//------------------------------------------------------------------------- /* 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 gargThinkTarget(DBloodActor*); static void gargThinkSearch(DBloodActor*); static void gargThinkGoto(DBloodActor*); static void gargMoveDodgeUp(DBloodActor*); static void gargMoveDodgeDown(DBloodActor*); static void gargThinkChase(DBloodActor*); static void entryFStatue(DBloodActor*); static void entrySStatue(DBloodActor*); static void gargMoveForward(DBloodActor*); static void gargMoveSlow(DBloodActor*); static void gargMoveSwoop(DBloodActor*); static void gargMoveFly(DBloodActor*); static void playStatueBreakSnd(DBloodActor*); AISTATE gargoyleFIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, gargThinkTarget, NULL }; AISTATE gargoyleStatueIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, NULL, NULL }; AISTATE gargoyleFChase = { kAiStateChase, 0, -1, 0, NULL, gargMoveForward, gargThinkChase, &gargoyleFIdle }; AISTATE gargoyleFGoto = { kAiStateMove, 0, -1, 600, NULL, gargMoveForward, gargThinkGoto, &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, gargMoveForward, NULL, &gargoyleFChase }; AISTATE gargoyleSBlast = { kAiStateChase, 7, nBlastSClient, 60, NULL, gargMoveSlow, NULL, &gargoyleFChase }; AISTATE gargoyleFRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &gargoyleFChase }; AISTATE gargoyleFSearch = { kAiStateSearch, 0, -1, 120, NULL, gargMoveForward, gargThinkSearch, &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, gargMoveSwoop, gargThinkChase, &gargoyleFChase }; AISTATE gargoyleFly = { kAiStateMove, 0, -1, 120, NULL, gargMoveFly, gargThinkChase, &gargoyleFChase }; AISTATE gargoyleTurn = { kAiStateMove, 0, -1, 120, NULL, aiMoveTurn, NULL, &gargoyleFChase }; AISTATE gargoyleDodgeUp = { kAiStateMove, 0, -1, 60, NULL, gargMoveDodgeUp, NULL, &gargoyleFChase }; AISTATE gargoyleFDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, gargMoveDodgeUp, NULL, &gargoyleFChase }; AISTATE gargoyleFDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, gargMoveDodgeUp, NULL, &gargoyleFChase }; AISTATE gargoyleDodgeDown = { kAiStateMove, 0, -1, 120, NULL, gargMoveDodgeDown, NULL, &gargoyleFChase }; AISTATE gargoyleFDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, gargMoveDodgeDown, NULL, &gargoyleFChase }; AISTATE gargoyleFDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, gargMoveDodgeDown, 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(DBloodActor* actor) { aiPlay3DSound(actor, 313, AI_SFX_PRIORITY_1, -1); } void SlashFSeqCallback(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()); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash); int r1 = Random(50); int r2 = Random(50); actFireVector(actor, 0, 0, dx + r2, dy - r1, dz, kVectorGargSlash); r1 = Random(50); r2 = Random(50); actFireVector(actor, 0, 0, dx - r2, dy + r1, dz, kVectorGargSlash); } void ThrowFSeqCallback(int, DBloodActor* actor) { actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee); } void BlastSSeqCallback(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 to fire missile in non-player targets if (target->IsPlayerActor() || gModernMap) { actFireMissile(actor, -120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); actFireMissile(actor, 120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); } #else if (target->IsPlayerActor()) { actFireMissile(actor, -120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); actFireMissile(actor, 120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); } #endif } void ThrowSSeqCallback(int, DBloodActor* actor) { actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, Chance(0x6000) ? 0x133333 : 0x111111); } static void gargThinkTarget(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, &gargoyleTurn); 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); } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->thinkTime = 0; aiSetTarget(actor, ppos); aiActivateDude(actor); } else continue; break; } } } static void gargThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiLookForTarget(actor); } static void gargThinkGoto(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, &gargoyleFSearch); aiThinkTarget(actor); } static void gargMoveDodgeUp(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 gargMoveDodgeDown(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 gargThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &gargoyleFGoto); 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, &gargoyleFSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &gargoyleFSearch); 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 kDudeGargoyleFlesh: if (nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) { int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: sfxPlay3DSound(actor, 1408, 0, 0); aiNewState(actor, &gargoyleFThrow); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeGargoyleStone) { sfxPlay3DSound(actor, 1408, 0, 0); aiNewState(actor, &gargoyleFThrow); } break; default: sfxPlay3DSound(actor, 1408, 0, 0); aiNewState(actor, &gargoyleFThrow); 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: sfxPlay3DSound(actor, 1406, 0, 0); aiNewState(actor, &gargoyleFSlash); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeGargoyleStone) { sfxPlay3DSound(actor, 1406, 0, 0); aiNewState(actor, &gargoyleFSlash); } break; default: sfxPlay3DSound(actor, 1406, 0, 0); aiNewState(actor, &gargoyleFSlash); break; } } else if ((height2 - height > 0x2000 || floorZ - bottom > 0x2000) && nDist < 0x1400 && nDist > 0xa00) { aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1); aiNewState(actor, &gargoyleSwoop); } else if ((height2 - height < 0x2000 || floorZ - bottom < 0x2000) && abs(nDeltaAngle) < 85) aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1); break; case kDudeGargoyleStone: if (nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) { int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: sfxPlay3DSound(actor, 1457, 0, 0); aiNewState(actor, &gargoyleSBlast); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeGargoyleFlesh) { sfxPlay3DSound(actor, 1457, 0, 0); aiNewState(actor, &gargoyleSBlast); } break; default: sfxPlay3DSound(actor, 1457, 0, 0); aiNewState(actor, &gargoyleSBlast); 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, &gargoyleFSlash); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudeGargoyleFlesh) aiNewState(actor, &gargoyleFSlash); break; default: aiNewState(actor, &gargoyleFSlash); break; } } else if ((height2 - height > 0x2000 || floorZ - bottom > 0x2000) && nDist < 0x1400 && nDist > 0x800) { if (actor->spr.type == kDudeGargoyleFlesh) aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1); else aiPlay3DSound(actor, 1450, AI_SFX_PRIORITY_1, -1); aiNewState(actor, &gargoyleSwoop); } else if ((height2 - height < 0x2000 || floorZ - bottom < 0x2000) && abs(nDeltaAngle) < 85) aiPlay3DSound(actor, 1450, AI_SFX_PRIORITY_1, -1); break; } } return; } else { aiNewState(actor, &gargoyleFly); return; } } aiNewState(actor, &gargoyleFGoto); actor->SetTarget(nullptr); } static void entryFStatue(DBloodActor* actor) { DUDEINFO* pDudeInfo = &dudeInfo[6]; actHealDude(actor, pDudeInfo->startHealth, pDudeInfo->startHealth); actor->spr.type = kDudeGargoyleFlesh; } static void entrySStatue(DBloodActor* actor) { DUDEINFO* pDudeInfo = &dudeInfo[7]; actHealDude(actor, pDudeInfo->startHealth, pDudeInfo->startHealth); actor->spr.type = kDudeGargoyleStone; } static void gargMoveForward(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 gargMoveSlow(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 kDudeGargoyleFlesh: actor->vel.Z = FixedToFloat(0x44444); break; case kDudeGargoyleStone: actor->vel.Z = FixedToFloat(0x35555); break; } } static void gargMoveSwoop(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 kDudeGargoyleFlesh: actor->vel.Z = t1; break; case kDudeGargoyleStone: actor->vel.Z = t1; break; } }); } static void gargMoveFly(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 kDudeGargoyleFlesh: actor->vel.Z = -t1; break; case kDudeGargoyleStone: actor->vel.Z = -t1; break; } }); } END_BLD_NS