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AIHARPY.CPP
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/* ========================================================================
Copyright (c) 1990,1996 Synergistic Software
All Rights Reserved
========================================================================
Filename: aiharpy.cpp -
Author: Lan Zhou
========================================================================
Contains the following general functions:
======================================================================== */
/* ------------------------------------------------------------------------
Includes
------------------------------------------------------------------------ */
#include "avatar.hxx"
#include "playstat.hxx"
#include "sound.hxx"
/* ------------------------------------------------------------------------
Notes
------------------------------------------------------------------------ */
/* ------------------------------------------------------------------------
Defines and Compile Flags
------------------------------------------------------------------------ */
/* ------------------------------------------------------------------------
Macros
------------------------------------------------------------------------ */
/* ------------------------------------------------------------------------
Prototypes
------------------------------------------------------------------------ */
/* ------------------------------------------------------------------------
Global Variables
------------------------------------------------------------------------ */
/* ------------------------------------------------------------------------
Local Variables
------------------------------------------------------------------------ */
static LONG FlyHeight = 100;
static LONG FlyDownDistance = 400;
static LONG WingFlappingFrame = 2;
/* ========================================================================
Function - Harpies
Description - AI function to bounce off the monster box looking for
the "player" to attack.
Returns - Current state
======================================================================== */
void CAvatar::Harpies (CAvatar *pAvatar, CAvatar::AISTATUS Status)
{
LONG FloorHeight;
LONG CeilingHeight;
LONG Special;
if( player.ThingIndex != fERROR &&
!reject( pAvatar->mfGetSector(), mythings[player.ThingIndex].sect))
{
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->attrib.IsFlying = TRUE;
pAvatar->hEnemy = fERROR;
pAvatar->lastBump = iNOTHING;
pAvatar->bumpTimer = 100;
pAvatar->dAngle = 8;
pAvatar->fContactDistance = 40;
if (pAvatar->mfStandWaiting())
{
pAvatar->mfStartAnimationLoop(STANDSEQ);
}
else
{
pAvatar->mfStartAnimationLoop(WALKSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
pAvatar->mfGetSectorInfo(&FloorHeight, &CeilingHeight, &Special);
pAvatar->mfMoveToXYZA(pAvatar->mfX(),
pAvatar->mfY(),
(FloorHeight+FlyHeight),
pAvatar->mfAngle());
}
pAvatar->fHarpy.Movement.dx = 0;
pAvatar->fHarpy.Movement.dy = pAvatar->mfGetWalkRate();
pAvatar->fHarpy.Movement.dz = 0;
if (pAvatar->mfTeleportHome())
{
// Remember where "Home" is.
pAvatar->fHarpy.HomeX = pAvatar->mfX();
pAvatar->fHarpy.HomeY = pAvatar->mfY();
pAvatar->fHarpy.HomeZ = pAvatar->mfZ();
pAvatar->fHarpy.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->attrib.IsFlying = FALSE;
pAvatar->mfClearLoopingSnd(SND_HARPY_WINGFLAP1);
pAvatar->mfGetSectorInfo(&FloorHeight, &CeilingHeight, &Special);
pAvatar->mfMoveToXYZA(pAvatar->mfX(),
pAvatar->mfY(),
FloorHeight,
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->mfTestSequenceDone() &&
pAvatar->mfGetArtSequence() != DEADSEQ)
pAvatar->mfPlayAnimationOnce(DEADSEQ);
break;
case AI_DEFEND:
if (pAvatar->hEnemy == fERROR)
{
pAvatar->Status = AI_SEARCH;
//pAvatar->attrib.IssuedChallange = FALSE;
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;
//pAvatar->attrib.IssuedChallange = FALSE;
pAvatar->mfStartAnimationOnce(WALKSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
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->mfCanHarpyHitHim(pAvatarTarget, distance, pAvatar->fContactDistance)
||((pAvatarTarget->mfHeight()<60)&&pAvatar->mfCanIHitHim(pAvatarTarget, distance, pAvatar->fContactDistance)))
{
pAvatar->FaceTo(pAvatarTarget->mfX(),
pAvatarTarget->mfY());
// [d12-12-96 JPC] Not needed? When I commented the
// following WALKSEQ line out, the harpy failed to come
// after me right away. So I left it in.
pAvatar->mfStartAnimationOnce(WALKSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
if ((pAvatar->mfGetArtSequence() != ATTACK1SEQ &&
pAvatar->mfGetArtSequence() != ATTACK2SEQ &&
pAvatar->mfGetArtSequence() != DEFENDSEQ) ||
pAvatar->mfTestSequenceDone())
{
pAvatar->mfStartNextFightSequence();
}
}
else
{
pAvatar->Status = AI_MOVING;
pAvatar->mfStartAnimationOnce(MARCHSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
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;
//pAvatar->attrib.IssuedChallange = FALSE;
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;
//pAvatar->attrib.IssuedChallange = FALSE;
pAvatar->mfStartAnimationOnce(WALKSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
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->mfCanHarpyHitHim(pAvatarTarget, distance, pAvatar->fContactDistance)
||((pAvatarTarget->mfHeight()<60)&&pAvatar->mfCanIHitHim(pAvatarTarget, distance, pAvatar->fContactDistance)))
{
pAvatar->FaceTo(pAvatarTarget->mfX(),
pAvatarTarget->mfY());
// [d12-11-96 JPC] Don't start a sequence here.
// Doing so prevents the harpy from hitting us.
// pAvatar->mfStartAnimationOnce(WALKSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfTestAndGiveDamage(pAvatar->hEnemy);
if ((pAvatar->mfGetArtSequence() != ATTACK1SEQ &&
pAvatar->mfGetArtSequence() != ATTACK2SEQ &&
pAvatar->mfGetArtSequence() != DEFENDSEQ)
|| pAvatar->mfTestSequenceDone()
)
{
pAvatar->mfStartNextFightSequence();
}
}
else
{
pAvatar->Status = AI_MOVING;
pAvatar->mfStartAnimationOnce(MARCHSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
pAvatarTarget->mfDisEngage();
// Maybe Add a goto here.
}
}
}
}
else
{
// GWP You have no Player stats....Hit Points????
pAvatar->Status = AI_SEARCH;
//pAvatar->attrib.IssuedChallange = FALSE;
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->mfGetSectorInfo(&FloorHeight, &CeilingHeight, &Special);
pAvatar->hEnemy = pAvatar->mfFindClosestFoe();
if (pAvatar->hEnemy != fERROR)
{
CAvatar * pAvatarTarget = (CAvatar *) BLKPTR(pAvatar->hEnemy);
const LONG distance = aprox_dist(pAvatar->mfX(), pAvatar->mfY(),
pAvatarTarget->mfX(), pAvatarTarget->mfY());
// If you can be seen you are active no matter what.
//if (pAvatar->mfIsVisible())
//{
// pAvatar->Status = AI_MOVING;
// pAvatar->mfMoveToXYZA(pAvatar->mfX(),
// pAvatar->mfY(),
// (FloorHeight+FlyHeight),
// pAvatar->mfAngle());
//
//}
//else
if (pAvatar->mfCanSeeAvatar(pAvatarTarget) &&
pAvatarTarget->Engaged <= 3)
{
LONG height;
if (distance <= CAvatar::ActivationDistance)
{
if(FloorHeight < pAvatarTarget->mfZ()
&& distance > 150)
{
if((pAvatarTarget->mfZ() + FlyHeight + pAvatar->mfHeight()) > CeilingHeight)
height = CeilingHeight - pAvatar->mfHeight();
else
height = pAvatarTarget->mfZ() + FlyHeight;
}
else if(distance > 150)
{
height = FloorHeight + FlyHeight;
}
else
{
height = pAvatarTarget->mfZ(); //HACK!!
}
pAvatar->Status = AI_MOVING;
pAvatar->bumpTimer = 100;
pAvatar->mfStartAnimationOnce(MARCHSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
pAvatar->FaceTo(pAvatarTarget->mfX(), pAvatarTarget->mfY());
pAvatar->mfMoveToXYZA(pAvatar->mfX(),
pAvatar->mfY(),
height,
pAvatar->mfAngle());
if (pAvatar->attrib.IssuedChallange == FALSE)
{
AddSndObj(SND_HARPY_TAUNT1, SND_HARPY_TAUNT_TOTAL, pAvatar->ThingIndex );
pAvatar->attrib.IssuedChallange = TRUE;
}
}
}
}
if (pAvatar->Status == AI_SEARCH)
{
pAvatar->hEnemy = fERROR;
//pAvatar->attrib.IssuedChallange = FALSE;
// 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->fHarpy.Movement.dx;
const LONG ty = pAvatar->mfY() + pAvatar->fHarpy.Movement.dy;
const LONG distance = aprox_dist(
pAvatar->mfX(),
pAvatar->mfY(),
tx,
ty);
LONG tz;
if(pAvatar->mfZ() < (FloorHeight + FlyHeight))
tz = FloorHeight + FlyHeight;
else
tz = 0;
// GWP Do we really need to set our position twice?
//pAvatar->mfStartAnimationOnce(WALKSEQ);
//pAvatar->mfMoveToXYZA(pAvatar->mfX(),
// pAvatar->mfY(),
// (FloorHeight+FlyHeight),
// pAvatar->mfAngle());
pAvatar->mfStartAnimationOnce(WALKSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
const WadThingType bump=pAvatar->mfFlyTowardWithBump(
distance,
tx,
ty,
tz,
0,
pAvatar->mfGetWalkRate(),
CHECKLINE_MONSTER,
&Angle,
&MythingBumped);
if(bump != iNOTHING
&&bump != iFLOOR
&&bump != iOBJECT
&&bump != iCEILING
&&bump != iSLIDE_ON_WALL)
{
// We didn't move.
POINT tp;
LONG NewAngle;
//GWP move Rate amount in a reflective direction
tp.x = 0;
tp.y = pAvatar->mfGetWalkRate();
pAvatar->mfReflect(Angle, NewAngle);
if(pAvatar->lastBump == iWALL
&& pAvatar->bumpTimer<15)
{
if(random(2)==0)
NewAngle += random(64);
else
NewAngle -= random(64);
}
pAvatar->bumpTimer = 0;
Rotate(&tp, NewAngle);
pAvatar->lastBump = bump;
// Give ourselves a new direction vector.
pAvatar->fHarpy.Movement.dx = tp.x;
pAvatar->fHarpy.Movement.dy = tp.y;
}
}
}
break;
case AI_MOVING: // Chase the player
if (pAvatar->hEnemy == fERROR)
{
pAvatar->Status = AI_SEARCH;
//pAvatar->attrib.IssuedChallange = FALSE;
pAvatar->bumpTimer = 100;
pAvatar->mfStartAnimationOnce(WALKSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
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();
//CAvatar * pAvatarTarget = (CAvatar *) BLKPTR(pAvatar->hEnemy);
pAvatar->mfStartAnimationOnce(MARCHSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
//const LONG distance = aprox_dist(pAvatar->mfX(), pAvatar->mfY(),
// pAvatarTarget->mfX(), pAvatarTarget->mfY());
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 player is.
// GWP Switch to hEnemy
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;
//pAvatar->attrib.IssuedChallange = FALSE;
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->mfStartAnimationOnce(WALKSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
pAvatar->mfMoveToXYZA(pAvatar->fHarpy.HomeX,
pAvatar->fHarpy.HomeY,
pAvatar->fHarpy.HomeZ,
pAvatar->fHarpy.HomeA);
}
}
else
if (pAvatar->mfCanHarpyHitHim(pAvatarTarget, distance, pAvatar->fContactDistance)
||((pAvatarTarget->mfHeight()<60)&&pAvatar->mfCanIHitHim(pAvatarTarget, distance, pAvatar->fContactDistance)))
{
pAvatar->Status = AI_ATTACK;
pAvatarTarget->mfEngage();
}
else
{
LONG Angle;
FIXED_VECTOR_3D tp;
LONG MoveAngle;
LONG MythingBumped;
// 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);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
const WadThingType bump = pAvatar->mfFlyTowardWithBump(
distance,
pAvatarTarget->mfX(),
pAvatarTarget->mfY(),
pAvatarTarget->mfZ() + ((distance > FlyDownDistance) ? FlyHeight : 0),
FlyDownDistance,
pAvatar->mfGetMarchRate(),
(SHORT)((TRUE == pAvatar->mfStayInMonsterBox())
? CHECKLINE_MONSTER : 0),
&Angle,
&MythingBumped);
switch(bump)
{
case iNOTHING:
case iSLIDE_ON_WALL:
case iFLOOR:
case iCEILING:
pAvatar->dAngle = 8;
break;
default:
// we're stuck.
// we're stuck.
tp.dx = 0;
tp.dy = (pAvatar->mfGetMarchRate())<<PLAYER_FIXEDPT;
tp.dz = 0;
if(pAvatar->dAngle > 64)
{
//Rotate((POINT*)&tp, pAvatar->mfAngle());
pAvatar->mfStartAnimationOnce(WALKSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
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->dAngle=8;
pAvatar->attrib.IssuedChallange = FALSE;
//pAvatar->mfMoveToXYZA((pAvatar->mfX()+PLAYER_INT_VAL(tp.dx)),
// (pAvatar->mfY()+PLAYER_INT_VAL(tp.dy)),
// pAvatar->mfZ() + tp.dz, //Hack
// (pAvatar->mfAngle()+128));
}
else
{
MoveAngle=AngleFromPoint2(pAvatar->mfX(), pAvatar->mfY(), pAvatarTarget->mfX(), pAvatarTarget->mfY(), 0);
Rotate((POINT*)&tp, MoveAngle+pAvatar->dAngle);
pAvatar->mfStartAnimationOnce(MARCHSEQ);
pAvatar->mfQueueSnd(SND_HARPY_WINGFLAP1, SND_HARPY_WINGFLAP_TOTAL, WingFlappingFrame);
pAvatar->mfSetLoopingSnd(SND_HARPY_WINGFLAP1, 9);
const WadThingType bumpResult = pAvatar->mfCheckNewPosition2(&tp, pAvatar->mfGetMarchRate());
if(bumpResult == iNOTHING)
{
pAvatar->FaceTo(pAvatarTarget->mfX(), pAvatarTarget->mfY());
pAvatar->mfMoveToXYZA((pAvatar->mfX()+PLAYER_INT_VAL(tp.dx)),
(pAvatar->mfY()+PLAYER_INT_VAL(tp.dy)),
pAvatar->mfZ()+tp.dz,
pAvatar->mfAngle());
}
if(pAvatar->dAngle>0)
pAvatar->dAngle = -(pAvatar->dAngle);
else
pAvatar->dAngle = -(pAvatar->dAngle) + 8;
}
break;
}
}
break;
}
}
/* ========================================================================
Function - FlyTowardWithBump
Description - Move to withing BUMP distance from a point by my Rate amount
Returns - distance from point
======================================================================== */
WadThingType CAvatar::mfFlyTowardWithBump(
LONG distance,
LONG TargetX,
LONG TargetY,
LONG TargetZ,
LONG Bump,
LONG Rate,
SHORT sSpecial,
LONG *pAngle,
LONG *pmyThingBumped
)
{
PLAYER TempPlayer;
WadThingType Result = iNOTHING;
FIXED_VECTOR_3D NewVector;
LONG BumpDistance;
LONG dz = TargetZ - mfZ();
LONG dx = TargetX - mfX();
LONG dy = TargetY - mfY();
if(abs(distance) > Bump)
{
if (distance > 0)
distance -= Bump;
else
distance += Bump;
// if (Bump > 2)
// {
// Introduce some randomness as to exactly where
// we endup within "Bump" distance of the target.
// Determine whether we are to the N/S of the target or E/W
// So we woble on the short axis.
// if (ABS(dx) > ABS(dy))
// {
// if (random(2))
// {
// dy += random(Bump - 1);
// }
// else
// {
// dy -= random(Bump - 1);
// }
// }
// else
// {
// if (random(2))
// {
// dx += random(Bump - 1);
// }
// else
// {
// dx -= random(Bump - 1);
// }
// }
// }
FaceTo(TargetX, TargetY);
mfConvertPositionToPlayer(TempPlayer);
// Fly up only if necessary.
if (dz > 0)
{
if (dz < Rate)
{
NewVector.dz = dz;
}
else
{
NewVector.dz = Rate;
}
}
else
{
NewVector.dz = 0;
}
if (ABS(distance) < Rate)
{
NewVector.dx = dx;
NewVector.dy = dy;
}
else
{
NewVector.dx = ((dx * Rate)/distance);
NewVector.dy = ((dy * Rate)/distance);
}
NewVector.dx <<= PLAYER_FIXEDPT;
NewVector.dy <<= PLAYER_FIXEDPT;
// For now ignore the noise we make if we hit something.
// GWP optimize by not doing this check if we're not "visible."
// GWP if we can't be seen bumping objects who cares?
//if (mfIsVisible())
{
CheckBump(&TempPlayer, &NewVector, Rate);
}
// [d11-27-96 JPC] For flying things, result of deep water, lava,
// or acid is the same as no bump, so change result.
Result = CheckMove(&TempPlayer, &NewVector, sSpecial, pAngle, &BumpDistance);
if (Result == iDEEP_WATER ||
Result == iSHALLOW_WATER ||
Result == iLAVA ||
Result == iACID)
{
Result = iNOTHING;
TempPlayer.bump = iNOTHING;
}
switch (Result)
{
case iCEILING:
case iFLOOR:
mfMoveToXYZA(mfX(),
mfY(),
mfZ() + NewVector.dz,
mfAngle());
break;
case iWALL:
break;
case iNOTHING:
case iSLIDE_ON_WALL:
case iOBJECT:
mfMoveToXYZA(mfX() + PLAYER_INT_VAL(NewVector.dx),
mfY() + PLAYER_INT_VAL(NewVector.dy),
mfZ() + NewVector.dz,
mfAngle());
break;
}
}
else
{
FaceTo(TargetX, TargetY);
mfConvertPositionToPlayer(TempPlayer);
if (ABS(distance) < Rate)
{
NewVector.dx = dx;
NewVector.dy = dy;
if (ABS(dz) < Rate)
{
NewVector.dz = dz;
}
else
{
if(dz > 0)
NewVector.dz = Rate;
else
NewVector.dz = -Rate;
}
}
else
{
NewVector.dx = ((dx * Rate)/distance);
NewVector.dy = ((dy * Rate)/distance);
NewVector.dz = dz*Rate/ABS(distance);
}
NewVector.dx<<=PLAYER_FIXEDPT;
NewVector.dy<<=PLAYER_FIXEDPT;
if (mfIsVisible())
{
CheckBump(&TempPlayer, &NewVector, Rate);
}
Result = CheckMove(&TempPlayer, &NewVector, sSpecial, pAngle, &BumpDistance);
if (Result == iDEEP_WATER ||
Result == iSHALLOW_WATER ||
Result == iLAVA ||
Result == iACID)
{
Result = iNOTHING;
TempPlayer.bump = iNOTHING;
}
switch (Result)
{
case iSLIDE_ON_WALL:
case iOBJECT:
case iNOTHING:
mfMoveToXYZA(mfX() + PLAYER_INT_VAL(NewVector.dx),
mfY() + PLAYER_INT_VAL(NewVector.dy),
mfZ() + NewVector.dz,
mfAngle());
break;
case iWALL:
break;
case iCEILING:
case iFLOOR:
mfMoveToXYZA(mfX(),
mfY(),
mfZ() + NewVector.dz,
mfAngle());
break;
}
}
*pmyThingBumped = TempPlayer.BumpIndex;
return (TempPlayer.bump);
}
/* ========================================================================
Function - mfCanIHitHim
Description - inline Check whether the Avatar hit the enmey.
Returns - TRUE | FALSE
======================================================================== */
BOOL CAvatar::mfCanHarpyHitHim (
CAvatar *pAvatarEnemy,
LONG distance,
LONG AttackDistance) const
{
BOOL Result;
const LONG ArmHeight= mfZ() + ((3*mfHeight())/4);
const LONG EnemyArmHeight= pAvatarEnemy->mfZ() + ((3*pAvatarEnemy->mfHeight())/4);
const LONG HeadHeight = mfZ() + mfHeight();
const LONG EnemyHeadHeight = pAvatarEnemy->mfZ() + pAvatarEnemy->mfHeight();
// your arms must be above his knees and
// his arms must be above your knees to attack.
if (distance < AttackDistance &&
HeadHeight > EnemyArmHeight &&
EnemyHeadHeight > ArmHeight
)
{
Result = TRUE;
}
else
{
Result = FALSE;
}
return Result;
}