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WL_STATE.C
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C/C++ Source or Header
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1993-02-04
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// WL_STATE.C
#include "WL_DEF.H"
#pragma hdrstop
/*
=============================================================================
LOCAL CONSTANTS
=============================================================================
*/
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
dirtype opposite[9] =
{west,southwest,south,southeast,east,northeast,north,northwest,nodir};
dirtype diagonal[9][9] =
{
/* east */ {nodir,nodir,northeast,nodir,nodir,nodir,southeast,nodir,nodir},
{nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
/* north */ {northeast,nodir,nodir,nodir,northwest,nodir,nodir,nodir,nodir},
{nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
/* west */ {nodir,nodir,northwest,nodir,nodir,nodir,southwest,nodir,nodir},
{nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
/* south */ {southeast,nodir,nodir,nodir,southwest,nodir,nodir,nodir,nodir},
{nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
{nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}
};
void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state);
void NewState (objtype *ob, statetype *state);
boolean TryWalk (objtype *ob);
void MoveObj (objtype *ob, long move);
void KillActor (objtype *ob);
void DamageActor (objtype *ob, unsigned damage);
boolean CheckLine (objtype *ob);
void FirstSighting (objtype *ob);
boolean CheckSight (objtype *ob);
/*
=============================================================================
LOCAL VARIABLES
=============================================================================
*/
//===========================================================================
/*
===================
=
= SpawnNewObj
=
= Spaws a new actor at the given TILE coordinates, with the given state, and
= the given size in GLOBAL units.
=
= new = a pointer to an initialized new actor
=
===================
*/
void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state)
{
GetNewActor ();
new->state = state;
if (state->tictime)
new->ticcount = US_RndT () % state->tictime;
else
new->ticcount = 0;
new->tilex = tilex;
new->tiley = tiley;
new->x = ((long)tilex<<TILESHIFT)+TILEGLOBAL/2;
new->y = ((long)tiley<<TILESHIFT)+TILEGLOBAL/2;
new->dir = nodir;
actorat[tilex][tiley] = new;
new->areanumber =
*(mapsegs[0] + farmapylookup[new->tiley]+new->tilex) - AREATILE;
}
/*
===================
=
= NewState
=
= Changes ob to a new state, setting ticcount to the max for that state
=
===================
*/
void NewState (objtype *ob, statetype *state)
{
ob->state = state;
ob->ticcount = state->tictime;
}
/*
=============================================================================
ENEMY TILE WORLD MOVEMENT CODE
=============================================================================
*/
/*
==================================
=
= TryWalk
=
= Attempts to move ob in its current (ob->dir) direction.
=
= If blocked by either a wall or an actor returns FALSE
=
= If move is either clear or blocked only by a door, returns TRUE and sets
=
= ob->tilex = new destination
= ob->tiley
= ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination
= ob->distance = TILEGLOBAl, or -doornumber if a door is blocking the way
=
= If a door is in the way, an OpenDoor call is made to start it opening.
= The actor code should wait until
= doorobjlist[-ob->distance].action = dr_open, meaning the door has been
= fully opened
=
==================================
*/
#define CHECKDIAG(x,y) \
{ \
temp=(unsigned)actorat[x][y]; \
if (temp) \
{ \
if (temp<256) \
return false; \
if (((objtype *)temp)->flags&FL_SHOOTABLE) \
return false; \
} \
}
#define CHECKSIDE(x,y) \
{ \
temp=(unsigned)actorat[x][y]; \
if (temp) \
{ \
if (temp<128) \
return false; \
if (temp<256) \
doornum = temp&63; \
else if (((objtype *)temp)->flags&FL_SHOOTABLE)\
return false; \
} \
}
boolean TryWalk (objtype *ob)
{
int doornum;
unsigned temp;
doornum = -1;
if (ob->obclass == inertobj)
{
switch (ob->dir)
{
case north:
ob->tiley--;
break;
case northeast:
ob->tilex++;
ob->tiley--;
break;
case east:
ob->tilex++;
break;
case southeast:
ob->tilex++;
ob->tiley++;
break;
case south:
ob->tiley++;
break;
case southwest:
ob->tilex--;
ob->tiley++;
break;
case west:
ob->tilex--;
break;
case northwest:
ob->tilex--;
ob->tiley--;
break;
}
}
else
switch (ob->dir)
{
case north:
if (ob->obclass == dogobj || ob->obclass == fakeobj)
{
CHECKDIAG(ob->tilex,ob->tiley-1);
}
else
{
CHECKSIDE(ob->tilex,ob->tiley-1);
}
ob->tiley--;
break;
case northeast:
CHECKDIAG(ob->tilex+1,ob->tiley-1);
CHECKDIAG(ob->tilex+1,ob->tiley);
CHECKDIAG(ob->tilex,ob->tiley-1);
ob->tilex++;
ob->tiley--;
break;
case east:
if (ob->obclass == dogobj || ob->obclass == fakeobj)
{
CHECKDIAG(ob->tilex+1,ob->tiley);
}
else
{
CHECKSIDE(ob->tilex+1,ob->tiley);
}
ob->tilex++;
break;
case southeast:
CHECKDIAG(ob->tilex+1,ob->tiley+1);
CHECKDIAG(ob->tilex+1,ob->tiley);
CHECKDIAG(ob->tilex,ob->tiley+1);
ob->tilex++;
ob->tiley++;
break;
case south:
if (ob->obclass == dogobj || ob->obclass == fakeobj)
{
CHECKDIAG(ob->tilex,ob->tiley+1);
}
else
{
CHECKSIDE(ob->tilex,ob->tiley+1);
}
ob->tiley++;
break;
case southwest:
CHECKDIAG(ob->tilex-1,ob->tiley+1);
CHECKDIAG(ob->tilex-1,ob->tiley);
CHECKDIAG(ob->tilex,ob->tiley+1);
ob->tilex--;
ob->tiley++;
break;
case west:
if (ob->obclass == dogobj || ob->obclass == fakeobj)
{
CHECKDIAG(ob->tilex-1,ob->tiley);
}
else
{
CHECKSIDE(ob->tilex-1,ob->tiley);
}
ob->tilex--;
break;
case northwest:
CHECKDIAG(ob->tilex-1,ob->tiley-1);
CHECKDIAG(ob->tilex-1,ob->tiley);
CHECKDIAG(ob->tilex,ob->tiley-1);
ob->tilex--;
ob->tiley--;
break;
case nodir:
return false;
default:
Quit ("Walk: Bad dir");
}
if (doornum != -1)
{
OpenDoor (doornum);
ob->distance = -doornum-1;
return true;
}
ob->areanumber =
*(mapsegs[0] + farmapylookup[ob->tiley]+ob->tilex) - AREATILE;
ob->distance = TILEGLOBAL;
return true;
}
/*
==================================
=
= SelectDodgeDir
=
= Attempts to choose and initiate a movement for ob that sends it towards
= the player while dodging
=
= If there is no possible move (ob is totally surrounded)
=
= ob->dir = nodir
=
= Otherwise
=
= ob->dir = new direction to follow
= ob->distance = TILEGLOBAL or -doornumber
= ob->tilex = new destination
= ob->tiley
= ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination
=
==================================
*/
void SelectDodgeDir (objtype *ob)
{
int deltax,deltay,i;
unsigned absdx,absdy;
dirtype dirtry[5];
dirtype turnaround,tdir;
if (ob->flags & FL_FIRSTATTACK)
{
//
// turning around is only ok the very first time after noticing the
// player
//
turnaround = nodir;
ob->flags &= ~FL_FIRSTATTACK;
}
else
turnaround=opposite[ob->dir];
deltax = player->tilex - ob->tilex;
deltay = player->tiley - ob->tiley;
//
// arange 5 direction choices in order of preference
// the four cardinal directions plus the diagonal straight towards
// the player
//
if (deltax>0)
{
dirtry[1]= east;
dirtry[3]= west;
}
else
{
dirtry[1]= west;
dirtry[3]= east;
}
if (deltay>0)
{
dirtry[2]= south;
dirtry[4]= north;
}
else
{
dirtry[2]= north;
dirtry[4]= south;
}
//
// randomize a bit for dodging
//
absdx = abs(deltax);
absdy = abs(deltay);
if (absdx > absdy)
{
tdir = dirtry[1];
dirtry[1] = dirtry[2];
dirtry[2] = tdir;
tdir = dirtry[3];
dirtry[3] = dirtry[4];
dirtry[4] = tdir;
}
if (US_RndT() < 128)
{
tdir = dirtry[1];
dirtry[1] = dirtry[2];
dirtry[2] = tdir;
tdir = dirtry[3];
dirtry[3] = dirtry[4];
dirtry[4] = tdir;
}
dirtry[0] = diagonal [ dirtry[1] ] [ dirtry[2] ];
//
// try the directions util one works
//
for (i=0;i<5;i++)
{
if ( dirtry[i] == nodir || dirtry[i] == turnaround)
continue;
ob->dir = dirtry[i];
if (TryWalk(ob))
return;
}
//
// turn around only as a last resort
//
if (turnaround != nodir)
{
ob->dir = turnaround;
if (TryWalk(ob))
return;
}
ob->dir = nodir;
}
/*
============================
=
= SelectChaseDir
=
= As SelectDodgeDir, but doesn't try to dodge
=
============================
*/
void SelectChaseDir (objtype *ob)
{
int deltax,deltay,i;
dirtype d[3];
dirtype tdir, olddir, turnaround;
olddir=ob->dir;
turnaround=opposite[olddir];
deltax=player->tilex - ob->tilex;
deltay=player->tiley - ob->tiley;
d[1]=nodir;
d[2]=nodir;
if (deltax>0)
d[1]= east;
else if (deltax<0)
d[1]= west;
if (deltay>0)
d[2]=south;
else if (deltay<0)
d[2]=north;
if (abs(deltay)>abs(deltax))
{
tdir=d[1];
d[1]=d[2];
d[2]=tdir;
}
if (d[1]==turnaround)
d[1]=nodir;
if (d[2]==turnaround)
d[2]=nodir;
if (d[1]!=nodir)
{
ob->dir=d[1];
if (TryWalk(ob))
return; /*either moved forward or attacked*/
}
if (d[2]!=nodir)
{
ob->dir=d[2];
if (TryWalk(ob))
return;
}
/* there is no direct path to the player, so pick another direction */
if (olddir!=nodir)
{
ob->dir=olddir;
if (TryWalk(ob))
return;
}
if (US_RndT()>128) /*randomly determine direction of search*/
{
for (tdir=north;tdir<=west;tdir++)
{
if (tdir!=turnaround)
{
ob->dir=tdir;
if ( TryWalk(ob) )
return;
}
}
}
else
{
for (tdir=west;tdir>=north;tdir--)
{
if (tdir!=turnaround)
{
ob->dir=tdir;
if ( TryWalk(ob) )
return;
}
}
}
if (turnaround != nodir)
{
ob->dir=turnaround;
if (ob->dir != nodir)
{
if ( TryWalk(ob) )
return;
}
}
ob->dir = nodir; // can't move
}
/*
============================
=
= SelectRunDir
=
= Run Away from player
=
============================
*/
void SelectRunDir (objtype *ob)
{
int deltax,deltay,i;
dirtype d[3];
dirtype tdir, olddir, turnaround;
deltax=player->tilex - ob->tilex;
deltay=player->tiley - ob->tiley;
if (deltax<0)
d[1]= east;
else
d[1]= west;
if (deltay<0)
d[2]=south;
else
d[2]=north;
if (abs(deltay)>abs(deltax))
{
tdir=d[1];
d[1]=d[2];
d[2]=tdir;
}
ob->dir=d[1];
if (TryWalk(ob))
return; /*either moved forward or attacked*/
ob->dir=d[2];
if (TryWalk(ob))
return;
/* there is no direct path to the player, so pick another direction */
if (US_RndT()>128) /*randomly determine direction of search*/
{
for (tdir=north;tdir<=west;tdir++)
{
ob->dir=tdir;
if ( TryWalk(ob) )
return;
}
}
else
{
for (tdir=west;tdir>=north;tdir--)
{
ob->dir=tdir;
if ( TryWalk(ob) )
return;
}
}
ob->dir = nodir; // can't move
}
/*
=================
=
= MoveObj
=
= Moves ob be move global units in ob->dir direction
= Actors are not allowed to move inside the player
= Does NOT check to see if the move is tile map valid
=
= ob->x = adjusted for new position
= ob->y
=
=================
*/
void MoveObj (objtype *ob, long move)
{
long deltax,deltay;
switch (ob->dir)
{
case north:
ob->y -= move;
break;
case northeast:
ob->x += move;
ob->y -= move;
break;
case east:
ob->x += move;
break;
case southeast:
ob->x += move;
ob->y += move;
break;
case south:
ob->y += move;
break;
case southwest:
ob->x -= move;
ob->y += move;
break;
case west:
ob->x -= move;
break;
case northwest:
ob->x -= move;
ob->y -= move;
break;
case nodir:
return;
default:
Quit ("MoveObj: bad dir!");
}
//
// check to make sure it's not on top of player
//
if (areabyplayer[ob->areanumber])
{
deltax = ob->x - player->x;
if (deltax < -MINACTORDIST || deltax > MINACTORDIST)
goto moveok;
deltay = ob->y - player->y;
if (deltay < -MINACTORDIST || deltay > MINACTORDIST)
goto moveok;
if (ob->obclass == ghostobj || ob->obclass == spectreobj)
TakeDamage (tics*2,ob);
//
// back up
//
switch (ob->dir)
{
case north:
ob->y += move;
break;
case northeast:
ob->x -= move;
ob->y += move;
break;
case east:
ob->x -= move;
break;
case southeast:
ob->x -= move;
ob->y -= move;
break;
case south:
ob->y -= move;
break;
case southwest:
ob->x += move;
ob->y -= move;
break;
case west:
ob->x += move;
break;
case northwest:
ob->x += move;
ob->y += move;
break;
case nodir:
return;
}
return;
}
moveok:
ob->distance -=move;
}
/*
=============================================================================
STUFF
=============================================================================
*/
/*
===============
=
= DropItem
=
= Tries to drop a bonus item somewhere in the tiles surrounding the
= given tilex/tiley
=
===============
*/
void DropItem (stat_t itemtype, int tilex, int tiley)
{
int x,y,xl,xh,yl,yh;
//
// find a free spot to put it in
//
if (!actorat[tilex][tiley])
{
PlaceItemType (itemtype, tilex,tiley);
return;
}
xl = tilex-1;
xh = tilex+1;
yl = tiley-1;
yh = tiley+1;
for (x=xl ; x<= xh ; x++)
for (y=yl ; y<= yh ; y++)
if (!actorat[x][y])
{
PlaceItemType (itemtype, x,y);
return;
}
}
/*
===============
=
= KillActor
=
===============
*/
void KillActor (objtype *ob)
{
int tilex,tiley;
tilex = ob->tilex = ob->x >> TILESHIFT; // drop item on center
tiley = ob->tiley = ob->y >> TILESHIFT;
switch (ob->obclass)
{
case guardobj:
GivePoints (100);
NewState (ob,&s_grddie1);
PlaceItemType (bo_clip2,tilex,tiley);
break;
case officerobj:
GivePoints (400);
NewState (ob,&s_ofcdie1);
PlaceItemType (bo_clip2,tilex,tiley);
break;
case mutantobj:
GivePoints (700);
NewState (ob,&s_mutdie1);
PlaceItemType (bo_clip2,tilex,tiley);
break;
case ssobj:
GivePoints (500);
NewState (ob,&s_ssdie1);
if (gamestate.bestweapon < wp_machinegun)
PlaceItemType (bo_machinegun,tilex,tiley);
else
PlaceItemType (bo_clip2,tilex,tiley);
break;
case dogobj:
GivePoints (200);
NewState (ob,&s_dogdie1);
break;
#ifndef SPEAR
case bossobj:
GivePoints (5000);
NewState (ob,&s_bossdie1);
PlaceItemType (bo_key1,tilex,tiley);
break;
case gretelobj:
GivePoints (5000);
NewState (ob,&s_greteldie1);
PlaceItemType (bo_key1,tilex,tiley);
break;
case giftobj:
GivePoints (5000);
gamestate.killx = player->x;
gamestate.killy = player->y;
NewState (ob,&s_giftdie1);
break;
case fatobj:
GivePoints (5000);
gamestate.killx = player->x;
gamestate.killy = player->y;
NewState (ob,&s_fatdie1);
break;
case schabbobj:
GivePoints (5000);
gamestate.killx = player->x;
gamestate.killy = player->y;
NewState (ob,&s_schabbdie1);
A_DeathScream(ob);
break;
case fakeobj:
GivePoints (2000);
NewState (ob,&s_fakedie1);
break;
case mechahitlerobj:
GivePoints (5000);
NewState (ob,&s_mechadie1);
break;
case realhitlerobj:
GivePoints (5000);
gamestate.killx = player->x;
gamestate.killy = player->y;
NewState (ob,&s_hitlerdie1);
A_DeathScream(ob);
break;
#else
case spectreobj:
GivePoints (200);
NewState (ob,&s_spectredie1);
break;
case angelobj:
GivePoints (5000);
NewState (ob,&s_angeldie1);
break;
case transobj:
GivePoints (5000);
NewState (ob,&s_transdie0);
PlaceItemType (bo_key1,tilex,tiley);
break;
case uberobj:
GivePoints (5000);
NewState (ob,&s_uberdie0);
PlaceItemType (bo_key1,tilex,tiley);
break;
case willobj:
GivePoints (5000);
NewState (ob,&s_willdie1);
PlaceItemType (bo_key1,tilex,tiley);
break;
case deathobj:
GivePoints (5000);
NewState (ob,&s_deathdie1);
PlaceItemType (bo_key1,tilex,tiley);
break;
#endif
}
gamestate.killcount++;
ob->flags &= ~FL_SHOOTABLE;
actorat[ob->tilex][ob->tiley] = NULL;
ob->flags |= FL_NONMARK;
}
/*
===================
=
= DamageActor
=
= Called when the player succesfully hits an enemy.
=
= Does damage points to enemy ob, either putting it into a stun frame or
= killing it.
=
===================
*/
void DamageActor (objtype *ob, unsigned damage)
{
madenoise = true;
//
// do double damage if shooting a non attack mode actor
//
if ( !(ob->flags & FL_ATTACKMODE) )
damage <<= 1;
ob->hitpoints -= damage;
if (ob->hitpoints<=0)
KillActor (ob);
else
{
if (! (ob->flags & FL_ATTACKMODE) )
FirstSighting (ob); // put into combat mode
switch (ob->obclass) // dogs only have one hit point
{
case guardobj:
if (ob->hitpoints&1)
NewState (ob,&s_grdpain);
else
NewState (ob,&s_grdpain1);
break;
case officerobj:
if (ob->hitpoints&1)
NewState (ob,&s_ofcpain);
else
NewState (ob,&s_ofcpain1);
break;
case mutantobj:
if (ob->hitpoints&1)
NewState (ob,&s_mutpain);
else
NewState (ob,&s_mutpain1);
break;
case ssobj:
if (ob->hitpoints&1)
NewState (ob,&s_sspain);
else
NewState (ob,&s_sspain1);
break;
}
}
}
/*
=============================================================================
CHECKSIGHT
=============================================================================
*/
/*
=====================
=
= CheckLine
=
= Returns true if a straight line between the player and ob is unobstructed
=
=====================
*/
boolean CheckLine (objtype *ob)
{
int x1,y1,xt1,yt1,x2,y2,xt2,yt2;
int x,y;
int xdist,ydist,xstep,ystep;
int temp;
int partial,delta;
long ltemp;
int xfrac,yfrac,deltafrac;
unsigned value,intercept;
x1 = ob->x >> UNSIGNEDSHIFT; // 1/256 tile precision
y1 = ob->y >> UNSIGNEDSHIFT;
xt1 = x1 >> 8;
yt1 = y1 >> 8;
x2 = plux;
y2 = pluy;
xt2 = player->tilex;
yt2 = player->tiley;
xdist = abs(xt2-xt1);
if (xdist > 0)
{
if (xt2 > xt1)
{
partial = 256-(x1&0xff);
xstep = 1;
}
else
{
partial = x1&0xff;
xstep = -1;
}
deltafrac = abs(x2-x1);
delta = y2-y1;
ltemp = ((long)delta<<8)/deltafrac;
if (ltemp > 0x7fffl)
ystep = 0x7fff;
else if (ltemp < -0x7fffl)
ystep = -0x7fff;
else
ystep = ltemp;
yfrac = y1 + (((long)ystep*partial) >>8);
x = xt1+xstep;
xt2 += xstep;
do
{
y = yfrac>>8;
yfrac += ystep;
value = (unsigned)tilemap[x][y];
x += xstep;
if (!value)
continue;
if (value<128 || value>256)
return false;
//
// see if the door is open enough
//
value &= ~0x80;
intercept = yfrac-ystep/2;
if (intercept>doorposition[value])
return false;
} while (x != xt2);
}
ydist = abs(yt2-yt1);
if (ydist > 0)
{
if (yt2 > yt1)
{
partial = 256-(y1&0xff);
ystep = 1;
}
else
{
partial = y1&0xff;
ystep = -1;
}
deltafrac = abs(y2-y1);
delta = x2-x1;
ltemp = ((long)delta<<8)/deltafrac;
if (ltemp > 0x7fffl)
xstep = 0x7fff;
else if (ltemp < -0x7fffl)
xstep = -0x7fff;
else
xstep = ltemp;
xfrac = x1 + (((long)xstep*partial) >>8);
y = yt1 + ystep;
yt2 += ystep;
do
{
x = xfrac>>8;
xfrac += xstep;
value = (unsigned)tilemap[x][y];
y += ystep;
if (!value)
continue;
if (value<128 || value>256)
return false;
//
// see if the door is open enough
//
value &= ~0x80;
intercept = xfrac-xstep/2;
if (intercept>doorposition[value])
return false;
} while (y != yt2);
}
return true;
}
/*
================
=
= CheckSight
=
= Checks a straight line between player and current object
=
= If the sight is ok, check alertness and angle to see if they notice
=
= returns true if the player has been spoted
=
================
*/
#define MINSIGHT 0x18000l
boolean CheckSight (objtype *ob)
{
long deltax,deltay;
//
// don't bother tracing a line if the area isn't connected to the player's
//
if (!areabyplayer[ob->areanumber])
return false;
//
// if the player is real close, sight is automatic
//
deltax = player->x - ob->x;
deltay = player->y - ob->y;
if (deltax > -MINSIGHT && deltax < MINSIGHT
&& deltay > -MINSIGHT && deltay < MINSIGHT)
return true;
//
// see if they are looking in the right direction
//
switch (ob->dir)
{
case north:
if (deltay > 0)
return false;
break;
case east:
if (deltax < 0)
return false;
break;
case south:
if (deltay < 0)
return false;
break;
case west:
if (deltax > 0)
return false;
break;
}
//
// trace a line to check for blocking tiles (corners)
//
return CheckLine (ob);
}
/*
===============
=
= FirstSighting
=
= Puts an actor into attack mode and possibly reverses the direction
= if the player is behind it
=
===============
*/
void FirstSighting (objtype *ob)
{
//
// react to the player
//
switch (ob->obclass)
{
case guardobj:
PlaySoundLocActor(HALTSND,ob);
NewState (ob,&s_grdchase1);
ob->speed *= 3; // go faster when chasing player
break;
case officerobj:
PlaySoundLocActor(SPIONSND,ob);
NewState (ob,&s_ofcchase1);
ob->speed *= 5; // go faster when chasing player
break;
case mutantobj:
NewState (ob,&s_mutchase1);
ob->speed *= 3; // go faster when chasing player
break;
case ssobj:
PlaySoundLocActor(SCHUTZADSND,ob);
NewState (ob,&s_sschase1);
ob->speed *= 4; // go faster when chasing player
break;
case dogobj:
PlaySoundLocActor(DOGBARKSND,ob);
NewState (ob,&s_dogchase1);
ob->speed *= 2; // go faster when chasing player
break;
#ifndef SPEAR
case bossobj:
SD_PlaySound(GUTENTAGSND);
NewState (ob,&s_bosschase1);
ob->speed = SPDPATROL*3; // go faster when chasing player
break;
case gretelobj:
SD_PlaySound(KEINSND);
NewState (ob,&s_gretelchase1);
ob->speed *= 3; // go faster when chasing player
break;
case giftobj:
SD_PlaySound(EINESND);
NewState (ob,&s_giftchase1);
ob->speed *= 3; // go faster when chasing player
break;
case fatobj:
SD_PlaySound(ERLAUBENSND);
NewState (ob,&s_fatchase1);
ob->speed *= 3; // go faster when chasing player
break;
case schabbobj:
SD_PlaySound(SCHABBSHASND);
NewState (ob,&s_schabbchase1);
ob->speed *= 3; // go faster when chasing player
break;
case fakeobj:
SD_PlaySound(TOT_HUNDSND);
NewState (ob,&s_fakechase1);
ob->speed *= 3; // go faster when chasing player
break;
case mechahitlerobj:
SD_PlaySound(DIESND);
NewState (ob,&s_mechachase1);
ob->speed *= 3; // go faster when chasing player
break;
case realhitlerobj:
SD_PlaySound(DIESND);
NewState (ob,&s_hitlerchase1);
ob->speed *= 5; // go faster when chasing player
break;
case ghostobj:
NewState (ob,&s_blinkychase1);
ob->speed *= 2; // go faster when chasing player
break;
#else
case spectreobj:
SD_PlaySound(GHOSTSIGHTSND);
NewState (ob,&s_spectrechase1);
ob->speed = 800; // go faster when chasing player
break;
case angelobj:
SD_PlaySound(ANGELSIGHTSND);
NewState (ob,&s_angelchase1);
ob->speed = 1536; // go faster when chasing player
break;
case transobj:
SD_PlaySound(TRANSSIGHTSND);
NewState (ob,&s_transchase1);
ob->speed = 1536; // go faster when chasing player
break;
case uberobj:
NewState (ob,&s_uberchase1);
ob->speed = 3000; // go faster when chasing player
break;
case willobj:
SD_PlaySound(WILHELMSIGHTSND);
NewState (ob,&s_willchase1);
ob->speed = 2048; // go faster when chasing player
break;
case deathobj:
SD_PlaySound(KNIGHTSIGHTSND);
NewState (ob,&s_deathchase1);
ob->speed = 2048; // go faster when chasing player
break;
#endif
}
if (ob->distance < 0)
ob->distance = 0; // ignore the door opening command
ob->flags |= FL_ATTACKMODE|FL_FIRSTATTACK;
}
/*
===============
=
= SightPlayer
=
= Called by actors that ARE NOT chasing the player. If the player
= is detected (by sight, noise, or proximity), the actor is put into
= it's combat frame and true is returned.
=
= Incorporates a random reaction delay
=
===============
*/
boolean SightPlayer (objtype *ob)
{
if (ob->flags & FL_ATTACKMODE)
Quit ("An actor in ATTACKMODE called SightPlayer!");
if (ob->temp2)
{
//
// count down reaction time
//
ob->temp2 -= tics;
if (ob->temp2 > 0)
return false;
ob->temp2 = 0; // time to react
}
else
{
if (!areabyplayer[ob->areanumber])
return false;
if (ob->flags & FL_AMBUSH)
{
if (!CheckSight (ob))
return false;
ob->flags &= ~FL_AMBUSH;
}
else
{
if (!madenoise && !CheckSight (ob))
return false;
}
switch (ob->obclass)
{
case guardobj:
ob->temp2 = 1+US_RndT()/4;
break;
case officerobj:
ob->temp2 = 2;
break;
case mutantobj:
ob->temp2 = 1+US_RndT()/6;
break;
case ssobj:
ob->temp2 = 1+US_RndT()/6;
break;
case dogobj:
ob->temp2 = 1+US_RndT()/8;
break;
case bossobj:
case schabbobj:
case fakeobj:
case mechahitlerobj:
case realhitlerobj:
case gretelobj:
case giftobj:
case fatobj:
case spectreobj:
case angelobj:
case transobj:
case uberobj:
case willobj:
case deathobj:
ob->temp2 = 1;
break;
}
return false;
}
FirstSighting (ob);
return true;
}