Exemplo n.º 1
0
void step(void) {
  sampleExts();
  fireTriggers();
  updateObservers();
  updateStates();
  updateBuffers();
  updatePtrs();
}
Exemplo n.º 2
0
void doEnemies()
{
	bool helpless;
	float fallSpeed;
	
	for (Unit *unit = (Unit*)entityManager->enemyList.getFirstElement() ; unit != NULL ; unit = (Unit*)unit->next)
	{
		self = unit;
		
		//self->riding = NULL;
		
		bbManager->removeBox(unit);
		
		// final battle...
		if (unit->contentType & CONTENTS_PLAYERCLIP)
		{
			unit->health = 0;
			unit->flags |= EF_DEAD;
		}

		if (unit->health <= 0)
		{
			if (unit->flags & EF_DEAD)
			{
				if (!unit->referenced)
				{
					if (player->target == unit)
					{
						player->target = NULL;
					}
				
					unit = (Unit*)unit->previous;
					entityManager->enemyList.remove(unit->next);
					
					if (entityManager->enemyList.getSize() == 0)
					{
						fireTriggers("ANY_ENEMY", TRIGGER_TYPE_ALL_ENEMIES_KILLED);
					}
					
					continue;
				}
				else
				{
					unit->referenced = false;
				}
				
				continue;
			}
			else if (!(unit->flags & EF_DYING))
			{
				unit->die();
				
				if (!unit->dead)
				{
					fireTriggers(unit->getName(), TRIGGER_TYPE_ENTITY_KILLED);
					fireTriggers("ANY_ENEMY", TRIGGER_TYPE_ENTITY_KILLED);
					unit->dead = true;
				}
				
				unit->flags |= EF_DYING;
				
				if (!(unit->flags & EF_STATIC))
				{
					unit->flags |= EF_BOUNCES;
				}
				
				addBloodParticle(unit->position.x, unit->position.y, unit->position.z);
				
				if (unit->contentType & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA))
				{
					debug(("%s drowned...\n", unit->getName()));
				}
			}
		}
		
		if ((unit->spawnedIn) && (unit->lastPlayerSighting >= 6000) && (!unit->referenced))
		{
			addTeleportParticles(unit->position);
			unit = (Unit*)unit->previous;
			entityManager->enemyList.remove(unit->next);
			continue;
		}
		
		if (unit->target != NULL)
		{
			unit->target->referenced = true;
		}
		
		if (unit->owner != NULL)
		{
			unit->owner->referenced = true;
		}
		
		unit->referenced = false;

		helpless = (unit->helpless > 0);

		if ((!game->allStatic) && (game->cutsceneType != CUTSCENE_INGAME))
		{
			if ((!helpless) || (unit->health < 1))
			{
				if (unit->performNextAction(engine->getTimeDifference(TD_LOGIC)))
				{
					if (unit->action != NULL)
					{
						unit->action();
					}
				}
			}
		}

		if (game->cutsceneType != CUTSCENE_INGAME)
		{
			unit->think(engine->getTimeDifference(TD_LOGIC));
		}
		
		if (unit->flags & (EF_TELEPORTING|EF_VANISHED))
		{
			continue;
		}
		
		if (withinViewableRange(unit))
		{
			entityManager->addEntityToDrawList(unit);
			
			if (unit->flags & EF_WEIGHTLESS)
			{
				addGravUnitParticles(unit, GLColor::purple, GLColor::blue);
			}
		}
		
		if ((unit->liquidLevel > 1) && (!(unit->flags & EF_SWIMS)))
		{
			if ((unit->definition->type == NME_DARK_BLOB) && (unit->health > 0))
			{
				generalUnitVanish(player->position, Math::rrand(300, 400));
				continue;
			}
			else if (unit->health > 0)
			{
				unit->applyDamage(RAND_MAX, DAMAGE_SPECIAL);
			}
		}

		// was helpless but now isn't - Stop sliding!
		if ((helpless) && (unit->helpless <= 0))
		{
			if ((unit->flags & EF_ONGROUND) || (!(unit->contentType & CONTENTS_SOLID)) || (unit->flags & EF_WEIGHTLESS))
			{
				unit->totalCurrentDamage = 0;
				unit->rotation.set(0, 0, 0);
				unit->flags &= ~EF_BOUNCES;
			}
			else
			{
				unit->helpless = 1;
			}
		}

		unit->applyGravity(engine->getTimeDifference(TD_LOGIC));
		
		keepUnitAwayFromEdges(unit);

		fallSpeed = unit->realVelocity.z;
		
		if (fallSpeed <= FALL_DAMAGE_ACCEL)
		{
			unit->helpless = 5;
			unit->flags |= EF_BOUNCES;
		}
		
		// don't let swimming blobs move too quickly
		if ((unit->flags & EF_SWIMS) && (unit->liquidLevel == 2))
		{
			Math::limit(&unit->velocity.x, -0.1, 0.1);
			Math::limit(&unit->velocity.y, -0.1, 0.1);
			Math::limit(&unit->velocity.z, -0.1, 0.1);
		}
		
		moveEntity(unit);
		
		if ((fallSpeed <= FALL_DAMAGE_ACCEL) && (unit->velocity.z > FALL_DAMAGE_ACCEL) && (unit->contentType & CONTENTS_SOLID))
		{
			unit->velocity.z = 1.0;
			fallSpeed = fabs(fallSpeed * 1.5);
			
			if (!(unit->flags & EF_DYING))
			{
				unit->applyDamage(fallSpeed, DAMAGE_SPECIAL);
				unit->shield = -2.5;
				audio->playSound(SND_HIT, CH_ANY, camera->getSoundDistance(unit->position));
				debug(("%s took %.2f damage from fall [%s]\n", unit->getName(), fallSpeed, unit->position.toString()));
			}
			else
			{
				unit->health = -100;
				unit->flags |= EF_DYING;
			}
		}
		
		if ((unit->position.z < bsp->minCords.z) && (unit->health > 0))
		{
			printf("WARNING: Enemy '%s' fell out of map at %s\n", unit->getName(), unit->position.toString());
			printf("Map Mins: %s\n", bsp->minCords.toString());
			printf("Map Maxs: %s\n", bsp->maxCords.toString());
			printf("On Ground = %ld\n", (unit->flags & EF_ONGROUND));
			printf("Velocity = %s\n", unit->velocity.toString());
			unit->health = -100;
			unit->flags |= EF_DEAD;
			continue;
			#if DEV
			exit(1);
			#endif
		}
		
		if (unit->flags & EF_ONFIRE)
		{
			addOnFireParticles();
		}
		
		bbManager->addBox(unit);
		
		if ((unit->definition->type == NME_DARK_BLOB) && (unit->health > 0))
		{
			Math::limit(&unit->helpless, 0, 25);
		}
		
		if ((unit->flags & EF_ALWAYS_FACE) && (unit->health > 0))
		{
			if ((!unit->helpless) && (unit->target != NULL))
			{
				faceTarget(unit);
			}
		}
	}
}