- made the recent change to P_SeekerMissile an option because it affected critical gameplay behavior and may not be used for existing actors.

SVN r2278 (trunk)
This commit is contained in:
Christoph Oelckers 2010-04-10 11:12:29 +00:00
parent a5e422020e
commit d916127ecf
4 changed files with 47 additions and 19 deletions

View File

@ -94,7 +94,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer=false);
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax);
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise = false);
enum EPuffFlags
{

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@ -1543,11 +1543,12 @@ bool AActor::CanSeek(AActor *target) const
//
//----------------------------------------------------------------------------
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise)
{
int dir;
int dist;
angle_t delta;
angle_t angle, pitch;
angle_t angle;
AActor *target;
target = actor->tracer;
@ -1577,30 +1578,55 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
{ // Turn counter clockwise
actor->angle -= delta;
}
angle = actor->angle >> ANGLETOFINESHIFT;
pitch = 0;
angle = actor->angle>>ANGLETOFINESHIFT;
if (!precise)
{
actor->velx = FixedMul (actor->Speed, finecosine[angle]);
actor->vely = FixedMul (actor->Speed, finesine[angle]);
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{ // Need to seek vertically
double dist = MAX(1.0, FVector2(target->x - actor->x, target->y - actor->y).Length());
// Aim at a player's eyes and at the middle of the actor for everything else.
fixed_t aimheight = target->height/2;
if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
aimheight = static_cast<APlayerPawn *>(target)->ViewHeight;
if (actor->z + actor->height < target->z ||
target->z + target->height < actor->z)
{ // Need to seek vertically
dist = P_AproxDistance (target->x - actor->x, target->y - actor->y);
dist = dist / actor->Speed;
if (dist < 1)
{
dist = 1;
}
actor->velz = ((target->z+target->height/2) - (actor->z+actor->height/2)) / dist;
}
}
pitch = R_PointToAngle2(0, actor->z + actor->height/2, xs_CRoundToInt(dist), target->z + aimheight);
pitch >>= ANGLETOFINESHIFT;
}
else
{
angle_t pitch;
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{ // Need to seek vertically
double dist = MAX(1.0, FVector2(target->x - actor->x, target->y - actor->y).Length());
// Aim at a player's eyes and at the middle of the actor for everything else.
fixed_t aimheight = target->height/2;
if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
aimheight = static_cast<APlayerPawn *>(target)->ViewHeight;
}
pitch = R_PointToAngle2(0, actor->z + actor->height/2, xs_CRoundToInt(dist), target->z + aimheight);
pitch >>= ANGLETOFINESHIFT;
}
fixed_t xyscale = FixedMul(actor->Speed, finecosine[pitch]);
actor->velz = FixedMul(actor->Speed, finesine[pitch]);
actor->velx = FixedMul(xyscale, finecosine[angle]);
actor->vely = FixedMul(xyscale, finesine[angle]);
}
fixed_t xyscale = FixedMul(actor->Speed, finecosine[pitch]);
actor->velz = FixedMul(actor->Speed, finesine[pitch]);
actor->velx = FixedMul(xyscale, finecosine[angle]);
actor->vely = FixedMul(xyscale, finesine[angle]);
return true;
}
//
// P_XYMovement
//

View File

@ -346,6 +346,7 @@ static FRandom pr_seekermissile ("SeekerMissile");
enum
{
SMF_LOOK = 1,
SMF_PRECISE = 2,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
{
@ -360,7 +361,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
{
self->tracer = P_RoughMonsterSearch (self, distance);
}
P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1);
P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE));
}
//==========================================================================

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@ -79,6 +79,7 @@ const int BF_AFFECTBOSSES = 4;
// Flags for A_SeekerMissile
const int SMF_LOOK = 1;
const int SMF_PRECISE = 2;
// Activation flags
enum