Fix FindFood() for Rat AI and tidy a bit

This commit is contained in:
sirlemonhead 2019-12-05 19:49:28 +00:00 committed by Christoph Oelckers
parent 8d81e49ac9
commit cd59452806
2 changed files with 28 additions and 44 deletions

View file

@ -33,6 +33,7 @@ extern BlockInfo sBlockInfo[];
extern int hihit; extern int hihit;
extern short nChunkSprite[]; extern short nChunkSprite[];
extern short nBodySprite[];
signed int lsqrt(int a1); signed int lsqrt(int a1);
void MoveThings(); void MoveThings();

View file

@ -32,7 +32,7 @@ BEGIN_PS_NS
#define kMaxRats 50 #define kMaxRats 50
short nMinChunk; short nMinChunk;
short nPlayerPic; // why is this here? short nPlayerPic;
short nRatCount; short nRatCount;
short nMaxChunk; short nMaxChunk;
@ -45,7 +45,7 @@ struct Rat
short nTarget; short nTarget;
short f; short f;
short g; short g;
short _pad; // short _pad;
}; };
Rat RatList[kMaxRats]; Rat RatList[kMaxRats];
@ -59,7 +59,7 @@ void InitRats()
nMinChunk = 9999; nMinChunk = 9999;
nMaxChunk = -1; nMaxChunk = -1;
for (int i = 122; i < 131; i++) for (int i = 122; i <= 131; i++)
{ {
int nPic = seq_GetSeqPicnum(kSeqJoe, i, 0); int nPic = seq_GetSeqPicnum(kSeqJoe, i, 0);
@ -75,8 +75,8 @@ void InitRats()
void SetRatVel(short nSprite) void SetRatVel(short nSprite)
{ {
sprite[nSprite].xvel = (short)Sin(sprite[nSprite].ang + 512) >> 2; sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
sprite[nSprite].yvel = (short)Sin(sprite[nSprite].ang) >> 2; sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
} }
int BuildRat(short nSprite, int x, int y, int z, short nSector, int nAngle) int BuildRat(short nSprite, int x, int y, int z, short nSector, int nAngle)
@ -145,7 +145,7 @@ int FindFood(short nSprite)
int y = sprite[nSprite].y; int y = sprite[nSprite].y;
int z = sprite[nSprite].z; int z = sprite[nSprite].z;
int z2 = z + sector[nSector].ceilingz; int z2 = (z + sector[nSector].ceilingz) / 2;
if (nChunkTotal) if (nChunkTotal)
{ {
@ -162,7 +162,7 @@ int FindFood(short nSprite)
return -1; return -1;
} }
int nSprite2 = nChunkSprite[RandomSize(7) % nBodyTotal]; int nSprite2 = nBodySprite[RandomSize(7) % nBodyTotal];
if (nSprite2 != -1) if (nSprite2 != -1)
{ {
if (nPlayerPic == sprite[nSprite2].picnum) if (nPlayerPic == sprite[nSprite2].picnum)
@ -180,10 +180,9 @@ void FuncRat(int a, int nDamage, int nRun)
{ {
short nRat = RunData[nRun].nVal; short nRat = RunData[nRun].nVal;
short nSprite = RatList[nRat].nSprite; short nSprite = RatList[nRat].nSprite;
short nAction = RatList[nRat].nAction; short nAction = RatList[nRat].nAction;
int var_20 = 0; bool var_20 = false;
int nMessage = a & 0x7F0000; int nMessage = a & 0x7F0000;
@ -206,17 +205,17 @@ void FuncRat(int a, int nDamage, int nRun)
if (nDamage) if (nDamage)
{ {
sprite[nSprite].cstat = 0; sprite[nSprite].cstat = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0; sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
RatList[nRat].nAction = 3; RatList[nRat].nAction = 3;
RatList[nRat].a = 0; RatList[nRat].a = 0;
} }
break; return;
} }
case 0x90000: case 0x90000:
{ {
seq_PlotSequence(a, SeqOffsets[kSeqRat] + ActionSeq[nAction].a, RatList[nRat].a, ActionSeq[nAction].b); seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqRat] + ActionSeq[nAction].a, RatList[nRat].a, ActionSeq[nAction].b);
return; return;
} }
@ -230,7 +229,7 @@ void FuncRat(int a, int nDamage, int nRun)
RatList[nRat].a++; RatList[nRat].a++;
if (RatList[nRat].a >= SeqSize[nSeq]) if (RatList[nRat].a >= SeqSize[nSeq])
{ {
var_20 = 1; var_20 = true;
RatList[nRat].a = 0; RatList[nRat].a = 0;
} }
@ -241,9 +240,7 @@ void FuncRat(int a, int nDamage, int nRun)
switch (nAction) switch (nAction)
{ {
default: default:
{
return; return;
}
case 0: case 0:
{ {
@ -252,15 +249,8 @@ void FuncRat(int a, int nDamage, int nRun)
return; return;
} }
int xVal = sprite[nSprite].x - sprite[nTarget].x; int xVal = klabs(sprite[nSprite].x - sprite[nTarget].x);
if (xVal < 0) { int yVal = klabs(sprite[nSprite].y - sprite[nTarget].y);
xVal = -xVal;
}
int yVal = sprite[nSprite].y - sprite[nTarget].y;
if (yVal < 0) {
yVal = -yVal;
}
if (xVal > 50 || yVal > 50) if (xVal > 50 || yVal > 50)
{ {
@ -268,8 +258,8 @@ void FuncRat(int a, int nDamage, int nRun)
RatList[nRat].a = 0; RatList[nRat].a = 0;
RatList[nRat].nTarget = -1; RatList[nRat].nTarget = -1;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0; sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
return; return;
} }
@ -304,22 +294,16 @@ void FuncRat(int a, int nDamage, int nRun)
{ {
RatList[nRat].nAction = 2; RatList[nRat].nAction = 2;
RatList[nRat].a = 0; RatList[nRat].a = 0;
sprite[nSprite].yvel = 0;
RatList[nRat].nTarget = -1; RatList[nRat].nTarget = -1;
sprite[nSprite].xvel = 0; sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
} }
MoveCreature(nSprite); MoveCreature(nSprite);
int xVal = sprite[nSprite].x - sprite[nTarget].x; int xVal = klabs(sprite[nSprite].x - sprite[nTarget].x);
if (xVal < 0) { int yVal = klabs(sprite[nSprite].y - sprite[nTarget].y);
xVal = -xVal;
}
int yVal = sprite[nSprite].y - sprite[nTarget].y;
if (yVal < 0) {
yVal = -yVal;
}
if (xVal >= 50 || yVal >= 50) if (xVal >= 50 || yVal >= 50)
{ {
@ -337,16 +321,15 @@ void FuncRat(int a, int nDamage, int nRun)
RatList[nRat].nAction = 0; RatList[nRat].nAction = 0;
RatList[nRat].a = 0; RatList[nRat].a = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0;
RatList[nRat].g = RandomSize(3); RatList[nRat].g = RandomSize(3);
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
return; return;
} }
case 2: case 2:
{ {
if (sprite[nSprite].xvel | sprite[nSprite].yvel | sprite[nSprite].zvel) { if (sprite[nSprite].xvel || sprite[nSprite].yvel || sprite[nSprite].zvel) {
MoveCreature(nSprite); MoveCreature(nSprite);
} }
@ -358,10 +341,10 @@ void FuncRat(int a, int nDamage, int nRun)
if (RatList[nRat].nTarget <= -1) if (RatList[nRat].nTarget <= -1)
{ {
RatList[nRat].f = RandomSize(6); RatList[nRat].f = RandomSize(6);
if (sprite[nSprite].xvel | sprite[nSprite].yvel) if (sprite[nSprite].xvel || sprite[nSprite].yvel)
{ {
sprite[nSprite].yvel = 0;
sprite[nSprite].xvel = 0; sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
return; return;
} }
@ -384,7 +367,7 @@ void FuncRat(int a, int nDamage, int nRun)
} }
case 3: case 3:
{ {
if (var_20 != 0) if (var_20)
{ {
runlist_DoSubRunRec(sprite[nSprite].owner); runlist_DoSubRunRec(sprite[nSprite].owner);
runlist_FreeRun(sprite[nSprite].lotag - 1); runlist_FreeRun(sprite[nSprite].lotag - 1);