diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 75c7fd572..89fc05c25 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,10 @@ September 16, 2009 (Changes by Graf Zahl) +- Added some pieces of MBF's friendly AI. +- Cleaned up A_LookEx code and merged most of it with the base functions. + The major difference was a common piece of code that was repeated 5 times + throughout the code so I moved it into a subfunction. +- Changed P_BlockmapSearch to pass a user parameter to its callback so that + A_LookEx does not need to store its info inside the actor itself. - fixed: The linetarget CCMD duplicated all of the info CCMD. - fixed: PrintActorInfo crashed due to some incomplete implementation. diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index f7b8dd1ae..ee106ffb0 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -589,7 +589,6 @@ add_executable( zdoom WIN32 p_doors.cpp p_effect.cpp p_enemy.cpp - p_enemy_a_lookex.cpp p_floor.cpp p_interaction.cpp p_lights.cpp diff --git a/src/actor.h b/src/actor.h index deb9bfd45..d2ecf4ef9 100644 --- a/src/actor.h +++ b/src/actor.h @@ -216,7 +216,7 @@ enum MF3_NOBLOCKMONST = 0x00100000, // Can cross ML_BLOCKMONSTERS lines MF3_CRASHED = 0x00200000, // Actor entered its crash state MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles) - /* = 0x00800000, */ + MF3_AVOIDMELEE = 0x00800000, // Avoids melee attacks (same as MBF's monster_backing but must be explicitly set) /* = 0x01000000, */ MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact @@ -810,14 +810,6 @@ public: AActor *BlockingMobj; // Actor that blocked the last move line_t *BlockingLine; // Line that blocked the last move - // [KS] These temporary-use properties are needed to allow A_LookEx to pass its parameters to - // LookFor*InBlock in P_BlockmapSearch so that friendly enemies and monsters that look for - // other monsters can find their targets properly. If there's a cleaner way of doing this, - // feel free to remove these and use that method instead. - fixed_t LookExMinDist; // Minimum sight distance - fixed_t LookExMaxDist; // Maximum sight distance - angle_t LookExFOV; // Field of Vision - // a linked list of sectors where this object appears struct msecnode_t *touching_sectorlist; // phares 3/14/98 diff --git a/src/g_doom/a_bossbrain.cpp b/src/g_doom/a_bossbrain.cpp index 2fc203e1d..7764f2ecd 100644 --- a/src/g_doom/a_bossbrain.cpp +++ b/src/g_doom/a_bossbrain.cpp @@ -238,7 +238,7 @@ static void SpawnFly(AActor *self, const PClass *spawntype, FSoundID sound) { newmobj->CopyFriendliness (eye, false); } - if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true)) + if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true, NULL)) newmobj->SetState (newmobj->SeeState); if (!(newmobj->ObjectFlags & OF_EuthanizeMe)) diff --git a/src/g_doom/a_scriptedmarine.cpp b/src/g_doom/a_scriptedmarine.cpp index fbae607ca..9f6f54051 100644 --- a/src/g_doom/a_scriptedmarine.cpp +++ b/src/g_doom/a_scriptedmarine.cpp @@ -168,7 +168,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_Refire) { if (self->MissileState && pr_m_refire() < 160) { // Look for a new target most of the time - if (P_LookForPlayers (self, true) && P_CheckMissileRange (self)) + if (P_LookForPlayers (self, true, NULL) && P_CheckMissileRange (self)) { // Found somebody new and in range, so don't stop shooting return; } diff --git a/src/g_hexen/a_dragon.cpp b/src/g_hexen/a_dragon.cpp index 8ef10e245..0c5ea81b5 100644 --- a/src/g_hexen/a_dragon.cpp +++ b/src/g_hexen/a_dragon.cpp @@ -213,7 +213,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight) } else { - P_LookForPlayers (self, true); + P_LookForPlayers (self, true, NULL); } } diff --git a/src/g_hexen/a_firedemon.cpp b/src/g_hexen/a_firedemon.cpp index 884a12f27..d0366fdf0 100644 --- a/src/g_hexen/a_firedemon.cpp +++ b/src/g_hexen/a_firedemon.cpp @@ -145,7 +145,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase) if(!self->target || !(self->target->flags&MF_SHOOTABLE)) { // Invalid target - P_LookForPlayers (self,true); + P_LookForPlayers (self,true, NULL); return; } diff --git a/src/g_hexen/a_magestaff.cpp b/src/g_hexen/a_magestaff.cpp index 85b51d330..76610f693 100644 --- a/src/g_hexen/a_magestaff.cpp +++ b/src/g_hexen/a_magestaff.cpp @@ -19,7 +19,7 @@ void A_DropBloodscourgePieces (AActor *); void A_MStaffAttack (AActor *actor); void A_MStaffPalette (AActor *actor); -static AActor *FrontBlockCheck (AActor *mo, int index); +static AActor *FrontBlockCheck (AActor *mo, int index, void *); static divline_t BlockCheckLine; //========================================================================== @@ -254,7 +254,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MStaffTrack) // //============================================================================ -static AActor *FrontBlockCheck (AActor *mo, int index) +static AActor *FrontBlockCheck (AActor *mo, int index, void *) { FBlockNode *link; diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index a321955a2..9937eefa5 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -62,6 +62,7 @@ static FRandom pr_look2 ("LookyLooky"); static FRandom pr_look3 ("IGotHooky"); static FRandom pr_slook ("SlooK"); static FRandom pr_dropoff ("Dropoff"); +static FRandom pr_defect ("Defect"); static FRandom pr_skiptarget("SkipTarget"); @@ -219,20 +220,20 @@ void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash) bool AActor::CheckMeleeRange () { - AActor *pl; + AActor *pl = target; + fixed_t dist; - if (!target) + if (!pl) return false; - pl = target; dist = P_AproxDistance (pl->x - x, pl->y - y); if (dist >= meleerange + pl->radius) return false; // [RH] If moving toward goal, then we've reached it. - if (target == goal) + if (pl == goal) return true; // [RH] Don't melee things too far above or below actor. @@ -243,6 +244,10 @@ bool AActor::CheckMeleeRange () if (pl->z + pl->height < z) return false; } + + // killough 7/18/98: friendly monsters don't attack other friends + if (IsFriend(pl)) + return false; if (!P_CheckSight (this, pl, 0)) return false; @@ -279,6 +284,12 @@ bool P_CheckMeleeRange2 (AActor *actor) { // Attacker is higher return false; } + else if (actor->IsFriend(mo)) + { + // killough 7/18/98: friendly monsters don't attack other friends + return false; + } + if (!P_CheckSight(actor, mo)) { return false; @@ -303,12 +314,34 @@ bool P_CheckMissileRange (AActor *actor) { // the target just hit the enemy, so fight back! actor->flags &= ~MF_JUSTHIT; - return true; + + // killough 7/18/98: no friendly fire at corpses + // killough 11/98: prevent too much infighting among friends + // Cleaned up and made readable + if (!(actor->flags & MF_FRIENDLY)) return true; + if (actor->target->health <= 0) return false; + if (!actor->IsFriend(actor->target)) return true; + if (actor->target->player != NULL) + { + return (pr_defect() >128); + } + else + { + return !(actor->target->flags & MF_JUSTHIT) && pr_defect() >128; + } } if (actor->reactiontime) return false; // do not attack yet - + + // killough 7/18/98: friendly monsters don't attack other friendly + // monsters or players (except when attacked, and then only once) + if (actor->IsFriend(actor->target)) + return false; + + if (actor->flags & MF_FRIENDLY && P_HitFriend(actor)) + return false; + // OPTIMIZE: get this from a global checksight // [RH] What? dist = P_AproxDistance (actor->x-actor->target->x, @@ -357,7 +390,7 @@ bool P_HitFriend(AActor * self) if (self->flags&MF_FRIENDLY && self->target != NULL) { angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y); - fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y); + fixed_t dist = P_AproxDistance (self->x - self->target->x, self->y - self->target->y); P_AimLineAttack (self, angle, dist, &linetarget, 0, true); if (linetarget != NULL && linetarget != self->target) { @@ -739,6 +772,10 @@ void P_NewChaseDir(AActor * actor) fixed_t deltax; fixed_t deltay; +#ifdef MBF_STUFF + actor->strafecount = 0; +#endif + if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL) { deltax = actor->goal->x - actor->x; @@ -831,7 +868,59 @@ void P_NewChaseDir(AActor * actor) return; } } + +#if 0 + // Move away from friends when too close, except + // in certain situations (e.g. a crowded lift) + + // MBF code for friends. Cannot be done in ZDoom but left here as a reminder for later implementation. + + if (actor->flags & target->flags & MF_FRIEND && + distfriend << FRACBITS > dist && + !P_IsOnLift(target) && !P_IsUnderDamage(actor)) + deltax = -deltax, deltay = -deltay; + else +#endif + +#ifdef MBF_STUFF + // MBF's monster_backing option. Made an actor flag instead. Also cleaned the code up to make it readable. + // Todo: implement the movement logic + if (target->health > 0 && !actor->IsFriend(target)) + { // Live enemy target + + if (actor->flags3 & MF3_AVOIDMELEE) + { + bool ismeleeattacker = false; + if (target->player == NULL) + { + ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2); + } + else if (target->player->ReadyWeapon != NULL) + { + // melee range of player weapon is a parameter of the action function and cannot be checked here. + // Add a new weapon property? + ismeleeattacker = (target->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE && dist < MELEERANGE*3); + } + if (ismeleeattacker) + { + actor->strafecount = pr_enemystrafe() & 15; + deltax = -deltax, deltay = -deltay; + } + } + } +#endif + + P_DoNewChaseDir(actor, deltax, deltay); + +#ifdef MBF_STUFF + // If strafing, set movecount to strafecount so that old Doom + // logic still works the same, except in the strafing part + + if (actor->strafecount) + actor->movecount = actor->strafecount; +#endif + } @@ -996,6 +1085,58 @@ void P_RandomChaseDir (AActor *actor) actor->movedir = DI_NODIR; // cannot move } +//--------------------------------------------------------------------------- +// +// P_IsVisible +// +// killough 9/9/98: whether a target is visible to a monster +// Extended to handle all A_LookEx related checking, too. +// +//--------------------------------------------------------------------------- + +bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams *params) +{ + fixed_t maxdist; + fixed_t mindist; + angle_t fov; + + if (params != NULL) + { + maxdist = params->maxdist; + mindist = params->mindist; + fov = params->fov; + } + else + { + mindist = maxdist = 0; + fov = allaround? 0 : ANGLE_180; + } + + fixed_t dist = P_AproxDistance (other->x - lookee->x, other->y - lookee->y); + + if (maxdist && dist > maxdist) + return false; // [KS] too far + + if (mindist && dist < mindist) + return false; // [KS] too close + + if (fov && fov < ANGLE_MAX) + { + angle_t an = R_PointToAngle2 (lookee->x, lookee->y, other->x, other->y) - lookee->angle; + + if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) + { + // if real close, react anyway + // [KS] but respect minimum distance rules + if (mindist || dist > MELEERANGE) + return false; // outside of fov + } + } + + // P_CheckSight is by far the most expensive operation in here so let's do it last. + return P_CheckSight(lookee, other, 2); +} + //--------------------------------------------------------------------------- // // FUNC P_LookForMonsters @@ -1061,8 +1202,9 @@ bool P_LookForMonsters (AActor *actor) // //============================================================================ -AActor *LookForTIDinBlock (AActor *lookee, int index) +AActor *LookForTIDInBlock (AActor *lookee, int index, void *extparams) { + FLookExParams *params = (FLookExParams *)extparams; FBlockNode *block; AActor *link; AActor *other; @@ -1104,25 +1246,8 @@ AActor *LookForTIDinBlock (AActor *lookee, int index) if (!(lookee->flags3 & MF3_NOSIGHTCHECK)) { - if (!P_CheckSight (lookee, other, 2)) + if (!P_IsVisible(lookee, other, true, params)) continue; // out of sight - /* - if (!allaround) - { - angle_t an = R_PointToAngle2 (actor->x, actor->y, - other->x, other->y) - - actor->angle; - - if (an > ANG90 && an < ANG270) - { - fixed_t dist = P_AproxDistance (other->x - actor->x, - other->y - actor->y); - // if real close, react anyway - if (dist > MELEERANGE) - continue; // behind back - } - } - */ } return other; @@ -1138,12 +1263,13 @@ AActor *LookForTIDinBlock (AActor *lookee, int index) // //============================================================================ -bool P_LookForTID (AActor *actor, INTBOOL allaround) +bool P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params) { AActor *other; bool reachedend = false; + bool chasegoal = params? (!(params->flags & LOF_DONTCHASEGOAL)) : true; - other = P_BlockmapSearch (actor, 0, LookForTIDinBlock); + other = P_BlockmapSearch (actor, 0, LookForTIDInBlock, params); if (other != NULL) { @@ -1198,24 +1324,8 @@ bool P_LookForTID (AActor *actor, INTBOOL allaround) if (!(actor->flags3 & MF3_NOSIGHTCHECK)) { - if (!P_CheckSight (actor, other, 2)) + if (!P_IsVisible (actor, other, !!allaround, params)) continue; // out of sight - - if (!allaround) - { - angle_t an = R_PointToAngle2 (actor->x, actor->y, - other->x, other->y) - - actor->angle; - - if (an > ANG90 && an < ANG270) - { - fixed_t dist = P_AproxDistance (other->x - actor->x, - other->y - actor->y); - // if real close, react anyway - if (dist > MELEERANGE) - continue; // behind back - } - } } // [RH] Need to be sure the reactiontime is 0 if the monster is @@ -1231,7 +1341,7 @@ bool P_LookForTID (AActor *actor, INTBOOL allaround) if (actor->target == NULL) { // [RH] use goal as target - if (actor->goal != NULL) + if (actor->goal != NULL && chasegoal) { actor->target = actor->goal; return true; @@ -1256,18 +1366,19 @@ bool P_LookForTID (AActor *actor, INTBOOL allaround) //============================================================================ // -// LookForTIDinBlock +// LookForEnemiesinBlock // // Finds a non-friendly monster in a mapblock. It can also use targets of // friendlies in this mapblock to find non-friendlies in other mapblocks. // //============================================================================ -AActor *LookForEnemiesInBlock (AActor *lookee, int index) +AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam) { FBlockNode *block; AActor *link; AActor *other; + FLookExParams *params = (FLookExParams *)extparam; for (block = blocklinks[index]; block != NULL; block = block->NextActor) { @@ -1330,25 +1441,11 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index) } } - if (other == NULL || !P_CheckSight (lookee, other, 2)) + // [KS] Hey, shouldn't there be a check for MF3_NOSIGHTCHECK here? + + if (other == NULL || !P_IsVisible (lookee, other, true, params)) continue; // out of sight - /* - if (!allaround) - { - angle_t an = R_PointToAngle2 (actor->x, actor->y, - other->x, other->y) - - actor->angle; - - if (an > ANG90 && an < ANG270) - { - fixed_t dist = P_AproxDistance (other->x - actor->x, - other->y - actor->y); - // if real close, react anyway - if (dist > MELEERANGE) - continue; // behind back - } - } - */ + return other; } @@ -1363,11 +1460,11 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index) // //============================================================================ -bool P_LookForEnemies (AActor *actor, INTBOOL allaround) +bool P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params) { AActor *other; - other = P_BlockmapSearch (actor, 10, LookForEnemiesInBlock); + other = P_BlockmapSearch (actor, 10, LookForEnemiesInBlock, params); if (other != NULL) { @@ -1415,18 +1512,17 @@ bool P_LookForEnemies (AActor *actor, INTBOOL allaround) ================ */ -bool P_LookForPlayers (AActor *actor, INTBOOL allaround) +bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params) { int c; int stop; int pnum; player_t* player; - angle_t an; - fixed_t dist; + bool chasegoal = params? (!(params->flags & LOF_DONTCHASEGOAL)) : true; if (actor->TIDtoHate != 0) { - if (P_LookForTID (actor, allaround)) + if (P_LookForTID (actor, allaround, params)) { return true; } @@ -1437,10 +1533,43 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround) } else if (actor->flags & MF_FRIENDLY) { - if (!deathmatch) // [SP] If you don't see any enemies in deathmatch, look for players. - return P_LookForEnemies (actor, allaround); - else if ( P_LookForEnemies (actor, allaround) ) - return true; + bool result = P_LookForEnemies (actor, allaround, params); + +#ifdef MBF_FRIENDS + if (!result && (actor->flags & MF_FRIEND_MBF)) + { // killough 9/9/98: friendly monsters go about players differently + + // Go back to a player, no matter whether it's visible or not + for (int anyone=0; anyone<=1; anyone++) + { + for (int c=0; cIsFriend(players[c].mo) && + (anyone || P_IsVisible(actor, players[c].mo, allaround))) + { + actor->target = players[c].mo; + + // killough 12/98: + // get out of refiring loop, to avoid hitting player accidentally + + if (actor->MissileState != NULL) + { + actor->SetStateNF(actor->SeeState); + actor->flags &= ~MF_JUSTHIT; + } + + return true; + } + } + } + } +#endif + // [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.) + if (actor->FriendPlayer == 0) return false; + if (result || !deathmatch) return true; + + } // [SP] if false, and in deathmatch, intentional fall-through if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) && @@ -1478,7 +1607,8 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround) if (actor->target == NULL) { // [RH] use goal as target - if (actor->goal != NULL) + // [KS] ...unless we're ignoring goals and we don't already have one + if (actor->goal != NULL && chasegoal) { actor->target = actor->goal; return true; @@ -1512,7 +1642,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround) if (player->health <= 0) continue; // dead - if (!P_CheckSight (actor, player->mo, 2)) + if (!P_IsVisible (actor, player->mo, allaround, params)) continue; // out of sight // [SP] Deathmatch fixes - if we have MF_FRIENDLY we're definitely in deathmatch @@ -1525,23 +1655,6 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround) continue; // This is my master. } - if (!allaround) - { - an = R_PointToAngle2 (actor->x, - actor->y, - player->mo->x, - player->mo->y) - - actor->angle; - - if (an > ANG90 && an < ANG270) - { - dist = P_AproxDistance (player->mo->x - actor->x, - player->mo->y - actor->y); - // if real close, react anyway - if (dist > MELEERANGE) - continue; // behind back - } - } if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) || player->mo->flags3 & MF3_GHOST) { @@ -1630,7 +1743,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look) { // If we find a valid target here, the wandering logic should *not* // be activated! It would cause the seestate to be set twice. - if (P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND)) + if (P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND, NULL)) goto seeyou; // Let the self wander around aimlessly looking for a fight @@ -1657,7 +1770,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look) } } - if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND)) + if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND, NULL)) return; // go into chase state @@ -1687,6 +1800,193 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look) } +//========================================================================== +// +// A_LookEx (int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state wakestate) +// [KS] Borrowed the A_Look code to make a parameterized version. +// +//========================================================================== + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx) +{ + ACTION_PARAM_START(6); + ACTION_PARAM_INT(flags, 0); + ACTION_PARAM_FIXED(minseedist, 1); + ACTION_PARAM_FIXED(maxseedist, 2); + ACTION_PARAM_FIXED(maxheardist, 3); + ACTION_PARAM_ANGLE(fov, 4); + ACTION_PARAM_STATE(seestate, 5); + + AActor *targ = NULL; // Shuts up gcc + fixed_t dist; + FLookExParams params = {fov, minseedist, maxseedist, maxheardist, flags, seestate }; + + if (self->flags5 & MF5_INCONVERSATION) + return; + + // [RH] Set goal now if appropriate + if (self->special == Thing_SetGoal && self->args[0] == 0) + { + NActorIterator iterator (NAME_PatrolPoint, self->args[1]); + self->special = 0; + self->goal = iterator.Next (); + self->reactiontime = self->args[2] * TICRATE + level.maptime; + if (self->args[3] == 0) self->flags5 &=~ MF5_CHASEGOAL; + else self->flags5 |= MF5_CHASEGOAL; + } + + self->threshold = 0; // any shot will wake up + + if (self->TIDtoHate != 0) + { + targ = self->target; + } + else + { + if (!(flags & LOF_NOSOUNDCHECK)) + { + targ = self->LastHeard; + if (targ != NULL) + { + // [RH] If the soundtarget is dead, don't chase it + if (targ->health <= 0) + { + targ = NULL; + } + else + { + dist = P_AproxDistance (targ->x - self->x, + targ->y - self->y); + + // [KS] If the target is too far away, don't respond to the sound. + if (maxheardist && dist > maxheardist) + { + targ = NULL; + self->LastHeard = NULL; + } + } + } + } + + if (targ && targ->player && (targ->player->cheats & CF_NOTARGET)) + { + return; + } + } + + // [RH] Andy Baker's stealth monsters + if (self->flags & MF_STEALTH) + { + self->visdir = -1; + } + + if (targ && (targ->flags & MF_SHOOTABLE)) + { + if (self->IsFriend (targ)) // be a little more precise! + { + if (!(self->flags4 & MF4_STANDSTILL)) + { + if (!(flags & LOF_NOSIGHTCHECK)) + { + // If we find a valid target here, the wandering logic should *not* + // be activated! If would cause the seestate to be set twice. + if (P_LookForPlayers(self, true, ¶ms)) + goto seeyou; + } + + // Let the self wander around aimlessly looking for a fight + if (!(self->flags & MF_INCHASE)) + { + if (seestate) + { + self->SetState (seestate); + } + else + { + if (self->SeeState != NULL) + { + self->SetState (self->SeeState); + } + else + { + CALL_ACTION(A_Wander, self); + } + } + } + } + } + else + { + self->target = targ; //We already have a target? + + // [KS] The target can become ourselves in rare circumstances (like + // if we committed suicide), so if that's the case, just ignore it. + if (self->target == self) self->target = NULL; + + if (self->target != NULL) + { + if (self->flags & MF_AMBUSH) + { + dist = P_AproxDistance (self->target->x - self->x, + self->target->y - self->y); + if (P_CheckSight (self, self->target, 2) && + (!minseedist || dist > minseedist) && + (!maxseedist || dist < maxseedist)) + { + goto seeyou; + } + } + else + goto seeyou; + } + } + } + + if (!(flags & LOF_NOSIGHTCHECK)) + { + if (!P_LookForPlayers(self, true, ¶ms)) + return; + } + else + { + return; + } + + // go into chase state + seeyou: + // [RH] Don't start chasing after a goal if it isn't time yet. + if (self->target == self->goal) + { + if (self->reactiontime > level.maptime) + self->target = NULL; + } + else if (self->SeeSound && !(flags & LOF_NOSEESOUND)) + { + if (flags & LOF_FULLVOLSEESOUND) + { // full volume + S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NONE); + } + else + { + S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM); + } + } + + if (self->target && !(self->flags & MF_INCHASE)) + { + if (seestate) + { + self->SetState (seestate); + } + else + { + self->SetState (self->SeeState); + } + } +} + +// [KS] *** End additions by me *** + //========================================================================== // // A_Wander @@ -1770,7 +2070,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look2) } else { - if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND)) + if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND, NULL)) goto nosee; self->SetState (self->SeeState); self->flags4 |= MF4_INCOMBAT; @@ -1916,7 +2216,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi // hurt our old one temporarily. actor->threshold = 0; } - if (P_LookForPlayers (actor, true) && actor->target != actor->goal) + if (P_LookForPlayers (actor, true, NULL) && actor->target != actor->goal) { // got a new target actor->flags &= ~MF_INCHASE; return; @@ -2088,7 +2388,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi lookForBetter = true; } AActor * oldtarget = actor->target; - gotNew = P_LookForPlayers (actor, true); + gotNew = P_LookForPlayers (actor, true, NULL); if (lookForBetter) { actor->flags3 |= MF3_NOSIGHTCHECK; diff --git a/src/p_enemy.h b/src/p_enemy.h index f111f9d08..ae259806a 100644 --- a/src/p_enemy.h +++ b/src/p_enemy.h @@ -25,6 +25,25 @@ enum dirtype_t extern fixed_t xspeed[8], yspeed[8]; +enum LO_Flags +{ + LOF_NOSIGHTCHECK = 1, + LOF_NOSOUNDCHECK = 2, + LOF_DONTCHASEGOAL = 4, + LOF_NOSEESOUND = 8, + LOF_FULLVOLSEESOUND = 16, +}; + +struct FLookExParams +{ + angle_t fov; + fixed_t mindist; + fixed_t maxdist; + fixed_t maxheardist; + int flags; + FState *seestate; +}; + void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks); bool P_HitFriend (AActor *self); void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false); @@ -32,9 +51,9 @@ bool P_CheckMeleeRange2 (AActor *actor); bool P_Move (AActor *actor); bool P_TryWalk (AActor *actor); void P_NewChaseDir (AActor *actor); -bool P_LookForPlayers (AActor *actor, INTBOOL allaround); AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance); void P_TossItem (AActor *item); +bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params); DECLARE_ACTION(A_Look) DECLARE_ACTION(A_Wander) diff --git a/src/p_enemy_a_lookex.cpp b/src/p_enemy_a_lookex.cpp deleted file mode 100644 index 4c68fcbf2..000000000 --- a/src/p_enemy_a_lookex.cpp +++ /dev/null @@ -1,904 +0,0 @@ -#include - -#include "templates.h" -#include "m_random.h" -#include "i_system.h" -#include "doomdef.h" -#include "p_local.h" -#include "p_lnspec.h" -#include "s_sound.h" -#include "g_game.h" -#include "doomstat.h" -#include "r_state.h" -#include "c_cvars.h" -#include "p_enemy.h" -#include "a_sharedglobal.h" -#include "a_action.h" -#include "thingdef/thingdef.h" -#include "g_level.h" - -#include "gi.h" - -bool P_LookForMonsters (AActor *actor); - -static FRandom pr_look2 ("LookyLookyEx"); -static FRandom pr_look3 ("IGotHookyEx"); -static FRandom pr_lookforplayers ("LookForPlayersEx"); -static FRandom pr_skiptarget("SkipTargetEx"); - - -// [KS] *** Start additions by me - p_enemy.cpp *** - -// LookForTIDinBlockEx -// LookForEnemiesInBlockEx -// P_NewLookTID (copied from P_LookForTID) -// P_NewLookPlayers (copied from P_LookForPlayers) -// Takes FOV and sight distances into account when acquiring a target. -// TODO: Not sure if using actor properties to pass parameters around indirectly is such a good idea. If there's a cleaner method, do it that way instead. -// ~Kate S. Last updated on 12/23/2007 - -AActor *LookForTIDinBlockEx (AActor *lookee, int index) -{ - FBlockNode *block; - AActor *link; - AActor *other; - fixed_t dist; - angle_t an; - - for (block = blocklinks[index]; block != NULL; block = block->NextActor) - { - link = block->Me; - - if (!(link->flags & MF_SHOOTABLE)) - continue; // not shootable (observer or dead) - - if (link == lookee) - continue; - - if (link->health <= 0) - continue; // dead - - if (link->flags2 & MF2_DORMANT) - continue; // don't target dormant things - - if (link->tid == lookee->TIDtoHate) - { - other = link; - } - else if (link->target != NULL && link->target->tid == lookee->TIDtoHate) - { - other = link->target; - if (!(other->flags & MF_SHOOTABLE) || - other->health <= 0 || - (other->flags2 & MF2_DORMANT)) - { - continue; - } - } - else - { - continue; - } - - if (!(lookee->flags3 & MF3_NOSIGHTCHECK)) - { - if (!P_CheckSight (lookee, other, 2)) - continue; // out of sight - - dist = P_AproxDistance (other->x - lookee->x, - other->y - lookee->y); - - if (lookee->LookExMaxDist && dist > lookee->LookExMaxDist) - continue; // [KS] too far - - if (lookee->LookExMinDist && dist < lookee->LookExMinDist) - continue; // [KS] too close - - if (lookee->LookExFOV && lookee->LookExFOV < ANGLE_MAX) - { - an = R_PointToAngle2 (lookee->x, - lookee->y, - other->x, - other->y) - - lookee->angle; - - if (an > (lookee->LookExFOV / 2) && an < (ANGLE_MAX - (lookee->LookExFOV / 2))) - { - // if real close, react anyway - // [KS] but respect minimum distance rules - if (lookee->LookExMinDist || dist > MELEERANGE) - continue; // outside of fov - } - } - else - { - if(!(lookee->flags4 & MF4_LOOKALLAROUND) || (lookee->LookExFOV >= ANGLE_MAX)) // Just in case angle_t doesn't clamp stuff, because I can't be too sure. - { - an = R_PointToAngle2 (lookee->x, - lookee->y, - other->x, - other->y) - - lookee->angle; - - if (an > ANG90 && an < ANG270) - { - // if real close, react anyway - // [KS] but respect minimum distance rules - if (lookee->LookExMinDist || dist > MELEERANGE) - continue; // behind back - } - } - } - } - - return other; - } - return NULL; -} - -AActor *LookForEnemiesInBlockEx (AActor *lookee, int index) -{ - FBlockNode *block; - AActor *link; - AActor *other; - fixed_t dist; - angle_t an; - - for (block = blocklinks[index]; block != NULL; block = block->NextActor) - { - link = block->Me; - - if (!(link->flags & MF_SHOOTABLE)) - continue; // not shootable (observer or dead) - - if (link == lookee) - continue; - - if (link->health <= 0) - continue; // dead - - if (link->flags2 & MF2_DORMANT) - continue; // don't target dormant things - - if (!(link->flags3 & MF3_ISMONSTER)) - continue; // don't target it if it isn't a monster (could be a barrel) - - other = NULL; - if (link->flags & MF_FRIENDLY) - { - if (deathmatch && - lookee->FriendPlayer != 0 && link->FriendPlayer != 0 && - lookee->FriendPlayer != link->FriendPlayer) - { - // This is somebody else's friend, so go after it - other = link; - } - else if (link->target != NULL && !(link->target->flags & MF_FRIENDLY)) - { - other = link->target; - if (!(other->flags & MF_SHOOTABLE) || - other->health <= 0 || - (other->flags2 & MF2_DORMANT)) - { - other = NULL;; - } - } - } - else - { - other = link; - } - - // [MBF] If the monster is already engaged in a one-on-one attack - // with a healthy friend, don't attack around 60% the time. - - // [GrafZahl] This prevents friendlies from attacking all the same - // target. - - if (other) - { - AActor *targ = other->target; - if (targ && targ->target == other && pr_skiptarget() > 100 && lookee->IsFriend (targ) && - targ->health*2 >= targ->SpawnHealth()) - { - continue; - } - } - - // [KS] Hey, shouldn't there be a check for MF3_NOSIGHTCHECK here? - - if (other == NULL || !P_CheckSight (lookee, other, 2)) - continue; // out of sight - - dist = P_AproxDistance (other->x - lookee->x, - other->y - lookee->y); - - if (lookee->LookExMaxDist && dist > lookee->LookExMaxDist) - continue; // [KS] too far - - if (lookee->LookExMinDist && dist < lookee->LookExMinDist) - continue; // [KS] too close - - if (lookee->LookExFOV && lookee->LookExFOV < ANGLE_MAX) - { - an = R_PointToAngle2 (lookee->x, - lookee->y, - other->x, - other->y) - - lookee->angle; - - if (an > (lookee->LookExFOV / 2) && an < (ANGLE_MAX - (lookee->LookExFOV / 2))) - { - // if real close, react anyway - // [KS] but respect minimum distance rules - if (lookee->LookExMinDist || dist > MELEERANGE) - continue; // outside of fov - } - } - else - { - if(!(lookee->flags4 & MF4_LOOKALLAROUND) || (lookee->LookExFOV >= ANGLE_MAX)) // Just in case angle_t doesn't clamp stuff, because I can't be too sure. - { - an = R_PointToAngle2 (lookee->x, - lookee->y, - other->x, - other->y) - - lookee->angle; - - if (an > ANG90 && an < ANG270) - { - // if real close, react anyway - // [KS] but respect minimum distance rules - if (lookee->LookExMinDist || dist > MELEERANGE) - continue; // behind back - } - } - } - - return other; - } - return NULL; -} - -bool P_NewLookTID (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal) -{ - AActor *other; - - actor->LookExMinDist = mindist; - actor->LookExMaxDist = maxdist; - actor->LookExFOV = fov; - other = P_BlockmapSearch (actor, 0, LookForTIDinBlockEx); - - bool reachedend = false; - fixed_t dist; - angle_t an; - - if (other != NULL) - { - if (!(actor->flags3 & MF3_NOSIGHTCHECK)) - { - dist = P_AproxDistance (other->x - actor->x, - other->y - actor->y); - - if (maxdist && dist > maxdist) - { - other = NULL; // [KS] too far - goto endcheck; - } - - if (mindist && dist < mindist) - { - other = NULL; // [KS] too close - goto endcheck; - } - - if (fov && fov < ANGLE_MAX) - { - an = R_PointToAngle2 (actor->x, - actor->y, - other->x, - other->y) - - actor->angle; - - if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) - { - // if real close, react anyway - // [KS] but respect minimum distance rules - if (mindist || dist > MELEERANGE) - { - other = NULL; // outside of fov - goto endcheck; - } - } - } - else - { - if(!((actor->flags4 & MF4_LOOKALLAROUND) || (fov >= ANGLE_MAX))) // Just in case angle_t doesn't clamp stuff, because I can't be too sure. - { - an = R_PointToAngle2 (actor->x, - actor->y, - other->x, - other->y) - - actor->angle; - - if (an > ANG90 && an < ANG270) - { - // if real close, react anyway - // [KS] but respect minimum distance rules - if (mindist || dist > MELEERANGE) - { - other = NULL; // behind back - goto endcheck; - } - } - } - } - } - } - - endcheck: - - if (other != NULL) - { - if (actor->goal && actor->target == actor->goal) - actor->reactiontime = 0; - - actor->target = other; - actor->LastLookActor = other; - return true; - } - - // The actor's TID could change because of death or because of - // Thing_ChangeTID. If it's not what we expect, then don't use - // it as a base for the iterator. - if (actor->LastLookActor != NULL && - actor->LastLookActor->tid != actor->TIDtoHate) - { - actor->LastLookActor = NULL; - } - - FActorIterator iterator (actor->TIDtoHate, actor->LastLookActor); - int c = (pr_look3() & 31) + 7; // Look for between 7 and 38 hatees at a time - while ((other = iterator.Next()) != actor->LastLookActor) - { - if (other == NULL) - { - if (reachedend) - { - // we have cycled through the entire list at least once - // so let's abort because even if we continue nothing can - // be found. - break; - } - reachedend = true; - continue; - } - - if (!(other->flags & MF_SHOOTABLE)) - continue; // not shootable (observer or dead) - - if (other == actor) - continue; // don't hate self - - if (other->health <= 0) - continue; // dead - - if (other->flags2 & MF2_DORMANT) - continue; // don't target dormant things - - if (--c == 0) - break; - - if (!(actor->flags3 & MF3_NOSIGHTCHECK)) - { - if (!P_CheckSight (actor, other, 2)) - continue; // out of sight - - dist = P_AproxDistance (other->x - actor->x, - other->y - actor->y); - - if (maxdist && dist > maxdist) - continue; // [KS] too far - - if (mindist && dist < mindist) - continue; // [KS] too close - - if (fov && fov < ANGLE_MAX) - { - an = R_PointToAngle2 (actor->x, - actor->y, - other->x, - other->y) - - actor->angle; - - if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) - { - // if real close, react anyway - // [KS] but respect minimum distance rules - if (mindist || dist > MELEERANGE) - continue; // outside of fov - } - } - else - { - if(!((actor->flags4 & MF4_LOOKALLAROUND) || (fov >= ANGLE_MAX))) // Just in case angle_t doesn't clamp stuff, because I can't be too sure. - { - an = R_PointToAngle2 (actor->x, - actor->y, - other->x, - other->y) - - actor->angle; - - if (an > ANG90 && an < ANG270) - { - // if real close, react anyway - // [KS] but respect minimum distance rules - if (mindist || dist > MELEERANGE) - continue; // behind back - } - } - } - } - - // [RH] Need to be sure the reactiontime is 0 if the monster is - // leaving its goal to go after something else. - if (actor->goal && actor->target == actor->goal) - actor->reactiontime = 0; - - actor->target = other; - actor->LastLookActor = other; - return true; - } - actor->LastLookActor = other; - if (actor->target == NULL) - { - // [RH] use goal as target - if (actor->goal != NULL && chasegoal) - { - actor->target = actor->goal; - return true; - } - // Use last known enemy if no hatee sighted -- killough 2/15/98: - if (actor->lastenemy != NULL && actor->lastenemy->health > 0) - { - if (!actor->IsFriend(actor->lastenemy)) - { - actor->target = actor->lastenemy; - actor->lastenemy = NULL; - return true; - } - else - { - actor->lastenemy = NULL; - } - } - } - return false; -} - -bool P_NewLookEnemies (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal) -{ - AActor *other; - - actor->LookExMinDist = mindist; - actor->LookExMaxDist = maxdist; - actor->LookExFOV = fov; - other = P_BlockmapSearch (actor, 10, LookForEnemiesInBlockEx); - - if (other != NULL) - { - if (actor->goal && actor->target == actor->goal) - actor->reactiontime = 0; - - actor->target = other; -// actor->LastLook.Actor = other; - return true; - } - - if (actor->target == NULL) - { - // [RH] use goal as target - if (actor->goal != NULL) - { - actor->target = actor->goal; - return true; - } - // Use last known enemy if no hatee sighted -- killough 2/15/98: - if (actor->lastenemy != NULL && actor->lastenemy->health > 0) - { - if (!actor->IsFriend(actor->lastenemy)) - { - actor->target = actor->lastenemy; - actor->lastenemy = NULL; - return true; - } - else - { - actor->lastenemy = NULL; - } - } - } - return false; -} - -bool P_NewLookPlayers (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal) -{ - int c; - int stop; - int pnum; - player_t* player; - angle_t an; - fixed_t dist; - - if (actor->TIDtoHate != 0) - { - if (P_NewLookTID (actor, fov, mindist, maxdist, chasegoal)) - { - return true; - } - if (!(actor->flags3 & MF3_HUNTPLAYERS)) - { - return false; - } - } - else if (actor->flags & MF_FRIENDLY) - { - if (!deathmatch) // [SP] If you don't see any enemies in deathmatch, look for players. - return P_NewLookEnemies (actor, fov, mindist, maxdist, chasegoal); - else if ( P_NewLookEnemies (actor, fov, mindist, maxdist, chasegoal) ) - return true; - } // [SP] if false, and in deathmatch, intentional fall-through - - if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) && - !multiplayer && - players[0].health <= 0) - { // Single player game and player is dead; look for monsters - return P_LookForMonsters (actor); - } - - c = 0; - if (actor->TIDtoHate != 0) - { - pnum = pr_look2() & (MAXPLAYERS-1); - } - else - { - pnum = actor->LastLookPlayerNumber; - } - stop = (pnum - 1) & (MAXPLAYERS-1); - - for (;;) - { - pnum = (pnum + 1) & (MAXPLAYERS-1); - if (!playeringame[pnum]) - continue; - - if (actor->TIDtoHate == 0) - { - actor->LastLookPlayerNumber = pnum; - } - - if (++c == MAXPLAYERS-1 || pnum == stop) - { - // done looking - if (actor->target == NULL) - { - // [RH] use goal as target - // [KS] ...unless we're ignoring goals and we don't already have one - if (actor->goal != NULL && chasegoal) - { - actor->target = actor->goal; - return true; - } - // Use last known enemy if no players sighted -- killough 2/15/98: - if (actor->lastenemy != NULL && actor->lastenemy->health > 0) - { - if (!actor->IsFriend(actor->lastenemy)) - { - actor->target = actor->lastenemy; - actor->lastenemy = NULL; - return true; - } - else - { - actor->lastenemy = NULL; - } - } - } - return actor->target == actor->goal && actor->goal != NULL; - } - - player = &players[pnum]; - - if (!(player->mo->flags & MF_SHOOTABLE)) - continue; // not shootable (observer or dead) - - if (player->cheats & CF_NOTARGET) - continue; // no target - - if (player->health <= 0) - continue; // dead - - if (!P_CheckSight (actor, player->mo, 2)) - continue; // out of sight - - dist = P_AproxDistance (player->mo->x - actor->x, - player->mo->y - actor->y); - - if (maxdist && dist > maxdist) - continue; // [KS] too far - - if (mindist && dist < mindist) - continue; // [KS] too close - - // [SP] Deathmatch fixes - if we have MF_FRIENDLY we're definitely in deathmatch - // We're going to ignore our master, but go after his enemies. - if ( actor->flags & MF_FRIENDLY ) - { - if ( actor->FriendPlayer == 0 ) - continue; // I have no friends, I will ignore players. - if ( actor->FriendPlayer == player->mo->FriendPlayer ) - continue; // This is my master. - } - - if (fov) - { - an = R_PointToAngle2 (actor->x, - actor->y, - player->mo->x, - player->mo->y) - - actor->angle; - - if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) - { - // if real close, react anyway - // [KS] but respect minimum distance rules - if (mindist || dist > MELEERANGE) - continue; // outside of fov - } - } - else - { - if(!((actor->flags4 & MF4_LOOKALLAROUND) || (fov >= ANGLE_MAX))) - { - an = R_PointToAngle2 (actor->x, - actor->y, - player->mo->x, - player->mo->y) - - actor->angle; - - if (an > ANG90 && an < ANG270) - { - // if real close, react anyway - // [KS] but respect minimum distance rules - if (mindist || dist > MELEERANGE) - continue; // behind back - } - } - } - if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) || - player->mo->flags3 & MF3_GHOST) - { - if ((P_AproxDistance (player->mo->x - actor->x, - player->mo->y - actor->y) > 2*MELEERANGE) - && P_AproxDistance (player->mo->velx, player->mo->vely) - < 5*FRACUNIT) - { // Player is sneaking - can't detect - return false; - } - if (pr_lookforplayers() < 225) - { // Player isn't sneaking, but still didn't detect - return false; - } - } - - // [RH] Need to be sure the reactiontime is 0 if the monster is - // leaving its goal to go after a player. - if (actor->goal && actor->target == actor->goal) - actor->reactiontime = 0; - - actor->target = player->mo; - return true; - } -} - -// -// ACTION ROUTINES -// - -// -// A_Look -// Stay in state until a player is sighted. -// [RH] Will also leave state to move to goal. -// -// A_LookEx (int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state wakestate) -// [KS] Borrowed the A_Look code to make a parameterized version. -// - -enum LO_Flags -{ - LOF_NOSIGHTCHECK = 1, - LOF_NOSOUNDCHECK = 2, - LOF_DONTCHASEGOAL = 4, - LOF_NOSEESOUND = 8, - LOF_FULLVOLSEESOUND = 16, -}; - -DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx) -{ - ACTION_PARAM_START(6); - ACTION_PARAM_INT(flags, 0); - ACTION_PARAM_FIXED(minseedist, 1); - ACTION_PARAM_FIXED(maxseedist, 2); - ACTION_PARAM_FIXED(maxheardist, 3); - ACTION_PARAM_ANGLE(fov, 4); - ACTION_PARAM_STATE(seestate, 5); - - AActor *targ = NULL; // Shuts up gcc - fixed_t dist; - - if (self->flags5 & MF5_INCONVERSATION) - return; - - // [RH] Set goal now if appropriate - if (self->special == Thing_SetGoal && self->args[0] == 0) - { - NActorIterator iterator (NAME_PatrolPoint, self->args[1]); - self->special = 0; - self->goal = iterator.Next (); - self->reactiontime = self->args[2] * TICRATE + level.maptime; - if (self->args[3] == 0) self->flags5 &=~ MF5_CHASEGOAL; - else self->flags5 |= MF5_CHASEGOAL; - } - - self->threshold = 0; // any shot will wake up - - if (self->TIDtoHate != 0) - { - targ = self->target; - } - else - { - if (!(flags & LOF_NOSOUNDCHECK)) - { - targ = self->LastHeard; - if (targ != NULL) - { - // [RH] If the soundtarget is dead, don't chase it - if (targ->health <= 0) - { - targ = NULL; - } - else - { - dist = P_AproxDistance (targ->x - self->x, - targ->y - self->y); - - // [KS] If the target is too far away, don't respond to the sound. - if (maxheardist && dist > maxheardist) - { - targ = NULL; - self->LastHeard = NULL; - } - } - } - } - - if (targ && targ->player && (targ->player->cheats & CF_NOTARGET)) - { - return; - } - } - - // [RH] Andy Baker's stealth monsters - if (self->flags & MF_STEALTH) - { - self->visdir = -1; - } - - if (targ && (targ->flags & MF_SHOOTABLE)) - { - if (self->IsFriend (targ)) // be a little more precise! - { - if (!(self->flags4 & MF4_STANDSTILL)) - { - if (!(flags & LOF_NOSIGHTCHECK)) - { - // If we find a valid target here, the wandering logic should *not* - // be activated! If would cause the seestate to be set twice. - if (P_NewLookPlayers(self, fov, minseedist, maxseedist, !(flags & LOF_DONTCHASEGOAL))) - goto seeyou; - } - - // Let the self wander around aimlessly looking for a fight - if (!(self->flags & MF_INCHASE)) - { - if (seestate) - { - self->SetState (seestate); - } - else - { - if (self->SeeState != NULL) - { - self->SetState (self->SeeState); - } - else - { - CALL_ACTION(A_Wander, self); - } - } - } - } - } - else - { - self->target = targ; //We already have a target? - - // [KS] The target can become ourselves in rare circumstances (like - // if we committed suicide), so if that's the case, just ignore it. - if (self->target == self) self->target = NULL; - - if (self->target != NULL) - { - if (self->flags & MF_AMBUSH) - { - dist = P_AproxDistance (self->target->x - self->x, - self->target->y - self->y); - if (P_CheckSight (self, self->target, 2) && - (!minseedist || dist > minseedist) && - (!maxseedist || dist < maxseedist)) - { - goto seeyou; - } - } - else - goto seeyou; - } - } - } - - if (!(flags & LOF_NOSIGHTCHECK)) - { - if (!P_NewLookPlayers(self, fov, minseedist, maxseedist, !(flags & LOF_DONTCHASEGOAL))) - return; - } - else - { - return; - } - - // go into chase state - seeyou: - // [RH] Don't start chasing after a goal if it isn't time yet. - if (self->target == self->goal) - { - if (self->reactiontime > level.maptime) - self->target = NULL; - } - else if (self->SeeSound && !(flags & LOF_NOSEESOUND)) - { - if (flags & LOF_FULLVOLSEESOUND) - { // full volume - S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NONE); - } - else - { - S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM); - } - } - - if (self->target && !(self->flags & MF_INCHASE)) - { - if (seestate) - { - self->SetState (seestate); - } - else - { - self->SetState (self->SeeState); - } - } -} - -// [KS] *** End additions by me *** diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 03d489b8d..b508d8f55 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -882,6 +882,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage int painchance = 0; FState * woundstate = NULL; PainChanceList * pc = NULL; + bool justhit = false; if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE))) { // Shouldn't happen @@ -893,12 +894,6 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage { if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL)) { - /* - if (target->MissileState != NULL) - { - target->SetState (target->MissileState); - } - */ return; } } @@ -1285,7 +1280,7 @@ dopain: { if (pr_lightning() < 96) { - target->flags |= MF_JUSTHIT; // fight back! + justhit = true; FState * painstate = target->FindState(NAME_Pain, mod); if (painstate != NULL) target->SetState (painstate); } @@ -1300,7 +1295,7 @@ dopain: } else { - target->flags |= MF_JUSTHIT; // fight back! + justhit = true; FState * painstate = target->FindState(NAME_Pain, mod); if (painstate != NULL) target->SetState (painstate); if (mod == NAME_PoisonCloud) @@ -1345,6 +1340,11 @@ dopain: } } } + + // killough 11/98: Don't attack a friend, unless hit by that friend. + if (justhit && (target->target == source || !target->target || !target->IsFriend(target->target))) + target->flags |= MF_JUSTHIT; // fight back! + } bool AActor::OkayToSwitchTarget (AActor *other) diff --git a/src/p_local.h b/src/p_local.h index 1ac7687e3..71a662fb7 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -320,7 +320,7 @@ public: #define PT_ADDLINES 1 #define PT_ADDTHINGS 2 -AActor *P_BlockmapSearch (AActor *origin, int distance, AActor *(*func)(AActor *, int)); +AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params = NULL); AActor *P_RoughMonsterSearch (AActor *mo, int distance); // diff --git a/src/p_maputl.cpp b/src/p_maputl.cpp index 2d8e8a515..d4ea1bdf9 100644 --- a/src/p_maputl.cpp +++ b/src/p_maputl.cpp @@ -40,7 +40,7 @@ #include "r_state.h" #include "templates.h" -static AActor *RoughBlockCheck (AActor *mo, int index); +static AActor *RoughBlockCheck (AActor *mo, int index, void *); //========================================================================== @@ -1278,7 +1278,7 @@ AActor *P_RoughMonsterSearch (AActor *mo, int distance) return P_BlockmapSearch (mo, distance, RoughBlockCheck); } -AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int)) +AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params) { int blockX; int blockY; @@ -1297,7 +1297,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in if (startX >= 0 && startX < bmapwidth && startY >= 0 && startY < bmapheight) { - if ( (target = check (mo, startY*bmapwidth+startX)) ) + if ( (target = check (mo, startY*bmapwidth+startX, params)) ) { // found a target right away return target; } @@ -1334,7 +1334,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in // Trace the first block section (along the top) for (; blockIndex <= firstStop; blockIndex++) { - if ( (target = check (mo, blockIndex)) ) + if ( (target = check (mo, blockIndex, params)) ) { return target; } @@ -1342,7 +1342,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in // Trace the second block section (right edge) for (blockIndex--; blockIndex <= secondStop; blockIndex += bmapwidth) { - if ( (target = check (mo, blockIndex)) ) + if ( (target = check (mo, blockIndex, params)) ) { return target; } @@ -1350,7 +1350,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in // Trace the third block section (bottom edge) for (blockIndex -= bmapwidth; blockIndex >= thirdStop; blockIndex--) { - if ( (target = check (mo, blockIndex)) ) + if ( (target = check (mo, blockIndex, params)) ) { return target; } @@ -1358,7 +1358,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in // Trace the final block section (left edge) for (blockIndex++; blockIndex > finalStop; blockIndex -= bmapwidth) { - if ( (target = check (mo, blockIndex)) ) + if ( (target = check (mo, blockIndex, params)) ) { return target; } @@ -1373,7 +1373,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in // //=========================================================================== -static AActor *RoughBlockCheck (AActor *mo, int index) +static AActor *RoughBlockCheck (AActor *mo, int index, void *) { FBlockNode *link; diff --git a/zdoom.vcproj b/zdoom.vcproj index 2b0c1b899..935090979 100644 --- a/zdoom.vcproj +++ b/zdoom.vcproj @@ -1,7 +1,7 @@ + + + + + + + + + + + + + + + + + + + + - - - - - - - - - - - - - - - - - - - - - - @@ -966,7 +962,7 @@ /> + + + - - - + + + - - - + + + - - - + + + - - - + + + - - - + + + @@ -1864,14 +1868,6 @@ Outputs="$(IntDir)/$(InputName).obj" /> - - - @@ -2061,14 +2057,6 @@ Outputs="$(IntDir)\$(InputName).obj" /> - - - @@ -2079,6 +2067,14 @@ Outputs="$(IntDir)\$(InputName).obj" /> + + + - - - + + + - - - @@ -5391,6 +5379,14 @@ AdditionalIncludeDirectories="src\win32;$(NoInherit)" /> + + + @@ -5669,7 +5665,7 @@ />