raze/source/games/blood/src/aighost.cpp
Christoph Oelckers 7a6629ce6a - renamed XSPRITE::target to target_i.
This is to make searching for it easier as 'target' is a very common word in the source.
2021-09-17 20:49:26 +02:00

604 lines
23 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 "compat.h"
#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void ghostThinkTarget(DBloodActor *);
static void ghostThinkSearch(DBloodActor *);
static void ghostThinkGoto(DBloodActor *);
static void ghostMoveDodgeUp(DBloodActor *);
static void ghostMoveDodgeDown(DBloodActor *);
static void ghostThinkChase(DBloodActor *);
static void ghostMoveForward(DBloodActor *);
static void ghostMoveSlow(DBloodActor *);
static void ghostMoveSwoop(DBloodActor *);
static void ghostMoveFly(DBloodActor *);
AISTATE ghostIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, ghostThinkTarget, NULL };
AISTATE ghostChase = { kAiStateChase, 0, -1, 0, NULL, ghostMoveForward, ghostThinkChase, &ghostIdle };
AISTATE ghostGoto = { kAiStateMove, 0, -1, 600, NULL, ghostMoveForward, ghostThinkGoto, &ghostIdle };
AISTATE ghostSlash = { kAiStateChase, 6, nGhostSlashClient, 120, NULL, NULL, NULL, &ghostChase };
AISTATE ghostThrow = { kAiStateChase, 6, nGhostThrowClient, 120, NULL, NULL, NULL, &ghostChase };
AISTATE ghostBlast = { kAiStateChase, 6, nGhostBlastClient, 120, NULL, ghostMoveSlow, NULL, &ghostChase };
AISTATE ghostRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &ghostChase };
AISTATE ghostTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &ghostChase };
AISTATE ghostSearch = { kAiStateSearch, 0, -1, 120, NULL, ghostMoveForward, ghostThinkSearch, &ghostIdle };
AISTATE ghostSwoop = { kAiStateOther, 0, -1, 120, NULL, ghostMoveSwoop, ghostThinkChase, &ghostChase };
AISTATE ghostFly = { kAiStateMove, 0, -1, 0, NULL, ghostMoveFly, ghostThinkChase, &ghostChase };
AISTATE ghostTurn = { kAiStateMove, 0, -1, 120, NULL, aiMoveTurn, NULL, &ghostChase };
AISTATE ghostDodgeUp = { kAiStateMove, 0, -1, 60, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
AISTATE ghostDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
AISTATE ghostDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase };
AISTATE ghostDodgeDown = { kAiStateMove, 0, -1, 120, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
AISTATE ghostDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
AISTATE ghostDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
void ghostSlashSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target_i];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2;
int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2;
int dz = height-height2;
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
sfxPlay3DSound(pSprite, 1406, 0, 0);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGhost);
int r1 = Random(50);
int r2 = Random(50);
actFireVector(actor, 0, 0, dx+r2, dy-r1, dz, kVectorGhost);
r1 = Random(50);
r2 = Random(50);
actFireVector(actor, 0, 0, dx-r2, dy+r1, dz, kVectorGhost);
}
void ghostThrowSeqCallback(int, DBloodActor* actor)
{
actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee);
}
void ghostBlastSeqCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
wrand(); // ???
spritetype *pTarget = &sprite[pXSprite->target_i];
int height = (pSprite->yrepeat*getDudeInfo(pSprite->type)->eyeHeight) << 2;
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int x = pSprite->x;
int y = pSprite->y;
int z = height;
TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
Aim aim;
aim.dx = CosScale16(pSprite->ang);
aim.dy = SinScale16(pSprite->ang);
aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff;
int nSprite2;
StatIterator it(kStatDude);
while ((nSprite2 = it.NextIndex()) >= 0)
{
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite == pSprite2 || !(pSprite2->flags&8))
continue;
int x2 = pSprite2->x;
int y2 = pSprite2->y;
int z2 = pSprite2->z;
int nDist = approxDist(x2-x, y2-y);
if (nDist == 0 || nDist > 0x2800)
continue;
if (tt.at10)
{
int t = DivScale(nDist, tt.at10, 12);
x2 += (xvel[nSprite2]*t)>>12;
y2 += (yvel[nSprite2]*t)>>12;
z2 += (zvel[nSprite2]*t)>>8;
}
int tx = x+MulScale(Cos(pSprite->ang), nDist, 30);
int ty = y+MulScale(Sin(pSprite->ang), nDist, 30);
int tz = z+MulScale(actor->dudeSlope, nDist, 10);
int tsr = MulScale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom);
if (tz-tsr > bottom || tz+tsr < top)
continue;
int dx = (tx-x2)>>4;
int dy = (ty-y2)>>4;
int dz = (tz-z2)>>8;
int nDist2 = ksqrt(dx*dx+dy*dy+dz*dz);
if (nDist2 < nClosest)
{
int nAngle = getangle(x2-x, y2-y);
int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024;
if (abs(nDeltaAngle) <= tt.at8)
{
int tz = pSprite2->z-pSprite->z;
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
{
nClosest = nDist2;
aim.dx = CosScale16(nAngle);
aim.dy = SinScale16(nAngle);
aim.dz = DivScale(tz, nDist, 10);
if (tz > -0x333)
aim.dz = DivScale(tz, nDist, 10);
else if (tz < -0x333 && tz > -0xb33)
aim.dz = DivScale(tz, nDist, 10)+9460;
else if (tz < -0xb33 && tz > -0x3000)
aim.dz = DivScale(tz, nDist, 10)+9460;
else if (tz < -0x3000)
aim.dz = DivScale(tz, nDist, 10)-7500;
else
aim.dz = DivScale(tz, nDist, 10);
}
else
aim.dz = DivScale(tz, nDist, 10);
}
}
}
#ifdef NOONE_EXTENSIONS
// allow fire missile in non-player targets if not a demo
if (IsPlayerSprite(pTarget) || gModernMap) {
sfxPlay3DSound(pSprite, 489, 0, 0);
actFireMissile(pSprite, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull);
}
#else
if (IsPlayerSprite(pTarget)) {
sfxPlay3DSound(pSprite, 489, 0, 0);
actFireMissile(pSprite, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull);
}
#endif
}
static void ghostThinkTarget(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)
{
pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z);
aiNewState(actor, &ghostTurn);
return;
}
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER *pPlayer = &gPlayer[p];
if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
int x = pPlayer->pSprite->x;
int y = pPlayer->pSprite->y;
int z = pPlayer->pSprite->z;
int nSector = pPlayer->pSprite->sectnum;
int dx = x-pSprite->x;
int dy = y-pSprite->y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
continue;
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->xval2 = 0;
aiSetTarget(pXSprite, pPlayer->nSprite);
aiActivateDude(&bloodActors[pXSprite->reference]);
return;
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->xval2 = 0;
aiSetTarget(pXSprite, x, y, z);
aiActivateDude(&bloodActors[pXSprite->reference]);
return;
}
}
}
}
static void ghostThinkSearch(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
aiChooseDirection(actor,pXSprite->goalAng);
aiThinkTarget(actor);
}
static void ghostThinkGoto(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor,nAngle);
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &ghostSearch);
aiThinkTarget(actor);
}
static void ghostMoveDodgeUp(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
int nSprite = pSprite->index;
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int dx = actor->xvel();
int dy = actor->yvel();
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
if (pXSprite->dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel() = -0x1d555;
}
static void ghostMoveDodgeDown(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
int nSprite = pSprite->index;
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
if (pXSprite->dodgeDir == 0)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int dx = actor->xvel();
int dy = actor->yvel();
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
if (pXSprite->dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel() = 0x44444;
}
static void ghostThinkChase(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (pXSprite->target_i == -1)
{
aiNewState(actor, &ghostGoto);
return;
}
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
///assert(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites);
if (!(pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target_i >= 0 && pXSprite->target_i < kMaxSprites");
return;
}
spritetype *pTarget = &sprite[pXSprite->target_i];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
aiChooseDirection(actor,getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(actor, &ghostSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &ghostSearch);
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
// Should be dudeInfo[pTarget->type-kDudeBase]
int height2 = (pDudeInfo->eyeHeight*pTarget->yrepeat)<<2;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(pXSprite, pXSprite->target_i);
int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
switch (pSprite->type) {
case kDudePhantasm:
if (nDist < 0x2000 && nDist > 0x1000 && abs(nDeltaAngle) < 85) {
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &ghostBlast);
break;
case 0:
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudePhantasm)
aiNewState(actor, &ghostBlast);
break;
default:
aiNewState(actor, &ghostBlast);
break;
}
}
else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
{
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
aiNewState(actor, &ghostSlash);
break;
case 0:
case 4:
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudePhantasm)
aiNewState(actor, &ghostSlash);
break;
default:
aiNewState(actor, &ghostSlash);
break;
}
}
else if ((height2-height > 0x2000 || floorZ-bottom > 0x2000) && nDist < 0x1400 && nDist > 0x800)
{
aiPlay3DSound(pSprite, 1600, AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &ghostSwoop);
}
else if ((height2-height < 0x2000 || floorZ-bottom < 0x2000) && abs(nDeltaAngle) < 85)
aiPlay3DSound(pSprite, 1600, AI_SFX_PRIORITY_1, -1);
break;
}
}
return;
}
else
{
aiNewState(actor, &ghostFly);
return;
}
}
aiNewState(actor, &ghostGoto);
pXSprite->target_i = -1;
}
static void ghostMoveForward(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
int nAccel = pDudeInfo->frontSpeed<<2;
if (abs(nAng) > 341)
return;
if (pXSprite->target_i == -1)
pSprite->ang = (pSprite->ang+256)&2047;
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nDist = approxDist(dx, dy);
if ((unsigned int)Random(64) < 32 && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel();
int vy = actor->yvel();
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
if (pXSprite->target_i == -1)
t1 += nAccel;
else
t1 += nAccel>>1;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
}
static void ghostMoveSlow(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
int nAccel = pDudeInfo->frontSpeed<<2;
if (abs(nAng) > 341)
{
pXSprite->goalAng = (pSprite->ang+512)&2047;
return;
}
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nDist = approxDist(dx, dy);
if (Chance(0x600) && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel();
int vy = actor->yvel();
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 = nAccel>>1;
t2 >>= 1;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
switch (pSprite->type) {
case kDudePhantasm:
actor->zvel() = 0x44444;
break;
}
}
static void ghostMoveSwoop(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
int nAccel = pDudeInfo->frontSpeed<<2;
if (abs(nAng) > 341)
{
pXSprite->goalAng = (pSprite->ang+512)&2047;
return;
}
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nDist = approxDist(dx, dy);
if (Chance(0x600) && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel();
int vy = actor->yvel();
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 += nAccel>>1;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
switch (pSprite->type) {
case kDudePhantasm:
actor->zvel() = t1;
break;
}
}
static void ghostMoveFly(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
int nAccel = pDudeInfo->frontSpeed<<2;
if (abs(nAng) > 341)
{
pSprite->ang = (pSprite->ang+512)&2047;
return;
}
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nDist = approxDist(dx, dy);
if (Chance(0x4000) && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel();
int vy = actor->yvel();
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 += nAccel>>1;
actor->xvel() = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel() = DMulScale(t1, nSin, -t2, nCos, 30);
switch (pSprite->type) {
case kDudePhantasm:
actor->zvel() = -t1;
break;
}
}
END_BLD_NS