Pass player powerup_flags to ai_fire_laser_at_player

This commit is contained in:
Kp 2016-10-02 00:34:41 +00:00
parent 8cfa1508b6
commit bb65d3ce97

View file

@ -1017,7 +1017,7 @@ static int lead_player(const object_base &objp, const vms_vector &fire_point, co
// Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the
// center of the robot will not fire right at the player. We need to aim the guns at the player. Barring that, we cheat.
// When this routine is complete, the parameter vec_to_player should not be necessary.
static void ai_fire_laser_at_player(const vobjptridx_t obj, const vms_vector &fire_point, int gun_num
static void ai_fire_laser_at_player(const vobjptridx_t obj, const player_flags powerup_flags, const vms_vector &fire_point, int gun_num
#if defined(DXX_BUILD_DESCENT_II)
, const vms_vector &believed_player_pos
#endif
@ -1055,8 +1055,7 @@ static void ai_fire_laser_at_player(const vobjptridx_t obj, const vms_vector &fi
#endif
// If player is cloaked, maybe don't fire based on how long cloaked and randomness.
auto &player_info = get_local_plrobj().ctype.player_info;
if (player_info.powerup_flags & PLAYER_FLAGS_CLOAKED) {
if (powerup_flags & PLAYER_FLAGS_CLOAKED) {
fix64 cloak_time = Ai_cloak_info[static_cast<objptridx_t::index_type>(obj) % MAX_AI_CLOAK_INFO].last_time;
if (GameTime64 - cloak_time > CLOAK_TIME_MAX/4)
@ -2580,7 +2579,8 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
} else {
if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
return;
ai_fire_laser_at_player(obj, gun_point, 0);
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0);
}
}
@ -2605,7 +2605,8 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
&& (vm_vec_dist_quick(Hit_pos, obj->pos) > F1_0*40)) {
if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
return;
ai_fire_laser_at_player(obj, gun_point, 0);
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0);
aip->GOAL_STATE = AIS_RECO;
ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
@ -2667,18 +2668,21 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
// New, multi-weapon-type system, 06/05/95 (life is slipping away...)
if (gun_num != 0) {
if (ready_to_fire_weapon1(ailp, 0)) {
ai_fire_laser_at_player(obj, gun_point, gun_num, fire_pos);
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, fire_pos);
Last_fired_upon_player_pos = fire_pos;
}
if (ready_to_fire_weapon2(robptr, ailp, 0)) {
calc_gun_point(gun_point, obj, 0);
ai_fire_laser_at_player(obj, gun_point, 0, fire_pos);
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0, fire_pos);
Last_fired_upon_player_pos = fire_pos;
}
} else if (ready_to_fire_weapon1(ailp, 0)) {
ai_fire_laser_at_player(obj, gun_point, gun_num, fire_pos);
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, fire_pos);
Last_fired_upon_player_pos = fire_pos;
}
}
@ -2715,7 +2719,8 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
&& (vm_vec_dist_quick(Hit_pos, obj->pos) > F1_0*40)) {
if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
return;
ai_fire_laser_at_player(obj, gun_point, gun_num, Believed_player_pos);
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, Believed_player_pos);
aip->GOAL_STATE = AIS_RECO;
ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
@ -2756,12 +2761,16 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
return;
// New, multi-weapon-type system, 06/05/95 (life is slipping away...)
if (ready_to_fire_weapon1(ailp, 0))
ai_fire_laser_at_player(obj, gun_point, gun_num, Last_fired_upon_player_pos);
{
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, Last_fired_upon_player_pos);
}
if (gun_num != 0) {
if (ready_to_fire_weapon2(robptr, ailp, 0)) {
calc_gun_point(gun_point, obj, 0);
ai_fire_laser_at_player(obj, gun_point, 0, Last_fired_upon_player_pos);
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0, Last_fired_upon_player_pos);
}
}
}