#include #include "templates.h" #include "m_random.h" #include "m_alloc.h" #include "i_system.h" #include "doomdef.h" #include "p_local.h" #include "p_lnspec.h" #include "p_effect.h" #include "s_sound.h" #include "g_game.h" #include "doomstat.h" #include "r_state.h" #include "c_cvars.h" #include "p_enemy.h" #include "a_sharedglobal.h" #include "a_doomglobal.h" #include "a_action.h" #include "thingdef/thingdef.h" #include "gi.h" AActor *LookForTIDinBlock (AActor *lookee, int index); bool P_LookForEnemies (AActor *actor, INTBOOL allaround); bool P_LookForMonsters (AActor *actor); static FRandom pr_look2 ("LookyLookyEx"); static FRandom pr_look3 ("IGotHookyEx"); static FRandom pr_lookforplayers ("LookForPlayersEx"); // [KS] *** Start additions by me - p_enemy.cpp *** // P_NewLookTID (copied from P_LookForTID) // P_NewLookPlayers (copied from P_LookForPlayers) // Takes FOV and sight distances into account when acquiring a target. // TODO: This is very unfriendly to the friendly monster logic due to the intermingled code. // TODO: Default the FOV to 360 if the monster has +LOOKALLAROUND set. // ~Kate S. 12/19/2007 bool P_NewLookTID (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal) { AActor *other; bool reachedend = false; fixed_t dist; angle_t an; other = P_BlockmapSearch (actor, 0, LookForTIDinBlock); if (other != NULL) { if (actor->goal && actor->target == actor->goal) actor->reactiontime = 0; actor->target = other; actor->LastLook.Actor = other; return true; } // The actor's TID could change because of death or because of // Thing_ChangeTID. If it's not what we expect, then don't use // it as a base for the iterator. if (actor->LastLook.Actor != NULL && actor->LastLook.Actor->tid != actor->TIDtoHate) { actor->LastLook.Actor = NULL; } FActorIterator iterator (actor->TIDtoHate, actor->LastLook.Actor); int c = (pr_look3() & 31) + 7; // Look for between 7 and 38 hatees at a time while ((other = iterator.Next()) != actor->LastLook.Actor) { if (other == NULL) { if (reachedend) { // we have cycled through the entire list at least once // so let's abort because even if we continue nothing can // be found. break; } reachedend = true; continue; } if (!(other->flags & MF_SHOOTABLE)) continue; // not shootable (observer or dead) if (other == actor) continue; // don't hate self if (other->health <= 0) continue; // dead if (other->flags2 & MF2_DORMANT) continue; // don't target dormant things if (--c == 0) break; if (!(actor->flags3 & MF3_NOSIGHTCHECK)) { if (!P_CheckSight (actor, other, 2)) continue; // out of sight dist = P_AproxDistance (other->x - actor->x, other->y - actor->y); if (maxdist && dist > maxdist) continue; // [KS] too far if (mindist && dist < mindist) continue; // [KS] too close if (fov) { an = R_PointToAngle2 (actor->x, actor->y, other->x, other->y) - actor->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { // if real close, react anyway // [KS] but respect minimum distance rules if (mindist || dist > MELEERANGE) continue; // outside of fov } } else { an = R_PointToAngle2 (actor->x, actor->y, other->x, other->y) - actor->angle; if (an > ANG90 && an < ANG270) { // if real close, react anyway if (dist > MELEERANGE) continue; // behind back } } } // [RH] Need to be sure the reactiontime is 0 if the monster is // leaving its goal to go after something else. if (actor->goal && actor->target == actor->goal) actor->reactiontime = 0; actor->target = other; actor->LastLook.Actor = other; return true; } actor->LastLook.Actor = other; if (actor->target == NULL) { // [RH] use goal as target if (actor->goal != NULL && chasegoal) { actor->target = actor->goal; return true; } // Use last known enemy if no hatee sighted -- killough 2/15/98: if (actor->lastenemy != NULL && actor->lastenemy->health > 0) { if (!actor->IsFriend(actor->lastenemy)) { actor->target = actor->lastenemy; actor->lastenemy = NULL; return true; } else { actor->lastenemy = NULL; } } } return false; } bool P_NewLookPlayers (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal) { int c; int stop; int pnum; player_t* player; angle_t an; fixed_t dist; if (actor->TIDtoHate != 0) { if (P_NewLookTID (actor, fov, mindist, maxdist, chasegoal)) { return true; } if (!(actor->flags3 & MF3_HUNTPLAYERS)) { return false; } } else if (actor->flags & MF_FRIENDLY) { return P_LookForEnemies (actor, fov? (fov > ANG270) : 0); } if (!(gameinfo.gametype & (GAME_Doom|GAME_Strife)) && !multiplayer && players[0].health <= 0) { // Single player game and player is dead; look for monsters return P_LookForMonsters (actor); } c = 0; if (actor->TIDtoHate != 0) { pnum = pr_look2() & (MAXPLAYERS-1); } else { pnum = actor->LastLook.PlayerNumber; } stop = (pnum - 1) & (MAXPLAYERS-1); for (;;) { pnum = (pnum + 1) & (MAXPLAYERS-1); if (!playeringame[pnum]) continue; if (actor->TIDtoHate == 0) { actor->LastLook.PlayerNumber = pnum; } if (++c == MAXPLAYERS-1 || pnum == stop) { // done looking if (actor->target == NULL) { // [RH] use goal as target // [KS] ...unless we're ignoring goals and we don't already have one if (actor->goal != NULL && chasegoal) { actor->target = actor->goal; return true; } // Use last known enemy if no players sighted -- killough 2/15/98: if (actor->lastenemy != NULL && actor->lastenemy->health > 0) { if (!actor->IsFriend(actor->lastenemy)) { actor->target = actor->lastenemy; actor->lastenemy = NULL; return true; } else { actor->lastenemy = NULL; } } } return actor->target == actor->goal && actor->goal != NULL; } player = &players[pnum]; if (!(player->mo->flags & MF_SHOOTABLE)) continue; // not shootable (observer or dead) if (player->cheats & CF_NOTARGET) continue; // no target if (player->health <= 0) continue; // dead if (!P_CheckSight (actor, player->mo, 2)) continue; // out of sight dist = P_AproxDistance (player->mo->x - actor->x, player->mo->y - actor->y); if (maxdist && dist > maxdist) continue; // [KS] too far if (mindist && dist < mindist) continue; // [KS] too close if (fov) { an = R_PointToAngle2 (actor->x, actor->y, player->mo->x, player->mo->y) - actor->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { // if real close, react anyway // [KS] but respect minimum distance rules if (mindist || dist > MELEERANGE) continue; // outside of fov } } else { an = R_PointToAngle2 (actor->x, actor->y, player->mo->x, player->mo->y) - actor->angle; if (an > ANG90 && an < ANG270) { // if real close, react anyway if (dist > MELEERANGE) continue; // behind back } } if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) || player->mo->flags3 & MF3_GHOST) { if ((P_AproxDistance (player->mo->x - actor->x, player->mo->y - actor->y) > 2*MELEERANGE) && P_AproxDistance (player->mo->momx, player->mo->momy) < 5*FRACUNIT) { // Player is sneaking - can't detect return false; } if (pr_lookforplayers() < 225) { // Player isn't sneaking, but still didn't detect return false; } } // [RH] Need to be sure the reactiontime is 0 if the monster is // leaving its goal to go after a player. if (actor->goal && actor->target == actor->goal) actor->reactiontime = 0; actor->target = player->mo; return true; } } // // ACTION ROUTINES // // // A_Look // Stay in state until a player is sighted. // [RH] Will also leave state to move to goal. // // A_LookEx (int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state wakestate) // [KS] Borrowed the A_Look code to make a parameterized version. // enum LO_Flags { LOF_NOSIGHTCHECK = 1, LOF_NOSOUNDCHECK = 2, LOF_DONTCHASEGOAL = 4, LOF_NOSEESOUND = 8, LOF_FULLVOLSEESOUND = 16, }; void A_LookEx (AActor *actor) { int index=CheckIndex(6, &CallingState); if (index<0) return; int flags = EvalExpressionI (StateParameters[index], actor); //if ((flags & LOF_NOSIGHTCHECK) && (flags & LOF_NOSOUNDCHECK)) return; // [KS] Can't see and can't hear so it'd be redundant to continue with a check we know would be false. //But it can still be used to make an actor leave to a goal without waking up immediately under certain conditions. fixed_t minseedist = fixed_t(EvalExpressionF (StateParameters[index+1], actor) * FRACUNIT); fixed_t maxseedist = fixed_t(EvalExpressionF (StateParameters[index+2], actor) * FRACUNIT); fixed_t maxheardist = fixed_t(EvalExpressionF (StateParameters[index+3], actor) * FRACUNIT); angle_t fov = angle_t(EvalExpressionF (StateParameters[index+4], actor) * ANGLE_1); FState *seestate = P_GetState(actor, CallingState, StateParameters[index+5]); AActor *targ = NULL; // Shuts up gcc fixed_t dist; // [KS] I -had- some sanity checks for the parameters here but they caused the rest of the code to fail so I removed them again. // [RH] Set goal now if appropriate if (actor->special == Thing_SetGoal && actor->args[0] == 0) { NActorIterator iterator (NAME_PatrolPoint, actor->args[1]); actor->special = 0; actor->goal = iterator.Next (); actor->reactiontime = actor->args[2] * TICRATE + level.maptime; if (actor->args[3] == 0) actor->flags5 &=~ MF5_CHASEGOAL; else actor->flags5 |= MF5_CHASEGOAL; } actor->threshold = 0; // any shot will wake up if (actor->TIDtoHate != 0) { targ = actor->target; } else { if (!(flags & LOF_NOSOUNDCHECK)) { targ = (i_compatflags & COMPATF_SOUNDTARGET || actor->flags & MF_NOSECTOR)? actor->Sector->SoundTarget : actor->LastHeard; if (targ != NULL) { // [RH] If the soundtarget is dead, don't chase it if (targ->health <= 0) { targ = NULL; } dist = P_AproxDistance (targ->x - actor->x, targ->y - actor->y); // [KS] If the target is too far away, don't respond to the sound. if (maxheardist && dist > maxheardist) { targ = NULL; actor->LastHeard = NULL; } } if (targ && targ->player && (targ->player->cheats & CF_NOTARGET)) { return; } } } // [RH] Andy Baker's stealth monsters if (actor->flags & MF_STEALTH) { actor->visdir = -1; } if (targ && (targ->flags & MF_SHOOTABLE)) { if (actor->IsFriend (targ)) // be a little more precise! { if (!(flags & LOF_NOSIGHTCHECK)) { // If we find a valid target here, the wandering logic should *not* // be activated! If would cause the seestate to be set twice. if (P_NewLookPlayers(actor, fov, minseedist, maxseedist, !(flags & LOF_DONTCHASEGOAL))) goto seeyou; } // Let the actor wander around aimlessly looking for a fight if (actor->SeeState != NULL) { if (!(actor->flags & MF_INCHASE)) { if (seestate) { actor->SetState (seestate); } else { actor->SetState (actor->SeeState); } } } else { A_Wander (actor); } } else { actor->target = targ; //We already have a target? if (actor->flags & MF_AMBUSH) { dist = P_AproxDistance (targ->x - actor->x, targ->y - actor->y); if (P_CheckSight (actor, actor->target, 2) && (!minseedist || dist > minseedist) && (!maxseedist || dist < maxseedist)) { goto seeyou; } } else goto seeyou; } } if (!(flags & LOF_NOSIGHTCHECK)) { if (!P_NewLookPlayers(actor, fov, minseedist, maxseedist, !(flags & LOF_DONTCHASEGOAL))) return; } else { return; } // go into chase state seeyou: // [RH] Don't start chasing after a goal if it isn't time yet. if (actor->target == actor->goal) { if (actor->reactiontime > level.maptime) actor->target = NULL; } else if (actor->SeeSound && !(flags & LOF_NOSEESOUND)) { if (flags & LOF_FULLVOLSEESOUND) { // full volume S_SoundID (actor, CHAN_VOICE, actor->SeeSound, 1, ATTN_SURROUND); } else { S_SoundID (actor, CHAN_VOICE, actor->SeeSound, 1, ATTN_NORM); } } if (actor->target && !(actor->flags & MF_INCHASE)) { if (seestate) { actor->SetState (seestate); } else { actor->SetState (actor->SeeState); } } } // [KS] *** End additions by me ***