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https://github.com/ZDoom/gzdoom.git
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1a16f664e4
- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
130 lines
2.9 KiB
Text
130 lines
2.9 KiB
Text
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// Buzzy fly ----------------------------------------------------------------
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class LittleFly : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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+CANPASS
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Speed 6;
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Radius 5;
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Height 5;
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Mass 2;
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ActiveSound "FlyBuzz";
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}
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States
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{
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Spawn:
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TNT1 A 20 A_FlySearch; // [RH] Invisible when not flying
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Loop;
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Buzz:
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AFLY ABCD 3 A_FlyBuzz;
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Loop;
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}
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//===========================================================================
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//
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// FindCorpse
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//
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// Finds a corpse to buzz around. We can't use a blockmap check because
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// corpses generally aren't linked into the blockmap.
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//
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//===========================================================================
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private Actor FindCorpse(sector sec, int recurselimit)
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{
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Actor fallback = null;
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sec.validcount = validcount;
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// Search the current sector
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for (Actor check = sec.thinglist; check != null; check = check.snext)
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{
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if (check == self)
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continue;
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if (!check.bCorpse)
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continue;
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if (!CheckSight(check))
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continue;
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fallback = check;
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if (random[Fly](0,1)) // 50% chance to try to pick a different corpse
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continue;
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return check;
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}
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if (--recurselimit <= 0 || (fallback != null && random[Fly](0,1)))
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{
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return fallback;
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}
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// Try neighboring sectors
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for (int i = 0; i < sec.lines.Size(); ++i)
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{
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line ln = sec.lines[i];
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sector sec2 = (ln.frontsector == sec) ? ln.backsector : ln.frontsector;
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if (sec2 != null && sec2.validcount != validcount)
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{
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Actor neighbor = FindCorpse(sec2, recurselimit);
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if (neighbor != null)
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{
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return neighbor;
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}
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}
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}
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return fallback;
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}
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void A_FlySearch()
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{
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// The version from the retail beta is not so great for general use:
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// 1. Pick one of the first fifty thinkers at random.
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// 2. Starting from that thinker, find one that is an actor, not itself,
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// and within sight. Give up after 100 sequential thinkers.
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// It's effectively useless if there are more than 150 thinkers on a map.
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//
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// So search the sectors instead. We can't potentially find something all
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// the way on the other side of the map and we can't find invisible corpses,
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// but at least we aren't crippled on maps with lots of stuff going on.
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validcount++;
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Actor other = FindCorpse(CurSector, 5);
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if (other != null)
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{
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target = other;
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SetStateLabel("Buzz");
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}
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}
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void A_FlyBuzz()
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{
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Actor targ = target;
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if (targ == null || !targ.bCorpse || random[Fly]() < 5)
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{
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SetIdle();
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return;
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}
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Angle = AngleTo(targ);
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args[0]++;
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if (!TryMove(Pos.XY + AngleToVector(angle, 6), true))
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{
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SetIdle(true);
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return;
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}
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if (args[0] & 2)
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{
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Vel.X += (random[Fly]() - 128) / 512.;
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Vel.Y += (random[Fly]() - 128) / 512.;
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}
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int zrand = random[Fly]();
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if (targ.pos.Z + 5. < pos.z && zrand > 150)
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{
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zrand = -zrand;
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}
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Vel.Z = zrand / 512.;
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if (random[Fly]() < 40)
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{
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A_PlaySound(ActiveSound, CHAN_VOICE, 0.5f, false, ATTN_STATIC);
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}
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}
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}
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