This commit is contained in:
Christoph Oelckers 2014-04-18 12:13:29 +02:00
commit 97c7f2c5ce
13 changed files with 72 additions and 46 deletions

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@ -1008,6 +1008,7 @@ public:
bool SetState (FState *newstate, bool nofunction=false);
virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
bool isFast();
bool isSlow();
void SetIdle();
void ClearCounters();

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@ -554,6 +554,7 @@ enum ESkillProperty
SKILLP_NoPain,
SKILLP_ArmorFactor,
SKILLP_EasyKey,
SKILLP_SlowMonsters,
};
int G_SkillProperty(ESkillProperty prop);
const char * G_SkillName();
@ -568,6 +569,7 @@ struct FSkillInfo
fixed_t AmmoFactor, DoubleAmmoFactor, DropAmmoFactor;
fixed_t DamageFactor;
bool FastMonsters;
bool SlowMonsters;
bool DisableCheats;
bool AutoUseHealth;

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@ -64,6 +64,7 @@ void FMapInfoParser::ParseSkill ()
skill.DropAmmoFactor = -1;
skill.DamageFactor = FRACUNIT;
skill.FastMonsters = false;
skill.SlowMonsters = false;
skill.DisableCheats = false;
skill.EasyBossBrain = false;
skill.EasyKey = false;
@ -118,6 +119,10 @@ void FMapInfoParser::ParseSkill ()
{
skill.FastMonsters = true;
}
else if (sc.Compare ("slowmonsters"))
{
skill.SlowMonsters = true;
}
else if (sc.Compare ("disablecheats"))
{
skill.DisableCheats = true;
@ -336,6 +341,9 @@ int G_SkillProperty(ESkillProperty prop)
case SKILLP_FastMonsters:
return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
case SKILLP_SlowMonsters:
return AllSkills[gameskill].SlowMonsters;
case SKILLP_Respawn:
if (dmflags & DF_MONSTERS_RESPAWN && AllSkills[gameskill].RespawnCounter==0)
return TICRATE * gameinfo.defaultrespawntime;
@ -433,6 +441,7 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
DropAmmoFactor = other.DropAmmoFactor;
DamageFactor = other.DamageFactor;
FastMonsters = other.FastMonsters;
SlowMonsters = other.SlowMonsters;
DisableCheats = other.DisableCheats;
AutoUseHealth = other.AutoUseHealth;
EasyBossBrain = other.EasyBossBrain;

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@ -77,6 +77,7 @@ struct FState
BYTE Fast:1;
BYTE NoDelay:1; // Spawn states executes its action normally
BYTE CanRaise:1; // Allows a monster to be resurrected without waiting for an infinate frame
BYTE Slow:1; // Inverse of fast
int ParameterIndex;
inline int GetFrame() const

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@ -1542,7 +1542,6 @@ bool P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
{
int c;
int stop;
int pnum;
player_t* player;
bool chasegoal = params? (!(params->flags & LOF_DONTCHASEGOAL)) : true;
@ -1615,20 +1614,22 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
{
pnum = actor->LastLookPlayerNumber;
}
stop = (pnum - 1) & (MAXPLAYERS-1);
for (;;)
{
pnum = (pnum + 1) & (MAXPLAYERS-1);
if (!playeringame[pnum])
continue;
if (actor->TIDtoHate == 0)
// [ED850] Each and every player should only ever be checked once.
if (c++ < MAXPLAYERS)
{
actor->LastLookPlayerNumber = pnum;
}
pnum = (pnum + 1) & (MAXPLAYERS - 1);
if (!playeringame[pnum])
continue;
if (++c == MAXPLAYERS-1 || pnum == stop)
if (actor->TIDtoHate == 0)
{
actor->LastLookPlayerNumber = pnum;
}
}
else
{
// done looking
if (actor->target == NULL)
@ -1692,11 +1693,11 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
&& P_AproxDistance (player->mo->velx, player->mo->vely)
< 5*FRACUNIT)
{ // Player is sneaking - can't detect
return false;
continue;
}
if (pr_lookforplayers() < 225)
{ // Player isn't sneaking, but still didn't detect
return false;
continue;
}
}
}

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@ -405,7 +405,7 @@ bool AActor::InStateSequence(FState * newstate, FState * basestate)
//
// Get the actual duration of the next state
// We are using a state flag now to indicate a state that should be
// accelerated in Fast mode.
// accelerated in Fast mode or slowed in Slow mode.
//
//==========================================================================
@ -416,6 +416,10 @@ int AActor::GetTics(FState * newstate)
{
return tics - (tics>>1);
}
else if (isSlow() && newstate->Slow)
{
return tics<<1;
}
return tics;
}
@ -4082,6 +4086,11 @@ bool AActor::isFast()
return !!G_SkillProperty(SKILLP_FastMonsters);
}
bool AActor::isSlow()
{
return !!G_SkillProperty(SKILLP_SlowMonsters);
}
void AActor::Activate (AActor *activator)
{
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))

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@ -275,6 +275,11 @@ do_stop:
state.Fast = true;
continue;
}
if (sc.Compare("SLOW"))
{
state.Slow = true;
continue;
}
if (sc.Compare("NODELAY"))
{
if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount())

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@ -39,16 +39,16 @@ ACTOR Acolyte : StrifeHumanoid
AGRD ABCDABCD 5 A_Wander
Loop
See:
AGRD A 6 A_AcolyteBits
AGRD BCD 6 A_Chase
AGRD A 6 Fast Slow A_AcolyteBits
AGRD BCD 6 Fast Slow A_Chase
Loop
Missile:
AGRD E 8 A_FaceTarget
AGRD FE 4 A_ShootGun
AGRD F 6 A_ShootGun
AGRD E 8 Fast Slow A_FaceTarget
AGRD FE 4 Fast Slow A_ShootGun
AGRD F 6 Fast Slow A_ShootGun
Goto See
Pain:
AGRD O 8 A_Pain
AGRD O 8 Fast Slow A_Pain
Goto See
Death:
AGRD G 4
@ -170,8 +170,8 @@ ACTOR AcolyteShadow : Acolyte 58
AGRD A 6 A_BeShadowyFoe
Goto Super::See+1
Pain:
AGRD O 0 A_SetShadow
AGRD O 8 A_Pain
AGRD O 0 Fast Slow A_SetShadow
AGRD O 8 Fast Slow A_Pain
Goto See
}
}

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@ -42,19 +42,16 @@ ACTOR Crusader 3005
ROB2 AABBCCDD 3 A_Chase
Loop
Missile:
ROB2 E 3 A_FaceTarget
ROB2 F 2 Bright A_CrusaderChoose
ROB2 E 2 Bright A_CrusaderSweepLeft
ROB2 F 3 Bright A_CrusaderSweepLeft
ROB2 E 2 Bright A_CrusaderSweepLeft
ROB2 F 2 Bright A_CrusaderSweepLeft
ROB2 E 2 Bright A_CrusaderSweepRight
ROB2 F 2 Bright A_CrusaderSweepRight
ROB2 E 2 Bright A_CrusaderSweepRight
ROB2 F 2 A_CrusaderRefire
ROB2 E 3 Slow A_FaceTarget
ROB2 F 2 Slow Bright A_CrusaderChoose
ROB2 E 2 Slow Bright A_CrusaderSweepLeft
ROB2 F 3 Slow Bright A_CrusaderSweepLeft
ROB2 EF 2 Slow Bright A_CrusaderSweepLeft
ROB2 EFE 2 Slow Bright A_CrusaderSweepRight
ROB2 F 2 Slow A_CrusaderRefire
Loop
Pain:
ROB2 D 1 A_Pain
ROB2 D 1 Slow A_Pain
Goto See
Death:
ROB2 G 3 A_Scream

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@ -32,16 +32,16 @@ ACTOR Reaver 3001
ROB1 BBCCDDEE 3 A_Chase
Loop
Melee:
ROB1 H 6 A_FaceTarget
ROB1 I 8 A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade")
ROB1 H 6
ROB1 H 6 Slow A_FaceTarget
ROB1 I 8 Slow A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade")
ROB1 H 6 Slow
Goto See
Missile:
ROB1 F 8 A_FaceTarget
ROB1 G 11 BRIGHT A_ReaverRanged
ROB1 F 8 Slow A_FaceTarget
ROB1 G 11 Slow BRIGHT A_ReaverRanged
Goto See
Pain:
ROB1 A 2
ROB1 A 2 Slow
ROB1 A 2 A_Pain
Goto See
Death:

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@ -45,14 +45,14 @@ ACTOR Stalker 186
STLK J 10 A_Look
Loop
See:
STLK A 1 A_StalkerChaseDecide
STLK ABB 3 A_Chase
STLK C 3 A_StalkerWalk
STLK C 3 A_Chase
STLK A 1 Slow A_StalkerChaseDecide
STLK ABB 3 Slow A_Chase
STLK C 3 Slow A_StalkerWalk
STLK C 3 Slow A_Chase
Loop
Melee:
STLK J 3 A_FaceTarget
STLK K 3 A_StalkerAttack
STLK J 3 Slow A_FaceTarget
STLK K 3 Slow A_StalkerAttack
SeeFloor:
STLK J 3 A_StalkerWalk
STLK KK 3 A_Chase

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@ -1786,8 +1786,8 @@ ACTOR CeilingTurret 27
Loop
Missile:
Pain:
TURT B 4 A_ShootGun
TURT D 3 A_SentinelRefire
TURT B 4 Slow A_ShootGun
TURT D 3 Slow A_SentinelRefire
TURT A 4 A_SentinelRefire
Loop
Death:

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@ -238,6 +238,7 @@ skill baby
AmmoFactor = 2
DamageFactor = 0.5
EasyBossBrain
SlowMonsters
SpawnFilter = Baby
PicName = "M_JKILL"
Name = "$SSKILL_BABY"