raze/source/games/blood/src/aibeast.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 "compat.h"
#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void MorphToBeast(DBloodActor *);
static void beastThinkSearch(DBloodActor *);
static void beastThinkGoto(DBloodActor *);
static void beastThinkChase(DBloodActor *);
static void beastThinkSwimGoto(DBloodActor *);
static void beastThinkSwimChase(DBloodActor *);
static void beastMoveForward(DBloodActor *);
static void sub_628A0(DBloodActor *);
static void sub_62AE0(DBloodActor *);
static void sub_62D7C(DBloodActor *);
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AISTATE beastIdle = {kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE beastChase = {kAiStateChase, 8, -1, 0, NULL, beastMoveForward, beastThinkChase, NULL };
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AISTATE beastDodge = { kAiStateMove, 8, -1, 60, NULL, aiMoveDodge, NULL, &beastChase };
AISTATE beastGoto = { kAiStateMove, 8, -1, 600, NULL, beastMoveForward, beastThinkGoto, &beastIdle };
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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, beastMoveForward, beastThinkSearch, &beastIdle };
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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, beastThinkSwimChase, NULL };
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AISTATE beastSwimDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &beastSwimChase };
AISTATE beastSwimGoto = { kAiStateMove, 9, -1, 600, NULL, beastMoveForward, beastThinkSwimGoto, &beastSwimIdle };
AISTATE beastSwimSearch = { kAiStateSearch, 9, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastSwimIdle };
AISTATE beastSwimSlash = { kAiStateChase, 9, nSlashClient, 0, NULL, NULL, beastThinkSwimChase, &beastSwimChase };
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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, beastThinkSwimChase, &beastSwimChase };
AISTATE beast138FD0 = { kAiStateOther, 9, -1, 0, NULL, sub_62D7C, beastThinkSwimChase, &beastSwimChase };
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AISTATE beast138FEC = { kAiStateOther, 9, -1, 120, NULL, aiMoveTurn, NULL, &beastSwimChase };
void SlashSeqCallback(int, DBloodActor* actor)
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{
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype *pTarget = &actor->GetTarget()->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
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// Correct ?
int dz = pSprite->z-pTarget->z;
dx += Random3(4000-700*gGameOptions.nDifficulty);
dy += Random3(4000-700*gGameOptions.nDifficulty);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
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sfxPlay3DSound(pSprite, 9012+Random(2), -1, 0);
}
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void StompSeqCallback(int, DBloodActor* actor1)
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{
uint8_t sectmap[(kMaxSectors+7)>>3];
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XSPRITE* pXSprite = &actor1->x();
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int nSprite = pXSprite->reference;
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spritetype *pSprite = &actor1->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
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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;
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(nSector, x, y, vc, sectmap, nullptr, newSectCheckMethod);
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char v4 = 0;
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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DBloodActor* actor2 = nullptr;
actHitcodeToData(hit, &gHitInfo, &actor2);
if (hit == 3 && actor2)
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{
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if (actor2->s().statnum == kStatDude)
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v4 = 0;
}
vc <<= 4;
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int nSprite2;
StatIterator it1(kStatDude);
while ((nSprite2 = it1.NextIndex()) >= 0)
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{
if (nSprite != nSprite2 || v4)
{
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite2->extra > 0 && pSprite2->extra < kMaxXSprites)
{
if (pSprite2->type == kDudeBeast)
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continue;
if (pSprite2->flags&32)
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continue;
if (TestBitString(sectmap, pSprite2->sectnum) && CheckProximity(pSprite2, x, y, z, nSector, vc))
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{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (abs(bottom-sector[nSector].floorz) == 0)
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{
int dx = abs(pSprite->x-pSprite2->x);
int dy = abs(pSprite->y-pSprite2->y);
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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, kDamageFall, nDamage<<4);
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}
}
}
}
}
}
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it1.Reset(kStatThing);
while ((nSprite2 = it1.NextIndex()) >= 0)
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{
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite2->flags&32)
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continue;
if (TestBitString(sectmap, pSprite2->sectnum) && CheckProximity(pSprite2, x, y, z, nSector, vc))
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{
XSPRITE *pXSprite = &xsprite[pSprite2->extra];
if (pXSprite->locked)
continue;
int dx = abs(pSprite->x-pSprite2->x);
int dy = abs(pSprite->y-pSprite2->y);
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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, kDamageFall, nDamage<<4);
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}
}
}
sfxPlay3DSound(pSprite, 9015+Random(2), -1, 0);
}
static void MorphToBeast(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
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actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
pSprite->type = kDudeBeast;
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}
static void beastThinkSearch(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor,pXSprite->goalAng);
aiThinkTarget(actor);
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}
static void beastThinkGoto(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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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(actor,nAngle);
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSearch);
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else
aiNewState(actor, &beastSearch);
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}
aiThinkTarget(actor);
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}
static void beastThinkChase(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
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{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSearch);
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else
aiNewState(actor, &beastSearch);
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return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype *pTarget = &actor->GetTarget()->s();
XSPRITE* pXTarget = &actor->GetTarget()->x();
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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)
{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSearch);
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else
aiNewState(actor, &beastSearch);
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return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSearch);
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else
aiNewState(actor, &beastSearch);
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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;
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());
actor->dudeSlope = DivScale(pTarget->z-pSprite->z, nDist, 10);
if (nDist < 0x1400 && nDist > 0xa00 && abs(nDeltaAngle) < 85 && (pTarget->flags&2)
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&& 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);
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if (pXTarget->health > (unsigned)gPlayerTemplate[0].startHealth/2)
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{
switch (hit)
{
case -1:
if (!pXSector || !pXSector->Underwater)
aiNewState(actor, &beastStomp);
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break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
{
if (!pXSector || !pXSector->Underwater)
aiNewState(actor, &beastStomp);
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}
else
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimDodge);
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else
aiNewState(actor, &beastDodge);
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}
break;
default:
if (!pXSector || !pXSector->Underwater)
aiNewState(actor, &beastStomp);
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break;
}
}
}
if (nDist < 921 && abs(nDeltaAngle) < 28)
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{
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(actor, &beastSwimSlash);
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else
aiNewState(actor, &beastSlash);
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break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSlash);
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else
aiNewState(actor, &beastSlash);
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}
else
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimDodge);
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else
aiNewState(actor, &beastDodge);
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}
break;
default:
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSlash);
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else
aiNewState(actor, &beastSlash);
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break;
}
}
}
return;
}
}
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimGoto);
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else
aiNewState(actor, &beastGoto);
actor->SetTarget(nullptr);
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}
static void beastThinkSwimGoto(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, &beastSwimSearch);
aiThinkTarget(actor);
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}
static void beastThinkSwimChase(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
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{
aiNewState(actor, &beastSwimGoto);
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return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype *pTarget = &actor->GetTarget()->s();
XSPRITE* pXTarget = &actor->GetTarget()->x();
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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, &beastSwimSearch);
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return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
aiNewState(actor, &beastSwimSearch);
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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->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 && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x400 && abs(nDeltaAngle) < 85)
aiNewState(actor, &beastSwimSlash);
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else
{
aiPlay3DSound(actor, 9009+Random(2), AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &beast138FD0);
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}
}
}
else
aiNewState(actor, &beast138FD0);
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return;
}
aiNewState(actor, &beastSwimGoto);
actor->SetTarget(nullptr);
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}
static void beastMoveForward(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 (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 (nDist <= 0x400 && Random(64) < 32)
return;
actor->xvel() += MulScale(pDudeInfo->frontSpeed, Cos(pSprite->ang), 30);
actor->yvel() += MulScale(pDudeInfo->frontSpeed, Sin(pSprite->ang), 30);
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}
static void sub_628A0(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<<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 (Random(64) < 32 && nDist <= 0x400)
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>>2;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
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}
static void sub_62AE0(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);
if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype *pTarget = &actor->GetTarget()->s();
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
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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<<2;
if (abs(nAng) > 341)
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{
pXSprite->goalAng = (pSprite->ang+512)&2047;
return;
}
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int dz = z2 - z;
int nDist = approxDist(dx, dy);
if (Chance(0x600) && nDist <= 0x400)
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;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel() = -dz;
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}
static void sub_62D7C(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
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int nSprite = pSprite->index;
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype *pTarget = &actor->GetTarget()->s();
int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
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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<<2;
if (abs(nAng) > 341)
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{
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 nDist = approxDist(dx, dy);
if (Chance(0x4000) && nDist <= 0x400)
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() = dz;
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}
END_BLD_NS