raze-gles/source/sw/src/ai.cpp
hendricks266 ac8dabb0fb Rename net.* to network.*
git-svn-id: https://svn.eduke32.com/eduke32@7443 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-19 12:20:45 +02:00

2231 lines
53 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "build.h"
#include "common.h"
#include "keys.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "sector.h"
#include "sprite.h"
// temp - should be moved
#include "ninja.h"
#include "ai.h"
#include "network.h"
SWBOOL PlayerTakeDamage(PLAYERp, short);
ANIMATOR InitActorRunToward;
SWBOOL FAF_Sector(short);
short FindTrackToPlayer(USERp u);
ANIMATORp ChooseAction(DECISION decision[]);
//static short ZigZagDeltaAng[] = {-200, 200};
// Choose between two things
short AttackOrRun = 200;
#define CHOOSE2(value) (RANDOM_P2(1024) < (value))
void DebugMoveHit(short SpriteNum)
{
SPRITEp sp;
USERp u = User[SpriteNum];
extern SWBOOL DebugActor;
return;
//if (u->ret == -1)
// printf("Hit a ledge\n");
//else
/*
switch (TEST(u->ret, HIT_MASK))
{
case HIT_SPRITE:
sp = &sprite[NORM_SPRITE(u->ret)];
//DSPRINTF(ds, "Hit a Sprite %d, stat %d ", sp-sprite, (short)sp->statnum);
if (sp->statnum == STAT_MISSILE)
{
//DSPRINTF(ds, "Monster hit bullet %d, stat %d ", sp-sprite, (short)sp->statnum);
}
else
{
//DSPRINTF(ds, "Hit a Sprite %d, stat %d ", sp-sprite, (short)sp->statnum);
}
break;
case HIT_WALL:
//DSPRINTF(ds, "Hit a Wall %d ", NORM_WALL(u->ret));
break;
case HIT_SECTOR:
//DSPRINTF(ds, "Hit a Sector %d ", NORM_SECTOR(u->ret));
break;
}
MONO_PRINT(ds);
*/
}
SWBOOL ActorMoveHitReact(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
// Should only return TRUE if there is a reaction to what was hit that
// would cause the calling function to abort
switch (TEST(u->ret, HIT_MASK))
{
case HIT_SPRITE:
{
short HitSprite = NORM_SPRITE(u->ret);
SPRITEp hsp;
USERp hu;
ANIMATORp action;
hsp = &sprite[HitSprite];
hu = User[HitSprite];
// if you ran into a player - call close range functions
if (hu && hu->PlayerP)
{
DoActorPickClosePlayer(SpriteNum);
action = ChooseAction(u->Personality->TouchTarget);
if (action)
{
(*action)(SpriteNum);
return TRUE;
}
}
break;
}
case HIT_WALL:
{
break;
}
case HIT_SECTOR:
{
break;
}
}
return FALSE;
}
SWBOOL ActorFlaming(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (u->flame >= 0)
{
int size;
SPRITEp fp = &sprite[u->flame];
size = SPRITEp_SIZE_Z(sp) - DIV4(SPRITEp_SIZE_Z(sp));
//DSPRINTF(ds,"enemy size %d, flame size %d",size>>8,SPRITEp_SIZE_Z(fp)>>8);
MONO_PRINT(ds);
if (SPRITEp_SIZE_Z(fp) > size)
return TRUE;
}
return FALSE;
}
void
DoActorSetSpeed(short SpriteNum, uint8_t speed)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
return;
ASSERT(u->Attrib);
u->speed = speed;
if (ActorFlaming(SpriteNum))
sp->xvel = u->Attrib->Speed[speed] + DIV2(u->Attrib->Speed[speed]);
else
sp->xvel = u->Attrib->Speed[speed];
}
/*
!AIC - Does a table lookup based on a random value from 0 to 1023.
These tables are defined at the top of all actor files such as ninja.c,
goro.c etc.
*/
ANIMATORp
ChooseAction(DECISION decision[])
{
short random_value;
short i;
// !JIM! Here is an opportunity for some AI, instead of randomness!
random_value = RANDOM_P2(1024<<5)>>5;
for (i = 0; TRUE; i++)
{
ASSERT(i < 10);
if (random_value <= decision[i].range)
{
return decision[i].action;
}
}
}
/*
!AIC - Sometimes just want the offset of the action
*/
short
ChooseActionNumber(short decision[])
{
short random_value;
short i;
random_value = RANDOM_P2(1024<<5)>>5;
for (i = 0; TRUE; i++)
{
if (random_value <= decision[i])
{
return i;
}
}
}
int
DoActorNoise(ANIMATORp Action, short SpriteNum)
{
USERp u = User[SpriteNum];
if (Action == InitActorAmbientNoise)
{
PlaySpriteSound(SpriteNum, attr_ambient, v3df_follow);
// MONO_PRINT("Ambient Sound");
}
else if (Action == InitActorAlertNoise)
{
if (u && !u->DidAlert) // This only allowed once
PlaySpriteSound(SpriteNum, attr_alert, v3df_follow);
// MONO_PRINT("Alert Sound");
}
else if (Action == InitActorAttackNoise)
{
PlaySpriteSound(SpriteNum, attr_attack, v3df_follow);
// MONO_PRINT("Attack Sound");
}
if (Action == InitActorPainNoise)
{
PlaySpriteSound(SpriteNum, attr_pain, v3df_follow);
// MONO_PRINT("Pain Sound");
}
else if (Action == InitActorDieNoise)
{
PlaySpriteSound(SpriteNum, attr_die, v3df_none);
// MONO_PRINT("Die Sound");
}
else if (Action == InitActorExtra1Noise)
{
PlaySpriteSound(SpriteNum, attr_extra1, v3df_follow);
}
else if (Action == InitActorExtra2Noise)
{
PlaySpriteSound(SpriteNum, attr_extra2, v3df_follow);
}
else if (Action == InitActorExtra3Noise)
{
PlaySpriteSound(SpriteNum, attr_extra3, v3df_follow);
}
if (Action == InitActorExtra4Noise)
{
PlaySpriteSound(SpriteNum, attr_extra4, v3df_follow);
}
if (Action == InitActorExtra5Noise)
{
PlaySpriteSound(SpriteNum, attr_extra5, v3df_follow);
}
if (Action == InitActorExtra6Noise)
{
PlaySpriteSound(SpriteNum, attr_extra6, v3df_follow);
}
return 0;
}
int
CanSeePlayer(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
// if actor can still see the player
int look_height = SPRITEp_TOS(sp);
ASSERT(u->tgt_sp);
//if (FAF_Sector(sp->sectnum))
// return(TRUE);
if (FAFcansee(sp->x, sp->y, look_height, sp->sectnum, u->tgt_sp->x, u->tgt_sp->y, SPRITEp_UPPER(u->tgt_sp), u->tgt_sp->sectnum))
return TRUE;
else
return FALSE;
}
int
CanHitPlayer(short SpriteNum)
{
USERp u = User[SpriteNum], hu;
SPRITEp sp = User[SpriteNum]->SpriteP, hp;
hitdata_t hitinfo;
int xvect,yvect,zvect;
short ang,ret=FALSE;
// if actor can still see the player
int zhs, zhh;
//if (FAF_Sector(sp->sectnum))
// return(TRUE);
zhs = sp->z - DIV2(SPRITEp_SIZE_Z(sp));
hp = u->tgt_sp;
hu = User[u->tgt_sp - sprite];
// get angle to target
ang = getangle(hp->x - sp->x, hp->y - sp->y);
// get x,yvect
xvect = sintable[NORM_ANGLE(ang + 512)];
yvect = sintable[NORM_ANGLE(ang)];
// get zvect
zhh = hp->z - DIV2(SPRITEp_SIZE_Z(hp));
if (hp->x - sp->x != 0)
zvect = xvect * ((zhh - zhs)/(hp->x - sp->x));
else if (hp->y - sp->y != 0)
zvect = yvect * ((zhh - zhs)/(hp->y - sp->y));
else
return FALSE;
// so actors won't shoot straight up at you
// need to be a bit of a distance away
// before they have a valid shot
// if (labs(zvect / FindDistance2D(hp->x - sp->x, hp->y - sp->y)) > 200)
// return(FALSE);
FAFhitscan(sp->x, sp->y, zhs, sp->sectnum,
xvect,
yvect,
zvect,
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
return FALSE;
if (hitinfo.sprite == u->tgt_sp - sprite)
return TRUE;
////DSPRINTF(ds,"CanHit %s",ret ? "TRUE" : "FALSE");
//MONO_PRINT(ds);
return FALSE;
}
/*
!AIC - Pick a nearby player to be the actors target
*/
int
DoActorPickClosePlayer(short SpriteNum)
{
//extern short Zombies;
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int dist, near_dist = MAX_ACTIVE_RANGE, a,b,c;
short pnum;
PLAYERp pp,tp;
// if actor can still see the player
int look_height = SPRITEp_TOS(sp);
SWBOOL ICanSee = FALSE;
SWBOOL found = FALSE;
int i,nexti;
if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
goto TARGETACTOR;
// Set initial target to Player 0
u->tgt_sp = Player->SpriteP;
if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
{
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
if (sp->owner == pp->PlayerSprite)
continue;
u->tgt_sp = pp->SpriteP;
break;
}
}
// Set initial target to the closest player
near_dist = MAX_ACTIVE_RANGE;
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
// Zombies don't target their masters!
if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
{
if (sp->owner == pp->PlayerSprite)
continue;
if (!PlayerTakeDamage(pp, SpriteNum))
continue;
// if co-op don't hurt teammate
// if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE && !gNet.HurtTeammate && u->spal == User[pp->PlayerSprite]->spal)
// continue;
}
DISTANCE(sp->x, sp->y, pp->posx, pp->posy, dist, a, b, c);
if (dist < near_dist)
{
near_dist = dist;
u->tgt_sp = pp->SpriteP;
}
}
// see if you can find someone close that you can SEE
near_dist = MAX_ACTIVE_RANGE;
found = FALSE;
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
// Zombies don't target their masters!
if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
{
if (sp->owner == pp->PlayerSprite)
continue;
if (!PlayerTakeDamage(pp, SpriteNum))
continue;
// if co-op don't hurt teammate
//if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE && !gNet.HurtTeammate && u->spal == User[pp->PlayerSprite]->spal)
// continue;
}
DISTANCE(sp->x, sp->y, pp->posx, pp->posy, dist, a, b, c);
//ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum);
if (dist < near_dist && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum))
{
near_dist = dist;
u->tgt_sp = pp->SpriteP;
found = TRUE;
}
}
TARGETACTOR:
// this is only for Zombies right now
// zombie target other actors
if (!found && TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
{
near_dist = MAX_ACTIVE_RANGE;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
{
if (i == SpriteNum)
continue;
if (TEST(User[i]->Flags, SPR_SUICIDE|SPR_DEAD))
continue;
DISTANCE(sp->x, sp->y, sprite[i].x, sprite[i].y, dist, a, b, c);
if (dist < near_dist && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, sprite[i].x, sprite[i].y, SPRITEp_UPPER(&sprite[i]), sprite[i].sectnum))
{
near_dist = dist;
u->tgt_sp = &sprite[i];
}
}
}
return 0;
}
int
GetPlayerSpriteNum(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short pnum;
PLAYERp pp;
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
if (pp->SpriteP == u->tgt_sp)
{
return pp->PlayerSprite;
}
}
return 0;
}
int
CloseRangeDist(SPRITEp sp1, SPRITEp sp2)
{
int clip1 = sp1->clipdist;
int clip2 = sp2->clipdist;
// add clip boxes and a fudge factor
#define DIST_CLOSE_RANGE 400
return (clip1<<2) + (clip2<<2) + DIST_CLOSE_RANGE;
}
int DoActorOperate(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
short nearsector, nearwall, nearsprite;
int nearhitdist;
int z[2];
unsigned int i;
if (u->ID == HORNET_RUN_R0 || u->ID == EEL_RUN_R0 || u->ID == BUNNY_RUN_R0)
return FALSE;
if (u->Rot == u->ActorActionSet->Sit || u->Rot == u->ActorActionSet->Stand)
return FALSE;
if ((u->WaitTics -= ACTORMOVETICS) > 0)
return FALSE;
//DSPRINTF(ds,"sp->x = %ld, sp->y = %ld, sp->sector = %d, tp->x = %ld, tp->y = %ld, tp->ang = %d\n",sp->x,sp->y,sp->sectnum,tpoint->x,tpoint->y,tpoint->ang);
//MONO_PRINT(ds);
z[0] = sp->z - SPRITEp_SIZE_Z(sp) + Z(5);
z[1] = sp->z - DIV2(SPRITEp_SIZE_Z(sp));
for (i = 0; i < SIZ(z); i++)
{
neartag(sp->x, sp->y, z[i], sp->sectnum, sp->ang,
&nearsector, &nearwall, &nearsprite,
&nearhitdist, 1024L, NTAG_SEARCH_LO_HI, NULL);
//DSPRINTF(ds,"nearsector = %d, nearwall = %d, nearsprite = %d hitdist == %ld\n",nearsector,nearwall,nearsprite,nearhitdist);
//MONO_PRINT(ds);
#if 0 // Actors don't hit switches on a whim
if (nearsprite >= 0 && nearhitdist < 1024)
{
if (OperateSprite(nearsprite, FALSE))
{
u->WaitTics = 2 * 120;
NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
}
}
#endif
}
if (nearsector >= 0 && nearhitdist < 1024)
{
if (OperateSector(nearsector, FALSE))
{
u->WaitTics = 2 * 120;
NewStateGroup(SpriteNum, u->ActorActionSet->Sit);
}
}
if (nearwall >= 0 && nearhitdist < 1024)
{
if (OperateWall(nearwall, FALSE))
{
u->WaitTics = 2 * 120;
NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
}
}
return TRUE;
}
DECISION GenericFlaming[] =
{
{30, InitActorAttack},
{512, InitActorRunToward},
{1024, InitActorRunAway},
};
/*
!AIC KEY - This routine decides what the actor will do next. It is not called
every time through the loop. This would be too slow. It is only called when
the actor needs to know what to do next such as running into something or being
targeted. It makes decisions based on the distance and viewablity of its target
(u->tgt_sp). When it figures out the situatation with its target it calls
ChooseAction which does a random table lookup to decide what action to initialize.
Once this action is initialized it will be called until it can't figure out what to
do anymore and then this routine is called again.
*/
ANIMATORp
DoActorActionDecide(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int dist;
short pnum;
ANIMATORp action;
PLAYERp pp;
USERp pu=NULL;
SWBOOL ICanSee=FALSE;
// REMINDER: This function is not even called if SpriteControl doesn't let
// it get called
ASSERT(u->Personality);
u->Dist = 0;
action = InitActorDecide;
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
//CON_Message("Jumping or falling");
return action;
}
// everybody on fire acts like this
if (ActorFlaming(SpriteNum))
{
action = ChooseAction(&GenericFlaming[0]);
//CON_Message("On Fire");
return action;
}
ICanSee = CanSeePlayer(SpriteNum); // Only need to call once
// But need the result multiple times
// !AIC KEY - If aware of player - var is changed in SpriteControl
if (TEST(u->Flags, SPR_ACTIVE))
{
// CODE BELOW = CRAP, DON'T USE IT OR IT MAKES ACTORS NOT ANIMATE SOMETIMES!!!!!
// If target was actor, retarget to player it actor died
// or just randomly give the target actor a break
//if ((User[u->tgt_sp-sprite] &&
// User[u->tgt_sp-sprite]->Health <= 0) || RANDOM_RANGE(1000) > 950)
// {
// DoActorPickClosePlayer(SpriteNum);
// InitActorReposition(SpriteNum);
// return(action);
// }
// Try to operate stuff
DoActorOperate(SpriteNum);
// if far enough away and cannot see the player
dist = Distance(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist > 30000 && !ICanSee)
{
// Enemy goes inactive - he is still allowed to roam about for about
// 5 seconds trying to find another player before his active_range is
// bumped down
SetEnemyInactive(SpriteNum);
// You've lost the player - now decide what to do
action = ChooseAction(u->Personality->LostTarget);
//CON_Message("LostTarget");
return action;
}
pu = User[GetPlayerSpriteNum(SpriteNum)];
// check for short range attack possibility
if ((dist < CloseRangeDist(sp, u->tgt_sp) && ICanSee) ||
(pu && pu->WeaponNum == WPN_FIST && u->ID != RIPPER2_RUN_R0 && u->ID != RIPPER_RUN_R0))
{
if ((u->ID == COOLG_RUN_R0 && TEST(sp->cstat, CSTAT_SPRITE_TRANSLUCENT)) || TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
action = ChooseAction(u->Personality->Evasive);
else
action = ChooseAction(u->Personality->CloseRange);
//CON_Message("CloseRange");
return action;
}
// if player is facing me and I'm being attacked
if (FACING(sp, u->tgt_sp) && TEST(u->Flags, SPR_ATTACKED) && ICanSee)
{
// if I'm a target - at least one missile comming at me
if (TEST(u->Flags, SPR_TARGETED))
{
// not going to evade, reset the target bit
RESET(u->Flags, SPR_TARGETED); // as far as actor
// knows, its not a
// target any more
if (u->ActorActionSet->Duck && RANDOM_P2(1024<<8)>>8 < 100)
action = InitActorDuck;
else
{
if ((u->ID == COOLG_RUN_R0 && TEST(sp->cstat, CSTAT_SPRITE_TRANSLUCENT)) || TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
action = ChooseAction(u->Personality->Evasive);
else
action = ChooseAction(u->Personality->Battle);
}
//CON_Message("Battle 1");
return action;
}
// if NOT a target - don't bother with evasive action and start
// fighting
else
{
if ((u->ID == COOLG_RUN_R0 && TEST(sp->cstat, CSTAT_SPRITE_TRANSLUCENT)) || TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
action = ChooseAction(u->Personality->Evasive);
else
action = ChooseAction(u->Personality->Battle);
//CON_Message("Battle 2");
return action;
}
}
// if player is NOT facing me he is running or unaware of actor
else if (ICanSee)
{
if ((u->ID == COOLG_RUN_R0 && TEST(sp->cstat, CSTAT_SPRITE_TRANSLUCENT)) || TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
action = ChooseAction(u->Personality->Evasive);
else
action = ChooseAction(u->Personality->Offense);
//CON_Message("Offense");
return action;
}
else
{
// You've lost the player - now decide what to do
action = ChooseAction(u->Personality->LostTarget);
//CON_Message("Close but cant see, LostTarget");
return action;
}
}
// Not active - not aware of player and cannot see him
else
{
// try and find another player
// pick a closeby player as the (new) target
if (sp->hitag != TAG_SWARMSPOT)
DoActorPickClosePlayer(SpriteNum);
// if close by
dist = Distance(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist < 15000 || ICanSee)
{
if ((FACING(sp, u->tgt_sp) && dist < 10000) || ICanSee)
{
DoActorOperate(SpriteNum);
// Don't let player completely sneek up behind you
action = ChooseAction(u->Personality->Surprised);
//CON_Message("Surprised");
if (!u->DidAlert && ICanSee)
{
DoActorNoise(InitActorAlertNoise, SpriteNum);
u->DidAlert = TRUE;
}
return action;
}
else
{
// Player has not seen actor, to be fair let him know actor
// are there
DoActorNoise(ChooseAction(u->Personality->Broadcast),SpriteNum);
//CON_Message("Actor Noise");
return action;
}
}
}
//CON_Message("Couldn't resolve decide, InitActorDecide");
return action;
}
/*
!AIC - Setup to do the decision
*/
int
InitActorDecide(short SpriteNum)
{
USERp u = User[SpriteNum];
// NOTE: It is possible to overflow the stack with too many calls to this
// routine
// Should use:
// u->ActorActionFunc = DoActorDecide;
// Instead of calling this function direcly
// MONO_PRINT(strcpy(ds,"Init Actor Stay Put"));
u->ActorActionFunc = DoActorDecide;
DoActorDecide(SpriteNum);
return 0;
}
int
DoActorDecide(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
ANIMATORp actor_action;
// DoActorTest(SpriteNum);
// See what to do next
actor_action = DoActorActionDecide(SpriteNum);
// Fix for the GenericFlaming bug for actors that don't have attack states
if (actor_action == InitActorAttack && u->WeaponNum == 0)
return 0; // Just let the actor do as it was doing before in this case
// zombie is attacking a player
if (actor_action == InitActorAttack && u->ID == ZOMBIE_RUN_R0 && User[u->tgt_sp-sprite]->PlayerP)
{
// Don't let zombies shoot at master
if (sp->owner == (u->tgt_sp - sprite))
return 0;
// if this player cannot take damage from this zombie(weapon) return out
if (!PlayerTakeDamage(User[u->tgt_sp-sprite]->PlayerP, SpriteNum))
return 0;
}
ASSERT(actor_action != NULL);
if (actor_action != InitActorDecide)
{
// NOT staying put
(*actor_action)(SpriteNum);
//CON_Message("DoActorDecide: NOT Staying put");
}
else
{
// Actually staying put
NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
//CON_Message("DoActorDecide: Staying put");
}
return 0;
}
int
InitActorAlertNoise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Threat Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorAmbientNoise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Move Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorAttackNoise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Move Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorPainNoise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Move Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorDieNoise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Move Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorExtra1Noise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Move Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorExtra2Noise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Move Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorExtra3Noise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Move Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorExtra4Noise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Move Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorExtra5Noise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Move Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorExtra6Noise(short SpriteNum)
{
USERp u = User[SpriteNum];
// MONO_PRINT(strcpy(ds,"Init Actor Move Noise"));
// make some sort of noise here
// InitActorDecide(SpriteNum);
u->ActorActionFunc = DoActorDecide;
return 0;
}
/*
!AIC KEY - Routines handle moving toward the player.
*/
int
InitActorMoveCloser(short SpriteNum)
{
USERp u = User[SpriteNum];
//MONO_PRINT("Init Actor Move Closer\n");
u->ActorActionFunc = DoActorMoveCloser;
if (u->Rot != u->ActorActionSet->Run)
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
(*u->ActorActionFunc)(SpriteNum);
return 0;
}
int
DoActorCantMoveCloser(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
//MONO_PRINT("Can't move closer\n");
u->track = FindTrackToPlayer(u);
if (u->track >= 0)
{
sp->ang = getangle((Track[u->track].TrackPoint + u->point)->x - sp->x, (Track[u->track].TrackPoint + u->point)->y - sp->y);
DoActorSetSpeed(SpriteNum, MID_SPEED);
SET(u->Flags, SPR_FIND_PLAYER);
u->ActorActionFunc = DoActorDecide;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
//MONO_PRINT("Trying to get to the track point\n");
}
else
{
int InitActorReposition(short SpriteNum);
// Try to move closer
//MONO_PRINT("Move Closer - Trying to move around\n");
InitActorReposition(SpriteNum);
}
return 0;
}
int
DoActorMoveCloser(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny;
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
// if cannot move the sprite
if (!move_actor(SpriteNum, nx, ny, 0L))
{
DebugMoveHit(SpriteNum);
if (ActorMoveHitReact(SpriteNum))
return 0;
DoActorCantMoveCloser(SpriteNum);
return 0;
}
// Do a noise if ok
DoActorNoise(ChooseAction(u->Personality->Broadcast),SpriteNum);
#if 0
// evasion if targeted
if (TEST(u->Flags, SPR_TARGETED))
{
ANIMATORp action;
action = ChooseAction(u->Personality->Evasive);
if (action)
{
(*action)(SpriteNum);
return 0;
}
}
#endif
// after moving a ways check to see if player is still in sight
if (u->DistCheck > 550)
{
u->DistCheck = 0;
// If player moved out of sight
if (!CanSeePlayer(SpriteNum))
{
// stay put and choose another option
InitActorDecide(SpriteNum);
return 0;
}
else
{
// turn to face player
sp->ang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
}
}
// Should be a random value test
if (u->Dist > 512 * 3)
{
InitActorDecide(SpriteNum);
}
return 0;
}
/*
!AIC - Find tracks of different types. Toward target, away from target, etc.
*/
short
FindTrackToPlayer(USERp u)
{
SPRITEp sp = u->SpriteP;
short point, track_dir, track;
short i, *type, size;
int zdiff;
static short PlayerAbove[] =
{
BIT(TT_LADDER),
BIT(TT_STAIRS),
BIT(TT_JUMP_UP),
BIT(TT_TRAVERSE),
BIT(TT_OPERATE),
BIT(TT_SCAN)
};
static short PlayerBelow[] =
{
BIT(TT_JUMP_DOWN),
BIT(TT_STAIRS),
BIT(TT_TRAVERSE),
BIT(TT_OPERATE),
BIT(TT_SCAN)
};
static short PlayerOnLevel[] =
{
BIT(TT_DUCK_N_SHOOT),
BIT(TT_HIDE_N_SHOOT),
BIT(TT_TRAVERSE),
BIT(TT_EXIT),
BIT(TT_OPERATE),
BIT(TT_SCAN)
};
//MONO_PRINT("FindTrackToPlayer\n");
zdiff = SPRITEp_UPPER(u->tgt_sp) - (sp->z - SPRITEp_SIZE_Z(sp) + Z(8));
if (labs(zdiff) <= Z(20))
{
type = PlayerOnLevel;
size = SIZ(PlayerOnLevel);
}
else
{
if (zdiff < 0)
{
type = PlayerAbove;
size = SIZ(PlayerAbove);
}
else
{
type = PlayerBelow;
size = SIZ(PlayerBelow);
}
}
for (i = 0; i < size; i++)
{
track = ActorFindTrack(u->SpriteNum, 1, type[i], &point, &track_dir);
if (track >= 0)
{
u->point = point;
u->track_dir = track_dir;
SET(Track[track].flags, TF_TRACK_OCCUPIED);
////DSPRINTF(ds, "Found Track To Player\n");
//MONO_PRINT(ds);
return track;
}
}
return -1;
}
short
FindTrackAwayFromPlayer(USERp u)
{
SPRITEp sp = u->SpriteP;
short point, track_dir, track;
unsigned int i;
static short RunAwayTracks[] =
{
BIT(TT_EXIT),
BIT(TT_LADDER),
BIT(TT_TRAVERSE),
BIT(TT_STAIRS),
BIT(TT_JUMP_UP),
BIT(TT_JUMP_DOWN),
BIT(TT_DUCK_N_SHOOT),
BIT(TT_HIDE_N_SHOOT),
BIT(TT_OPERATE),
BIT(TT_SCAN)
};
//MONO_PRINT("FindTrackAwayFromPlayer\n");
for (i = 0; i < SIZ(RunAwayTracks); i++)
{
track = ActorFindTrack(u->SpriteNum, -1, RunAwayTracks[i], &point, &track_dir);
if (track >= 0)
{
u->point = point;
u->track_dir = track_dir;
SET(Track[track].flags, TF_TRACK_OCCUPIED);
////DSPRINTF(ds, "Found Run Away Track\n");
//MONO_PRINT(ds);
return track;
}
//MONO_PRINT("Did not find a run away track!\n");
}
return -1;
}
short
FindWanderTrack(USERp u)
{
SPRITEp sp = u->SpriteP;
short point, track_dir, track;
unsigned int i;
static short WanderTracks[] =
{
BIT(TT_DUCK_N_SHOOT),
BIT(TT_HIDE_N_SHOOT),
BIT(TT_WANDER),
BIT(TT_JUMP_DOWN),
BIT(TT_JUMP_UP),
BIT(TT_TRAVERSE),
BIT(TT_STAIRS),
BIT(TT_LADDER),
BIT(TT_EXIT),
BIT(TT_OPERATE)
};
//MONO_PRINT("FindWanderTrack\n");
for (i = 0; i < SIZ(WanderTracks); i++)
{
track = ActorFindTrack(u->SpriteNum, -1, WanderTracks[i], &point, &track_dir);
if (track >= 0)
{
u->point = point;
u->track_dir = track_dir;
SET(Track[track].flags, TF_TRACK_OCCUPIED);
return track;
}
}
return -1;
}
int
InitActorRunAway(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
//MONO_PRINT("Init Actor RunAway\n");
u->ActorActionFunc = DoActorDecide;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
u->track = FindTrackAwayFromPlayer(u);
if (u->track >= 0)
{
sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->x, (Track[u->track].TrackPoint + u->point)->y - sp->y));
DoActorSetSpeed(SpriteNum, FAST_SPEED);
SET(u->Flags, SPR_RUN_AWAY);
//MONO_PRINT("Actor running away on track\n");
}
else
{
SET(u->Flags, SPR_RUN_AWAY);
InitActorReposition(SpriteNum);
////DSPRINTF(ds, "Actor RunAway\n");
//MONO_PRINT(ds);
}
return 0;
}
int
InitActorRunToward(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
//MONO_PRINT("InitActorRunToward\n");
u->ActorActionFunc = DoActorDecide;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
InitActorReposition(SpriteNum);
DoActorSetSpeed(SpriteNum, FAST_SPEED);
return 0;
}
/*
!AIC - Where actors do their attacks. There is some special case code throughout
these. Both close and long range attacks are handled here by transitioning to
the correct attack state.
*/
int
InitActorAttack(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
// zombie is attacking a player
if (u->ID == ZOMBIE_RUN_R0 && User[u->tgt_sp-sprite]->PlayerP)
{
// Don't let zombies shoot at master
if (sp->owner == (u->tgt_sp - sprite))
return 0;
// if this player cannot take damage from this zombie(weapon) return out
if (!PlayerTakeDamage(User[u->tgt_sp-sprite]->PlayerP, SpriteNum))
return 0;
}
if (TEST(sprite[u->tgt_sp-sprite].cstat, CSTAT_SPRITE_TRANSLUCENT))
{
InitActorRunAway(SpriteNum);
return 0;
}
if (User[u->tgt_sp-sprite] &&
User[u->tgt_sp-sprite]->Health <= 0)
{
DoActorPickClosePlayer(SpriteNum);
InitActorReposition(SpriteNum);
return 0;
}
if (!CanHitPlayer(SpriteNum))
{
InitActorReposition(SpriteNum);
return 0;
}
// if the guy you are after is dead, look for another and
// reposition
if (User[u->tgt_sp-sprite] &&
User[u->tgt_sp-sprite]->PlayerP &&
TEST(User[u->tgt_sp-sprite]->PlayerP->Flags, PF_DEAD))
{
DoActorPickClosePlayer(SpriteNum);
InitActorReposition(SpriteNum);
return 0;
}
u->ActorActionFunc = DoActorAttack;
// move into standing frame
//NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
// face player when attacking
sp->ang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y));
// If it's your own kind, lay off!
if (u->ID == User[u->tgt_sp - sprite]->ID && !User[u->tgt_sp - sprite]->PlayerP)
{
InitActorRunAway(SpriteNum);
return 0;
}
#if 0
// if low on health determine if needs to run away
if (u->Health < 26)
{
if (CHOOSE2(AttackOrRun))
{
InitActorRunAway(SpriteNum);
// could do a FindHealth here
return 0;
}
}
#endif
// Hari Kari for Ninja's
if (u->ActorActionSet->Death2)
{
//#define SUICIDE_HEALTH_VALUE 26
#define SUICIDE_HEALTH_VALUE 38
extern STATEp sg_NinjaGrabThroat[];
//#define SUICIDE_HEALTH_VALUE 50
if (u->Health < SUICIDE_HEALTH_VALUE)
{
if (CHOOSE2(100))
{
u->ActorActionFunc = DoActorDecide;
NewStateGroup(SpriteNum, u->ActorActionSet->Death2);
return 0;
}
}
}
(*u->ActorActionFunc)(SpriteNum);
return 0;
}
int
DoActorAttack(short SpriteNum)
{
USERp u = User[SpriteNum],pu;
SPRITEp sp = User[SpriteNum]->SpriteP;
short rand_num;
int dist,a,b,c;
DoActorNoise(ChooseAction(u->Personality->Broadcast),SpriteNum);
DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
pu = User[GetPlayerSpriteNum(SpriteNum)];
if ((u->ActorActionSet->CloseAttack[0] && dist < CloseRangeDist(sp, u->tgt_sp)) ||
(pu && pu->WeaponNum == WPN_FIST)) // JBF: added null check
{
rand_num = ChooseActionNumber(u->ActorActionSet->CloseAttackPercent);
NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[rand_num]);
}
else
{
ASSERT(u->WeaponNum != 0);
rand_num = ChooseActionNumber(u->ActorActionSet->AttackPercent);
ASSERT(rand_num < u->WeaponNum);
NewStateGroup(SpriteNum, u->ActorActionSet->Attack[rand_num]);
u->ActorActionFunc = DoActorDecide;
}
//u->ActorActionFunc = DoActorDecide;
return 0;
}
int
InitActorEvade(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
//MONO_PRINT("Init Actor Evade\n");
// Evade is same thing as run away except when you get to the end of the
// track
// you stop and take up the fight again.
u->ActorActionFunc = DoActorDecide;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
u->track = FindTrackAwayFromPlayer(u);
if (u->track >= 0)
{
sp->ang = NORM_ANGLE(getangle((Track[u->track].TrackPoint + u->point)->x - sp->x, (Track[u->track].TrackPoint + u->point)->y - sp->y));
DoActorSetSpeed(SpriteNum, FAST_SPEED);
// NOT doing a RUN_AWAY
RESET(u->Flags, SPR_RUN_AWAY);
}
return 0;
}
int
InitActorWanderAround(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
//DSPRINTF(ds, "InitActorWanderAround\n");
//MONO_PRINT(ds);
u->ActorActionFunc = DoActorDecide;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
DoActorPickClosePlayer(SpriteNum);
u->track = FindWanderTrack(u);
if (u->track >= 0)
{
sp->ang = getangle((Track[u->track].TrackPoint + u->point)->x - sp->x, (Track[u->track].TrackPoint + u->point)->y - sp->y);
DoActorSetSpeed(SpriteNum, NORM_SPEED);
}
return 0;
}
int
InitActorFindPlayer(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int DoActorFindPlayer(short SpriteNum);
//DSPRINTF(ds, "InitActorFindPlayer\n");
//MONO_PRINT(ds);
u->ActorActionFunc = DoActorDecide;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
u->track = FindTrackToPlayer(u);
if (u->track >= 0)
{
sp->ang = getangle((Track[u->track].TrackPoint + u->point)->x - sp->x, (Track[u->track].TrackPoint + u->point)->y - sp->y);
DoActorSetSpeed(SpriteNum, MID_SPEED);
SET(u->Flags, SPR_FIND_PLAYER);
u->ActorActionFunc = DoActorDecide;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
}
else
{
InitActorReposition(SpriteNum);
}
return 0;
}
int
InitActorDuck(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short dist;
// MONO_PRINT(strcpy(ds, "Init Actor Duck"));
if (!u->ActorActionSet->Duck)
{
u->ActorActionFunc = DoActorDecide;
return 0;
}
u->ActorActionFunc = DoActorDuck;
NewStateGroup(SpriteNum, u->ActorActionSet->Duck);
dist = Distance(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist > 8000)
{
u->WaitTics = 190;
}
else
{
//u->WaitTics = 120;
u->WaitTics = 60;
}
(*u->ActorActionFunc)(SpriteNum);
return 0;
}
int
DoActorDuck(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if ((u->WaitTics -= ACTORMOVETICS) < 0)
{
NewStateGroup(SpriteNum, u->ActorActionSet->Rise);
u->ActorActionFunc = DoActorDecide;
// InitActorDecide(SpriteNum);
RESET(u->Flags, SPR_TARGETED);
}
return 0;
}
int
DoActorMoveJump(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny;
// Move while jumping
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
move_actor(SpriteNum, nx, ny, 0L);
if (!TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
{
InitActorDecide(SpriteNum);
}
return 0;
}
int move_scan(short SpriteNum, short ang, int dist, int *stopx, int *stopy, int *stopz, short *stopsect)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx,ny;
uint32_t cliptype = CLIPMASK_ACTOR;
int ret;
short sang,ss;
int x, y, z, loz, hiz;
SPRITEp lo_sp, hi_sp;
SECTORp lo_sectp, hi_sectp;
// moves out a bit but keeps the sprites original postion/sector.
// save off position info
x = sp->x;
y = sp->y;
z = sp->z;
sang = sp->ang;
loz = u->loz;
hiz = u->hiz;
lo_sp = u->lo_sp;
hi_sp = u->hi_sp;
lo_sectp = u->lo_sectp;
hi_sectp = u->hi_sectp;
ss = sp->sectnum;
// do the move
sp->ang = ang;
nx = (dist) * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = (dist) * (int) sintable[sp->ang] >> 14;
ret = move_sprite(SpriteNum, nx, ny, 0, u->ceiling_dist, u->floor_dist, cliptype, 1);
// move_sprite DOES do a getzrange point?
// should I look down with a FAFgetzrange to see where I am?
// remember where it stopped
*stopx = sp->x;
*stopy = sp->y;
*stopz = sp->z;
*stopsect = sp->sectnum;
// reset position information
sp->x = x;
sp->y = y;
sp->z = z;
sp->ang = sang;
u->loz = loz;
u->hiz = hiz;
u->lo_sp = lo_sp;
u->hi_sp = hi_sp;
u->lo_sectp = lo_sectp;
u->hi_sectp = hi_sectp;
changespritesect(SpriteNum, ss);
return ret;
}
#define TOWARD 1
#define AWAY -1
int
FindNewAngle(short SpriteNum, signed char dir, int DistToMove)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL DropAhead(short SpriteNum, short min_height);
static short toward_angle_delta[4][9] =
{
{ -160, -384, 160, 384, -256, 256, -512, 512, -99},
{ -384, -160, 384, 160, -256, 256, -512, 512, -99},
{ 160, 384, -160, -384, 256, -256, 512, -512, -99},
{ 384, 160, -384, -160, 256, -256, 512, -512, -99}
};
static short away_angle_delta[4][8] =
{
{ -768, 768, -640, 640, -896, 896, 1024, -99},
{ 768, -768, 640, -640, -896, 896, 1024, -99},
{ 896, -896, -768, 768, -640, 640, 1024, -99},
{ 896, -896, 768, -768, 640, -640, 1024, -99}
};
int16_t* adp = NULL;
short new_ang, oang;
short save_ang = -1;
unsigned short ret;
int set;
int dist, stopx, stopy, stopz;
short stopsect;
// start out with mininum distance that will be accepted as a move
int save_dist = 500;
// if on fire, run shorter distances
if (ActorFlaming(SpriteNum))
DistToMove = DIV4(DistToMove) + DIV8(DistToMove);
// Find angle to from the player
oang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y));
// choose a random angle array
switch (dir)
{
case TOWARD:
set = RANDOM_P2(4<<8)>>8;
adp = &toward_angle_delta[set][0];
break;
case AWAY:
set = RANDOM_P2(4<<8)>>8;
if (CanHitPlayer(SpriteNum))
{
adp = &toward_angle_delta[set][0];
}
else
{
adp = &away_angle_delta[set][0];
}
break;
default:
printf("FindNewAngle called with dir=%d!\n",dir);
return 0;
}
for (; *adp != -99; adp++)
{
new_ang = NORM_ANGLE(oang + *adp);
#if 1
// look directly ahead for a ledge
if (!TEST(u->Flags, SPR_NO_SCAREDZ | SPR_JUMPING | SPR_FALLING | SPR_SWIMMING | SPR_DEAD))
{
sp->ang = new_ang;
if (DropAhead(SpriteNum, u->lo_step))
{
sp->ang = oang;
continue;
}
sp->ang = oang;
}
#endif
// check to see how far we can move
ret = move_scan(SpriteNum, new_ang, DistToMove, &stopx, &stopy, &stopz, &stopsect);
if (ret == 0)
{
// cleanly moved in new direction without hitting something
u->TargetDist = Distance(sp->x, sp->y, stopx, stopy);
return new_ang;
}
else
{
// hit something
dist = Distance(sp->x, sp->y, stopx, stopy);
if (dist > save_dist)
{
save_ang = new_ang;
save_dist = dist;
}
}
}
if (save_ang != -1)
{
u->TargetDist = save_dist;
// If actor moved to the TargetDist it would look like he was running
// into things.
// To keep this from happening make the TargetDist is less than the
// point you would hit something
if (u->TargetDist > 4000)
u->TargetDist -= 3500;
sp->ang = save_ang;
return save_ang;
}
return -1;
}
/*
!AIC KEY - Reposition code is called throughout this file. What this does is
pick a new direction close to the target direction (or away from the target
direction if running away) and a distance to move in and tries to move there
with move_scan(). If it hits something it will try again. No movement is
actually acomplished here. This is just testing for clear paths to move in.
Location variables that are changed are saved and reset. FindNewAngle() and
move_scan() are two routines (above) that go with this. This is definately
not called every time through the loop. It would be majorly slow.
*/
#define REPOSITION 2
#if REPOSITION == 2
int
InitActorReposition(short SpriteNum)
{
int DoActorReposition(short SpriteNum);
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
short ang;
int rnum;
int dist;
static int AwayDist[8] =
{
17000,
20000,
26000,
26000,
26000,
32000,
32000,
42000
};
static int TowardDist[8] =
{
10000,
15000,
20000,
20000,
25000,
30000,
35000,
40000
};
static int PlayerDist[8] =
{
2000,
3000,
3000,
5000,
5000,
5000,
9000,
9000
};
//MONO_PRINT("InitActorReposition\n");
u->Dist = 0;
rnum = RANDOM_P2(8<<8)>>8;
dist = Distance(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist < PlayerDist[rnum] || TEST(u->Flags, SPR_RUN_AWAY))
{
rnum = RANDOM_P2(8<<8)>>8;
ang = FindNewAngle(SpriteNum, AWAY, AwayDist[rnum]);
if (ang == -1)
{
u->Vis = 8;
InitActorPause(SpriteNum);
return 0;
}
sp->ang = ang;
DoActorSetSpeed(SpriteNum, FAST_SPEED);
RESET(u->Flags, SPR_RUN_AWAY);
}
else
{
// try to move toward player
rnum = RANDOM_P2(8<<8)>>8;
ang = FindNewAngle(SpriteNum, TOWARD, TowardDist[rnum]);
if (ang == -1)
{
// try to move away from player
rnum = RANDOM_P2(8<<8)>>8;
ang = FindNewAngle(SpriteNum, AWAY, AwayDist[rnum]);
if (ang == -1)
{
u->Vis = 8;
InitActorPause(SpriteNum);
return 0;
}
}
else
{
// pick random speed to move toward the player
if (RANDOM_P2(1024) < 512)
DoActorSetSpeed(SpriteNum, NORM_SPEED);
else
DoActorSetSpeed(SpriteNum, MID_SPEED);
}
sp->ang = ang;
}
u->ActorActionFunc = DoActorReposition;
if (!TEST(u->Flags, SPR_SWIMMING))
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
(*u->ActorActionFunc)(SpriteNum);
return 0;
}
int
DoActorReposition(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny;
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
// still might hit something and have to handle it.
if (!move_actor(SpriteNum, nx, ny, 0L))
{
if (ActorMoveHitReact(SpriteNum))
return 0;
u->Vis = 6;
InitActorPause(SpriteNum);
return 0;
}
// if close to target distance do a Decision again
if (u->TargetDist < 50)
{
InitActorDecide(SpriteNum);
}
return 0;
}
int
InitActorPause(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
u->ActorActionFunc = DoActorPause;
// !JIM! This makes actors not animate
//if (!TEST(u->Flags, SPR_SWIMMING))
//NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
(*u->ActorActionFunc)(SpriteNum);
return 0;
}
int
DoActorPause(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
// Using Vis instead of WaitTics, var name sucks, but it's the same type
// WaitTics is used by too much other actor code and causes problems here
if ((u->Vis -= ACTORMOVETICS) < 0)
{
u->ActorActionFunc = DoActorDecide;
RESET(u->Flags, SPR_TARGETED);
}
return 0;
}
#endif
// not used - simplified version that is purely random that is easier to follow
// just leaving it here to look at
#if REPOSITION == 1
int
InitActorReposition(short SpriteNum)
{
int DoActorReposition(short SpriteNum);
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
//MONO_PRINT("InitActorReposition\n");
u->WaitTics = 8;
sp->ang = RANDOM_P2(2048);
u->ActorActionFunc = DoActorReposition;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
(*u->ActorActionFunc)(SpriteNum);
return 0;
}
int
DoActorReposition(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny;
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
if (!move_actor(SpriteNum, nx, ny, 0L))
{
if (ActorMoveHitReact(SpriteNum))
return 0;
InitActorPause(SpriteNum);
return 0;
}
return 0;
}
int
InitActorPause(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
//MONO_PRINT("InitActorPause\n");
u->ActorActionFunc = DoActorPause;
//NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
(*u->ActorActionFunc)(SpriteNum);
return 0;
}
int
DoActorPause(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if ((u->WaitTics -= ACTORMOVETICS) < 0)
{
u->ActorActionFunc = DoActorDecide;
RESET(u->Flags, SPR_TARGETED);
}
return 0;
}
#endif
#include "saveable.h"
static saveable_code saveable_ai_code[] =
{
SAVE_CODE(DebugMoveHit),
SAVE_CODE(ActorMoveHitReact),
SAVE_CODE(ActorFlaming),
SAVE_CODE(DoActorSetSpeed),
SAVE_CODE(ChooseAction),
SAVE_CODE(ChooseActionNumber),
SAVE_CODE(DoActorNoise),
SAVE_CODE(CanSeePlayer),
SAVE_CODE(CanHitPlayer),
SAVE_CODE(DoActorPickClosePlayer),
SAVE_CODE(GetPlayerSpriteNum),
SAVE_CODE(CloseRangeDist),
SAVE_CODE(DoActorOperate),
SAVE_CODE(DoActorActionDecide),
SAVE_CODE(InitActorDecide),
SAVE_CODE(DoActorDecide),
SAVE_CODE(InitActorAlertNoise),
SAVE_CODE(InitActorAmbientNoise),
SAVE_CODE(InitActorAttackNoise),
SAVE_CODE(InitActorPainNoise),
SAVE_CODE(InitActorDieNoise),
SAVE_CODE(InitActorExtra1Noise),
SAVE_CODE(InitActorExtra2Noise),
SAVE_CODE(InitActorExtra3Noise),
SAVE_CODE(InitActorExtra4Noise),
SAVE_CODE(InitActorExtra5Noise),
SAVE_CODE(InitActorExtra6Noise),
SAVE_CODE(InitActorMoveCloser),
SAVE_CODE(DoActorCantMoveCloser),
SAVE_CODE(DoActorMoveCloser),
SAVE_CODE(FindTrackToPlayer),
SAVE_CODE(FindTrackAwayFromPlayer),
SAVE_CODE(FindWanderTrack),
SAVE_CODE(InitActorRunAway),
SAVE_CODE(InitActorRunToward),
SAVE_CODE(InitActorAttack),
SAVE_CODE(DoActorAttack),
SAVE_CODE(InitActorEvade),
SAVE_CODE(InitActorWanderAround),
SAVE_CODE(InitActorFindPlayer),
SAVE_CODE(InitActorDuck),
SAVE_CODE(DoActorDuck),
SAVE_CODE(DoActorMoveJump),
SAVE_CODE(FindNewAngle),
SAVE_CODE(InitActorReposition),
SAVE_CODE(DoActorReposition),
SAVE_CODE(InitActorPause),
SAVE_CODE(DoActorPause)
};
static saveable_data saveable_ai_data[] =
{
SAVE_DATA(GenericFlaming)
};
saveable_module saveable_ai =
{
// code
saveable_ai_code,
SIZ(saveable_ai_code),
// data
saveable_ai_data,
SIZ(saveable_ai_data)
};