- 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:
Christoph Oelckers 2009-09-16 15:54:04 +00:00
commit dc292caaa3
15 changed files with 755 additions and 1347 deletions

View file

@ -40,7 +40,7 @@
#include "r_state.h"
#include "templates.h"
static AActor *RoughBlockCheck (AActor *mo, int index);
static AActor *RoughBlockCheck (AActor *mo, int index, void *);
//==========================================================================
@ -1278,7 +1278,7 @@ AActor *P_RoughMonsterSearch (AActor *mo, int distance)
return P_BlockmapSearch (mo, distance, RoughBlockCheck);
}
AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int))
AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params)
{
int blockX;
int blockY;
@ -1297,7 +1297,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in
if (startX >= 0 && startX < bmapwidth && startY >= 0 && startY < bmapheight)
{
if ( (target = check (mo, startY*bmapwidth+startX)) )
if ( (target = check (mo, startY*bmapwidth+startX, params)) )
{ // found a target right away
return target;
}
@ -1334,7 +1334,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in
// Trace the first block section (along the top)
for (; blockIndex <= firstStop; blockIndex++)
{
if ( (target = check (mo, blockIndex)) )
if ( (target = check (mo, blockIndex, params)) )
{
return target;
}
@ -1342,7 +1342,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in
// Trace the second block section (right edge)
for (blockIndex--; blockIndex <= secondStop; blockIndex += bmapwidth)
{
if ( (target = check (mo, blockIndex)) )
if ( (target = check (mo, blockIndex, params)) )
{
return target;
}
@ -1350,7 +1350,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in
// Trace the third block section (bottom edge)
for (blockIndex -= bmapwidth; blockIndex >= thirdStop; blockIndex--)
{
if ( (target = check (mo, blockIndex)) )
if ( (target = check (mo, blockIndex, params)) )
{
return target;
}
@ -1358,7 +1358,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in
// Trace the final block section (left edge)
for (blockIndex++; blockIndex > finalStop; blockIndex -= bmapwidth)
{
if ( (target = check (mo, blockIndex)) )
if ( (target = check (mo, blockIndex, params)) )
{
return target;
}
@ -1373,7 +1373,7 @@ AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, in
//
//===========================================================================
static AActor *RoughBlockCheck (AActor *mo, int index)
static AActor *RoughBlockCheck (AActor *mo, int index, void *)
{
FBlockNode *link;