mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- made the recent change to P_SeekerMissile an option because it affected critical gameplay behavior and may not be used for existing actors.
SVN r2278 (trunk)
This commit is contained in:
parent
a5e422020e
commit
d916127ecf
4 changed files with 47 additions and 19 deletions
|
@ -94,7 +94,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer=false);
|
|||
|
||||
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
|
||||
int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);
|
||||
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax);
|
||||
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise = false);
|
||||
|
||||
enum EPuffFlags
|
||||
{
|
||||
|
|
|
@ -1543,11 +1543,12 @@ bool AActor::CanSeek(AActor *target) const
|
|||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
|
||||
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise)
|
||||
{
|
||||
int dir;
|
||||
int dist;
|
||||
angle_t delta;
|
||||
angle_t angle, pitch;
|
||||
angle_t angle;
|
||||
AActor *target;
|
||||
|
||||
target = actor->tracer;
|
||||
|
@ -1577,30 +1578,55 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
|
|||
{ // Turn counter clockwise
|
||||
actor->angle -= delta;
|
||||
}
|
||||
angle = actor->angle >> ANGLETOFINESHIFT;
|
||||
pitch = 0;
|
||||
angle = actor->angle>>ANGLETOFINESHIFT;
|
||||
|
||||
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
||||
{ // Need to seek vertically
|
||||
double dist = MAX(1.0, FVector2(target->x - actor->x, target->y - actor->y).Length());
|
||||
// Aim at a player's eyes and at the middle of the actor for everything else.
|
||||
fixed_t aimheight = target->height/2;
|
||||
if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
if (!precise)
|
||||
{
|
||||
actor->velx = FixedMul (actor->Speed, finecosine[angle]);
|
||||
actor->vely = FixedMul (actor->Speed, finesine[angle]);
|
||||
|
||||
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
||||
{
|
||||
aimheight = static_cast<APlayerPawn *>(target)->ViewHeight;
|
||||
if (actor->z + actor->height < target->z ||
|
||||
target->z + target->height < actor->z)
|
||||
{ // Need to seek vertically
|
||||
dist = P_AproxDistance (target->x - actor->x, target->y - actor->y);
|
||||
dist = dist / actor->Speed;
|
||||
if (dist < 1)
|
||||
{
|
||||
dist = 1;
|
||||
}
|
||||
actor->velz = ((target->z+target->height/2) - (actor->z+actor->height/2)) / dist;
|
||||
}
|
||||
}
|
||||
pitch = R_PointToAngle2(0, actor->z + actor->height/2, xs_CRoundToInt(dist), target->z + aimheight);
|
||||
pitch >>= ANGLETOFINESHIFT;
|
||||
}
|
||||
else
|
||||
{
|
||||
angle_t pitch;
|
||||
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
||||
{ // Need to seek vertically
|
||||
double dist = MAX(1.0, FVector2(target->x - actor->x, target->y - actor->y).Length());
|
||||
// Aim at a player's eyes and at the middle of the actor for everything else.
|
||||
fixed_t aimheight = target->height/2;
|
||||
if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
{
|
||||
aimheight = static_cast<APlayerPawn *>(target)->ViewHeight;
|
||||
}
|
||||
pitch = R_PointToAngle2(0, actor->z + actor->height/2, xs_CRoundToInt(dist), target->z + aimheight);
|
||||
pitch >>= ANGLETOFINESHIFT;
|
||||
}
|
||||
|
||||
fixed_t xyscale = FixedMul(actor->Speed, finecosine[pitch]);
|
||||
actor->velz = FixedMul(actor->Speed, finesine[pitch]);
|
||||
actor->velx = FixedMul(xyscale, finecosine[angle]);
|
||||
actor->vely = FixedMul(xyscale, finesine[angle]);
|
||||
}
|
||||
|
||||
fixed_t xyscale = FixedMul(actor->Speed, finecosine[pitch]);
|
||||
actor->velz = FixedMul(actor->Speed, finesine[pitch]);
|
||||
actor->velx = FixedMul(xyscale, finecosine[angle]);
|
||||
actor->vely = FixedMul(xyscale, finesine[angle]);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_XYMovement
|
||||
//
|
||||
|
|
|
@ -346,6 +346,7 @@ static FRandom pr_seekermissile ("SeekerMissile");
|
|||
enum
|
||||
{
|
||||
SMF_LOOK = 1,
|
||||
SMF_PRECISE = 2,
|
||||
};
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
|
||||
{
|
||||
|
@ -360,7 +361,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
|
|||
{
|
||||
self->tracer = P_RoughMonsterSearch (self, distance);
|
||||
}
|
||||
P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1);
|
||||
P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -79,6 +79,7 @@ const int BF_AFFECTBOSSES = 4;
|
|||
|
||||
// Flags for A_SeekerMissile
|
||||
const int SMF_LOOK = 1;
|
||||
const int SMF_PRECISE = 2;
|
||||
|
||||
// Activation flags
|
||||
enum
|
||||
|
|
Loading…
Reference in a new issue