- Added DesingatedTeam property from Skulltag. Allows friendly fire calculations to be applied to monsters/objects and allows the friendly AI to be aware of teams.

SVN r3113 (trunk)
This commit is contained in:
Braden Obrzut 2011-01-22 03:35:33 +00:00
parent 7ed7e9f755
commit d9d94d04ba
6 changed files with 56 additions and 23 deletions

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@ -858,6 +858,7 @@ public:
int lastbump; // Last time the actor was bumped, used to control BUMPSPECIAL
int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything.
FString * Tag; // Strife's tag name.
int DesignatedTeam; // Allow for friendly fire cacluations to be done on non-players.
AActor *BlockingMobj; // Actor that blocked the last move
line_t *BlockingLine; // Line that blocked the last move

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@ -44,6 +44,7 @@
#include "thingdef/thingdef.h"
#include "d_dehacked.h"
#include "g_level.h"
#include "teaminfo.h"
#include "gi.h"
@ -1417,9 +1418,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
other = NULL;
if (link->flags & MF_FRIENDLY)
{
if (deathmatch &&
lookee->FriendPlayer != 0 && link->FriendPlayer != 0 &&
lookee->FriendPlayer != link->FriendPlayer)
if (!lookee->IsFriend(link))
{
// This is somebody else's friend, so go after it
other = link;
@ -1581,7 +1580,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
}
#endif
// [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.)
if (actor->FriendPlayer == 0) return result;
if (actor->FriendPlayer == 0 && (!teamplay || actor->DesignatedTeam == TEAM_NONE)) return result;
if (result || !deathmatch) return true;
@ -1664,10 +1663,8 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
// We're going to ignore our master, but go after his enemies.
if ( actor->flags & MF_FRIENDLY )
{
if ( actor->FriendPlayer == 0 )
continue; // I have no friends, I will ignore players.
if ( actor->FriendPlayer == player->mo->FriendPlayer )
continue; // This is my master.
if ( actor->IsFriend(player->mo) )
continue;
}
if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) ||

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@ -1087,6 +1087,21 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
}
}
// [RH] Avoid friendly fire if enabled
if (!(flags & DMG_FORCED) && source != NULL &&
((player && player != source->player) || !player) &&
target->IsTeammate (source))
{
if (player)
FriendlyFire = true;
if (damage < TELEFRAG_DAMAGE)
{ // Still allow telefragging :-(
damage = (int)((float)damage * level.teamdamage);
if (damage <= 0)
return;
}
}
//
// player specific
//
@ -1115,17 +1130,6 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
return;
}
// [RH] Avoid friendly fire if enabled
if (source != NULL && player != source->player && target->IsTeammate (source))
{
FriendlyFire = true;
if (damage < TELEFRAG_DAMAGE)
{ // Still allow telefragging :-(
damage = (int)((float)damage * level.teamdamage);
if (damage <= 0)
return;
}
}
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
{
int newdam = damage;

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@ -300,6 +300,7 @@ void AActor::Serialize (FArchive &arc)
<< pushfactor
<< Species
<< Score
<< DesignatedTeam
<< lastpush << lastbump
<< PainThreshold
<< DamageFactor
@ -775,6 +776,7 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget)
flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
flags4 = (flags4 & ~MF4_NOHATEPLAYERS) | (other->flags4 & MF4_NOHATEPLAYERS);
FriendPlayer = other->FriendPlayer;
DesignatedTeam = other->DesignatedTeam;
if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET))
{
// LastHeard must be set as well so that A_Look can react to the new target if called
@ -5296,12 +5298,18 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
bool AActor::IsTeammate (AActor *other)
{
if (!player || !other || !other->player)
if (!other)
return false;
if (!deathmatch)
else if (!deathmatch && player && other->player)
return true;
if (teamplay && other->player->userinfo.team != TEAM_NONE &&
player->userinfo.team == other->player->userinfo.team)
int myTeam = DesignatedTeam;
int otherTeam = other->DesignatedTeam;
if (player)
myTeam = player->userinfo.team;
if (other->player)
otherTeam = other->player->userinfo.team;
if (teamplay && myTeam != TEAM_NONE &&
myTeam == otherTeam)
{
return true;
}
@ -5353,6 +5361,11 @@ bool AActor::IsFriend (AActor *other)
{
if (flags & other->flags & MF_FRIENDLY)
{
if (deathmatch && teamplay)
return IsTeammate(other) ||
(FriendPlayer != 0 && other->FriendPlayer != 0 &&
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo));
return !deathmatch ||
FriendPlayer == other->FriendPlayer ||
FriendPlayer == 0 ||
@ -5378,6 +5391,11 @@ bool AActor::IsHostile (AActor *other)
// Both monsters are friendly and belong to the same player if applicable.
if (flags & other->flags & MF_FRIENDLY)
{
if (deathmatch && teamplay)
return !IsTeammate(other) &&
!(FriendPlayer != 0 && other->FriendPlayer != 0 &&
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo));
return deathmatch &&
FriendPlayer != other->FriendPlayer &&
FriendPlayer !=0 &&

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@ -67,6 +67,7 @@
#include "r_translate.h"
#include "a_morph.h"
#include "colormatcher.h"
#include "teaminfo.h"
//==========================================================================
@ -1120,6 +1121,17 @@ DEFINE_PROPERTY(activation, N, Actor)
defaults->activationtype = val;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(designatedteam, I, Actor)
{
PROP_INT_PARM(val, 0);
if(val < 0 || (val >= (signed) Teams.Size() && val != TEAM_NONE))
I_Error("Invalid team designation.\n");
defaults->DesignatedTeam = val;
}
//==========================================================================
//
// Special inventory properties

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@ -21,6 +21,7 @@ ACTOR Actor native //: Thinker
PushFactor 0.25
WeaveIndexXY 0
WeaveIndexZ 16
DesignatedTeam 255
// Variables for the expression evaluator
// NOTE: fixed_t and angle_t are only used here to ensure proper conversion