raze/source/games/sw/src/ai.cpp
2021-11-29 00:55:09 +01:00

2041 lines
50 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "sector.h"
#include "sprite.h"
// temp - should be moved
#include "ai.h"
#include "network.h"
BEGIN_SW_NS
bool PlayerTakeDamage(PLAYERp, short);
ANIMATOR InitActorRunToward;
bool FAF_Sector(short);
bool DropAhead(short SpriteNum, short min_height);
ANIMATORp ChooseAction(DECISION decision[]);
//static short ZigZagDeltaAng[] = {-200, 200};
// Choose between two things
short AttackOrRun = 200;
#define CHOOSE2(value) (RANDOM_P2(1024) < (value))
int Distance(int x1, int y1, int x2, int y2)
{
int min;
if ((x2 = x2 - x1) < 0)
x2 = -x2;
if ((y2 = y2 - y1) < 0)
y2 = -y2;
if (x2 > y2)
min = y2;
else
min = x2;
return x2 + y2 - DIV2(min);
}
void DebugMoveHit(DSWActor* actor)
{
//if (u->ret == -1)
// printf("Hit a ledge\n");
//else
/*
SPRITEp sp;
USERp u = actor->u();
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);
*/
}
bool ActorMoveHitReact(DSWActor* actor)
{
USERp u = actor->u();
int SpriteNum = actor->GetSpriteIndex();
// Should only return true if there is a reaction to what was hit that
// would cause the calling function to abort
auto coll = u->hitCode();
if (coll.type == kHitSprite)
{
auto hitActor = coll.actor;
if (hitActor->hasU() && hitActor->u()->PlayerP)
{
// if you ran into a player - call close range functions
DoActorPickClosePlayer(actor);
auto action = ChooseAction(u->Personality->TouchTarget);
if (action)
{
(*action)(actor);
return true;
}
}
}
return false;
}
bool ActorFlaming(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
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);
if (SPRITEp_SIZE_Z(fp) > size)
return true;
}
return false;
}
void DoActorSetSpeed(DSWActor* actor, uint8_t speed)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
return;
ASSERT(u->Attrib);
u->speed = speed;
if (ActorFlaming(actor))
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, DSWActor* actor)
{
USERp u = actor->u();
int SpriteNum = actor->GetSpriteIndex();
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;
}
bool CanSeePlayer(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
// if actor can still see the player
int look_height = SPRITEp_TOS(sp);
//if (FAF_Sector(sp->sectnum))
// return(true);
if (u->targetActor && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, u->targetActor->s().x, u->targetActor->s().y, ActorUpper(u->targetActor), u->targetActor->s().sectnum))
return true;
else
return false;
}
int CanHitPlayer(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
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));
auto hp = &u->targetActor->s();
// get angle to target
ang = getangle(hp->x - sp->x, hp->y - sp->y);
// get x,yvect
xvect = bcos(ang);
yvect = bsin(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->targetActor->GetSpriteIndex())
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(DSWActor* actor)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
int SpriteNum = actor->GetSpriteIndex();
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);
bool found = false;
int i;
if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
goto TARGETACTOR;
// Set initial target to Player 0
u->targetActor = Player->Actor();
if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
{
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
if (sp->owner == pp->PlayerSprite)
continue;
u->targetActor = pp->Actor();
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->targetActor = pp->Actor();
}
}
// 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);
//bool 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->targetActor = pp->Actor();
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;
SWStatIterator it(STAT_ENEMY);
while (auto itActor = it.Next())
{
if (itActor == actor || !itActor->hasU())
continue;
if (TEST(itActor->u()->Flags, SPR_SUICIDE | SPR_DEAD))
continue;
auto itSp = &itActor->s();
DISTANCE(sp->x, sp->y, itSp->x, itSp->y, dist, a, b, c);
if (dist < near_dist && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, itSp->x, itSp->y, SPRITEp_UPPER(itSp), itSp->sectnum))
{
near_dist = dist;
u->targetActor = itActor;
}
}
}
return 0;
}
DSWActor* GetPlayerSpriteNum(DSWActor* actor)
{
USERp u = actor->u();
short pnum;
PLAYERp pp;
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
if (pp->Actor() == u->targetActor)
{
return pp->Actor();
}
}
return nullptr;
}
int CloseRangeDist(DSWActor* actor1, DSWActor* actor2)
{
int clip1 = actor1->s().clipdist;
int clip2 = actor2->s().clipdist;
// add clip boxes and a fudge factor
const int DIST_CLOSE_RANGE = 400;
return (clip1 << 2) + (clip2 << 2) + DIST_CLOSE_RANGE;
}
int DoActorOperate(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
int SpriteNum = actor->GetSpriteIndex();
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, nullptr);
//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(actor, u->ActorActionSet->Stand);
}
}
#endif
}
if (nearsector >= 0 && nearhitdist < 1024)
{
if (OperateSector(nearsector, false))
{
u->WaitTics = 2 * 120;
NewStateGroup(actor, u->ActorActionSet->Sit);
}
}
if (nearwall >= 0 && nearhitdist < 1024)
{
if (OperateWall(nearwall, false))
{
u->WaitTics = 2 * 120;
NewStateGroup(actor, 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->targetActor). 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)
{
auto actor = &swActors[SpriteNum];
USERp u = actor->u();
SPRITEp sp = &actor->s();
int dist;
ANIMATORp action;
bool 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->targetActor == 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(actor))
{
action = ChooseAction(&GenericFlaming[0]);
//CON_Message("On Fire");
return action;
}
ICanSee = CanSeePlayer(actor); // 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))
{
// Try to operate stuff
DoActorOperate(actor);
// if far enough away and cannot see the player
dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().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;
}
auto pActor = GetPlayerSpriteNum(actor);
// check for short range attack possibility
if ((dist < CloseRangeDist(actor, u->targetActor) && ICanSee) ||
(pActor && pActor->hasU() && pActor->u()->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(actor, u->targetActor) && 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(actor);
// if close by
dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y);
if (dist < 15000 || ICanSee)
{
if ((Facing(actor, u->targetActor) && dist < 10000) || ICanSee)
{
DoActorOperate(actor);
// Don't let player completely sneek up behind you
action = ChooseAction(u->Personality->Surprised);
//CON_Message("Surprised");
if (!u->DidAlert && ICanSee)
{
DoActorNoise(InitActorAlertNoise, actor);
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),actor);
//CON_Message("Actor Noise");
return action;
}
}
}
//CON_Message("Couldn't resolve decide, InitActorDecide");
return action;
}
/*
!AIC - Setup to do the decision
*/
int InitActorDecide(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->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(actor);
return 0;
}
int DoActorDecide(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->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->targetActor == nullptr)
return 0;
// zombie is attacking a player
if (actor_action == InitActorAttack && u->ID == ZOMBIE_RUN_R0 && u->targetActor->u()->PlayerP)
{
// Don't let zombies shoot at master
if (sp->owner == u->targetActor->GetSpriteIndex())
return 0;
// if this player cannot take damage from this zombie(weapon) return out
if (!PlayerTakeDamage(u->targetActor->u()->PlayerP, SpriteNum))
return 0;
}
ASSERT(actor_action != nullptr);
if (actor_action != InitActorDecide)
{
// NOT staying put
(*actor_action)(actor);
//CON_Message("DoActorDecide: NOT Staying put");
}
else
{
// Actually staying put
NewStateGroup(actor, 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(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 1;
u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorAmbientNoise(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 2;
u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorAttackNoise(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 3;
u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorPainNoise(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 4;
u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorDieNoise(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 5;
u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorExtra1Noise(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 6;
u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorExtra2Noise(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 7;
u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorExtra3Noise(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 8;
u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorExtra4Noise(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 9;
u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorExtra5Noise(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 10;
u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorExtra6Noise(DSWActor* actor)
{
USER* u = actor->u();
sw_snd_scratch = 11;
u->ActorActionFunc = DoActorDecide;
return 0;
}
/*
!AIC KEY - Routines handle moving toward the player.
*/
int InitActorMoveCloser(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
//MONO_PRINT("Init Actor Move Closer\n");
u->ActorActionFunc = DoActorMoveCloser;
if (u->Rot != u->ActorActionSet->Run)
NewStateGroup(actor, u->ActorActionSet->Run);
(*u->ActorActionFunc)(actor);
return 0;
}
int DoActorCantMoveCloser(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
//MONO_PRINT("Can't move closer\n");
u->track = FindTrackToPlayer(actor);
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(actor, MID_SPEED);
SET(u->Flags, SPR_FIND_PLAYER);
u->ActorActionFunc = DoActorDecide;
NewStateGroup(actor, u->ActorActionSet->Run);
//MONO_PRINT("Trying to get to the track point\n");
}
else
{
// Try to move closer
//MONO_PRINT("Move Closer - Trying to move around\n");
InitActorReposition(actor);
}
return 0;
}
int DoActorMoveCloser(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny;
nx = MulScale(sp->xvel, bcos(sp->ang), 14);
ny = MulScale(sp->xvel, bsin(sp->ang), 14);
// if cannot move the sprite
if (!move_actor(actor, nx, ny, 0L))
{
DebugMoveHit(actor);
if (ActorMoveHitReact(actor))
return 0;
DoActorCantMoveCloser(actor);
return 0;
}
// Do a noise if ok
DoActorNoise(ChooseAction(u->Personality->Broadcast), actor);
#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(actor))
{
// stay put and choose another option
InitActorDecide(actor);
return 0;
}
else
{
// turn to face player
sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
}
}
// Should be a random value test
if (u->Dist > 512 * 3)
{
InitActorDecide(actor);
}
return 0;
}
/*
!AIC - Find tracks of different types. Toward target, away from target, etc.
*/
short FindTrackToPlayer(DSWActor* actor)
{
auto u = actor->u();
SPRITEp sp = &actor->s();
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 = ActorUpper(u->targetActor) - (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(DSWActor* actor)
{
auto u = actor->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(DSWActor* actor)
{
auto u = actor->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(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
//MONO_PRINT("Init Actor RunAway\n");
u->ActorActionFunc = DoActorDecide;
NewStateGroup(actor, u->ActorActionSet->Run);
u->track = FindTrackAwayFromPlayer(actor);
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(actor, FAST_SPEED);
SET(u->Flags, SPR_RUN_AWAY);
//MONO_PRINT("Actor running away on track\n");
}
else
{
SET(u->Flags, SPR_RUN_AWAY);
InitActorReposition(actor);
////DSPRINTF(ds, "Actor RunAway\n");
//MONO_PRINT(ds);
}
return 0;
}
int InitActorRunToward(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
//MONO_PRINT("InitActorRunToward\n");
u->ActorActionFunc = DoActorDecide;
NewStateGroup(actor, u->ActorActionSet->Run);
InitActorReposition(actor);
DoActorSetSpeed(actor, 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(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
// zombie is attacking a player
if (u->ID == ZOMBIE_RUN_R0 && u->targetActor->hasU() && u->targetActor->u()->PlayerP)
{
// Don't let zombies shoot at master
if (sp->owner == u->targetActor->GetSpriteIndex())
return 0;
// if this player cannot take damage from this zombie(weapon) return out
if (!PlayerTakeDamage(u->targetActor->u()->PlayerP, SpriteNum))
return 0;
}
if (TEST(u->targetActor->s().cstat, CSTAT_SPRITE_TRANSLUCENT))
{
InitActorRunAway(actor);
return 0;
}
if (u->targetActor->hasU() && u->targetActor->u()->Health <= 0)
{
DoActorPickClosePlayer(actor);
InitActorReposition(actor);
return 0;
}
if (!CanHitPlayer(actor))
{
InitActorReposition(actor);
return 0;
}
// if the guy you are after is dead, look for another and
// reposition
if (u->targetActor->hasU() && u->targetActor->u()->PlayerP &&
TEST(u->targetActor->u()->PlayerP->Flags, PF_DEAD))
{
DoActorPickClosePlayer(actor);
InitActorReposition(actor);
return 0;
}
u->ActorActionFunc = DoActorAttack;
// move into standing frame
//NewStateGroup(actor, u->ActorActionSet->Stand);
// face player when attacking
sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
// If it's your own kind, lay off!
if (u->ID == u->targetActor->u()->ID && !u->targetActor->u()->PlayerP)
{
InitActorRunAway(actor);
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(actor, u->ActorActionSet->Death2);
return 0;
}
}
}
(*u->ActorActionFunc)(actor);
return 0;
}
int DoActorAttack(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
short rand_num;
int dist,a,b,c;
DoActorNoise(ChooseAction(u->Personality->Broadcast),actor);
DISTANCE(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y, dist, a, b, c);
auto pActor = GetPlayerSpriteNum(actor);
if ((u->ActorActionSet->CloseAttack[0] && dist < CloseRangeDist(actor, u->targetActor)) ||
(pActor && pActor->hasU() && pActor->u()->WeaponNum == WPN_FIST)) // JBF: added null check
{
rand_num = ChooseActionNumber(u->ActorActionSet->CloseAttackPercent);
NewStateGroup(actor, u->ActorActionSet->CloseAttack[rand_num]);
}
else
{
ASSERT(u->WeaponNum != 0);
rand_num = ChooseActionNumber(u->ActorActionSet->AttackPercent);
ASSERT(rand_num < u->WeaponNum);
NewStateGroup(actor, u->ActorActionSet->Attack[rand_num]);
u->ActorActionFunc = DoActorDecide;
}
//u->ActorActionFunc = DoActorDecide;
return 0;
}
int InitActorEvade(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->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(actor, u->ActorActionSet->Run);
u->track = FindTrackAwayFromPlayer(actor);
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(actor, FAST_SPEED);
// NOT doing a RUN_AWAY
RESET(u->Flags, SPR_RUN_AWAY);
}
return 0;
}
int InitActorWanderAround(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
//DSPRINTF(ds, "InitActorWanderAround\n");
//MONO_PRINT(ds);
u->ActorActionFunc = DoActorDecide;
NewStateGroup(actor, u->ActorActionSet->Run);
DoActorPickClosePlayer(actor);
u->track = FindWanderTrack(actor);
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(actor, NORM_SPEED);
}
return 0;
}
int InitActorFindPlayer(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
int DoActorFindPlayer(short SpriteNum);
//DSPRINTF(ds, "InitActorFindPlayer\n");
//MONO_PRINT(ds);
u->ActorActionFunc = DoActorDecide;
NewStateGroup(actor, u->ActorActionSet->Run);
u->track = FindTrackToPlayer(actor);
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(actor, MID_SPEED);
SET(u->Flags, SPR_FIND_PLAYER);
u->ActorActionFunc = DoActorDecide;
NewStateGroup(actor, u->ActorActionSet->Run);
}
else
{
InitActorReposition(actor);
}
return 0;
}
int InitActorDuck(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->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(actor, u->ActorActionSet->Duck);
dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y);
if (dist > 8000)
{
u->WaitTics = 190;
}
else
{
//u->WaitTics = 120;
u->WaitTics = 60;
}
(*u->ActorActionFunc)(actor);
return 0;
}
int DoActorDuck(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
if ((u->WaitTics -= ACTORMOVETICS) < 0)
{
NewStateGroup(actor, u->ActorActionSet->Rise);
u->ActorActionFunc = DoActorDecide;
// InitActorDecide(SpriteNum);
RESET(u->Flags, SPR_TARGETED);
}
return 0;
}
int DoActorMoveJump(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny;
// Move while jumping
nx = MulScale(sp->xvel, bcos(sp->ang), 14);
ny = MulScale(sp->xvel, bsin(sp->ang), 14);
move_actor(actor, nx, ny, 0L);
if (!TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
{
InitActorDecide(actor);
}
return 0;
}
int move_scan(DSWActor* actor, short ang, int dist, int *stopx, int *stopy, int *stopz, short *stopsect)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
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 = MulScale(dist, bcos(sp->ang), 14);
ny = MulScale(dist, bsin(sp->ang), 14);
ret = move_sprite(u->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(u->SpriteNum, ss);
return ret;
}
enum
{
TOWARD = 1,
AWAY = -1
};
int FindNewAngle(DSWActor* actor, signed char dir, int DistToMove)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
int SpriteNum = actor->GetSpriteIndex();
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 = nullptr;
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(actor))
DistToMove = DIV4(DistToMove) + DIV8(DistToMove);
// Find angle to from the player
oang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().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(actor))
{
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(actor, 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.
*/
int InitActorReposition(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->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->targetActor->s().x, u->targetActor->s().y);
if (dist < PlayerDist[rnum] || TEST(u->Flags, SPR_RUN_AWAY))
{
rnum = RANDOM_P2(8<<8)>>8;
ang = FindNewAngle(actor, AWAY, AwayDist[rnum]);
if (ang == -1)
{
u->Vis = 8;
InitActorPause(actor);
return 0;
}
sp->ang = ang;
DoActorSetSpeed(actor, FAST_SPEED);
RESET(u->Flags, SPR_RUN_AWAY);
}
else
{
// try to move toward player
rnum = RANDOM_P2(8<<8)>>8;
ang = FindNewAngle(actor, TOWARD, TowardDist[rnum]);
if (ang == -1)
{
// try to move away from player
rnum = RANDOM_P2(8<<8)>>8;
ang = FindNewAngle(actor, AWAY, AwayDist[rnum]);
if (ang == -1)
{
u->Vis = 8;
InitActorPause(actor);
return 0;
}
}
else
{
// pick random speed to move toward the player
if (RANDOM_P2(1024) < 512)
DoActorSetSpeed(actor, NORM_SPEED);
else
DoActorSetSpeed(actor, MID_SPEED);
}
sp->ang = ang;
}
u->ActorActionFunc = DoActorReposition;
if (!TEST(u->Flags, SPR_SWIMMING))
NewStateGroup(actor, u->ActorActionSet->Run);
(*u->ActorActionFunc)(actor);
return 0;
}
int DoActorReposition(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny;
nx = MulScale(sp->xvel, bcos(sp->ang), 14);
ny = MulScale(sp->xvel, bsin(sp->ang), 14);
// still might hit something and have to handle it.
if (!move_actor(actor, nx, ny, 0L))
{
if (ActorMoveHitReact(actor))
return 0;
u->Vis = 6;
InitActorPause(actor);
return 0;
}
// if close to target distance do a Decision again
if (u->TargetDist < 50)
{
InitActorDecide(actor);
}
return 0;
}
int InitActorPause(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
u->ActorActionFunc = DoActorPause;
// !JIM! This makes actors not animate
//if (!TEST(u->Flags, SPR_SWIMMING))
//NewStateGroup(actor, u->ActorActionSet->Stand);
(*u->ActorActionFunc)(actor);
return 0;
}
int DoActorPause(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->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;
}
#include "saveable.h"
static saveable_code saveable_ai_code[] =
{
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(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(InitActorReposition),
SAVE_CODE(DoActorReposition),
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