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- added DavidPH's A_JumpIfTargetInLOS extension submission.
SVN r2455 (trunk)
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37f55c6539
commit
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3 changed files with 104 additions and 17 deletions
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@ -2541,23 +2541,38 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget)
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//==========================================================================
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//
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// A_JumpIfTargetInLOS (state label, optional fixed fov, optional bool
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// projectiletarget)
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// A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags,
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// optional fixed dist_max, optional fixed dist_close)
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//
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// Jumps if the actor can see its target, or if the player has a linetarget.
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// ProjectileTarget affects how projectiles are treated. If set, it will use
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// the target of the projectile for seekers, and ignore the target for
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// normal projectiles. If not set, it will use the missile's owner instead
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// (the default).
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// (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max
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// sets the maximum distance that actor can see, 0 means forever. dist_close
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// uses special behavior if certain flags are set, 0 means no checks.
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//
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//==========================================================================
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enum JLOS_flags
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{
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JLOSF_PROJECTILE=1,
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JLOSF_NOSIGHT=2,
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JLOSF_CLOSENOFOV=4,
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JLOSF_CLOSENOSIGHT=8,
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JLOSF_CLOSENOJUMP=16,
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JLOSF_DEADNOJUMP=32,
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JLOSF_CHECKMASTER=64,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_START(5);
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ACTION_PARAM_STATE(jump, 0);
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ACTION_PARAM_ANGLE(fov, 1);
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ACTION_PARAM_BOOL(projtarg, 2);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_FIXED(dist_max, 3);
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ACTION_PARAM_FIXED(dist_close, 4);
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angle_t an;
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AActor *target;
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@ -2566,7 +2581,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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if (!self->player)
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{
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if (self->flags & MF_MISSILE && projtarg)
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if (flags & JLOSF_CHECKMASTER)
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{
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target = self->master;
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}
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else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
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{
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if (self->flags2 & MF2_SEEKERMISSILE)
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target = self->tracer;
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@ -2580,7 +2599,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
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if (!P_CheckSight (self, target, SF_IGNOREVISIBILITY))
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if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
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fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
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distance = P_AproxDistance(distance, target->z - self->z);
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if (dist_max && (distance > dist_max)) return;
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bool doCheckSight = !(flags & JLOSF_NOSIGHT);
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if (dist_close && (distance < dist_close))
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{
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if (flags & JLOSF_CLOSENOJUMP)
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return;
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if (flags & JLOSF_CLOSENOFOV)
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fov = 0;
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if (flags & JLOSF_CLOSENOSIGHT)
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doCheckSight = false;
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}
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if (doCheckSight && !P_CheckSight (self, target, SF_IGNOREVISIBILITY))
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return;
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if (fov && (fov < ANGLE_MAX))
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@ -2602,9 +2642,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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{
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// Does the player aim at something that can be shot?
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P_BulletSlope(self, &target);
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}
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if (!target) return;
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if (!target) return;
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fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
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distance = P_AproxDistance(distance, target->z - self->z);
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if (dist_max && (distance > dist_max)) return;
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if (dist_close && (distance < dist_close))
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{
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if (flags & JLOSF_CLOSENOJUMP)
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return;
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}
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}
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ACTION_JUMP(jump);
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}
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@ -2612,24 +2663,30 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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//==========================================================================
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//
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// A_JumpIfInTargetLOS (state label, optional fixed fov, optional bool
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// projectiletarget)
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// A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags
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// optional fixed dist_max, optional fixed dist_close)
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_START(5);
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ACTION_PARAM_STATE(jump, 0);
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ACTION_PARAM_ANGLE(fov, 1);
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ACTION_PARAM_BOOL(projtarg, 2);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_FIXED(dist_max, 3);
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ACTION_PARAM_FIXED(dist_close, 4);
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angle_t an;
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AActor *target;
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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if (self->flags & MF_MISSILE && projtarg)
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if (flags & JLOSF_CHECKMASTER)
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{
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target = self->master;
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}
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else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
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{
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if (self->flags2 & MF2_SEEKERMISSILE)
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target = self->tracer;
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@ -2643,7 +2700,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
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if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
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if (!P_CheckSight (target, self, SF_IGNOREVISIBILITY))
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if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
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fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
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distance = P_AproxDistance(distance, target->z - self->z);
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if (dist_max && (distance > dist_max)) return;
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bool doCheckSight = !(flags & JLOSF_NOSIGHT);
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if (dist_close && (distance < dist_close))
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{
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if (flags & JLOSF_CLOSENOJUMP)
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return;
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if (flags & JLOSF_CLOSENOFOV)
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fov = 0;
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if (flags & JLOSF_CLOSENOSIGHT)
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doCheckSight = false;
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}
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if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
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return;
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if (fov && (fov < ANGLE_MAX))
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@ -246,8 +246,8 @@ ACTOR Actor native //: Thinker
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action native A_DeQueueCorpse();
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action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
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action native A_ClearTarget();
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action native A_JumpIfTargetInLOS (state label, float fov = 0, bool projectiletarget = false);
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action native A_JumpIfInTargetLOS (state label, float fov = 0, bool projectiletarget = false);
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action native A_JumpIfTargetInLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
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action native A_JumpIfInTargetLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
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action native A_DamageMaster(int amount, name damagetype = "none");
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action native A_DamageChildren(int amount, name damagetype = "none");
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action native A_DamageSiblings(int amount, name damagetype = "none");
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@ -56,6 +56,15 @@ const int RSF_FOG = 1;
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const int RSF_KEEPTARGET = 2;
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const int RSF_TELEFRAG = 4;
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// Flags for A_JumpIfTargetInLOS and A_JumpIfInTargetLOS
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const int JLOSF_PROJECTILE = 1;
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const int JLOSF_NOSIGHT = 2;
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const int JLOSF_CLOSENOFOV = 4;
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const int JLOSF_CLOSENOSIGHT = 8;
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const int JLOSF_CLOSENOJUMP = 16;
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const int JLOSF_DEADNOJUMP = 32;
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const int JLOSF_CHECKMASTER = 64;
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// Flags for A_ChangeVelocity
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const int CVF_RELATIVE = 1;
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const int CVF_REPLACE = 2;
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