raze/source/games/blood/src/aicult.cpp
Mitchell Richters 8c1e392afc - Remove the TVector2 (const TVector3<vec_t> &other) constructor.
* This narrowing constructor was causing a problem with a `clamp()` overload in the next commit.
* Believe this is a product of a by-gone time before we had the `XY()` method on `TVector3<T>` objects.
2023-12-05 22:39:12 +01:00

609 lines
24 KiB
C++

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