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- Added DesingatedTeam property from Skulltag. Allows friendly fire calculations to be applied to monsters/objects and allows the friendly AI to be aware of teams.
SVN r3113 (trunk)
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7ed7e9f755
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6 changed files with 56 additions and 23 deletions
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@ -858,6 +858,7 @@ public:
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int lastbump; // Last time the actor was bumped, used to control BUMPSPECIAL
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int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything.
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FString * Tag; // Strife's tag name.
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int DesignatedTeam; // Allow for friendly fire cacluations to be done on non-players.
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AActor *BlockingMobj; // Actor that blocked the last move
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line_t *BlockingLine; // Line that blocked the last move
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@ -44,6 +44,7 @@
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#include "thingdef/thingdef.h"
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#include "d_dehacked.h"
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#include "g_level.h"
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#include "teaminfo.h"
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#include "gi.h"
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@ -1417,9 +1418,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
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other = NULL;
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if (link->flags & MF_FRIENDLY)
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{
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if (deathmatch &&
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lookee->FriendPlayer != 0 && link->FriendPlayer != 0 &&
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lookee->FriendPlayer != link->FriendPlayer)
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if (!lookee->IsFriend(link))
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{
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// This is somebody else's friend, so go after it
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other = link;
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@ -1581,7 +1580,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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}
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#endif
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// [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.)
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if (actor->FriendPlayer == 0) return result;
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if (actor->FriendPlayer == 0 && (!teamplay || actor->DesignatedTeam == TEAM_NONE)) return result;
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if (result || !deathmatch) return true;
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@ -1664,10 +1663,8 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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// We're going to ignore our master, but go after his enemies.
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if ( actor->flags & MF_FRIENDLY )
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{
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if ( actor->FriendPlayer == 0 )
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continue; // I have no friends, I will ignore players.
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if ( actor->FriendPlayer == player->mo->FriendPlayer )
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continue; // This is my master.
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if ( actor->IsFriend(player->mo) )
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continue;
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}
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if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) ||
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@ -1087,6 +1087,21 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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}
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}
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// [RH] Avoid friendly fire if enabled
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if (!(flags & DMG_FORCED) && source != NULL &&
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((player && player != source->player) || !player) &&
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target->IsTeammate (source))
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{
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if (player)
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FriendlyFire = true;
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if (damage < TELEFRAG_DAMAGE)
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{ // Still allow telefragging :-(
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damage = (int)((float)damage * level.teamdamage);
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if (damage <= 0)
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return;
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}
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}
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//
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// player specific
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//
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@ -1115,17 +1130,6 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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return;
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}
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// [RH] Avoid friendly fire if enabled
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if (source != NULL && player != source->player && target->IsTeammate (source))
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{
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FriendlyFire = true;
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if (damage < TELEFRAG_DAMAGE)
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{ // Still allow telefragging :-(
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damage = (int)((float)damage * level.teamdamage);
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if (damage <= 0)
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return;
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}
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}
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if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
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{
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int newdam = damage;
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@ -300,6 +300,7 @@ void AActor::Serialize (FArchive &arc)
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<< pushfactor
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<< Species
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<< Score
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<< DesignatedTeam
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<< lastpush << lastbump
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<< PainThreshold
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<< DamageFactor
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@ -775,6 +776,7 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget)
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flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
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flags4 = (flags4 & ~MF4_NOHATEPLAYERS) | (other->flags4 & MF4_NOHATEPLAYERS);
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FriendPlayer = other->FriendPlayer;
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DesignatedTeam = other->DesignatedTeam;
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if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET))
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{
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// LastHeard must be set as well so that A_Look can react to the new target if called
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@ -5296,12 +5298,18 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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bool AActor::IsTeammate (AActor *other)
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{
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if (!player || !other || !other->player)
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if (!other)
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return false;
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if (!deathmatch)
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else if (!deathmatch && player && other->player)
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return true;
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if (teamplay && other->player->userinfo.team != TEAM_NONE &&
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player->userinfo.team == other->player->userinfo.team)
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int myTeam = DesignatedTeam;
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int otherTeam = other->DesignatedTeam;
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if (player)
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myTeam = player->userinfo.team;
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if (other->player)
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otherTeam = other->player->userinfo.team;
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if (teamplay && myTeam != TEAM_NONE &&
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myTeam == otherTeam)
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{
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return true;
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}
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@ -5353,6 +5361,11 @@ bool AActor::IsFriend (AActor *other)
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{
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if (flags & other->flags & MF_FRIENDLY)
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{
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if (deathmatch && teamplay)
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return IsTeammate(other) ||
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(FriendPlayer != 0 && other->FriendPlayer != 0 &&
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players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo));
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return !deathmatch ||
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FriendPlayer == other->FriendPlayer ||
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FriendPlayer == 0 ||
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@ -5378,6 +5391,11 @@ bool AActor::IsHostile (AActor *other)
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// Both monsters are friendly and belong to the same player if applicable.
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if (flags & other->flags & MF_FRIENDLY)
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{
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if (deathmatch && teamplay)
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return !IsTeammate(other) &&
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!(FriendPlayer != 0 && other->FriendPlayer != 0 &&
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players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo));
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return deathmatch &&
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FriendPlayer != other->FriendPlayer &&
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FriendPlayer !=0 &&
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@ -67,6 +67,7 @@
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#include "r_translate.h"
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#include "a_morph.h"
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#include "colormatcher.h"
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#include "teaminfo.h"
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//==========================================================================
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@ -1120,6 +1121,17 @@ DEFINE_PROPERTY(activation, N, Actor)
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defaults->activationtype = val;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(designatedteam, I, Actor)
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{
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PROP_INT_PARM(val, 0);
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if(val < 0 || (val >= (signed) Teams.Size() && val != TEAM_NONE))
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I_Error("Invalid team designation.\n");
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defaults->DesignatedTeam = val;
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}
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//==========================================================================
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//
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// Special inventory properties
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@ -21,6 +21,7 @@ ACTOR Actor native //: Thinker
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PushFactor 0.25
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WeaveIndexXY 0
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WeaveIndexZ 16
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DesignatedTeam 255
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// Variables for the expression evaluator
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// NOTE: fixed_t and angle_t are only used here to ensure proper conversion
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