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- Added ang_offset and pitch_offset to A_Face, along with 4 new flags:
- ang_offset: the extra angle to apply to the actor after calculating the maximum turn. - pitch_offset: Just like ang_offset, with pitch instead. - FAF_BOTTOM: Aim straight for the actor's z coordinate, not with +32 units. - FAF_MIDDLE: Aims for the direct middle of the actor. - FAF_TOP: Aims for the very top of the actor. - FAF_NODISTFACTOR: Use the raw pitch offset without calculating it into the distance of the aimed actor.
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4 changed files with 69 additions and 27 deletions
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@ -2721,7 +2721,14 @@ void A_Chase(AActor *self)
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// A_FaceTracer
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// A_FaceTracer
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//
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//
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//=============================================================================
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//=============================================================================
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void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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enum FAF_Flags
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{
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FAF_BOTTOM = 1,
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FAF_MIDDLE = 2,
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FAF_TOP = 4,
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FAF_NODISTFACTOR = 8,
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};
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void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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{
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{
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if (!other)
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if (!other)
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return;
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return;
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@ -2744,28 +2751,28 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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{
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{
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if (self->angle - other_angle < ANGLE_180)
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if (self->angle - other_angle < ANGLE_180)
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{
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{
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self->angle -= max_turn;
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self->angle -= max_turn + ang_offset;
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}
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}
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else
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else
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{
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{
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self->angle += max_turn;
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self->angle += max_turn + ang_offset;
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}
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}
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}
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}
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else
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else
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{
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{
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if (other_angle - self->angle < ANGLE_180)
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if (other_angle - self->angle < ANGLE_180)
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{
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{
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self->angle += max_turn;
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self->angle += max_turn + ang_offset;
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}
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}
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else
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else
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{
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{
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self->angle -= max_turn;
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self->angle -= max_turn + ang_offset;
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}
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}
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}
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}
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}
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}
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else
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else
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{
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{
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self->angle = other_angle;
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self->angle = other_angle + ang_offset;
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}
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}
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// [DH] Now set pitch. In order to maintain compatibility, this can be
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// [DH] Now set pitch. In order to maintain compatibility, this can be
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@ -2776,20 +2783,33 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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// result is only used in a ratio.
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// result is only used in a ratio.
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double dist_x = other->x - self->x;
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double dist_x = other->x - self->x;
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double dist_y = other->y - self->y;
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double dist_y = other->y - self->y;
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// Positioning ala missile spawning, 32 units above foot level
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// Positioning ala missile spawning, 32 units above foot level
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fixed_t source_z = self->z + 32*FRACUNIT + self->GetBobOffset();
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fixed_t source_z = self->z + 32*FRACUNIT + self->GetBobOffset();
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fixed_t target_z = other->z + 32*FRACUNIT + other->GetBobOffset();
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fixed_t target_z = other->z + 32*FRACUNIT + other->GetBobOffset();
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// If the target z is above the target's head, reposition to the middle of
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// If the target z is above the target's head, reposition to the middle of
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// its body.
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// its body.
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if (target_z >= other->z + other->height)
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if (target_z >= other->z + other->height)
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{
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{
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target_z = other->z + other->height / 2;
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target_z = other->z + (other->height / 2);
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}
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}
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//Note there is no +32*FRACUNIT on purpose. This is for customization sake.
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//If one doesn't want this behavior, just don't use FAF_BOTTOM.
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if (flags & FAF_BOTTOM)
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target_z = other->z + other->GetBobOffset();
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if (flags & FAF_MIDDLE)
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target_z = other->z + (other->height / 2) + other->GetBobOffset();
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if (flags & FAF_TOP)
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target_z = other->z + (other->height) + other->GetBobOffset();
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if (!flags & FAF_NODISTFACTOR)
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target_z += pitch_offset;
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double dist_z = target_z - source_z;
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double dist_z = target_z - source_z;
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double dist = sqrt(dist_x*dist_x + dist_y*dist_y + dist_z*dist_z);
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double dist = sqrt(dist_x*dist_x + dist_y*dist_y + dist_z*dist_z);
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int other_pitch = (int)rad2bam(asin(dist_z / dist));
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int other_pitch = (int)rad2bam(asin(dist_z / dist));
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if (max_pitch != 0)
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if (max_pitch != 0)
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{
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{
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if (self->pitch > other_pitch)
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if (self->pitch > other_pitch)
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@ -2807,7 +2827,11 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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{
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{
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self->pitch = other_pitch;
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self->pitch = other_pitch;
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}
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}
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if (flags & FAF_NODISTFACTOR)
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self->pitch += pitch_offset;
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}
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}
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// This will never work well if the turn angle is limited.
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// This will never work well if the turn angle is limited.
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if (max_turn == 0 && (self->angle == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
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if (max_turn == 0 && (self->angle == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
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@ -2816,46 +2840,55 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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}
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}
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}
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}
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void A_FaceTarget (AActor *self, angle_t max_turn, angle_t max_pitch)
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void A_FaceTarget(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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{
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{
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A_Face(self, self->target, max_turn, max_pitch);
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A_Face(self, self->target, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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}
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void A_FaceMaster (AActor *self, angle_t max_turn, angle_t max_pitch)
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void A_FaceMaster(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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{
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{
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A_Face(self, self->master, max_turn, max_pitch);
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A_Face(self, self->master, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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}
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void A_FaceTracer (AActor *self, angle_t max_turn, angle_t max_pitch)
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void A_FaceTracer(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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{
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{
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A_Face(self, self->tracer, max_turn, max_pitch);
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A_Face(self, self->tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
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{
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(5);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(ang_offset, 2);
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ACTION_PARAM_ANGLE(pitch_offset, 3);
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ACTION_PARAM_INT(flags, 4);
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A_FaceTarget(self, max_turn, max_pitch);
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A_FaceTarget(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
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{
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(5);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(ang_offset, 2);
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ACTION_PARAM_ANGLE(pitch_offset, 3);
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ACTION_PARAM_INT(flags, 4);
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A_FaceMaster(self, max_turn, max_pitch);
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A_FaceMaster(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
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{
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(5);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(ang_offset, 2);
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ACTION_PARAM_ANGLE(pitch_offset, 3);
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ACTION_PARAM_INT(flags, 4);
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A_FaceTracer(self, max_turn, max_pitch);
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A_FaceTracer(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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}
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//===========================================================================
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//===========================================================================
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@ -72,8 +72,8 @@ DECLARE_ACTION(A_FreezeDeathChunks)
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DECLARE_ACTION(A_BossDeath)
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DECLARE_ACTION(A_BossDeath)
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void A_Chase(AActor *self);
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void A_Chase(AActor *self);
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void A_FaceTarget(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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void A_FaceTarget(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0);
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void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0);
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bool A_RaiseMobj (AActor *, fixed_t speed);
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bool A_RaiseMobj (AActor *, fixed_t speed);
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bool A_SinkMobj (AActor *, fixed_t speed);
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bool A_SinkMobj (AActor *, fixed_t speed);
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@ -82,9 +82,9 @@ ACTOR Actor native //: Thinker
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action native A_XScream();
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action native A_XScream();
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action native A_Look();
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action native A_Look();
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action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
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action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
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action native A_FaceTarget(float max_turn = 0, float max_pitch = 270);
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action native A_FaceTarget(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
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action native A_FaceTracer(float max_turn = 0, float max_pitch = 270);
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action native A_FaceTracer(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
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action native A_FaceMaster(float max_turn = 0, float max_pitch = 270);
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action native A_FaceMaster(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
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action native A_PosAttack();
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action native A_PosAttack();
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action native A_Scream();
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action native A_Scream();
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action native A_SPosAttack();
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action native A_SPosAttack();
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FTF_CLAMP = 1 << 1,
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FTF_CLAMP = 1 << 1,
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};
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};
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// Flags for A_Face*
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enum
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{
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FAF_BOTTOM = 1,
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FAF_MIDDLE = 2,
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FAF_TOP = 4,
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FAF_NODISTFACTOR = 8,
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};
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// This is only here to provide one global variable for testing.
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// This is only here to provide one global variable for testing.
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native int testglobalvar;
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native int testglobalvar;
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