- Added SnowKate709's A_LookEx submission.

SVN r611 (trunk)
This commit is contained in:
Christoph Oelckers 2007-12-20 20:37:06 +00:00
parent b48cc1792b
commit 16a2eb3b0c
8 changed files with 582 additions and 2 deletions

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@ -1,4 +1,5 @@
December 20, 2007 (Changes by Graf Zahl)
- Added SnowKate709's A_LookEx submission.
- Added Karate Chris's TEAMINFO submission.
- Added true color processing to FDDSTexture. This is untested so far
because I don't have any DDS textures to check it with.

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@ -104,3 +104,4 @@ ACTOR(SetGravity)
ACTOR(ItBurnsItBurns)
ACTOR(CrispyPlayer)
ACTOR(DropFire)
ACTOR(ClearTarget)

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@ -59,5 +59,6 @@ bool A_SinkMobj (AActor *);
bool CheckBossDeath (AActor *);
int P_Massacre ();
bool P_CheckMissileRange (AActor *actor);
void A_LookEx (AActor *actor);
#endif //__P_ENEMY_H__

541
src/p_enemy_a_lookex.cpp Normal file
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@ -0,0 +1,541 @@
#include <stdlib.h>
#include "templates.h"
#include "m_random.h"
#include "m_alloc.h"
#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_effect.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_doomglobal.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
#include "gi.h"
AActor *LookForTIDinBlock (AActor *lookee, int index);
bool P_LookForEnemies (AActor *actor, INTBOOL allaround);
bool P_LookForMonsters (AActor *actor);
static FRandom pr_look2 ("LookyLookyEx");
static FRandom pr_look3 ("IGotHookyEx");
static FRandom pr_lookforplayers ("LookForPlayersEx");
// [KS] *** Start additions by me - p_enemy.cpp ***
// P_NewLookTID (copied from P_LookForTID)
// P_NewLookPlayers (copied from P_LookForPlayers)
// Takes FOV and sight distances into account when acquiring a target.
// TODO: This is very unfriendly to the friendly monster logic due to the intermingled code.
// TODO: Default the FOV to 360 if the monster has +LOOKALLAROUND set.
// ~Kate S. 12/19/2007
bool P_NewLookTID (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal)
{
AActor *other;
bool reachedend = false;
fixed_t dist;
angle_t an;
other = P_BlockmapSearch (actor, 0, LookForTIDinBlock);
if (other != NULL)
{
if (actor->goal && actor->target == actor->goal)
actor->reactiontime = 0;
actor->target = other;
actor->LastLook.Actor = 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->LastLook.Actor != NULL &&
actor->LastLook.Actor->tid != actor->TIDtoHate)
{
actor->LastLook.Actor = NULL;
}
FActorIterator iterator (actor->TIDtoHate, actor->LastLook.Actor);
int c = (pr_look3() & 31) + 7; // Look for between 7 and 38 hatees at a time
while ((other = iterator.Next()) != actor->LastLook.Actor)
{
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)
{
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
{
an = R_PointToAngle2 (actor->x,
actor->y,
other->x,
other->y)
- actor->angle;
if (an > ANG90 && an < ANG270)
{
// if real close, react anyway
if (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->LastLook.Actor = other;
return true;
}
actor->LastLook.Actor = 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_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)
{
return P_LookForEnemies (actor, fov? (fov > ANG270) : 0);
}
if (!(gameinfo.gametype & (GAME_Doom|GAME_Strife)) &&
!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->LastLook.PlayerNumber;
}
stop = (pnum - 1) & (MAXPLAYERS-1);
for (;;)
{
pnum = (pnum + 1) & (MAXPLAYERS-1);
if (!playeringame[pnum])
continue;
if (actor->TIDtoHate == 0)
{
actor->LastLook.PlayerNumber = 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
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
{
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
if (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->momx, player->mo->momy)
< 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,
};
void A_LookEx (AActor *actor)
{
int index=CheckIndex(6, &CallingState);
if (index<0) return;
int flags = EvalExpressionI (StateParameters[index], actor);
//if ((flags & LOF_NOSIGHTCHECK) && (flags & LOF_NOSOUNDCHECK)) return; // [KS] Can't see and can't hear so it'd be redundant to continue with a check we know would be false.
//But it can still be used to make an actor leave to a goal without waking up immediately under certain conditions.
fixed_t minseedist = fixed_t(EvalExpressionF (StateParameters[index+1], actor) * FRACUNIT);
fixed_t maxseedist = fixed_t(EvalExpressionF (StateParameters[index+2], actor) * FRACUNIT);
fixed_t maxheardist = fixed_t(EvalExpressionF (StateParameters[index+3], actor) * FRACUNIT);
angle_t fov = angle_t(EvalExpressionF (StateParameters[index+4], actor) * ANGLE_1);
FState *seestate = P_GetState(actor, CallingState, StateParameters[index+5]);
AActor *targ = NULL; // Shuts up gcc
fixed_t dist;
// [KS] I -had- some sanity checks for the parameters here but they caused the rest of the code to fail so I removed them again.
// [RH] Set goal now if appropriate
if (actor->special == Thing_SetGoal && actor->args[0] == 0)
{
NActorIterator iterator (NAME_PatrolPoint, actor->args[1]);
actor->special = 0;
actor->goal = iterator.Next ();
actor->reactiontime = actor->args[2] * TICRATE + level.maptime;
if (actor->args[3] == 0) actor->flags5 &=~ MF5_CHASEGOAL;
else actor->flags5 |= MF5_CHASEGOAL;
}
actor->threshold = 0; // any shot will wake up
if (actor->TIDtoHate != 0)
{
targ = actor->target;
}
else
{
if (!(flags & LOF_NOSOUNDCHECK))
{
targ = (i_compatflags & COMPATF_SOUNDTARGET || actor->flags & MF_NOSECTOR)?
actor->Sector->SoundTarget : actor->LastHeard;
if (targ != NULL)
{
// [RH] If the soundtarget is dead, don't chase it
if (targ->health <= 0)
{
targ = NULL;
}
dist = P_AproxDistance (targ->x - actor->x,
targ->y - actor->y);
// [KS] If the target is too far away, don't respond to the sound.
if (maxheardist && dist > maxheardist)
{
targ = NULL;
actor->LastHeard = NULL;
}
}
if (targ && targ->player && (targ->player->cheats & CF_NOTARGET))
{
return;
}
}
}
// [RH] Andy Baker's stealth monsters
if (actor->flags & MF_STEALTH)
{
actor->visdir = -1;
}
if (targ && (targ->flags & MF_SHOOTABLE))
{
if (actor->IsFriend (targ)) // be a little more precise!
{
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(actor, fov, minseedist, maxseedist, !(flags & LOF_DONTCHASEGOAL)))
goto seeyou;
}
// Let the actor wander around aimlessly looking for a fight
if (actor->SeeState != NULL)
{
if (!(actor->flags & MF_INCHASE))
{
if (seestate)
{
actor->SetState (seestate);
}
else
{
actor->SetState (actor->SeeState);
}
}
}
else
{
A_Wander (actor);
}
}
else
{
actor->target = targ; //We already have a target?
if (actor->flags & MF_AMBUSH)
{
dist = P_AproxDistance (targ->x - actor->x,
targ->y - actor->y);
if (P_CheckSight (actor, actor->target, 2) &&
(!minseedist || dist > minseedist) &&
(!maxseedist || dist < maxseedist))
{
goto seeyou;
}
}
else
goto seeyou;
}
}
if (!(flags & LOF_NOSIGHTCHECK))
{
if (!P_NewLookPlayers(actor, 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 (actor->target == actor->goal)
{
if (actor->reactiontime > level.maptime)
actor->target = NULL;
}
else if (actor->SeeSound && !(flags & LOF_NOSEESOUND))
{
if (flags & LOF_FULLVOLSEESOUND)
{ // full volume
S_SoundID (actor, CHAN_VOICE, actor->SeeSound, 1, ATTN_SURROUND);
}
else
{
S_SoundID (actor, CHAN_VOICE, actor->SeeSound, 1, ATTN_NORM);
}
}
if (actor->target && !(actor->flags & MF_INCHASE))
{
if (seestate)
{
actor->SetState (seestate);
}
else
{
actor->SetState (actor->SeeState);
}
}
}
// [KS] *** End additions by me ***

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@ -2089,3 +2089,28 @@ void A_SetGravity(AActor * self)
}
// [KS] *** Start of my modifications ***
//===========================================================================
//
// A_ClearTarget
//
//===========================================================================
void A_ClearTarget(AActor * self)
{
if (self->target != NULL)
{
self->target = NULL;
}
if (self->LastHeard != NULL)
{
self->LastHeard = NULL;
}
if (self->lastenemy != NULL)
{
self->lastenemy = NULL;
}
}
// [KS] *** End of my modifications ***

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@ -21,3 +21,9 @@ const int CHF_NIGHTMAREFAST = 4;
const int CHF_RESURRECT = 8;
const int CHF_DONTMOVE = 16;
// Flags for A_LookEx
const int LOF_NOSIGHTCHECK = 1;
const int LOF_NOSOUNDCHECK = 2;
const int LOF_DONTCHASEGOAL = 4;
const int LOF_NOSEESOUND = 8;
const int LOF_FULLVOLSEESOUND = 16;

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@ -171,7 +171,8 @@ class Actor extends Thinker
action native A_BarrelDestroy();
action native A_QueueCorpse();
action native A_DeQueueCorpse();
action native A_LookEx(optional eval int flags, optional eval float minseedist, optional eval float maxseedist, optional eval float maxheardist, optional eval float fov, optional state label);
action native A_ClearTarget();
action native A_SelectWeapon(class<Weapon> whichweapon);
}

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8.00"
Version="8,00"
Name="zdoom"
ProjectGUID="{8049475B-5C87-46F9-9358-635218A4EF18}"
RootNamespace=" zdoom"
@ -2589,6 +2589,10 @@
/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\p_enemy_a_lookex.cpp"
>
</File>
<File
RelativePath=".\src\p_floor.cpp"
>