mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-17 01:41:23 +00:00
10920ffe75
- Fixed: Heretic linetype translations included the wrong file. - Removed all 2D sound positioning code from s_sound.cpp. Everything uses FMOD's 3D engine now. - Removed all the channel selection code from s_sound.cpp. FMOD has code to handle this sort of thing, so let's use it. - Replaced S_StopSoundID() with S_CheckSingular(). There is no longer a limit on the number of copies of a particular sound that can be playing at once, aside from Strife's special singular sounds. (Sorry, Heretic and Hexen.) Consequently, the SNDINFO $limit command is now ignored. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. SVN r826 (trunk)
891 lines
21 KiB
C++
891 lines
21 KiB
C++
#include <stdlib.h>
|
|
|
|
#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"
|
|
|
|
bool P_LookForMonsters (AActor *actor);
|
|
|
|
static FRandom pr_look2 ("LookyLookyEx");
|
|
static FRandom pr_look3 ("IGotHookyEx");
|
|
static FRandom pr_lookforplayers ("LookForPlayersEx");
|
|
static FRandom pr_skiptarget("SkipTargetEx");
|
|
|
|
|
|
// [KS] *** Start additions by me - p_enemy.cpp ***
|
|
|
|
// LookForTIDinBlockEx
|
|
// LookForEnemiesInBlockEx
|
|
// P_NewLookTID (copied from P_LookForTID)
|
|
// P_NewLookPlayers (copied from P_LookForPlayers)
|
|
// Takes FOV and sight distances into account when acquiring a target.
|
|
// TODO: Not sure if using actor properties to pass parameters around indirectly is such a good idea. If there's a cleaner method, do it that way instead.
|
|
// ~Kate S. Last updated on 12/23/2007
|
|
|
|
AActor *LookForTIDinBlockEx (AActor *lookee, int index)
|
|
{
|
|
FBlockNode *block;
|
|
AActor *link;
|
|
AActor *other;
|
|
fixed_t dist;
|
|
angle_t an;
|
|
|
|
for (block = blocklinks[index]; block != NULL; block = block->NextActor)
|
|
{
|
|
link = block->Me;
|
|
|
|
if (!(link->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (link == lookee)
|
|
continue;
|
|
|
|
if (link->health <= 0)
|
|
continue; // dead
|
|
|
|
if (link->flags2 & MF2_DORMANT)
|
|
continue; // don't target dormant things
|
|
|
|
if (link->tid == lookee->TIDtoHate)
|
|
{
|
|
other = link;
|
|
}
|
|
else if (link->target != NULL && link->target->tid == lookee->TIDtoHate)
|
|
{
|
|
other = link->target;
|
|
if (!(other->flags & MF_SHOOTABLE) ||
|
|
other->health <= 0 ||
|
|
(other->flags2 & MF2_DORMANT))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!(lookee->flags3 & MF3_NOSIGHTCHECK))
|
|
{
|
|
if (!P_CheckSight (lookee, other, 2))
|
|
continue; // out of sight
|
|
|
|
dist = P_AproxDistance (other->x - lookee->x,
|
|
other->y - lookee->y);
|
|
|
|
if (lookee->LookExMaxDist && dist > lookee->LookExMaxDist)
|
|
continue; // [KS] too far
|
|
|
|
if (lookee->LookExMinDist && dist < lookee->LookExMinDist)
|
|
continue; // [KS] too close
|
|
|
|
if (lookee->LookExFOV && lookee->LookExFOV < ANGLE_MAX)
|
|
{
|
|
an = R_PointToAngle2 (lookee->x,
|
|
lookee->y,
|
|
other->x,
|
|
other->y)
|
|
- lookee->angle;
|
|
|
|
if (an > (lookee->LookExFOV / 2) && an < (ANGLE_MAX - (lookee->LookExFOV / 2)))
|
|
{
|
|
// if real close, react anyway
|
|
// [KS] but respect minimum distance rules
|
|
if (lookee->LookExMinDist || dist > MELEERANGE)
|
|
continue; // outside of fov
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!(lookee->flags4 & MF4_LOOKALLAROUND) || (lookee->LookExFOV >= ANGLE_MAX)) // Just in case angle_t doesn't clamp stuff, because I can't be too sure.
|
|
{
|
|
an = R_PointToAngle2 (lookee->x,
|
|
lookee->y,
|
|
other->x,
|
|
other->y)
|
|
- lookee->angle;
|
|
|
|
if (an > ANG90 && an < ANG270)
|
|
{
|
|
// if real close, react anyway
|
|
// [KS] but respect minimum distance rules
|
|
if (lookee->LookExMinDist || dist > MELEERANGE)
|
|
continue; // behind back
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return other;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
AActor *LookForEnemiesInBlockEx (AActor *lookee, int index)
|
|
{
|
|
FBlockNode *block;
|
|
AActor *link;
|
|
AActor *other;
|
|
fixed_t dist;
|
|
angle_t an;
|
|
|
|
for (block = blocklinks[index]; block != NULL; block = block->NextActor)
|
|
{
|
|
link = block->Me;
|
|
|
|
if (!(link->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (link == lookee)
|
|
continue;
|
|
|
|
if (link->health <= 0)
|
|
continue; // dead
|
|
|
|
if (link->flags2 & MF2_DORMANT)
|
|
continue; // don't target dormant things
|
|
|
|
if (!(link->flags3 & MF3_ISMONSTER))
|
|
continue; // don't target it if it isn't a monster (could be a barrel)
|
|
|
|
other = NULL;
|
|
if (link->flags & MF_FRIENDLY)
|
|
{
|
|
if (deathmatch &&
|
|
lookee->FriendPlayer != 0 && link->FriendPlayer != 0 &&
|
|
lookee->FriendPlayer != link->FriendPlayer)
|
|
{
|
|
// This is somebody else's friend, so go after it
|
|
other = link;
|
|
}
|
|
else if (link->target != NULL && !(link->target->flags & MF_FRIENDLY))
|
|
{
|
|
other = link->target;
|
|
if (!(other->flags & MF_SHOOTABLE) ||
|
|
other->health <= 0 ||
|
|
(other->flags2 & MF2_DORMANT))
|
|
{
|
|
other = NULL;;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
other = link;
|
|
}
|
|
|
|
// [MBF] If the monster is already engaged in a one-on-one attack
|
|
// with a healthy friend, don't attack around 60% the time.
|
|
|
|
// [GrafZahl] This prevents friendlies from attacking all the same
|
|
// target.
|
|
|
|
if (other)
|
|
{
|
|
AActor *targ = other->target;
|
|
if (targ && targ->target == other && pr_skiptarget() > 100 && lookee->IsFriend (targ) &&
|
|
targ->health*2 >= targ->GetDefault()->health)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// [KS] Hey, shouldn't there be a check for MF3_NOSIGHTCHECK here?
|
|
|
|
if (other == NULL || !P_CheckSight (lookee, other, 2))
|
|
continue; // out of sight
|
|
|
|
dist = P_AproxDistance (other->x - lookee->x,
|
|
other->y - lookee->y);
|
|
|
|
if (lookee->LookExMaxDist && dist > lookee->LookExMaxDist)
|
|
continue; // [KS] too far
|
|
|
|
if (lookee->LookExMinDist && dist < lookee->LookExMinDist)
|
|
continue; // [KS] too close
|
|
|
|
if (lookee->LookExFOV && lookee->LookExFOV < ANGLE_MAX)
|
|
{
|
|
an = R_PointToAngle2 (lookee->x,
|
|
lookee->y,
|
|
other->x,
|
|
other->y)
|
|
- lookee->angle;
|
|
|
|
if (an > (lookee->LookExFOV / 2) && an < (ANGLE_MAX - (lookee->LookExFOV / 2)))
|
|
{
|
|
// if real close, react anyway
|
|
// [KS] but respect minimum distance rules
|
|
if (lookee->LookExMinDist || dist > MELEERANGE)
|
|
continue; // outside of fov
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!(lookee->flags4 & MF4_LOOKALLAROUND) || (lookee->LookExFOV >= ANGLE_MAX)) // Just in case angle_t doesn't clamp stuff, because I can't be too sure.
|
|
{
|
|
an = R_PointToAngle2 (lookee->x,
|
|
lookee->y,
|
|
other->x,
|
|
other->y)
|
|
- lookee->angle;
|
|
|
|
if (an > ANG90 && an < ANG270)
|
|
{
|
|
// if real close, react anyway
|
|
// [KS] but respect minimum distance rules
|
|
if (lookee->LookExMinDist || dist > MELEERANGE)
|
|
continue; // behind back
|
|
}
|
|
}
|
|
}
|
|
|
|
return other;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
bool P_NewLookTID (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal)
|
|
{
|
|
AActor *other;
|
|
|
|
actor->LookExMinDist = mindist;
|
|
actor->LookExMaxDist = maxdist;
|
|
actor->LookExFOV = fov;
|
|
other = P_BlockmapSearch (actor, 0, LookForTIDinBlockEx);
|
|
|
|
bool reachedend = false;
|
|
fixed_t dist;
|
|
angle_t an;
|
|
|
|
if (other != NULL)
|
|
{
|
|
if (!(actor->flags3 & MF3_NOSIGHTCHECK))
|
|
{
|
|
dist = P_AproxDistance (other->x - actor->x,
|
|
other->y - actor->y);
|
|
|
|
if (maxdist && dist > maxdist)
|
|
{
|
|
other = NULL; // [KS] too far
|
|
goto endcheck;
|
|
}
|
|
|
|
if (mindist && dist < mindist)
|
|
{
|
|
other = NULL; // [KS] too close
|
|
goto endcheck;
|
|
}
|
|
|
|
if (fov && fov < ANGLE_MAX)
|
|
{
|
|
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)
|
|
{
|
|
other = NULL; // outside of fov
|
|
goto endcheck;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!((actor->flags4 & MF4_LOOKALLAROUND) || (fov >= ANGLE_MAX))) // Just in case angle_t doesn't clamp stuff, because I can't be too sure.
|
|
{
|
|
an = R_PointToAngle2 (actor->x,
|
|
actor->y,
|
|
other->x,
|
|
other->y)
|
|
- actor->angle;
|
|
|
|
if (an > ANG90 && an < ANG270)
|
|
{
|
|
// if real close, react anyway
|
|
// [KS] but respect minimum distance rules
|
|
if (mindist || dist > MELEERANGE)
|
|
{
|
|
other = NULL; // behind back
|
|
goto endcheck;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
endcheck:
|
|
|
|
if (other != NULL)
|
|
{
|
|
if (actor->goal && actor->target == actor->goal)
|
|
actor->reactiontime = 0;
|
|
|
|
actor->target = other;
|
|
actor->LastLookActor = 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->LastLookActor != NULL &&
|
|
actor->LastLookActor->tid != actor->TIDtoHate)
|
|
{
|
|
actor->LastLookActor = NULL;
|
|
}
|
|
|
|
FActorIterator iterator (actor->TIDtoHate, actor->LastLookActor);
|
|
int c = (pr_look3() & 31) + 7; // Look for between 7 and 38 hatees at a time
|
|
while ((other = iterator.Next()) != actor->LastLookActor)
|
|
{
|
|
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 && fov < ANGLE_MAX)
|
|
{
|
|
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
|
|
{
|
|
if(!((actor->flags4 & MF4_LOOKALLAROUND) || (fov >= ANGLE_MAX))) // Just in case angle_t doesn't clamp stuff, because I can't be too sure.
|
|
{
|
|
an = R_PointToAngle2 (actor->x,
|
|
actor->y,
|
|
other->x,
|
|
other->y)
|
|
- actor->angle;
|
|
|
|
if (an > ANG90 && an < ANG270)
|
|
{
|
|
// if real close, react anyway
|
|
// [KS] but respect minimum distance rules
|
|
if (mindist || 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->LastLookActor = other;
|
|
return true;
|
|
}
|
|
actor->LastLookActor = 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_NewLookEnemies (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal)
|
|
{
|
|
AActor *other;
|
|
|
|
actor->LookExMinDist = mindist;
|
|
actor->LookExMaxDist = maxdist;
|
|
actor->LookExFOV = fov;
|
|
other = P_BlockmapSearch (actor, 10, LookForEnemiesInBlockEx);
|
|
|
|
if (other != NULL)
|
|
{
|
|
if (actor->goal && actor->target == actor->goal)
|
|
actor->reactiontime = 0;
|
|
|
|
actor->target = other;
|
|
// actor->LastLook.Actor = other;
|
|
return true;
|
|
}
|
|
|
|
if (actor->target == NULL)
|
|
{
|
|
// [RH] use goal as target
|
|
if (actor->goal != NULL)
|
|
{
|
|
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_NewLookEnemies (actor, fov, mindist, maxdist, chasegoal);
|
|
}
|
|
|
|
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->LastLookPlayerNumber;
|
|
}
|
|
stop = (pnum - 1) & (MAXPLAYERS-1);
|
|
|
|
for (;;)
|
|
{
|
|
pnum = (pnum + 1) & (MAXPLAYERS-1);
|
|
if (!playeringame[pnum])
|
|
continue;
|
|
|
|
if (actor->TIDtoHate == 0)
|
|
{
|
|
actor->LastLookPlayerNumber = 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
|
|
{
|
|
if(!((actor->flags4 & MF4_LOOKALLAROUND) || (fov >= ANGLE_MAX)))
|
|
{
|
|
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
|
|
// [KS] but respect minimum distance rules
|
|
if (mindist || 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;
|
|
|
|
// [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 = actor->LastHeard;
|
|
if (targ != NULL)
|
|
{
|
|
// [RH] If the soundtarget is dead, don't chase it
|
|
if (targ->health <= 0)
|
|
{
|
|
targ = NULL;
|
|
}
|
|
else
|
|
{
|
|
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 (!(actor->flags4 & MF4_STANDSTILL))
|
|
{
|
|
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 (targ != NULL)
|
|
{
|
|
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_NONE);
|
|
}
|
|
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 ***
|