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https://github.com/ZDoom/Raze.git
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499 lines
16 KiB
C++
499 lines
16 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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double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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double height2 = (pDudeInfoT->eyeHeight * target->spr.scale.Y);
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DVector3 dv(actor->spr.Angles.Yaw.ToVector() * 64, height - height2);
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sfxPlay3DSound(actor, 1406, 0, 0);
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actFireVector(actor, 0, 0, dv, kVectorGhost);
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double r1 = RandomF(50, 8);
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double r2 = RandomF(50, 8);
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actFireVector(actor, 0, 0, dv + DVector2(r2, -r1), kVectorGhost);
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r1 = RandomF(50, 8);
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r2 = RandomF(50, 8);
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actFireVector(actor, 0, 0, dv + DVector2(-r2, r1), 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 * 0.25 - 0.11444, kThingBone, 14.93333);
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}
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// This functions seems to be identical with BlastSSeqCallback except for the spawn calls at the end.
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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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double height = (actor->spr.scale.Y * getDudeInfo(actor->spr.type)->eyeHeight);
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DVector3 pos(actor->spr.pos.XY(), height);
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DVector3 Aim(actor->spr.Angles.Yaw.ToVector(), actor->dudeSlope);
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double 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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auto pos2 = actor2->spr.pos;
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double nDist = (pos2 - pos).Length();
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if (nDist == 0 || nDist > 0x280)
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continue;
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.Z += actor->dudeSlope * nDist;
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double tsr = nDist * 9.23828125;
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double top, bottom;
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GetActorExtents(actor2, &top, &bottom);
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if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
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continue;
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double nDist2 = (tvec - pos2).Length();
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if (nDist2 < nClosest)
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{
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DAngle nAngle = (pos2.XY() - pos.XY()).Angle();
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DAngle nDeltaAngle = absangle(nAngle, actor->spr.Angles.Yaw);
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if (nDeltaAngle <= DAngle45)
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{
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double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
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if (cansee(pos, actor->sector(), pos2, actor2->sector()))
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{
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nClosest = nDist2;
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Aim.XY() = nAngle.ToVector();
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Aim.Z = tz1 / nDist;
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// This does not make any sense...
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if (tz1 < -3.2 && tz1 > -48)
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Aim.Z += 0.5774;
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else if (tz1 <= -48)
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Aim.Z -= 0.45776;
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}
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else
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Aim.Z = tz1 / nDist;
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}
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}
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}
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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, kMissileEctoSkull);
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}
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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 += DAngle45;
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aiSetTarget(actor, actor->basePoint);
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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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auto ppos = pPlayer->actor->spr.pos;
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auto dvect = ppos.XY() - actor->spr.pos;
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auto pSector = pPlayer->actor->sector();
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double nDist = dvect.Length();
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if (nDist > pDudeInfo->SeeDist() && nDist > pDudeInfo->HearDist())
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continue;
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double height = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
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if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
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continue;
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DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, dvect.Angle());
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if (nDist < pDudeInfo->SeeDist() && 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, ppos);
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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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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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DAngle nAngle = dvec.Angle();
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (nDist < 32 && absangle(actor->spr.Angles.Yaw, 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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auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
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AdjustVelocity(actor, ADJUSTER{
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if (actor->xspr.dodgeDir > 0)
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t2 += FixedToFloat(pDudeInfo->sideSpeed);
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else
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t2 -= FixedToFloat(pDudeInfo->sideSpeed);
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});
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actor->vel.Z = FixedToFloat(-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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auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
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if (actor->xspr.dodgeDir == 0)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->xspr.dodgeDir > 0)
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t2 += FixedToFloat(pDudeInfo->sideSpeed);
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else
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t2 -= FixedToFloat(pDudeInfo->sideSpeed);
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});
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actor->vel.Z = 4.26666;
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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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DVector2 dxy = target->spr.pos.XY() - actor->spr.pos.XY();
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DAngle dxyAngle = dxy.Angle();
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aiChooseDirection(actor, dxyAngle);
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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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double nDist = dxy.Length();
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if (nDist <= pDudeInfo->SeeDist())
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{
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DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, dxyAngle);
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double height = pDudeInfo->eyeHeight * actor->spr.scale.Y;
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// Should be dudeInfo[target->spr.type-kDudeBase]
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double height2 = pDudeInfo->eyeHeight * target->spr.scale.Y;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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{
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if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery())
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{
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aiSetTarget(actor, actor->GetTarget());
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double floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos);
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double floorDelta = floorZ - bottom;
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double heightDelta = height2 - height;
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bool angWithinRange = nDeltaAngle < DAngle15;
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switch (actor->spr.type) {
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case kDudePhantasm:
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if (nDist < 0x200 && nDist > 0x100 && angWithinRange) {
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 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 < 0x40 && angWithinRange)
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{
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dxy, 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 ((heightDelta > 32 || floorDelta > 32) && nDist < 0x140 && nDist > 0x80)
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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 ((heightDelta < 32 || floorDelta < 32) &&angWithinRange)
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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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}
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else
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{
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aiNewState(actor, &ghostFly);
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return;
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}
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}
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aiNewState(actor, &ghostGoto);
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actor->SetTarget(nullptr);
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}
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static void ghostMoveForward(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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auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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return;
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if (actor->GetTarget() == nullptr)
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actor->spr.Angles.Yaw += DAngle45;
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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double nDist = dvec.Length();
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if ((unsigned int)Random(64) < 32 && nDist <= 0x40)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->GetTarget() == nullptr)
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t1 += nAccel;
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else
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t1 += nAccel * 0.5;
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});
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}
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static void ghostMoveSlow(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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auto nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->xspr.goalAng += DAngle90;
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return;
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}
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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double nDist = dvec.Length();
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if (Chance(0x600) && nDist <= 0x40)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += nAccel * 0.5;
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t2 *= 0.5;
|
|
});
|
|
switch (actor->spr.type) {
|
|
case kDudePhantasm:
|
|
actor->vel.Z = 4.26666;
|
|
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);
|
|
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 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);
|
|
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 kDudePhantasm:
|
|
actor->vel.Z = -t1;
|
|
break;
|
|
}
|
|
});
|
|
}
|
|
|
|
END_BLD_NS
|