raze-gles/source/blood/src/aigarg.cpp

705 lines
28 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 "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "aigarg.h"
#include "blood.h"
#include "db.h"
#include "dude.h"
#include "eventq.h"
#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "trig.h"
static void SlashFSeqCallback(int, int);
static void ThrowFSeqCallback(int, int);
static void BlastSSeqCallback(int, int);
static void ThrowSSeqCallback(int, int);
static void thinkTarget(spritetype *, XSPRITE *);
static void thinkSearch(spritetype *, XSPRITE *);
static void thinkGoto(spritetype *, XSPRITE *);
static void MoveDodgeUp(spritetype *, XSPRITE *);
static void MoveDodgeDown(spritetype *, XSPRITE *);
static void thinkChase(spritetype *, XSPRITE *);
static void entryFStatue(spritetype *, XSPRITE *);
static void entrySStatue(spritetype *, XSPRITE *);
static void MoveForward(spritetype *, XSPRITE *);
static void MoveSlow(spritetype *, XSPRITE *);
static void MoveSwoop(spritetype *, XSPRITE *);
static void MoveFly(spritetype *, XSPRITE *);
static void playStatueBreakSnd(spritetype*,XSPRITE*);
static int nSlashFClient = seqRegisterClient(SlashFSeqCallback);
static int nThrowFClient = seqRegisterClient(ThrowFSeqCallback);
static int nThrowSClient = seqRegisterClient(ThrowSSeqCallback);
static int nBlastSClient = seqRegisterClient(BlastSSeqCallback);
AISTATE gargoyleFIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, thinkTarget, NULL };
AISTATE gargoyleStatueIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, NULL, NULL };
AISTATE gargoyleFChase = { kAiStateChase, 0, -1, 0, NULL, MoveForward, thinkChase, &gargoyleFIdle };
AISTATE gargoyleFGoto = { kAiStateMove, 0, -1, 600, NULL, MoveForward, thinkGoto, &gargoyleFIdle };
AISTATE gargoyleFSlash = { kAiStateChase, 6, nSlashFClient, 120, NULL, NULL, NULL, &gargoyleFChase };
AISTATE gargoyleFThrow = { kAiStateChase, 6, nThrowFClient, 120, NULL, NULL, NULL, &gargoyleFChase };
AISTATE gargoyleSThrow = { kAiStateChase, 6, nThrowSClient, 120, NULL, MoveForward, NULL, &gargoyleFChase };
AISTATE gargoyleSBlast = { kAiStateChase, 7, nBlastSClient, 60, NULL, MoveSlow, NULL, &gargoyleFChase };
AISTATE gargoyleFRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gargoyleFChase };
AISTATE gargoyleFSearch = { kAiStateSearch, 0, -1, 120, NULL, MoveForward, thinkSearch, &gargoyleFIdle };
AISTATE gargoyleFMorph2 = { kAiStateOther, -1, -1, 0, entryFStatue, NULL, NULL, &gargoyleFIdle };
AISTATE gargoyleFMorph = { kAiStateOther, 6, -1, 0, NULL, NULL, NULL, &gargoyleFMorph2 };
AISTATE gargoyleSMorph2 = { kAiStateOther, -1, -1, 0, entrySStatue, NULL, NULL, &gargoyleFIdle };
AISTATE gargoyleSMorph = { kAiStateOther, 6, -1, 0, NULL, NULL, NULL, &gargoyleSMorph2 };
AISTATE gargoyleSwoop = { kAiStateOther, 0, -1, 120, NULL, MoveSwoop, thinkChase, &gargoyleFChase };
AISTATE gargoyleFly = { kAiStateMove, 0, -1, 120, NULL, MoveFly, thinkChase, &gargoyleFChase };
AISTATE gargoyleTurn = { kAiStateMove, 0, -1, 120, NULL, aiMoveTurn, NULL, &gargoyleFChase };
AISTATE gargoyleDodgeUp = { kAiStateMove, 0, -1, 60, NULL, MoveDodgeUp, NULL, &gargoyleFChase };
AISTATE gargoyleFDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, MoveDodgeUp, NULL, &gargoyleFChase };
AISTATE gargoyleFDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, MoveDodgeUp, NULL, &gargoyleFChase };
AISTATE gargoyleDodgeDown = { kAiStateMove, 0, -1, 120, NULL, MoveDodgeDown, NULL, &gargoyleFChase };
AISTATE gargoyleFDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, MoveDodgeDown, NULL, &gargoyleFChase };
AISTATE gargoyleFDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, MoveDodgeDown, NULL, &gargoyleFChase };
AISTATE statueFBreakSEQ = { kAiStateOther, 5, -1, 0, entryFStatue, NULL, playStatueBreakSnd, &gargoyleFMorph2};
AISTATE statueSBreakSEQ = { kAiStateOther, 5, -1, 0, entrySStatue, NULL, playStatueBreakSnd, &gargoyleSMorph2};
static void playStatueBreakSnd(spritetype* pSprite, XSPRITE* pXSprite) {
UNREFERENCED_PARAMETER(pXSprite);
aiPlay3DSound(pSprite, 313, AI_SFX_PRIORITY_1, -1);
}
static void SlashFSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pTarget = &sprite[pXSprite->target];
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
DUDEINFO *pDudeInfoT = &dudeInfo[pTarget->type - kDudeBase];
int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2;
int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2;
int dz = height-height2;
int dx = Cos(pSprite->ang)>>16;
int dy = Sin(pSprite->ang)>>16;
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13);
int r1 = Random(50);
int r2 = Random(50);
actFireVector(pSprite, 0, 0, dx+r2, dy-r1, dz, VECTOR_TYPE_13);
r1 = Random(50);
r2 = Random(50);
actFireVector(pSprite, 0, 0, dx-r2, dy+r1, dz, VECTOR_TYPE_13);
}
static void ThrowFSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
actFireThing(&sprite[nSprite], 0, 0, gDudeSlope[nXSprite]-7500, 421, 0xeeeee);
}
static void BlastSSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
wrand(); // ???
spritetype *pTarget = &sprite[pXSprite->target];
int height = (pSprite->yrepeat*dudeInfo[pSprite->type-kDudeBase].eyeHeight) << 2;
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int UNUSED(nDist) = approxDist(dx, dy);
int UNUSED(nAngle) = getangle(dx, dy);
int x = pSprite->x;
int y = pSprite->y;
int z = height;
TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
Aim aim;
aim.dx = Cos(pSprite->ang)>>16;
aim.dy = Sin(pSprite->ang)>>16;
aim.dz = gDudeSlope[nXSprite];
int nClosest = 0x7fffffff;
for (short nSprite2 = headspritestat[6]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
{
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite == pSprite2 || !(pSprite2->hitag&8))
continue;
int x2 = pSprite2->x;
int y2 = pSprite2->y;
int z2 = pSprite2->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 += (xvel[nSprite2]*t)>>12;
y2 += (yvel[nSprite2]*t)>>12;
z2 += (zvel[nSprite2]*t)>>8;
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &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-pSprite->ang+1024)&2047)-1024;
if (klabs(nDeltaAngle) <= tt.at8)
{
int tz = pSprite2->z-pSprite->z;
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
{
nClosest = nDist2;
aim.dx = Cos(nAngle)>>16;
aim.dy = Sin(nAngle)>>16;
aim.dz = divscale(tz, nDist, 10);
if (tz > -0x333)
aim.dz = divscale(tz, nDist, 10);
else if (tz < -0x333 && tz > -0xb33)
aim.dz = divscale(tz, nDist, 10)+9460;
else if (tz < -0xb33 && tz > -0x3000)
aim.dz = divscale(tz, nDist, 10)+9460;
else if (tz < -0x3000)
aim.dz = divscale(tz, nDist, 10)-7500;
else
aim.dz = divscale(tz, nDist, 10);
}
else
aim.dz = divscale(tz, nDist, 10);
}
}
}
if (IsPlayerSprite(pTarget) || !VanillaMode()) // By NoOne: allow to fire missile in non-player targets
{
actFireMissile(pSprite, -120, 0, aim.dx, aim.dy, aim.dz, 311);
actFireMissile(pSprite, 120, 0, aim.dx, aim.dy, aim.dz, 311);
}
}
static void ThrowSSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
actFireThing(pSprite, 0, 0, gDudeSlope[nXSprite]-7500, 421, Chance(0x6000) ? 0x133333 : 0x111111);
}
static void thinkTarget(spritetype *pSprite, XSPRITE *pXSprite)
{
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
if (pDudeExtraE->at8 && pDudeExtraE->at4 < 10)
pDudeExtraE->at4++;
else if (pDudeExtraE->at4 >= 10 && pDudeExtraE->at8)
{
pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z);
aiNewState(pSprite, pXSprite, &gargoyleTurn);
return;
}
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER *pPlayer = &gPlayer[p];
if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, 13) > 0)
continue;
int x = pPlayer->pSprite->x;
int y = pPlayer->pSprite->y;
int z = pPlayer->pSprite->z;
int nSector = pPlayer->pSprite->sectnum;
int dx = x-pSprite->x;
int dy = y-pSprite->y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
continue;
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->at4 = 0;
aiSetTarget(pXSprite, pPlayer->at5b);
aiActivateDude(pSprite, pXSprite);
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->at4 = 0;
aiSetTarget(pXSprite, x, y, z);
aiActivateDude(pSprite, pXSprite);
}
else
continue;
break;
}
}
}
static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
{
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
sub_5F15C(pSprite, pXSprite);
}
static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
{
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(pSprite, pXSprite, nAngle);
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
aiNewState(pSprite, pXSprite, &gargoyleFSearch);
aiThinkTarget(pSprite, pXSprite);
}
static void MoveDodgeUp(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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 nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int dx = xvel[nSprite];
int dy = yvel[nSprite];
int t1 = dmulscale30(dx, nCos, dy, nSin);
int t2 = dmulscale30(dx, nSin, -dy, nCos);
if (pXSprite->dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
zvel[nSprite] = -0x1d555;
}
static void MoveDodgeDown(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
if (pXSprite->dodgeDir == 0)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int dx = xvel[nSprite];
int dy = yvel[nSprite];
int t1 = dmulscale30(dx, nCos, dy, nSin);
int t2 = dmulscale30(dx, nSin, -dy, nCos);
if (pXSprite->dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
zvel[nSprite] = 0x44444;
}
static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
{
if (pXSprite->target == -1)
{
aiNewState(pSprite, pXSprite, &gargoyleFGoto);
return;
}
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites))
return;
//dassert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(pSprite, pXSprite, &gargoyleFSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], 13) > 0)
{
aiNewState(pSprite, pXSprite, &gargoyleFSearch);
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
// Should be dudeInfo[pTarget->type-kDudeBase]
int height2 = (pDudeInfo->eyeHeight*pTarget->yrepeat)<<2;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
{
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target);
int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
switch (pSprite->type)
{
case 206:
if (nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
sfxPlay3DSound(pSprite, 1408, 0, 0);
aiNewState(pSprite, pXSprite, &gargoyleFThrow);
break;
case 0:
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != 207)
{
sfxPlay3DSound(pSprite, 1408, 0, 0);
aiNewState(pSprite, pXSprite, &gargoyleFThrow);
}
break;
default:
sfxPlay3DSound(pSprite, 1408, 0, 0);
aiNewState(pSprite, pXSprite, &gargoyleFThrow);
break;
}
}
else if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
sfxPlay3DSound(pSprite, 1406, 0, 0);
aiNewState(pSprite, pXSprite, &gargoyleFSlash);
break;
case 0:
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != 207)
{
sfxPlay3DSound(pSprite, 1406, 0, 0);
aiNewState(pSprite, pXSprite, &gargoyleFSlash);
}
break;
default:
sfxPlay3DSound(pSprite, 1406, 0, 0);
aiNewState(pSprite, pXSprite, &gargoyleFSlash);
break;
}
}
else if ((height2-height > 0x2000 || floorZ-bottom > 0x2000) && nDist < 0x1400 && nDist > 0xa00)
{
aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &gargoyleSwoop);
}
else if ((height2-height < 0x2000 || floorZ-bottom < 0x2000) && klabs(nDeltaAngle) < 85)
aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1);
break;
case 207:
if (nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
sfxPlay3DSound(pSprite, 1457, 0, 0);
aiNewState(pSprite, pXSprite, &gargoyleSBlast);
break;
case 0:
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != 206)
{
sfxPlay3DSound(pSprite, 1457, 0, 0);
aiNewState(pSprite, pXSprite, &gargoyleSBlast);
}
break;
default:
sfxPlay3DSound(pSprite, 1457, 0, 0);
aiNewState(pSprite, pXSprite, &gargoyleSBlast);
break;
}
}
else if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(pSprite, pXSprite, &gargoyleFSlash);
break;
case 0:
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != 206)
aiNewState(pSprite, pXSprite, &gargoyleFSlash);
break;
default:
aiNewState(pSprite, pXSprite, &gargoyleFSlash);
break;
}
}
else if ((height2-height > 0x2000 || floorZ-bottom > 0x2000) && nDist < 0x1400 && nDist > 0x800)
{
if (pSprite->type == 206)
aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1);
else
aiPlay3DSound(pSprite, 1450, AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &gargoyleSwoop);
}
else if ((height2-height < 0x2000 || floorZ-bottom < 0x2000) && klabs(nDeltaAngle) < 85)
aiPlay3DSound(pSprite, 1450, AI_SFX_PRIORITY_1, -1);
break;
}
}
return;
}
else
{
aiNewState(pSprite, pXSprite, &gargoyleFly);
return;
}
}
aiNewState(pSprite, pXSprite, &gargoyleFGoto);
pXSprite->target = -1;
}
static void entryFStatue(spritetype *pSprite, XSPRITE *pXSprite)
{
DUDEINFO *pDudeInfo = &dudeInfo[6];
actHealDude(pXSprite, pDudeInfo->startHealth, pDudeInfo->startHealth);
pSprite->type = 206;
}
static void entrySStatue(spritetype *pSprite, XSPRITE *pXSprite)
{
DUDEINFO *pDudeInfo = &dudeInfo[7];
actHealDude(pXSprite, pDudeInfo->startHealth, pDudeInfo->startHealth);
pSprite->type = 207;
}
static void MoveForward(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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[nSprite];
int vy = yvel[nSprite];
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[nSprite] = dmulscale30(t1, nCos, t2, nSin);
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
}
static void MoveSlow(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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)
{
pXSprite->goalAng = (pSprite->ang+512)&2047;
return;
}
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int UNUSED(nAngle) = getangle(dx, dy);
int nDist = approxDist(dx, dy);
if (Chance(0x600) && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = xvel[nSprite];
int vy = yvel[nSprite];
int t1 = dmulscale30(vx, nCos, vy, nSin);
int t2 = dmulscale30(vx, nSin, -vy, nCos);
t1 = nAccel>>1;
t2 >>= 1;
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
switch (pSprite->type)
{
case 206:
zvel[nSprite] = 0x44444;
break;
case 207:
zvel[nSprite] = 0x35555;
break;
}
}
static void MoveSwoop(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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)
{
pXSprite->goalAng = (pSprite->ang+512)&2047;
return;
}
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int UNUSED(nAngle) = getangle(dx, dy);
int nDist = approxDist(dx, dy);
if (Chance(0x600) && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = xvel[nSprite];
int vy = yvel[nSprite];
int t1 = dmulscale30(vx, nCos, vy, nSin);
int t2 = dmulscale30(vx, nSin, -vy, nCos);
t1 += nAccel>>1;
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
switch (pSprite->type)
{
case 206:
zvel[nSprite] = t1;
break;
case 207:
zvel[nSprite] = t1;
break;
}
}
static void MoveFly(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
return;
//dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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)
{
pSprite->ang = (pSprite->ang+512)&2047;
return;
}
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int UNUSED(nAngle) = getangle(dx, dy);
int nDist = approxDist(dx, dy);
if (Chance(0x4000) && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = xvel[nSprite];
int vy = yvel[nSprite];
int t1 = dmulscale30(vx, nCos, vy, nSin);
int t2 = dmulscale30(vx, nSin, -vy, nCos);
t1 += nAccel>>1;
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
switch (pSprite->type)
{
case 206:
zvel[nSprite] = -t1;
break;
case 207:
zvel[nSprite] = -t1;
break;
}
klabs(zvel[nSprite]);
}