- added A_FaceTracer/A_FaceMaster submission.

SVN r3161 (trunk)
This commit is contained in:
Christoph Oelckers 2011-03-06 14:21:44 +00:00
parent 4eaa7b1aaf
commit b8f4592ad5
2 changed files with 45 additions and 10 deletions

View file

@ -2705,11 +2705,13 @@ void A_Chase(AActor *self)
//============================================================================= //=============================================================================
// //
// A_FaceTarget // A_FaceTarget
// A_FaceMaster
// A_FaceTracer
// //
//============================================================================= //=============================================================================
void A_FaceTarget (AActor *self, angle_t max_turn) void A_Face (AActor *self, AActor *other, angle_t max_turn)
{ {
if (!self->target) if (!other)
return; return;
// [RH] Andy Baker's stealth monsters // [RH] Andy Baker's stealth monsters
@ -2720,15 +2722,15 @@ void A_FaceTarget (AActor *self, angle_t max_turn)
self->flags &= ~MF_AMBUSH; self->flags &= ~MF_AMBUSH;
angle_t target_angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y); angle_t other_angle = R_PointToAngle2 (self->x, self->y, other->x, other->y);
// 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms. // 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms.
// It also means that there is no need to check for going past the target. // It also means that there is no need to check for going past the other.
if (max_turn && (max_turn < (angle_t)abs(self->angle - target_angle))) if (max_turn && (max_turn < (angle_t)abs(self->angle - other_angle)))
{ {
if (self->angle > target_angle) if (self->angle > other_angle)
{ {
if (self->angle - target_angle < ANGLE_180) if (self->angle - other_angle < ANGLE_180)
{ {
self->angle -= max_turn; self->angle -= max_turn;
} }
@ -2739,7 +2741,7 @@ void A_FaceTarget (AActor *self, angle_t max_turn)
} }
else else
{ {
if (target_angle - self->angle < ANGLE_180) if (other_angle - self->angle < ANGLE_180)
{ {
self->angle += max_turn; self->angle += max_turn;
} }
@ -2751,16 +2753,31 @@ void A_FaceTarget (AActor *self, angle_t max_turn)
} }
else else
{ {
self->angle = target_angle; self->angle = other_angle;
} }
// This will never work well if the turn angle is limited. // This will never work well if the turn angle is limited.
if (max_turn == 0 && (self->angle == target_angle) && self->target->flags & MF_SHADOW) if (max_turn == 0 && (self->angle == other_angle) && other->flags & MF_SHADOW)
{ {
self->angle += pr_facetarget.Random2() << 21; self->angle += pr_facetarget.Random2() << 21;
} }
} }
void A_FaceTarget (AActor *self, angle_t max_turn)
{
A_Face(self, self->target, max_turn);
}
void A_FaceMaster (AActor *self, angle_t max_turn)
{
A_Face(self, self->master, max_turn);
}
void A_FaceTracer (AActor *self, angle_t max_turn)
{
A_Face(self, self->tracer, max_turn);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
{ {
ACTION_PARAM_START(1); ACTION_PARAM_START(1);
@ -2769,6 +2786,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
A_FaceTarget(self, max_turn); A_FaceTarget(self, max_turn);
} }
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
{
ACTION_PARAM_START(1);
ACTION_PARAM_ANGLE(max_turn, 0);
A_FaceMaster(self, max_turn);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
{
ACTION_PARAM_START(1);
ACTION_PARAM_ANGLE(max_turn, 0);
A_FaceTracer(self, max_turn);
}
//=========================================================================== //===========================================================================
// //
// [RH] A_MonsterRail // [RH] A_MonsterRail

View file

@ -66,6 +66,8 @@ ACTOR Actor native //: Thinker
action native A_Look(); action native A_Look();
action native A_Chase(state melee = "*", state missile = "none", int flags = 0); action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
action native A_FaceTarget(float max_turn = 0); action native A_FaceTarget(float max_turn = 0);
action native A_FaceTracer(float max_turn = 0);
action native A_FaceMaster(float max_turn = 0);
action native A_PosAttack(); action native A_PosAttack();
action native A_Scream(); action native A_Scream();
action native A_SPosAttack(); action native A_SPosAttack();