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https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 15:22:08 +00:00
Moved all the handling of MF_SHADOW for attacks into its' own file.
Also changed all the individual flag checks into one generic inline function.
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4 changed files with 115 additions and 39 deletions
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@ -70,20 +70,21 @@
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#include "actorinlines.h"
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#include "types.h"
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#include "model.h"
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#include "shadowinlines.h"
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cwjump ("CustomWpJump");
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static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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static FRandom pr_crailgun ("CustomRailgun");
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FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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static FRandom pr_monsterrefire ("MonsterRefire");
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static FRandom pr_teleport("A_Teleport");
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static FRandom pr_bfgselfdamage("BFGSelfDamage");
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FRandom pr_cajump("CustomJump");
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FRandom pr_cajump("CustomJump");
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//==========================================================================
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//
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@ -1226,11 +1227,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
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self->Angles.Yaw = self->AngleTo(self->target,- self->target->Vel.X * veleffect, -self->target->Vel.Y * veleffect);
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}
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if (self->target->flags & MF_SHADOW)
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{
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DAngle rnd = DAngle::fromDeg(pr_crailgun.Random2() * (45. / 256.));
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self->Angles.Yaw += rnd;
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}
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A_CustomRailgun_ShadowHandling(self);
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}
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if (!(flags & CRF_EXPLICITANGLE))
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@ -3529,7 +3526,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WolfAttack)
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hitchance -= idist * (dodge ? 16 : 8);
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// While we're here, we may as well do something for this:
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if (self->target->flags & MF_SHADOW)
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if (A_WolfAttack_ShadowHandling(self))
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{
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hitchance >>= 2;
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}
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@ -50,6 +50,7 @@
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#include "vm.h"
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#include "actorinlines.h"
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#include "a_ceiling.h"
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#include "shadowinlines.h"
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#include "gi.h"
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@ -3021,12 +3022,7 @@ void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAng
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}
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// This will never work well if the turn angle is limited.
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if (max_turn == nullAngle && (self->Angles.Yaw == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
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{
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self->Angles.Yaw += DAngle::fromDeg(pr_facetarget.Random2() * (45 / 256.));
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}
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A_Face_ShadowHandling(self,other,max_turn,other_angle);
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}
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void A_FaceTarget(AActor *self)
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@ -3073,10 +3069,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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// Let the aim trail behind the player
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self->Angles.Yaw = self->AngleTo(self->target, -self->target->Vel.X * 3, -self->target->Vel.Y * 3);
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if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
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{
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self->Angles.Yaw += DAngle::fromDeg(pr_railface.Random2() * 45./256);
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}
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A_MonsterRail_ShadowHandling(self);
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FRailParams p;
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@ -99,6 +99,7 @@
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#include "actorinlines.h"
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#include "a_dynlight.h"
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#include "fragglescript/t_fs.h"
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#include "shadowinlines.h"
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// MACROS ------------------------------------------------------------------
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@ -120,7 +121,6 @@ EXTERN_CVAR (Int, cl_rockettrails)
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static FRandom pr_explodemissile ("ExplodeMissile");
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FRandom pr_bounce ("Bounce");
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static FRandom pr_reflect ("Reflect");
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static FRandom pr_nightmarerespawn ("NightmareRespawn");
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static FRandom pr_botspawnmobj ("BotSpawnActor");
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@ -133,7 +133,6 @@ static FRandom pr_splat ("FAxeSplatter");
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static FRandom pr_ripperblood ("RipperBlood");
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static FRandom pr_chunk ("Chunk");
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static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
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static FRandom pr_spawnmissile ("SpawnMissile");
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static FRandom pr_missiledamage ("MissileDamage");
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static FRandom pr_multiclasschoice ("MultiClassChoice");
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static FRandom pr_rockettrail("RocketTrail");
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@ -142,6 +141,8 @@ static FRandom pr_uniquetid("UniqueTID");
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FRandom pr_spawnmobj ("SpawnActor");
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FRandom pr_bounce("Bounce");
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FRandom pr_spawnmissile("SpawnMissile");
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CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE|CVAR_NOINITCALL)
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{
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@ -6704,21 +6705,8 @@ AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassAct
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}
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th->Vel = velocity.Resized(speed);
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// invisible target: rotate velocity vector in 2D
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// [RC] Now monsters can aim at invisible player as if they were fully visible.
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if (dest->flags & MF_SHADOW && !(source->flags6 & MF6_SEEINVISIBLE))
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{
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DAngle an = DAngle::fromDeg(pr_spawnmissile.Random2() * (22.5 / 256));
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double c = an.Cos();
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double s = an.Sin();
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double newx = th->Vel.X * c - th->Vel.Y * s;
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double newy = th->Vel.X * s + th->Vel.Y * c;
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th->Vel.X = newx;
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th->Vel.Y = newy;
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}
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P_SpawnMissileXYZ_ShadowHandling(source,dest,th);
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th->AngleFromVel();
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if (th->flags4 & MF4_SPECTRAL)
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@ -6839,10 +6827,8 @@ AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActo
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an = source->Angles.Yaw;
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if (dest->flags & MF_SHADOW)
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{
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an += DAngle::fromDeg(pr_spawnmissile.Random2() * (16. / 360.));
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}
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an += P_SpawnMissileZAimed_ShadowHandling(source,dest);
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dist = source->Distance2D (dest);
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speed = GetDefaultSpeed (type);
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dist /= speed;
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100
src/playsim/shadowinlines.h
Normal file
100
src/playsim/shadowinlines.h
Normal file
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@ -0,0 +1,100 @@
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#pragma once
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#include "actor.h"
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#include "r_defs.h"
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#include "m_random.h"
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Handling of MF_SHADOW related code for attack and aiming functions.
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//
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//-----------------------------------------------------------------------------
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// RNG VARIABLES ------------------------------------------------
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extern FRandom pr_spawnmissile;
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extern FRandom pr_facetarget;
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extern FRandom pr_railface;
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extern FRandom pr_crailgun;
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//==========================================================================
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//
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// Generic checks
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//
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//==========================================================================
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inline bool CheckShadowFlags(AActor* self, AActor* other)
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{
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return (other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE));
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}
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//==========================================================================
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//
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// Function-specific inlines.
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//
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//==========================================================================
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inline void P_SpawnMissileXYZ_ShadowHandling(AActor* source, AActor* target, AActor* missile)
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{
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// invisible target: rotate velocity vector in 2D
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// [RC] Now monsters can aim at invisible player as if they were fully visible.
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if (CheckShadowFlags(source,target))
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{
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DAngle an = DAngle::fromDeg(pr_spawnmissile.Random2() * (22.5 / 256));
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double c = an.Cos();
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double s = an.Sin();
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double newx = missile->Vel.X * c - missile->Vel.Y * s;
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double newy = missile->Vel.X * s + missile->Vel.Y * c;
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missile->Vel.X = newx;
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missile->Vel.Y = newy;
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}
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return;
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}
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//P_SpawnMissileZAimed uses a local variable for the angle it passes on.
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inline DAngle P_SpawnMissileZAimed_ShadowHandling(AActor* source, AActor* target)
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{
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if (CheckShadowFlags(source,target))
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{
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return DAngle::fromDeg(pr_spawnmissile.Random2() * (16. / 360.));
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}
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return nullAngle;
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}
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inline void A_Face_ShadowHandling(AActor* self, AActor* other, DAngle max_turn, DAngle other_angle)
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{
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// This will never work well if the turn angle is limited.
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if (max_turn == nullAngle && (self->Angles.Yaw == other_angle) && CheckShadowFlags(self, other))
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{
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self->Angles.Yaw += DAngle::fromDeg(pr_facetarget.Random2() * (45 / 256.));
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}
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return;
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}
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inline void A_MonsterRail_ShadowHandling(AActor* self)
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{
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if (CheckShadowFlags(self, self->target))
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{
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self->Angles.Yaw += DAngle::fromDeg(pr_railface.Random2() * 45. / 256);
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}
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return;
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}
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inline void A_CustomRailgun_ShadowHandling(AActor* self)
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{
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if (CheckShadowFlags(self, self->target))
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{
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DAngle rnd = DAngle::fromDeg(pr_crailgun.Random2() * (45. / 256.));
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self->Angles.Yaw += rnd;
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}
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return;
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}
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//A_WolfAttack directly harms the target instead of firing a hitscan or projectile. So it handles shadows by lowering the chance of harming the target.
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inline bool A_WolfAttack_ShadowHandling(AActor* self)
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{
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return (CheckShadowFlags(self, self->target));
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}
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