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Added MF9_SHADOWBLOCK.
Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty. The shooter needs to have MF9_DOSHADOWBLOCK to check for actors with this flag.
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162dbf0554
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5 changed files with 77 additions and 16 deletions
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@ -439,6 +439,8 @@ enum ActorFlag8
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enum ActorFlag9
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{
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MF9_SHADOWAIM = 0x00000001, // [inkoalawetrust] Monster still gets aim penalty from aiming at shadow actors even with MF6_SEEINVISIBLE on.
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MF9_DOSHADOWBLOCK = 0x00000002, // [inkoalawetrust] Should the monster look for SHADOWBLOCK actors ?
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MF9_SHADOWBLOCK = 0x00000004, // [inkoalawetrust] Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty.
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};
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// --- mobj.renderflags ---
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@ -1227,7 +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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A_CustomRailgun_ShadowHandling(self);
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A_CustomRailgun_ShadowHandling(self, spawnofs_xy, spawnofs_z, spread_xy, flags);
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}
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if (!(flags & CRF_EXPLICITANGLE))
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@ -6706,7 +6706,7 @@ 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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P_SpawnMissileXYZ_ShadowHandling(source,dest,th);
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P_SpawnMissileXYZ_ShadowHandling(source,dest,th,pos);
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th->AngleFromVel();
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@ -6828,7 +6828,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActo
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an = source->Angles.Yaw;
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an += P_SpawnMissileZAimed_ShadowHandling(source,dest);
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an += P_SpawnMissileZAimed_ShadowHandling(source,dest,source->PosAtZ(z));
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dist = source->Distance2D (dest);
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speed = GetDefaultSpeed (type);
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@ -24,9 +24,55 @@ extern FRandom pr_crailgun;
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//
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//==========================================================================
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inline bool CheckShadowFlags(AActor* self, AActor* other)
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struct ShadowCheckData
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{
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return (other->flags & MF_SHADOW && (!(self->flags6 & MF6_SEEINVISIBLE) || self->flags9 & MF9_SHADOWAIM));
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bool HitShadow;
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};
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static ETraceStatus CheckForShadowBlockers(FTraceResults& res, void* userdata)
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{
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ShadowCheckData* output = (ShadowCheckData*)userdata;
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if (res.HitType == TRACE_HitActor && res.Actor && (res.Actor->flags9 & MF9_SHADOWBLOCK))
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{
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output->HitShadow = true;
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return TRACE_Stop;
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}
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if (res.HitType != TRACE_HitActor)
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{
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return TRACE_Stop;
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}
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return TRACE_Continue;
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}
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// [inkoalawetrust] Check if an MF9_SHADOWBLOCK actor is standing between t1 and t2.
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inline bool P_CheckForShadowBlock(AActor* t1, AActor* t2, DVector3 pos)
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{
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FTraceResults result;
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ShadowCheckData ShadowCheck;
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ShadowCheck.HitShadow = false;
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DVector3 dir = t1->Vec3To(t2);
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double dist = dir.Length();
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Trace(pos, t1->Sector, dir, dist, ActorFlags::FromInt(0xFFFFFFFF), ML_BLOCKEVERYTHING, t1, result, 0, CheckForShadowBlockers, &ShadowCheck);
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return ShadowCheck.HitShadow;
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}
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inline bool AffectedByShadows(AActor* self, AActor* other)
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{
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return (!(self->flags6 & MF6_SEEINVISIBLE) || self->flags9 & MF9_SHADOWAIM);
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}
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inline bool CheckForShadows(AActor* self, AActor* other, DVector3 pos)
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{
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return (other->flags & MF_SHADOW || self->flags9 & MF9_DOSHADOWBLOCK && P_CheckForShadowBlock(self, other, pos));
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}
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inline bool PerformShadowChecks(AActor* self, AActor* other, DVector3 pos)
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{
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return (AffectedByShadows(self, other) && CheckForShadows(self, other, pos));
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}
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//==========================================================================
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@ -35,11 +81,11 @@ inline bool CheckShadowFlags(AActor* self, AActor* other)
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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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inline void P_SpawnMissileXYZ_ShadowHandling(AActor* source, AActor* target, AActor* missile, DVector3 pos)
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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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if (PerformShadowChecks(source,target,pos))
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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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@ -55,9 +101,9 @@ inline void P_SpawnMissileXYZ_ShadowHandling(AActor* source, AActor* target, AAc
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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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inline DAngle P_SpawnMissileZAimed_ShadowHandling(AActor* source, AActor* target, DVector3 pos)
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{
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if (CheckShadowFlags(source,target))
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if (PerformShadowChecks(source,target,pos))
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{
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return DAngle::fromDeg(pr_spawnmissile.Random2() * (16. / 360.));
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}
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@ -67,7 +113,7 @@ inline DAngle P_SpawnMissileZAimed_ShadowHandling(AActor* source, AActor* target
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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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if (max_turn == nullAngle && (self->Angles.Yaw == other_angle) && PerformShadowChecks(self, other,self->PosAtZ(self->Center())))
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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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@ -76,16 +122,28 @@ inline void A_Face_ShadowHandling(AActor* self, AActor* other, DAngle max_turn,
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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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double shootZ = self->Center() - self->FloatSpeed - self->Floorclip; // The formula P_RailAttack uses, minus offset_z since A_MonsterRail doesn't use it.
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if (PerformShadowChecks(self, self->target,self->PosAtZ(shootZ)))
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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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//Also passes parameters to determine a firing position for the SHADOWBLOCK check.
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inline void A_CustomRailgun_ShadowHandling(AActor* self, double spawnofs_xy, double spawnofs_z, DAngle spread_xy, int flags)
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{
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if (CheckShadowFlags(self, self->target))
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// [inkoalawetrust] The exact formula P_RailAttack uses to determine where the railgun trace should spawn from.
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DVector2 shootXY = (self->Vec2Angle(spawnofs_xy, (self->Angles.Yaw + spread_xy) - DAngle::fromDeg(90.)));
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double shootZ = self->Center() - self->FloatSpeed + spawnofs_z - self->Floorclip;
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if (flags & 16) shootZ += self->AttackOffset(); //16 is RGF_CENTERZ
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DVector3 checkPos;
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checkPos.X = shootXY.X;
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checkPos.Y = shootXY.Y;
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checkPos.Z = shootZ;
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if (PerformShadowChecks(self, self->target, checkPos))
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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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@ -96,5 +154,5 @@ inline void A_CustomRailgun_ShadowHandling(AActor* self)
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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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return (PerformShadowChecks(self, self->target, self->PosAtZ(self->Center())));
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}
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@ -348,6 +348,8 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF8, ONLYSLAMSOLID, AActor, flags8),
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DEFINE_FLAG(MF9, SHADOWAIM, AActor, flags9),
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DEFINE_FLAG(MF9, DOSHADOWBLOCK, AActor, flags9),
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DEFINE_FLAG(MF9, SHADOWBLOCK, AActor, flags9),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -357,8 +359,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
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DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
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DEFINE_FLAG(RF, ROLLSPRITE, AActor, renderflags), // [marrub] roll the sprite billboard
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// [fgsfds] Flat sprites
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DEFINE_FLAG(RF, FLATSPRITE, AActor, renderflags),
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DEFINE_FLAG(RF, FLATSPRITE, AActor, renderflags), // [fgsfds] Flat sprites
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DEFINE_FLAG(RF, WALLSPRITE, AActor, renderflags),
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DEFINE_FLAG(RF, DONTFLIP, AActor, renderflags),
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DEFINE_FLAG(RF, ROLLCENTER, AActor, renderflags),
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