- Added Threshold Manipulation.

- Added 'threshold' and 'defthreshold' to DECORATE expression exposure.
- ChaseThreshold sets the default threshold for how long a monster must chase one target before it can switch targets. Default is 100, must not be negative.
- A_SetChaseThreshold can be used to alter the current or default threshold of an actor <pointer>.
- Changing current threshold has no effect on what the default will be once it hits 0 and something makes it infight with another.
This commit is contained in:
MajorCooke 2015-10-12 11:06:55 -05:00
parent 72445667e3
commit 75100d76fb
9 changed files with 54 additions and 4 deletions

View file

@ -932,6 +932,7 @@ public:
// player to freeze a bit after teleporting
SDWORD threshold; // if > 0, the target will be chased
// no matter what (even if shot)
SDWORD DefThreshold; // [MC] Default threshold which the actor will reset its threshold to after switching targets
player_t *player; // only valid if type of APlayerPawn
TObjPtr<AActor> LastLookActor; // Actor last looked for (if TIDtoHate != 0)
fixed_t SpawnPoint[3]; // For nightmare respawn

View file

@ -294,6 +294,8 @@ xx(Z)
xx(MomX)
xx(MomY)
xx(MomZ)
xx(Threshold)
xx(DefThreshold)
xx(Abs)
xx(ACS_NamedExecuteWithResult)
xx(CallACS)

View file

@ -1516,7 +1516,7 @@ dopain:
{
if (source == target->target)
{
target->threshold = BASETHRESHOLD;
target->threshold = target->DefThreshold; //BASETHRESHOLD is no longer used here.
if (target->state == target->SpawnState && target->SeeState != NULL)
{
target->SetState (target->SeeState);
@ -1537,7 +1537,7 @@ dopain:
target->lastenemy = target->target; // remember last enemy - killough
}
target->target = source;
target->threshold = BASETHRESHOLD;
target->threshold = target->DefThreshold;
if (target->state == target->SpawnState && target->SeeState != NULL)
{
target->SetState (target->SeeState);

View file

@ -344,6 +344,10 @@ void AActor::Serialize (FArchive &arc)
<< RipLevelMin
<< RipLevelMax;
}
if (SaveVersion >= 4525)
{
arc << DefThreshold;
}
{
FString tagstr;

View file

@ -5870,6 +5870,33 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
self->RipLevelMax = max;
}
//===========================================================================
//
// A_SetChaseThreshold(int threshold, bool def, int ptr)
//
// Sets the current chase threshold of the actor (pointer). If def is true,
// changes the default threshold which the actor resets to once it switches
// targets and doesn't have the +QUICKTORETALIATE flag.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetChaseThreshold)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(threshold, 0);
ACTION_PARAM_BOOL(def, 1);
ACTION_PARAM_INT(ptr, 2);
AActor *mobj = COPY_AAPTR(self, ptr);
if (!mobj)
{
ACTION_SET_RESULT(false);
return;
}
if (def)
mobj->DefThreshold = (threshold >= 0) ? threshold : 0;
else
mobj->threshold = (threshold >= 0) ? threshold : 0;
}
/*===========================================================================
A_CheckBlock
(state block, int flags, int ptr)

View file

@ -90,7 +90,8 @@ DEFINE_MEMBER_VARIABLE(reactiontime, AActor)
DEFINE_MEMBER_VARIABLE(meleerange, AActor)
DEFINE_MEMBER_VARIABLE(Speed, AActor)
DEFINE_MEMBER_VARIABLE(roll, AActor)
DEFINE_MEMBER_VARIABLE(threshold, AActor)
DEFINE_MEMBER_VARIABLE(DefThreshold, AActor)
//==========================================================================
//

View file

@ -532,6 +532,17 @@ DEFINE_PROPERTY(painthreshold, I, Actor)
defaults->PainThreshold = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(chasethreshold, I, Actor)
{
PROP_INT_PARM(id, 0);
if (id < 0)
I_Error("ChaseThreshold cannot be negative.");
defaults->DefThreshold = id;
}
//==========================================================================
//
//==========================================================================

View file

@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4524
#define SAVEVER 4525
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

View file

@ -31,6 +31,7 @@ ACTOR Actor native //: Thinker
RipperLevel 0
RipLevelMin 0
RipLevelMax 0
ChaseThreshold 100
// Variables for the expression evaluator
// NOTE: fixed_t and angle_t are only used here to ensure proper conversion
@ -69,6 +70,8 @@ ACTOR Actor native //: Thinker
native fixed_t meleerange;
native fixed_t speed;
native angle_t roll;
native int threshold;
native int DefThreshold;
// Meh, MBF redundant functions. Only for DeHackEd support.
action native A_Turn(float angle = 0);
@ -337,6 +340,7 @@ ACTOR Actor native //: Thinker
action native A_SetRipperLevel(int level);
action native A_SetRipMin(int min);
action native A_SetRipMax(int max);
action native A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT);
action native A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
action native A_CheckRange(float distance, state label, bool two_dimension = false);