#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->SeeState != NULL) { if (!(self->flags & MF_INCHASE)) { if (seestate) { self->SetState (seestate); } else { self->SetState (self->SeeState); } } } else { CALL_ACTION(A_Wander, self); } } } else { self->target = targ; //We already have a target? if (targ != NULL) { if (self->flags & MF_AMBUSH) { dist = P_AproxDistance (targ->x - self->x, targ->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 ***