raze-gles/source/blood/src/aibeast.cpp
Grind Core b6c16abf6f Refactor:
- PLAYER.H structs
- ACTOR.H  structs

# Conflicts:
#	source/blood/src/db.h
#	source/blood/src/player.h
2019-10-22 17:49:59 +02:00

588 lines
23 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 "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "aibeast.h"
#include "blood.h"
#include "db.h"
#include "dude.h"
#include "levels.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "trig.h"
BEGIN_BLD_NS
static void SlashSeqCallback(int, int);
static void StompSeqCallback(int, int);
static void MorphToBeast(spritetype *, XSPRITE *);
static void thinkSearch(spritetype *, XSPRITE *);
static void thinkGoto(spritetype *, XSPRITE *);
static void thinkChase(spritetype *, XSPRITE *);
static void thinkSwimGoto(spritetype *, XSPRITE *);
static void thinkSwimChase(spritetype *, XSPRITE *);
static void MoveForward(spritetype *, XSPRITE *);
static void sub_628A0(spritetype *, XSPRITE *);
static void sub_62AE0(spritetype *, XSPRITE *);
static void sub_62D7C(spritetype *, XSPRITE *);
static int nSlashClient = seqRegisterClient(SlashSeqCallback);
static int nStompClient = seqRegisterClient(StompSeqCallback);
AISTATE beastIdle = {kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE beastChase = {kAiStateChase, 8, -1, 0, NULL, MoveForward, thinkChase, NULL };
AISTATE beastDodge = { kAiStateMove, 8, -1, 60, NULL, aiMoveDodge, NULL, &beastChase };
AISTATE beastGoto = { kAiStateMove, 8, -1, 600, NULL, MoveForward, thinkGoto, &beastIdle };
AISTATE beastSlash = { kAiStateChase, 6, nSlashClient, 120, NULL, NULL, NULL, &beastChase };
AISTATE beastStomp = { kAiStateChase, 7, nStompClient, 120, NULL, NULL, NULL, &beastChase };
AISTATE beastSearch = { kAiStateSearch, 8, -1, 120, NULL, MoveForward, thinkSearch, &beastIdle };
AISTATE beastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastDodge };
AISTATE beastTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &beastDodge };
AISTATE beastSwimIdle = {kAiStateIdle, 9, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE beastSwimChase = { kAiStateChase, 9, -1, 0, NULL, sub_628A0, thinkSwimChase, NULL };
AISTATE beastSwimDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &beastSwimChase };
AISTATE beastSwimGoto = { kAiStateMove, 9, -1, 600, NULL, MoveForward, thinkSwimGoto, &beastSwimIdle };
AISTATE beastSwimSearch = { kAiStateSearch, 9, -1, 120, NULL, MoveForward, thinkSearch, &beastSwimIdle };
AISTATE beastSwimSlash = { kAiStateChase, 9, nSlashClient, 0, NULL, NULL, thinkSwimChase, &beastSwimChase };
AISTATE beastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastSwimDodge };
AISTATE beastMorphToBeast = { kAiStateOther, -1, -1, 0, MorphToBeast, NULL, NULL, &beastIdle };
AISTATE beastMorphFromCultist = { kAiStateOther, 2576, -1, 0, NULL, NULL, NULL, &beastMorphToBeast };
AISTATE beast138FB4 = { kAiStateOther, 9, -1, 120, NULL, sub_62AE0, thinkSwimChase, &beastSwimChase };
AISTATE beast138FD0 = { kAiStateOther, 9, -1, 0, NULL, sub_62D7C, thinkSwimChase, &beastSwimChase };
AISTATE beast138FEC = { kAiStateOther, 9, -1, 120, NULL, aiMoveTurn, NULL, &beastSwimChase };
static void SlashSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pTarget = &sprite[pXSprite->target];
int dx = Cos(pSprite->ang)>>16;
int dy = Sin(pSprite->ang)>>16;
// Correct ?
int dz = pSprite->z-pTarget->z;
dx += Random3(4000-700*gGameOptions.nDifficulty);
dy += Random3(4000-700*gGameOptions.nDifficulty);
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13);
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13);
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13);
sfxPlay3DSound(pSprite, 9012+Random(2), -1, 0);
}
static void StompSeqCallback(int, int nXSprite)
{
char vb8[(kMaxSectors+7)>>3];
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
int dx = Cos(pSprite->ang)>>16;
int dy = Sin(pSprite->ang)>>16;
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int vc = 400;
int nSector = pSprite->sectnum;
int v1c = 5+2*gGameOptions.nDifficulty;
int v10 = 25+30*gGameOptions.nDifficulty;
gAffectedSectors[0] = -1;
gAffectedXWalls[0] = -1;
GetClosestSpriteSectors(nSector, x, y, vc, gAffectedSectors, vb8, gAffectedXWalls);
char v4 = 0;
int v34 = -1;
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
actHitcodeToData(hit, &gHitInfo, &v34, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL);
if (hit == 3 && v34 >= 0)
{
if (sprite[v34].statnum == kStatDude)
v4 = 0;
}
vc <<= 4;
for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
{
if (nSprite != nSprite2 || v4)
{
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite2->extra > 0 && pSprite2->extra < kMaxXSprites)
{
if (pSprite2->type == kDudeBeast)
continue;
if (pSprite2->flags&32)
continue;
if (TestBitString(vb8, pSprite2->sectnum) && CheckProximity(pSprite2, x, y, z, nSector, vc))
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (klabs(bottom-sector[nSector].floorz) == 0)
{
int dx = klabs(pSprite->x-pSprite2->x);
int dy = klabs(pSprite->y-pSprite2->y);
int nDist2 = ksqrt(dx*dx + dy*dy);
if (nDist2 <= vc)
{
int nDamage;
if (!nDist2)
nDamage = v1c + v10;
else
nDamage = v1c + ((vc-nDist2)*v10)/vc;
if (IsPlayerSprite(pSprite2))
gPlayer[pSprite2->type-kDudePlayer1].quakeEffect += nDamage*4;
actDamageSprite(nSprite, pSprite2, DAMAGE_TYPE_0, nDamage<<4);
}
}
}
}
}
}
for (int nSprite2 = headspritestat[kStatThing]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
{
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite2->flags&32)
continue;
if (TestBitString(vb8, pSprite2->sectnum) && CheckProximity(pSprite2, x, y, z, nSector, vc))
{
XSPRITE *pXSprite = &xsprite[pSprite2->extra];
if (pXSprite->locked)
continue;
int dx = klabs(pSprite->x-pSprite2->x);
int dy = klabs(pSprite->y-pSprite2->y);
int nDist2 = ksqrt(dx*dx + dy*dy);
if (nDist2 <= vc)
{
int nDamage;
if (!nDist2)
nDamage = v1c + v10;
else
nDamage = v1c + ((vc-nDist2)*v10)/vc;
if (IsPlayerSprite(pSprite2))
gPlayer[pSprite2->type-kDudePlayer1].quakeEffect += nDamage*4;
actDamageSprite(nSprite, pSprite2, DAMAGE_TYPE_0, nDamage<<4);
}
}
}
sfxPlay3DSound(pSprite, 9015+Random(2), -1, 0);
}
static void MorphToBeast(spritetype *pSprite, XSPRITE *pXSprite)
{
actHealDude(pXSprite, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
pSprite->type = kDudeBeast;
}
static void thinkSearch(spritetype *pSprite, XSPRITE *pXSprite)
{
aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
aiThinkTarget(pSprite, pXSprite);
}
static void thinkGoto(spritetype *pSprite, XSPRITE *pXSprite)
{
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
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)
{
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastSwimSearch);
else
aiNewState(pSprite, pXSprite, &beastSearch);
}
aiThinkTarget(pSprite, pXSprite);
}
static void thinkChase(spritetype *pSprite, XSPRITE *pXSprite)
{
if (pXSprite->target == -1)
{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastSwimSearch);
else
aiNewState(pSprite, pXSprite, &beastSearch);
return;
}
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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)
{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastSwimSearch);
else
aiNewState(pSprite, pXSprite, &beastSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastSwimSearch);
else
aiNewState(pSprite, pXSprite, &beastSearch);
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;
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 nXSprite = sprite[pXSprite->reference].extra;
gDudeSlope[nXSprite] = divscale(pTarget->z-pSprite->z, nDist, 10);
if (nDist < 0x1400 && nDist > 0xa00 && klabs(nDeltaAngle) < 85 && (pTarget->flags&2)
&& IsPlayerSprite(pTarget) && Chance(0x8000))
{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
if (pXTarget->health > gPlayerTemplate[0].startHealth/2)
{
switch (hit)
{
case -1:
if (!pXSector || !pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastStomp);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
{
if (!pXSector || !pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastStomp);
}
else
{
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastSwimDodge);
else
aiNewState(pSprite, pXSprite, &beastDodge);
}
break;
default:
if (!pXSector || !pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastStomp);
break;
}
}
}
if (nDist < 921 && klabs(nDeltaAngle) < 28)
{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastSwimSlash);
else
aiNewState(pSprite, pXSprite, &beastSlash);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
{
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastSwimSlash);
else
aiNewState(pSprite, pXSprite, &beastSlash);
}
else
{
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastSwimDodge);
else
aiNewState(pSprite, pXSprite, &beastDodge);
}
break;
default:
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastSwimSlash);
else
aiNewState(pSprite, pXSprite, &beastSlash);
break;
}
}
}
return;
}
}
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(pSprite, pXSprite, &beastSwimGoto);
else
aiNewState(pSprite, pXSprite, &beastGoto);
pXSprite->target = -1;
}
static void thinkSwimGoto(spritetype *pSprite, XSPRITE *pXSprite)
{
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, &beastSwimSearch);
aiThinkTarget(pSprite, pXSprite);
}
static void thinkSwimChase(spritetype *pSprite, XSPRITE *pXSprite)
{
if (pXSprite->target == -1)
{
aiNewState(pSprite, pXSprite, &beastSwimGoto);
return;
}
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
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, &beastSwimSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(pSprite, pXSprite, &beastSwimSearch);
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->z;
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 UNUSED(floorZ) = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
aiNewState(pSprite, pXSprite, &beastSwimSlash);
else
{
aiPlay3DSound(pSprite, 9009+Random(2), AI_SFX_PRIORITY_1, -1);
aiNewState(pSprite, pXSprite, &beast138FD0);
}
}
}
else
aiNewState(pSprite, pXSprite, &beast138FD0);
return;
}
aiNewState(pSprite, pXSprite, &beastSwimGoto);
pXSprite->target = -1;
}
static void MoveForward(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
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 (klabs(nAng) > 341)
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 (nDist <= 0x400 && Random(64) < 32)
return;
xvel[nSprite] += mulscale30(pDudeInfo->frontSpeed, Cos(pSprite->ang));
yvel[nSprite] += mulscale30(pDudeInfo->frontSpeed, Sin(pSprite->ang));
}
static void sub_628A0(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
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 (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>>2;
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
}
static void sub_62AE0(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
spritetype *pTarget = &sprite[pXSprite->target];
int z = pSprite->z + dudeInfo[pSprite->type - kDudeBase].eyeHeight;
int z2 = pTarget->z + dudeInfo[pTarget->type - kDudeBase].eyeHeight;
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 dz = z2 - z;
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;
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
zvel[nSprite] = -dz;
}
static void sub_62D7C(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = pSprite->index;
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type - kDudeBase];
spritetype *pTarget = &sprite[pXSprite->target];
int z = pSprite->z + dudeInfo[pSprite->type - kDudeBase].eyeHeight;
int z2 = pTarget->z + dudeInfo[pTarget->type - kDudeBase].eyeHeight;
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 dz = (z2 - z)<<3;
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);
zvel[nSprite] = dz;
}
END_BLD_NS