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https://github.com/ZDoom/gzdoom-last-svn.git
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Update to ZDoom r1848:
- Fixed: The deprecated flag handler for the old bounce flags needs to clear BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags. - Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that friendly monsters could no longer acquire targets by themselves. - Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag. - Added MBF's monster_backing feature as an actor flag: AVOIDMELEE. - Gez's misc. bugs patch: * Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this, * Renames the dog actor to MBFHelperDog to prevent name conflicts, * Adds APROP_Score to CheckActorProperty, * Completes the randomspawner update (the reason I moved the recursion counter out of special1 was that I found some projectiles had this set to them, for example in A_LichAttack, but I forgot to add transfer for them), * Provides centered sprites for beta plasma balls if this is deemed deserving correction. - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@458 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
parent
57ec0763dd
commit
f0d3820dd5
33 changed files with 598 additions and 1073 deletions
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@ -1,3 +1,27 @@
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September 16, 2009 (Changes by Graf Zahl)
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- Fixed: The deprecated flag handler for the old bounce flags needs to clear
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BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
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- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
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friendly monsters could no longer acquire targets by themselves.
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- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
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- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.
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- Gez's misc. bugs patch:
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* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
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* Renames the dog actor to MBFHelperDog to prevent name conflicts,
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* Adds APROP_Score to CheckActorProperty,
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* Completes the randomspawner update (the reason I moved the recursion counter out of
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special1 was that I found some projectiles had this set to them, for example in
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A_LichAttack, but I forgot to add transfer for them),
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* Provides centered sprites for beta plasma balls if this is deemed deserving correction.
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- Added some pieces of MBF's friendly AI.
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- Cleaned up A_LookEx code and merged most of it with the base functions.
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The major difference was a common piece of code that was repeated 5 times
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throughout the code so I moved it into a subfunction.
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- Changed P_BlockmapSearch to pass a user parameter to its callback so that
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A_LookEx does not need to store its info inside the actor itself.
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- fixed: The linetarget CCMD duplicated all of the info CCMD.
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- fixed: PrintActorInfo crashed due to some incomplete implementation.
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September 15, 2009 (Changes by Graf Zahl)
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- added PinkSilver's A_Respawn enhancement patch.
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- added RandomSpawner update from Gez's experimental build.
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@ -797,10 +797,6 @@
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RelativePath=".\src\p_enemy.cpp"
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>
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</File>
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<File
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RelativePath=".\src\p_enemy_a_lookex.cpp"
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>
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</File>
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<File
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RelativePath=".\src\p_floor.cpp"
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>
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@ -607,7 +607,6 @@ add_executable( zdoom WIN32
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p_doors.cpp
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p_effect.cpp
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p_enemy.cpp
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p_enemy_a_lookex.cpp
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p_floor.cpp
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p_interaction.cpp
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p_lights.cpp
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11
src/actor.h
11
src/actor.h
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@ -217,7 +217,7 @@ enum
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MF3_NOBLOCKMONST = 0x00100000, // Can cross ML_BLOCKMONSTERS lines
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MF3_CRASHED = 0x00200000, // Actor entered its crash state
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MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles)
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/* = 0x00800000, */
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MF3_AVOIDMELEE = 0x00800000, // Avoids melee attacks (same as MBF's monster_backing but must be explicitly set)
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/* = 0x01000000, */
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MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things
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MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact
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@ -761,6 +761,7 @@ public:
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BYTE movedir; // 0-7
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SBYTE visdir;
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SWORD movecount; // when 0, select a new dir
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SWORD strafecount; // for MF3_AVOIDMELEE
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TObjPtr<AActor> target; // thing being chased/attacked (or NULL)
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// also the originator for missiles
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TObjPtr<AActor> lastenemy; // Last known enemy -- killough 2/15/98
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@ -811,14 +812,6 @@ public:
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AActor *BlockingMobj; // Actor that blocked the last move
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line_t *BlockingLine; // Line that blocked the last move
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// [KS] These temporary-use properties are needed to allow A_LookEx to pass its parameters to
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// LookFor*InBlock in P_BlockmapSearch so that friendly enemies and monsters that look for
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// other monsters can find their targets properly. If there's a cleaner way of doing this,
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// feel free to remove these and use that method instead.
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fixed_t LookExMinDist; // Minimum sight distance
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fixed_t LookExMaxDist; // Maximum sight distance
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angle_t LookExFOV; // Field of Vision
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// a linked list of sectors where this object appears
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struct msecnode_t *touching_sectorlist; // phares 3/14/98
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@ -136,7 +136,6 @@ void InitBotStuff()
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{ "SkullRod", 27000000, 0, "HornRodFX1" },
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{ "SkullRodPowered", 27000000, 0, "HornRodFX2" },
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{ "PhoenixRod", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "PhoenixFX1" },
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{ "PhoenixRodPowered", 0, WIF_BOT_MELEE, "PhoenixFX2" },
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{ "Mace", 27000000, WIF_BOT_REACTION_SKILL_THING, "MaceFX2" },
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{ "MacePowered", 27000000, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "MaceFX4" },
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{ "FWeapHammer", 22000000, 0, "HammerMissile" },
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@ -175,7 +175,7 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
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(actor->y + actor->vely) - (enemy->y + enemy->vely));
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//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
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if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE)
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if (actor->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
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{
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if ((actor->player->ReadyWeapon->ProjectileType != NULL))
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{
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@ -342,7 +342,7 @@ void FCajunMaster::TurnToAng (AActor *actor)
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if(actor->player->enemy)
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if(!actor->player->dest) //happens when running after item in combat situations, or normal, prevents weak turns
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if(actor->player->ReadyWeapon->ProjectileType == NULL && !(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE))
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if(actor->player->ReadyWeapon->ProjectileType == NULL && !(actor->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON))
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if(Check_LOS(actor, actor->player->enemy, SHOOTFOV+5*ANGLE_1))
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maxturn = 3;
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}
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@ -778,7 +778,6 @@ CCMD(linetarget)
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linetarget->GetClass()->TypeName.GetChars(),
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linetarget->health,
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linetarget->SpawnHealth());
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PrintMiscActorInfo(linetarget);
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}
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else Printf("No target found\n");
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}
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@ -149,10 +149,10 @@ static TArray<const PClass *> WeaponNames;
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// List of states that are hacked to use a codepointer
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struct MBFParamState
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{
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FState * state;
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FState *state;
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int pointer;
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};
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static TArray<MBFParamState *> MBFParamStates;
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static TArray<MBFParamState> MBFParamStates;
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// Data on how to correctly modify the codepointers
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struct CodePointerAlias
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{
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@ -1610,9 +1610,9 @@ static void SetPointer(FState *state, PSymbol *sym, int frame = 0)
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{
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if (!symname.CompareNoCase(MBFCodePointers[i].name))
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{
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MBFParamState * newstate = new MBFParamState;
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newstate->state = state;
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newstate->pointer = i;
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MBFParamState newstate;
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newstate.state = state;
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newstate.pointer = i;
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MBFParamStates.Push(newstate);
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break; // No need to cycle through the rest of the list.
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}
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@ -2494,7 +2494,7 @@ static void UnloadDehSupp ()
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// Handle MBF params here, before the required arrays are cleared
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for (unsigned int i=0; i < MBFParamStates.Size(); i++)
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{
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SetDehParams(MBFParamStates[i]->state, MBFParamStates[i]->pointer);
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SetDehParams(MBFParamStates[i].state, MBFParamStates[i].pointer);
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}
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MBFParamStates.Clear();
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MBFParamStates.ShrinkToFit();
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@ -238,7 +238,7 @@ static void SpawnFly(AActor *self, const PClass *spawntype, FSoundID sound)
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{
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newmobj->CopyFriendliness (eye, false);
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}
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if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true))
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if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true, NULL))
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newmobj->SetState (newmobj->SeeState);
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if (!(newmobj->ObjectFlags & OF_EuthanizeMe))
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@ -168,7 +168,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_Refire)
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{
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if (self->MissileState && pr_m_refire() < 160)
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{ // Look for a new target most of the time
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if (P_LookForPlayers (self, true) && P_CheckMissileRange (self))
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if (P_LookForPlayers (self, true, NULL) && P_CheckMissileRange (self))
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{ // Found somebody new and in range, so don't stop shooting
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return;
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}
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@ -213,7 +213,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight)
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}
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else
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{
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P_LookForPlayers (self, true);
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P_LookForPlayers (self, true, NULL);
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}
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}
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@ -145,7 +145,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
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if(!self->target || !(self->target->flags&MF_SHOOTABLE))
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{ // Invalid target
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P_LookForPlayers (self,true);
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P_LookForPlayers (self,true, NULL);
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return;
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}
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@ -19,7 +19,7 @@ void A_DropBloodscourgePieces (AActor *);
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void A_MStaffAttack (AActor *actor);
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void A_MStaffPalette (AActor *actor);
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static AActor *FrontBlockCheck (AActor *mo, int index);
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static AActor *FrontBlockCheck (AActor *mo, int index, void *);
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static divline_t BlockCheckLine;
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//==========================================================================
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@ -254,7 +254,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MStaffTrack)
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//
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//============================================================================
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static AActor *FrontBlockCheck (AActor *mo, int index)
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static AActor *FrontBlockCheck (AActor *mo, int index, void *)
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{
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FBlockNode *link;
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@ -1741,10 +1741,7 @@ IMPLEMENT_CLASS(AScoreItem)
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//
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// AScoreItem :: TryPickup
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//
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// This function does nothing much. Theoretically, the player could have a
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// score property which would be incremented by the score items' own score
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// property (probably using the Amount property for that), but that is not
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// needed for the moment.
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// Adds the value (Amount) of the item to the toucher's Score property.
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//
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//===========================================================================
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@ -322,6 +322,7 @@ enum
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WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up
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WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback
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WIF_NOAUTOAIM = 0x00004000, // this weapon never uses autoaim (useful for ballistic projectiles)
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WIF_MELEEWEAPON = 0x00008000, // melee weapon. Used by bots and monster AI.
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WIF_CHEATNOTWEAPON = 0x08000000, // Give cheat considers this not a weapon (used by Sigil)
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@ -329,7 +330,6 @@ enum
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WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
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WIF_BOT_EXPLOSIVE = 1<<30, // weapon fires an explosive
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WIF_BOT_MELEE = 1<<29, // melee weapon
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WIF_BOT_BFG = 1<<28, // this is a BFG
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};
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@ -477,7 +477,7 @@ public:
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// A score item is picked up without being added to the inventory.
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// Contrarily to FakeInventory, it does nothing.
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// It differs from FakeInventory by doing nothing more than increasing the player's score.
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class AScoreItem : public AInventory
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{
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DECLARE_CLASS (AScoreItem, AInventory)
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@ -111,6 +111,8 @@ class ARandomSpawner : public AActor
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newmobj->args[2] = args[2];
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newmobj->args[3] = args[3];
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newmobj->args[4] = args[4];
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newmobj->special1 = special1;
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newmobj->special2 = special2;
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newmobj->SpawnFlags = SpawnFlags;
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newmobj->HandleSpawnFlags();
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newmobj->tid = tid;
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@ -2684,6 +2684,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_Gravity:
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case APROP_SpawnHealth:
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case APROP_JumpZ:
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case APROP_Score:
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return (GetActorProperty(tid, property) == value);
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// Boolean values need to compare to a binary version of value
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505
src/p_enemy.cpp
505
src/p_enemy.cpp
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@ -62,8 +62,10 @@ static FRandom pr_look2 ("LookyLooky");
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static FRandom pr_look3 ("IGotHooky");
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static FRandom pr_slook ("SlooK");
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static FRandom pr_dropoff ("Dropoff");
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static FRandom pr_defect ("Defect");
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static FRandom pr_skiptarget("SkipTarget");
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static FRandom pr_enemystrafe("EnemyStrafe");
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// movement interpolation is fine for objects that are moved by their own
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// velocity. But for monsters it is problematic.
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@ -219,20 +221,20 @@ void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash)
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bool AActor::CheckMeleeRange ()
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{
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AActor *pl;
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AActor *pl = target;
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fixed_t dist;
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if (!target)
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if (!pl)
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return false;
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pl = target;
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dist = P_AproxDistance (pl->x - x, pl->y - y);
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if (dist >= meleerange + pl->radius)
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return false;
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// [RH] If moving toward goal, then we've reached it.
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if (target == goal)
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if (pl == goal)
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return true;
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// [RH] Don't melee things too far above or below actor.
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@ -243,6 +245,10 @@ bool AActor::CheckMeleeRange ()
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if (pl->z + pl->height < z)
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return false;
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}
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// killough 7/18/98: friendly monsters don't attack other friends
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if (IsFriend(pl))
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return false;
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if (!P_CheckSight (this, pl, 0))
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return false;
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@ -279,6 +285,12 @@ bool P_CheckMeleeRange2 (AActor *actor)
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{ // Attacker is higher
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return false;
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}
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else if (actor->IsFriend(mo))
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{
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// killough 7/18/98: friendly monsters don't attack other friends
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return false;
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}
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if (!P_CheckSight(actor, mo))
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{
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return false;
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@ -303,12 +315,34 @@ bool P_CheckMissileRange (AActor *actor)
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{
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// the target just hit the enemy, so fight back!
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actor->flags &= ~MF_JUSTHIT;
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return true;
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// killough 7/18/98: no friendly fire at corpses
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// killough 11/98: prevent too much infighting among friends
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// Cleaned up and made readable
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if (!(actor->flags & MF_FRIENDLY)) return true;
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if (actor->target->health <= 0) return false;
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if (!actor->IsFriend(actor->target)) return true;
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if (actor->target->player != NULL)
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{
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return (pr_defect() >128);
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}
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else
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{
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return !(actor->target->flags & MF_JUSTHIT) && pr_defect() >128;
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}
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}
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if (actor->reactiontime)
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return false; // do not attack yet
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// killough 7/18/98: friendly monsters don't attack other friendly
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// monsters or players (except when attacked, and then only once)
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if (actor->IsFriend(actor->target))
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return false;
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if (actor->flags & MF_FRIENDLY && P_HitFriend(actor))
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return false;
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// OPTIMIZE: get this from a global checksight
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// [RH] What?
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dist = P_AproxDistance (actor->x-actor->target->x,
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|
@ -357,7 +391,7 @@ bool P_HitFriend(AActor * self)
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if (self->flags&MF_FRIENDLY && self->target != NULL)
|
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{
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angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
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fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y);
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fixed_t dist = P_AproxDistance (self->x - self->target->x, self->y - self->target->y);
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P_AimLineAttack (self, angle, dist, &linetarget, 0, true);
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if (linetarget != NULL && linetarget != self->target)
|
||||
{
|
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|
@ -739,6 +773,8 @@ void P_NewChaseDir(AActor * actor)
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fixed_t deltax;
|
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fixed_t deltay;
|
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|
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actor->strafecount = 0;
|
||||
|
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if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL)
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||||
{
|
||||
deltax = actor->goal->x - actor->x;
|
||||
|
@ -831,7 +867,56 @@ 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
|
||||
|
||||
// MBF's monster_backing option. Made an actor flag instead. Also cleaned the code up to make it readable.
|
||||
// Todo: implement the movement logic
|
||||
AActor *target = actor->target;
|
||||
if (target->health > 0 && !actor->IsFriend(target))
|
||||
{ // Live enemy target
|
||||
|
||||
if (actor->flags3 & MF3_AVOIDMELEE)
|
||||
{
|
||||
bool ismeleeattacker = false;
|
||||
fixed_t dist = P_AproxDistance(actor->x-target->x, actor->y-target->y);
|
||||
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_MELEEWEAPON && dist < MELEERANGE*3);
|
||||
}
|
||||
if (ismeleeattacker)
|
||||
{
|
||||
actor->strafecount = pr_enemystrafe() & 15;
|
||||
deltax = -deltax, deltay = -deltay;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
P_DoNewChaseDir(actor, deltax, deltay);
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -996,6 +1081,58 @@ 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 +1198,9 @@ 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 +1242,8 @@ 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 +1259,13 @@ 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 +1320,8 @@ 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 +1337,7 @@ 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 +1362,19 @@ 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 +1437,11 @@ 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 +1456,11 @@ 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 +1508,17 @@ 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 +1529,43 @@ 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; c<MAXPLAYERS; c++)
|
||||
{
|
||||
if (playeringame[c] && players[c].playerstate==PST_LIVE &&
|
||||
actor->IsFriend(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 result;
|
||||
if (result || !deathmatch) return true;
|
||||
|
||||
|
||||
} // [SP] if false, and in deathmatch, intentional fall-through
|
||||
|
||||
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
|
||||
|
@ -1478,7 +1603,8 @@ 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 +1638,7 @@ 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 +1651,6 @@ 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 +1739,7 @@ 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 +1766,7 @@ 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 +1796,193 @@ 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 +2066,7 @@ 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;
|
||||
|
@ -1856,7 +2152,11 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
}
|
||||
|
||||
// turn towards movement direction if not there yet
|
||||
if (actor->movedir < 8)
|
||||
if (actor->strafecount)
|
||||
{
|
||||
A_FaceTarget(actor);
|
||||
}
|
||||
else if (actor->movedir < 8)
|
||||
{
|
||||
actor->angle &= (angle_t)(7<<29);
|
||||
delta = actor->angle - (actor->movedir << 29);
|
||||
|
@ -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;
|
||||
|
@ -2104,6 +2404,9 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
// chase towards player
|
||||
//
|
||||
|
||||
if (actor->strafecount)
|
||||
actor->strafecount--;
|
||||
|
||||
// class bosses don't do this when strafing
|
||||
if ((!fastchase || !actor->FastChaseStrafeCount) && !dontmove)
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -1,904 +0,0 @@
|
|||
#include <stdlib.h>
|
||||
|
||||
#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 ***
|
|
@ -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)
|
||||
|
|
|
@ -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);
|
||||
|
||||
//
|
||||
|
@ -431,9 +431,10 @@ const secplane_t * P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymo
|
|||
// (For ZDoom itself this doesn't make any difference here but for GZDoom it does.)
|
||||
//
|
||||
//----------------------------------------------------------------------------------
|
||||
subsector_t *P_PointInSubsector (fixed_t x, fixed_t y);
|
||||
inline sector_t *P_PointInSector(fixed_t x, fixed_t y)
|
||||
{
|
||||
return R_PointInSubsector(x,y)->sector;
|
||||
return P_PointInSubsector(x,y)->sector;
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -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 *);
|
||||
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1279,7 +1279,7 @@ 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;
|
||||
|
@ -1298,7 +1298,7 @@ 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;
|
||||
}
|
||||
|
@ -1335,7 +1335,7 @@ 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;
|
||||
}
|
||||
|
@ -1343,7 +1343,7 @@ 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;
|
||||
}
|
||||
|
@ -1351,7 +1351,7 @@ 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;
|
||||
}
|
||||
|
@ -1359,7 +1359,7 @@ 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;
|
||||
}
|
||||
|
@ -1374,7 +1374,7 @@ 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;
|
||||
|
||||
|
|
|
@ -241,6 +241,7 @@ void AActor::Serialize (FArchive &arc)
|
|||
<< movedir
|
||||
<< visdir
|
||||
<< movecount
|
||||
<< strafecount
|
||||
<< target
|
||||
<< lastenemy
|
||||
<< LastHeard
|
||||
|
@ -5519,11 +5520,9 @@ void PrintMiscActorInfo(AActor * query)
|
|||
FIXED2FLOAT(query->wallbouncefactor), query->BounceFlags);
|
||||
for (flagi = 0; flagi < 31; flagi++)
|
||||
if (query->BounceFlags & 1<<flagi) Printf(" %s", flagnamesb[flagi]);
|
||||
*/
|
||||
Printf("\nIts render style is %i:%s with alpha %f and the following render flags:\n\tflagsr: %x",
|
||||
querystyle, (querystyle < STYLE_Count ? renderstyles[querystyle] : "Unknown"),
|
||||
FIXED2FLOAT(query->alpha), query->renderflags);
|
||||
/*
|
||||
for (flagi = 0; flagi < 31; flagi++)
|
||||
if (query->renderflags & 1<<flagi) Printf(" %s", flagnamesr[flagi]);
|
||||
*/
|
||||
|
|
|
@ -3,5 +3,5 @@
|
|||
// This file was automatically generated by the
|
||||
// updaterevision tool. Do not edit by hand.
|
||||
|
||||
#define ZD_SVN_REVISION_STRING "1837"
|
||||
#define ZD_SVN_REVISION_NUMBER 1837
|
||||
#define ZD_SVN_REVISION_STRING "1848"
|
||||
#define ZD_SVN_REVISION_NUMBER 1848
|
||||
|
|
|
@ -354,12 +354,14 @@ void FTGATexture::MakeTexture ()
|
|||
int step_x = (hdr.bpp>>3);
|
||||
int Pitch = Width * step_x;
|
||||
|
||||
/*
|
||||
if (hdr.img_desc&32)
|
||||
{
|
||||
ptr += (Width-1) * step_x;
|
||||
step_x =- step_x;
|
||||
}
|
||||
if (!(hdr.img_desc&64))
|
||||
*/
|
||||
if (!(hdr.img_desc&32))
|
||||
{
|
||||
ptr += (Height-1) * Pitch;
|
||||
Pitch = -Pitch;
|
||||
|
@ -557,12 +559,14 @@ int FTGATexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int w, int h, i
|
|||
int step_x = (hdr.bpp>>3);
|
||||
int Pitch = Width * step_x;
|
||||
|
||||
/*
|
||||
if (hdr.img_desc&32)
|
||||
{
|
||||
ptr += (Width-1) * step_x;
|
||||
step_x =- step_x;
|
||||
}
|
||||
if (!(hdr.img_desc&64))
|
||||
*/
|
||||
if (!(hdr.img_desc&32))
|
||||
{
|
||||
ptr += (Height-1) * Pitch;
|
||||
Pitch = -Pitch;
|
||||
|
|
|
@ -141,6 +141,7 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, AVOIDMELEE, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
|
||||
|
@ -295,7 +296,7 @@ static FFlagDef WeaponFlags[] =
|
|||
DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags),
|
||||
DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags),
|
||||
DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags),
|
||||
DEFINE_FLAG2(WIF_BOT_MELEE, MELEEWEAPON, AWeapon, WeaponFlags),
|
||||
DEFINE_FLAG(WIF, MELEEWEAPON, AWeapon, WeaponFlags),
|
||||
DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags),
|
||||
DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
|
||||
DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
|
||||
|
|
|
@ -130,15 +130,15 @@ void HandleDeprecatedFlags(AActor *defaults, FActorInfo *info, bool set, int ind
|
|||
break;
|
||||
// the bounce flags will set the compatibility bounce modes to remain compatible
|
||||
case DEPF_HERETICBOUNCE:
|
||||
defaults->BounceFlags &= ~BOUNCE_TypeMask;
|
||||
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
|
||||
if (set) defaults->BounceFlags |= BOUNCE_HereticCompat;
|
||||
break;
|
||||
case DEPF_HEXENBOUNCE:
|
||||
defaults->BounceFlags &= ~BOUNCE_TypeMask;
|
||||
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
|
||||
if (set) defaults->BounceFlags |= BOUNCE_HexenCompat;
|
||||
break;
|
||||
case DEPF_DOOMBOUNCE:
|
||||
defaults->BounceFlags &= ~BOUNCE_TypeMask;
|
||||
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
|
||||
if (set) defaults->BounceFlags |= BOUNCE_DoomCompat;
|
||||
break;
|
||||
case DEPF_PICKUPFLASH:
|
||||
|
|
|
@ -77,7 +77,7 @@
|
|||
// SAVESIG should match SAVEVER.
|
||||
|
||||
// MINSAVEVER is the minimum level snapshot version that can be loaded.
|
||||
#define MINSAVEVER 1823
|
||||
#define MINSAVEVER 1848
|
||||
|
||||
#if ZD_SVN_REVISION_NUMBER < MINSAVEVER
|
||||
// Never write a savegame with a version lower than what we need
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="8,00"
|
||||
Name="wadsrc"
|
||||
Name="wadsrc-brightmaps"
|
||||
ProjectGUID="{087B206F-F49E-4EFB-92CB-E1F6E32D1278}"
|
||||
RootNamespace="wadsrc"
|
||||
Keyword="MakeFileProj"
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="8,00"
|
||||
Name="wadsrc"
|
||||
Name="wadsrc-lights"
|
||||
ProjectGUID="{31090871-A623-4BBC-A167-DE821CD1240C}"
|
||||
RootNamespace="wadsrc"
|
||||
Keyword="MakeFileProj"
|
||||
|
|
|
@ -120,6 +120,98 @@ object PlasmaBall
|
|||
frame PLSEE { light PLASMA_X4 }
|
||||
}
|
||||
|
||||
// Beta Plasma 1
|
||||
pointlight PLASMABALL1
|
||||
{
|
||||
color 0.1 1.0 0.0
|
||||
size 56
|
||||
}
|
||||
|
||||
flickerlight PLASMA1_X1
|
||||
{
|
||||
color 0.2 1.0 0.2
|
||||
size 64
|
||||
secondarySize 72
|
||||
chance 0.4
|
||||
}
|
||||
|
||||
flickerlight PLASMA1_X2
|
||||
{
|
||||
color 0.2 0.8 0.2
|
||||
size 80
|
||||
secondarySize 88
|
||||
chance 0.4
|
||||
}
|
||||
|
||||
flickerlight PLASMA1_X3
|
||||
{
|
||||
color 0.1 0.5 0.1
|
||||
size 64
|
||||
secondarySize 72
|
||||
chance 0.4
|
||||
}
|
||||
|
||||
flickerlight PLASMA1_X4
|
||||
{
|
||||
color 0.0 0.2 0.0
|
||||
size 8
|
||||
secondarySize 16
|
||||
chance 0.4
|
||||
}
|
||||
|
||||
object PlasmaBall1
|
||||
{
|
||||
frame PLS1A { light PLASMABALL1 }
|
||||
frame PLS1B { light PLASMABALL1 }
|
||||
|
||||
frame PLS1C { light PLASMA1_X1 }
|
||||
frame PLS1D { light PLASMA1_X2 }
|
||||
frame PLS1E { light PLASMA1_X2 }
|
||||
frame PLS1F { light PLASMA1_X3 }
|
||||
frame PLS1G { light PLASMA1_X4 }
|
||||
}
|
||||
|
||||
// Beta Plasma 2
|
||||
pointlight PLASMABALL2
|
||||
{
|
||||
color 1.0 0.1 0.0
|
||||
size 56
|
||||
}
|
||||
|
||||
flickerlight PLASMA1_X1
|
||||
{
|
||||
color 0.9 0.2 0.2
|
||||
size 64
|
||||
secondarySize 72
|
||||
chance 0.4
|
||||
}
|
||||
|
||||
flickerlight PLASMA1_X2
|
||||
{
|
||||
color 0.6 0.2 0.2
|
||||
size 80
|
||||
secondarySize 88
|
||||
chance 0.4
|
||||
}
|
||||
|
||||
flickerlight PLASMA1_X3
|
||||
{
|
||||
color 0.2 0.0 0.0
|
||||
size 8
|
||||
secondarySize 16
|
||||
chance 0.4
|
||||
}
|
||||
|
||||
object PlasmaBall2
|
||||
{
|
||||
frame PLS2A { light PLASMABALL2 }
|
||||
frame PLS2B { light PLASMABALL2 }
|
||||
|
||||
frame PLS2C { light PLASMA2_X1 }
|
||||
frame PLS2D { light PLASMA2_X2 }
|
||||
frame PLS2E { light PLASMA2_X3 }
|
||||
}
|
||||
|
||||
// BFG
|
||||
pointlight BFGBALL
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue