Begin adding PathNodes.

This commit is contained in:
Major Cooke 2024-02-12 18:57:16 -06:00 committed by Rachael Alexanderson
commit b2cb4b0a6d
14 changed files with 286 additions and 10 deletions

View file

@ -2199,6 +2199,26 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearLastHeard)
return 0;
}
//==========================================================================
//
// ClearPath
//
//==========================================================================
void AActor::ClearPath()
{
Path.Clear();
if (goal && goal->IsKindOf(NAME_PathNode))
goal = nullptr;
}
DEFINE_ACTION_FUNCTION(AActor, ClearPath)
{
PARAM_SELF_PROLOGUE(AActor);
self->ClearPath();
return 0;
}
//==========================================================================
//
// A_Wander
@ -2411,7 +2431,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
// [RH] Friendly monsters will consider chasing whoever hurts a player if they
// don't already have a target.
if (actor->flags & MF_FRIENDLY && actor->target == NULL)
if (actor->flags & MF_FRIENDLY && actor->target == nullptr)
{
player_t *player;
@ -2443,7 +2463,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
}
if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
{ // look for a new target
if (actor->target != NULL && (actor->target->flags2 & MF2_NONSHOOTABLE))
if (actor->target != nullptr && (actor->target->flags2 & MF2_NONSHOOTABLE))
{
// Target is only temporarily unshootable, so remember it.
actor->lastenemy = actor->target;
@ -2451,17 +2471,17 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
// hurt our old one temporarily.
actor->threshold = 0;
}
if (P_LookForPlayers (actor, !(flags & CHF_DONTLOOKALLAROUND), NULL) && actor->target != actor->goal)
if (P_LookForPlayers (actor, !(flags & CHF_DONTLOOKALLAROUND), nullptr) && actor->target != actor->goal)
{ // got a new target
actor->flags7 &= ~MF7_INCHASE;
return;
}
if (actor->target == NULL)
if (actor->target == nullptr)
{
if (flags & CHF_DONTIDLE || actor->flags & MF_FRIENDLY)
{
//A_Look(actor);
if (actor->target == NULL)
if (actor->target == nullptr)
{
if (!dontmove) A_Wander(actor);
actor->flags7 &= ~MF7_INCHASE;
@ -2470,6 +2490,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
}
else
{
actor->ClearPath();
actor->SetIdle();
actor->flags7 &= ~MF7_INCHASE;
return;
@ -2493,9 +2514,31 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
actor->flags7 &= ~MF7_INCHASE;
return;
}
if (actor->target && actor->flags9 & MF9_PATHING)
{
if (actor->goal && actor->goal->IsKindOf(NAME_PathNode))
{
AActor* temp = actor->target;
actor->target = actor->goal;
bool result = P_CheckMeleeRange(actor);
actor->target = temp;
if (result) // TO DO
{
}
}
if (!actor->goal)
{
if (actor->Path.Size() < 1 && actor->Level->AStar(actor, actor->target))
actor->goal = actor->Path[0];
}
}
// [RH] Don't attack if just moving toward goal
if (actor->target == actor->goal || (actor->flags5&MF5_CHASEGOAL && actor->goal != NULL))
else if (actor->target == actor->goal || (actor->flags5&MF5_CHASEGOAL && actor->goal != nullptr))
{
AActor * savedtarget = actor->target;
actor->target = actor->goal;
@ -2513,7 +2556,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
// as the goal.
while ( (spec = specit.Next()) )
{
P_ExecuteSpecial(actor->Level, spec->special, NULL, actor, false, spec->args[0],
P_ExecuteSpecial(actor->Level, spec->special, nullptr, actor, false, spec->args[0],
spec->args[1], spec->args[2], spec->args[3], spec->args[4]);
}
@ -2536,6 +2579,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
if (newgoal != NULL && delay != 0)
{
actor->flags4 |= MF4_INCOMBAT;
actor->ClearPath(); // [MC] Just to be safe.
actor->SetIdle();
}
actor->flags7 &= ~MF7_INCHASE;