ref: 2c0d5e026f50ae4f2a069b882a598e9a8a4d553b
dir: /state.c/
// 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 (u16int tilex, u16int tiley, statetype *state); void NewState (objtype *ob, statetype *state); int TryWalk (objtype *ob); void MoveObj (objtype *ob, s32int move); void KillActor (objtype *ob); void DamageActor (objtype *ob, u16int damage); int CheckLine (objtype *ob); void FirstSighting (objtype *ob); int 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 (u16int tilex, u16int 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 = ((s32int)tilex<<TILESHIFT)+TILEGLOBAL/2; new->y = ((s32int)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=(u16int)actorat[x][y]; \ if (temp) \ { \ if (temp<256) \ return false; \ if (((objtype *)temp)->flags&FL_SHOOTABLE) \ return false; \ } \ } #define CHECKSIDE(x,y) \ { \ temp=(u16int)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; \ } \ } int TryWalk (objtype *ob) { s16int doornum; u16int 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) { s16int deltax,deltay,i; u16int 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) { s16int 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) { s16int 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, s32int move) { s32int 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, s16int tilex, s16int tiley) { s16int 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) { s16int 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, u16int 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 = ===================== */ int CheckLine (objtype *ob) { s16int x1,y1,xt1,yt1,x2,y2,xt2,yt2; s16int x,y; s16int xdist,ydist,xstep,ystep; s16int temp; s16int partial,delta; s32int ltemp; s16int xfrac,yfrac,deltafrac; u16int 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 = ((s32int)delta<<8)/deltafrac; if (ltemp > 0x7fffl) ystep = 0x7fff; else if (ltemp < -0x7fffl) ystep = -0x7fff; else ystep = ltemp; yfrac = y1 + (((s32int)ystep*partial) >>8); x = xt1+xstep; xt2 += xstep; do { y = yfrac>>8; yfrac += ystep; value = (u16int)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 = ((s32int)delta<<8)/deltafrac; if (ltemp > 0x7fffl) xstep = 0x7fff; else if (ltemp < -0x7fffl) xstep = -0x7fff; else xstep = ltemp; xfrac = x1 + (((s32int)xstep*partial) >>8); y = yt1 + ystep; yt2 += ystep; do { x = xfrac>>8; xfrac += xstep; value = (u16int)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 int CheckSight (objtype *ob) { s32int 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 = =============== */ int 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; }