int AIHuntClosest(TActor *actor) { Vec2i targetPos = actor->Pos; if (!(actor->pData || (actor->flags & FLAGS_GOOD_GUY))) { targetPos = AIGetClosestPlayerPos(actor->Pos); } if (actor->flags & FLAGS_VISIBLE) { TActor *a = AIGetClosestEnemy( actor->Pos, actor->flags, !!actor->pData); if (a) { targetPos = a->Pos; } } return AIHunt(actor, targetPos); }
bool UpdateBullet(TMobileObject *obj, const int ticks) { obj->count += ticks; obj->soundLock = MAX(0, obj->soundLock - ticks); obj->specialLock = MAX(0, obj->specialLock - ticks); if (obj->count < obj->bulletClass->Delay) { return true; } if (obj->range >= 0 && obj->count > obj->range) { if (!gCampaign.IsClient) { FireGuns(obj, &obj->bulletClass->OutOfRangeGuns); } return false; } const Vec2i objPos = Vec2iNew(obj->x, obj->y); if (obj->bulletClass->SeekFactor > 0) { // Find the closest target to this bullet and steer towards it const TActor *owner = ActorGetByUID(obj->ActorUID); if (owner == NULL) { return false; } const TActor *target = AIGetClosestEnemy(objPos, owner, obj->flags); if (target && !target->dead) { for (int i = 0; i < ticks; i++) { obj->vel = SeekTowards( objPos, obj->vel, obj->bulletClass->SpeedLow, target->Pos, obj->bulletClass->SeekFactor); } } } Vec2i pos = Vec2iScale(Vec2iAdd(objPos, obj->vel), ticks); HitType hitItem = HIT_NONE; if (!gCampaign.IsClient) { hitItem = HitItem(obj, pos, obj->bulletClass->Persists); } const Vec2i realPos = Vec2iFull2Real(pos); // Falling (grenades) if (obj->bulletClass->Falling.GravityFactor != 0) { bool hasDropped = obj->z <= 0; for (int i = 0; i < ticks; i++) { obj->z += obj->dz; if (obj->z <= 0) { obj->z = 0; if (obj->bulletClass->Falling.Bounces) { obj->dz = -obj->dz / 2; } else { obj->dz = 0; } if (!hasDropped) { if (!gCampaign.IsClient) { FireGuns(obj, &obj->bulletClass->Falling.DropGuns); } } hasDropped = true; if (obj->bulletClass->Falling.DestroyOnDrop) { return false; } SoundPlayAt( &gSoundDevice, StrSound(obj->bulletClass->HitSound.Wall), realPos); } else { obj->dz -= obj->bulletClass->Falling.GravityFactor; } if (!obj->bulletClass->Falling.FallsDown) { obj->dz = MAX(0, obj->dz); } } } // Friction const bool isDiagonal = obj->vel.x != 0 && obj->vel.y != 0; int frictionComponent = isDiagonal ? (int)round(obj->bulletClass->Friction / sqrt(2)) : obj->bulletClass->Friction; for (int i = 0; i < ticks; i++) { if (obj->vel.x > 0) { obj->vel.x -= frictionComponent; } else if (obj->vel.x < 0) { obj->vel.x += frictionComponent; } if (obj->vel.y > 0) { obj->vel.y -= frictionComponent; } else if (obj->vel.y < 0) { obj->vel.y += frictionComponent; } } bool hitWall = false; if (!gCampaign.IsClient && hitItem == HIT_NONE) { hitWall = MapIsRealPosIn(&gMap, realPos) && ShootWall(realPos.x, realPos.y); } if (hitWall || hitItem != HIT_NONE) { GameEvent b = GameEventNew(GAME_EVENT_BULLET_BOUNCE); b.u.BulletBounce.UID = obj->UID; if (hitWall && !Vec2iIsZero(obj->vel)) { b.u.BulletBounce.HitType = (int)HIT_WALL; } else { b.u.BulletBounce.HitType = (int)hitItem; } bool alive = true; if ((hitWall && !obj->bulletClass->WallBounces) || ((hitItem != HIT_NONE) && obj->bulletClass->HitsObjects)) { b.u.BulletBounce.Spark = true; CASSERT(!gCampaign.IsClient, "Cannot process bounces as client"); FireGuns(obj, &obj->bulletClass->HitGuns); if (hitWall || !obj->bulletClass->Persists) { alive = false; } } b.u.BulletBounce.BouncePos = Vec2i2Net(pos); b.u.BulletBounce.BounceVel = Vec2i2Net(obj->vel); if (hitWall && !Vec2iIsZero(obj->vel)) { // Bouncing Vec2i bounceVel = obj->vel; pos = GetWallBounceFullPos(objPos, pos, &bounceVel); b.u.BulletBounce.BouncePos = Vec2i2Net(pos); b.u.BulletBounce.BounceVel = Vec2i2Net(bounceVel); obj->vel = bounceVel; } GameEventsEnqueue(&gGameEvents, b); if (!alive) { return false; } } if (!MapTryMoveTileItem(&gMap, &obj->tileItem, realPos)) { obj->count = obj->range; return false; } obj->x = pos.x; obj->y = pos.y; if (obj->bulletClass->Erratic) { for (int i = 0; i < ticks; i++) { obj->vel.x += ((rand() % 3) - 1) * 128; obj->vel.y += ((rand() % 3) - 1) * 128; } } // Proximity function, destroy // Only check proximity every now and then if (obj->bulletClass->ProximityGuns.size > 0 && !(obj->count & 3)) { if (!gCampaign.IsClient) { // Detonate the mine if there are characters in the tiles around it const Vec2i tv = Vec2iToTile(Vec2iFull2Real(pos)); Vec2i dv; for (dv.y = -1; dv.y <= 1; dv.y++) { for (dv.x = -1; dv.x <= 1; dv.x++) { const Vec2i dtv = Vec2iAdd(tv, dv); if (!MapIsTileIn(&gMap, dtv)) { continue; } if (TileHasCharacter(MapGetTile(&gMap, dtv))) { FireGuns(obj, &obj->bulletClass->ProximityGuns); return false; } } } } } return true; }