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https://github.com/DrBeef/Raze.git
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- migrate Blood AI to floating point vectors, part 1
Velocity is still left untouched.
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parent
2f896b859b
commit
67d0e51919
4 changed files with 41 additions and 51 deletions
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@ -1506,20 +1506,17 @@ void aiThinkTarget(DBloodActor* actor)
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if (actor->GetOwner() == pPlayer->actor || 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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int x = pPlayer->actor->int_pos().X;
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int y = pPlayer->actor->int_pos().Y;
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int z = pPlayer->actor->int_pos().Z;
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auto dvec = ppos - actor->spr.pos.XY();
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auto pSector = pPlayer->actor->sector();
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int dx = x - actor->int_pos().X;
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int dy = y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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int nDist = approxDist(dvec);
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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.yrepeat) * REPEAT_SCALE;
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if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
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continue;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
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int nDeltaAngle = ((getangle(dvec) + 1024 - actor->int_ang()) & 2047) - 1024;
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, pPlayer->actor);
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@ -1528,7 +1525,7 @@ void aiThinkTarget(DBloodActor* actor)
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}
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else if (nDist < pDudeInfo->hearDist)
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{
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aiSetTarget(actor, x, y, z);
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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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@ -1554,19 +1551,16 @@ void aiLookForTarget(DBloodActor* actor)
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if (actor->GetOwner() == pPlayer->actor || 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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int x = pPlayer->actor->int_pos().X;
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int y = pPlayer->actor->int_pos().Y;
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int z = pPlayer->actor->int_pos().Z;
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auto dvec = ppos - actor->spr.pos.XY();
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auto pSector = pPlayer->actor->sector();
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int dx = x - actor->int_pos().X;
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int dy = y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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int nDist = approxDist(dvec);
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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.yrepeat) * REPEAT_SCALE;
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if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
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continue;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
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int nDeltaAngle = ((getangle(dvec) + 1024 - actor->int_ang()) & 2047) - 1024;
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, pPlayer->actor);
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@ -1575,7 +1569,7 @@ void aiLookForTarget(DBloodActor* actor)
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}
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else if (nDist < pDudeInfo->hearDist)
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{
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aiSetTarget(actor, x, y, z);
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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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@ -1588,9 +1582,7 @@ void aiLookForTarget(DBloodActor* actor)
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BloodStatIterator it(kStatDude);
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while (DBloodActor* actor2 = it.Next())
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{
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int dx = actor2->int_pos().X - actor->int_pos().X;
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int dy = actor2->int_pos().Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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int nDist = approxDist(actor2->spr.pos.XY() - actor->spr.pos.XY());
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if (actor2->spr.type == kDudeInnocent)
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{
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pDudeInfo = getDudeInfo(actor2->spr.type);
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@ -98,19 +98,16 @@ static void batThinkTarget(DBloodActor* actor)
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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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int x = pPlayer->actor->int_pos().X;
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int y = pPlayer->actor->int_pos().Y;
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int z = pPlayer->actor->int_pos().Z;
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auto dvec = ppos - actor->spr.pos.XY();
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auto pSector = pPlayer->actor->sector();
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int dx = x - actor->int_pos().X;
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int dy = y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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int nDist = approxDist(dvec);
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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.yrepeat) * REPEAT_SCALE;
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if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
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continue;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
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int nDeltaAngle = ((getangle(dvec) + 1024 - actor->int_ang()) & 2047) - 1024;
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, pPlayer->actor);
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@ -118,7 +115,7 @@ static void batThinkTarget(DBloodActor* actor)
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}
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else if (nDist < pDudeInfo->hearDist)
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{
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aiSetTarget(actor, x, y, z);
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aiSetTarget(actor, ppos);
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aiActivateDude(actor);
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}
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else
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@ -138,10 +135,9 @@ static void batThinkGoto(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.int_TargetPos().X - actor->int_pos().X;
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int dy = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
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int nAngle = getangle(dvec);
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int nDist = approxDist(dvec);
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aiChooseDirection(actor, nAngle);
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if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &batSearch);
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@ -159,18 +155,17 @@ static void batThinkPonder(DBloodActor* actor)
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto pTarget = actor->GetTarget();
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int dx = pTarget->int_pos().X - actor->int_pos().X;
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int dy = pTarget->int_pos().Y - actor->int_pos().Y;
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aiChooseDirection(actor, getangle(dx, dy));
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auto dvec = pTarget->spr.pos.XY() - actor->spr.pos.XY();
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aiChooseDirection(actor, getangle(dvec));
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if (pTarget->xspr.health == 0)
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{
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aiNewState(actor, &batSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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int nDist = approxDist(dvec);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
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int nDeltaAngle = ((getangle(dvec) + 1024 - actor->int_ang()) & 2047) - 1024;
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int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
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int height2 = (getDudeInfo(pTarget->spr.type)->eyeHeight * pTarget->spr.yrepeat) << 2;
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int top, bottom;
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@ -260,9 +255,9 @@ static void batThinkChase(DBloodActor* actor)
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto pTarget = actor->GetTarget();
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int dx = pTarget->int_pos().X - actor->int_pos().X;
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int dy = pTarget->int_pos().Y - actor->int_pos().Y;
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aiChooseDirection(actor, getangle(dx, dy));
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auto dvec = pTarget->spr.pos.XY() - actor->spr.pos.XY();
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aiChooseDirection(actor, getangle(dvec));
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if (pTarget->xspr.health == 0)
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{
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aiNewState(actor, &batSearch);
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@ -273,10 +268,10 @@ static void batThinkChase(DBloodActor* actor)
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aiNewState(actor, &batSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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int nDist = approxDist(dvec);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
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int nDeltaAngle = ((getangle(dvec) + 1024 - actor->int_ang()) & 2047) - 1024;
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int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
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// Should be dudeInfo[pTarget->spr.type-kDudeBase]
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int height2 = (pDudeInfo->eyeHeight * pTarget->spr.yrepeat) << 2;
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@ -320,9 +315,8 @@ static void batMoveForward(DBloodActor* actor)
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return;
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if (actor->GetTarget() == nullptr)
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actor->spr.angle += DAngle45;
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int dx = actor->xspr.int_TargetPos().X - actor->int_pos().X;
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int dy = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
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int nDist = approxDist(dvec);
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if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
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return;
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int nCos = Cos(actor->int_ang());
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@ -352,9 +346,8 @@ static void batMoveSwoop(DBloodActor* actor)
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actor->xspr.goalAng = (actor->int_ang() + 512) & 2047;
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return;
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}
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int dx = actor->xspr.int_TargetPos().X - actor->int_pos().X;
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int dy = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
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int nDist = approxDist(dvec);
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if (Chance(0x600) && nDist <= 0x200)
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return;
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int nCos = Cos(actor->int_ang());
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@ -382,9 +375,8 @@ static void batMoveFly(DBloodActor* actor)
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actor->spr.angle += DAngle90;
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return;
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}
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int dx = actor->xspr.int_TargetPos().X - actor->int_pos().X;
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int dy = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
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int nDist = approxDist(dvec);
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if (Chance(0x4000) && nDist <= 0x200)
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return;
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int nCos = Cos(actor->int_ang());
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@ -132,7 +132,7 @@ static void eelThinkTarget(DBloodActor* actor)
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else if (nDist < pDudeInfo->hearDist)
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{
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pDudeExtraE->thinkTime = 0;
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aiSetTarget(actor, x, y, z);
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aiSetTarget(actor, ppos);
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aiActivateDude(actor);
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}
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else
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@ -599,6 +599,12 @@ inline int approxDist(int dx, int dy)
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return dx + dy;
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}
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// this is merely a refactoring aid to allow partial upgrading of certain functions.
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inline int approxDist(const DVector2& vect)
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{
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return int(vect.Length() * worldtoint);
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}
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class Rect {
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public:
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int x0, y0, x1, y1;
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