- Added some pieces of MBF's friendly AI.
- Cleaned up A_LookEx code and merged most of it with the base functions. The major difference was a common piece of code that was repeated 5 times throughout the code so I moved it into a subfunction. - Changed P_BlockmapSearch to pass a user parameter to its callback so that A_LookEx does not need to store its info inside the actor itself. SVN r1846 (trunk)
This commit is contained in:
parent
c7a6b796f9
commit
dc292caaa3
15 changed files with 755 additions and 1347 deletions
500
src/p_enemy.cpp
500
src/p_enemy.cpp
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@ -62,6 +62,7 @@ static FRandom pr_look2 ("LookyLooky");
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static FRandom pr_look3 ("IGotHooky");
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static FRandom pr_slook ("SlooK");
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static FRandom pr_dropoff ("Dropoff");
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static FRandom pr_defect ("Defect");
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static FRandom pr_skiptarget("SkipTarget");
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@ -219,20 +220,20 @@ void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash)
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bool AActor::CheckMeleeRange ()
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{
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AActor *pl;
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AActor *pl = target;
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fixed_t dist;
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if (!target)
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if (!pl)
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return false;
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pl = target;
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dist = P_AproxDistance (pl->x - x, pl->y - y);
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if (dist >= meleerange + pl->radius)
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return false;
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// [RH] If moving toward goal, then we've reached it.
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if (target == goal)
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if (pl == goal)
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return true;
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// [RH] Don't melee things too far above or below actor.
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@ -243,6 +244,10 @@ bool AActor::CheckMeleeRange ()
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if (pl->z + pl->height < z)
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return false;
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}
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// killough 7/18/98: friendly monsters don't attack other friends
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if (IsFriend(pl))
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return false;
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if (!P_CheckSight (this, pl, 0))
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return false;
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@ -279,6 +284,12 @@ bool P_CheckMeleeRange2 (AActor *actor)
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{ // Attacker is higher
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return false;
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}
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else if (actor->IsFriend(mo))
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{
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// killough 7/18/98: friendly monsters don't attack other friends
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return false;
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}
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if (!P_CheckSight(actor, mo))
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{
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return false;
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@ -303,12 +314,34 @@ bool P_CheckMissileRange (AActor *actor)
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{
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// the target just hit the enemy, so fight back!
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actor->flags &= ~MF_JUSTHIT;
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return true;
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// killough 7/18/98: no friendly fire at corpses
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// killough 11/98: prevent too much infighting among friends
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// Cleaned up and made readable
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if (!(actor->flags & MF_FRIENDLY)) return true;
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if (actor->target->health <= 0) return false;
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if (!actor->IsFriend(actor->target)) return true;
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if (actor->target->player != NULL)
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{
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return (pr_defect() >128);
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}
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else
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{
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return !(actor->target->flags & MF_JUSTHIT) && pr_defect() >128;
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}
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}
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if (actor->reactiontime)
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return false; // do not attack yet
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// killough 7/18/98: friendly monsters don't attack other friendly
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// monsters or players (except when attacked, and then only once)
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if (actor->IsFriend(actor->target))
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return false;
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if (actor->flags & MF_FRIENDLY && P_HitFriend(actor))
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return false;
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// OPTIMIZE: get this from a global checksight
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// [RH] What?
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dist = P_AproxDistance (actor->x-actor->target->x,
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@ -357,7 +390,7 @@ bool P_HitFriend(AActor * self)
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if (self->flags&MF_FRIENDLY && self->target != NULL)
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{
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angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
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fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y);
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fixed_t dist = P_AproxDistance (self->x - self->target->x, self->y - self->target->y);
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P_AimLineAttack (self, angle, dist, &linetarget, 0, true);
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if (linetarget != NULL && linetarget != self->target)
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{
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@ -739,6 +772,10 @@ void P_NewChaseDir(AActor * actor)
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fixed_t deltax;
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fixed_t deltay;
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#ifdef MBF_STUFF
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actor->strafecount = 0;
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#endif
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if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL)
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{
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deltax = actor->goal->x - actor->x;
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@ -831,7 +868,59 @@ void P_NewChaseDir(AActor * actor)
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return;
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}
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}
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#if 0
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// Move away from friends when too close, except
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// in certain situations (e.g. a crowded lift)
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// MBF code for friends. Cannot be done in ZDoom but left here as a reminder for later implementation.
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if (actor->flags & target->flags & MF_FRIEND &&
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distfriend << FRACBITS > dist &&
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!P_IsOnLift(target) && !P_IsUnderDamage(actor))
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deltax = -deltax, deltay = -deltay;
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else
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#endif
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#ifdef MBF_STUFF
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// MBF's monster_backing option. Made an actor flag instead. Also cleaned the code up to make it readable.
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// Todo: implement the movement logic
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if (target->health > 0 && !actor->IsFriend(target))
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{ // Live enemy target
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if (actor->flags3 & MF3_AVOIDMELEE)
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{
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bool ismeleeattacker = false;
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if (target->player == NULL)
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{
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ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2);
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}
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else if (target->player->ReadyWeapon != NULL)
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{
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// melee range of player weapon is a parameter of the action function and cannot be checked here.
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// Add a new weapon property?
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ismeleeattacker = (target->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE && dist < MELEERANGE*3);
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}
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if (ismeleeattacker)
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{
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actor->strafecount = pr_enemystrafe() & 15;
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deltax = -deltax, deltay = -deltay;
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}
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}
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}
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#endif
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P_DoNewChaseDir(actor, deltax, deltay);
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#ifdef MBF_STUFF
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// If strafing, set movecount to strafecount so that old Doom
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// logic still works the same, except in the strafing part
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if (actor->strafecount)
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actor->movecount = actor->strafecount;
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#endif
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}
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@ -996,6 +1085,58 @@ void P_RandomChaseDir (AActor *actor)
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actor->movedir = DI_NODIR; // cannot move
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}
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//---------------------------------------------------------------------------
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//
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// P_IsVisible
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//
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// killough 9/9/98: whether a target is visible to a monster
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// Extended to handle all A_LookEx related checking, too.
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//
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//---------------------------------------------------------------------------
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bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams *params)
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{
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fixed_t maxdist;
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fixed_t mindist;
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angle_t fov;
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if (params != NULL)
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{
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maxdist = params->maxdist;
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mindist = params->mindist;
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fov = params->fov;
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}
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else
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{
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mindist = maxdist = 0;
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fov = allaround? 0 : ANGLE_180;
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}
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fixed_t dist = P_AproxDistance (other->x - lookee->x, other->y - lookee->y);
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if (maxdist && dist > maxdist)
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return false; // [KS] too far
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if (mindist && dist < mindist)
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return false; // [KS] too close
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if (fov && fov < ANGLE_MAX)
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{
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angle_t an = R_PointToAngle2 (lookee->x, lookee->y, other->x, other->y) - lookee->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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return false; // outside of fov
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}
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}
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// P_CheckSight is by far the most expensive operation in here so let's do it last.
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return P_CheckSight(lookee, other, 2);
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_LookForMonsters
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@ -1061,8 +1202,9 @@ bool P_LookForMonsters (AActor *actor)
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//
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//============================================================================
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AActor *LookForTIDinBlock (AActor *lookee, int index)
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AActor *LookForTIDInBlock (AActor *lookee, int index, void *extparams)
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{
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FLookExParams *params = (FLookExParams *)extparams;
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FBlockNode *block;
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AActor *link;
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AActor *other;
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@ -1104,25 +1246,8 @@ AActor *LookForTIDinBlock (AActor *lookee, int index)
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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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if (!P_IsVisible(lookee, other, true, params))
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continue; // out of sight
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/*
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if (!allaround)
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{
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angle_t an = R_PointToAngle2 (actor->x, actor->y,
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other->x, 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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fixed_t dist = P_AproxDistance (other->x - actor->x,
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other->y - actor->y);
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// if real close, react anyway
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if (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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@ -1138,12 +1263,13 @@ AActor *LookForTIDinBlock (AActor *lookee, int index)
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//
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//============================================================================
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bool P_LookForTID (AActor *actor, INTBOOL allaround)
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bool P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
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{
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AActor *other;
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bool reachedend = false;
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bool chasegoal = params? (!(params->flags & LOF_DONTCHASEGOAL)) : true;
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other = P_BlockmapSearch (actor, 0, LookForTIDinBlock);
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other = P_BlockmapSearch (actor, 0, LookForTIDInBlock, params);
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if (other != NULL)
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{
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@ -1198,24 +1324,8 @@ bool P_LookForTID (AActor *actor, INTBOOL allaround)
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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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if (!P_IsVisible (actor, other, !!allaround, params))
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continue; // out of sight
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if (!allaround)
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{
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angle_t an = R_PointToAngle2 (actor->x, actor->y,
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other->x, 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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fixed_t dist = P_AproxDistance (other->x - actor->x,
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other->y - actor->y);
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// if real close, react anyway
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if (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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// [RH] Need to be sure the reactiontime is 0 if the monster is
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@ -1231,7 +1341,7 @@ bool P_LookForTID (AActor *actor, INTBOOL allaround)
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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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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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@ -1256,18 +1366,19 @@ bool P_LookForTID (AActor *actor, INTBOOL allaround)
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//============================================================================
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//
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// LookForTIDinBlock
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// LookForEnemiesinBlock
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//
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// Finds a non-friendly monster in a mapblock. It can also use targets of
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// friendlies in this mapblock to find non-friendlies in other mapblocks.
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//
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//============================================================================
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AActor *LookForEnemiesInBlock (AActor *lookee, int index)
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AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
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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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FLookExParams *params = (FLookExParams *)extparam;
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for (block = blocklinks[index]; block != NULL; block = block->NextActor)
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{
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@ -1330,25 +1441,11 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index)
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}
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}
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if (other == NULL || !P_CheckSight (lookee, other, 2))
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// [KS] Hey, shouldn't there be a check for MF3_NOSIGHTCHECK here?
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if (other == NULL || !P_IsVisible (lookee, other, true, params))
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continue; // out of sight
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/*
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if (!allaround)
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{
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angle_t an = R_PointToAngle2 (actor->x, actor->y,
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other->x, 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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fixed_t dist = P_AproxDistance (other->x - actor->x,
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other->y - actor->y);
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// if real close, react anyway
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if (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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@ -1363,11 +1460,11 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index)
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//
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//============================================================================
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bool P_LookForEnemies (AActor *actor, INTBOOL allaround)
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bool P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
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{
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AActor *other;
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other = P_BlockmapSearch (actor, 10, LookForEnemiesInBlock);
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other = P_BlockmapSearch (actor, 10, LookForEnemiesInBlock, params);
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if (other != NULL)
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{
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@ -1415,18 +1512,17 @@ bool P_LookForEnemies (AActor *actor, INTBOOL allaround)
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================
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*/
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bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
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bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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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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bool chasegoal = params? (!(params->flags & LOF_DONTCHASEGOAL)) : true;
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if (actor->TIDtoHate != 0)
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{
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if (P_LookForTID (actor, allaround))
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if (P_LookForTID (actor, allaround, params))
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{
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return true;
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}
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@ -1437,10 +1533,43 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
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}
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else if (actor->flags & MF_FRIENDLY)
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{
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if (!deathmatch) // [SP] If you don't see any enemies in deathmatch, look for players.
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return P_LookForEnemies (actor, allaround);
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else if ( P_LookForEnemies (actor, allaround) )
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return true;
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bool result = P_LookForEnemies (actor, allaround, params);
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#ifdef MBF_FRIENDS
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if (!result && (actor->flags & MF_FRIEND_MBF))
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{ // killough 9/9/98: friendly monsters go about players differently
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// Go back to a player, no matter whether it's visible or not
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for (int anyone=0; anyone<=1; anyone++)
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{
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for (int c=0; c<MAXPLAYERS; c++)
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{
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if (playeringame[c] && players[c].playerstate==PST_LIVE &&
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actor->IsFriend(players[c].mo) &&
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(anyone || P_IsVisible(actor, players[c].mo, allaround)))
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{
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actor->target = players[c].mo;
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// killough 12/98:
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// get out of refiring loop, to avoid hitting player accidentally
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if (actor->MissileState != NULL)
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{
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actor->SetStateNF(actor->SeeState);
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actor->flags &= ~MF_JUSTHIT;
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}
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return true;
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}
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}
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}
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}
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#endif
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// [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.)
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if (actor->FriendPlayer == 0) return false;
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if (result || !deathmatch) return true;
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} // [SP] if false, and in deathmatch, intentional fall-through
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if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
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@ -1478,7 +1607,8 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
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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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// [KS] ...unless we're ignoring goals and we don't already have one
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if (actor->goal != NULL && chasegoal)
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||||
{
|
||||
actor->target = actor->goal;
|
||||
return true;
|
||||
|
|
@ -1512,7 +1642,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
|
|||
if (player->health <= 0)
|
||||
continue; // dead
|
||||
|
||||
if (!P_CheckSight (actor, player->mo, 2))
|
||||
if (!P_IsVisible (actor, player->mo, allaround, params))
|
||||
continue; // out of sight
|
||||
|
||||
// [SP] Deathmatch fixes - if we have MF_FRIENDLY we're definitely in deathmatch
|
||||
|
|
@ -1525,23 +1655,6 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
|
|||
continue; // This is my master.
|
||||
}
|
||||
|
||||
if (!allaround)
|
||||
{
|
||||
an = R_PointToAngle2 (actor->x,
|
||||
actor->y,
|
||||
player->mo->x,
|
||||
player->mo->y)
|
||||
- actor->angle;
|
||||
|
||||
if (an > ANG90 && an < ANG270)
|
||||
{
|
||||
dist = P_AproxDistance (player->mo->x - actor->x,
|
||||
player->mo->y - actor->y);
|
||||
// if real close, react anyway
|
||||
if (dist > MELEERANGE)
|
||||
continue; // behind back
|
||||
}
|
||||
}
|
||||
if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) ||
|
||||
player->mo->flags3 & MF3_GHOST)
|
||||
{
|
||||
|
|
@ -1630,7 +1743,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
|
|||
{
|
||||
// If we find a valid target here, the wandering logic should *not*
|
||||
// be activated! It would cause the seestate to be set twice.
|
||||
if (P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND))
|
||||
if (P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND, NULL))
|
||||
goto seeyou;
|
||||
|
||||
// Let the self wander around aimlessly looking for a fight
|
||||
|
|
@ -1657,7 +1770,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
|
|||
}
|
||||
}
|
||||
|
||||
if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND))
|
||||
if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND, NULL))
|
||||
return;
|
||||
|
||||
// go into chase state
|
||||
|
|
@ -1687,6 +1800,193 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
|
|||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
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(seestate, 5);
|
||||
|
||||
AActor *targ = NULL; // Shuts up gcc
|
||||
fixed_t dist;
|
||||
FLookExParams params = {fov, minseedist, maxseedist, maxheardist, flags, seestate };
|
||||
|
||||
if (self->flags5 & MF5_INCONVERSATION)
|
||||
return;
|
||||
|
||||
// [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_LookForPlayers(self, true, ¶ms))
|
||||
goto seeyou;
|
||||
}
|
||||
|
||||
// Let the self wander around aimlessly looking for a fight
|
||||
if (!(self->flags & MF_INCHASE))
|
||||
{
|
||||
if (seestate)
|
||||
{
|
||||
self->SetState (seestate);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self->SeeState != NULL)
|
||||
{
|
||||
self->SetState (self->SeeState);
|
||||
}
|
||||
else
|
||||
{
|
||||
CALL_ACTION(A_Wander, self);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
self->target = targ; //We already have a target?
|
||||
|
||||
// [KS] The target can become ourselves in rare circumstances (like
|
||||
// if we committed suicide), so if that's the case, just ignore it.
|
||||
if (self->target == self) self->target = NULL;
|
||||
|
||||
if (self->target != NULL)
|
||||
{
|
||||
if (self->flags & MF_AMBUSH)
|
||||
{
|
||||
dist = P_AproxDistance (self->target->x - self->x,
|
||||
self->target->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_LookForPlayers(self, true, ¶ms))
|
||||
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 ***
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_Wander
|
||||
|
|
@ -1770,7 +2070,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look2)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND))
|
||||
if (!P_LookForPlayers (self, self->flags4 & MF4_LOOKALLAROUND, NULL))
|
||||
goto nosee;
|
||||
self->SetState (self->SeeState);
|
||||
self->flags4 |= MF4_INCOMBAT;
|
||||
|
|
@ -1916,7 +2216,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
// hurt our old one temporarily.
|
||||
actor->threshold = 0;
|
||||
}
|
||||
if (P_LookForPlayers (actor, true) && actor->target != actor->goal)
|
||||
if (P_LookForPlayers (actor, true, NULL) && actor->target != actor->goal)
|
||||
{ // got a new target
|
||||
actor->flags &= ~MF_INCHASE;
|
||||
return;
|
||||
|
|
@ -2088,7 +2388,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
lookForBetter = true;
|
||||
}
|
||||
AActor * oldtarget = actor->target;
|
||||
gotNew = P_LookForPlayers (actor, true);
|
||||
gotNew = P_LookForPlayers (actor, true, NULL);
|
||||
if (lookForBetter)
|
||||
{
|
||||
actor->flags3 |= MF3_NOSIGHTCHECK;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue