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?? wl_state.c

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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;

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