- Splitting the pull request in half.

- Added THRUREFLECT, MIRRORREFLECT, and AIMREFLECT. All require REFLECTIVE to work.
- THRUREFLECT prevents missiles from changing course if reflected, and takes precedence over all reflective flags.
- MIRRORREFLECT causes missiles to perform a direct 180 turn-around.
- AIMREFLECT turns the missile back to the original shooter, and does not slow the missile down.
This commit is contained in:
MajorCooke 2014-12-09 12:09:36 -06:00
commit e5340ad637
4 changed files with 78 additions and 20 deletions

View file

@ -1660,6 +1660,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
int steps, step, totalsteps;
fixed_t startx, starty;
fixed_t oldfloorz = mo->floorz;
fixed_t oldz = mo->z;
fixed_t maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) ||
(mo->player && mo->player->crouchoffset<-10*FRACUNIT) ? MAXMOVE : MAXMOVE/4;
@ -1949,20 +1950,53 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
}
if (BlockingMobj && (BlockingMobj->flags2 & MF2_REFLECTIVE))
{
angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
// Change angle for deflection/reflection
if (mo->AdjustReflectionAngle (BlockingMobj, angle))
bool seeker = (mo->flags2 & MF2_SEEKERMISSILE) ? true : false;
// Don't change the angle if there's THRUREFLECT on the monster.
if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
{
goto explode;
}
int dir;
angle_t delta;
if (BlockingMobj->flags7 & MF7_MIRRORREFLECT)
angle = mo->angle + ANG180;
else
angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
// Reflect the missile along angle
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->velx = FixedMul (mo->Speed>>1, finecosine[angle]);
mo->vely = FixedMul (mo->Speed>>1, finesine[angle]);
mo->velz = -mo->velz/2;
// Change angle for deflection/reflection
// AIMREFLECT calls precedence so make sure not to bother with adjusting here if declared.
if (!(BlockingMobj->flags7 & MF7_AIMREFLECT) && (mo->AdjustReflectionAngle(BlockingMobj, angle)))
{
goto explode;
}
// Reflect the missile along angle
if (BlockingMobj->flags7 & MF7_AIMREFLECT)
{
dir = P_FaceMobj(mo, mo->target, &delta);
if (dir)
{ // Turn clockwise
mo->angle += delta;
}
else
{ // Turn counter clockwise
mo->angle -= delta;
}
angle = mo->angle >> ANGLETOFINESHIFT;
mo->velx = FixedMul(mo->Speed, finecosine[angle]);
mo->vely = FixedMul(mo->Speed, finesine[angle]);
mo->velz = -mo->velz;
}
else
{
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
mo->velz = -mo->velz / 2;
}
}
if (mo->flags2 & MF2_SEEKERMISSILE)
{
mo->tracer = mo->target;
@ -2893,6 +2927,7 @@ int AActor::SpecialMissileHit (AActor *victim)
bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
{
if (flags2 & MF2_DONTREFLECT) return true;
if (thing->flags7 & MF7_THRUREFLECT) return false;
// Change angle for reflection
if (thing->flags4&MF4_SHIELDREFLECT)