mirror of
https://github.com/ZDoom/Raze.git
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562 lines
19 KiB
C++
562 lines
19 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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static void ghostThinkTarget(DBloodActor*);
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static void ghostThinkSearch(DBloodActor*);
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static void ghostThinkGoto(DBloodActor*);
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static void ghostMoveDodgeUp(DBloodActor*);
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static void ghostMoveDodgeDown(DBloodActor*);
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static void ghostThinkChase(DBloodActor*);
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static void ghostMoveForward(DBloodActor*);
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static void ghostMoveSlow(DBloodActor*);
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static void ghostMoveSwoop(DBloodActor*);
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static void ghostMoveFly(DBloodActor*);
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AISTATE ghostIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, ghostThinkTarget, NULL };
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AISTATE ghostChase = { kAiStateChase, 0, -1, 0, NULL, ghostMoveForward, ghostThinkChase, &ghostIdle };
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AISTATE ghostGoto = { kAiStateMove, 0, -1, 600, NULL, ghostMoveForward, ghostThinkGoto, &ghostIdle };
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AISTATE ghostSlash = { kAiStateChase, 6, nGhostSlashClient, 120, NULL, NULL, NULL, &ghostChase };
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AISTATE ghostThrow = { kAiStateChase, 6, nGhostThrowClient, 120, NULL, NULL, NULL, &ghostChase };
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AISTATE ghostBlast = { kAiStateChase, 6, nGhostBlastClient, 120, NULL, ghostMoveSlow, NULL, &ghostChase };
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AISTATE ghostRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &ghostChase };
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AISTATE ghostTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &ghostChase };
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AISTATE ghostSearch = { kAiStateSearch, 0, -1, 120, NULL, ghostMoveForward, ghostThinkSearch, &ghostIdle };
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AISTATE ghostSwoop = { kAiStateOther, 0, -1, 120, NULL, ghostMoveSwoop, ghostThinkChase, &ghostChase };
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AISTATE ghostFly = { kAiStateMove, 0, -1, 0, NULL, ghostMoveFly, ghostThinkChase, &ghostChase };
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AISTATE ghostTurn = { kAiStateMove, 0, -1, 120, NULL, aiMoveTurn, NULL, &ghostChase };
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AISTATE ghostDodgeUp = { kAiStateMove, 0, -1, 60, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
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AISTATE ghostDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
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AISTATE ghostDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
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AISTATE ghostDodgeDown = { kAiStateMove, 0, -1, 120, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
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AISTATE ghostDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
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AISTATE ghostDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
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void ghostSlashSeqCallback(int, DBloodActor* actor)
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{
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type);
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int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2;
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int height2 = (target->spr.yrepeat * pDudeInfoT->eyeHeight) << 2;
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int dz = height - height2;
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int dx = bcos(actor->spr.ang);
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int dy = bsin(actor->spr.ang);
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sfxPlay3DSound(actor, 1406, 0, 0);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGhost);
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int r1 = Random(50);
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int r2 = Random(50);
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actFireVector(actor, 0, 0, dx + r2, dy - r1, dz, kVectorGhost);
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r1 = Random(50);
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r2 = Random(50);
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actFireVector(actor, 0, 0, dx - r2, dy + r1, dz, kVectorGhost);
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}
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void ghostThrowSeqCallback(int, DBloodActor* actor)
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{
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actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee);
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}
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void ghostBlastSeqCallback(int, DBloodActor* actor)
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{
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wrand(); // ???
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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int height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) << 2;
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int x = actor->spr.pos.X;
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int y = actor->spr.pos.Y;
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int z = height;
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TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
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Aim aim;
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aim.dx = bcos(actor->spr.ang);
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aim.dy = bsin(actor->spr.ang);
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aim.dz = actor->dudeSlope;
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int nClosest = 0x7fffffff;
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BloodStatIterator it(kStatDude);
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while (auto actor2 = it.Next())
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{
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if (actor == actor2 || !(actor2->spr.flags & 8))
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continue;
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int x2 = actor2->spr.pos.X;
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int y2 = actor2->spr.pos.Y;
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int z2 = actor2->spr.pos.Z;
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int nDist = approxDist(x2 - x, y2 - y);
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if (nDist == 0 || nDist > 0x2800)
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continue;
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if (tt.at10)
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{
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int t = DivScale(nDist, tt.at10, 12);
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x2 += (actor->vel.X * t) >> 12;
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y2 += (actor->vel.Y * t) >> 12;
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z2 += (actor->vel.Z * t) >> 8;
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}
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int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
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int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
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int tz = z + MulScale(actor->dudeSlope, nDist, 10);
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int tsr = MulScale(9460, nDist, 10);
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int top, bottom;
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GetActorExtents(actor2, &top, &bottom);
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if (tz - tsr > bottom || tz + tsr < top)
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continue;
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int dx = (tx - x2) >> 4;
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int dy = (ty - y2) >> 4;
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int dz = (tz - z2) >> 8;
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int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz);
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if (nDist2 < nClosest)
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{
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int nAngle = getangle(x2 - x, y2 - y);
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int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024;
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if (abs(nDeltaAngle) <= tt.at8)
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{
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int tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
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if (cansee(x, y, z, actor->sector(), x2, y2, z2, actor2->sector()))
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{
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nClosest = nDist2;
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aim.dx = bcos(nAngle);
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aim.dy = bsin(nAngle);
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aim.dz = DivScale(tz1, nDist, 10);
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if (tz1 > -0x333)
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aim.dz = DivScale(tz1, nDist, 10);
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else if (tz1 < -0x333 && tz1 > -0xb33)
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aim.dz = DivScale(tz1, nDist, 10) + 9460;
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else if (tz1 < -0xb33 && tz1 > -0x3000)
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aim.dz = DivScale(tz1, nDist, 10) + 9460;
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else if (tz1 < -0x3000)
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aim.dz = DivScale(tz1, nDist, 10) - 7500;
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else
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aim.dz = DivScale(tz1, nDist, 10);
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}
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else
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aim.dz = DivScale(tz1, nDist, 10);
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}
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}
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}
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#ifdef NOONE_EXTENSIONS
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// allow fire missile in non-player targets if not a demo
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if (target->IsPlayerActor() || gModernMap) {
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sfxPlay3DSound(actor, 489, 0, 0);
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actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull);
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}
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#else
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if (target->IsPlayerActor()) {
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sfxPlay3DSound(actor, 489, 0, 0);
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actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull);
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}
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#endif
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}
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static void ghostThinkTarget(DBloodActor* actor)
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{
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if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
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Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
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pDudeExtraE->thinkTime++;
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else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
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{
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actor->xspr.goalAng += 256;
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POINT3D* pTarget = &actor->basePoint;
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aiSetTarget(actor, pTarget->X, pTarget->Y, pTarget->Z);
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aiNewState(actor, &ghostTurn);
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return;
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}
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if (Chance(pDudeInfo->alertChance))
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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PLAYER* pPlayer = &gPlayer[p];
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if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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int x = pPlayer->actor->spr.pos.X;
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int y = pPlayer->actor->spr.pos.Y;
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int z = pPlayer->actor->spr.pos.Z;
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auto pSector = pPlayer->actor->sector();
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int dx = x - actor->spr.pos.X;
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int dy = y - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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continue;
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if (!cansee(x, y, z, pSector, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->sector()))
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continue;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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pDudeExtraE->thinkTime = 0;
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aiSetTarget(actor, pPlayer->actor);
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aiActivateDude(actor);
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return;
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}
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else if (nDist < pDudeInfo->hearDist)
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{
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pDudeExtraE->thinkTime = 0;
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aiSetTarget(actor, x, y, z);
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aiActivateDude(actor);
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return;
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}
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}
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}
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}
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static void ghostThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
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aiThinkTarget(actor);
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}
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static void ghostThinkGoto(DBloodActor* actor)
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{
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if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
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Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(actor, nAngle);
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if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &ghostSearch);
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aiThinkTarget(actor);
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}
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static void ghostMoveDodgeUp(DBloodActor* actor)
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{
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if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
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Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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int nCos = Cos(actor->spr.ang);
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int nSin = Sin(actor->spr.ang);
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int dx = actor->vel.X;
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int dy = actor->vel.Y;
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (actor->xspr.dodgeDir > 0)
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t2 += pDudeInfo->sideSpeed;
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else
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t2 -= pDudeInfo->sideSpeed;
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actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
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actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
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actor->vel.Z = -0x1d555;
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}
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static void ghostMoveDodgeDown(DBloodActor* actor)
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{
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if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
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Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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if (actor->xspr.dodgeDir == 0)
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return;
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int nCos = Cos(actor->spr.ang);
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int nSin = Sin(actor->spr.ang);
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int dx = actor->vel.X;
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int dy = actor->vel.Y;
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (actor->xspr.dodgeDir > 0)
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t2 += pDudeInfo->sideSpeed;
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else
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t2 -= pDudeInfo->sideSpeed;
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actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
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actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
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actor->vel.Z = 0x44444;
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}
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static void ghostThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &ghostGoto);
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return;
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}
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///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
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Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto target = actor->GetTarget();
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int dx = target->spr.pos.X - actor->spr.pos.X;
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int dy = target->spr.pos.Y - actor->spr.pos.Y;
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aiChooseDirection(actor, getangle(dx, dy));
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if (target->xspr.health == 0)
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{
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aiNewState(actor, &ghostSearch);
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return;
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}
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if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &ghostSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
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int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
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// Should be dudeInfo[target->spr.type-kDudeBase]
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int height2 = (pDudeInfo->eyeHeight * target->spr.yrepeat) << 2;
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->sector()))
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{
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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int floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
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switch (actor->spr.type) {
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case kDudePhantasm:
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if (nDist < 0x2000 && nDist > 0x1000 && abs(nDeltaAngle) < 85) {
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int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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aiNewState(actor, &ghostBlast);
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break;
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case 0:
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case 4:
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break;
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case 3:
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if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudePhantasm)
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aiNewState(actor, &ghostBlast);
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break;
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default:
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aiNewState(actor, &ghostBlast);
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break;
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}
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}
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else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
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{
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int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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aiNewState(actor, &ghostSlash);
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break;
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case 0:
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case 4:
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break;
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case 3:
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if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudePhantasm)
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aiNewState(actor, &ghostSlash);
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break;
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default:
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aiNewState(actor, &ghostSlash);
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break;
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}
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}
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else if ((height2 - height > 0x2000 || floorZ - bottom > 0x2000) && nDist < 0x1400 && nDist > 0x800)
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{
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aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1);
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aiNewState(actor, &ghostSwoop);
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}
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else if ((height2 - height < 0x2000 || floorZ - bottom < 0x2000) && abs(nDeltaAngle) < 85)
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aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1);
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break;
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}
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}
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return;
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}
|
|
else
|
|
{
|
|
aiNewState(actor, &ghostFly);
|
|
return;
|
|
}
|
|
}
|
|
|
|
aiNewState(actor, &ghostGoto);
|
|
actor->SetTarget(nullptr);
|
|
}
|
|
|
|
static void ghostMoveForward(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);
|
|
int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
|
|
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
|
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > 341)
|
|
return;
|
|
if (actor->GetTarget() == nullptr)
|
|
actor->spr.ang = (actor->spr.ang + 256) & 2047;
|
|
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
|
int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
|
|
int nDist = approxDist(dx, dy);
|
|
if ((unsigned int)Random(64) < 32 && nDist <= 0x400)
|
|
return;
|
|
int nCos = Cos(actor->spr.ang);
|
|
int nSin = Sin(actor->spr.ang);
|
|
int vx = actor->vel.X;
|
|
int vy = actor->vel.Y;
|
|
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
|
|
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
|
|
if (actor->GetTarget() == nullptr)
|
|
t1 += nAccel;
|
|
else
|
|
t1 += nAccel >> 1;
|
|
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
|
|
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
|
|
}
|
|
|
|
static void ghostMoveSlow(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);
|
|
int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
|
|
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
|
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > 341)
|
|
{
|
|
actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
|
|
return;
|
|
}
|
|
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
|
int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
|
|
int nDist = approxDist(dx, dy);
|
|
if (Chance(0x600) && nDist <= 0x400)
|
|
return;
|
|
int nCos = Cos(actor->spr.ang);
|
|
int nSin = Sin(actor->spr.ang);
|
|
int vx = actor->vel.X;
|
|
int vy = actor->vel.Y;
|
|
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
|
|
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
|
|
t1 = nAccel >> 1;
|
|
t2 >>= 1;
|
|
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
|
|
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
|
|
switch (actor->spr.type) {
|
|
case kDudePhantasm:
|
|
actor->vel.Z = 0x44444;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void ghostMoveSwoop(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);
|
|
int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
|
|
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
|
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > 341)
|
|
{
|
|
actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
|
|
return;
|
|
}
|
|
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
|
int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
|
|
int nDist = approxDist(dx, dy);
|
|
if (Chance(0x600) && nDist <= 0x400)
|
|
return;
|
|
int nCos = Cos(actor->spr.ang);
|
|
int nSin = Sin(actor->spr.ang);
|
|
int vx = actor->vel.X;
|
|
int vy = actor->vel.Y;
|
|
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
|
|
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
|
|
t1 += nAccel >> 1;
|
|
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
|
|
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
|
|
switch (actor->spr.type) {
|
|
case kDudePhantasm:
|
|
actor->vel.Z = t1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void ghostMoveFly(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);
|
|
int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
|
|
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
|
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > 341)
|
|
{
|
|
actor->spr.ang = (actor->spr.ang + 512) & 2047;
|
|
return;
|
|
}
|
|
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
|
int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
|
|
int nDist = approxDist(dx, dy);
|
|
if (Chance(0x4000) && nDist <= 0x400)
|
|
return;
|
|
int nCos = Cos(actor->spr.ang);
|
|
int nSin = Sin(actor->spr.ang);
|
|
int vx = actor->vel.X;
|
|
int vy = actor->vel.Y;
|
|
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
|
|
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
|
|
t1 += nAccel >> 1;
|
|
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
|
|
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
|
|
switch (actor->spr.type) {
|
|
case kDudePhantasm:
|
|
actor->vel.Z = -t1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
END_BLD_NS
|