raze/source/games/blood/src/aiboneel.cpp

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//-------------------------------------------------------------------------
/*
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!
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#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void eelThinkTarget(DBloodActor *);
static void eelThinkSearch(DBloodActor *);
static void eelThinkGoto(DBloodActor *);
static void eelThinkPonder(DBloodActor *);
static void eelMoveDodgeUp(DBloodActor *);
static void eelMoveDodgeDown(DBloodActor *);
static void eelThinkChase(DBloodActor *);
static void eelMoveForward(DBloodActor *);
static void eelMoveSwoop(DBloodActor *);
static void eelMoveAscend(DBloodActor *actor);
static void eelMoveToCeil(DBloodActor *);
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AISTATE eelIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, eelThinkTarget, NULL };
AISTATE eelFlyIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, eelThinkTarget, NULL };
AISTATE eelChase = { kAiStateChase, 0, -1, 0, NULL, eelMoveForward, eelThinkChase, &eelIdle };
AISTATE eelPonder = { kAiStateOther, 0, -1, 0, NULL, NULL, eelThinkPonder, NULL };
AISTATE eelGoto = { kAiStateMove, 0, -1, 600, NULL, NULL, eelThinkGoto, &eelIdle };
AISTATE eelBite = { kAiStateChase, 7, nEelBiteClient, 60, NULL, NULL, NULL, &eelChase };
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AISTATE eelRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &eelChase };
AISTATE eelSearch = { kAiStateSearch, 0, -1, 120, NULL, eelMoveForward, eelThinkSearch, &eelIdle };
AISTATE eelSwoop = { kAiStateOther, 0, -1, 60, NULL, eelMoveSwoop, eelThinkChase, &eelChase };
AISTATE eelFly = { kAiStateMove, 0, -1, 0, NULL, eelMoveAscend, eelThinkChase, &eelChase };
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AISTATE eelTurn = { kAiStateMove, 0, -1, 60, NULL, aiMoveTurn, NULL, &eelChase };
AISTATE eelHide = { kAiStateOther, 0, -1, 0, NULL, eelMoveToCeil, eelMoveForward, NULL };
AISTATE eelDodgeUp = { kAiStateMove, 0, -1, 120, NULL, eelMoveDodgeUp, NULL, &eelChase };
AISTATE eelDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeUp, NULL, &eelChase };
AISTATE eelDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeUp, NULL, &eelChase };
AISTATE eelDodgeDown = { kAiStateMove, 0, -1, 120, NULL, eelMoveDodgeDown, NULL, &eelChase };
AISTATE eelDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeDown, NULL, &eelChase };
AISTATE eelDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeDown, NULL, &eelChase };
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void eelBiteSeqCallback(int, DBloodActor* actor)
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{
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target_i];
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
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int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2;
int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2;
/*
* workaround for
* pXSprite->target >= 0 && pXSprite->target < kMaxSprites in file NBlood/source/blood/src/aiboneel.cpp at line 86
* The value of pXSprite->target is -1.
* copied from lines 177:181
* resolves this case, but may cause other issues?
*/
if (actor->GetTarget() == nullptr)
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{
aiNewState(actor, &eelSearch);
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return;
}
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
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actFireVector(actor, 0, 0, dx, dy, height2-height, kVectorBoneelBite);
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}
static void eelThinkTarget(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
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if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)
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{
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pDudeExtraE->xval2 = 0;
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pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z);
aiNewState(actor, &eelTurn);
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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, kPwUpShadowCloak) > 0)
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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 && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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pDudeExtraE->xval2 = 0;
aiSetTarget(pXSprite, pPlayer->nSprite);
aiActivateDude(&bloodActors[pXSprite->reference]);
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}
else if (nDist < pDudeInfo->hearDist)
{
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pDudeExtraE->xval2 = 0;
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aiSetTarget(pXSprite, x, y, z);
aiActivateDude(&bloodActors[pXSprite->reference]);
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}
else
continue;
break;
}
}
}
static void eelThinkSearch(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor,pXSprite->goalAng);
eelThinkTarget(actor);
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}
static void eelThinkGoto(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor,nAngle);
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &eelSearch);
eelThinkTarget(actor);
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}
static void eelThinkPonder(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
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{
aiNewState(actor, &eelSearch);
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return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(actor,getangle(dx, dy));
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if (pXTarget->health == 0)
{
aiNewState(actor, &eelSearch);
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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;
int height2 = (getDudeInfo(pTarget->type)->eyeHeight*pTarget->yrepeat)<<2;
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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))
{
aiSetTarget(actor, actor->GetTarget());
if (height2-height < -0x2000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
aiNewState(actor, &eelDodgeUp);
else if (height2-height > 0xccc && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
aiNewState(actor, &eelDodgeDown);
else if (height2-height < 0xccc && nDist < 0x399 && abs(nDeltaAngle) < 85)
aiNewState(actor, &eelDodgeUp);
else if (height2-height > 0xccc && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
aiNewState(actor, &eelDodgeDown);
else if (height2-height < -0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
aiNewState(actor, &eelDodgeUp);
else if (height2-height < -0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400)
aiNewState(actor, &eelDodgeUp);
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else if (height2-height > 0xccc)
aiNewState(actor, &eelDodgeDown);
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else
aiNewState(actor, &eelDodgeUp);
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return;
}
}
aiNewState(actor, &eelGoto);
actor->SetTarget(nullptr);
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}
static void eelMoveDodgeUp(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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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 = actor->xvel();
int dy = actor->yvel();
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (pXSprite->dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel() = -0x8000;
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}
static void eelMoveDodgeDown(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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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 = actor->xvel();
int dy = actor->yvel();
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (pXSprite->dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel() = 0x44444;
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}
static void eelThinkChase(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
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{
aiNewState(actor, &eelGoto);
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return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
spritetype *pTarget = &sprite[pXSprite->target_i];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(actor,getangle(dx, dy));
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if (pXTarget->health == 0)
{
aiNewState(actor, &eelSearch);
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return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
aiNewState(actor, &eelSearch);
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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;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int top2, bottom2;
GetSpriteExtents(pTarget, &top2, &bottom2);
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x399 && top2 > top && abs(nDeltaAngle) < 85)
aiNewState(actor, &eelSwoop);
else if (nDist <= 0x399 && abs(nDeltaAngle) < 85)
aiNewState(actor, &eelBite);
else if (bottom2 > top && abs(nDeltaAngle) < 85)
aiNewState(actor, &eelSwoop);
else if (top2 < top && abs(nDeltaAngle) < 85)
aiNewState(actor, &eelFly);
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}
}
return;
}
actor->SetTarget(nullptr);
aiNewState(actor, &eelSearch);
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}
static void eelMoveForward(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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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-(((4-gGameOptions.nDifficulty)<<26)/120)/120)<<2;
if (abs(nAng) > 341)
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return;
if (actor->GetTarget() == nullptr)
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pSprite->ang = (pSprite->ang+256)&2047;
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nDist = approxDist(dx, dy);
if (nDist <= 0x399)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel();
int vy = actor->yvel();
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
if (actor->GetTarget() == nullptr)
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t1 += nAccel;
else
t1 += nAccel>>1;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
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}
static void eelMoveSwoop(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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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-(((4-gGameOptions.nDifficulty)<<26)/120)/120)<<2;
if (abs(nAng) > 341)
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return;
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nDist = approxDist(dx, dy);
if (Chance(0x8000) && nDist <= 0x399)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel();
int vy = actor->yvel();
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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t1 += nAccel>>1;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel() = 0x22222;
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}
static void eelMoveAscend(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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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-(((4-gGameOptions.nDifficulty)<<26)/120)/120)<<2;
if (abs(nAng) > 341)
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return;
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nDist = approxDist(dx, dy);
if (Chance(0x4000) && nDist <= 0x399)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel();
int vy = actor->yvel();
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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t1 += nAccel>>1;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel() = -0x8000;
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}
void eelMoveToCeil(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
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int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int nSector = pSprite->sectnum;
if (z - pXSprite->targetZ < 0x1000)
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
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pDudeExtraE->xval3 = 0;
pSprite->flags = 0;
aiNewState(actor, &eelIdle);
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}
else
aiSetTarget(pXSprite, x, y, sector[nSector].ceilingz);
}
END_BLD_NS