mirror of
https://github.com/ZDoom/raze-gles.git
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a97d9c5916
git-svn-id: https://svn.eduke32.com/eduke32@5202 1a8010ca-5511-0410-912e-c29ae57300e0
2231 lines
53 KiB
C
2231 lines
53 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "common.h"
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#include "keys.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "sector.h"
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#include "sprite.h"
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// temp - should be moved
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#include "ninja.h"
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#include "ai.h"
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#include "net.h"
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SWBOOL PlayerTakeDamage(PLAYERp, short);
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ANIMATOR InitActorRunToward;
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SWBOOL FAF_Sector(short);
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short FindTrackToPlayer(USERp u);
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ANIMATORp ChooseAction(DECISION decision[]);
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//static short ZigZagDeltaAng[] = {-200, 200};
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// Choose between two things
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short AttackOrRun = 200;
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#define CHOOSE2(value) (RANDOM_P2(1024) < (value))
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void DebugMoveHit(short SpriteNum)
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{
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SPRITEp sp;
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USERp u = User[SpriteNum];
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extern SWBOOL DebugActor;
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return;
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//if (u->ret == -1)
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// printf("Hit a ledge\n");
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//else
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/*
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_SPRITE:
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sp = &sprite[NORM_SPRITE(u->ret)];
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//DSPRINTF(ds, "Hit a Sprite %d, stat %d ", sp-sprite, (short)sp->statnum);
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if (sp->statnum == STAT_MISSILE)
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{
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//DSPRINTF(ds, "Monster hit bullet %d, stat %d ", sp-sprite, (short)sp->statnum);
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}
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else
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{
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//DSPRINTF(ds, "Hit a Sprite %d, stat %d ", sp-sprite, (short)sp->statnum);
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}
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break;
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case HIT_WALL:
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//DSPRINTF(ds, "Hit a Wall %d ", NORM_WALL(u->ret));
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break;
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case HIT_SECTOR:
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//DSPRINTF(ds, "Hit a Sector %d ", NORM_SECTOR(u->ret));
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break;
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}
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MONO_PRINT(ds);
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*/
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}
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SWBOOL ActorMoveHitReact(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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// Should only return TRUE if there is a reaction to what was hit that
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// would cause the calling function to abort
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_SPRITE:
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{
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short HitSprite = NORM_SPRITE(u->ret);
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SPRITEp hsp;
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USERp hu;
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ANIMATORp action;
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hsp = &sprite[HitSprite];
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hu = User[HitSprite];
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// if you ran into a player - call close range functions
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if (hu && hu->PlayerP)
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{
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DoActorPickClosePlayer(SpriteNum);
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action = ChooseAction(u->Personality->TouchTarget);
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if (action)
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{
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(*action)(SpriteNum);
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return TRUE;
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}
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}
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break;
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}
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case HIT_WALL:
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{
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break;
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}
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case HIT_SECTOR:
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{
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break;
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}
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}
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return FALSE;
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}
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SWBOOL ActorFlaming(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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if (u->flame >= 0)
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{
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int size;
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SPRITEp fp = &sprite[u->flame];
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size = SPRITEp_SIZE_Z(sp) - DIV4(SPRITEp_SIZE_Z(sp));
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//DSPRINTF(ds,"enemy size %d, flame size %d",size>>8,SPRITEp_SIZE_Z(fp)>>8);
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MONO_PRINT(ds);
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if (SPRITEp_SIZE_Z(fp) > size)
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return TRUE;
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}
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return FALSE;
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}
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void
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DoActorSetSpeed(short SpriteNum, uint8_t speed)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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return;
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ASSERT(u->Attrib);
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u->speed = speed;
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if (ActorFlaming(SpriteNum))
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sp->xvel = u->Attrib->Speed[speed] + DIV2(u->Attrib->Speed[speed]);
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else
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sp->xvel = u->Attrib->Speed[speed];
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}
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/*
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!AIC - Does a table lookup based on a random value from 0 to 1023.
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These tables are defined at the top of all actor files such as ninja.c,
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goro.c etc.
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*/
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ANIMATORp
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ChooseAction(DECISION decision[])
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{
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short random_value;
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short i;
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// !JIM! Here is an opportunity for some AI, instead of randomness!
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random_value = RANDOM_P2(1024<<5)>>5;
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for (i = 0; TRUE; i++)
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{
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ASSERT(i < 10);
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if (random_value <= decision[i].range)
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{
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return decision[i].action;
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}
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}
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}
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/*
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!AIC - Sometimes just want the offset of the action
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*/
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short
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ChooseActionNumber(short decision[])
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{
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short random_value;
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short i;
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random_value = RANDOM_P2(1024<<5)>>5;
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for (i = 0; TRUE; i++)
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{
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if (random_value <= decision[i])
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{
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return i;
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}
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}
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}
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int
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DoActorNoise(ANIMATORp Action, short SpriteNum)
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{
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USERp u = User[SpriteNum];
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if (Action == InitActorAmbientNoise)
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{
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PlaySpriteSound(SpriteNum, attr_ambient, v3df_follow);
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// MONO_PRINT("Ambient Sound");
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}
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else if (Action == InitActorAlertNoise)
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{
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if (u && !u->DidAlert) // This only allowed once
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PlaySpriteSound(SpriteNum, attr_alert, v3df_follow);
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// MONO_PRINT("Alert Sound");
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}
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else if (Action == InitActorAttackNoise)
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{
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PlaySpriteSound(SpriteNum, attr_attack, v3df_follow);
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// MONO_PRINT("Attack Sound");
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}
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if (Action == InitActorPainNoise)
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{
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PlaySpriteSound(SpriteNum, attr_pain, v3df_follow);
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// MONO_PRINT("Pain Sound");
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}
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else if (Action == InitActorDieNoise)
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{
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PlaySpriteSound(SpriteNum, attr_die, v3df_none);
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// MONO_PRINT("Die Sound");
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}
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else if (Action == InitActorExtra1Noise)
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{
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PlaySpriteSound(SpriteNum, attr_extra1, v3df_follow);
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}
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else if (Action == InitActorExtra2Noise)
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{
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PlaySpriteSound(SpriteNum, attr_extra2, v3df_follow);
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}
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else if (Action == InitActorExtra3Noise)
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{
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PlaySpriteSound(SpriteNum, attr_extra3, v3df_follow);
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}
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if (Action == InitActorExtra4Noise)
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{
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PlaySpriteSound(SpriteNum, attr_extra4, v3df_follow);
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}
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if (Action == InitActorExtra5Noise)
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{
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PlaySpriteSound(SpriteNum, attr_extra5, v3df_follow);
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}
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if (Action == InitActorExtra6Noise)
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{
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PlaySpriteSound(SpriteNum, attr_extra6, v3df_follow);
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}
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return 0;
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}
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int
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CanSeePlayer(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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// if actor can still see the player
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int look_height = SPRITEp_TOS(sp);
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ASSERT(u->tgt_sp);
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//if (FAF_Sector(sp->sectnum))
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// return(TRUE);
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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))
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return TRUE;
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else
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return FALSE;
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}
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int
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CanHitPlayer(short SpriteNum)
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{
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USERp u = User[SpriteNum], hu;
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SPRITEp sp = User[SpriteNum]->SpriteP, hp;
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hitdata_t hitinfo;
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int xvect,yvect,zvect;
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short ang,ret=FALSE;
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// if actor can still see the player
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int zhs, zhh;
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//if (FAF_Sector(sp->sectnum))
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// return(TRUE);
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zhs = sp->z - DIV2(SPRITEp_SIZE_Z(sp));
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hp = u->tgt_sp;
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hu = User[u->tgt_sp - sprite];
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// get angle to target
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ang = getangle(hp->x - sp->x, hp->y - sp->y);
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// get x,yvect
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xvect = sintable[NORM_ANGLE(ang + 512)];
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yvect = sintable[NORM_ANGLE(ang)];
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// get zvect
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zhh = hp->z - DIV2(SPRITEp_SIZE_Z(hp));
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if (hp->x - sp->x != 0)
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zvect = xvect * ((zhh - zhs)/(hp->x - sp->x));
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else if (hp->y - sp->y != 0)
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zvect = yvect * ((zhh - zhs)/(hp->y - sp->y));
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else
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return FALSE;
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// so actors won't shoot straight up at you
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// need to be a bit of a distance away
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// before they have a valid shot
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// if (labs(zvect / FindDistance2D(hp->x - sp->x, hp->y - sp->y)) > 200)
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// return(FALSE);
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FAFhitscan(sp->x, sp->y, zhs, sp->sectnum,
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xvect,
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yvect,
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zvect,
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&hitinfo, CLIPMASK_MISSILE);
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if (hitinfo.sect < 0)
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return FALSE;
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if (hitinfo.sprite == u->tgt_sp - sprite)
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return TRUE;
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////DSPRINTF(ds,"CanHit %s",ret ? "TRUE" : "FALSE");
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//MONO_PRINT(ds);
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return FALSE;
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}
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/*
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!AIC - Pick a nearby player to be the actors target
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*/
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int
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DoActorPickClosePlayer(short SpriteNum)
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{
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//extern short Zombies;
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USERp u = User[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP;
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int dist, near_dist = MAX_ACTIVE_RANGE, a,b,c;
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short pnum;
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PLAYERp pp,tp;
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// if actor can still see the player
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int look_height = SPRITEp_TOS(sp);
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SWBOOL ICanSee = FALSE;
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SWBOOL found = FALSE;
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int i,nexti;
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if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
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goto TARGETACTOR;
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// Set initial target to Player 0
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u->tgt_sp = Player->SpriteP;
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if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
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{
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TRAVERSE_CONNECT(pnum)
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{
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pp = &Player[pnum];
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if (sp->owner == pp->PlayerSprite)
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continue;
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u->tgt_sp = pp->SpriteP;
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break;
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}
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}
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// Set initial target to the closest player
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near_dist = MAX_ACTIVE_RANGE;
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TRAVERSE_CONNECT(pnum)
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{
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pp = &Player[pnum];
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// Zombies don't target their masters!
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if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
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{
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if (sp->owner == pp->PlayerSprite)
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continue;
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if (!PlayerTakeDamage(pp, SpriteNum))
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continue;
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// if co-op don't hurt teammate
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// if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE && !gNet.HurtTeammate && u->spal == User[pp->PlayerSprite]->spal)
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// continue;
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}
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DISTANCE(sp->x, sp->y, pp->posx, pp->posy, dist, a, b, c);
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if (dist < near_dist)
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{
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near_dist = dist;
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u->tgt_sp = pp->SpriteP;
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}
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}
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// see if you can find someone close that you can SEE
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near_dist = MAX_ACTIVE_RANGE;
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found = FALSE;
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TRAVERSE_CONNECT(pnum)
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{
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pp = &Player[pnum];
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// Zombies don't target their masters!
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if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
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{
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if (sp->owner == pp->PlayerSprite)
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continue;
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if (!PlayerTakeDamage(pp, SpriteNum))
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continue;
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// if co-op don't hurt teammate
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//if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE && !gNet.HurtTeammate && u->spal == User[pp->PlayerSprite]->spal)
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// continue;
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}
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DISTANCE(sp->x, sp->y, pp->posx, pp->posy, dist, a, b, c);
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//ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum);
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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))
|
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{
|
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near_dist = dist;
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u->tgt_sp = pp->SpriteP;
|
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found = TRUE;
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}
|
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}
|
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|
|
|
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TARGETACTOR:
|
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// this is only for Zombies right now
|
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// zombie target other actors
|
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if (!found && TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
|
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{
|
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near_dist = MAX_ACTIVE_RANGE;
|
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
|
|
{
|
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if (i == SpriteNum)
|
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continue;
|
|
|
|
if (TEST(User[i]->Flags, SPR_SUICIDE|SPR_DEAD))
|
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continue;
|
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|
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DISTANCE(sp->x, sp->y, sprite[i].x, sprite[i].y, dist, a, b, c);
|
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|
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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))
|
|
{
|
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near_dist = dist;
|
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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)
|
|
{
|
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pp = &Player[pnum];
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|
|
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if (pp->SpriteP == u->tgt_sp)
|
|
{
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return pp->PlayerSprite;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int
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|
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
|
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|
|
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)
|
|
};
|