diff --git a/src/c_cmds.cpp b/src/c_cmds.cpp index 4e0aa8b32..0567427cf 100644 --- a/src/c_cmds.cpp +++ b/src/c_cmds.cpp @@ -788,8 +788,8 @@ CCMD(info) AActor *linetarget; if (CheckCheatmode () || players[consoleplayer].mo == NULL) return; - P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->angle,MISSILERANGE, &linetarget, 0, - false, false, true); + P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->angle,MISSILERANGE, + &linetarget, 0, ALF_CHECKNONSHOOTABLE|ALF_FORCENOSMART); if (linetarget) { Printf("Target=%s, Health=%d, Spawnhealth=%d\n", @@ -923,3 +923,16 @@ CCMD(nextsecret) Printf("no next secret map!\n"); } } + +//----------------------------------------------------------------------------- +// +// +// +//----------------------------------------------------------------------------- +CCMD(currentpos) +{ + AActor *mo = players[consoleplayer].mo; + Printf("Current player position: (%1.3f,%1.3f,%1.3f), angle: %1.3f, floorheight: %1.3f, sector:%d, lightlevel: %d\n", + FIXED2FLOAT(mo->x), FIXED2FLOAT(mo->y), FIXED2FLOAT(mo->z), mo->angle/float(ANGLE_1), FIXED2FLOAT(mo->floorz), mo->Sector->sectornum, mo->Sector->lightlevel); +} + diff --git a/src/g_hexen/a_clericstaff.cpp b/src/g_hexen/a_clericstaff.cpp index 829e45127..03b8c7518 100644 --- a/src/g_hexen/a_clericstaff.cpp +++ b/src/g_hexen/a_clericstaff.cpp @@ -67,7 +67,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck) for (i = 0; i < 3; i++) { angle = pmo->angle+i*(ANG45/16); - slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, false, true); + slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D); if (linetarget) { P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff")); @@ -91,7 +91,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck) break; } angle = pmo->angle-i*(ANG45/16); - slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, false, true); + slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D); if (linetarget) { P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff")); diff --git a/src/g_hexen/a_fighterhammer.cpp b/src/g_hexen/a_fighterhammer.cpp index edb618bea..2c457c035 100644 --- a/src/g_hexen/a_fighterhammer.cpp +++ b/src/g_hexen/a_fighterhammer.cpp @@ -46,7 +46,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack) for (i = 0; i < 16; i++) { angle = pmo->angle + i*(ANG45/32); - slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, false, true); + slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, ALF_CHECK3D); if (linetarget) { P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true); @@ -59,7 +59,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack) goto hammerdone; } angle = pmo->angle-i*(ANG45/32); - slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &linetarget, 0, false, true); + slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &linetarget, 0, ALF_CHECK3D); if(linetarget) { P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true); @@ -74,7 +74,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack) } // didn't find any targets in meleerange, so set to throw out a hammer angle = pmo->angle; - slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, false, true); + slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, ALF_CHECK3D); if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true) != NULL) { pmo->special1 = false; diff --git a/src/g_hexen/a_magecone.cpp b/src/g_hexen/a_magecone.cpp index a80eae659..84d53db56 100644 --- a/src/g_hexen/a_magecone.cpp +++ b/src/g_hexen/a_magecone.cpp @@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1) for (i = 0; i < 16; i++) { angle = self->angle+i*(ANG45/16); - slope = P_AimLineAttack (self, angle, MELEERANGE, &linetarget, 0, false, true); + slope = P_AimLineAttack (self, angle, MELEERANGE, &linetarget, 0, ALF_CHECK3D); if (linetarget) { P_DamageMobj (linetarget, self, self, damage, NAME_Ice); diff --git a/src/g_strife/a_crusader.cpp b/src/g_strife/a_crusader.cpp index f4f0024fd..6d34182f4 100644 --- a/src/g_strife/a_crusader.cpp +++ b/src/g_strife/a_crusader.cpp @@ -9,7 +9,7 @@ #include "thingdef/thingdef.h" */ -bool Sys_1ed64 (AActor *self) +static bool CrusaderCheckRange (AActor *self) { if (P_CheckSight (self, self->target) && self->reactiontime == 0) { @@ -23,7 +23,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderChoose) if (self->target == NULL) return; - if (Sys_1ed64 (self)) + if (CrusaderCheckRange (self)) { A_FaceTarget (self); self->angle -= ANGLE_180/16; diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index 422ed845c..c216baa00 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -2726,7 +2726,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail) self->target->x, self->target->y); - self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, false, false, false, self->target); + self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, self->target); if (linetarget == NULL) { // We probably won't hit the target, but aim at it anyway so we don't look stupid. diff --git a/src/p_local.h b/src/p_local.h index 134a627ed..3aff45bf0 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -407,7 +407,16 @@ void P_FindFloorCeiling (AActor *actor, bool onlymidtex = false); bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset); -fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget = NULL, fixed_t vrange=0, bool forcenosmart=false, bool check3d = false, bool checknonshootable = false, AActor *target=NULL); +fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget = NULL, fixed_t vrange=0, int flags = 0, AActor *target=NULL); + +enum +{ + ALF_FORCENOSMART = 1, + ALF_CHECK3D = 2, + ALF_CHECKNONSHOOTABLE = 4, + ALF_CHECKCONVERSATION = 8, +}; + AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, bool ismelee = false); AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, bool ismelee = false); void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch); diff --git a/src/p_map.cpp b/src/p_map.cpp index 5759f59c0..6e5807066 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -2807,8 +2807,7 @@ struct aim_t AActor * linetarget; AActor * thing_friend, * thing_other; angle_t pitch_friend, pitch_other; - bool notsmart; - bool check3d; + int flags; #ifdef _3DFLOORS sector_t * lastsector; secplane_t * lastfloorplane; @@ -2819,7 +2818,7 @@ struct aim_t bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in); #endif - void AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, bool checknonshootable = false, AActor *target=NULL); + void AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target=NULL); }; @@ -2936,7 +2935,7 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in) // //============================================================================ -void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, bool checknonshootable, AActor *target) +void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target) { FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES|PT_ADDTHINGS); intercept_t *in; @@ -2994,18 +2993,23 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e if (target != NULL && th != target) continue; // only care about target, and you're not it - if (!checknonshootable) // For info CCMD, ignore stuff about GHOST and SHOOTABLE flags + // If we want to start a conversation anything that has one should be + // found, regardless of other settings. + if (!(flags & ALF_CHECKCONVERSATION) || th->Conversation == NULL) { - if (!(th->flags&MF_SHOOTABLE)) - continue; // corpse or something - - // check for physical attacks on a ghost - if ((th->flags3 & MF3_GHOST) && - shootthing->player && // [RH] Be sure shootthing is a player - shootthing->player->ReadyWeapon && - (shootthing->player->ReadyWeapon->flags2 & MF2_THRUGHOST)) + if (!(flags & ALF_CHECKNONSHOOTABLE)) // For info CCMD, ignore stuff about GHOST and SHOOTABLE flags { - continue; + if (!(th->flags&MF_SHOOTABLE)) + continue; // corpse or something + + // check for physical attacks on a ghost + if ((th->flags3 & MF3_GHOST) && + shootthing->player && // [RH] Be sure shootthing is a player + shootthing->player->ReadyWeapon && + (shootthing->player->ReadyWeapon->flags2 & MF2_THRUGHOST)) + { + continue; + } } } dist = FixedMul (attackrange, in->frac); @@ -3079,7 +3083,7 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e thingpitch = thingtoppitch/2 + thingbottompitch/2; - if (check3d) + if (flags & ALF_CHECK3D) { // We need to do a 3D distance check here because this is nearly always used in // combination with P_LineAttack. P_LineAttack uses 3D distance but FPathTraverse @@ -3096,7 +3100,7 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e } } - if (sv_smartaim && !notsmart) + if (sv_smartaim != 0 && !(flags & ALF_FORCENOSMART)) { // try to be a little smarter about what to aim at! // In particular avoid autoaiming at friends amd barrels. @@ -3131,11 +3135,6 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e aimpitch = thingpitch; return; } - if (checknonshootable) - { - linetarget = th; - aimpitch = thingpitch; - } } } @@ -3145,15 +3144,16 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e // //============================================================================ -fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, bool forcenosmart, bool check3d, bool checknonshootable, AActor *target) +fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, + int flags, AActor *target) { fixed_t x2; fixed_t y2; aim_t aim; angle >>= ANGLETOFINESHIFT; + aim.flags = flags; aim.shootthing = t1; - aim.check3d = check3d; x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; @@ -3194,7 +3194,6 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **p } aim.toppitch = t1->pitch - vrange; aim.bottompitch = t1->pitch + vrange; - aim.notsmart = forcenosmart; aim.attackrange = distance; aim.linetarget = NULL; @@ -3223,7 +3222,7 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **p } #endif - aim.AimTraverse (t1->x, t1->y, x2, y2, checknonshootable, target); + aim.AimTraverse (t1->x, t1->y, x2, y2, target); if (!aim.linetarget) { @@ -3239,7 +3238,9 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **p } } if (pLineTarget) + { *pLineTarget = aim.linetarget; + } return aim.linetarget ? aim.aimpitch : t1->pitch; } @@ -3918,13 +3919,13 @@ bool P_TalkFacing(AActor *player) { AActor *linetarget; - P_AimLineAttack(player, player->angle, TALKRANGE, &linetarget, ANGLE_1*35, true); + P_AimLineAttack(player, player->angle, TALKRANGE, &linetarget, ANGLE_1*35, ALF_FORCENOSMART|ALF_CHECKCONVERSATION); if (linetarget == NULL) { - P_AimLineAttack(player, player->angle + (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1*35, true); + P_AimLineAttack(player, player->angle + (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1*35, ALF_FORCENOSMART|ALF_CHECKCONVERSATION); if (linetarget == NULL) { - P_AimLineAttack(player, player->angle - (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1*35, true); + P_AimLineAttack(player, player->angle - (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1*35, ALF_FORCENOSMART|ALF_CHECKCONVERSATION); if (linetarget == NULL) { return false; diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 59ca172cb..095540caa 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -1206,7 +1206,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) self->target->x, self->target->y); } - self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, false, false, false, aim ? self->target : NULL); + self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL); if (linetarget == NULL && aim) { // We probably won't hit the target, but aim at it anyway so we don't look stupid.