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110 lines
2.8 KiB
C++
110 lines
2.8 KiB
C++
static FRandom pr_fly("GetOffMeFly");
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//===========================================================================
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//
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// FindCorpse
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//
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// Finds a corpse to buzz around. We can't use a blockmap check because
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// corpses generally aren't linked into the blockmap.
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//
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//===========================================================================
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static AActor *FindCorpse(AActor *fly, sector_t *sec, int recurselimit)
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{
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AActor *fallback = NULL;
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sec->validcount = validcount;
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// Search the current sector
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for (AActor *check = sec->thinglist; check != NULL; check = check->snext)
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{
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if (check == fly)
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continue;
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if (!(check->flags & MF_CORPSE))
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continue;
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if (!P_CheckSight(fly, check))
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continue;
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fallback = check;
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if (pr_fly(2)) // 50% chance to try to pick a different corpse
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continue;
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return check;
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}
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if (--recurselimit <= 0 || (fallback != NULL && pr_fly(2)))
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{
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return fallback;
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}
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// Try neighboring sectors
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for (int i = 0; i < sec->linecount; ++i)
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{
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line_t *line = sec->lines[i];
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sector_t *sec2 = (line->frontsector == sec) ? line->backsector : line->frontsector;
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if (sec2 != NULL && sec2->validcount != validcount)
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{
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AActor *neighbor = FindCorpse(fly, sec2, recurselimit);
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if (neighbor != NULL)
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{
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return neighbor;
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}
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}
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}
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return fallback;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FlySearch)
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{
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// The version from the retail beta is not so great for general use:
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// 1. Pick one of the first fifty thinkers at random.
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// 2. Starting from that thinker, find one that is an actor, not itself,
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// and within sight. Give up after 100 sequential thinkers.
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// It's effectively useless if there are more than 150 thinkers on a map.
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//
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// So search the sectors instead. We can't potentially find something all
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// the way on the other side of the map and we can't find invisible corpses,
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// but at least we aren't crippled on maps with lots of stuff going on.
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PARAM_ACTION_PROLOGUE;
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validcount++;
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AActor *other = FindCorpse(self, self->Sector, 5);
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if (other != NULL)
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{
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self->target = other;
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self->SetState(self->FindState("Buzz"));
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FlyBuzz)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *targ = self->target;
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if (targ == NULL || !(targ->flags & MF_CORPSE) || pr_fly() < 5)
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{
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self->SetIdle();
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return 0;
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}
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self->Angles.Yaw = self->AngleTo(targ);
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self->args[0]++;
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if (!P_TryMove(self, self->Pos().XY() + self->Angles.Yaw.ToVector(6), true))
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{
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self->SetIdle(true);
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return 0;
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}
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if (self->args[0] & 2)
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{
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self->Vel.X += (pr_fly() - 128) / 512.;
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self->Vel.Y += (pr_fly() - 128) / 512.;
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}
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int zrand = pr_fly();
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if (targ->Z() + 5. < self->Z() && zrand > 150)
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{
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zrand = -zrand;
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}
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self->Vel.Z = zrand / 512.;
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if (pr_fly() < 40)
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{
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S_Sound(self, CHAN_VOICE, self->ActiveSound, 0.5f, ATTN_STATIC);
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}
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return 0;
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}
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