Added MF9_SHADOWAIMVERT.

This flag causes the vertical aiming of monsters to also be affected when they aim at shadow actors.
This commit is contained in:
inkoalawetrust 2023-01-17 00:44:17 +02:00 committed by Rachael Alexanderson
parent c729b831af
commit 814c6f2188
6 changed files with 81 additions and 13 deletions

View file

@ -441,6 +441,7 @@ enum ActorFlag9
MF9_SHADOWAIM = 0x00000001, // [inkoalawetrust] Monster still gets aim penalty from aiming at shadow actors even with MF6_SEEINVISIBLE on.
MF9_DOSHADOWBLOCK = 0x00000002, // [inkoalawetrust] Should the monster look for SHADOWBLOCK actors ?
MF9_SHADOWBLOCK = 0x00000004, // [inkoalawetrust] Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty.
MF9_SHADOWAIMVERT = 0x00000008, // [inkoalawetrust] Monster aim is also offset vertically when aiming at shadow actors.
};
// --- mobj.renderflags ---

View file

@ -3019,10 +3019,11 @@ void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAng
self->Angles.Pitch = other_pitch;
}
self->Angles.Pitch += pitch_offset;
A_Face_ShadowHandling(self, other, max_pitch, other_pitch, true);
}
A_Face_ShadowHandling(self,other,max_turn,other_angle);
A_Face_ShadowHandling(self,other,max_turn,other_angle,false);
}
void A_FaceTarget(AActor *self)

View file

@ -92,6 +92,7 @@
#include "r_sky.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include <shadowinlines.h>
CVAR(Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
CVAR(Int, sv_smartaim, 0, CVAR_ARCHIVE | CVAR_SERVERINFO)
@ -4452,6 +4453,11 @@ DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLin
{
*pLineTarget = *result;
}
DAngle newPitch = P_AimLineAttack_ShadowHandling(t1,target,result->linetarget,shootz);
if (newPitch != nullAngle)
result->pitch = newPitch;
return result->linetarget ? result->pitch : t1->Angles.Pitch;
}

View file

@ -6828,12 +6828,11 @@ AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActo
an = source->Angles.Yaw;
an += P_SpawnMissileZAimed_ShadowHandling(source,dest,source->PosAtZ(z));
dist = source->Distance2D (dest);
speed = GetDefaultSpeed (type);
dist /= speed;
vz = dist != 0 ? (dest->Z() - source->Z())/dist : speed;
an += P_SpawnMissileZAimed_ShadowHandling(source, dest, vz, speed, source->PosAtZ(z));
return P_SpawnMissileAngleZSpeed (source, z, type, an, vz, speed);
}

View file

@ -17,6 +17,7 @@ extern FRandom pr_spawnmissile;
extern FRandom pr_facetarget;
extern FRandom pr_railface;
extern FRandom pr_crailgun;
static FRandom pr_shadowaimz("VerticalShadowAim");
//==========================================================================
//
@ -52,8 +53,19 @@ inline bool P_CheckForShadowBlock(AActor* t1, AActor* t2, DVector3 pos)
FTraceResults result;
ShadowCheckData ShadowCheck;
ShadowCheck.HitShadow = false;
DVector3 dir = t1->Vec3To(t2);
double dist = dir.Length();
DVector3 dir;
double dist;
if (t2)
{
dir = t1->Vec3To(t2);
dist = dir.Length();
}
//No second actor, fall back to shooting at facing direction.
else
{
dir = DRotator(-(t1->Angles.Pitch), t1->Angles.Yaw, t1->Angles.Yaw);
dist = 65536.0; //Arbitrary large value.
}
Trace(pos, t1->Sector, dir, dist, ActorFlags::FromInt(0xFFFFFFFF), ML_BLOCKEVERYTHING, t1, result, 0, CheckForShadowBlockers, &ShadowCheck);
@ -67,7 +79,7 @@ inline bool AffectedByShadows(AActor* self, AActor* other)
inline bool CheckForShadows(AActor* self, AActor* other, DVector3 pos)
{
return (other->flags & MF_SHADOW || self->flags9 & MF9_DOSHADOWBLOCK && P_CheckForShadowBlock(self, other, pos));
return ((other && other->flags & MF_SHADOW) || self->flags9 & MF9_DOSHADOWBLOCK && P_CheckForShadowBlock(self, other, pos));
}
inline bool PerformShadowChecks(AActor* self, AActor* other, DVector3 pos)
@ -96,26 +108,49 @@ inline void P_SpawnMissileXYZ_ShadowHandling(AActor* source, AActor* target, AAc
missile->Vel.X = newx;
missile->Vel.Y = newy;
if (source->flags9 & MF9_SHADOWAIMVERT)
{
DAngle pitch = DAngle::fromDeg(pr_spawnmissile.Random2() * (22.5 / 256));
double newz = -pitch.Sin() * missile->Speed;
missile->Vel.Z = newz;
}
}
return;
}
//P_SpawnMissileZAimed uses a local variable for the angle it passes on.
inline DAngle P_SpawnMissileZAimed_ShadowHandling(AActor* source, AActor* target, DVector3 pos)
inline DAngle P_SpawnMissileZAimed_ShadowHandling(AActor* source, AActor* target, double& vz, double speed, DVector3 pos)
{
if (PerformShadowChecks(source,target,pos))
{
if (source->flags9 & MF9_SHADOWAIMVERT)
{
DAngle pitch = DAngle::fromDeg(pr_spawnmissile.Random2() * (16. / 360.));
vz += -pitch.Sin() * speed; //Modify the Z velocity pointer that is then passed to P_SpawnMissileAngleZSpeed.
}
return DAngle::fromDeg(pr_spawnmissile.Random2() * (16. / 360.));
}
return nullAngle;
}
inline void A_Face_ShadowHandling(AActor* self, AActor* other, DAngle max_turn, DAngle other_angle)
inline void A_Face_ShadowHandling(AActor* self, AActor* other, DAngle max_turn, DAngle other_angle, bool vertical)
{
// This will never work well if the turn angle is limited.
if (max_turn == nullAngle && (self->Angles.Yaw == other_angle) && PerformShadowChecks(self, other,self->PosAtZ(self->Center())))
if (!vertical)
{
self->Angles.Yaw += DAngle::fromDeg(pr_facetarget.Random2() * (45 / 256.));
// This will never work well if the turn angle is limited.
if (max_turn == nullAngle && (self->Angles.Yaw == other_angle) && PerformShadowChecks(self, other, self->PosAtZ(self->Center())))
{
self->Angles.Yaw += DAngle::fromDeg(pr_facetarget.Random2() * (45 / 256.));
}
}
else
{
//Randomly offset the pitch when looking at shadows.
if (self->flags9 & MF9_SHADOWAIMVERT && max_turn == nullAngle && (self->Angles.Pitch == other_angle) && PerformShadowChecks(self, other, self->PosAtZ(self->Center())))
{
self->Angles.Pitch += DAngle::fromDeg(pr_facetarget.Random2() * (45 / 256.));
}
}
return;
}
@ -127,6 +162,8 @@ inline void A_MonsterRail_ShadowHandling(AActor* self)
if (PerformShadowChecks(self, self->target,self->PosAtZ(shootZ)))
{
self->Angles.Yaw += DAngle::fromDeg(pr_railface.Random2() * 45. / 256);
if (self->flags9 & MF9_SHADOWAIMVERT)
self->Angles.Pitch += DAngle::fromDeg(pr_railface.Random2() * 45. / 256);
}
return;
}
@ -145,12 +182,35 @@ inline void A_CustomRailgun_ShadowHandling(AActor* self, double spawnofs_xy, dou
if (PerformShadowChecks(self, self->target, checkPos))
{
DAngle rnd = DAngle::fromDeg(pr_crailgun.Random2() * (45. / 256.));
self->Angles.Yaw += rnd;
self->Angles.Yaw += DAngle::fromDeg(pr_crailgun.Random2() * (45. / 256.));
if (self->flags9 & MF9_SHADOWAIMVERT)
{
self->Angles.Pitch += DAngle::fromDeg(pr_crailgun.Random2() * (45. / 256.));
}
}
return;
}
//If anything is returned, then AimLineAttacks' result pitch is changed to that value.
inline DAngle P_AimLineAttack_ShadowHandling(AActor*source, AActor* target, AActor* linetarget, double shootZ)
{
AActor* mo;
if (target)
mo = target;
else
mo = linetarget;
// [inkoalawetrust] Randomly offset the vertical aim of monsters. Roughly uses the SSG vertical spread.
if (source->player == NULL && source->flags9 & MF9_SHADOWAIMVERT && PerformShadowChecks (source, target, source->PosAtZ (shootZ)))
{
if (linetarget)
return DAngle::fromDeg(pr_shadowaimz.Random2() * (28.388 / 256.)); //Change the autoaims' pitch to this.
else
source->Angles.Pitch = DAngle::fromDeg(pr_shadowaimz.Random2() * (28.388 / 256.));
}
return nullAngle;
}
//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.
inline bool A_WolfAttack_ShadowHandling(AActor* self)
{

View file

@ -350,6 +350,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF9, SHADOWAIM, AActor, flags9),
DEFINE_FLAG(MF9, DOSHADOWBLOCK, AActor, flags9),
DEFINE_FLAG(MF9, SHADOWBLOCK, AActor, flags9),
DEFINE_FLAG(MF9, SHADOWAIMVERT, AActor, flags9),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),