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Diffstat (limited to 'apps/plugins/sdl/progs/wolf3d/wl_state.c')
-rw-r--r-- | apps/plugins/sdl/progs/wolf3d/wl_state.c | 1530 |
1 files changed, 1530 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/wolf3d/wl_state.c b/apps/plugins/sdl/progs/wolf3d/wl_state.c new file mode 100644 index 0000000000..92b8ca1713 --- /dev/null +++ b/apps/plugins/sdl/progs/wolf3d/wl_state.c | |||
@@ -0,0 +1,1530 @@ | |||
1 | // WL_STATE.C | ||
2 | |||
3 | #include "wl_def.h" | ||
4 | #pragma hdrstop | ||
5 | |||
6 | /* | ||
7 | ============================================================================= | ||
8 | |||
9 | LOCAL CONSTANTS | ||
10 | |||
11 | ============================================================================= | ||
12 | */ | ||
13 | |||
14 | |||
15 | /* | ||
16 | ============================================================================= | ||
17 | |||
18 | GLOBAL VARIABLES | ||
19 | |||
20 | ============================================================================= | ||
21 | */ | ||
22 | |||
23 | |||
24 | static const dirtype opposite[9] = | ||
25 | {west,southwest,south,southeast,east,northeast,north,northwest,nodir}; | ||
26 | |||
27 | static const dirtype diagonal[9][9] = | ||
28 | { | ||
29 | /* east */ {nodir,nodir,northeast,nodir,nodir,nodir,southeast,nodir,nodir}, | ||
30 | {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, | ||
31 | /* north */ {northeast,nodir,nodir,nodir,northwest,nodir,nodir,nodir,nodir}, | ||
32 | {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, | ||
33 | /* west */ {nodir,nodir,northwest,nodir,nodir,nodir,southwest,nodir,nodir}, | ||
34 | {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, | ||
35 | /* south */ {southeast,nodir,nodir,nodir,southwest,nodir,nodir,nodir,nodir}, | ||
36 | {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, | ||
37 | {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir} | ||
38 | }; | ||
39 | |||
40 | |||
41 | |||
42 | void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state); | ||
43 | void NewState (objtype *ob, statetype *state); | ||
44 | |||
45 | boolean TryWalk (objtype *ob); | ||
46 | void MoveObj (objtype *ob, int32_t move); | ||
47 | |||
48 | void KillActor (objtype *ob); | ||
49 | void DamageActor (objtype *ob, unsigned damage); | ||
50 | |||
51 | boolean CheckLine (objtype *ob); | ||
52 | void FirstSighting (objtype *ob); | ||
53 | boolean CheckSight (objtype *ob); | ||
54 | |||
55 | /* | ||
56 | ============================================================================= | ||
57 | |||
58 | LOCAL VARIABLES | ||
59 | |||
60 | ============================================================================= | ||
61 | */ | ||
62 | |||
63 | |||
64 | |||
65 | //=========================================================================== | ||
66 | |||
67 | |||
68 | /* | ||
69 | =================== | ||
70 | = | ||
71 | = SpawnNewObj | ||
72 | = | ||
73 | = Spaws a new actor at the given TILE coordinates, with the given state, and | ||
74 | = the given size in GLOBAL units. | ||
75 | = | ||
76 | = newobj = a pointer to an initialized new actor | ||
77 | = | ||
78 | =================== | ||
79 | */ | ||
80 | |||
81 | void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state) | ||
82 | { | ||
83 | GetNewActor (); | ||
84 | newobj->state = state; | ||
85 | if (state->tictime) | ||
86 | newobj->ticcount = DEMOCHOOSE_ORIG_SDL( | ||
87 | US_RndT () % state->tictime, | ||
88 | US_RndT () % state->tictime + 1); // Chris' moonwalk bugfix ;D | ||
89 | else | ||
90 | newobj->ticcount = 0; | ||
91 | |||
92 | newobj->tilex = (short) tilex; | ||
93 | newobj->tiley = (short) tiley; | ||
94 | newobj->x = ((int32_t)tilex<<TILESHIFT)+TILEGLOBAL/2; | ||
95 | newobj->y = ((int32_t)tiley<<TILESHIFT)+TILEGLOBAL/2; | ||
96 | newobj->dir = nodir; | ||
97 | |||
98 | actorat[tilex][tiley] = newobj; | ||
99 | newobj->areanumber = | ||
100 | *(mapsegs[0] + (newobj->tiley<<mapshift)+newobj->tilex) - AREATILE; | ||
101 | } | ||
102 | |||
103 | |||
104 | |||
105 | /* | ||
106 | =================== | ||
107 | = | ||
108 | = NewState | ||
109 | = | ||
110 | = Changes ob to a new state, setting ticcount to the max for that state | ||
111 | = | ||
112 | =================== | ||
113 | */ | ||
114 | |||
115 | void NewState (objtype *ob, statetype *state) | ||
116 | { | ||
117 | ob->state = state; | ||
118 | ob->ticcount = state->tictime; | ||
119 | } | ||
120 | |||
121 | |||
122 | |||
123 | /* | ||
124 | ============================================================================= | ||
125 | |||
126 | ENEMY TILE WORLD MOVEMENT CODE | ||
127 | |||
128 | ============================================================================= | ||
129 | */ | ||
130 | |||
131 | |||
132 | /* | ||
133 | ================================== | ||
134 | = | ||
135 | = TryWalk | ||
136 | = | ||
137 | = Attempts to move ob in its current (ob->dir) direction. | ||
138 | = | ||
139 | = If blocked by either a wall or an actor returns FALSE | ||
140 | = | ||
141 | = If move is either clear or blocked only by a door, returns TRUE and sets | ||
142 | = | ||
143 | = ob->tilex = new destination | ||
144 | = ob->tiley | ||
145 | = ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination | ||
146 | = ob->distance = TILEGLOBAl, or -doornumber if a door is blocking the way | ||
147 | = | ||
148 | = If a door is in the way, an OpenDoor call is made to start it opening. | ||
149 | = The actor code should wait until | ||
150 | = doorobjlist[-ob->distance].action = dr_open, meaning the door has been | ||
151 | = fully opened | ||
152 | = | ||
153 | ================================== | ||
154 | */ | ||
155 | |||
156 | #define CHECKDIAG(x,y) \ | ||
157 | { \ | ||
158 | temp=(uintptr_t)actorat[x][y]; \ | ||
159 | if (temp) \ | ||
160 | { \ | ||
161 | if (temp<256) \ | ||
162 | return false; \ | ||
163 | if (((objtype *)temp)->flags&FL_SHOOTABLE) \ | ||
164 | return false; \ | ||
165 | } \ | ||
166 | } | ||
167 | |||
168 | #ifdef PLAYDEMOLIKEORIGINAL | ||
169 | #define DOORCHECK \ | ||
170 | if(DEMOCOND_ORIG) \ | ||
171 | doornum = temp&63; \ | ||
172 | else \ | ||
173 | { \ | ||
174 | doornum = (int) temp & 127; \ | ||
175 | OpenDoor(doornum); \ | ||
176 | ob->distance = -doornum - 1; \ | ||
177 | return true; \ | ||
178 | } | ||
179 | #else | ||
180 | #define DOORCHECK \ | ||
181 | doornum = (int) temp & 127; \ | ||
182 | OpenDoor(doornum); \ | ||
183 | ob->distance = -doornum - 1; \ | ||
184 | return true; | ||
185 | #endif | ||
186 | |||
187 | #define CHECKSIDE(x,y) \ | ||
188 | { \ | ||
189 | temp=(uintptr_t)actorat[x][y]; \ | ||
190 | if (temp) \ | ||
191 | { \ | ||
192 | if (temp<128) \ | ||
193 | return false; \ | ||
194 | if (temp<256) \ | ||
195 | { \ | ||
196 | DOORCHECK \ | ||
197 | } \ | ||
198 | else if (((objtype *)temp)->flags&FL_SHOOTABLE) \ | ||
199 | return false; \ | ||
200 | } \ | ||
201 | } | ||
202 | |||
203 | |||
204 | boolean TryWalk (objtype *ob) | ||
205 | { | ||
206 | int doornum = -1; | ||
207 | uintptr_t temp; | ||
208 | |||
209 | if (ob->obclass == inertobj) | ||
210 | { | ||
211 | switch (ob->dir) | ||
212 | { | ||
213 | case north: | ||
214 | ob->tiley--; | ||
215 | break; | ||
216 | |||
217 | case northeast: | ||
218 | ob->tilex++; | ||
219 | ob->tiley--; | ||
220 | break; | ||
221 | |||
222 | case east: | ||
223 | ob->tilex++; | ||
224 | break; | ||
225 | |||
226 | case southeast: | ||
227 | ob->tilex++; | ||
228 | ob->tiley++; | ||
229 | break; | ||
230 | |||
231 | case south: | ||
232 | ob->tiley++; | ||
233 | break; | ||
234 | |||
235 | case southwest: | ||
236 | ob->tilex--; | ||
237 | ob->tiley++; | ||
238 | break; | ||
239 | |||
240 | case west: | ||
241 | ob->tilex--; | ||
242 | break; | ||
243 | |||
244 | case northwest: | ||
245 | ob->tilex--; | ||
246 | ob->tiley--; | ||
247 | break; | ||
248 | } | ||
249 | } | ||
250 | else | ||
251 | { | ||
252 | switch (ob->dir) | ||
253 | { | ||
254 | case north: | ||
255 | if (ob->obclass == dogobj || ob->obclass == fakeobj | ||
256 | || ob->obclass == ghostobj || ob->obclass == spectreobj) | ||
257 | { | ||
258 | CHECKDIAG(ob->tilex,ob->tiley-1); | ||
259 | } | ||
260 | else | ||
261 | { | ||
262 | CHECKSIDE(ob->tilex,ob->tiley-1); | ||
263 | } | ||
264 | ob->tiley--; | ||
265 | break; | ||
266 | |||
267 | case northeast: | ||
268 | CHECKDIAG(ob->tilex+1,ob->tiley-1); | ||
269 | CHECKDIAG(ob->tilex+1,ob->tiley); | ||
270 | CHECKDIAG(ob->tilex,ob->tiley-1); | ||
271 | ob->tilex++; | ||
272 | ob->tiley--; | ||
273 | break; | ||
274 | |||
275 | case east: | ||
276 | if (ob->obclass == dogobj || ob->obclass == fakeobj | ||
277 | || ob->obclass == ghostobj || ob->obclass == spectreobj) | ||
278 | { | ||
279 | CHECKDIAG(ob->tilex+1,ob->tiley); | ||
280 | } | ||
281 | else | ||
282 | { | ||
283 | CHECKSIDE(ob->tilex+1,ob->tiley); | ||
284 | } | ||
285 | ob->tilex++; | ||
286 | break; | ||
287 | |||
288 | case southeast: | ||
289 | CHECKDIAG(ob->tilex+1,ob->tiley+1); | ||
290 | CHECKDIAG(ob->tilex+1,ob->tiley); | ||
291 | CHECKDIAG(ob->tilex,ob->tiley+1); | ||
292 | ob->tilex++; | ||
293 | ob->tiley++; | ||
294 | break; | ||
295 | |||
296 | case south: | ||
297 | if (ob->obclass == dogobj || ob->obclass == fakeobj | ||
298 | || ob->obclass == ghostobj || ob->obclass == spectreobj) | ||
299 | { | ||
300 | CHECKDIAG(ob->tilex,ob->tiley+1); | ||
301 | } | ||
302 | else | ||
303 | { | ||
304 | CHECKSIDE(ob->tilex,ob->tiley+1); | ||
305 | } | ||
306 | ob->tiley++; | ||
307 | break; | ||
308 | |||
309 | case southwest: | ||
310 | CHECKDIAG(ob->tilex-1,ob->tiley+1); | ||
311 | CHECKDIAG(ob->tilex-1,ob->tiley); | ||
312 | CHECKDIAG(ob->tilex,ob->tiley+1); | ||
313 | ob->tilex--; | ||
314 | ob->tiley++; | ||
315 | break; | ||
316 | |||
317 | case west: | ||
318 | if (ob->obclass == dogobj || ob->obclass == fakeobj | ||
319 | || ob->obclass == ghostobj || ob->obclass == spectreobj) | ||
320 | { | ||
321 | CHECKDIAG(ob->tilex-1,ob->tiley); | ||
322 | } | ||
323 | else | ||
324 | { | ||
325 | CHECKSIDE(ob->tilex-1,ob->tiley); | ||
326 | } | ||
327 | ob->tilex--; | ||
328 | break; | ||
329 | |||
330 | case northwest: | ||
331 | CHECKDIAG(ob->tilex-1,ob->tiley-1); | ||
332 | CHECKDIAG(ob->tilex-1,ob->tiley); | ||
333 | CHECKDIAG(ob->tilex,ob->tiley-1); | ||
334 | ob->tilex--; | ||
335 | ob->tiley--; | ||
336 | break; | ||
337 | |||
338 | case nodir: | ||
339 | return false; | ||
340 | |||
341 | default: | ||
342 | Quit ("Walk: Bad dir"); | ||
343 | } | ||
344 | } | ||
345 | |||
346 | #ifdef PLAYDEMOLIKEORIGINAL | ||
347 | if (DEMOCOND_ORIG && doornum != -1) | ||
348 | { | ||
349 | OpenDoor(doornum); | ||
350 | ob->distance = -doornum-1; | ||
351 | return true; | ||
352 | } | ||
353 | #endif | ||
354 | |||
355 | ob->areanumber = | ||
356 | *(mapsegs[0] + (ob->tiley<<mapshift)+ob->tilex) - AREATILE; | ||
357 | |||
358 | ob->distance = TILEGLOBAL; | ||
359 | return true; | ||
360 | } | ||
361 | |||
362 | |||
363 | /* | ||
364 | ================================== | ||
365 | = | ||
366 | = SelectDodgeDir | ||
367 | = | ||
368 | = Attempts to choose and initiate a movement for ob that sends it towards | ||
369 | = the player while dodging | ||
370 | = | ||
371 | = If there is no possible move (ob is totally surrounded) | ||
372 | = | ||
373 | = ob->dir = nodir | ||
374 | = | ||
375 | = Otherwise | ||
376 | = | ||
377 | = ob->dir = new direction to follow | ||
378 | = ob->distance = TILEGLOBAL or -doornumber | ||
379 | = ob->tilex = new destination | ||
380 | = ob->tiley | ||
381 | = ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination | ||
382 | = | ||
383 | ================================== | ||
384 | */ | ||
385 | |||
386 | void SelectDodgeDir (objtype *ob) | ||
387 | { | ||
388 | int deltax,deltay,i; | ||
389 | unsigned absdx,absdy; | ||
390 | dirtype dirtry[5]; | ||
391 | dirtype turnaround,tdir; | ||
392 | |||
393 | if (ob->flags & FL_FIRSTATTACK) | ||
394 | { | ||
395 | // | ||
396 | // turning around is only ok the very first time after noticing the | ||
397 | // player | ||
398 | // | ||
399 | turnaround = nodir; | ||
400 | ob->flags &= ~FL_FIRSTATTACK; | ||
401 | } | ||
402 | else | ||
403 | turnaround=opposite[ob->dir]; | ||
404 | |||
405 | deltax = player->tilex - ob->tilex; | ||
406 | deltay = player->tiley - ob->tiley; | ||
407 | |||
408 | // | ||
409 | // arange 5 direction choices in order of preference | ||
410 | // the four cardinal directions plus the diagonal straight towards | ||
411 | // the player | ||
412 | // | ||
413 | |||
414 | if (deltax>0) | ||
415 | { | ||
416 | dirtry[1]= east; | ||
417 | dirtry[3]= west; | ||
418 | } | ||
419 | else | ||
420 | { | ||
421 | dirtry[1]= west; | ||
422 | dirtry[3]= east; | ||
423 | } | ||
424 | |||
425 | if (deltay>0) | ||
426 | { | ||
427 | dirtry[2]= south; | ||
428 | dirtry[4]= north; | ||
429 | } | ||
430 | else | ||
431 | { | ||
432 | dirtry[2]= north; | ||
433 | dirtry[4]= south; | ||
434 | } | ||
435 | |||
436 | // | ||
437 | // randomize a bit for dodging | ||
438 | // | ||
439 | absdx = abs(deltax); | ||
440 | absdy = abs(deltay); | ||
441 | |||
442 | if (absdx > absdy) | ||
443 | { | ||
444 | tdir = dirtry[1]; | ||
445 | dirtry[1] = dirtry[2]; | ||
446 | dirtry[2] = tdir; | ||
447 | tdir = dirtry[3]; | ||
448 | dirtry[3] = dirtry[4]; | ||
449 | dirtry[4] = tdir; | ||
450 | } | ||
451 | |||
452 | if (US_RndT() < 128) | ||
453 | { | ||
454 | tdir = dirtry[1]; | ||
455 | dirtry[1] = dirtry[2]; | ||
456 | dirtry[2] = tdir; | ||
457 | tdir = dirtry[3]; | ||
458 | dirtry[3] = dirtry[4]; | ||
459 | dirtry[4] = tdir; | ||
460 | } | ||
461 | |||
462 | dirtry[0] = diagonal [ dirtry[1] ] [ dirtry[2] ]; | ||
463 | |||
464 | // | ||
465 | // try the directions util one works | ||
466 | // | ||
467 | for (i=0;i<5;i++) | ||
468 | { | ||
469 | if ( dirtry[i] == nodir || dirtry[i] == turnaround) | ||
470 | continue; | ||
471 | |||
472 | ob->dir = dirtry[i]; | ||
473 | if (TryWalk(ob)) | ||
474 | return; | ||
475 | } | ||
476 | |||
477 | // | ||
478 | // turn around only as a last resort | ||
479 | // | ||
480 | if (turnaround != nodir) | ||
481 | { | ||
482 | ob->dir = turnaround; | ||
483 | |||
484 | if (TryWalk(ob)) | ||
485 | return; | ||
486 | } | ||
487 | |||
488 | ob->dir = nodir; | ||
489 | } | ||
490 | |||
491 | |||
492 | /* | ||
493 | ============================ | ||
494 | = | ||
495 | = SelectChaseDir | ||
496 | = | ||
497 | = As SelectDodgeDir, but doesn't try to dodge | ||
498 | = | ||
499 | ============================ | ||
500 | */ | ||
501 | |||
502 | void SelectChaseDir (objtype *ob) | ||
503 | { | ||
504 | int deltax,deltay; | ||
505 | dirtype d[3]; | ||
506 | dirtype tdir, olddir, turnaround; | ||
507 | |||
508 | |||
509 | olddir=ob->dir; | ||
510 | turnaround=opposite[olddir]; | ||
511 | |||
512 | deltax=player->tilex - ob->tilex; | ||
513 | deltay=player->tiley - ob->tiley; | ||
514 | |||
515 | d[1]=nodir; | ||
516 | d[2]=nodir; | ||
517 | |||
518 | if (deltax>0) | ||
519 | d[1]= east; | ||
520 | else if (deltax<0) | ||
521 | d[1]= west; | ||
522 | if (deltay>0) | ||
523 | d[2]=south; | ||
524 | else if (deltay<0) | ||
525 | d[2]=north; | ||
526 | |||
527 | if (abs(deltay)>abs(deltax)) | ||
528 | { | ||
529 | tdir=d[1]; | ||
530 | d[1]=d[2]; | ||
531 | d[2]=tdir; | ||
532 | } | ||
533 | |||
534 | if (d[1]==turnaround) | ||
535 | d[1]=nodir; | ||
536 | if (d[2]==turnaround) | ||
537 | d[2]=nodir; | ||
538 | |||
539 | |||
540 | if (d[1]!=nodir) | ||
541 | { | ||
542 | ob->dir=d[1]; | ||
543 | if (TryWalk(ob)) | ||
544 | return; /*either moved forward or attacked*/ | ||
545 | } | ||
546 | |||
547 | if (d[2]!=nodir) | ||
548 | { | ||
549 | ob->dir=d[2]; | ||
550 | if (TryWalk(ob)) | ||
551 | return; | ||
552 | } | ||
553 | |||
554 | /* there is no direct path to the player, so pick another direction */ | ||
555 | |||
556 | if (olddir!=nodir) | ||
557 | { | ||
558 | ob->dir=olddir; | ||
559 | if (TryWalk(ob)) | ||
560 | return; | ||
561 | } | ||
562 | |||
563 | if (US_RndT()>128) /*randomly determine direction of search*/ | ||
564 | { | ||
565 | for (tdir=north; tdir<=west; tdir=(dirtype)(tdir+1)) | ||
566 | { | ||
567 | if (tdir!=turnaround) | ||
568 | { | ||
569 | ob->dir=tdir; | ||
570 | if ( TryWalk(ob) ) | ||
571 | return; | ||
572 | } | ||
573 | } | ||
574 | } | ||
575 | else | ||
576 | { | ||
577 | for (tdir=west; tdir>=north; tdir=(dirtype)(tdir-1)) | ||
578 | { | ||
579 | if (tdir!=turnaround) | ||
580 | { | ||
581 | ob->dir=tdir; | ||
582 | if ( TryWalk(ob) ) | ||
583 | return; | ||
584 | } | ||
585 | } | ||
586 | } | ||
587 | |||
588 | if (turnaround != nodir) | ||
589 | { | ||
590 | ob->dir=turnaround; | ||
591 | if (ob->dir != nodir) | ||
592 | { | ||
593 | if ( TryWalk(ob) ) | ||
594 | return; | ||
595 | } | ||
596 | } | ||
597 | |||
598 | ob->dir = nodir; // can't move | ||
599 | } | ||
600 | |||
601 | |||
602 | /* | ||
603 | ============================ | ||
604 | = | ||
605 | = SelectRunDir | ||
606 | = | ||
607 | = Run Away from player | ||
608 | = | ||
609 | ============================ | ||
610 | */ | ||
611 | |||
612 | void SelectRunDir (objtype *ob) | ||
613 | { | ||
614 | int deltax,deltay; | ||
615 | dirtype d[3]; | ||
616 | dirtype tdir; | ||
617 | |||
618 | |||
619 | deltax=player->tilex - ob->tilex; | ||
620 | deltay=player->tiley - ob->tiley; | ||
621 | |||
622 | if (deltax<0) | ||
623 | d[1]= east; | ||
624 | else | ||
625 | d[1]= west; | ||
626 | if (deltay<0) | ||
627 | d[2]=south; | ||
628 | else | ||
629 | d[2]=north; | ||
630 | |||
631 | if (abs(deltay)>abs(deltax)) | ||
632 | { | ||
633 | tdir=d[1]; | ||
634 | d[1]=d[2]; | ||
635 | d[2]=tdir; | ||
636 | } | ||
637 | |||
638 | ob->dir=d[1]; | ||
639 | if (TryWalk(ob)) | ||
640 | return; /*either moved forward or attacked*/ | ||
641 | |||
642 | ob->dir=d[2]; | ||
643 | if (TryWalk(ob)) | ||
644 | return; | ||
645 | |||
646 | /* there is no direct path to the player, so pick another direction */ | ||
647 | |||
648 | if (US_RndT()>128) /*randomly determine direction of search*/ | ||
649 | { | ||
650 | for (tdir=north; tdir<=west; tdir=(dirtype)(tdir+1)) | ||
651 | { | ||
652 | ob->dir=tdir; | ||
653 | if ( TryWalk(ob) ) | ||
654 | return; | ||
655 | } | ||
656 | } | ||
657 | else | ||
658 | { | ||
659 | for (tdir=west; tdir>=north; tdir=(dirtype)(tdir-1)) | ||
660 | { | ||
661 | ob->dir=tdir; | ||
662 | if ( TryWalk(ob) ) | ||
663 | return; | ||
664 | } | ||
665 | } | ||
666 | |||
667 | ob->dir = nodir; // can't move | ||
668 | } | ||
669 | |||
670 | |||
671 | /* | ||
672 | ================= | ||
673 | = | ||
674 | = MoveObj | ||
675 | = | ||
676 | = Moves ob be move global units in ob->dir direction | ||
677 | = Actors are not allowed to move inside the player | ||
678 | = Does NOT check to see if the move is tile map valid | ||
679 | = | ||
680 | = ob->x = adjusted for new position | ||
681 | = ob->y | ||
682 | = | ||
683 | ================= | ||
684 | */ | ||
685 | |||
686 | void MoveObj (objtype *ob, int32_t move) | ||
687 | { | ||
688 | int32_t deltax,deltay; | ||
689 | |||
690 | switch (ob->dir) | ||
691 | { | ||
692 | case north: | ||
693 | ob->y -= move; | ||
694 | break; | ||
695 | case northeast: | ||
696 | ob->x += move; | ||
697 | ob->y -= move; | ||
698 | break; | ||
699 | case east: | ||
700 | ob->x += move; | ||
701 | break; | ||
702 | case southeast: | ||
703 | ob->x += move; | ||
704 | ob->y += move; | ||
705 | break; | ||
706 | case south: | ||
707 | ob->y += move; | ||
708 | break; | ||
709 | case southwest: | ||
710 | ob->x -= move; | ||
711 | ob->y += move; | ||
712 | break; | ||
713 | case west: | ||
714 | ob->x -= move; | ||
715 | break; | ||
716 | case northwest: | ||
717 | ob->x -= move; | ||
718 | ob->y -= move; | ||
719 | break; | ||
720 | |||
721 | case nodir: | ||
722 | return; | ||
723 | |||
724 | default: | ||
725 | Quit ("MoveObj: bad dir!"); | ||
726 | } | ||
727 | |||
728 | // | ||
729 | // check to make sure it's not on top of player | ||
730 | // | ||
731 | if (areabyplayer[ob->areanumber]) | ||
732 | { | ||
733 | deltax = ob->x - player->x; | ||
734 | if (deltax < -MINACTORDIST || deltax > MINACTORDIST) | ||
735 | goto moveok; | ||
736 | deltay = ob->y - player->y; | ||
737 | if (deltay < -MINACTORDIST || deltay > MINACTORDIST) | ||
738 | goto moveok; | ||
739 | |||
740 | if (ob->hidden) // move closer until he meets CheckLine | ||
741 | goto moveok; | ||
742 | |||
743 | if (ob->obclass == ghostobj || ob->obclass == spectreobj) | ||
744 | TakeDamage (tics*2,ob); | ||
745 | |||
746 | // | ||
747 | // back up | ||
748 | // | ||
749 | switch (ob->dir) | ||
750 | { | ||
751 | case north: | ||
752 | ob->y += move; | ||
753 | break; | ||
754 | case northeast: | ||
755 | ob->x -= move; | ||
756 | ob->y += move; | ||
757 | break; | ||
758 | case east: | ||
759 | ob->x -= move; | ||
760 | break; | ||
761 | case southeast: | ||
762 | ob->x -= move; | ||
763 | ob->y -= move; | ||
764 | break; | ||
765 | case south: | ||
766 | ob->y -= move; | ||
767 | break; | ||
768 | case southwest: | ||
769 | ob->x += move; | ||
770 | ob->y -= move; | ||
771 | break; | ||
772 | case west: | ||
773 | ob->x += move; | ||
774 | break; | ||
775 | case northwest: | ||
776 | ob->x += move; | ||
777 | ob->y += move; | ||
778 | break; | ||
779 | |||
780 | case nodir: | ||
781 | return; | ||
782 | } | ||
783 | return; | ||
784 | } | ||
785 | moveok: | ||
786 | ob->distance -=move; | ||
787 | } | ||
788 | |||
789 | /* | ||
790 | ============================================================================= | ||
791 | |||
792 | STUFF | ||
793 | |||
794 | ============================================================================= | ||
795 | */ | ||
796 | |||
797 | /* | ||
798 | =============== | ||
799 | = | ||
800 | = DropItem | ||
801 | = | ||
802 | = Tries to drop a bonus item somewhere in the tiles surrounding the | ||
803 | = given tilex/tiley | ||
804 | = | ||
805 | =============== | ||
806 | */ | ||
807 | |||
808 | void DropItem (wl_stat_t itemtype, int tilex, int tiley) | ||
809 | { | ||
810 | int x,y,xl,xh,yl,yh; | ||
811 | |||
812 | // | ||
813 | // find a free spot to put it in | ||
814 | // | ||
815 | if (!actorat[tilex][tiley]) | ||
816 | { | ||
817 | PlaceItemType (itemtype, tilex,tiley); | ||
818 | return; | ||
819 | } | ||
820 | |||
821 | xl = tilex-1; | ||
822 | xh = tilex+1; | ||
823 | yl = tiley-1; | ||
824 | yh = tiley+1; | ||
825 | |||
826 | for (x=xl ; x<= xh ; x++) | ||
827 | { | ||
828 | for (y=yl ; y<= yh ; y++) | ||
829 | { | ||
830 | if (!actorat[x][y]) | ||
831 | { | ||
832 | PlaceItemType (itemtype, x,y); | ||
833 | return; | ||
834 | } | ||
835 | } | ||
836 | } | ||
837 | } | ||
838 | |||
839 | |||
840 | |||
841 | /* | ||
842 | =============== | ||
843 | = | ||
844 | = KillActor | ||
845 | = | ||
846 | =============== | ||
847 | */ | ||
848 | |||
849 | void KillActor (objtype *ob) | ||
850 | { | ||
851 | int tilex,tiley; | ||
852 | |||
853 | tilex = ob->tilex = (word)(ob->x >> TILESHIFT); // drop item on center | ||
854 | tiley = ob->tiley = (word)(ob->y >> TILESHIFT); | ||
855 | |||
856 | switch (ob->obclass) | ||
857 | { | ||
858 | case guardobj: | ||
859 | GivePoints (100); | ||
860 | NewState (ob,&s_grddie1); | ||
861 | PlaceItemType (bo_clip2,tilex,tiley); | ||
862 | break; | ||
863 | |||
864 | case officerobj: | ||
865 | GivePoints (400); | ||
866 | NewState (ob,&s_ofcdie1); | ||
867 | PlaceItemType (bo_clip2,tilex,tiley); | ||
868 | break; | ||
869 | |||
870 | case mutantobj: | ||
871 | GivePoints (700); | ||
872 | NewState (ob,&s_mutdie1); | ||
873 | PlaceItemType (bo_clip2,tilex,tiley); | ||
874 | break; | ||
875 | |||
876 | case ssobj: | ||
877 | GivePoints (500); | ||
878 | NewState (ob,&s_ssdie1); | ||
879 | if (gamestate.bestweapon < wp_machinegun) | ||
880 | PlaceItemType (bo_machinegun,tilex,tiley); | ||
881 | else | ||
882 | PlaceItemType (bo_clip2,tilex,tiley); | ||
883 | break; | ||
884 | |||
885 | case dogobj: | ||
886 | GivePoints (200); | ||
887 | NewState (ob,&s_dogdie1); | ||
888 | break; | ||
889 | |||
890 | #ifndef SPEAR | ||
891 | case bossobj: | ||
892 | GivePoints (5000); | ||
893 | NewState (ob,&s_bossdie1); | ||
894 | PlaceItemType (bo_key1,tilex,tiley); | ||
895 | break; | ||
896 | |||
897 | case gretelobj: | ||
898 | GivePoints (5000); | ||
899 | NewState (ob,&s_greteldie1); | ||
900 | PlaceItemType (bo_key1,tilex,tiley); | ||
901 | break; | ||
902 | |||
903 | case giftobj: | ||
904 | GivePoints (5000); | ||
905 | gamestate.killx = player->x; | ||
906 | gamestate.killy = player->y; | ||
907 | NewState (ob,&s_giftdie1); | ||
908 | break; | ||
909 | |||
910 | case fatobj: | ||
911 | GivePoints (5000); | ||
912 | gamestate.killx = player->x; | ||
913 | gamestate.killy = player->y; | ||
914 | NewState (ob,&s_fatdie1); | ||
915 | break; | ||
916 | |||
917 | case schabbobj: | ||
918 | GivePoints (5000); | ||
919 | gamestate.killx = player->x; | ||
920 | gamestate.killy = player->y; | ||
921 | NewState (ob,&s_schabbdie1); | ||
922 | break; | ||
923 | case fakeobj: | ||
924 | GivePoints (2000); | ||
925 | NewState (ob,&s_fakedie1); | ||
926 | break; | ||
927 | |||
928 | case mechahitlerobj: | ||
929 | GivePoints (5000); | ||
930 | NewState (ob,&s_mechadie1); | ||
931 | break; | ||
932 | case realhitlerobj: | ||
933 | GivePoints (5000); | ||
934 | gamestate.killx = player->x; | ||
935 | gamestate.killy = player->y; | ||
936 | NewState (ob,&s_hitlerdie1); | ||
937 | break; | ||
938 | #else | ||
939 | case spectreobj: | ||
940 | if (ob->flags&FL_BONUS) | ||
941 | { | ||
942 | GivePoints (200); // Get points once for each | ||
943 | ob->flags &= ~FL_BONUS; | ||
944 | } | ||
945 | NewState (ob,&s_spectredie1); | ||
946 | break; | ||
947 | |||
948 | case angelobj: | ||
949 | GivePoints (5000); | ||
950 | NewState (ob,&s_angeldie1); | ||
951 | break; | ||
952 | |||
953 | case transobj: | ||
954 | GivePoints (5000); | ||
955 | NewState (ob,&s_transdie0); | ||
956 | PlaceItemType (bo_key1,tilex,tiley); | ||
957 | break; | ||
958 | |||
959 | case uberobj: | ||
960 | GivePoints (5000); | ||
961 | NewState (ob,&s_uberdie0); | ||
962 | PlaceItemType (bo_key1,tilex,tiley); | ||
963 | break; | ||
964 | |||
965 | case willobj: | ||
966 | GivePoints (5000); | ||
967 | NewState (ob,&s_willdie1); | ||
968 | PlaceItemType (bo_key1,tilex,tiley); | ||
969 | break; | ||
970 | |||
971 | case deathobj: | ||
972 | GivePoints (5000); | ||
973 | NewState (ob,&s_deathdie1); | ||
974 | PlaceItemType (bo_key1,tilex,tiley); | ||
975 | break; | ||
976 | #endif | ||
977 | } | ||
978 | |||
979 | gamestate.killcount++; | ||
980 | ob->flags &= ~FL_SHOOTABLE; | ||
981 | actorat[ob->tilex][ob->tiley] = NULL; | ||
982 | ob->flags |= FL_NONMARK; | ||
983 | } | ||
984 | |||
985 | |||
986 | |||
987 | /* | ||
988 | =================== | ||
989 | = | ||
990 | = DamageActor | ||
991 | = | ||
992 | = Called when the player succesfully hits an enemy. | ||
993 | = | ||
994 | = Does damage points to enemy ob, either putting it into a stun frame or | ||
995 | = killing it. | ||
996 | = | ||
997 | =================== | ||
998 | */ | ||
999 | |||
1000 | void DamageActor (objtype *ob, unsigned damage) | ||
1001 | { | ||
1002 | madenoise = true; | ||
1003 | |||
1004 | // | ||
1005 | // do double damage if shooting a non attack mode actor | ||
1006 | // | ||
1007 | if ( !(ob->flags & FL_ATTACKMODE) ) | ||
1008 | damage <<= 1; | ||
1009 | |||
1010 | ob->hitpoints -= (short)damage; | ||
1011 | |||
1012 | if (ob->hitpoints<=0) | ||
1013 | KillActor (ob); | ||
1014 | else | ||
1015 | { | ||
1016 | if (! (ob->flags & FL_ATTACKMODE) ) | ||
1017 | FirstSighting (ob); // put into combat mode | ||
1018 | |||
1019 | switch (ob->obclass) // dogs only have one hit point | ||
1020 | { | ||
1021 | case guardobj: | ||
1022 | if (ob->hitpoints&1) | ||
1023 | NewState (ob,&s_grdpain); | ||
1024 | else | ||
1025 | NewState (ob,&s_grdpain1); | ||
1026 | break; | ||
1027 | |||
1028 | case officerobj: | ||
1029 | if (ob->hitpoints&1) | ||
1030 | NewState (ob,&s_ofcpain); | ||
1031 | else | ||
1032 | NewState (ob,&s_ofcpain1); | ||
1033 | break; | ||
1034 | |||
1035 | case mutantobj: | ||
1036 | if (ob->hitpoints&1) | ||
1037 | NewState (ob,&s_mutpain); | ||
1038 | else | ||
1039 | NewState (ob,&s_mutpain1); | ||
1040 | break; | ||
1041 | |||
1042 | case ssobj: | ||
1043 | if (ob->hitpoints&1) | ||
1044 | NewState (ob,&s_sspain); | ||
1045 | else | ||
1046 | NewState (ob,&s_sspain1); | ||
1047 | |||
1048 | break; | ||
1049 | } | ||
1050 | } | ||
1051 | } | ||
1052 | |||
1053 | /* | ||
1054 | ============================================================================= | ||
1055 | |||
1056 | CHECKSIGHT | ||
1057 | |||
1058 | ============================================================================= | ||
1059 | */ | ||
1060 | |||
1061 | |||
1062 | /* | ||
1063 | ===================== | ||
1064 | = | ||
1065 | = CheckLine | ||
1066 | = | ||
1067 | = Returns true if a straight line between the player and ob is unobstructed | ||
1068 | = | ||
1069 | ===================== | ||
1070 | */ | ||
1071 | |||
1072 | boolean CheckLine (objtype *ob) | ||
1073 | { | ||
1074 | int x1,y1,xt1,yt1,x2,y2,xt2,yt2; | ||
1075 | int x,y; | ||
1076 | int xdist,ydist,xstep,ystep; | ||
1077 | int partial,delta; | ||
1078 | int32_t ltemp; | ||
1079 | int xfrac,yfrac,deltafrac; | ||
1080 | unsigned value,intercept; | ||
1081 | |||
1082 | x1 = ob->x >> UNSIGNEDSHIFT; // 1/256 tile precision | ||
1083 | y1 = ob->y >> UNSIGNEDSHIFT; | ||
1084 | xt1 = x1 >> 8; | ||
1085 | yt1 = y1 >> 8; | ||
1086 | |||
1087 | x2 = plux; | ||
1088 | y2 = pluy; | ||
1089 | xt2 = player->tilex; | ||
1090 | yt2 = player->tiley; | ||
1091 | |||
1092 | xdist = abs(xt2-xt1); | ||
1093 | |||
1094 | if (xdist > 0) | ||
1095 | { | ||
1096 | if (xt2 > xt1) | ||
1097 | { | ||
1098 | partial = 256-(x1&0xff); | ||
1099 | xstep = 1; | ||
1100 | } | ||
1101 | else | ||
1102 | { | ||
1103 | partial = x1&0xff; | ||
1104 | xstep = -1; | ||
1105 | } | ||
1106 | |||
1107 | deltafrac = abs(x2-x1); | ||
1108 | delta = y2-y1; | ||
1109 | ltemp = ((int32_t)delta<<8)/deltafrac; | ||
1110 | if (ltemp > 0x7fffl) | ||
1111 | ystep = 0x7fff; | ||
1112 | else if (ltemp < -0x7fffl) | ||
1113 | ystep = -0x7fff; | ||
1114 | else | ||
1115 | ystep = ltemp; | ||
1116 | yfrac = y1 + (((int32_t)ystep*partial) >>8); | ||
1117 | |||
1118 | x = xt1+xstep; | ||
1119 | xt2 += xstep; | ||
1120 | do | ||
1121 | { | ||
1122 | y = yfrac>>8; | ||
1123 | yfrac += ystep; | ||
1124 | |||
1125 | value = (unsigned)tilemap[x][y]; | ||
1126 | x += xstep; | ||
1127 | |||
1128 | if (!value) | ||
1129 | continue; | ||
1130 | |||
1131 | if (value<128 || value>256) | ||
1132 | return false; | ||
1133 | |||
1134 | // | ||
1135 | // see if the door is open enough | ||
1136 | // | ||
1137 | value &= ~0x80; | ||
1138 | intercept = yfrac-ystep/2; | ||
1139 | |||
1140 | if (intercept>doorposition[value]) | ||
1141 | return false; | ||
1142 | |||
1143 | } while (x != xt2); | ||
1144 | } | ||
1145 | |||
1146 | ydist = abs(yt2-yt1); | ||
1147 | |||
1148 | if (ydist > 0) | ||
1149 | { | ||
1150 | if (yt2 > yt1) | ||
1151 | { | ||
1152 | partial = 256-(y1&0xff); | ||
1153 | ystep = 1; | ||
1154 | } | ||
1155 | else | ||
1156 | { | ||
1157 | partial = y1&0xff; | ||
1158 | ystep = -1; | ||
1159 | } | ||
1160 | |||
1161 | deltafrac = abs(y2-y1); | ||
1162 | delta = x2-x1; | ||
1163 | ltemp = ((int32_t)delta<<8)/deltafrac; | ||
1164 | if (ltemp > 0x7fffl) | ||
1165 | xstep = 0x7fff; | ||
1166 | else if (ltemp < -0x7fffl) | ||
1167 | xstep = -0x7fff; | ||
1168 | else | ||
1169 | xstep = ltemp; | ||
1170 | xfrac = x1 + (((int32_t)xstep*partial) >>8); | ||
1171 | |||
1172 | y = yt1 + ystep; | ||
1173 | yt2 += ystep; | ||
1174 | do | ||
1175 | { | ||
1176 | x = xfrac>>8; | ||
1177 | xfrac += xstep; | ||
1178 | |||
1179 | value = (unsigned)tilemap[x][y]; | ||
1180 | y += ystep; | ||
1181 | |||
1182 | if (!value) | ||
1183 | continue; | ||
1184 | |||
1185 | if (value<128 || value>256) | ||
1186 | return false; | ||
1187 | |||
1188 | // | ||
1189 | // see if the door is open enough | ||
1190 | // | ||
1191 | value &= ~0x80; | ||
1192 | intercept = xfrac-xstep/2; | ||
1193 | |||
1194 | if (intercept>doorposition[value]) | ||
1195 | return false; | ||
1196 | } while (y != yt2); | ||
1197 | } | ||
1198 | |||
1199 | return true; | ||
1200 | } | ||
1201 | |||
1202 | |||
1203 | /* | ||
1204 | ================ | ||
1205 | = | ||
1206 | = CheckSight | ||
1207 | = | ||
1208 | = Checks a straight line between player and current object | ||
1209 | = | ||
1210 | = If the sight is ok, check alertness and angle to see if they notice | ||
1211 | = | ||
1212 | = returns true if the player has been spoted | ||
1213 | = | ||
1214 | ================ | ||
1215 | */ | ||
1216 | |||
1217 | #define MINSIGHT 0x18000l | ||
1218 | |||
1219 | boolean CheckSight (objtype *ob) | ||
1220 | { | ||
1221 | int32_t deltax,deltay; | ||
1222 | |||
1223 | // | ||
1224 | // don't bother tracing a line if the area isn't connected to the player's | ||
1225 | // | ||
1226 | if (!areabyplayer[ob->areanumber]) | ||
1227 | return false; | ||
1228 | |||
1229 | // | ||
1230 | // if the player is real close, sight is automatic | ||
1231 | // | ||
1232 | deltax = player->x - ob->x; | ||
1233 | deltay = player->y - ob->y; | ||
1234 | |||
1235 | if (deltax > -MINSIGHT && deltax < MINSIGHT | ||
1236 | && deltay > -MINSIGHT && deltay < MINSIGHT) | ||
1237 | return true; | ||
1238 | |||
1239 | // | ||
1240 | // see if they are looking in the right direction | ||
1241 | // | ||
1242 | switch (ob->dir) | ||
1243 | { | ||
1244 | case north: | ||
1245 | if (deltay > 0) | ||
1246 | return false; | ||
1247 | break; | ||
1248 | |||
1249 | case east: | ||
1250 | if (deltax < 0) | ||
1251 | return false; | ||
1252 | break; | ||
1253 | |||
1254 | case south: | ||
1255 | if (deltay < 0) | ||
1256 | return false; | ||
1257 | break; | ||
1258 | |||
1259 | case west: | ||
1260 | if (deltax > 0) | ||
1261 | return false; | ||
1262 | break; | ||
1263 | |||
1264 | // check diagonal moving guards fix | ||
1265 | |||
1266 | case northwest: | ||
1267 | if (DEMOCOND_SDL && deltay > -deltax) | ||
1268 | return false; | ||
1269 | break; | ||
1270 | |||
1271 | case northeast: | ||
1272 | if (DEMOCOND_SDL && deltay > deltax) | ||
1273 | return false; | ||
1274 | break; | ||
1275 | |||
1276 | case southwest: | ||
1277 | if (DEMOCOND_SDL && deltax > deltay) | ||
1278 | return false; | ||
1279 | break; | ||
1280 | |||
1281 | case southeast: | ||
1282 | if (DEMOCOND_SDL && -deltax > deltay) | ||
1283 | return false; | ||
1284 | break; | ||
1285 | } | ||
1286 | |||
1287 | // | ||
1288 | // trace a line to check for blocking tiles (corners) | ||
1289 | // | ||
1290 | return CheckLine (ob); | ||
1291 | } | ||
1292 | |||
1293 | |||
1294 | /* | ||
1295 | =============== | ||
1296 | = | ||
1297 | = FirstSighting | ||
1298 | = | ||
1299 | = Puts an actor into attack mode and possibly reverses the direction | ||
1300 | = if the player is behind it | ||
1301 | = | ||
1302 | =============== | ||
1303 | */ | ||
1304 | |||
1305 | void FirstSighting (objtype *ob) | ||
1306 | { | ||
1307 | // | ||
1308 | // react to the player | ||
1309 | // | ||
1310 | switch (ob->obclass) | ||
1311 | { | ||
1312 | case guardobj: | ||
1313 | PlaySoundLocActor(HALTSND,ob); | ||
1314 | NewState (ob,&s_grdchase1); | ||
1315 | ob->speed *= 3; // go faster when chasing player | ||
1316 | break; | ||
1317 | |||
1318 | case officerobj: | ||
1319 | PlaySoundLocActor(SPIONSND,ob); | ||
1320 | NewState (ob,&s_ofcchase1); | ||
1321 | ob->speed *= 5; // go faster when chasing player | ||
1322 | break; | ||
1323 | |||
1324 | case mutantobj: | ||
1325 | NewState (ob,&s_mutchase1); | ||
1326 | ob->speed *= 3; // go faster when chasing player | ||
1327 | break; | ||
1328 | |||
1329 | case ssobj: | ||
1330 | PlaySoundLocActor(SCHUTZADSND,ob); | ||
1331 | NewState (ob,&s_sschase1); | ||
1332 | ob->speed *= 4; // go faster when chasing player | ||
1333 | break; | ||
1334 | |||
1335 | case dogobj: | ||
1336 | PlaySoundLocActor(DOGBARKSND,ob); | ||
1337 | NewState (ob,&s_dogchase1); | ||
1338 | ob->speed *= 2; // go faster when chasing player | ||
1339 | break; | ||
1340 | |||
1341 | #ifndef SPEAR | ||
1342 | case bossobj: | ||
1343 | SD_PlaySound(GUTENTAGSND); | ||
1344 | NewState (ob,&s_bosschase1); | ||
1345 | ob->speed = SPDPATROL*3; // go faster when chasing player | ||
1346 | break; | ||
1347 | |||
1348 | #ifndef APOGEE_1_0 | ||
1349 | case gretelobj: | ||
1350 | SD_PlaySound(KEINSND); | ||
1351 | NewState (ob,&s_gretelchase1); | ||
1352 | ob->speed *= 3; // go faster when chasing player | ||
1353 | break; | ||
1354 | |||
1355 | case giftobj: | ||
1356 | SD_PlaySound(EINESND); | ||
1357 | NewState (ob,&s_giftchase1); | ||
1358 | ob->speed *= 3; // go faster when chasing player | ||
1359 | break; | ||
1360 | |||
1361 | case fatobj: | ||
1362 | SD_PlaySound(ERLAUBENSND); | ||
1363 | NewState (ob,&s_fatchase1); | ||
1364 | ob->speed *= 3; // go faster when chasing player | ||
1365 | break; | ||
1366 | #endif | ||
1367 | |||
1368 | case schabbobj: | ||
1369 | SD_PlaySound(SCHABBSHASND); | ||
1370 | NewState (ob,&s_schabbchase1); | ||
1371 | ob->speed *= 3; // go faster when chasing player | ||
1372 | break; | ||
1373 | |||
1374 | case fakeobj: | ||
1375 | SD_PlaySound(TOT_HUNDSND); | ||
1376 | NewState (ob,&s_fakechase1); | ||
1377 | ob->speed *= 3; // go faster when chasing player | ||
1378 | break; | ||
1379 | |||
1380 | case mechahitlerobj: | ||
1381 | SD_PlaySound(DIESND); | ||
1382 | NewState (ob,&s_mechachase1); | ||
1383 | ob->speed *= 3; // go faster when chasing player | ||
1384 | break; | ||
1385 | |||
1386 | case realhitlerobj: | ||
1387 | SD_PlaySound(DIESND); | ||
1388 | NewState (ob,&s_hitlerchase1); | ||
1389 | ob->speed *= 5; // go faster when chasing player | ||
1390 | break; | ||
1391 | |||
1392 | case ghostobj: | ||
1393 | NewState (ob,&s_blinkychase1); | ||
1394 | ob->speed *= 2; // go faster when chasing player | ||
1395 | break; | ||
1396 | #else | ||
1397 | case spectreobj: | ||
1398 | SD_PlaySound(GHOSTSIGHTSND); | ||
1399 | NewState (ob,&s_spectrechase1); | ||
1400 | ob->speed = 800; // go faster when chasing player | ||
1401 | break; | ||
1402 | |||
1403 | case angelobj: | ||
1404 | SD_PlaySound(ANGELSIGHTSND); | ||
1405 | NewState (ob,&s_angelchase1); | ||
1406 | ob->speed = 1536; // go faster when chasing player | ||
1407 | break; | ||
1408 | |||
1409 | case transobj: | ||
1410 | SD_PlaySound(TRANSSIGHTSND); | ||
1411 | NewState (ob,&s_transchase1); | ||
1412 | ob->speed = 1536; // go faster when chasing player | ||
1413 | break; | ||
1414 | |||
1415 | case uberobj: | ||
1416 | NewState (ob,&s_uberchase1); | ||
1417 | ob->speed = 3000; // go faster when chasing player | ||
1418 | break; | ||
1419 | |||
1420 | case willobj: | ||
1421 | SD_PlaySound(WILHELMSIGHTSND); | ||
1422 | NewState (ob,&s_willchase1); | ||
1423 | ob->speed = 2048; // go faster when chasing player | ||
1424 | break; | ||
1425 | |||
1426 | case deathobj: | ||
1427 | SD_PlaySound(KNIGHTSIGHTSND); | ||
1428 | NewState (ob,&s_deathchase1); | ||
1429 | ob->speed = 2048; // go faster when chasing player | ||
1430 | break; | ||
1431 | #endif | ||
1432 | } | ||
1433 | |||
1434 | if (ob->distance < 0) | ||
1435 | ob->distance = 0; // ignore the door opening command | ||
1436 | |||
1437 | ob->flags |= FL_ATTACKMODE|FL_FIRSTATTACK; | ||
1438 | } | ||
1439 | |||
1440 | |||
1441 | |||
1442 | /* | ||
1443 | =============== | ||
1444 | = | ||
1445 | = SightPlayer | ||
1446 | = | ||
1447 | = Called by actors that ARE NOT chasing the player. If the player | ||
1448 | = is detected (by sight, noise, or proximity), the actor is put into | ||
1449 | = it's combat frame and true is returned. | ||
1450 | = | ||
1451 | = Incorporates a random reaction delay | ||
1452 | = | ||
1453 | =============== | ||
1454 | */ | ||
1455 | |||
1456 | boolean SightPlayer (objtype *ob) | ||
1457 | { | ||
1458 | if (ob->flags & FL_ATTACKMODE) | ||
1459 | Quit ("An actor in ATTACKMODE called SightPlayer!"); | ||
1460 | |||
1461 | if (ob->temp2) | ||
1462 | { | ||
1463 | // | ||
1464 | // count down reaction time | ||
1465 | // | ||
1466 | ob->temp2 -= (short) tics; | ||
1467 | if (ob->temp2 > 0) | ||
1468 | return false; | ||
1469 | ob->temp2 = 0; // time to react | ||
1470 | } | ||
1471 | else | ||
1472 | { | ||
1473 | if (!areabyplayer[ob->areanumber]) | ||
1474 | return false; | ||
1475 | |||
1476 | if (ob->flags & FL_AMBUSH) | ||
1477 | { | ||
1478 | if (!CheckSight (ob)) | ||
1479 | return false; | ||
1480 | ob->flags &= ~FL_AMBUSH; | ||
1481 | } | ||
1482 | else | ||
1483 | { | ||
1484 | if (!madenoise && !CheckSight (ob)) | ||
1485 | return false; | ||
1486 | } | ||
1487 | |||
1488 | |||
1489 | switch (ob->obclass) | ||
1490 | { | ||
1491 | case guardobj: | ||
1492 | ob->temp2 = 1+US_RndT()/4; | ||
1493 | break; | ||
1494 | case officerobj: | ||
1495 | ob->temp2 = 2; | ||
1496 | break; | ||
1497 | case mutantobj: | ||
1498 | ob->temp2 = 1+US_RndT()/6; | ||
1499 | break; | ||
1500 | case ssobj: | ||
1501 | ob->temp2 = 1+US_RndT()/6; | ||
1502 | break; | ||
1503 | case dogobj: | ||
1504 | ob->temp2 = 1+US_RndT()/8; | ||
1505 | break; | ||
1506 | |||
1507 | case bossobj: | ||
1508 | case schabbobj: | ||
1509 | case fakeobj: | ||
1510 | case mechahitlerobj: | ||
1511 | case realhitlerobj: | ||
1512 | case gretelobj: | ||
1513 | case giftobj: | ||
1514 | case fatobj: | ||
1515 | case spectreobj: | ||
1516 | case angelobj: | ||
1517 | case transobj: | ||
1518 | case uberobj: | ||
1519 | case willobj: | ||
1520 | case deathobj: | ||
1521 | ob->temp2 = 1; | ||
1522 | break; | ||
1523 | } | ||
1524 | return false; | ||
1525 | } | ||
1526 | |||
1527 | FirstSighting (ob); | ||
1528 | |||
1529 | return true; | ||
1530 | } | ||