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- added DavidPH's A_FaceTarget with pitch submission.
SVN r3528 (trunk)
This commit is contained in:
parent
83620fca1f
commit
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4 changed files with 68 additions and 17 deletions
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@ -2726,7 +2726,7 @@ void A_Chase(AActor *self)
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// A_FaceTracer
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// A_FaceTracer
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//
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//
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//=============================================================================
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//=============================================================================
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void A_Face (AActor *self, AActor *other, angle_t max_turn)
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void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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{
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{
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if (!other)
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if (!other)
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return;
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return;
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@ -2773,6 +2773,50 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn)
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self->angle = other_angle;
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self->angle = other_angle;
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}
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}
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// [DH] Now set pitch. In order to maintain compatibility, this can be
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// disabled and is so by default.
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if (max_pitch <= ANGLE_180)
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{
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// [DH] Don't need to do proper fixed->double conversion, since the
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// result is only used in a ratio.
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double dist_x = self->target->x - self->x;
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double dist_y = self->target->y - self->y;
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double dist_z = self->target->z - self->z;
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double dist = sqrt(dist_x*dist_x + dist_y*dist_y + dist_z*dist_z);
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angle_t other_pitch = rad2bam(asin(dist_z / dist));
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if (max_pitch && (max_pitch < (angle_t)abs(self->pitch - other_pitch)))
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{
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if (self->pitch > other_pitch)
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{
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if (self->pitch - other_pitch < ANGLE_180)
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{
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self->pitch -= max_pitch;
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}
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else
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{
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self->pitch += max_pitch;
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}
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}
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else
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{
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if (other_pitch - self->pitch < ANGLE_180)
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{
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self->pitch += max_pitch;
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}
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else
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{
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self->pitch -= max_pitch;
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}
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}
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}
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else
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{
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self->pitch = other_pitch;
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}
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}
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// This will never work well if the turn angle is limited.
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// This will never work well if the turn angle is limited.
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if (max_turn == 0 && (self->angle == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
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if (max_turn == 0 && (self->angle == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
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{
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{
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@ -2780,43 +2824,46 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn)
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}
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}
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}
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}
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void A_FaceTarget (AActor *self, angle_t max_turn)
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void A_FaceTarget (AActor *self, angle_t max_turn, angle_t max_pitch)
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{
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{
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A_Face(self, self->target, max_turn);
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A_Face(self, self->target, max_turn, max_pitch);
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}
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}
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void A_FaceMaster (AActor *self, angle_t max_turn)
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void A_FaceMaster (AActor *self, angle_t max_turn, angle_t max_pitch)
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{
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{
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A_Face(self, self->master, max_turn);
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A_Face(self, self->master, max_turn, max_pitch);
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}
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}
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void A_FaceTracer (AActor *self, angle_t max_turn)
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void A_FaceTracer (AActor *self, angle_t max_turn, angle_t max_pitch)
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{
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{
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A_Face(self, self->tracer, max_turn);
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A_Face(self, self->tracer, max_turn, max_pitch);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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A_FaceTarget(self, max_turn);
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A_FaceTarget(self, max_turn, max_pitch);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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A_FaceMaster(self, max_turn);
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A_FaceMaster(self, max_turn, max_pitch);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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A_FaceTracer(self, max_turn);
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A_FaceTracer(self, max_turn, max_pitch);
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}
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}
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//===========================================================================
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//===========================================================================
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@ -72,7 +72,7 @@ DECLARE_ACTION(A_FreezeDeathChunks)
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DECLARE_ACTION(A_BossDeath)
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DECLARE_ACTION(A_BossDeath)
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void A_Chase(AActor *self);
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void A_Chase(AActor *self);
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void A_FaceTarget (AActor *actor, angle_t max_turn = 0);
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void A_FaceTarget (AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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bool A_RaiseMobj (AActor *, fixed_t speed);
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bool A_RaiseMobj (AActor *, fixed_t speed);
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bool A_SinkMobj (AActor *, fixed_t speed);
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bool A_SinkMobj (AActor *, fixed_t speed);
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@ -109,5 +109,9 @@ inline double bam2rad(angle_t ang)
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{
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{
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return double(ang >> 1) * (PI / ANGLE_90);
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return double(ang >> 1) * (PI / ANGLE_90);
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}
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}
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inline angle_t rad2bam(double ang)
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{
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return angle_t(ang * (double(1<<30) / PI)) << 1;
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}
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#endif // __TABLES_H__
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#endif // __TABLES_H__
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@ -69,9 +69,9 @@ ACTOR Actor native //: Thinker
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action native A_XScream();
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action native A_XScream();
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action native A_Look();
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action native A_Look();
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action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
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action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
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action native A_FaceTarget(float max_turn = 0);
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action native A_FaceTarget(float max_turn = 0, float max_pitch = 270);
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action native A_FaceTracer(float max_turn = 0);
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action native A_FaceTracer(float max_turn = 0, float max_pitch = 270);
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action native A_FaceMaster(float max_turn = 0);
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action native A_FaceMaster(float max_turn = 0, float max_pitch = 270);
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action native A_PosAttack();
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action native A_PosAttack();
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action native A_Scream();
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action native A_Scream();
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action native A_SPosAttack();
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action native A_SPosAttack();
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