mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
517 lines
17 KiB
C++
517 lines
17 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 ghostThinkTarget(DBloodActor*);
|
|
static void ghostThinkSearch(DBloodActor*);
|
|
static void ghostThinkGoto(DBloodActor*);
|
|
static void ghostMoveDodgeUp(DBloodActor*);
|
|
static void ghostMoveDodgeDown(DBloodActor*);
|
|
static void ghostThinkChase(DBloodActor*);
|
|
static void ghostMoveForward(DBloodActor*);
|
|
static void ghostMoveSlow(DBloodActor*);
|
|
static void ghostMoveSwoop(DBloodActor*);
|
|
static void ghostMoveFly(DBloodActor*);
|
|
|
|
|
|
AISTATE ghostIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, ghostThinkTarget, NULL };
|
|
AISTATE ghostChase = { kAiStateChase, 0, -1, 0, NULL, ghostMoveForward, ghostThinkChase, &ghostIdle };
|
|
AISTATE ghostGoto = { kAiStateMove, 0, -1, 600, NULL, ghostMoveForward, ghostThinkGoto, &ghostIdle };
|
|
AISTATE ghostSlash = { kAiStateChase, 6, nGhostSlashClient, 120, NULL, NULL, NULL, &ghostChase };
|
|
AISTATE ghostThrow = { kAiStateChase, 6, nGhostThrowClient, 120, NULL, NULL, NULL, &ghostChase };
|
|
AISTATE ghostBlast = { kAiStateChase, 6, nGhostBlastClient, 120, NULL, ghostMoveSlow, NULL, &ghostChase };
|
|
AISTATE ghostRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &ghostChase };
|
|
AISTATE ghostTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &ghostChase };
|
|
AISTATE ghostSearch = { kAiStateSearch, 0, -1, 120, NULL, ghostMoveForward, ghostThinkSearch, &ghostIdle };
|
|
AISTATE ghostSwoop = { kAiStateOther, 0, -1, 120, NULL, ghostMoveSwoop, ghostThinkChase, &ghostChase };
|
|
AISTATE ghostFly = { kAiStateMove, 0, -1, 0, NULL, ghostMoveFly, ghostThinkChase, &ghostChase };
|
|
AISTATE ghostTurn = { kAiStateMove, 0, -1, 120, NULL, aiMoveTurn, NULL, &ghostChase };
|
|
AISTATE ghostDodgeUp = { kAiStateMove, 0, -1, 60, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
|
|
AISTATE ghostDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
|
|
AISTATE ghostDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
|
|
AISTATE ghostDodgeDown = { kAiStateMove, 0, -1, 120, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
|
|
AISTATE ghostDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
|
|
AISTATE ghostDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
|
|
|
|
void ghostSlashSeqCallback(int, DBloodActor* actor)
|
|
{
|
|
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
|
auto target = actor->GetTarget();
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type);
|
|
int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2;
|
|
int height2 = (target->spr.yrepeat * pDudeInfoT->eyeHeight) << 2;
|
|
int dz = height - height2;
|
|
int dx = bcos(actor->int_ang());
|
|
int dy = bsin(actor->int_ang());
|
|
sfxPlay3DSound(actor, 1406, 0, 0);
|
|
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGhost);
|
|
int r1 = Random(50);
|
|
int r2 = Random(50);
|
|
actFireVector(actor, 0, 0, dx + r2, dy - r1, dz, kVectorGhost);
|
|
r1 = Random(50);
|
|
r2 = Random(50);
|
|
actFireVector(actor, 0, 0, dx - r2, dy + r1, dz, kVectorGhost);
|
|
}
|
|
|
|
void ghostThrowSeqCallback(int, DBloodActor* actor)
|
|
{
|
|
actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee);
|
|
}
|
|
|
|
void ghostBlastSeqCallback(int, DBloodActor* actor)
|
|
{
|
|
wrand(); // ???
|
|
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
|
auto target = actor->GetTarget();
|
|
int height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) << 2;
|
|
int x = actor->int_pos().X;
|
|
int y = actor->int_pos().Y;
|
|
int z = height;
|
|
TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
|
|
Aim aim;
|
|
aim.dx = bcos(actor->int_ang());
|
|
aim.dy = bsin(actor->int_ang());
|
|
aim.dz = actor->dudeSlope;
|
|
int nClosest = 0x7fffffff;
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto actor2 = it.Next())
|
|
{
|
|
if (actor == actor2 || !(actor2->spr.flags & 8))
|
|
continue;
|
|
int x2 = actor2->int_pos().X;
|
|
int y2 = actor2->int_pos().Y;
|
|
int z2 = actor2->int_pos().Z;
|
|
int nDist = approxDist(x2 - x, y2 - y);
|
|
if (nDist == 0 || nDist > 0x2800)
|
|
continue;
|
|
if (tt.at10)
|
|
{
|
|
int t = DivScale(nDist, tt.at10, 12);
|
|
x2 += (actor->int_vel().X * t) >> 12;
|
|
y2 += (actor->int_vel().Y * t) >> 12;
|
|
z2 += (actor->int_vel().Z * t) >> 8;
|
|
}
|
|
int tx = x + MulScale(Cos(actor->int_ang()), nDist, 30);
|
|
int ty = y + MulScale(Sin(actor->int_ang()), nDist, 30);
|
|
int tz = z + MulScale(actor->dudeSlope, nDist, 10);
|
|
int tsr = MulScale(9460, nDist, 10);
|
|
int top, bottom;
|
|
GetActorExtents(actor2, &top, &bottom);
|
|
if (tz - tsr > bottom || tz + tsr < top)
|
|
continue;
|
|
int dx = (tx - x2) >> 4;
|
|
int dy = (ty - y2) >> 4;
|
|
int dz = (tz - z2) >> 8;
|
|
int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz);
|
|
if (nDist2 < nClosest)
|
|
{
|
|
int nAngle = getangle(x2 - x, y2 - y);
|
|
int nDeltaAngle = ((nAngle - actor->int_ang() + 1024) & 2047) - 1024;
|
|
if (abs(nDeltaAngle) <= tt.at8)
|
|
{
|
|
int tz1 = actor2->int_pos().Z - actor->int_pos().Z;
|
|
if (cansee(x, y, z, actor->sector(), x2, y2, z2, actor2->sector()))
|
|
{
|
|
nClosest = nDist2;
|
|
aim.dx = bcos(nAngle);
|
|
aim.dy = bsin(nAngle);
|
|
aim.dz = DivScale(tz1, nDist, 10);
|
|
if (tz1 > -0x333)
|
|
aim.dz = DivScale(tz1, nDist, 10);
|
|
else if (tz1 < -0x333 && tz1 > -0xb33)
|
|
aim.dz = DivScale(tz1, nDist, 10) + 9460;
|
|
else if (tz1 < -0xb33 && tz1 > -0x3000)
|
|
aim.dz = DivScale(tz1, nDist, 10) + 9460;
|
|
else if (tz1 < -0x3000)
|
|
aim.dz = DivScale(tz1, nDist, 10) - 7500;
|
|
else
|
|
aim.dz = DivScale(tz1, nDist, 10);
|
|
}
|
|
else
|
|
aim.dz = DivScale(tz1, nDist, 10);
|
|
}
|
|
}
|
|
}
|
|
#ifdef NOONE_EXTENSIONS
|
|
// allow fire missile in non-player targets if not a demo
|
|
if (target->IsPlayerActor() || gModernMap) {
|
|
sfxPlay3DSound(actor, 489, 0, 0);
|
|
actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull);
|
|
}
|
|
#else
|
|
if (target->IsPlayerActor()) {
|
|
sfxPlay3DSound(actor, 489, 0, 0);
|
|
actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void ghostThinkTarget(DBloodActor* actor)
|
|
{
|
|
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
|
|
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
|
|
return;
|
|
}
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
|
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
|
|
pDudeExtraE->thinkTime++;
|
|
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
|
|
{
|
|
actor->xspr.goalAng += DAngle45;
|
|
aiSetTarget(actor, actor->basePoint);
|
|
aiNewState(actor, &ghostTurn);
|
|
return;
|
|
}
|
|
if (Chance(pDudeInfo->alertChance))
|
|
{
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
PLAYER* pPlayer = &gPlayer[p];
|
|
if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
|
|
continue;
|
|
auto ppos = pPlayer->actor->spr.pos;
|
|
auto dvect = ppos.XY() - actor->spr.pos;
|
|
auto pSector = pPlayer->actor->sector();
|
|
int nDist = approxDist(dvect);
|
|
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
|
|
continue;
|
|
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
|
|
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
|
|
continue;
|
|
int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvect));
|
|
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
|
{
|
|
pDudeExtraE->thinkTime = 0;
|
|
aiSetTarget(actor, pPlayer->actor);
|
|
aiActivateDude(actor);
|
|
return;
|
|
}
|
|
else if (nDist < pDudeInfo->hearDist)
|
|
{
|
|
pDudeExtraE->thinkTime = 0;
|
|
aiSetTarget(actor, ppos);
|
|
aiActivateDude(actor);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ghostThinkSearch(DBloodActor* actor)
|
|
{
|
|
aiChooseDirection(actor, actor->xspr.goalAng);
|
|
aiThinkTarget(actor);
|
|
}
|
|
|
|
static void ghostThinkGoto(DBloodActor* actor)
|
|
{
|
|
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
|
|
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
|
|
return;
|
|
}
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
|
int nAngle = getangle(dvec);
|
|
int nDist = approxDist(dvec);
|
|
aiChooseDirection(actor, DAngle::fromBuild(nAngle));
|
|
if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
|
|
aiNewState(actor, &ghostSearch);
|
|
aiThinkTarget(actor);
|
|
}
|
|
|
|
static void ghostMoveDodgeUp(DBloodActor* actor)
|
|
{
|
|
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
|
|
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
|
|
return;
|
|
}
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
|
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
|
AdjustVelocity(actor, ADJUSTER{
|
|
if (actor->xspr.dodgeDir > 0)
|
|
t2 += FixedToFloat(pDudeInfo->sideSpeed);
|
|
else
|
|
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
|
|
});
|
|
|
|
actor->vel.Z = FixedToFloat(-0x1d555);
|
|
}
|
|
|
|
static void ghostMoveDodgeDown(DBloodActor* actor)
|
|
{
|
|
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
|
|
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
|
|
return;
|
|
}
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
|
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
|
if (actor->xspr.dodgeDir == 0)
|
|
return;
|
|
AdjustVelocity(actor, ADJUSTER{
|
|
if (actor->xspr.dodgeDir > 0)
|
|
t2 += FixedToFloat(pDudeInfo->sideSpeed);
|
|
else
|
|
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
|
|
});
|
|
actor->vel.Z = FixedToFloat(0x44444);
|
|
}
|
|
|
|
static void ghostThinkChase(DBloodActor* actor)
|
|
{
|
|
if (actor->GetTarget() == nullptr)
|
|
{
|
|
aiNewState(actor, &ghostGoto);
|
|
return;
|
|
}
|
|
///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
|
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
|
|
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
|
|
return;
|
|
}
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
auto target = actor->GetTarget();
|
|
|
|
int dx = target->int_pos().X - actor->int_pos().X;
|
|
int dy = target->int_pos().Y - actor->int_pos().Y;
|
|
aiChooseDirection(actor, VecToAngle(dx, dy));
|
|
if (target->xspr.health == 0)
|
|
{
|
|
aiNewState(actor, &ghostSearch);
|
|
return;
|
|
}
|
|
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
|
|
{
|
|
aiNewState(actor, &ghostSearch);
|
|
return;
|
|
}
|
|
int nDist = approxDist(dx, dy);
|
|
if (nDist <= pDudeInfo->seeDist)
|
|
{
|
|
int nDeltaAngle = getincangle(actor->int_ang(), getangle(dx, dy));
|
|
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
|
|
// Should be dudeInfo[target->spr.type-kDudeBase]
|
|
int height2 = (pDudeInfo->eyeHeight * target->spr.yrepeat) << 2;
|
|
int top, bottom;
|
|
GetActorExtents(actor, &top, &bottom);
|
|
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector()))
|
|
{
|
|
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
|
{
|
|
aiSetTarget(actor, actor->GetTarget());
|
|
int floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos);
|
|
switch (actor->spr.type) {
|
|
case kDudePhantasm:
|
|
if (nDist < 0x2000 && nDist > 0x1000 && abs(nDeltaAngle) < 85) {
|
|
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
aiNewState(actor, &ghostBlast);
|
|
break;
|
|
case 0:
|
|
case 4:
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudePhantasm)
|
|
aiNewState(actor, &ghostBlast);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &ghostBlast);
|
|
break;
|
|
}
|
|
}
|
|
else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
|
|
{
|
|
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
|
|
switch (hit)
|
|
{
|
|
case -1:
|
|
aiNewState(actor, &ghostSlash);
|
|
break;
|
|
case 0:
|
|
case 4:
|
|
break;
|
|
case 3:
|
|
if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudePhantasm)
|
|
aiNewState(actor, &ghostSlash);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &ghostSlash);
|
|
break;
|
|
}
|
|
}
|
|
else if ((height2 - height > 0x2000 || floorZ - bottom > 0x2000) && nDist < 0x1400 && nDist > 0x800)
|
|
{
|
|
aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1);
|
|
aiNewState(actor, &ghostSwoop);
|
|
}
|
|
else if ((height2 - height < 0x2000 || floorZ - bottom < 0x2000) && abs(nDeltaAngle) < 85)
|
|
aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1);
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
aiNewState(actor, &ghostFly);
|
|
return;
|
|
}
|
|
}
|
|
|
|
aiNewState(actor, &ghostGoto);
|
|
actor->SetTarget(nullptr);
|
|
}
|
|
|
|
static void ghostMoveForward(DBloodActor* actor)
|
|
{
|
|
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
|
|
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
|
|
return;
|
|
}
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
|
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > DAngle60)
|
|
return;
|
|
if (actor->GetTarget() == nullptr)
|
|
actor->spr.angle += DAngle45;
|
|
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
|
int nDist = approxDist(dvec);
|
|
if ((unsigned int)Random(64) < 32 && nDist <= 0x400)
|
|
return;
|
|
AdjustVelocity(actor, ADJUSTER{
|
|
if (actor->GetTarget() == nullptr)
|
|
t1 += FixedToFloat(nAccel);
|
|
else
|
|
t1 += FixedToFloat(nAccel * 0.5);
|
|
});
|
|
}
|
|
|
|
static void ghostMoveSlow(DBloodActor* actor)
|
|
{
|
|
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
|
|
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
|
|
return;
|
|
}
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
|
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > DAngle60)
|
|
{
|
|
actor->xspr.goalAng += DAngle90;
|
|
return;
|
|
}
|
|
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
|
int nDist = approxDist(dvec);
|
|
if (Chance(0x600) && nDist <= 0x400)
|
|
return;
|
|
AdjustVelocity(actor, ADJUSTER{
|
|
t1 += FixedToFloat(nAccel * 0.5);
|
|
t2 *= 0.5;
|
|
});
|
|
switch (actor->spr.type) {
|
|
case kDudePhantasm:
|
|
actor->vel.Z = FixedToFloat(0x44444);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void ghostMoveSwoop(DBloodActor* actor)
|
|
{
|
|
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
|
|
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
|
|
return;
|
|
}
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
|
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > DAngle60)
|
|
{
|
|
actor->xspr.goalAng += DAngle90;
|
|
return;
|
|
}
|
|
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
|
int nDist = approxDist(dvec);
|
|
if (Chance(0x600) && nDist <= 0x400)
|
|
return;
|
|
AdjustVelocity(actor, ADJUSTER{
|
|
t1 += FixedToFloat(nAccel * 0.5);
|
|
switch (actor->spr.type) {
|
|
case kDudePhantasm:
|
|
actor->vel.Z = t1;
|
|
break;
|
|
}
|
|
});
|
|
}
|
|
|
|
static void ghostMoveFly(DBloodActor* actor)
|
|
{
|
|
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
|
|
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
|
|
return;
|
|
}
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
|
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > DAngle60)
|
|
{
|
|
actor->spr.angle += DAngle90;
|
|
return;
|
|
}
|
|
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
|
int nDist = approxDist(dvec);
|
|
if (Chance(0x4000) && nDist <= 0x400)
|
|
return;
|
|
AdjustVelocity(actor, ADJUSTER{
|
|
t1 += FixedToFloat(nAccel * 0.5);
|
|
switch (actor->spr.type) {
|
|
case kDudePhantasm:
|
|
actor->vel.Z = -t1;
|
|
break;
|
|
}
|
|
});
|
|
}
|
|
|
|
END_BLD_NS
|