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https://github.com/ZDoom/gzdoom-gles.git
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- made P_AimLineAttack work through sector portals.
Note: Test output not removed yet!
This commit is contained in:
parent
c160121f45
commit
f5fd0df077
16 changed files with 517 additions and 385 deletions
15
src/actor.h
15
src/actor.h
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@ -1401,21 +1401,8 @@ AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
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struct FTranslatedLineTarget
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{
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AActor *linetarget;
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angle_t hitangle;
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fixedvec3 targetPosFromSrc;
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angle_t targetAngleFromSrc;
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fixedvec3 sourcePosFromTarget;
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angle_t sourceAngleFromTarget;
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angle_t angleFromSource;
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bool unlinked; // found by a trace that went through an unlinked portal.
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angle_t SourceAngleToTarget() const
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{
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return R_PointToAngle2(sourcePosFromTarget.x, sourcePosFromTarget.y, linetarget->X(), linetarget->Y());
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}
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angle_t TargetAngleToSource() const
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{
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return R_PointToAngle2(linetarget->X(), linetarget->Y(), sourcePosFromTarget.x, sourcePosFromTarget.y);
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}
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};
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@ -61,7 +61,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch)
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if (t.linetarget)
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{
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S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
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self->angle = t.SourceAngleToTarget();
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self->angle = t.angleFromSource;
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}
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return 0;
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}
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@ -232,7 +232,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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// turn to face target
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if (!(flags & SF_NOTURN))
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{
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angle = t.SourceAngleToTarget();
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angle = t.angleFromSource;
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if (angle - self->angle > ANG180)
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{
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if (angle - self->angle < (angle_t)(-ANG90 / 20))
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@ -696,7 +696,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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damage = defdamage;
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}
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int newdam = P_DamageMobj(t.linetarget, self->target, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.SourceAngleToTarget());
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int newdam = P_DamageMobj(t.linetarget, self->target, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource);
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P_TraceBleed(newdam > 0 ? newdam : damage, &t, self);
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}
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}
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@ -293,7 +293,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw)
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S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM);
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// turn to face target
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angle = t.SourceAngleToTarget();
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angle = t.angleFromSource;
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if (angle - self->angle > ANG180)
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{
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if (angle - self->angle < (angle_t)(-ANG90/20))
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@ -344,7 +344,7 @@ static void MarinePunch(AActor *self, int damagemul)
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if (t.linetarget)
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{
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S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
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self->angle = t.SourceAngleToTarget();
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self->angle = t.angleFromSource;
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}
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}
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@ -189,7 +189,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1)
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &t);
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if (t.linetarget)
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{
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player->mo->angle = t.SourceAngleToTarget();
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player->mo->angle = t.angleFromSource;
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}
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P_PlayPeck (player->mo);
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player->chickenPeck = 12;
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@ -224,7 +224,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2)
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &t);
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if (t.linetarget)
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{
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player->mo->angle = t.SourceAngleToTarget();
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player->mo->angle = t.angleFromSource;
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}
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P_PlayPeck (player->mo);
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player->chickenPeck = 12;
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@ -94,7 +94,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StaffAttack)
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{
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//S_StartSound(player->mo, sfx_stfhit);
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// turn to face target
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self->angle = t.SourceAngleToTarget();
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self->angle = t.angleFromSource;
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}
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return 0;
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}
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@ -324,7 +324,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
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S_Sound (self, CHAN_AUTO, "weapons/gauntletshit", 1, ATTN_NORM);
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}
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// turn to face target
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angle = t.SourceAngleToTarget();
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angle = t.angleFromSource;
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if (angle-self->angle > ANG180)
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{
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if ((int)(angle-self->angle) < -ANG90/20)
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@ -675,7 +675,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact)
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if (t.linetarget && self->target != t.linetarget)
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{
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self->tracer = t.linetarget;
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angle = t.SourceAngleToTarget();
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angle = t.angleFromSource;
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newAngle = true;
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break;
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}
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@ -79,7 +79,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &t);
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if (t.linetarget != NULL)
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{
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pmo->angle = t.SourceAngleToTarget();
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pmo->angle = t.angleFromSource;
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if (((t.linetarget->player && (!t.linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || t.linetarget->flags3&MF3_ISMONSTER)
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&& (!(t.linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
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{
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@ -245,7 +245,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
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{
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if (t.linetarget->flags3&MF3_ISMONSTER || t.linetarget->player)
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{
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P_ThrustMobj(t.linetarget, t.hitangle, power);
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P_ThrustMobj(t.linetarget, t.angleFromSource, power);
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}
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AdjustPlayerAngle(pmo, &t);
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useMana++;
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@ -57,7 +57,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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AdjustPlayerAngle(pmo, &t);
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if (t.linetarget->flags3 & MF3_ISMONSTER || t.linetarget->player)
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{
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P_ThrustMobj(t.linetarget, t.hitangle, power);
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P_ThrustMobj(t.linetarget, t.angleFromSource, power);
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}
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pmo->weaponspecial = false; // Don't throw a hammer
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goto hammerdone;
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@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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AdjustPlayerAngle(pmo, &t);
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if (t.linetarget->flags3 & MF3_ISMONSTER || t.linetarget->player)
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{
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P_ThrustMobj(t.linetarget, t.hitangle, power);
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P_ThrustMobj(t.linetarget, t.angleFromSource, power);
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}
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pmo->weaponspecial = false; // Don't throw a hammer
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goto hammerdone;
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@ -30,7 +30,7 @@ void AdjustPlayerAngle (AActor *pmo, FTranslatedLineTarget *t)
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angle_t angle;
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int difference;
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angle = t->SourceAngleToTarget();
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angle = t->angleFromSource;
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difference = (int)angle - (int)pmo->angle;
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if (abs(difference) > MAX_ANGLE_ADJUST)
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{
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@ -82,7 +82,7 @@ static bool TryPunch(APlayerPawn *pmo, angle_t angle, int damage, fixed_t power)
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if (t.linetarget->player != NULL ||
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(t.linetarget->Mass != INT_MAX && (t.linetarget->flags3 & MF3_ISMONSTER)))
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{
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P_ThrustMobj (t.linetarget, t.hitangle, power);
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P_ThrustMobj (t.linetarget, t.angleFromSource, power);
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}
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AdjustPlayerAngle (pmo, &t);
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return true;
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@ -82,7 +82,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1)
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slope = P_AimLineAttack (self, angle, MELEERANGE, &t, 0, ALF_CHECK3D);
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if (t.linetarget)
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{
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P_DamageMobj (t.linetarget, self, self, damage, NAME_Ice, DMG_USEANGLE, t.SourceAngleToTarget());
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P_DamageMobj (t.linetarget, self, self, damage, NAME_Ice, DMG_USEANGLE, t.angleFromSource);
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conedone = true;
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break;
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}
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@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
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S_Sound (self, CHAN_WEAPON,
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t.linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit",
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1, ATTN_NORM);
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self->angle = t.SourceAngleToTarget();
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self->angle = t.angleFromSource;
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self->flags |= MF_JUSTATTACKED;
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P_DaggerAlert (self, t.linetarget);
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}
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@ -300,6 +300,7 @@ enum
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FFCF_NOFLOOR = 32,
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FFCF_NOCEILING = 64,
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FFCF_RESTRICTEDPORTAL = 128, // current values in the iterator's return are through a restricted portal type (i.e. some features are blocked.)
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FFCF_NODROPOFF = 256, // Caller does not need a dropoff (saves some time when checking portals)
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};
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void P_FindFloorCeiling (AActor *actor, int flags=0);
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383
src/p_map.cpp
383
src/p_map.cpp
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@ -3440,49 +3440,142 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
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//
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//============================================================================
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struct AimTarget : public FTranslatedLineTarget
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{
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angle_t pitch;
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fixed_t frac;
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void Clear()
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{
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memset(this, 0, sizeof(*this));
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frac = FIXED_MAX;
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}
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};
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struct aim_t
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{
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enum
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{
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aim_up = 1,
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aim_down = 2
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};
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fixed_t aimpitch;
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fixed_t attackrange;
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fixed_t shootz; // Height if not aiming up or down
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fixed_t limitz; // height limit for portals to avoid bad setups
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AActor* shootthing;
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AActor* friender; // actor to check friendliness again
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AActor* aimtarget; // if we want to aim at precisely this target.
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fixed_t toppitch, bottompitch;
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AActor * linetarget;
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AActor * thing_friend, *thing_other;
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angle_t pitch_friend, pitch_other;
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AimTarget linetarget;
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AimTarget thing_friend, thing_other;
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int flags;
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sector_t * lastsector;
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secplane_t * lastfloorplane;
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secplane_t * lastceilingplane;
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int aimdir;
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fixedvec3 startpos;
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fixedvec2 aimtrace;
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fixed_t startfrac;
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bool crossedffloors;
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bool unlinked;
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bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in);
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// Creates a clone of this structure with the basic info copied.
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aim_t Clone()
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{
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aim_t cloned;
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void AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target = NULL);
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cloned.aimtrace = aimtrace;
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cloned.aimpitch = aimpitch;
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cloned.aimtarget = aimtarget;
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cloned.attackrange = attackrange;
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cloned.shootthing = shootthing;
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cloned.friender = friender;
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cloned.shootz = shootz;
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cloned.unlinked = unlinked;
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cloned.flags = flags;
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return cloned;
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}
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};
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// Crosing a line portal does not require a recursive call. We can just alter the current set of data
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void CrossLinePortal(line_t *line)
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{
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}
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//============================================================================
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//
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// AimTraverse3DFloors
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//
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//============================================================================
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bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
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{
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//============================================================================
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//
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// SetResult
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//
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//============================================================================
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void SetResult(AimTarget &res, fixed_t frac, AActor *th, fixed_t pitch)
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{
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if (res.frac > frac)
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{
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res.linetarget = th;
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res.pitch = pitch;
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res.angleFromSource = R_PointToAngle2(startpos.x, startpos.y, th->X(), th->Y());
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res.unlinked = unlinked;
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res.frac = frac;
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}
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}
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void SetResult(AimTarget &res, AimTarget &set)
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{
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if (res.frac > set.frac)
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{
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res = set;
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}
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}
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//============================================================================
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//
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// Result
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//
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//============================================================================
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AimTarget *Result()
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{
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AimTarget *result = &linetarget;
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if (result->linetarget == NULL)
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{
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if (thing_other.linetarget != NULL)
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{
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result = &thing_other;
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}
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else if (thing_friend.linetarget != NULL)
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{
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result = &thing_friend;
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}
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}
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return result;
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}
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//============================================================================
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//
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// AimTraverse3DFloors
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//
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//============================================================================
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bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in, int frontflag, int *planestocheck)
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{
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sector_t * nextsector;
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secplane_t * nexttopplane, *nextbottomplane;
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line_t * li = in->d.line;
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nextsector = NULL;
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nexttopplane = nextbottomplane = NULL;
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*planestocheck = aimdir;
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if (li->backsector == NULL) return true; // shouldn't really happen but crashed once for me...
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if (li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
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{
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int frontflag;
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F3DFloor* rover;
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int highpitch, lowpitch;
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@ -3490,15 +3583,13 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
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fixed_t trY = trace.y + FixedMul(trace.dy, in->frac);
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fixed_t dist = FixedMul(attackrange, in->frac);
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frontflag = P_PointOnLineSide(shootthing->X(), shootthing->Y(), li);
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// 3D floor check. This is not 100% accurate but normally sufficient when
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// combined with a final sight check
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for (int i = 1; i <= 2; i++)
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{
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sector_t * s = i == 1 ? li->frontsector : li->backsector;
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for (unsigned k = 0; k<s->e->XFloor.ffloors.Size(); k++)
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for (unsigned k = 0; k < s->e->XFloor.ffloors.Size(); k++)
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{
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crossedffloors = true;
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rover = s->e->XFloor.ffloors[k];
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@ -3517,12 +3608,13 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
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// blocks completely
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if (lowpitch >= bottompitch) return false;
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// blocks upper edge of view
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if (lowpitch>toppitch)
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if (lowpitch > toppitch)
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{
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toppitch = lowpitch;
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if (frontflag != i - 1)
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{
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nexttopplane = rover->bottom.plane;
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*planestocheck &= ~aim_up;
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}
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}
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}
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@ -3535,6 +3627,7 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
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if (frontflag != i - 1)
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{
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nextbottomplane = rover->top.plane;
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*planestocheck &= ~aim_down;
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}
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}
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}
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@ -3565,20 +3658,88 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
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lastceilingplane = nexttopplane;
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lastfloorplane = nextbottomplane;
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return true;
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}
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}
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//============================================================================
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//
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// PTR_AimTraverse
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// Sets linetaget and aimpitch when a target is aimed at.
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//
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//============================================================================
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//============================================================================
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//
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// traverses a sector portal
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//
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//============================================================================
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void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target)
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{
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FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE);
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void EnterSectorPortal(int position, fixed_t frac, sector_t *entersec, fixed_t newtoppitch, fixed_t newbottompitch)
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{
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AActor *portal = entersec->SkyBoxes[position];
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if (portal == NULL)
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if (position == sector_t::ceiling && portal->threshold < limitz) return;
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else if (position == sector_t::floor && portal->threshold > limitz) return;
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aim_t newtrace = Clone();
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Printf("-----Entering %s portal\n", position ? "ceiling" : "floor");
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newtrace.toppitch = newtoppitch;
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newtrace.bottompitch = newbottompitch;
|
||||
newtrace.aimdir = position == sector_t::ceiling? aim_t::aim_up : aim_t::aim_down;
|
||||
newtrace.startpos = { startpos.x + portal->scaleX, startpos.y + portal->scaleY, startpos.z };
|
||||
newtrace.lastsector = P_PointInSector(startpos.x, startpos.y);
|
||||
newtrace.startfrac = frac + FixedDiv(FRACUNIT, attackrange); // this is to skip the transition line to the portal which will produce a bogus opening
|
||||
newtrace.limitz = portal->threshold;
|
||||
newtrace.AimTraverse();
|
||||
SetResult(linetarget, newtrace.linetarget);
|
||||
SetResult(thing_friend, newtrace.thing_friend);
|
||||
SetResult(thing_other, newtrace.thing_other);
|
||||
Printf("-----Exiting %s portal\n", position ? "ceiling" : "floor");
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// PTR_AimTraverse
|
||||
// Sets linetaget and aimpitch when a target is aimed at.
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void AimTraverse()
|
||||
{
|
||||
// for smart aiming
|
||||
linetarget.Clear();
|
||||
thing_friend.Clear();
|
||||
thing_other.Clear();
|
||||
crossedffloors = lastsector->e->XFloor.ffloors.Size() != 0;
|
||||
lastfloorplane = lastceilingplane = NULL;
|
||||
|
||||
// check the initial sector for 3D-floors and portals
|
||||
bool ceilingportalstate = (aimdir & aim_t::aim_up) && toppitch < 0 && !lastsector->PortalBlocksMovement(sector_t::ceiling);
|
||||
bool floorportalstate = (aimdir & aim_t::aim_down) && bottompitch > 0 && !lastsector->PortalBlocksMovement(sector_t::floor);
|
||||
|
||||
for (auto rover : lastsector->e->XFloor.ffloors)
|
||||
{
|
||||
if ((rover->flags & FF_SHOOTTHROUGH) || !(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
fixed_t bottomz = rover->bottom.plane->ZatPoint(startpos);
|
||||
|
||||
if (bottomz >= startpos.z + shootthing->height)
|
||||
{
|
||||
lastceilingplane = rover->bottom.plane;
|
||||
// no ceiling portal if below a 3D floor
|
||||
ceilingportalstate = false;
|
||||
}
|
||||
|
||||
bottomz = rover->top.plane->ZatPoint(startpos);
|
||||
if (bottomz <= startpos.z)
|
||||
{
|
||||
lastfloorplane = rover->top.plane;
|
||||
// no floor portal if above a 3D floor
|
||||
floorportalstate = false;
|
||||
}
|
||||
}
|
||||
if (ceilingportalstate) EnterSectorPortal(sector_t::ceiling, 0, lastsector, toppitch, MIN(0, bottompitch));
|
||||
if (floorportalstate) EnterSectorPortal(sector_t::floor, 0, lastsector, MAX(0, toppitch), bottompitch);
|
||||
|
||||
FPathTraverse it(startpos.x, startpos.y, aimtrace.x, aimtrace.y, PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE | PT_DELTA, startfrac);
|
||||
intercept_t *in;
|
||||
|
||||
Printf("Start AimTraverse, start = %f,%f,%f, vect = %f,%f,%f\n",
|
||||
startpos.x / 65536., startpos.y / 65536., startpos.y / 65536.,
|
||||
aimtrace.x / 65536., aimtrace.y / 65536.);
|
||||
while ((in = it.Next()))
|
||||
{
|
||||
line_t* li;
|
||||
|
@ -3589,9 +3750,14 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
|
|||
fixed_t dist;
|
||||
int thingpitch;
|
||||
|
||||
if (linetarget.linetarget != NULL && in->frac > linetarget.frac) return; // we already found something better in another portal section.
|
||||
|
||||
if (in->isaline)
|
||||
{
|
||||
li = in->d.line;
|
||||
int frontflag = P_PointOnLineSidePrecise(startpos.x, startpos.y, li);
|
||||
|
||||
Printf("Found line %d: toppitch = %f, bottompitch = %f\n", int(li - lines), ANGLE2DBL(toppitch), ANGLE2DBL(bottompitch));
|
||||
|
||||
if (!(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING))
|
||||
return; // stop
|
||||
|
@ -3600,25 +3766,47 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
|
|||
// A two sided line will restrict the possible target ranges.
|
||||
FLineOpening open;
|
||||
P_LineOpening(open, NULL, li, it.Trace().x + FixedMul(it.Trace().dx, in->frac),
|
||||
it.Trace().y + FixedMul(it.Trace().dy, in->frac));
|
||||
it.Trace().y + FixedMul(it.Trace().dy, in->frac), FIXED_MIN, 0, FFCF_NODROPOFF);
|
||||
|
||||
if (open.bottom >= open.top)
|
||||
return; // stop
|
||||
// The following code assumes that portals on the front of the line have already been processed.
|
||||
|
||||
if (open.range <= 0 || open.bottom >= open.top)
|
||||
return;
|
||||
|
||||
dist = FixedMul(attackrange, in->frac);
|
||||
|
||||
if (open.bottom != FIXED_MIN)
|
||||
{
|
||||
pitch = -(int)R_PointToAngle2(0, shootz, dist, open.bottom);
|
||||
if (pitch < bottompitch)
|
||||
bottompitch = pitch;
|
||||
if (pitch < bottompitch) bottompitch = pitch;
|
||||
}
|
||||
|
||||
if (open.top != FIXED_MAX)
|
||||
{
|
||||
pitch = -(int)R_PointToAngle2(0, shootz, dist, open.top);
|
||||
if (pitch > toppitch)
|
||||
toppitch = pitch;
|
||||
if (pitch > toppitch) toppitch = pitch;
|
||||
}
|
||||
|
||||
if (toppitch >= bottompitch)
|
||||
return; // stop
|
||||
return;
|
||||
|
||||
if (!AimTraverse3DFloors(it.Trace(), in)) return;
|
||||
int planestocheck;
|
||||
if (!AimTraverse3DFloors(it.Trace(), in, frontflag, &planestocheck))
|
||||
return;
|
||||
|
||||
Printf("After line %d: toppitch = %f, bottompitch = %f, planestocheck = %d\n", int(li - lines), ANGLE2DBL(toppitch), ANGLE2DBL(bottompitch), planestocheck);
|
||||
|
||||
sector_t *entersec = frontflag ? li->frontsector : li->backsector;
|
||||
sector_t *exitsec = frontflag ? li->backsector : li->frontsector;
|
||||
// check portal in backsector when aiming up/downward is possible, the line doesn't have portals on both sides and there's actually a portal in the backsector
|
||||
if ((planestocheck & aim_up) && toppitch < 0 && open.top != FIXED_MAX && !entersec->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
EnterSectorPortal(sector_t::ceiling, in->frac, entersec, toppitch, MIN(0, bottompitch));
|
||||
}
|
||||
if ((planestocheck & aim_down) && bottompitch > 0 && open.bottom != FIXED_MIN && !entersec->PortalBlocksMovement(sector_t::floor))
|
||||
{
|
||||
EnterSectorPortal(sector_t::floor, in->frac, entersec, MAX(0, toppitch), bottompitch);
|
||||
}
|
||||
continue; // shot continues
|
||||
}
|
||||
|
||||
|
@ -3627,7 +3815,7 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
|
|||
if (th == shootthing)
|
||||
continue; // can't shoot self
|
||||
|
||||
if (target != NULL && th != target)
|
||||
if (aimtarget != NULL && th != aimtarget)
|
||||
continue; // only care about target, and you're not it
|
||||
|
||||
// If we want to start a conversation anything that has one should be
|
||||
|
@ -3700,13 +3888,13 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
|
|||
if (!P_CheckSight(shootthing, th, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
||||
{
|
||||
// the thing can't be seen so we can safely exclude its range from our aiming field
|
||||
if (thingtoppitch<toppitch)
|
||||
if (thingtoppitch < toppitch)
|
||||
{
|
||||
if (thingbottompitch>toppitch) toppitch = thingbottompitch;
|
||||
if (thingbottompitch > toppitch) toppitch = thingbottompitch;
|
||||
}
|
||||
else if (thingbottompitch>bottompitch)
|
||||
{
|
||||
if (thingtoppitch<bottompitch) bottompitch = thingtoppitch;
|
||||
if (thingtoppitch < bottompitch) bottompitch = thingtoppitch;
|
||||
}
|
||||
if (toppitch < bottompitch) continue;
|
||||
else return;
|
||||
|
@ -3739,11 +3927,11 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
|
|||
}
|
||||
}
|
||||
|
||||
if ((flags & ALF_NOFRIENDS) && th->IsFriend(friender))
|
||||
if ((flags & ALF_NOFRIENDS) && th->IsFriend(friender) && aimtarget == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else if (sv_smartaim != 0 && !(flags & ALF_FORCENOSMART))
|
||||
else if (sv_smartaim != 0 && !(flags & ALF_FORCENOSMART) && aimtarget == NULL)
|
||||
{
|
||||
// try to be a little smarter about what to aim at!
|
||||
// In particular avoid autoaiming at friends and barrels.
|
||||
|
@ -3752,8 +3940,8 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
|
|||
if (sv_smartaim < 2)
|
||||
{
|
||||
// friends don't aim at friends (except players), at least not first
|
||||
thing_friend = th;
|
||||
pitch_friend = thingpitch;
|
||||
Printf("Hit friend %s at %f,%f,%f\n", th->GetClass()->TypeName.GetChars(), th->X() / 65536., th->Y() / 65536., th->Z() / 65536.);
|
||||
SetResult(thing_friend, in->frac, th, thingpitch);
|
||||
}
|
||||
}
|
||||
else if (!(th->flags3 & MF3_ISMONSTER) && th->player == NULL)
|
||||
|
@ -3761,25 +3949,26 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
|
|||
if (sv_smartaim < 3)
|
||||
{
|
||||
// don't autoaim at barrels and other shootable stuff unless no monsters have been found
|
||||
thing_other = th;
|
||||
pitch_other = thingpitch;
|
||||
Printf("Hit other %s at %f,%f,%f\n", th->GetClass()->TypeName.GetChars(), th->X() / 65536., th->Y() / 65536., th->Z() / 65536.);
|
||||
SetResult(thing_other, in->frac, th, thingpitch);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
linetarget = th;
|
||||
aimpitch = thingpitch;
|
||||
Printf("Hit target %s at %f,%f,%f\n", th->GetClass()->TypeName.GetChars(), th->X() / 65536., th->Y() / 65536., th->Z() / 65536.);
|
||||
SetResult(linetarget, in->frac, th, thingpitch);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
linetarget = th;
|
||||
aimpitch = thingpitch;
|
||||
Printf("Hit target %s at %f,%f,%f\n", th->GetClass()->TypeName.GetChars(), th->X() / 65536., th->Y() / 65536., th->Z() / 65536.);
|
||||
SetResult(linetarget, in->frac, th, thingpitch);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
|
@ -3790,25 +3979,14 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
|
|||
fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, FTranslatedLineTarget *pLineTarget, fixed_t vrange,
|
||||
int flags, AActor *target, AActor *friender)
|
||||
{
|
||||
fixed_t x2;
|
||||
fixed_t y2;
|
||||
aim_t aim;
|
||||
|
||||
angle >>= ANGLETOFINESHIFT;
|
||||
aim.flags = flags;
|
||||
aim.shootthing = t1;
|
||||
aim.friender = (friender == NULL) ? t1 : friender;
|
||||
|
||||
x2 = t1->X() + (distance >> FRACBITS)*finecosine[angle];
|
||||
y2 = t1->Y() + (distance >> FRACBITS)*finesine[angle];
|
||||
aim.shootz = t1->Z() + (t1->height >> 1) - t1->floorclip;
|
||||
fixed_t shootz = t1->Z() + (t1->height >> 1) - t1->floorclip;
|
||||
if (t1->player != NULL)
|
||||
{
|
||||
aim.shootz += FixedMul(t1->player->mo->AttackZOffset, t1->player->crouchfactor);
|
||||
shootz += FixedMul(t1->player->mo->AttackZOffset, t1->player->crouchfactor);
|
||||
}
|
||||
else
|
||||
{
|
||||
aim.shootz += 8 * FRACUNIT;
|
||||
shootz += 8 * FRACUNIT;
|
||||
}
|
||||
|
||||
// can't shoot outside view angles
|
||||
|
@ -3836,65 +4014,34 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, FTranslated
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
aim_t aim;
|
||||
|
||||
aim.flags = flags;
|
||||
aim.shootthing = t1;
|
||||
aim.friender = (friender == NULL) ? t1 : friender;
|
||||
aim.aimdir = aim_t::aim_up | aim_t::aim_down;
|
||||
aim.startpos = t1->Pos();
|
||||
aim.aimtrace = Vec2Angle(distance, angle);
|
||||
aim.limitz = aim.shootz = shootz;
|
||||
aim.toppitch = t1->pitch - vrange;
|
||||
aim.bottompitch = t1->pitch + vrange;
|
||||
|
||||
aim.attackrange = distance;
|
||||
aim.linetarget = NULL;
|
||||
|
||||
// for smart aiming
|
||||
aim.thing_friend = aim.thing_other = NULL;
|
||||
|
||||
// Information for tracking crossed 3D floors
|
||||
aim.aimpitch = t1->pitch;
|
||||
|
||||
aim.crossedffloors = t1->Sector->e->XFloor.ffloors.Size() != 0;
|
||||
aim.lastsector = t1->Sector;
|
||||
aim.lastfloorplane = aim.lastceilingplane = NULL;
|
||||
aim.startfrac = 0;
|
||||
aim.unlinked = false;
|
||||
aim.aimtarget = target;
|
||||
|
||||
// set initial 3d-floor info
|
||||
for (unsigned i = 0; i<t1->Sector->e->XFloor.ffloors.Size(); i++)
|
||||
{
|
||||
F3DFloor * rover = t1->Sector->e->XFloor.ffloors[i];
|
||||
fixed_t bottomz = rover->bottom.plane->ZatPoint(t1);
|
||||
aim.AimTraverse();
|
||||
|
||||
if (bottomz >= t1->Top()) aim.lastceilingplane = rover->bottom.plane;
|
||||
AimTarget *result = aim.Result();
|
||||
|
||||
bottomz = rover->top.plane->ZatPoint(t1);
|
||||
if (bottomz <= t1->Z()) aim.lastfloorplane = rover->top.plane;
|
||||
}
|
||||
|
||||
aim.AimTraverse(t1->X(), t1->Y(), x2, y2, target);
|
||||
|
||||
if (!aim.linetarget)
|
||||
{
|
||||
if (aim.thing_other)
|
||||
{
|
||||
aim.linetarget = aim.thing_other;
|
||||
aim.aimpitch = aim.pitch_other;
|
||||
}
|
||||
else if (aim.thing_friend)
|
||||
{
|
||||
aim.linetarget = aim.thing_friend;
|
||||
aim.aimpitch = aim.pitch_friend;
|
||||
}
|
||||
}
|
||||
if (pLineTarget)
|
||||
{
|
||||
if (aim.linetarget)
|
||||
{
|
||||
pLineTarget->linetarget = aim.linetarget;
|
||||
pLineTarget->hitangle = angle;
|
||||
pLineTarget->targetPosFromSrc = aim.linetarget->Pos();
|
||||
pLineTarget->targetAngleFromSrc = aim.linetarget->angle;
|
||||
pLineTarget->sourcePosFromTarget = t1->Pos();
|
||||
pLineTarget->sourceAngleFromTarget = t1->angle;
|
||||
pLineTarget->unlinked = false;
|
||||
*pLineTarget = *result;
|
||||
}
|
||||
else
|
||||
memset(pLineTarget, 0, sizeof(*pLineTarget));
|
||||
}
|
||||
return aim.linetarget ? aim.aimpitch : t1->pitch;
|
||||
return result->linetarget ? result->pitch : t1->pitch;
|
||||
}
|
||||
|
||||
|
||||
|
@ -4188,11 +4335,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
|
|||
if (victim != NULL)
|
||||
{
|
||||
victim->linetarget = trace.Actor;
|
||||
victim->hitangle = angle;
|
||||
victim->targetPosFromSrc = trace.Actor->Pos();
|
||||
victim->targetAngleFromSrc = trace.Actor->angle;
|
||||
victim->sourcePosFromTarget = t1->Pos();
|
||||
victim->sourceAngleFromTarget = t1->angle;
|
||||
victim->angleFromSource = R_PointToAngle2(t1->X(), t1->Y(), trace.Actor->X(), trace.Actor->Y());
|
||||
victim->unlinked = false;
|
||||
}
|
||||
}
|
||||
|
@ -4422,7 +4565,7 @@ void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff)
|
|||
|
||||
fixed_t randpitch = (pr_tracebleed() - 128) << 16;
|
||||
P_TraceBleed(damage, t->linetarget->X(), t->linetarget->Y(), t->linetarget->Z() + t->linetarget->height / 2,
|
||||
t->linetarget, t->SourceAngleToTarget(), 0);
|
||||
t->linetarget, t->angleFromSource, 0);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -210,7 +210,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
open.floorpic = front->GetTexture(sector_t::floor);
|
||||
open.floorterrain = front->GetTerrain(sector_t::floor);
|
||||
if (bf != FIXED_MIN) open.lowfloor = bf;
|
||||
else
|
||||
else if (!(flags & FFCF_NODROPOFF))
|
||||
{
|
||||
// We must check through the portal for the actual dropoff.
|
||||
// If there's no lines in the lower sections we'd never get a usable value otherwise.
|
||||
|
@ -224,7 +224,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
open.floorpic = back->GetTexture(sector_t::floor);
|
||||
open.floorterrain = back->GetTerrain(sector_t::floor);
|
||||
if (ff != FIXED_MIN) open.lowfloor = ff;
|
||||
else
|
||||
else if (!(flags & FFCF_NODROPOFF))
|
||||
{
|
||||
// We must check through the portal for the actual dropoff.
|
||||
// If there's no lines in the lower sections we'd never get a usable value otherwise.
|
||||
|
@ -264,7 +264,8 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
open.abovemidtex = open.touchmidtex = false;
|
||||
}
|
||||
|
||||
open.range = open.top - open.bottom;
|
||||
// avoid overflows in the opening.
|
||||
open.range = (fixed_t)MIN<QWORD>((QWORD)open.top - open.bottom, FIXED_MAX);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -351,9 +351,9 @@ public:
|
|||
|
||||
intercept_t *Next();
|
||||
|
||||
FPathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags)
|
||||
FPathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, fixed_t startfrac = 0)
|
||||
{
|
||||
init(x1, y1, x2, y2, flags);
|
||||
init(x1, y1, x2, y2, flags, startfrac);
|
||||
}
|
||||
void init(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, fixed_t startfrac = 0);
|
||||
bool PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos = NULL);
|
||||
|
|
|
@ -1797,7 +1797,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|||
if (!(flags & CPF_NOTURN))
|
||||
{
|
||||
// turn to face target
|
||||
self->angle = t.SourceAngleToTarget();
|
||||
self->angle = t.angleFromSource;
|
||||
}
|
||||
|
||||
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
|
||||
|
|
Loading…
Reference in a new issue