/*
==================================
=
= 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
}