mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-15 23:12:14 +00:00
dbcc246cf3
SVN r1188 (trunk)
888 lines
21 KiB
C++
888 lines
21 KiB
C++
#include <stdlib.h>
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#include "templates.h"
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#include "m_random.h"
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#include "m_alloc.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "s_sound.h"
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#include "g_game.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "c_cvars.h"
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#include "p_enemy.h"
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#include "a_sharedglobal.h"
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#include "a_doomglobal.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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#include "gi.h"
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bool P_LookForMonsters (AActor *actor);
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static FRandom pr_look2 ("LookyLookyEx");
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static FRandom pr_look3 ("IGotHookyEx");
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static FRandom pr_lookforplayers ("LookForPlayersEx");
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static FRandom pr_skiptarget("SkipTargetEx");
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// [KS] *** Start additions by me - p_enemy.cpp ***
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// LookForTIDinBlockEx
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// LookForEnemiesInBlockEx
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// P_NewLookTID (copied from P_LookForTID)
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// P_NewLookPlayers (copied from P_LookForPlayers)
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// Takes FOV and sight distances into account when acquiring a target.
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// TODO: Not sure if using actor properties to pass parameters around indirectly is such a good idea. If there's a cleaner method, do it that way instead.
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// ~Kate S. Last updated on 12/23/2007
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AActor *LookForTIDinBlockEx (AActor *lookee, int index)
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{
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FBlockNode *block;
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AActor *link;
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AActor *other;
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fixed_t dist;
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angle_t an;
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for (block = blocklinks[index]; block != NULL; block = block->NextActor)
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{
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link = block->Me;
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if (!(link->flags & MF_SHOOTABLE))
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continue; // not shootable (observer or dead)
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if (link == lookee)
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continue;
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if (link->health <= 0)
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continue; // dead
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if (link->flags2 & MF2_DORMANT)
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continue; // don't target dormant things
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if (link->tid == lookee->TIDtoHate)
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{
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other = link;
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}
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else if (link->target != NULL && link->target->tid == lookee->TIDtoHate)
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{
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other = link->target;
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if (!(other->flags & MF_SHOOTABLE) ||
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other->health <= 0 ||
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(other->flags2 & MF2_DORMANT))
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{
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continue;
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}
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}
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else
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{
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continue;
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}
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if (!(lookee->flags3 & MF3_NOSIGHTCHECK))
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{
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if (!P_CheckSight (lookee, other, 2))
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continue; // out of sight
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dist = P_AproxDistance (other->x - lookee->x,
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other->y - lookee->y);
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if (lookee->LookExMaxDist && dist > lookee->LookExMaxDist)
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continue; // [KS] too far
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if (lookee->LookExMinDist && dist < lookee->LookExMinDist)
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continue; // [KS] too close
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if (lookee->LookExFOV && lookee->LookExFOV < ANGLE_MAX)
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{
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an = R_PointToAngle2 (lookee->x,
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lookee->y,
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other->x,
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other->y)
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- lookee->angle;
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if (an > (lookee->LookExFOV / 2) && an < (ANGLE_MAX - (lookee->LookExFOV / 2)))
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{
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// if real close, react anyway
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// [KS] but respect minimum distance rules
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if (lookee->LookExMinDist || dist > MELEERANGE)
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continue; // outside of fov
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}
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}
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else
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{
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if(!(lookee->flags4 & MF4_LOOKALLAROUND) || (lookee->LookExFOV >= ANGLE_MAX)) // Just in case angle_t doesn't clamp stuff, because I can't be too sure.
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{
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an = R_PointToAngle2 (lookee->x,
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lookee->y,
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other->x,
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other->y)
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- lookee->angle;
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if (an > ANG90 && an < ANG270)
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{
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// if real close, react anyway
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// [KS] but respect minimum distance rules
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if (lookee->LookExMinDist || dist > MELEERANGE)
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continue; // behind back
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}
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}
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}
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}
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return other;
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}
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return NULL;
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}
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AActor *LookForEnemiesInBlockEx (AActor *lookee, int index)
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{
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FBlockNode *block;
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AActor *link;
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AActor *other;
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fixed_t dist;
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angle_t an;
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for (block = blocklinks[index]; block != NULL; block = block->NextActor)
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{
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link = block->Me;
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if (!(link->flags & MF_SHOOTABLE))
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continue; // not shootable (observer or dead)
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if (link == lookee)
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continue;
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if (link->health <= 0)
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continue; // dead
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if (link->flags2 & MF2_DORMANT)
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continue; // don't target dormant things
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if (!(link->flags3 & MF3_ISMONSTER))
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continue; // don't target it if it isn't a monster (could be a barrel)
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other = NULL;
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if (link->flags & MF_FRIENDLY)
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{
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if (deathmatch &&
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lookee->FriendPlayer != 0 && link->FriendPlayer != 0 &&
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lookee->FriendPlayer != link->FriendPlayer)
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{
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// This is somebody else's friend, so go after it
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other = link;
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}
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else if (link->target != NULL && !(link->target->flags & MF_FRIENDLY))
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{
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other = link->target;
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if (!(other->flags & MF_SHOOTABLE) ||
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other->health <= 0 ||
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(other->flags2 & MF2_DORMANT))
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{
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other = NULL;;
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}
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}
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}
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else
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{
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other = link;
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}
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// [MBF] If the monster is already engaged in a one-on-one attack
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// with a healthy friend, don't attack around 60% the time.
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// [GrafZahl] This prevents friendlies from attacking all the same
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// target.
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if (other)
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{
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AActor *targ = other->target;
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if (targ && targ->target == other && pr_skiptarget() > 100 && lookee->IsFriend (targ) &&
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targ->health*2 >= targ->GetDefault()->health)
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{
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continue;
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}
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}
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// [KS] Hey, shouldn't there be a check for MF3_NOSIGHTCHECK here?
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if (other == NULL || !P_CheckSight (lookee, other, 2))
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continue; // out of sight
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dist = P_AproxDistance (other->x - lookee->x,
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other->y - lookee->y);
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if (lookee->LookExMaxDist && dist > lookee->LookExMaxDist)
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continue; // [KS] too far
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if (lookee->LookExMinDist && dist < lookee->LookExMinDist)
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continue; // [KS] too close
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if (lookee->LookExFOV && lookee->LookExFOV < ANGLE_MAX)
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{
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an = R_PointToAngle2 (lookee->x,
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lookee->y,
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other->x,
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other->y)
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- lookee->angle;
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if (an > (lookee->LookExFOV / 2) && an < (ANGLE_MAX - (lookee->LookExFOV / 2)))
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{
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// if real close, react anyway
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// [KS] but respect minimum distance rules
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if (lookee->LookExMinDist || dist > MELEERANGE)
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continue; // outside of fov
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}
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}
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else
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{
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if(!(lookee->flags4 & MF4_LOOKALLAROUND) || (lookee->LookExFOV >= ANGLE_MAX)) // Just in case angle_t doesn't clamp stuff, because I can't be too sure.
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{
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an = R_PointToAngle2 (lookee->x,
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lookee->y,
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other->x,
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other->y)
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- lookee->angle;
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if (an > ANG90 && an < ANG270)
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{
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// if real close, react anyway
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// [KS] but respect minimum distance rules
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if (lookee->LookExMinDist || dist > MELEERANGE)
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continue; // behind back
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}
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}
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}
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return other;
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}
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return NULL;
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}
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bool P_NewLookTID (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal)
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{
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AActor *other;
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actor->LookExMinDist = mindist;
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actor->LookExMaxDist = maxdist;
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actor->LookExFOV = fov;
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other = P_BlockmapSearch (actor, 0, LookForTIDinBlockEx);
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bool reachedend = false;
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fixed_t dist;
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angle_t an;
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if (other != NULL)
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{
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if (!(actor->flags3 & MF3_NOSIGHTCHECK))
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{
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dist = P_AproxDistance (other->x - actor->x,
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other->y - actor->y);
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if (maxdist && dist > maxdist)
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{
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other = NULL; // [KS] too far
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goto endcheck;
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}
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if (mindist && dist < mindist)
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{
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other = NULL; // [KS] too close
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goto endcheck;
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}
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if (fov && fov < ANGLE_MAX)
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{
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an = R_PointToAngle2 (actor->x,
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actor->y,
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other->x,
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other->y)
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- actor->angle;
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if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
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{
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// if real close, react anyway
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// [KS] but respect minimum distance rules
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if (mindist || dist > MELEERANGE)
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{
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other = NULL; // outside of fov
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goto endcheck;
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}
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}
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}
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else
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{
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if(!((actor->flags4 & MF4_LOOKALLAROUND) || (fov >= ANGLE_MAX))) // Just in case angle_t doesn't clamp stuff, because I can't be too sure.
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{
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an = R_PointToAngle2 (actor->x,
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actor->y,
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other->x,
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other->y)
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- actor->angle;
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if (an > ANG90 && an < ANG270)
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{
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// if real close, react anyway
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// [KS] but respect minimum distance rules
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if (mindist || dist > MELEERANGE)
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{
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other = NULL; // behind back
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goto endcheck;
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}
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}
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}
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}
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}
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}
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endcheck:
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if (other != NULL)
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{
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if (actor->goal && actor->target == actor->goal)
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actor->reactiontime = 0;
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actor->target = other;
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actor->LastLookActor = other;
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return true;
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}
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// The actor's TID could change because of death or because of
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// Thing_ChangeTID. If it's not what we expect, then don't use
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// it as a base for the iterator.
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if (actor->LastLookActor != NULL &&
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actor->LastLookActor->tid != actor->TIDtoHate)
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{
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actor->LastLookActor = NULL;
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}
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FActorIterator iterator (actor->TIDtoHate, actor->LastLookActor);
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int c = (pr_look3() & 31) + 7; // Look for between 7 and 38 hatees at a time
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while ((other = iterator.Next()) != actor->LastLookActor)
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{
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if (other == NULL)
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{
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if (reachedend)
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{
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// we have cycled through the entire list at least once
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// so let's abort because even if we continue nothing can
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// be found.
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break;
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}
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reachedend = true;
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continue;
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}
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if (!(other->flags & MF_SHOOTABLE))
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continue; // not shootable (observer or dead)
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if (other == actor)
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continue; // don't hate self
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if (other->health <= 0)
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continue; // dead
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if (other->flags2 & MF2_DORMANT)
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continue; // don't target dormant things
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if (--c == 0)
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break;
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if (!(actor->flags3 & MF3_NOSIGHTCHECK))
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{
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if (!P_CheckSight (actor, other, 2))
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continue; // out of sight
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dist = P_AproxDistance (other->x - actor->x,
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other->y - actor->y);
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if (maxdist && dist > maxdist)
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continue; // [KS] too far
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if (mindist && dist < mindist)
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continue; // [KS] too close
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if (fov && fov < ANGLE_MAX)
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{
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an = R_PointToAngle2 (actor->x,
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actor->y,
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other->x,
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other->y)
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- actor->angle;
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if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
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{
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// if real close, react anyway
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// [KS] but respect minimum distance rules
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if (mindist || dist > MELEERANGE)
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continue; // outside of fov
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}
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}
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else
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{
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if(!((actor->flags4 & MF4_LOOKALLAROUND) || (fov >= ANGLE_MAX))) // Just in case angle_t doesn't clamp stuff, because I can't be too sure.
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{
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an = R_PointToAngle2 (actor->x,
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actor->y,
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other->x,
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other->y)
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- actor->angle;
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if (an > ANG90 && an < ANG270)
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{
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// if real close, react anyway
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// [KS] but respect minimum distance rules
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if (mindist || dist > MELEERANGE)
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continue; // behind back
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}
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}
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}
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}
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// [RH] Need to be sure the reactiontime is 0 if the monster is
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// leaving its goal to go after something else.
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if (actor->goal && actor->target == actor->goal)
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actor->reactiontime = 0;
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actor->target = other;
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actor->LastLookActor = other;
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return true;
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}
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actor->LastLookActor = other;
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if (actor->target == NULL)
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{
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// [RH] use goal as target
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if (actor->goal != NULL && chasegoal)
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{
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actor->target = actor->goal;
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return true;
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}
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// Use last known enemy if no hatee sighted -- killough 2/15/98:
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if (actor->lastenemy != NULL && actor->lastenemy->health > 0)
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{
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if (!actor->IsFriend(actor->lastenemy))
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{
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actor->target = actor->lastenemy;
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actor->lastenemy = NULL;
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return true;
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}
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else
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{
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actor->lastenemy = NULL;
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}
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}
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}
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return false;
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}
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bool P_NewLookEnemies (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal)
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{
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AActor *other;
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actor->LookExMinDist = mindist;
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actor->LookExMaxDist = maxdist;
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actor->LookExFOV = fov;
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other = P_BlockmapSearch (actor, 10, LookForEnemiesInBlockEx);
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if (other != NULL)
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{
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if (actor->goal && actor->target == actor->goal)
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actor->reactiontime = 0;
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actor->target = other;
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// actor->LastLook.Actor = other;
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return true;
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}
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if (actor->target == NULL)
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{
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// [RH] use goal as target
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if (actor->goal != NULL)
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{
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actor->target = actor->goal;
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return true;
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}
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// Use last known enemy if no hatee sighted -- killough 2/15/98:
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if (actor->lastenemy != NULL && actor->lastenemy->health > 0)
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{
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if (!actor->IsFriend(actor->lastenemy))
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{
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actor->target = actor->lastenemy;
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actor->lastenemy = NULL;
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return true;
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}
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else
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{
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actor->lastenemy = NULL;
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}
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}
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}
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return false;
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}
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bool P_NewLookPlayers (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxdist, bool chasegoal)
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{
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int c;
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int stop;
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int pnum;
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player_t* player;
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angle_t an;
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fixed_t dist;
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if (actor->TIDtoHate != 0)
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{
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if (P_NewLookTID (actor, fov, mindist, maxdist, chasegoal))
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{
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return true;
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}
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if (!(actor->flags3 & MF3_HUNTPLAYERS))
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{
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return false;
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}
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}
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else if (actor->flags & MF_FRIENDLY)
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{
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return P_NewLookEnemies (actor, fov, mindist, maxdist, chasegoal);
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}
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if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
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!multiplayer &&
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players[0].health <= 0)
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{ // Single player game and player is dead; look for monsters
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return P_LookForMonsters (actor);
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}
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c = 0;
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if (actor->TIDtoHate != 0)
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{
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pnum = pr_look2() & (MAXPLAYERS-1);
|
|
}
|
|
else
|
|
{
|
|
pnum = actor->LastLookPlayerNumber;
|
|
}
|
|
stop = (pnum - 1) & (MAXPLAYERS-1);
|
|
|
|
for (;;)
|
|
{
|
|
pnum = (pnum + 1) & (MAXPLAYERS-1);
|
|
if (!playeringame[pnum])
|
|
continue;
|
|
|
|
if (actor->TIDtoHate == 0)
|
|
{
|
|
actor->LastLookPlayerNumber = pnum;
|
|
}
|
|
|
|
if (++c == MAXPLAYERS-1 || pnum == stop)
|
|
{
|
|
// done looking
|
|
if (actor->target == NULL)
|
|
{
|
|
// [RH] use goal as target
|
|
// [KS] ...unless we're ignoring goals and we don't already have one
|
|
if (actor->goal != NULL && chasegoal)
|
|
{
|
|
actor->target = actor->goal;
|
|
return true;
|
|
}
|
|
// Use last known enemy if no players sighted -- killough 2/15/98:
|
|
if (actor->lastenemy != NULL && actor->lastenemy->health > 0)
|
|
{
|
|
if (!actor->IsFriend(actor->lastenemy))
|
|
{
|
|
actor->target = actor->lastenemy;
|
|
actor->lastenemy = NULL;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
actor->lastenemy = NULL;
|
|
}
|
|
}
|
|
}
|
|
return actor->target == actor->goal && actor->goal != NULL;
|
|
}
|
|
|
|
player = &players[pnum];
|
|
|
|
if (!(player->mo->flags & MF_SHOOTABLE))
|
|
continue; // not shootable (observer or dead)
|
|
|
|
if (player->cheats & CF_NOTARGET)
|
|
continue; // no target
|
|
|
|
if (player->health <= 0)
|
|
continue; // dead
|
|
|
|
if (!P_CheckSight (actor, player->mo, 2))
|
|
continue; // out of sight
|
|
|
|
dist = P_AproxDistance (player->mo->x - actor->x,
|
|
player->mo->y - actor->y);
|
|
|
|
if (maxdist && dist > maxdist)
|
|
continue; // [KS] too far
|
|
|
|
if (mindist && dist < mindist)
|
|
continue; // [KS] too close
|
|
|
|
if (fov)
|
|
{
|
|
an = R_PointToAngle2 (actor->x,
|
|
actor->y,
|
|
player->mo->x,
|
|
player->mo->y)
|
|
- actor->angle;
|
|
|
|
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
|
|
{
|
|
// if real close, react anyway
|
|
// [KS] but respect minimum distance rules
|
|
if (mindist || dist > MELEERANGE)
|
|
continue; // outside of fov
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!((actor->flags4 & MF4_LOOKALLAROUND) || (fov >= ANGLE_MAX)))
|
|
{
|
|
an = R_PointToAngle2 (actor->x,
|
|
actor->y,
|
|
player->mo->x,
|
|
player->mo->y)
|
|
- actor->angle;
|
|
|
|
if (an > ANG90 && an < ANG270)
|
|
{
|
|
// if real close, react anyway
|
|
// [KS] but respect minimum distance rules
|
|
if (mindist || dist > MELEERANGE)
|
|
continue; // behind back
|
|
}
|
|
}
|
|
}
|
|
if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) ||
|
|
player->mo->flags3 & MF3_GHOST)
|
|
{
|
|
if ((P_AproxDistance (player->mo->x - actor->x,
|
|
player->mo->y - actor->y) > 2*MELEERANGE)
|
|
&& P_AproxDistance (player->mo->momx, player->mo->momy)
|
|
< 5*FRACUNIT)
|
|
{ // Player is sneaking - can't detect
|
|
return false;
|
|
}
|
|
if (pr_lookforplayers() < 225)
|
|
{ // Player isn't sneaking, but still didn't detect
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// [RH] Need to be sure the reactiontime is 0 if the monster is
|
|
// leaving its goal to go after a player.
|
|
if (actor->goal && actor->target == actor->goal)
|
|
actor->reactiontime = 0;
|
|
|
|
actor->target = player->mo;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//
|
|
// ACTION ROUTINES
|
|
//
|
|
|
|
//
|
|
// A_Look
|
|
// Stay in state until a player is sighted.
|
|
// [RH] Will also leave state to move to goal.
|
|
//
|
|
// A_LookEx (int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state wakestate)
|
|
// [KS] Borrowed the A_Look code to make a parameterized version.
|
|
//
|
|
|
|
enum LO_Flags
|
|
{
|
|
LOF_NOSIGHTCHECK = 1,
|
|
LOF_NOSOUNDCHECK = 2,
|
|
LOF_DONTCHASEGOAL = 4,
|
|
LOF_NOSEESOUND = 8,
|
|
LOF_FULLVOLSEESOUND = 16,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
|
|
{
|
|
ACTION_PARAM_START(6);
|
|
ACTION_PARAM_INT(flags, 0);
|
|
ACTION_PARAM_FIXED(minseedist, 1);
|
|
ACTION_PARAM_FIXED(maxseedist, 2);
|
|
ACTION_PARAM_FIXED(maxheardist, 3);
|
|
ACTION_PARAM_ANGLE(fov, 4);
|
|
ACTION_PARAM_STATE(i_state, 5);
|
|
|
|
FState *seestate = P_GetState(self, CallingState, i_state);
|
|
|
|
AActor *targ = NULL; // Shuts up gcc
|
|
fixed_t dist;
|
|
|
|
// [RH] Set goal now if appropriate
|
|
if (self->special == Thing_SetGoal && self->args[0] == 0)
|
|
{
|
|
NActorIterator iterator (NAME_PatrolPoint, self->args[1]);
|
|
self->special = 0;
|
|
self->goal = iterator.Next ();
|
|
self->reactiontime = self->args[2] * TICRATE + level.maptime;
|
|
if (self->args[3] == 0) self->flags5 &=~ MF5_CHASEGOAL;
|
|
else self->flags5 |= MF5_CHASEGOAL;
|
|
}
|
|
|
|
self->threshold = 0; // any shot will wake up
|
|
|
|
if (self->TIDtoHate != 0)
|
|
{
|
|
targ = self->target;
|
|
}
|
|
else
|
|
{
|
|
if (!(flags & LOF_NOSOUNDCHECK))
|
|
{
|
|
targ = self->LastHeard;
|
|
if (targ != NULL)
|
|
{
|
|
// [RH] If the soundtarget is dead, don't chase it
|
|
if (targ->health <= 0)
|
|
{
|
|
targ = NULL;
|
|
}
|
|
else
|
|
{
|
|
dist = P_AproxDistance (targ->x - self->x,
|
|
targ->y - self->y);
|
|
|
|
// [KS] If the target is too far away, don't respond to the sound.
|
|
if (maxheardist && dist > maxheardist)
|
|
{
|
|
targ = NULL;
|
|
self->LastHeard = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (targ && targ->player && (targ->player->cheats & CF_NOTARGET))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (self->flags & MF_STEALTH)
|
|
{
|
|
self->visdir = -1;
|
|
}
|
|
|
|
if (targ && (targ->flags & MF_SHOOTABLE))
|
|
{
|
|
if (self->IsFriend (targ)) // be a little more precise!
|
|
{
|
|
if (!(self->flags4 & MF4_STANDSTILL))
|
|
{
|
|
if (!(flags & LOF_NOSIGHTCHECK))
|
|
{
|
|
// If we find a valid target here, the wandering logic should *not*
|
|
// be activated! If would cause the seestate to be set twice.
|
|
if (P_NewLookPlayers(self, fov, minseedist, maxseedist, !(flags & LOF_DONTCHASEGOAL)))
|
|
goto seeyou;
|
|
}
|
|
|
|
// Let the self wander around aimlessly looking for a fight
|
|
if (self->SeeState != NULL)
|
|
{
|
|
if (!(self->flags & MF_INCHASE))
|
|
{
|
|
if (seestate)
|
|
{
|
|
self->SetState (seestate);
|
|
}
|
|
else
|
|
{
|
|
self->SetState (self->SeeState);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CALL_ACTION(A_Wander, self);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->target = targ; //We already have a target?
|
|
|
|
if (targ != NULL)
|
|
{
|
|
if (self->flags & MF_AMBUSH)
|
|
{
|
|
dist = P_AproxDistance (targ->x - self->x,
|
|
targ->y - self->y);
|
|
if (P_CheckSight (self, self->target, 2) &&
|
|
(!minseedist || dist > minseedist) &&
|
|
(!maxseedist || dist < maxseedist))
|
|
{
|
|
goto seeyou;
|
|
}
|
|
}
|
|
else
|
|
goto seeyou;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(flags & LOF_NOSIGHTCHECK))
|
|
{
|
|
if (!P_NewLookPlayers(self, fov, minseedist, maxseedist, !(flags & LOF_DONTCHASEGOAL)))
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
// go into chase state
|
|
seeyou:
|
|
// [RH] Don't start chasing after a goal if it isn't time yet.
|
|
if (self->target == self->goal)
|
|
{
|
|
if (self->reactiontime > level.maptime)
|
|
self->target = NULL;
|
|
}
|
|
else if (self->SeeSound && !(flags & LOF_NOSEESOUND))
|
|
{
|
|
if (flags & LOF_FULLVOLSEESOUND)
|
|
{ // full volume
|
|
S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NONE);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
if (self->target && !(self->flags & MF_INCHASE))
|
|
{
|
|
if (seestate)
|
|
{
|
|
self->SetState (seestate);
|
|
}
|
|
else
|
|
{
|
|
self->SetState (self->SeeState);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [KS] *** End additions by me ***
|