10;
|
|
curScale[kDmgBullet] -= 10;
|
|
curScale[kDmgSpirit] -= 10;
|
|
break;
|
|
case kItemArmorBody:
|
|
curScale[kDmgBullet] -= 20;
|
|
break;
|
|
case kItemArmorFire:
|
|
curScale[kDmgBurn] -= 20;
|
|
curScale[kDmgExplode] -= 10;
|
|
break;
|
|
case kItemArmorSpirit:
|
|
curScale[kDmgSpirit] -= 20;
|
|
break;
|
|
case kItemArmorSuper:
|
|
curScale[kDmgBurn] -= 20;
|
|
curScale[kDmgExplode] -= 20;
|
|
curScale[kDmgBullet] -= 20;
|
|
curScale[kDmgSpirit] -= 20;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// take in account yrepeat of sprite
|
|
short yrepeat = sprite[pXSprite->reference].yrepeat;
|
|
if (yrepeat < 64) {
|
|
for (int i = 0; i < kDmgMax; i++) curScale[i] += (64 - yrepeat);
|
|
} else if (yrepeat > 64) {
|
|
for (int i = 0; i < kDmgMax; i++) curScale[i] -= ((yrepeat - 64) / 2);
|
|
}
|
|
|
|
// take surface type into account
|
|
int surfType = tileGetSurfType(sprite[pXSprite->reference].index + 0xc000);
|
|
//int surfType = 4;
|
|
switch (surfType) {
|
|
case 1: // stone
|
|
curScale[kDmgFall] = 0;
|
|
curScale[kDmgBullet] -= 128;
|
|
curScale[kDmgBurn] -= 50;
|
|
curScale[kDmgExplode] -= 40;
|
|
curScale[kDmgChoke] += 30;
|
|
curScale[kDmgElectric] += 20;
|
|
break;
|
|
case 2: // metal
|
|
curScale[kDmgFall] = 16;
|
|
curScale[kDmgBullet] -= 64;
|
|
curScale[kDmgBurn] -= 45;
|
|
curScale[kDmgExplode] -= 35;
|
|
curScale[kDmgChoke] += 20;
|
|
curScale[kDmgElectric] += 30;
|
|
break;
|
|
case 3: // wood
|
|
curScale[kDmgBullet] -= 5;
|
|
curScale[kDmgBurn] += 50;
|
|
curScale[kDmgExplode] += 40;
|
|
curScale[kDmgChoke] += 10;
|
|
curScale[kDmgElectric] -= 30;
|
|
break;
|
|
case 5: // water
|
|
case 6: // dirt
|
|
case 7: // clay
|
|
case 13: // goo
|
|
curScale[kDmgFall] = 8;
|
|
curScale[kDmgBullet] -= 10;
|
|
curScale[kDmgBurn] -= 128;
|
|
curScale[kDmgExplode] -= 30;
|
|
curScale[kDmgChoke] = 0;
|
|
curScale[kDmgElectric] += 40;
|
|
break;
|
|
case 8: // snow
|
|
case 9: // ice
|
|
curScale[kDmgFall] = 8;
|
|
curScale[kDmgBullet] -= 10;
|
|
curScale[kDmgBurn] -= 60;
|
|
curScale[kDmgExplode] -= 40;
|
|
curScale[kDmgChoke] = 0;
|
|
curScale[kDmgElectric] += 40;
|
|
break;
|
|
case 10: // leaves
|
|
case 12: // plant
|
|
curScale[kDmgFall] = 0;
|
|
curScale[kDmgBullet] -= 5;
|
|
curScale[kDmgBurn] += 70;
|
|
curScale[kDmgExplode] += 50;
|
|
break;
|
|
case 11: // cloth
|
|
curScale[kDmgFall] = 8;
|
|
curScale[kDmgBullet] -= 5;
|
|
curScale[kDmgBurn] += 30;
|
|
curScale[kDmgExplode] += 20;
|
|
break;
|
|
case 14: // lava
|
|
curScale[kDmgBurn] = 0;
|
|
curScale[kDmgExplode] = 0;
|
|
curScale[kDmgChoke] += 30;
|
|
break;
|
|
}
|
|
|
|
// finally, scale dmg for difficulty
|
|
for (int i = 0; i < kDmgMax; i++)
|
|
curScale[i] = mulscale8(DudeDifficulty[gGameOptions.nDifficulty], ClipLow(curScale[i], 1));
|
|
|
|
short* dc = curScale;
|
|
if (gGenDudeExtra[sprite[pXSprite->reference].index].canFly) {
|
|
curScale[0] = -1;
|
|
}
|
|
|
|
if (pXSprite->rxID == 788)
|
|
viewSetSystemMessage("0: %d, 1: %d, 2: %d, 3: %d, 4: %d, 5: %d, 6: %d", dc[0], dc[1], dc[2], dc[3], dc[4], dc[5], dc[6]);
|
|
}
|
|
|
|
int getDispersionModifier(spritetype* pSprite, int minDisp, int maxDisp) {
|
|
// the faster fire rate, the less frames = more dispersion
|
|
Seq* pSeq = NULL; DICTNODE* hSeq = gSysRes.Lookup(xsprite[pSprite->extra].data2 + 6, "SEQ"); int disp = 1;
|
|
if (hSeq != NULL && (pSeq = (Seq*)gSysRes.Load(hSeq)) != NULL) {
|
|
int nFrames = pSeq->nFrames; int ticks = pSeq->at8; int shots = 0;
|
|
for (int i = 0; i <= pSeq->nFrames; i++) {
|
|
if (pSeq->frames[i].at5_5) shots++;
|
|
}
|
|
|
|
disp = (((shots * 1000) / nFrames) / ticks) * 20;
|
|
if (gGameOptions.nDifficulty > 0)
|
|
disp /= gGameOptions.nDifficulty + 1;
|
|
|
|
//viewSetSystemMessage("DISP: %d FRAMES: %d SHOTS: %d TICKS %d", disp, nFrames, shots, ticks);
|
|
|
|
}
|
|
|
|
return ClipRange(disp, minDisp, maxDisp);
|
|
}
|
|
|
|
// the distance counts from sprite size
|
|
int getRangeAttackDist(spritetype* pSprite, int minDist, int maxDist) {
|
|
short yrepeat = pSprite->yrepeat; int dist = 0; int seqId = xsprite[pSprite->extra].data2;
|
|
short mul = 550; int picnum = pSprite->picnum;
|
|
|
|
if (yrepeat > 0) {
|
|
if (seqId >= 0) {
|
|
Seq* pSeq = NULL; DICTNODE* hSeq = gSysRes.Lookup(seqId, "SEQ");
|
|
if (hSeq) {
|
|
pSeq = (Seq*)gSysRes.Load(hSeq);
|
|
picnum = seqGetTile(&pSeq->frames[0]);
|
|
}
|
|
}
|
|
dist = tilesiz[picnum].y << 8;
|
|
|
|
if (yrepeat < 64) dist -= (64 - yrepeat) * mul;
|
|
else if (yrepeat > 64) dist += (yrepeat - 64) * (mul / 3);
|
|
}
|
|
|
|
dist = ClipRange(dist, minDist, maxDist);
|
|
//viewSetSystemMessage("DIST: %d, SPRHEIGHT: %d: YREPEAT: %d PIC: %d", dist, tilesiz[pSprite->picnum].y, yrepeat, picnum);
|
|
return dist;
|
|
}
|
|
|
|
int getBaseChanceModifier(int baseChance) {
|
|
return ((gGameOptions.nDifficulty > 0) ? baseChance - (0x0500 * gGameOptions.nDifficulty) : baseChance);
|
|
}
|
|
|
|
int getRecoilChance(spritetype* pSprite) {
|
|
XSPRITE* pXSprite = &xsprite[pSprite->extra]; int mass = getSpriteMassBySize(pSprite);
|
|
int baseChance = (!dudeIsMelee(pXSprite) ? 0x8000 : 0x5000);
|
|
baseChance = getBaseChanceModifier(baseChance) + pXSprite->data3;
|
|
|
|
int chance = ((baseChance / mass) << 7);
|
|
return chance;
|
|
}
|
|
|
|
int getDodgeChance(spritetype* pSprite) {
|
|
int mass = getSpriteMassBySize(pSprite); int baseChance = getBaseChanceModifier(0x6000);
|
|
if (pSprite->extra >= 0) {
|
|
XSPRITE* pXSprite = &xsprite[pSprite->extra];
|
|
baseChance += pXSprite->burnTime;
|
|
if (dudeIsMelee(pXSprite))
|
|
baseChance = 0x1000;
|
|
}
|
|
|
|
int chance = ((baseChance / mass) << 7);
|
|
return chance;
|
|
}
|
|
|
|
void dudeLeechOperate(spritetype* pSprite, XSPRITE* pXSprite, EVENT event)
|
|
{
|
|
if (event.cmd == kCmdOff) {
|
|
actPostSprite(pSprite->xvel, kStatFree);
|
|
return;
|
|
}
|
|
|
|
int nTarget = pXSprite->target;
|
|
if (spriRangeIsFine(nTarget)) {
|
|
spritetype* pTarget = &sprite[nTarget];
|
|
if (pTarget->statnum == kStatDude && !(pTarget->flags & 32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites && !pXSprite->stateTimer) {
|
|
|
|
if (IsPlayerSprite(pTarget)) {
|
|
PLAYER* pPlayer = &gPlayer[pTarget->type - kDudePlayer1];
|
|
if (powerupCheck(pPlayer, kPwUpShadowCloak) > 0) return;
|
|
}
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
int nType = pTarget->type - kDudeBase;
|
|
DUDEINFO* pDudeInfo = &dudeInfo[nType];
|
|
int z1 = (top - pSprite->z) - 256;
|
|
int x = pTarget->x; int y = pTarget->y; int z = pTarget->z;
|
|
int nDist = approxDist(x - pSprite->x, y - pSprite->y);
|
|
|
|
if (nDist != 0 && cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, x, y, z, pTarget->sectnum)) {
|
|
int t = divscale(nDist, 0x1aaaaa, 12);
|
|
x += (xvel[nTarget] * t) >> 12;
|
|
y += (yvel[nTarget] * t) >> 12;
|
|
int angBak = pSprite->ang;
|
|
pSprite->ang = getangle(x - pSprite->x, y - pSprite->y);
|
|
int dx = Cos(pSprite->ang) >> 16;
|
|
int dy = Sin(pSprite->ang) >> 16;
|
|
int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4;
|
|
int dz = divscale(tz - top - 256, nDist, 10);
|
|
int nMissileType = kMissileLifeLeechAltNormal + (pXSprite->data3 ? 1 : 0);
|
|
int t2;
|
|
|
|
if (!pXSprite->data3) t2 = 120 / 10.0;
|
|
else t2 = (3 * 120) / 10.0;
|
|
|
|
spritetype * pMissile = actFireMissile(pSprite, 0, z1, dx, dy, dz, nMissileType);
|
|
if (pMissile)
|
|
{
|
|
pMissile->owner = pSprite->owner;
|
|
pXSprite->stateTimer = 1;
|
|
evPost(pSprite->index, 3, t2, kCallbackLeechStateTimer);
|
|
pXSprite->data3 = ClipLow(pXSprite->data3 - 1, 0);
|
|
}
|
|
pSprite->ang = angBak;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
bool doExplosion(spritetype* pSprite, int nType) {
|
|
spritetype* pExplosion = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, kStatExplosion, true);
|
|
if (pExplosion->extra < 0 || pExplosion->extra >= kMaxXSprites)
|
|
return false;
|
|
|
|
int nSeq = 4; int nSnd = 304; EXPLOSION* pExpl = &explodeInfo[nType];
|
|
|
|
pExplosion->type = nType;
|
|
pExplosion->cstat |= CSTAT_SPRITE_INVISIBLE;
|
|
pExplosion->owner = pSprite->index;
|
|
pExplosion->shade = -127;
|
|
|
|
pExplosion->yrepeat = pExplosion->xrepeat = pExpl->repeat;
|
|
|
|
xsprite[pExplosion->extra].data1 = pExpl->ticks;
|
|
xsprite[pExplosion->extra].data2 = pExpl->quakeEffect;
|
|
xsprite[pExplosion->extra].data3 = pExpl->flashEffect;
|
|
|
|
if (nType == 0) { nSeq = 3; nSnd = 303; }
|
|
else if (nType == 2) { nSeq = 4; nSnd = 305; }
|
|
else if (nType == 3) { nSeq = 9; nSnd = 307; }
|
|
else if (nType == 4) { nSeq = 5; nSnd = 307; }
|
|
else if (nType <= 6) { nSeq = 4; nSnd = 303; }
|
|
else if (nType == 7) { nSeq = 4; nSnd = 303; }
|
|
|
|
seqSpawn(nSeq, 3, pExplosion->extra, -1);
|
|
sfxPlay3DSound(pExplosion, nSnd, -1, 0);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void updateTargetOfLeech(spritetype* pSprite) {
|
|
if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) {
|
|
consoleSysMsg("pSprite->extra >= 0 && pSprite->extra < kMaxXSprites");
|
|
return;
|
|
}
|
|
|
|
|
|
spritetype* pLeech = leechIsDropped(pSprite);
|
|
if (pLeech == NULL || pLeech->extra < 0) gGenDudeExtra[pSprite->index].nLifeLeech = -1;
|
|
else if (xsprite[pSprite->extra].target != xsprite[pLeech->extra].target) {
|
|
XSPRITE* pXDude = &xsprite[pSprite->extra]; XSPRITE* pXLeech = &xsprite[pLeech->extra];
|
|
if (pXDude->target < 0 && spriRangeIsFine(pXLeech->target)) {
|
|
aiSetTarget(pXDude, pXLeech->target);
|
|
if (inIdle(pXDude->aiState))
|
|
aiActivateDude(pSprite, pXDude);
|
|
} else {
|
|
pXLeech->target = pXDude->target;
|
|
}
|
|
}
|
|
}
|
|
|
|
void updateTargetOfSlaves(spritetype* pSprite) {
|
|
if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) {
|
|
consoleSysMsg("pSprite->extra >= 0 && pSprite->extra < kMaxXSprites");
|
|
return;
|
|
}
|
|
|
|
XSPRITE* pXSprite = &xsprite[pSprite->extra];
|
|
|
|
short* slave = gGenDudeExtra[pSprite->index].slave;
|
|
spritetype* pTarget = (pXSprite->target >= 0 && IsDudeSprite(&sprite[pXSprite->target])) ? &sprite[pXSprite->target] : NULL;
|
|
XSPRITE* pXTarget = (pTarget != NULL && pTarget->extra >= 0 && xsprite[pTarget->extra].health > 0) ? &xsprite[pTarget->extra] : NULL;
|
|
|
|
for (int i = 0; i <= gGameOptions.nDifficulty; i++) {
|
|
if (slave[i] >= 0) {
|
|
spritetype* pSlave = &sprite[slave[i]];
|
|
if (!IsDudeSprite(pSlave) || pSlave->extra < 0 || xsprite[pSlave->extra].health < 0) {
|
|
slave[i] = -1;
|
|
continue;
|
|
}
|
|
|
|
XSPRITE* pXSlave = &xsprite[pSlave->index];
|
|
if (pXTarget == NULL) aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z); // try return to master
|
|
else if (pXSprite->target != pXSlave->target)
|
|
aiSetTarget(pXSlave, pXSprite->target);
|
|
|
|
// check if slave attacking another slave
|
|
if (pXSlave->target >= 0) {
|
|
if (sprite[pXSlave->target].owner == pSprite->index)
|
|
aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z); // try return to master
|
|
|
|
} else {
|
|
// try return to master
|
|
aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool inDodge(AISTATE* aiState) {
|
|
return (aiState == &genDudeDodgeShortW || aiState == &genDudeDodgeShortL || aiState == &genDudeDodgeShortD);
|
|
}
|
|
|
|
bool inIdle(AISTATE* aiState) {
|
|
return (aiState == &genDudeIdleW || aiState == &genDudeIdleL);
|
|
}
|
|
|
|
bool inAttack(AISTATE* aiState) {
|
|
return (aiState == &genDudeFireL || aiState == &genDudeFireW
|
|
|| aiState == &genDudeFireD || aiState == &genDudeThrow || aiState == &genDudeThrow2 || aiState == &genDudePunch);
|
|
}
|
|
|
|
short inSearch(AISTATE* aiState) {
|
|
if (aiState->stateType == kAiStateSearch) return 1;
|
|
return 0;
|
|
}
|
|
|
|
short inRecoil(AISTATE* aiState) {
|
|
if (aiState == &genDudeRecoilL || aiState == &genDudeRecoilTesla) return 1;
|
|
else if (aiState == &genDudeRecoilD) return 2;
|
|
else if (aiState == &genDudeRecoilW) return 3;
|
|
else return 0;
|
|
}
|
|
|
|
short inDuck(AISTATE* aiState) {
|
|
if (aiState == &genDudeFireD) return 1;
|
|
else if (aiState == &genDudeChaseD) return 2;
|
|
else if (aiState == &genDudeChaseNoWalkD) return 3;
|
|
else if (aiState == &genDudeRecoilD) return 4;
|
|
else if (aiState == &genDudeDodgeShortD) return 5;
|
|
return 0;
|
|
}
|
|
|
|
|
|
bool canSwim(spritetype* pSprite) {
|
|
return gGenDudeExtra[pSprite->index].canSwim;
|
|
}
|
|
|
|
bool canDuck(spritetype* pSprite) {
|
|
return gGenDudeExtra[pSprite->index].canDuck;
|
|
}
|
|
|
|
bool canWalk(spritetype* pSprite) {
|
|
return gGenDudeExtra[pSprite->index].canWalk;
|
|
}
|
|
|
|
|
|
int genDudeSeqStartId(XSPRITE* pXSprite) {
|
|
if (genDudePrepare(&sprite[pXSprite->reference], kGenDudePropertyStates)) return pXSprite->data2;
|
|
else return kGenDudeDefaultSeq;
|
|
}
|
|
|
|
bool genDudePrepare(spritetype* pSprite, int propId) {
|
|
if (!(pSprite->index >= 0 && pSprite->index < kMaxSprites)) {
|
|
consoleSysMsg("pSprite->index >= 0 && pSprite->index < kMaxSprites");
|
|
return false;
|
|
} else if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) {
|
|
consoleSysMsg("pSprite->extra >= 0 && pSprite->extra < kMaxXSprites");
|
|
return false;
|
|
} else if (pSprite->type != kDudeModernCustom) {
|
|
consoleSysMsg("pSprite->type != kDudeModernCustom");
|
|
return false;
|
|
} else if (propId < kGenDudePropertyAll || propId >= kGenDudePropertyMax) {
|
|
viewSetSystemMessage("Unknown custom dude #%d property (%d)", pSprite->index, propId);
|
|
return false;
|
|
}
|
|
|
|
XSPRITE* pXSprite = &xsprite[pSprite->extra];
|
|
GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index]; pExtra->updReq[propId] = false;
|
|
|
|
switch (propId) {
|
|
case kGenDudePropertyAll:
|
|
case kGenDudePropertyInitVals:
|
|
pExtra->frontSpeed = getGenDudeMoveSpeed(pSprite, 0, true, false);
|
|
pExtra->initVals[0] = pSprite->xrepeat;
|
|
pExtra->initVals[1] = pSprite->yrepeat;
|
|
pExtra->initVals[2] = pSprite->clipdist;
|
|
if (propId) break;
|
|
case kGenDudePropertyWeapon: {
|
|
pExtra->curWeapon = pXSprite->data1;
|
|
switch (pXSprite->data1) {
|
|
case 19: pExtra->curWeapon = 2; break;
|
|
case 310: pExtra->curWeapon = kMissileArcGargoyle; break;
|
|
case kThingDroppedLifeLeech: pExtra->curWeapon = kModernThingEnemyLifeLeech; break;
|
|
}
|
|
|
|
pExtra->canAttack = false;
|
|
if (pExtra->curWeapon > 0 && gSysRes.Lookup(pXSprite->data2 + kGenDudeSeqAttackNormalL, "SEQ"))
|
|
pExtra->canAttack = true;
|
|
|
|
pExtra->isMelee = false;
|
|
if (pExtra->curWeapon >= kTrapExploder && pExtra->curWeapon < (kTrapExploder + kExplodeMax) - 1) pExtra->isMelee = true;
|
|
else if (pExtra->curWeapon >= 0 && pExtra->curWeapon < kVectorMax) {
|
|
if (gVectorData[pExtra->curWeapon].maxDist > 0 && gVectorData[pExtra->curWeapon].maxDist <= kGenDudeMaxMeleeDist)
|
|
pExtra->isMelee = true;
|
|
}
|
|
|
|
if (propId) break;
|
|
}
|
|
case kGenDudePropertyDmgScale:
|
|
scaleDamage(pXSprite);
|
|
if (propId) break;
|
|
case kGenDudePropertyMass: {
|
|
// to ensure mass get's updated, let's clear all cache
|
|
SPRITEMASS* pMass = &gSpriteMass[pSprite->index];
|
|
pMass->seqId = pMass->picnum = pMass->xrepeat = pMass->yrepeat = pMass->clipdist = 0;
|
|
pMass->mass = pMass->airVel = pMass->fraction = 0;
|
|
|
|
getSpriteMassBySize(pSprite);
|
|
if (propId) break;
|
|
}
|
|
case kGenDudePropertyAttack:
|
|
pExtra->fireDist = getRangeAttackDist(pSprite, 1200, 45000);
|
|
pExtra->throwDist = pExtra->fireDist; // temp
|
|
pExtra->baseDispersion = getDispersionModifier(pSprite, 200, 3500);
|
|
if (propId) break;
|
|
case kGenDudePropertyStates: {
|
|
|
|
pExtra->canFly = false;
|
|
|
|
// check the animation
|
|
int seqStartId = dudeInfo[pSprite->type - kDudeBase].seqStartID;
|
|
if (pXSprite->data2 <= 0) seqStartId = pXSprite->data2 = dudeInfo[pSprite->type - kDudeBase].seqStartID;
|
|
else seqStartId = pXSprite->data2;
|
|
|
|
for (int i = seqStartId; i < seqStartId + kGenDudeSeqMax; i++) {
|
|
switch (i - seqStartId) {
|
|
case kGenDudeSeqIdleL:
|
|
case kGenDudeSeqDeathDefault:
|
|
if (!gSysRes.Lookup(i, "SEQ")) {
|
|
pXSprite->data2 = dudeInfo[pSprite->type - kDudeBase].seqStartID;
|
|
viewSetSystemMessage("No SEQ animation id %d found for custom dude #%d!", i, pSprite->index);
|
|
viewSetSystemMessage("SEQ base id: %d", seqStartId);
|
|
}
|
|
break;
|
|
case kGenDudeSeqDeathExplode:
|
|
if (gSysRes.Lookup(i, "SEQ")) pExtra->availDeaths[kDmgExplode] = 1;
|
|
else pExtra->availDeaths[kDmgExplode] = 0;
|
|
break;
|
|
case kGenDudeSeqAttackNormalL:
|
|
pExtra->canAttack = (gSysRes.Lookup(i, "SEQ") && pExtra->curWeapon > 0);
|
|
break;
|
|
case kGenDudeSeqBurning:
|
|
pExtra->canBurn = gSysRes.Lookup(i, "SEQ");
|
|
break;
|
|
case kGenDudeSeqElectocuted:
|
|
pExtra->canElectrocute = gSysRes.Lookup(i, "SEQ");
|
|
break;
|
|
case kGenDudeSeqRecoil:
|
|
pExtra->canRecoil = gSysRes.Lookup(i, "SEQ");
|
|
break;
|
|
case kGenDudeSeqMoveL: {
|
|
bool oldStatus = pExtra->canWalk;
|
|
pExtra->canWalk = gSysRes.Lookup(i, "SEQ");
|
|
if (oldStatus != pExtra->canWalk) {
|
|
if (!spriRangeIsFine(pXSprite->target)) {
|
|
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeIdleW);
|
|
else aiGenDudeNewState(pSprite, &genDudeIdleL);
|
|
} else if (pExtra->canWalk) {
|
|
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeChaseW);
|
|
else if (inDuck(pXSprite->aiState)) aiGenDudeNewState(pSprite, &genDudeChaseD);
|
|
else aiGenDudeNewState(pSprite, &genDudeChaseL);
|
|
} else {
|
|
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeChaseNoWalkW);
|
|
else if (inDuck(pXSprite->aiState)) aiGenDudeNewState(pSprite, &genDudeChaseNoWalkD);
|
|
else aiGenDudeNewState(pSprite, &genDudeChaseNoWalkL);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case kGenDudeSeqAttackPunch: {
|
|
pExtra->forcePunch = true; // required for those who don't have fire trigger in punch seq and for default animation
|
|
Seq* pSeq = NULL; DICTNODE* hSeq = gSysRes.Lookup(i, "SEQ");
|
|
if (hSeq != NULL) {
|
|
pSeq = (Seq*)gSysRes.Load(hSeq);
|
|
for (int i = 0; i < pSeq->nFrames; i++) {
|
|
if (!pSeq->frames[i].at5_5) continue;
|
|
pExtra->forcePunch = false;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case kGenDudeSeqAttackNormalDW:
|
|
pExtra->canDuck = (gSysRes.Lookup(i, "SEQ") && gSysRes.Lookup(seqStartId + 14, "SEQ"));
|
|
pExtra->canSwim = (gSysRes.Lookup(i, "SEQ") && gSysRes.Lookup(seqStartId + 13, "SEQ")
|
|
&& gSysRes.Lookup(seqStartId + 17, "SEQ"));
|
|
break;
|
|
case kGenDudeSeqDeathBurn1: {
|
|
bool seq15 = gSysRes.Lookup(i, "SEQ"); bool seq16 = gSysRes.Lookup(seqStartId + 16, "SEQ");
|
|
if (seq15 && seq16) pExtra->availDeaths[kDmgBurn] = 3;
|
|
else if (seq16) pExtra->availDeaths[kDmgBurn] = 2;
|
|
else if (seq15) pExtra->availDeaths[kDmgBurn] = 1;
|
|
else pExtra->availDeaths[kDmgBurn] = 0;
|
|
break;
|
|
}
|
|
case kGenDudeSeqMoveW:
|
|
case kGenDudeSeqMoveD:
|
|
case kGenDudeSeqDeathBurn2:
|
|
case kGenDudeSeqIdleW:
|
|
continue;
|
|
case kGenDudeSeqReserved3:
|
|
case kGenDudeSeqReserved4:
|
|
case kGenDudeSeqReserved5:
|
|
case kGenDudeSeqReserved6:
|
|
case kGenDudeSeqReserved7:
|
|
case kGenDudeSeqReserved8:
|
|
/*if (gSysRes.Lookup(i, "SEQ")) {
|
|
viewSetSystemMessage("Found reserved SEQ animation (%d) for custom dude #%d!", i, pSprite->index);
|
|
viewSetSystemMessage("Using reserved animation is not recommended.");
|
|
viewSetSystemMessage("SEQ base id: %d", seqStartId);
|
|
}*/
|
|
break;
|
|
}
|
|
}
|
|
if (propId) break;
|
|
}
|
|
case kGenDudePropertyLeech:
|
|
//viewSetSystemMessage("PROPERTY: LEECH");
|
|
pExtra->nLifeLeech = -1;
|
|
if (pSprite->owner != kMaxSprites - 1) {
|
|
for (int nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
|
if (sprite[nSprite].owner == pSprite->index && pSprite->type == kModernThingEnemyLifeLeech) {
|
|
pExtra->nLifeLeech = nSprite;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (propId) break;
|
|
case kGenDudePropertySlaves:
|
|
//viewSetSystemMessage("PROPERTY: SLAVES");
|
|
pExtra->slaveCount = 0; memset(pExtra->slave, -1, sizeof(pExtra->slave));
|
|
for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
|
if (sprite[nSprite].owner != pSprite->xvel) continue;
|
|
else if (!IsDudeSprite(&sprite[nSprite]) || sprite[nSprite].extra < 0 || xsprite[sprite[nSprite].extra].health <= 0) {
|
|
sprite[nSprite].owner = -1;
|
|
continue;
|
|
}
|
|
|
|
pExtra->slave[pExtra->slaveCount++] = nSprite;
|
|
if (pExtra->slaveCount > gGameOptions.nDifficulty)
|
|
break;
|
|
}
|
|
if (propId) break;
|
|
case kGenDudePropertySpriteSize: {
|
|
if (seqGetStatus(3, pSprite->extra) == -1)
|
|
seqSpawn(pXSprite->data2 + pXSprite->aiState->seqId, 3, pSprite->extra, -1);
|
|
|
|
// make sure dudes aren't in the floor or ceiling
|
|
int zTop, zBot; GetSpriteExtents(pSprite, &zTop, &zBot);
|
|
if (!(sector[pSprite->sectnum].ceilingstat & 0x0001))
|
|
pSprite->z += ClipLow(sector[pSprite->sectnum].ceilingz - zTop, 0);
|
|
if (!(sector[pSprite->sectnum].floorstat & 0x0001))
|
|
pSprite->z += ClipHigh(sector[pSprite->sectnum].floorz - zBot, 0);
|
|
|
|
int curSumm = pSprite->xrepeat + pSprite->yrepeat; int defSumm = pExtra->initVals[0] + pExtra->initVals[1];
|
|
if (curSumm < defSumm) pSprite->clipdist = ClipLow(curSumm >> 1, 4);
|
|
else if (curSumm > defSumm) pSprite->clipdist = ClipHigh(curSumm >> 1, 255);
|
|
else pSprite->clipdist = pExtra->initVals[2];
|
|
|
|
if (propId) break;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
END_BLD_NS
|