- If A_SeekerMissile is used with the SMF_LOOK flag and its targets is unseekable, it now clears

its tracer so that it will look for a new target the next time it is called.
- Extended P_RoughMonsterSearch() with a flag to indicate that it should only search for seekable
  targets.

SVN r3572 (trunk)
This commit is contained in:
Randy Heit 2012-04-19 03:22:06 +00:00
parent 86842bc1da
commit 5b86ce9f7d
5 changed files with 19 additions and 8 deletions

View file

@ -335,7 +335,7 @@ static void CHolyFindTarget (AActor *actor)
{
AActor *target;
if ( (target = P_RoughMonsterSearch (actor, 6)) )
if ( (target = P_RoughMonsterSearch (actor, 6, true)) )
{
actor->tracer = target;
actor->flags |= MF_NOCLIP|MF_SKULLFLY;

View file

@ -167,7 +167,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MStaffTrack)
{
if ((self->tracer == 0) && (pr_mstafftrack()<50))
{
self->tracer = P_RoughMonsterSearch (self, 10);
self->tracer = P_RoughMonsterSearch (self, 10, true);
}
P_SeekerMissile (self, ANGLE_1*2, ANGLE_1*10);
}

View file

@ -350,7 +350,7 @@ public:
#define PT_DELTA 8 // x2,y2 is passed as a delta, not as an endpoint
AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params = NULL);
AActor *P_RoughMonsterSearch (AActor *mo, int distance);
AActor *P_RoughMonsterSearch (AActor *mo, int distance, bool onlyseekable=false);
//
// P_MAP

View file

@ -1401,9 +1401,9 @@ FPathTraverse::~FPathTraverse()
// distance is in MAPBLOCKUNITS
//===========================================================================
AActor *P_RoughMonsterSearch (AActor *mo, int distance)
AActor *P_RoughMonsterSearch (AActor *mo, int distance, bool onlyseekable)
{
return P_BlockmapSearch (mo, distance, RoughBlockCheck);
return P_BlockmapSearch (mo, distance, RoughBlockCheck, (void *)onlyseekable);
}
AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params)
@ -1501,14 +1501,19 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in
//
//===========================================================================
static AActor *RoughBlockCheck (AActor *mo, int index, void *)
static AActor *RoughBlockCheck (AActor *mo, int index, void *param)
{
bool onlyseekable = param != NULL;
FBlockNode *link;
for (link = blocklinks[index]; link != NULL; link = link->NextActor)
{
if (link->Me != mo)
{
if (onlyseekable && !mo->CanSeek(link->Me))
{
continue;
}
if (mo->IsOkayToAttack (link->Me))
{
return link->Me;

View file

@ -501,9 +501,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()<chance))
{
self->tracer = P_RoughMonsterSearch (self, distance);
self->tracer = P_RoughMonsterSearch (self, distance, true);
}
if (!P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED)))
{
if (flags & SMF_LOOK)
{ // This monster is no longer seekable, so let us look for another one next time.
self->tracer = NULL;
}
}
P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED));
}
//==========================================================================