#include "lisp.hpp" #include "lisp_gc.hpp" #include "compiled.hpp" #include "objects.hpp" #include "level.hpp" #include "game.hpp" #include "jrand.hpp" #include "clisp.hpp" enum { un_offable }; // vars void *sensor_ai() { game_object *o=current_object,*b; if (o->aistate()==0) // turned off, what for player to enter { if (player_list->next) // find closest player b=current_level->attacker(current_object); else b=player_list->focus; if (abs(b->x-o->x)xvel() && abs(b->y-o->y)yvel()) // inside area? { if (!o->hp()) o->set_aistate(1); else o->set_aistate(o->hp()); o->set_state((character_state)S_blocking); } else if (o->state!=stopped) o->set_state(stopped); } else if (!o->lvars[un_offable]) { if (!o->hp()) { if (player_list->next) b=current_level->attacker(current_object); else b=player_list->focus; if (abs(o->x-b->x)>o->xacel() || abs(o->y-b->y)>o->yacel()) o->set_aistate(0); } else o->set_aistate(o->aistate()-1); } return true_symbol; }