raze/source/games/blood/src/aigarg.cpp
2023-01-29 09:05:35 +01:00

618 lines
20 KiB
C++

//-------------------------------------------------------------------------
/*
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);
double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
double height2 = (pDudeInfoT->eyeHeight * target->spr.scale.Y);
DVector3 vec(actor->spr.Angles.Yaw.ToVector() * 64, height - height2);
actFireVector(actor, 0, 0, vec, kVectorGargSlash);
double r1 = RandomF(50, 8);
double r2 = RandomF(50, 8);
actFireVector(actor, 0, 0, vec + DVector2(r1, r2), kVectorGargSlash);
r1 = RandomF(50, 8);
r2 = RandomF(50, 8);
actFireVector(actor, 0, 0, vec + DVector2(r1, r2), kVectorGargSlash);
}
void ThrowFSeqCallback(int, DBloodActor* actor)
{
actFireThing(actor, 0., 0., actor->dudeSlope * 0.25 - 0.11444, kThingBone, 0xeeeee / 65536.);
}
void BlastSSeqCallback(int, DBloodActor* actor)
{
wrand(); // ???
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
double height = (actor->spr.scale.Y * getDudeInfo(actor->spr.type)->eyeHeight);
DVector3 pos(actor->spr.pos.XY(), height);
DVector3 Aim(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope);
double nClosest = 0x7fffffff;
BloodStatIterator it(kStatDude);
while (auto actor2 = it.Next())
{
if (actor == actor2 || !(actor2->spr.flags & 8))
continue;
auto pos2 = actor2->spr.pos;
double nDist = (pos2 - pos).Length();
if (nDist == 0 || nDist > 0x280)
continue;
pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
DVector3 tvec = pos;
tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
tvec.Z += actor->dudeSlope * nDist;
double tsr = nDist * 9.23828125;
double top, bottom;
GetActorExtents(actor2, &top, &bottom);
if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
continue;
double nDist2 = (tvec - pos2).Length();
if (nDist2 < nClosest)
{
DAngle nAngle = (pos2.XY() - pos.XY()).Angle();
DAngle nDeltaAngle = absangle(nAngle, actor->spr.Angles.Yaw);
if (nDeltaAngle <= DAngle45)
{
double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
if (cansee(pos, actor->sector(), pos2, actor2->sector()))
{
nClosest = nDist2;
Aim.XY() = nAngle.ToVector();
Aim.Z = tz1 / nDist;
// This does not make any sense...
if (tz1 < -3.2 && tz1 > -48)
Aim.Z += 0.5774;
else if (tz1 <= -48)
Aim.Z -= 0.45776;
}
else
Aim.Z = tz1 / nDist;
}
}
}
// allow to fire missile in non-player targets
if (target->IsPlayerActor() || gModernMap) {
actFireMissile(actor, -7.5, 0, Aim, kMissileArcGargoyle);
actFireMissile(actor, 7.5, 0, Aim, kMissileArcGargoyle);
}
}
void ThrowSSeqCallback(int, DBloodActor* actor)
{
actFireThing(actor, 0., 0., actor->dudeSlope * 0.25 - 0.11444, kThingBone, Chance(0x6000) ? 19.2 : 17.066666);
}
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();
double nDist = dvect.Length();
if (nDist > pDudeInfo->SeeDist() && nDist > pDudeInfo->HearDist())
continue;
double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
continue;
DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, dvect.Angle());
if (nDist < pDudeInfo->SeeDist() && 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();
DAngle nAngle = dvec.Angle();
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (nDist < 32 && absangle(actor->spr.Angles.Yaw, 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.Angles.Yaw, actor->xspr.goalAng);
auto nTurnRange = pDudeInfo->TurnRange();
actor->spr.Angles.Yaw += 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.Angles.Yaw, actor->xspr.goalAng);
auto nTurnRange = pDudeInfo->TurnRange();
actor->spr.Angles.Yaw += 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 = 4.26666;
}
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();
DVector2 dxy = target->spr.pos.XY() - actor->spr.pos.XY();
DAngle dxyAngle = dxy.Angle();
aiChooseDirection(actor, dxyAngle);
if (target->xspr.health == 0)
{
aiNewState(actor, &gargoyleFSearch);
return;
}
if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &gargoyleFSearch);
return;
}
double nDist = dxy.Length();
if (nDist <= pDudeInfo->SeeDist())
{
DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, dxyAngle);
double height = pDudeInfo->eyeHeight * actor->spr.scale.Y;
// Should be dudeInfo[target->spr.type-kDudeBase]
double height2 = pDudeInfo->eyeHeight * target->spr.scale.Y;
double top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery())
{
aiSetTarget(actor, actor->GetTarget());
double floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos);
double floorDelta = floorZ - bottom;
double heightDelta = height2 - height;
bool angWithinRange = nDeltaAngle < DAngle15;
switch (actor->spr.type)
{
case kDudeGargoyleFlesh:
if (nDist < 0x180 && nDist > 0xc0 && angWithinRange)
{
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 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 < 0x40 && angWithinRange)
{
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 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 ((heightDelta > 32 || floorDelta > 32) && nDist < 0x140 && nDist > 0xa0)
{
aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &gargoyleSwoop);
}
else if ((heightDelta < 32 || floorDelta < 32) && angWithinRange)
aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1);
break;
case kDudeGargoyleStone:
if (nDist < 0x180 && nDist > 0xc0 && angWithinRange)
{
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 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 < 0x40 && angWithinRange)
{
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 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 ((heightDelta > 32 || floorDelta > 32) && nDist < 0x140 && nDist > 0x80)
{
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 ((heightDelta < 32 || floorDelta < 32) && angWithinRange)
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.Angles.Yaw, actor->xspr.goalAng);
auto nTurnRange = pDudeInfo->TurnRange();
actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
double nAccel = pDudeInfo->FrontSpeed() * 4;
if (abs(nAng) > DAngle60)
return;
if (actor->GetTarget() == nullptr)
actor->spr.Angles.Yaw += DAngle45;
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
double nDist = dvec.Length();
if ((unsigned int)Random(64) < 32 && nDist <= 0x40)
return;
AdjustVelocity(actor, ADJUSTER{
if (actor->GetTarget() == nullptr)
t1 += nAccel;
else
t1 += 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.Angles.Yaw, actor->xspr.goalAng);
auto nTurnRange = pDudeInfo->TurnRange();
actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
double nAccel = pDudeInfo->FrontSpeed() * 4;
if (abs(nAng) > DAngle60)
{
actor->xspr.goalAng += DAngle90;
return;
}
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
double nDist = dvec.Length();
if (Chance(0x600) && nDist <= 0x40)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += nAccel * 0.5;
t2 *= 0.5;
});
switch (actor->spr.type) {
case kDudeGargoyleFlesh:
actor->vel.Z = 4.26666;
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.Angles.Yaw, actor->xspr.goalAng);
auto nTurnRange = pDudeInfo->TurnRange();
actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
double nAccel = pDudeInfo->FrontSpeed() * 4;
if (abs(nAng) > DAngle60)
{
actor->xspr.goalAng += DAngle90;
return;
}
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
double nDist = dvec.Length();
if (Chance(0x600) && nDist <= 0x40)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += 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.Angles.Yaw, actor->xspr.goalAng);
auto nTurnRange = pDudeInfo->TurnRange();
actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
double nAccel = pDudeInfo->FrontSpeed() * 4;
if (abs(nAng) > DAngle60)
{
actor->spr.Angles.Yaw += DAngle90;
return;
}
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
double nDist = dvec.Length();
if (Chance(0x4000) && nDist <= 0x40)
return;
AdjustVelocity(actor, ADJUSTER{
t1 += nAccel * 0.5;
switch (actor->spr.type) {
case kDudeGargoyleFlesh:
actor->vel.Z = -t1;
break;
case kDudeGargoyleStone:
actor->vel.Z = -t1;
break;
}
});
}
END_BLD_NS