mirror of
https://github.com/ZDoom/Raze.git
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621 lines
24 KiB
C++
621 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 };
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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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int dx = bcos(actor->spr.ang);
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int dy = bsin(actor->spr.ang);
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int dz = actor->dudeSlope;
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dx += Random3((5 - gGameOptions.nDifficulty) * 1000);
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dy += Random3((5 - gGameOptions.nDifficulty) * 1000);
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dz += Random3((5 - gGameOptions.nDifficulty) * 500);
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actFireVector(actor, 0, 0, dx, dy, dz, 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(dword_138BB0[gGameOptions.nDifficulty]))
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{
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int dx = bcos(actor->spr.ang);
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int dy = bsin(actor->spr.ang);
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int dz = actor->dudeSlope;
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dx += Random3((5 - gGameOptions.nDifficulty) * 1000);
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dy += Random3((5 - gGameOptions.nDifficulty) * 1000);
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dz += Random3((5 - gGameOptions.nDifficulty) * 500);
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actFireMissile(actor, 0, 0, dx, dy, dz, 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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int dx = bcos(actor->spr.ang);
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int dy = bsin(actor->spr.ang);
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int dz = actor->dudeSlope;
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dx += Random2((5 - gGameOptions.nDifficulty) * 1000 - 500);
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dy += Random2((5 - gGameOptions.nDifficulty) * 1000 - 500);
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dz += Random2((5 - gGameOptions.nDifficulty) * 500);
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for (int i = 0; i < 8; i++)
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{
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int r1 = Random3(500);
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int r2 = Random3(1000);
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int r3 = Random3(1000);
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actFireVector(actor, 0, 0, dx + r3, dy + r2, dz + r1, 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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int dx = target->spr.pos.X - actor->spr.pos.X;
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int dy = target->spr.pos.Y - actor->spr.pos.Y;
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int dz = target->spr.pos.Z - actor->spr.pos.Z;
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int nDist = approxDist(dx, dy);
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int nDist2 = nDist / 540;
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if (nDist > 0x1e00)
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v4 = 0;
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auto* pMissile = actFireThing(actor, 0, 0, dz / 128 - 14500, nMissile, (nDist2 << 23) / 120);
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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);
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}
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void sub_68170(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 - 9460, nMissile, 0x133333);
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evPostActor(pMissile, 120 * (2 + Random(2)), kCmdOn);
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}
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void sub_68230(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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int dx = target->spr.pos.X - actor->spr.pos.X;
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int dy = target->spr.pos.Y - actor->spr.pos.Y;
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int dz = target->spr.pos.Z - actor->spr.pos.Z;
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int nDist = approxDist(dx, dy);
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int nDist2 = nDist / 540;
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auto pMissile = actFireThing(actor, 0, 0, dz / 128 - 14500, nMissile, (nDist2 << 17) / 120);
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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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auto pXSprite = &actor->x();
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aiChooseDirection(actor, pXSprite->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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auto pXSprite = &actor->x();
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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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int dx = pXSprite->targetX - actor->spr.pos.X;
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int dy = pXSprite->targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(actor, nAngle);
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if (nDist < 5120 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
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{
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switch (pXSprite->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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auto pXSprite = &actor->x();
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if (actor->GetTarget() == nullptr)
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{
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switch (pXSprite->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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int dx = target->spr.pos.X - actor->spr.pos.X;
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int dy = target->spr.pos.Y - actor->spr.pos.Y;
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aiChooseDirection(actor, getangle(dx, dy));
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if (target->xspr.health == 0)
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{
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switch (pXSprite->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 (pXSprite->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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int nDist = approxDist(dx, dy);
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if (nDist > 0 && nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
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int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
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if (cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->spr.sector()))
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{
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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actor->dudeSlope = nDist == 0 ? 0 : DivScale(target->spr.pos.Z - actor->spr.pos.Z, nDist, 10);
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switch (actor->spr.type) {
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case kDudeCultistTommy:
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if (nDist < 0x1e00 && nDist > 0xe00 && abs(nDeltaAngle) < 85 && !TargetNearExplosion(target->spr.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, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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if (pXSprite->medium != kMediumWater && pXSprite->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 && pXSprite->medium != kMediumWater && pXSprite->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 < 0x4600 && abs(nDeltaAngle) < 28)
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{
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int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 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) && pXSprite->medium == kMediumNormal)
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aiNewState(actor, &cultistTFire);
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else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
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aiNewState(actor, &cultistTProneFire);
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else if (dudeIsPlayingSeq(actor, 13) && (pXSprite->medium == kMediumWater || pXSprite->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) && pXSprite->medium == kMediumNormal)
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aiNewState(actor, &cultistTFire);
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else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
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aiNewState(actor, &cultistTProneFire);
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else if (pXSprite->medium == kMediumWater || pXSprite->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) && pXSprite->medium == kMediumNormal)
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aiNewState(actor, &cultistDodge);
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else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
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aiNewState(actor, &cultistProneDodge);
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else if (pXSprite->medium == kMediumWater || pXSprite->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) && pXSprite->medium == kMediumNormal)
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aiNewState(actor, &cultistTFire);
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else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
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aiNewState(actor, &cultistTProneFire);
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else if (pXSprite->medium == kMediumWater || pXSprite->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 < 0x2c00 && nDist > 0x1400 && !TargetNearExplosion(target->spr.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, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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if (pXSprite->medium != kMediumWater && pXSprite->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 && pXSprite->medium != kMediumWater && pXSprite->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 < 0x3200 && abs(nDeltaAngle) < 28)
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{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->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) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSSwimFire);
|
|
}
|
|
else
|
|
{
|
|
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistDodge);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistProneDodge);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSwimDodge);
|
|
}
|
|
break;
|
|
default:
|
|
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSSwimFire);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case kDudeCultistTesla:
|
|
if (nDist < 0x1e00 && nDist > 0xe00 && !TargetNearExplosion(target->spr.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, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (pXSprite->medium != kMediumWater && pXSprite->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 && pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
|
|
aiNewState(actor, &cultistTsThrow);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cultistTsThrow);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
|
|
{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistTsFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistTsProneFire);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->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) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistTsFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistTsProneFire);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
|
aiNewState(actor, &cultistTsSwimFire);
|
|
}
|
|
else
|
|
{
|
|
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistDodge);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistProneDodge);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSwimDodge);
|
|
}
|
|
break;
|
|
default:
|
|
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistTsFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistTsProneFire);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
|
aiNewState(actor, &cultistTsSwimFire);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case kDudeCultistTNT:
|
|
if (nDist < 0x2c00 && nDist > 0x1400 && abs(nDeltaAngle) < 85
|
|
&& (target->spr.flags & 2) && target->IsPlayerActor())
|
|
{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
|
|
aiNewState(actor, &cultistDThrow);
|
|
break;
|
|
case 4:
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistShotgun && pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
|
|
aiNewState(actor, &cultistDThrow);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cultistDThrow);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x1400 && abs(nDeltaAngle) < 85
|
|
&& (target->spr.flags & 2) && target->IsPlayerActor())
|
|
{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (pXSprite->medium != 1 && pXSprite->medium != kMediumGoo)
|
|
aiNewState(actor, &cultist139A78);
|
|
break;
|
|
case 4:
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeCultistShotgun && pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
|
|
aiNewState(actor, &cultist139A78);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cultist139A78);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case kDudeCultistBeast:
|
|
if (nDist < 0x1e00 && nDist > 0xe00 && !TargetNearExplosion(target->spr.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, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (pXSprite->medium != kMediumWater && pXSprite->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 && pXSprite->medium != kMediumWater && pXSprite->medium != kMediumGoo)
|
|
aiNewState(actor, &cultistSThrow);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &cultistSThrow);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
|
|
{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->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) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSSwimFire);
|
|
}
|
|
else
|
|
{
|
|
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistDodge);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistProneDodge);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSwimDodge);
|
|
}
|
|
break;
|
|
default:
|
|
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSFire);
|
|
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
|
|
aiNewState(actor, &cultistSProneFire);
|
|
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
|
aiNewState(actor, &cultistSSwimFire);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
switch (pXSprite->medium)
|
|
{
|
|
case kMediumNormal:
|
|
aiNewState(actor, &cultistGoto);
|
|
break;
|
|
case kMediumWater:
|
|
case kMediumGoo:
|
|
aiNewState(actor, &cultistSwimGoto);
|
|
break;
|
|
}
|
|
actor->SetTarget(nullptr);
|
|
}
|
|
|
|
END_BLD_NS
|