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AIPONG.CPP
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/* ========================================================================
Copyright (c) 1990,1996 Synergistic Software
All Rights Reserved
========================================================================
Filename: Avatar.cpp
Author: Greg Hightower & Gary Powell
======================================================================== */
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "SYSTEM.H"
#include "ENGINE.H"
#include "AVATAR.HXX" // includes aipong.hxx
#include "PLAYSTAT.HXX"
#include "SNDVOX.HXX"
#include "SOUND.HXX"
// [d11-26-96 JPC] Changed all mfMoveToXYZA calls to mfMoveToXYA calls.
/* ========================================================================
Function - PingPong
Description - AI function to bounce off the monster box looking for
the "player" to attack.
Returns - Current state
======================================================================== */
void CAvatar::PingPong (CAvatar *pAvatar, CAvatar::AISTATUS Status)
{
LONG FloorHeight;
LONG CeilingHeight;
LONG Special;
//GEH check to see this this live guy is even remotely able to be seen
// before we bother running any AI
if( player.ThingIndex != fERROR &&
!reject( pAvatar->mfGetSector(), mythings[player.ThingIndex].sect))
{
// pAvatar->mfStartAnimationLoop(STANDSEQ);
return;
}
if(pAvatar->Status != AI_DEAD)
{
pAvatar->mfCheckCrush();
}
if(pAvatar->Status == AI_DEAD)
Status = AI_DEAD;
switch( Status )
{
case AI_INIT:
pAvatar->Status = AI_SEARCH;
pAvatar->attrib.IssuedChallange = FALSE;
pAvatar->hEnemy = fERROR;
pAvatar->lastBump = iNOTHING;
pAvatar->bumpTimer = 100;
pAvatar->dAngle = 8;
pAvatar->fPingPong.fCurrentSpell = ITEM_NO_THING;
pAvatar->fContactDistance = 90;
if (pAvatar->mfStandWaiting())
{
pAvatar->mfStartAnimationLoop(STANDSEQ);
}
else
{
pAvatar->mfStartAnimationLoop(WALKSEQ);
}
pAvatar->fPingPong.Movement.dx = 0;
pAvatar->fPingPong.Movement.dy = pAvatar->mfGetWalkRate();
if (pAvatar->mfTeleportHome())
{
// Remember where "Home" is.
pAvatar->fPingPong.HomeX = pAvatar->mfX();
pAvatar->fPingPong.HomeY = pAvatar->mfY();
pAvatar->fPingPong.HomeZ = pAvatar->mfZ();
pAvatar->fPingPong.HomeA = pAvatar->mfAngle();
}
break;
case AI_RELEASE:
pAvatar->Status = AI_INIT;
break;
case AI_BEGIN_PAUSE:
pAvatar->mfBeginPause();
break;
case AI_PAUSED:
pAvatar->mfStandAndFidget();
break;
case AI_END_PAUSE:
pAvatar->mfEndPause();
break;
case AI_BEGIN_LISTEN:
pAvatar->mfBeginListen();
break;
case AI_LISTEN:
// Follow the camera around.
pAvatar->mfListen();
break;
case AI_END_LISTEN:
pAvatar->mfEndListen();
break;
case AI_BEGIN_LISTEN_BOW:
pAvatar->mfBeginListenBow();
break;
case AI_END_LISTEN_BOW:
pAvatar->mfEndListenBow();
break;
case AI_ROTATE_TO_CAMERA:
pAvatar->mfRotateToCamera();
break;
case AI_RETURN_TO_POSITION:
pAvatar->mfReturnToPosition();
break;
case AI_DEAD:
// Dead is dead. Don't move.
//if (pAvatar->mfGetArtSequence() != DEADSEQ)
//{
pAvatar->mfGetSectorInfo(&FloorHeight, &CeilingHeight, &Special);
pAvatar->mfMoveToXYA(pAvatar->mfX(),
pAvatar->mfY(),
pAvatar->mfAngle());
//}
if (pAvatar->attrib.DiedLastFrame)
{
// pAvatar->mfSpewAll();
pAvatar->attrib.DiedLastFrame=FALSE;
}
if(pAvatar->mfTestSequenceDone() &&
pAvatar->CurSequence != DEADSEQ)
{
AddSndObj(SND_BODY_FALLS_DEAD1, SND_BODY_FALLS_DEAD_TOTAL, pAvatar->ThingIndex );
pAvatar->mfPlayAnimationOnce(DEADSEQ);
pAvatar->attrib.DiedLastFrame=TRUE;
pAvatar->mfTurnHighlightOff();
if(pAvatar->attrib.KilledBySpectre == TRUE)
{
pAvatar->mfTurnToSpectre();
}
break;
}
if (pAvatar->mfTestSequenceDone() &&
pAvatar->mfGetArtSequence() != DEADSEQ)
pAvatar->mfPlayAnimationOnce(DEADSEQ);
break;
case AI_CASTSPELL:
if (pAvatar->hPlayerStats != fERROR)
{
const PTR_PLAYER_STATS pPlayerStats = (const PTR_PLAYER_STATS)BLKPTR(pAvatar->hPlayerStats);
if (pAvatar->hEnemy == fERROR)
{
pAvatar->Status = AI_SEARCH;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
// break;
}
break; // [d11-26-96 JPC] move line per TCW Donald.
}
CAvatar * pAvatarTarget = (CAvatar *) BLKPTR(pAvatar->hEnemy);
if (pAvatarTarget->mfAmIImmoblized())
{
pAvatar->Status = AI_SEARCH;
pAvatarTarget->mfDisEngage();
pAvatar->hEnemy = fERROR;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
// break;
}
break; // [d11-26-96 JPC] move this one, too
}
if (pAvatarTarget->hPlayerStats != fERROR)
{
if (pAvatar->mfCanSeeAvatar(pAvatarTarget))
{
if (GAME_TTYPE::mfHasMagicAnimation(pAvatar->mfType()))
{
if (pAvatar->mfGetArtSequence() != MAGICSEQ)
{
pAvatar->mfStartAnimationOnce(MAGICSEQ);
}
else
{
if (pAvatar->mfTestSequence2ndLastFrame())
{
if (pAvatar->hPlayerStats != fERROR)
{
PLAYER_STATS * const pPlayerStats = (PLAYER_STATS * const) BLKPTR(pAvatar->hPlayerStats);
pPlayerStats->Inventory.mfActivateSpell(pAvatar->fPingPong.fCurrentSpell);
}
// Now go back looking for the next victim.
pAvatar->fPingPong.fCurrentSpell = ITEM_NO_THING;
pAvatar->fDamageFlag = 0;
pAvatar->Status = AI_SEARCH;
}
}
}
else
{
pPlayerStats->Inventory.mfActivateSpell(pAvatar->fPingPong.fCurrentSpell);
// Now go back looking for the next victim.
pAvatar->fPingPong.fCurrentSpell = ITEM_NO_THING;
pAvatar->Status = AI_SEARCH;
}
pAvatar->FaceTo(pAvatarTarget->mfX(),
pAvatarTarget->mfY());
}
else
{
pAvatar->Status = AI_MOVING;
pAvatarTarget->mfDisEngage();
// Maybe Add a Goto here.
}
}
}
else
{
// GWP You have no Player stats....Hit Points????
pAvatar->Status = AI_SEARCH;
if (pAvatar->hEnemy != fERROR)
{
CAvatar *pTarget = (CAvatar *) BLKPTR(pAvatar->hEnemy);
pTarget->mfDisEngage();
pAvatar->hEnemy = fERROR;
}
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
}
}
break;
case AI_DEFEND:
if (pAvatar->hEnemy == fERROR)
{
pAvatar->Status = AI_SEARCH;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
break;
}
}
else
{
CAvatar * pAvatarTarget = (CAvatar *) BLKPTR(pAvatar->hEnemy);
if (pAvatarTarget->mfAmIImmoblized())
{
pAvatar->Status = AI_SEARCH;
pAvatarTarget->mfDisEngage();
pAvatar->hEnemy = fERROR;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
break;
}
}
else
{
// First check how far away the foe is.
// GWP change to Target Avatar here.
const LONG distance = aprox_dist(pAvatar->mfX(), pAvatar->mfY(),
pAvatarTarget->mfX(), pAvatarTarget->mfY());
if (pAvatar->mfCanIHitHim(pAvatarTarget, distance, pAvatar->fContactDistance))
{
pAvatar->FaceTo(pAvatarTarget->mfX(),
pAvatarTarget->mfY());
if ((pAvatar->mfGetArtSequence() != ATTACK1SEQ &&
pAvatar->mfGetArtSequence() != ATTACK2SEQ &&
pAvatar->mfGetArtSequence() != DEFENDSEQ) ||
pAvatar->mfTestSequenceDone())
{
pAvatar->mfStartNextFightSequence();
}
}
else
{
pAvatar->Status = AI_MOVING;
pAvatarTarget->mfDisEngage();
// Maybe Add a goto here.
}
}
}
break;
case AI_ATTACK:
if (pAvatar->hPlayerStats != fERROR)
{
const PTR_PLAYER_STATS pPlayerStats = (const PTR_PLAYER_STATS)BLKPTR(pAvatar->hPlayerStats);
if (pAvatar->hEnemy == fERROR)
{
pAvatar->Status = AI_SEARCH;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
break;
}
}
else
{
CAvatar * pAvatarTarget = (CAvatar *) BLKPTR(pAvatar->hEnemy);
if (pAvatarTarget->mfAmIImmoblized())
{
pAvatar->Status = AI_SEARCH;
pAvatarTarget->mfDisEngage();
pAvatar->hEnemy = fERROR;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
break;
}
}
else
if(pAvatarTarget->hPlayerStats != fERROR)
{
// First check how far away the foe is.
const LONG distance = aprox_dist(pAvatar->mfX(), pAvatar->mfY(),
pAvatarTarget->mfX(), pAvatarTarget->mfY());
if (pAvatar->mfCanSeeAvatar(pAvatarTarget))
{
pAvatar->FaceTo(pAvatarTarget->mfX(),
pAvatarTarget->mfY());
if (pAvatar->attrib.IssuedTaunt == FALSE)
{
AddVoxSnd(VOX_DUEL_TAUNTS, pAvatar->ThingIndex);
pAvatar->attrib.IssuedTaunt = TRUE;
}
pAvatar->mfTestAndGiveDamage(pAvatar->hEnemy);
if ((pAvatar->mfGetArtSequence() != ATTACK1SEQ &&
pAvatar->mfGetArtSequence() != ATTACK2SEQ &&
pAvatar->mfGetArtSequence() != DEFENDSEQ)
|| pAvatar->mfTestSequenceDone()
)
{
pAvatar->mfStartNextFightSequence();
}
}
else
{
pAvatar->Status = AI_MOVING;
pAvatarTarget->mfDisEngage();
// Maybe Add a goto here.
}
}
}
}
else
{
// GWP You have no Player stats....Hit Points????
pAvatar->Status = AI_SEARCH;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
}
}
break;
case AI_SEARCH: // Stay in this mode until activated.
pAvatar->hEnemy = pAvatar->mfFindClosestFoe();
if (pAvatar->hEnemy != fERROR)
{
CAvatar * pAvatarTarget = (CAvatar *) BLKPTR(pAvatar->hEnemy);
if (pAvatar->mfCanSeeAvatar(pAvatarTarget))
{
// check to see if this guy is too far to see
const LONG distance = aprox_dist(
pAvatar->mfX(), pAvatar->mfY(),
pAvatarTarget->mfX(), pAvatarTarget->mfY());
if (distance <= CAvatar::ActivationDistance)
{
// pAvatar->mfStartAnimationOnce(STANDSEQ);
// break;
pAvatar->Status = AI_MOVING;
pAvatar->bumpTimer = 100;
if(pAvatar->attrib.IssuedChallange == FALSE)
{
AddVoxSnd(VOX_CHALLENGES, pAvatar->ThingIndex);
pAvatar->attrib.IssuedChallange = TRUE;
}
break;
}
}
}
pAvatar->hEnemy = fERROR;
pAvatar->bumpTimer++;
// No foes seen yet.
if (pAvatar->mfStandWaiting())
{
pAvatar->mfStartAnimationOnce(STANDSEQ);
}
else
{
// Wander around inside MonsterBox.
LONG Angle;
LONG myThingBumped;
const LONG tx = pAvatar->mfX() + pAvatar->fPingPong.Movement.dx;
const LONG ty = pAvatar->mfY() + pAvatar->fPingPong.Movement.dy;
const LONG distance = aprox_dist(
pAvatar->mfX(),
pAvatar->mfY(),
tx,
ty);
pAvatar->mfStartAnimationOnce(WALKSEQ);
const WadThingType bump = pAvatar->mfMoveTowardWithBump(
distance,
tx,
ty,
0,
pAvatar->mfGetWalkRate(),
CHECKLINE_MONSTER,
&Angle,
&myThingBumped);
if (bump == iWALL ||
bump == iFLOOR ||
bump == iHOLE ||
bump == iCEILING ||
bump == iOBJECT ||
bump == iMONSTER_BOX)
{
// We didn't move.
POINT tp;
LONG NewAngle;
tp.x = 0;
tp.y = pAvatar->mfGetWalkRate();
//GWP move Rate amount in a reflective direction
pAvatar->mfReflect(Angle, NewAngle);
if((pAvatar->lastBump == iWALL||
pAvatar->lastBump == iFLOOR ||
pAvatar->lastBump == iHOLE ||
pAvatar->lastBump == iCEILING ||
pAvatar->lastBump == iOBJECT ||
pAvatar->lastBump == iMONSTER_BOX)
&& pAvatar->bumpTimer < 15)
{
if(random(2)==0)
NewAngle += random(64);
else
NewAngle -= random(64);
}
pAvatar->bumpTimer = 0;
//GWP move Rate amount in a reflective direction
Rotate(&tp, NewAngle);
pAvatar->lastBump = bump;
// Give ourselves a new direction vector.
pAvatar->fPingPong.Movement.dx = tp.x;
pAvatar->fPingPong.Movement.dy = tp.y;
}
}
break;
case AI_MOVING: // Chase the enemy
if (pAvatar->hEnemy == fERROR)
{
pAvatar->Status = AI_SEARCH;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
}
break;
}
if (pAvatar->Engaged > 0)
{
// We're being attacked from the back. find'm and attack back.
pAvatar->hEnemy = pAvatar->mfFindClosestFoe();
if (pAvatar->hEnemy == fERROR)
{
// Error condition. Should probably disengage myself.
break;
}
}
if(pAvatar->bumpTimer > 6)
{
pAvatar->bumpTimer = 0;
}
else if(pAvatar->bumpTimer < 6)
{
pAvatar->bumpTimer++;
}
else
{
pAvatar->bumpTimer = 100;
pAvatar->hEnemy = pAvatar->mfFindClosestFoe();
if (pAvatar->hEnemy == fERROR)
{
pAvatar->Status = AI_SEARCH;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
}
break;
}
}
CAvatar * pAvatarTarget = (CAvatar *) BLKPTR(pAvatar->hEnemy);
// First check how far away the enemy target is.
const LONG distance = aprox_dist(pAvatar->mfX(), pAvatar->mfY(),
pAvatarTarget->mfX(), pAvatarTarget->mfY());
if (distance > CAvatar::ActivationDistance &&
!pAvatar->mfCanSeeAvatar(pAvatarTarget)) // Got away
{
pAvatar->Status = AI_SEARCH;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
break;
}
if (pAvatar->mfTeleportHome())
{
pAvatar->mfMoveToXYA(pAvatar->fPingPong.HomeX,
pAvatar->fPingPong.HomeY,
pAvatar->fPingPong.HomeA);
}
break;
}
// if (pAvatar->mfCanIHitHim(pAvatarTarget, distance, pAvatar->fContactDistance))
// [d4-28-97 JPC] Added mfCanSeeAvatar test here to prevent fighting
// through walls. (mfCanIHitHim only checks distance and relative
// Z coordinate, not walls.)
// Potential problem: this might prevent some fights that should
// occur. (GWP brought up the problem of attacking or being
// attacked from behind.)
// If some fights that SHOULD happen DON'T happen, suspect this code.
if (pAvatar->mfCanIHitHim(pAvatarTarget, distance, pAvatar->fContactDistance) &&
pAvatar->mfCanSeeAvatar(pAvatarTarget)) // [d4-28-97 JPC]
{
pAvatar->Status = AI_ATTACK;
pAvatar->mfGetSectorInfo(&FloorHeight, &CeilingHeight, &Special);
pAvatar->mfMoveToXYA(pAvatar->mfX(),
pAvatar->mfY(),
pAvatar->mfAngle());
pAvatarTarget->mfEngage();
// GWP May want to add a Bleech Goto here.
break;
}
if (GAME_TTYPE::mfHasMagicAnimation(pAvatar->mfType()))
{
if (pAvatar->hPlayerStats != fERROR)
{
PLAYER_STATS * const pPlayerStats = (PLAYER_STATS * const)BLKPTR(pAvatar->hPlayerStats);
// cast no magic until some damage has been done to you.
if (pPlayerStats->mfGetCurHitPoints() < pPlayerStats->mfGetMaxHitPoints())
{
if (pPlayerStats->Inventory.mfCanICastSpell(ITEM_SPELL_FLESH_TO_STONE))
{
pAvatar->Status = AI_CASTSPELL;
pAvatar->fPingPong.fCurrentSpell = ITEM_SPELL_FLESH_TO_STONE;
break;
}
if (pPlayerStats->Inventory.mfCanICastSpell(ITEM_SPELL_FIREBALL))
{
pAvatar->Status = AI_CASTSPELL;
pAvatar->fPingPong.fCurrentSpell = ITEM_SPELL_FIREBALL;
}
if (pPlayerStats->Inventory.mfCanICastSpell(ITEM_SPELL_LIGHTNING_BOLT))
{
pAvatar->Status = AI_CASTSPELL;
pAvatar->fPingPong.fCurrentSpell = ITEM_SPELL_LIGHTNING_BOLT;
break;
}
if (pPlayerStats->Inventory.mfCanICastSpell(ITEM_SPELL_MAGIC_MISSILE))
{
pAvatar->Status = AI_CASTSPELL;
pAvatar->fPingPong.fCurrentSpell = ITEM_SPELL_MAGIC_MISSILE;
break;
}
}
}
}
{
LONG Angle;
LONG myThingBumped;
LONG MoveAngle;
FIXED_VECTOR_3D tp;
//static int iAlreadySaidHalted = FALSE;
// Chase the Target.
// GWP If we hit something do we care?
// GWP maybe we should try a slightly offset angle from
// GWP the first try and try again.
pAvatar->mfStartAnimationOnce(MARCHSEQ);
const WadThingType bump = pAvatar->mfMoveTowardWithBump(
distance,
pAvatarTarget->mfX(),
pAvatarTarget->mfY(),
pAvatar->fContactDistance/3, // GWP HACK VALUE
pAvatar->mfGetMarchRate(),
(SHORT)((TRUE == pAvatar->mfStayInMonsterBox())
? CHECKLINE_MONSTER : 0),
&Angle,
&myThingBumped);
if (!(bump == iNOTHING ||
bump == iSHALLOW_WATER ||
bump == iDEEP_WATER ||
bump == iLAVA ||
bump == iACID ||
bump == iSLIDE_ON_WALL ||
bump == iOBJECT))
{
// we're stuck.
tp.dx = 0;
tp.dy = (pAvatar->mfGetMarchRate())<<PLAYER_FIXEDPT;
tp.dz = 0;
if(pAvatar->dAngle > 64)
{
pAvatar->Status = AI_SEARCH;
if(pAvatar->attrib.IsFollowPath == TRUE)
{
//pAvatar->FaceTo(pAvatar->fFollowPath.oldP.x, pAvatar->fFollowPath.oldP.y);
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_FOLLOW_PATH);
pAvatar->DoAI(CAvatar::AI_INIT);
break;
}
pAvatar->mfStartAnimationOnce(STANDSEQ);
}
else
{
MoveAngle=AngleFromPoint2(pAvatar->mfX(), pAvatar->mfY(), pAvatarTarget->mfX(), pAvatarTarget->mfY(), 0);
Rotate((POINT*)&tp, MoveAngle+pAvatar->dAngle);
pAvatar->mfStartAnimationOnce(MARCHSEQ);
WadThingType bumpResult = pAvatar->mfCheckNewPosition2(&tp, pAvatar->mfGetMarchRate());
// [d11-30-96 JPC] For a flying thing, treat various nasty sectors as nothing.
if (pAvatar->attrib.IsFlying)
{
if (bumpResult == iLAVA || bumpResult == iDEEP_WATER || bumpResult == iACID)
bumpResult = iNOTHING;
}
if(bumpResult == iNOTHING)
{
pAvatar->FaceTo(pAvatarTarget->mfX(), pAvatarTarget->mfY());
// [d11-29-96 JPC] HACK--you CAN step into lava here due
// to the oddity of the bump return code. (It returns
// iLAVA, etc., if the CURRENT sector is lava; it does not
// check the new sector and we don't really want to do
// that in the bump code because the call to get_sector_info
// is so expensive. Not that the call to mfIsNastySector
// is cheap, but it does not happen as often.
if (pAvatar->attrib.IsFlying || !pAvatar->mfIsNastySector (pAvatar->mfX()+PLAYER_INT_VAL(tp.dx),
pAvatar->mfY()+PLAYER_INT_VAL(tp.dy)))
{
pAvatar->mfMoveToXYA((pAvatar->mfX()+PLAYER_INT_VAL(tp.dx)),
(pAvatar->mfY()+PLAYER_INT_VAL(tp.dy)),
pAvatar->mfAngle());
}
}
if(pAvatar->dAngle>0)
pAvatar->dAngle = -(pAvatar->dAngle);
else
pAvatar->dAngle = -(pAvatar->dAngle) + 8;
}
}
else
{
pAvatar->dAngle = 8;
}
}
break;
}
}
/* ========================================================================
Function - mfSwitchToPingPong
Description - Hide the dialog and send the avatar on the way.
Returns - void
======================================================================== */
void PINGPONG_DATA::mfSwitchToPingPong(LONG hAvatar)
{
CAvatar *pAvatar = (CAvatar *) BLKPTR((SHORT) hAvatar);
// GWP POINT tp;
// GWP LONG angle;
//GEH move Rate amount in a random direction
// GWP tp.x = 0;
// GWP tp.y = -(pAvatar->Rate);
// GWP angle = random(256);
// GWP rot8_angle(&tp, angle);
// GWP pAvatar->fPingPong.Movement.dx = tp.x;
// GWP pAvatar->fPingPong.Movement.dy = tp.y;
pAvatar->fPingPong.Movement.dx = 0;
pAvatar->fPingPong.Movement.dy = -(pAvatar->mfGetWalkRate());
pAvatar->fPrev.Status = CAvatar::AI_INIT;
pAvatar->SetAIFuncIndex(CAvatar::AI_FUNC_PING_PONG);
pAvatar->Status = CAvatar::AI_END_LISTEN;
}