- migrate Blood AI to floating point vectors, part 1

Velocity is still left untouched.
This commit is contained in:
Christoph Oelckers 2022-08-23 22:28:32 +02:00
parent 2f896b859b
commit 67d0e51919
4 changed files with 41 additions and 51 deletions

View file

@ -1506,20 +1506,17 @@ void aiThinkTarget(DBloodActor* actor)
if (actor->GetOwner() == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
auto ppos = pPlayer->actor->spr.pos;
int x = pPlayer->actor->int_pos().X;
int y = pPlayer->actor->int_pos().Y;
int z = pPlayer->actor->int_pos().Z;
auto dvec = ppos - actor->spr.pos.XY();
auto pSector = pPlayer->actor->sector();
int dx = x - actor->int_pos().X;
int dy = y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
int nDist = approxDist(dvec);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
int nDeltaAngle = ((getangle(dvec) + 1024 - actor->int_ang()) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, pPlayer->actor);
@ -1528,7 +1525,7 @@ void aiThinkTarget(DBloodActor* actor)
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(actor, x, y, z);
aiSetTarget(actor, ppos);
aiActivateDude(actor);
return;
}
@ -1554,19 +1551,16 @@ void aiLookForTarget(DBloodActor* actor)
if (actor->GetOwner() == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
auto ppos = pPlayer->actor->spr.pos;
int x = pPlayer->actor->int_pos().X;
int y = pPlayer->actor->int_pos().Y;
int z = pPlayer->actor->int_pos().Z;
auto dvec = ppos - actor->spr.pos.XY();
auto pSector = pPlayer->actor->sector();
int dx = x - actor->int_pos().X;
int dy = y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
int nDist = approxDist(dvec);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
int nDeltaAngle = ((getangle(dvec) + 1024 - actor->int_ang()) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, pPlayer->actor);
@ -1575,7 +1569,7 @@ void aiLookForTarget(DBloodActor* actor)
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(actor, x, y, z);
aiSetTarget(actor, ppos);
aiActivateDude(actor);
return;
}
@ -1588,9 +1582,7 @@ void aiLookForTarget(DBloodActor* actor)
BloodStatIterator it(kStatDude);
while (DBloodActor* actor2 = it.Next())
{
int dx = actor2->int_pos().X - actor->int_pos().X;
int dy = actor2->int_pos().Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
int nDist = approxDist(actor2->spr.pos.XY() - actor->spr.pos.XY());
if (actor2->spr.type == kDudeInnocent)
{
pDudeInfo = getDudeInfo(actor2->spr.type);

View file

@ -98,19 +98,16 @@ static void batThinkTarget(DBloodActor* actor)
if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
auto ppos = pPlayer->actor->spr.pos;
int x = pPlayer->actor->int_pos().X;
int y = pPlayer->actor->int_pos().Y;
int z = pPlayer->actor->int_pos().Z;
auto dvec = ppos - actor->spr.pos.XY();
auto pSector = pPlayer->actor->sector();
int dx = x - actor->int_pos().X;
int dy = y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
int nDist = approxDist(dvec);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
int nDeltaAngle = ((getangle(dvec) + 1024 - actor->int_ang()) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, pPlayer->actor);
@ -118,7 +115,7 @@ static void batThinkTarget(DBloodActor* actor)
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(actor, x, y, z);
aiSetTarget(actor, ppos);
aiActivateDude(actor);
}
else
@ -138,10 +135,9 @@ static void batThinkGoto(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int dx = actor->xspr.int_TargetPos().X - actor->int_pos().X;
int dy = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &batSearch);
@ -159,18 +155,17 @@ static void batThinkPonder(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto pTarget = actor->GetTarget();
int dx = pTarget->int_pos().X - actor->int_pos().X;
int dy = pTarget->int_pos().Y - actor->int_pos().Y;
aiChooseDirection(actor, getangle(dx, dy));
auto dvec = pTarget->spr.pos.XY() - actor->spr.pos.XY();
aiChooseDirection(actor, getangle(dvec));
if (pTarget->xspr.health == 0)
{
aiNewState(actor, &batSearch);
return;
}
int nDist = approxDist(dx, dy);
int nDist = approxDist(dvec);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
int nDeltaAngle = ((getangle(dvec) + 1024 - actor->int_ang()) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
int height2 = (getDudeInfo(pTarget->spr.type)->eyeHeight * pTarget->spr.yrepeat) << 2;
int top, bottom;
@ -260,9 +255,9 @@ static void batThinkChase(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto pTarget = actor->GetTarget();
int dx = pTarget->int_pos().X - actor->int_pos().X;
int dy = pTarget->int_pos().Y - actor->int_pos().Y;
aiChooseDirection(actor, getangle(dx, dy));
auto dvec = pTarget->spr.pos.XY() - actor->spr.pos.XY();
aiChooseDirection(actor, getangle(dvec));
if (pTarget->xspr.health == 0)
{
aiNewState(actor, &batSearch);
@ -273,10 +268,10 @@ static void batThinkChase(DBloodActor* actor)
aiNewState(actor, &batSearch);
return;
}
int nDist = approxDist(dx, dy);
int nDist = approxDist(dvec);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->int_ang()) & 2047) - 1024;
int nDeltaAngle = ((getangle(dvec) + 1024 - actor->int_ang()) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
// Should be dudeInfo[pTarget->spr.type-kDudeBase]
int height2 = (pDudeInfo->eyeHeight * pTarget->spr.yrepeat) << 2;
@ -320,9 +315,8 @@ static void batMoveForward(DBloodActor* actor)
return;
if (actor->GetTarget() == nullptr)
actor->spr.angle += DAngle45;
int dx = actor->xspr.int_TargetPos().X - actor->int_pos().X;
int dy = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
int nDist = approxDist(dvec);
if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
return;
int nCos = Cos(actor->int_ang());
@ -352,9 +346,8 @@ static void batMoveSwoop(DBloodActor* actor)
actor->xspr.goalAng = (actor->int_ang() + 512) & 2047;
return;
}
int dx = actor->xspr.int_TargetPos().X - actor->int_pos().X;
int dy = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
int nDist = approxDist(dvec);
if (Chance(0x600) && nDist <= 0x200)
return;
int nCos = Cos(actor->int_ang());
@ -382,9 +375,8 @@ static void batMoveFly(DBloodActor* actor)
actor->spr.angle += DAngle90;
return;
}
int dx = actor->xspr.int_TargetPos().X - actor->int_pos().X;
int dy = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
int nDist = approxDist(dvec);
if (Chance(0x4000) && nDist <= 0x200)
return;
int nCos = Cos(actor->int_ang());

View file

@ -132,7 +132,7 @@ static void eelThinkTarget(DBloodActor* actor)
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->thinkTime = 0;
aiSetTarget(actor, x, y, z);
aiSetTarget(actor, ppos);
aiActivateDude(actor);
}
else

View file

@ -599,6 +599,12 @@ inline int approxDist(int dx, int dy)
return dx + dy;
}
// this is merely a refactoring aid to allow partial upgrading of certain functions.
inline int approxDist(const DVector2& vect)
{
return int(vect.Length() * worldtoint);
}
class Rect {
public:
int x0, y0, x1, y1;