Cube  Diff

Differences From Artifact [d6e394fd76]:

To Artifact [7bb8f140a9]:


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// monster.cpp: implements AI for single player monsters, currently client only

#include "cube.h"

#import "DynamicEntity.h"
#import "Entity.h"

static OFMutableArray<DynamicEntity *> *monsters;
static int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;

VARF(skill, 1, 3, 10, conoutf(@"skill is now %d", skill));

OFArray<DynamicEntity *> *
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	monstertotal = 0;
	spawnremain = 0;
	if (m_dmsp) {
		nextmonster = mtimestart = lastmillis + 10000;
		monstertotal = spawnremain = gamemode < 0 ? skill * 10 : 0;
	} else if (m_classicsp) {
		mtimestart = lastmillis;
		loopv(ents) if (ents[i].type == MONSTER)
		{
			DynamicEntity *m = basicmonster(
			    ents[i].attr2, ents[i].attr1, M_SLEEP, 100, 0);
			m.o = OFMakeVector3D(ents[i].x, ents[i].y, ents[i].z);

		for (Entity *e in ents) {
			if (e.type != MONSTER)
				continue;

			DynamicEntity *m =
			    basicmonster(e.attr2, e.attr1, M_SLEEP, 100, 0);
			m.o = OFMakeVector3D(e.x, e.y, e.z);
			entinmap(m);
			monstertotal++;
		}
	}
}

// height-correct line of sight for monster shooting/seeing
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		spawnmonster();
	}

	if (monstertotal && !spawnremain && numkilled == monstertotal)
		endsp(true);

	// equivalent of player entity touch, but only teleports are used
	loopv(ents)
	[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
	{
		entity &e = ents[i];
		if (e.type != TELEPORT)
			return;
			continue;

		if (OUTBORD(e.x, e.y))
			return;
			continue;

		OFVector3D v =
		    OFMakeVector3D(e.x, e.y, (float)S(e.x, e.y)->floor);
		for (DynamicEntity *monster in monsters) {
			if (monster.state == CS_DEAD) {
				if (lastmillis - monster.lastaction < 2000) {
					monster.move = 0;
					moveplayer(monster, 1, false);
				}
			} else {
				v.z += monster.eyeheight;
				vdist(dist, t, monster.o, v);
				v.z -= monster.eyeheight;

				if (dist < 4)
					teleport((int)(&e - &ents[0]), monster);
					teleport(i, monster);
			}
		}
	}
	}];

	for (DynamicEntity *monster in monsters)
		if (monster.state == CS_ALIVE)
			monsteraction(monster);
}

void