- added DavidPH's A_AlertMonsters range submission.

SVN r3233 (trunk)
This commit is contained in:
Christoph Oelckers 2011-06-13 10:30:30 +00:00
parent 4a7567107f
commit 6ba0689b8d
6 changed files with 19 additions and 17 deletions

View file

@ -137,15 +137,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
// //
//============================================================================ //============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_AlertMonsters) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_AlertMonsters)
{ {
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(maxdist, 0);
if (self->player != NULL) if (self->player != NULL)
{ {
P_NoiseAlert(self, self); P_NoiseAlert(self, self, false, maxdist);
} }
else if (self->target != NULL && self->target->player != NULL) else if (self->target != NULL && self->target->player != NULL)
{ {
P_NoiseAlert (self->target, self); P_NoiseAlert (self->target, self, false, maxdist);
} }
} }
@ -624,6 +627,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
drop->flags |= MF_DROPPED; drop->flags |= MF_DROPPED;
} }
} }
} }
//============================================================================ //============================================================================

View file

@ -115,7 +115,7 @@ void P_RandomChaseDir (AActor *actor);
// sound blocking lines cut off traversal. // sound blocking lines cut off traversal.
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks) void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter, fixed_t maxdist)
{ {
int i; int i;
line_t* check; line_t* check;
@ -136,7 +136,8 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
// [RH] Set this in the actors in the sector instead of the sector itself. // [RH] Set this in the actors in the sector instead of the sector itself.
for (actor = sec->thinglist; actor != NULL; actor = actor->snext) for (actor = sec->thinglist; actor != NULL; actor = actor->snext)
{ {
if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT))) if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) &&
(!maxdist || (P_AproxDistance(actor->x - emitter->x, actor->y - emitter->y) <= maxdist)))
{ {
actor->LastHeard = soundtarget; actor->LastHeard = soundtarget;
} }
@ -179,11 +180,11 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
if (check->flags & ML_SOUNDBLOCK) if (check->flags & ML_SOUNDBLOCK)
{ {
if (!soundblocks) if (!soundblocks)
P_RecursiveSound (other, soundtarget, splash, 1); P_RecursiveSound (other, soundtarget, splash, 1, emitter, maxdist);
} }
else else
{ {
P_RecursiveSound (other, soundtarget, splash, soundblocks); P_RecursiveSound (other, soundtarget, splash, soundblocks, emitter, maxdist);
} }
} }
} }
@ -199,7 +200,7 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
// //
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
void P_NoiseAlert (AActor *target, AActor *emitter, bool splash) void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, fixed_t maxdist)
{ {
if (emitter == NULL) if (emitter == NULL)
return; return;
@ -208,7 +209,7 @@ void P_NoiseAlert (AActor *target, AActor *emitter, bool splash)
return; return;
validcount++; validcount++;
P_RecursiveSound (emitter->Sector, target, splash, 0); P_RecursiveSound (emitter->Sector, target, splash, 0, emitter, maxdist);
} }

View file

@ -2,6 +2,7 @@
#define __P_ENEMY_H__ #define __P_ENEMY_H__
#include "thingdef/thingdef.h" #include "thingdef/thingdef.h"
#include "tables.h"
struct sector_t; struct sector_t;
class AActor; class AActor;
@ -46,9 +47,9 @@ struct FLookExParams
}; };
void P_DaggerAlert (AActor *target, AActor *emitter); void P_DaggerAlert (AActor *target, AActor *emitter);
void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks); void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter=NULL, fixed_t maxdist=0);
bool P_HitFriend (AActor *self); bool P_HitFriend (AActor *self);
void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false); void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false, fixed_t maxdist=0);
bool P_CheckMeleeRange2 (AActor *actor); bool P_CheckMeleeRange2 (AActor *actor);
bool P_Move (AActor *actor); bool P_Move (AActor *actor);
bool P_TryWalk (AActor *actor); bool P_TryWalk (AActor *actor);

View file

@ -144,11 +144,6 @@ void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool
void P_RemoveThing(AActor * actor); void P_RemoveThing(AActor * actor);
bool P_Thing_Raise(AActor *thing); bool P_Thing_Raise(AActor *thing);
//
// P_ENEMY
//
void P_NoiseAlert (AActor* target, AActor* emmiter, bool splash);
// //
// P_MAPUTL // P_MAPUTL

View file

@ -18,6 +18,7 @@
#include "d_event.h" #include "d_event.h"
#include "c_cvars.h" #include "c_cvars.h"
#include "m_random.h" #include "m_random.h"
#include "p_enemy.h"
#include "p_local.h" #include "p_local.h"
#include "s_sound.h" #include "s_sound.h"
#include "doomstat.h" #include "doomstat.h"

View file

@ -171,7 +171,7 @@ ACTOR Actor native //: Thinker
action native A_TurretLook(); action native A_TurretLook();
action native A_KlaxonBlare(); action native A_KlaxonBlare();
action native A_Countdown(); action native A_Countdown();
action native A_AlertMonsters(); action native A_AlertMonsters(float maxdist = 0);
action native A_ClearSoundTarget(); action native A_ClearSoundTarget();
action native A_FireAssaultGun(); action native A_FireAssaultGun();
action native A_CheckTerrain(); action native A_CheckTerrain();