- Added A_CheckSightOrRange, with changes.

SVN r2179 (trunk)
This commit is contained in:
Randy Heit 2010-02-26 00:08:25 +00:00
parent 5523140890
commit 8ecafcc15a
2 changed files with 55 additions and 0 deletions

View file

@ -1897,7 +1897,60 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
}
ACTION_JUMP(jump);
}
//===========================================================================
//
// A_CheckSightOrRange
// Jumps if this actor is out of range of all players *and* out of sight.
// Useful for maps with many multi-actor special effects.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
{
ACTION_PARAM_START(2);
double range = EvalExpressionF(ParameterIndex+0, self);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
AActor *camera = players[i].camera;
// Check distance first, since it's cheaper than checking sight.
double dx = self->x - camera->x;
double dy = self->y - camera->y;
double dz;
fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
if (eyez > self->z + self->height)
{
dz = self->z + self->height - eyez;
}
else if (eyez < self->z)
{
dz = self->z - eyez;
}
else
{
dz = 0;
}
if ((dx*dx) + (dy*dy) + (dz*dz) <= range)
{ // Within range
return;
}
// Now check LOS.
if (P_CheckSight(camera, self, true))
{ // Visible
return;
}
}
}
ACTION_JUMP(jump);
}

View file

@ -270,6 +270,8 @@ ACTOR Actor native //: Thinker
action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
action native A_CheckSightOrRange(float distance, state label);
States
{
Spawn: