//------------------------------------------------------------------------- /* 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 "ns.h" #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" BEGIN_SW_NS SWBOOL PlayerTakeDamage(PLAYERp, short); ANIMATOR InitActorRunToward; SWBOOL FAF_Sector(short); SWBOOL DropAhead(short SpriteNum, short min_height); 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]; 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]; // 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); USERp hu; ANIMATORp action; 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"); } else 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); } else if (Action == InitActorExtra4Noise) { PlaySpriteSound(SpriteNum, attr_extra4, v3df_follow); } else if (Action == InitActorExtra5Noise) { PlaySpriteSound(SpriteNum, attr_extra5, v3df_follow); } else 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); //if (FAF_Sector(sp->sectnum)) // return(TRUE); if (u->tgt_sp && 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]; 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; // 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; // if actor can still see the player int look_height = SPRITEp_TOS(sp); 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); //SWBOOL 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]; 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; ANIMATORp action; 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; // target is gone. if (u->tgt_sp == nullptr) { return action; } 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 // Target is gone. if (u->tgt_sp == nullptr) return 0; // 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; } // Important note: The functions below are being checked for as state identifiers. // But they are all identical content wise which makes MSVC merge them together into one. // Assigning 'sw_snd_scratch' different values makes them different so that merging does not occur. int sw_snd_scratch = 0; int InitActorAlertNoise(short SpriteNum) { USERp u = User[SpriteNum]; sw_snd_scratch = 1; // 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]; sw_snd_scratch = 2; // 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]; sw_snd_scratch = 3; // 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]; sw_snd_scratch = 4; // 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]; sw_snd_scratch = 5; // 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]; sw_snd_scratch = 6; // 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]; sw_snd_scratch = 7; // 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]; sw_snd_scratch = 8; // 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]; sw_snd_scratch = 9; // 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]; sw_snd_scratch = 10; // 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]; sw_snd_scratch = 11; // 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) { 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) { 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]; //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 //#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]; 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; 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]; 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]; // 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) }; END_SW_NS