mirror of
https://github.com/ZDoom/Raze.git
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516 lines
18 KiB
C++
516 lines
18 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 MorphToBeast(DBloodActor*);
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static void beastThinkSearch(DBloodActor*);
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static void beastThinkGoto(DBloodActor*);
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static void beastThinkChase(DBloodActor*);
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static void beastThinkSwimGoto(DBloodActor*);
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static void beastThinkSwimChase(DBloodActor*);
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static void beastMoveForward(DBloodActor*);
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static void sub_628A0(DBloodActor*);
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static void sub_62AE0(DBloodActor*);
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static void sub_62D7C(DBloodActor*);
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AISTATE beastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE beastChase = { kAiStateChase, 8, -1, 0, NULL, beastMoveForward, beastThinkChase, NULL };
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AISTATE beastDodge = { kAiStateMove, 8, -1, 60, NULL, aiMoveDodge, NULL, &beastChase };
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AISTATE beastGoto = { kAiStateMove, 8, -1, 600, NULL, beastMoveForward, beastThinkGoto, &beastIdle };
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AISTATE beastSlash = { kAiStateChase, 6, nSlashClient, 120, NULL, NULL, NULL, &beastChase };
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AISTATE beastStomp = { kAiStateChase, 7, nStompClient, 120, NULL, NULL, NULL, &beastChase };
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AISTATE beastSearch = { kAiStateSearch, 8, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastIdle };
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AISTATE beastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastDodge };
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AISTATE beastTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &beastDodge };
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AISTATE beastSwimIdle = { kAiStateIdle, 9, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE beastSwimChase = { kAiStateChase, 9, -1, 0, NULL, sub_628A0, beastThinkSwimChase, NULL };
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AISTATE beastSwimDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &beastSwimChase };
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AISTATE beastSwimGoto = { kAiStateMove, 9, -1, 600, NULL, beastMoveForward, beastThinkSwimGoto, &beastSwimIdle };
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AISTATE beastSwimSearch = { kAiStateSearch, 9, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastSwimIdle };
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AISTATE beastSwimSlash = { kAiStateChase, 9, nSlashClient, 0, NULL, NULL, beastThinkSwimChase, &beastSwimChase };
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AISTATE beastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastSwimDodge };
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AISTATE beastMorphToBeast = { kAiStateOther, -1, -1, 0, MorphToBeast, NULL, NULL, &beastIdle };
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AISTATE beastMorphFromCultist = { kAiStateOther, 2576, -1, 0, NULL, NULL, NULL, &beastMorphToBeast };
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AISTATE beast138FB4 = { kAiStateOther, 9, -1, 120, NULL, sub_62AE0, beastThinkSwimChase, &beastSwimChase };
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AISTATE beast138FD0 = { kAiStateOther, 9, -1, 0, NULL, sub_62D7C, beastThinkSwimChase, &beastSwimChase };
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AISTATE beast138FEC = { kAiStateOther, 9, -1, 120, NULL, aiMoveTurn, NULL, &beastSwimChase };
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void SlashSeqCallback(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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int dx = bcos(actor->spr.ang);
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int dy = bsin(actor->spr.ang);
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// Correct ?
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int dz = actor->spr.pos.Z - target->spr.pos.Z;
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dx += Random3(4000 - 700 * gGameOptions.nDifficulty);
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dy += Random3(4000 - 700 * gGameOptions.nDifficulty);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
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sfxPlay3DSound(actor, 9012 + Random(2), -1, 0);
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}
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void StompSeqCallback(int, DBloodActor* actor)
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{
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int angx = bcos(actor->spr.ang);
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int angy = bsin(actor->spr.ang);
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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 = actor->spr.pos.Z;
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int vc = 400;
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auto pSector = actor->sector();
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int v1c = 5 + 2 * gGameOptions.nDifficulty;
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int v10 = 25 + 30 * gGameOptions.nDifficulty;
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const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
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auto sectorMap = GetClosestSpriteSectors(pSector, x, y, vc, nullptr, newSectCheckMethod);
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int hit = HitScan(actor, actor->spr.pos.Z, angx, angy, 0, CLIPMASK1, 0);
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DBloodActor* actorh = nullptr;
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actHitcodeToData(hit, &gHitInfo, &actorh);
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vc <<= 4;
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BloodStatIterator it1(kStatDude);
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while (auto actor2 = it1.Next())
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{
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if (actor != actor2)
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{
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if (actor2->hasX())
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{
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if (actor2->spr.type == kDudeBeast)
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continue;
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if (actor2->spr.flags & 32)
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continue;
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, x, y, z, pSector, vc))
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{
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (abs(bottom - pSector->floorz) == 0)
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{
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int dx = abs(actor->spr.pos.X - actor2->spr.pos.X);
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int dy = abs(actor->spr.pos.Y - actor2->spr.pos.Y);
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int nDist2 = ksqrt(dx * dx + dy * dy);
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if (nDist2 <= vc)
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{
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int nDamage;
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if (!nDist2)
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nDamage = v1c + v10;
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else
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nDamage = v1c + ((vc - nDist2) * v10) / vc;
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if (actor2->IsPlayerActor())
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gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4;
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actDamageSprite(actor, actor2, kDamageFall, nDamage << 4);
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}
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}
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}
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}
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}
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}
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it1.Reset(kStatThing);
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while (auto actor2 = it1.Next())
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{
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if (actor2->spr.flags & 32)
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continue;
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, x, y, z, pSector, vc))
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{
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if (actor2->xspr.locked)
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continue;
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int dx = abs(actor->spr.pos.X - actor2->spr.pos.X);
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int dy = abs(actor->spr.pos.Y - actor2->spr.pos.Y);
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int nDist2 = ksqrt(dx * dx + dy * dy);
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if (nDist2 <= vc)
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{
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int nDamage;
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if (!nDist2)
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nDamage = v1c + v10;
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else
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nDamage = v1c + ((vc - nDist2) * v10) / vc;
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if (actor2->IsPlayerActor())
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gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4;
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actDamageSprite(actor, actor2, kDamageFall, nDamage << 4);
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}
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}
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}
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sfxPlay3DSound(actor, 9015 + Random(2), -1, 0);
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}
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static void MorphToBeast(DBloodActor* actor)
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{
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actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
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actor->spr.type = kDudeBeast;
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}
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static void beastThinkSearch(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 beastThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto pSector = actor->sector();
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auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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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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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSearch);
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else
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aiNewState(actor, &beastSearch);
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}
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aiThinkTarget(actor);
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}
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static void beastThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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auto pSector = actor->sector();
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auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSearch);
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else
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aiNewState(actor, &beastSearch);
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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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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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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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auto pSector = actor->sector();
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auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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if (target->xspr.health == 0)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSearch);
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else
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aiNewState(actor, &beastSearch);
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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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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSearch);
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else
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aiNewState(actor, &beastSearch);
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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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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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actor->dudeSlope = nDist == 0 ? 0 : DivScale(target->spr.pos.Z - actor->spr.pos.Z, nDist, 10);
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if (nDist < 0x1400 && nDist > 0xa00 && abs(nDeltaAngle) < 85 && (target->spr.flags & 2)
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&& target->IsPlayerActor() && Chance(0x8000))
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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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if (target->xspr.health > (unsigned)gPlayerTemplate[0].startHealth / 2)
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{
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switch (hit)
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{
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case -1:
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if (!pXSector || !pXSector->Underwater)
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aiNewState(actor, &beastStomp);
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break;
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case 3:
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if (actor->spr.type != gHitInfo.actor()->spr.type)
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{
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if (!pXSector || !pXSector->Underwater)
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aiNewState(actor, &beastStomp);
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}
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else
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimDodge);
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else
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aiNewState(actor, &beastDodge);
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}
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break;
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default:
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if (!pXSector || !pXSector->Underwater)
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aiNewState(actor, &beastStomp);
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break;
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}
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}
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}
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if (nDist < 921 && abs(nDeltaAngle) < 28)
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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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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSlash);
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else
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aiNewState(actor, &beastSlash);
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break;
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case 3:
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if (actor->spr.type != gHitInfo.actor()->spr.type)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSlash);
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else
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aiNewState(actor, &beastSlash);
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}
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else
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimDodge);
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else
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aiNewState(actor, &beastDodge);
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}
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break;
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default:
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSlash);
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else
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aiNewState(actor, &beastSlash);
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break;
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}
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}
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}
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return;
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}
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}
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimGoto);
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else
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aiNewState(actor, &beastGoto);
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actor->SetTarget(nullptr);
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}
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static void beastThinkSwimGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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, &beastSwimSearch);
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aiThinkTarget(actor);
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}
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static void beastThinkSwimChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &beastSwimGoto);
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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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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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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, &beastSwimSearch);
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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, &beastSwimSearch);
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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.pos.Z;
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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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if (nDist < 0x400 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &beastSwimSlash);
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else
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{
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aiPlay3DSound(actor, 9009 + Random(2), AI_SFX_PRIORITY_1, -1);
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aiNewState(actor, &beast138FD0);
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}
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}
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}
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else
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aiNewState(actor, &beast138FD0);
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return;
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}
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aiNewState(actor, &beastSwimGoto);
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actor->SetTarget(nullptr);
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}
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static void beastMoveForward(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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 (abs(nAng) > 341)
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return;
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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 nDist = approxDist(dx, dy);
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if (nDist <= 0x400 && Random(64) < 32)
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return;
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actor->vel.X += MulScale(pDudeInfo->frontSpeed, Cos(actor->spr.ang), 30);
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actor->vel.Y += MulScale(pDudeInfo->frontSpeed, Sin(actor->spr.ang), 30);
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}
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static void sub_628A0(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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;
|
|
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 (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 >> 2;
|
|
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
|
|
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
|
|
}
|
|
|
|
static void sub_62AE0(DBloodActor* actor)
|
|
{
|
|
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
|
auto target = actor->GetTarget();
|
|
int z = actor->spr.pos.Z + getDudeInfo(actor->spr.type)->eyeHeight;
|
|
int z2 = target->spr.pos.Z + getDudeInfo(target->spr.type)->eyeHeight;
|
|
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 dz = z2 - z;
|
|
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;
|
|
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
|
|
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
|
|
actor->vel.Z = -dz;
|
|
}
|
|
|
|
static void sub_62D7C(DBloodActor* actor)
|
|
{
|
|
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
|
auto target = actor->GetTarget();
|
|
int z = actor->spr.pos.Z + getDudeInfo(actor->spr.type)->eyeHeight;
|
|
int z2 = target->spr.pos.Z + getDudeInfo(target->spr.type)->eyeHeight;
|
|
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 dz = (z2 - z) << 3;
|
|
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);
|
|
actor->vel.Z = dz;
|
|
}
|
|
|
|
END_BLD_NS
|