//------------------------------------------------------------------------- /* 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 "blood.h" BEGIN_BLD_NS static void ghostThinkTarget(DBloodActor *); static void ghostThinkSearch(DBloodActor *); static void ghostThinkGoto(DBloodActor *); static void ghostMoveDodgeUp(DBloodActor *); static void ghostMoveDodgeDown(DBloodActor *); static void ghostThinkChase(DBloodActor *); static void ghostMoveForward(DBloodActor *); static void ghostMoveSlow(DBloodActor *); static void ghostMoveSwoop(DBloodActor *); static void ghostMoveFly(DBloodActor *); AISTATE ghostIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, ghostThinkTarget, NULL }; AISTATE ghostChase = { kAiStateChase, 0, -1, 0, NULL, ghostMoveForward, ghostThinkChase, &ghostIdle }; AISTATE ghostGoto = { kAiStateMove, 0, -1, 600, NULL, ghostMoveForward, ghostThinkGoto, &ghostIdle }; AISTATE ghostSlash = { kAiStateChase, 6, nGhostSlashClient, 120, NULL, NULL, NULL, &ghostChase }; AISTATE ghostThrow = { kAiStateChase, 6, nGhostThrowClient, 120, NULL, NULL, NULL, &ghostChase }; AISTATE ghostBlast = { kAiStateChase, 6, nGhostBlastClient, 120, NULL, ghostMoveSlow, NULL, &ghostChase }; AISTATE ghostRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &ghostChase }; AISTATE ghostTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &ghostChase }; AISTATE ghostSearch = { kAiStateSearch, 0, -1, 120, NULL, ghostMoveForward, ghostThinkSearch, &ghostIdle }; AISTATE ghostSwoop = { kAiStateOther, 0, -1, 120, NULL, ghostMoveSwoop, ghostThinkChase, &ghostChase }; AISTATE ghostFly = { kAiStateMove, 0, -1, 0, NULL, ghostMoveFly, ghostThinkChase, &ghostChase }; AISTATE ghostTurn = { kAiStateMove, 0, -1, 120, NULL, aiMoveTurn, NULL, &ghostChase }; AISTATE ghostDodgeUp = { kAiStateMove, 0, -1, 60, NULL, ghostMoveDodgeUp, NULL, &ghostChase }; AISTATE ghostDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase }; AISTATE ghostDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase }; AISTATE ghostDodgeDown = { kAiStateMove, 0, -1, 120, NULL, ghostMoveDodgeDown, NULL, &ghostChase }; AISTATE ghostDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase }; AISTATE ghostDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase }; void ghostSlashSeqCallback(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); spritetype *pTarget = &sprite[pXSprite->target_i]; DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type); int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2; int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2; int dz = height-height2; int dx = CosScale16(pSprite->ang); int dy = SinScale16(pSprite->ang); sfxPlay3DSound(pSprite, 1406, 0, 0); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGhost); int r1 = Random(50); int r2 = Random(50); actFireVector(actor, 0, 0, dx+r2, dy-r1, dz, kVectorGhost); r1 = Random(50); r2 = Random(50); actFireVector(actor, 0, 0, dx-r2, dy+r1, dz, kVectorGhost); } void ghostThrowSeqCallback(int, DBloodActor* actor) { actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee); } void ghostBlastSeqCallback(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); wrand(); // ??? spritetype *pTarget = &sprite[pXSprite->target_i]; int height = (pSprite->yrepeat*getDudeInfo(pSprite->type)->eyeHeight) << 2; int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; int x = pSprite->x; int y = pSprite->y; int z = height; TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa }; Aim aim; aim.dx = CosScale16(pSprite->ang); aim.dy = SinScale16(pSprite->ang); aim.dz = actor->dudeSlope; int nClosest = 0x7fffffff; int nSprite2; StatIterator it(kStatDude); while ((nSprite2 = it.NextIndex()) >= 0) { spritetype *pSprite2 = &sprite[nSprite2]; if (pSprite == pSprite2 || !(pSprite2->flags&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+MulScale(Cos(pSprite->ang), nDist, 30); int ty = y+MulScale(Sin(pSprite->ang), nDist, 30); int tz = z+MulScale(actor->dudeSlope, 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 (abs(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 = CosScale16(nAngle); aim.dy = SinScale16(nAngle); 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); } } } #ifdef NOONE_EXTENSIONS // allow fire missile in non-player targets if not a demo if (IsPlayerSprite(pTarget) || gModernMap) { sfxPlay3DSound(pSprite, 489, 0, 0); actFireMissile(pSprite, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull); } #else if (IsPlayerSprite(pTarget)) { sfxPlay3DSound(pSprite, 489, 0, 0); actFireMissile(pSprite, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull); } #endif } static void ghostThinkTarget(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1; if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10) pDudeExtraE->xval2++; else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3) { pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); aiNewState(actor, &ghostTurn); 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) 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) { pDudeExtraE->xval2 = 0; aiSetTarget(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); return; } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->xval2 = 0; aiSetTarget(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); return; } } } } static void ghostThinkSearch(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); aiChooseDirection(actor,pXSprite->goalAng); aiThinkTarget(actor); } static void ghostThinkGoto(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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, &ghostSearch); aiThinkTarget(actor); } static void ghostMoveDodgeUp(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); int nSprite = pSprite->index; ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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); 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() = -0x1d555; } static void ghostMoveDodgeDown(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); int nSprite = pSprite->index; ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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); 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; } static void ghostThinkChase(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); if (pXSprite->target_i == -1) { aiNewState(actor, &ghostGoto); return; } ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); ///assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites); if (!(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites)) { Printf(PRINT_HIGH, "pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites"); return; } spritetype *pTarget = &sprite[pXSprite->target_i]; XSPRITE *pXTarget = &xsprite[pTarget->extra]; int dx = pTarget->x-pSprite->x; int dy = pTarget->y-pSprite->y; aiChooseDirection(actor,getangle(dx, dy)); if (pXTarget->health == 0) { aiNewState(actor, &ghostSearch); return; } if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &ghostSearch); 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 && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(pXSprite, pXSprite->target_i); int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); switch (pSprite->type) { case kDudePhantasm: if (nDist < 0x2000 && nDist > 0x1000 && abs(nDeltaAngle) < 85) { int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &ghostBlast); break; case 0: case 4: break; case 3: if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudePhantasm) aiNewState(actor, &ghostBlast); break; default: aiNewState(actor, &ghostBlast); break; } } else if (nDist < 0x400 && abs(nDeltaAngle) < 85) { int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &ghostSlash); break; case 0: case 4: break; case 3: if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudePhantasm) aiNewState(actor, &ghostSlash); break; default: aiNewState(actor, &ghostSlash); break; } } else if ((height2-height > 0x2000 || floorZ-bottom > 0x2000) && nDist < 0x1400 && nDist > 0x800) { aiPlay3DSound(pSprite, 1600, AI_SFX_PRIORITY_1, -1); aiNewState(actor, &ghostSwoop); } else if ((height2-height < 0x2000 || floorZ-bottom < 0x2000) && abs(nDeltaAngle) < 85) aiPlay3DSound(pSprite, 1600, AI_SFX_PRIORITY_1, -1); break; } } return; } else { aiNewState(actor, &ghostFly); return; } } aiNewState(actor, &ghostGoto); pXSprite->target_i = -1; } static void ghostMoveForward(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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) return; if (pXSprite->target_i == -1) pSprite->ang = (pSprite->ang+256)&2047; int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; 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 = actor->xvel(); int vy = actor->yvel(); int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (pXSprite->target_i == -1) t1 += nAccel; else t1 += nAccel>>1; actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30); } static void ghostMoveSlow(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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) { pXSprite->goalAng = (pSprite->ang+512)&2047; return; } int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; 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); t1 = nAccel>>1; t2 >>= 1; actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30); switch (pSprite->type) { case kDudePhantasm: actor->zvel() = 0x44444; break; } } static void ghostMoveSwoop(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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) { pXSprite->goalAng = (pSprite->ang+512)&2047; return; } int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; 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); t1 += nAccel>>1; actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30); switch (pSprite->type) { case kDudePhantasm: actor->zvel() = t1; break; } } static void ghostMoveFly(DBloodActor* actor) { auto pXSprite = &actor->x(); auto pSprite = &actor->s(); ///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) { Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax"); return; } DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); 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) { pSprite->ang = (pSprite->ang+512)&2047; return; } int dx = pXSprite->targetX-pSprite->x; int dy = pXSprite->targetY-pSprite->y; 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); t1 += nAccel>>1; actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30); actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30); switch (pSprite->type) { case kDudePhantasm: actor->zvel() = -t1; break; } } END_BLD_NS