- exported LevelLocals's compatibility flags to scripting and fixed all places where access to combined compatibility flags is needed.

This commit is contained in:
Christoph Oelckers 2019-02-09 09:17:57 +01:00
parent 8a28134254
commit 3d3f260137
9 changed files with 54 additions and 38 deletions

View file

@ -2887,6 +2887,8 @@ DEFINE_FIELD(FLevelLocals, skyfog)
DEFINE_FIELD(FLevelLocals, pixelstretch)
DEFINE_FIELD(FLevelLocals, deathsequence)
DEFINE_FIELD_BIT(FLevelLocals, frozenstate, frozen, 1) // still needed for backwards compatibility.
DEFINE_FIELD_NAMED(FLevelLocals, i_compatflags, compatflags)
DEFINE_FIELD_NAMED(FLevelLocals, i_compatflags2, compatflags2)
DEFINE_FIELD_BIT(FLevelLocals, flags, noinventorybar, LEVEL_NOINVENTORYBAR)
DEFINE_FIELD_BIT(FLevelLocals, flags, monsterstelefrag, LEVEL_MONSTERSTELEFRAG)

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@ -1669,34 +1669,6 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, isFrozen, isFrozen)
}
//=====================================================================================
//
// compat flags. These two are the only ones that get checked in script code
// so anything more complex isn't really needed.
//
//=====================================================================================
static int compat_limitpain_(AActor *self)
{
return self->Level->i_compatflags & COMPATF_LIMITPAIN;
}
static int compat_mushroom_(AActor *self)
{
return self->Level->i_compatflags & COMPATF_MUSHROOM;
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, compat_limitpain, compat_limitpain_)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(compat_limitpain_(self));
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, compat_mushroom, compat_mushroom_)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(compat_mushroom_(self));
}
//===========================================================================
//
// PlayerPawn functions

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@ -630,7 +630,7 @@ extend class Actor
Actor mo;
double spawnz = 0;
if (!compat_notossdrops)
if (!(Level.compatflags & COMPATF_NOTOSSDROPS))
{
int style = sv_dropstyle;
if (style == 0)
@ -651,7 +651,7 @@ extend class Actor
{
mo.bDropped = true;
mo.bNoGravity = false; // [RH] Make sure it is affected by gravity
if (!compat_notossdrops)
if (!(Level.compatflags & COMPATF_NOTOSSDROPS))
{
mo.TossItem ();
}

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@ -691,6 +691,8 @@ struct LevelLocals native
native readonly int skyfog;
native readonly float pixelstretch;
native name deathsequence;
native readonly int compatflags;
native readonly int compatflags2;
// level_info_t *info cannot be done yet.
native String GetUDMFString(int type, int index, Name key);

View file

@ -1295,3 +1295,47 @@ enum EChangeLevelFlags
CHANGELEVEL_PRERAISEWEAPON = 64,
};
// [RH] Compatibility flags.
enum ECompatFlags
{
COMPATF_SHORTTEX = 1 << 0, // Use Doom's shortest texture around behavior?
COMPATF_STAIRINDEX = 1 << 1, // Don't fix loop index for stair building?
COMPATF_LIMITPAIN = 1 << 2, // Pain elemental is limited to 20 lost souls?
COMPATF_SILENTPICKUP = 1 << 3, // Pickups are only heard locally?
COMPATF_NO_PASSMOBJ = 1 << 4, // Pretend every actor is infinitely tall?
COMPATF_MAGICSILENCE = 1 << 5, // Limit actors to one sound at a time?
COMPATF_WALLRUN = 1 << 6, // Enable buggier wall clipping so players can wallrun?
COMPATF_NOTOSSDROPS = 1 << 7, // Spawn dropped items directly on the floor?
COMPATF_USEBLOCKING = 1 << 8, // Any special line can block a use line
COMPATF_NODOORLIGHT = 1 << 9, // Don't do the BOOM local door light effect
COMPATF_RAVENSCROLL = 1 << 10, // Raven's scrollers use their original carrying speed
COMPATF_SOUNDTARGET = 1 << 11, // Use sector based sound target code.
COMPATF_DEHHEALTH = 1 << 12, // Limit deh.MaxHealth to the health bonus (as in Doom2.exe)
COMPATF_TRACE = 1 << 13, // Trace ignores lines with the same sector on both sides
COMPATF_DROPOFF = 1 << 14, // Monsters cannot move when hanging over a dropoff
COMPATF_BOOMSCROLL = 1 << 15, // Scrolling sectors are additive like in Boom
COMPATF_INVISIBILITY = 1 << 16, // Monsters can see semi-invisible players
COMPATF_SILENT_INSTANT_FLOORS = 1<<17, // Instantly moving floors are not silent
COMPATF_SECTORSOUNDS = 1 << 18, // Sector sounds use original method for sound origin.
COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles
COMPATF_CROSSDROPOFF = 1 << 20, // monsters can't be pushed over dropoffs
COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials
COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped
COMPATF_MUSHROOM = 1 << 23, // Force original velocity calculations for A_Mushroom in Dehacked mods.
COMPATF_MBFMONSTERMOVE = 1 << 24, // Monsters are affected by friction and pushers/pullers.
COMPATF_CORPSEGIBS = 1 << 25, // Crushed monsters are turned into gibs, rather than replaced by gibs.
COMPATF_NOBLOCKFRIENDS = 1 << 26, // Friendly monsters aren't blocked by monster-blocking lines.
COMPATF_SPRITESORT = 1 << 27, // Invert sprite sorting order for sprites of equal distance
COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code.
COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom
COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way
COMPATF_MASKEDMIDTEX = 1 << 31, // Ignore compositing when drawing masked midtextures
COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less
COMPATF2_POINTONLINE = 1 << 3, // Use original but buggy P_PointOnLineSide() and P_PointOnDivlineSideCompat()
COMPATF2_MULTIEXIT = 1 << 4, // Level exit can be triggered multiple times (required by Daedalus's travel tubes, thanks to a faulty script)
COMPATF2_TELEPORT = 1 << 5, // Don't let indirect teleports trigger sector actions
COMPATF2_PUSHWINDOW = 1 << 6, // Disable the window check in CheckForPushSpecial()
};

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@ -105,8 +105,6 @@ extend class Actor
{
const FATSPREAD = 90./8;
private native bool compat_mushroom();
void A_FatRaise()
{
A_FaceTarget();
@ -196,7 +194,7 @@ extend class Actor
aimtarget.Height = Height;
bool shootmode = ((flags & MSF_Classic) || // Flag explicitly set, or no flags and compat options
(flags == 0 && CurState.bDehacked && compat_mushroom()));
(flags == 0 && CurState.bDehacked && (Level.compatflags & COMPATF_MUSHROOM)));
for (i = -numspawns; i <= numspawns; i += 8)
{

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@ -62,8 +62,6 @@ class PainElemental : Actor
extend class Actor
{
private native bool compat_limitpain();
//
// A_PainShootSkull
// Spawn a lost soul and launch it at the target
@ -88,7 +86,7 @@ extend class Actor
}
// [RH] make this optional
if (limit < 0 && compat_limitpain())
if (limit < 0 && (Level.compatflags & COMPATF_LIMITPAIN))
limit = 21;
if (limit > 0)

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@ -347,7 +347,7 @@ class Minotaur : Actor
}
else
{
if (Floorclip > 0 && compat_minotaur)
if (Floorclip > 0 && (Level.compatflags & COMPAT_MINOTAUR))
{
// only play the sound.
A_PlaySound ("minotaur/fx2hit", CHAN_WEAPON);

View file

@ -1930,7 +1930,7 @@ class PlayerPawn : Actor
override int GetMaxHealth(bool withupgrades) const
{
int ret = MaxHealth > 0? MaxHealth : (compat_dehhealth? 100 : deh.MaxHealth);
int ret = MaxHealth > 0? MaxHealth : ((Level.compatflags & COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
if (withupgrades) ret += stamina + BonusHealth;
return ret;
}