Cube  Diff

Differences From Artifact [f91ea743e3]:

To Artifact [c3b07dd60c]:


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basicmonster(int type, int yaw, int state, int trigger, int move)
{
	if (type >= NUMMONSTERTYPES) {
		conoutf(@"warning: unknown monster in spawn: %d", type);
		type = 0;
	}
	DynamicEntity *m = newdynent();
	monstertype *t = &monstertypes[(m.mtype = type)];
	struct monstertype *t = &monstertypes[(m.mtype = type)];
	m.eyeheight = 2.0f;
	m.aboveeye = 1.9f;
	m.radius *= t->bscale / 10.0f;
	m.eyeheight *= t->bscale / 10.0f;
	m.aboveeye *= t->bscale / 10.0f;
	m.monsterstate = state;
	if (state != M_SLEEP)
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			monstertotal++;
		}
	}
}

// height-correct line of sight for monster shooting/seeing
bool
los(float lx, float ly, float lz, float bx, float by, float bz, OFVector3D &v)
los(float lx, float ly, float lz, float bx, float by, float bz, OFVector3D *v)
{
	if (OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by))
		return false;
	float dx = bx - lx;
	float dy = by - ly;
	int steps = (int)(sqrt(dx * dx + dy * dy) / 0.9);
	if (!steps)
		return false;
	float x = lx;
	float y = ly;
	int i = 0;
	for (;;) {
		sqr *s = S(fast_f2nat(x), fast_f2nat(y));
		struct sqr *s = S(fast_f2nat(x), fast_f2nat(y));
		if (SOLID(s))
			break;
		float floor = s->floor;
		if (s->type == FHF)
			floor -= s->vdelta / 4.0f;
		float ceil = s->ceil;
		if (s->type == CHF)
			ceil += s->vdelta / 4.0f;
		float rz = lz - ((lz - bz) * (i / (float)steps));
		if (rz < floor || rz > ceil)
			break;
		v.x = x;
		v.y = y;
		v.z = rz;
		v->x = x;
		v->y = y;
		v->z = rz;
		x += dx / (float)steps;
		y += dy / (float)steps;
		i++;
	}
	return i >= steps;
}

bool
enemylos(DynamicEntity *m, OFVector3D &v)
enemylos(DynamicEntity *m, OFVector3D *v)
{
	v = m.o;
	*v = m.o;
	return los(
	    m.o.x, m.o.y, m.o.z, m.enemy.o.x, m.enemy.o.y, m.enemy.o.z, v);
}

// monster AI is sequenced using transitions: they are in a particular state
// where they execute a particular behaviour until the trigger time is hit, and
// then they reevaluate their situation based on the current state, the
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			transition(m, M_HOME, 1, 100, 200);
		break;

	case M_SLEEP: // state classic sp monster start in, wait for visual
	              // contact
	{
		OFVector3D target;
		if (editmode || !enemylos(m, target))
		if (editmode || !enemylos(m, &target))
			return; // skip running physics
		normalise(m, enemyyaw);
		float angle = (float)fabs(enemyyaw - m.yaw);
		if (disttoenemy < 8 // the better the angle to the player, the
		                    // further the monster can see/hear
		    || (disttoenemy < 16 && angle < 135) ||
		    (disttoenemy < 32 && angle < 90) ||
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	case M_HOME:
		// monster has visual contact, heads straight for player and
		// may want to shoot at any time
		m.targetyaw = enemyyaw;
		if (m.trigger < lastmillis) {
			OFVector3D target;
			if (!enemylos(m, target)) {
			if (!enemylos(m, &target)) {
				// no visual contact anymore, let monster get
				// as close as possible then search for player
				transition(m, M_HOME, 1, 800, 500);
			} else {
				// the closer the monster is the more likely he
				// wants to shoot
				if (!rnd((int)disttoenemy / 3 + 1) &&