diff --git a/src/actor.h b/src/actor.h index 168205526..993b264f7 100644 --- a/src/actor.h +++ b/src/actor.h @@ -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(); diff --git a/src/g_level.h b/src/g_level.h index c431b9695..4a84e6871 100644 --- a/src/g_level.h +++ b/src/g_level.h @@ -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; diff --git a/src/g_skill.cpp b/src/g_skill.cpp index 46b9a1702..ddfdbb4cc 100644 --- a/src/g_skill.cpp +++ b/src/g_skill.cpp @@ -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; diff --git a/src/info.h b/src/info.h index 9a316c78d..51c4bd629 100644 --- a/src/info.h +++ b/src/info.h @@ -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 diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index decc6de7b..14c6b68aa 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -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; } } } diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 2a26d7ef0..f519ba763 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -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))) diff --git a/src/thingdef/thingdef_states.cpp b/src/thingdef/thingdef_states.cpp index 5cc2de1c0..6a28e54cd 100644 --- a/src/thingdef/thingdef_states.cpp +++ b/src/thingdef/thingdef_states.cpp @@ -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()) diff --git a/wadsrc/static/actors/strife/acolyte.txt b/wadsrc/static/actors/strife/acolyte.txt index 1d04147f0..3ca1dec62 100644 --- a/wadsrc/static/actors/strife/acolyte.txt +++ b/wadsrc/static/actors/strife/acolyte.txt @@ -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 } } diff --git a/wadsrc/static/actors/strife/crusader.txt b/wadsrc/static/actors/strife/crusader.txt index 36d89ed57..7f7a0d0c5 100644 --- a/wadsrc/static/actors/strife/crusader.txt +++ b/wadsrc/static/actors/strife/crusader.txt @@ -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 diff --git a/wadsrc/static/actors/strife/reaver.txt b/wadsrc/static/actors/strife/reaver.txt index 23439b9ba..a69947373 100644 --- a/wadsrc/static/actors/strife/reaver.txt +++ b/wadsrc/static/actors/strife/reaver.txt @@ -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: diff --git a/wadsrc/static/actors/strife/stalker.txt b/wadsrc/static/actors/strife/stalker.txt index 80732131e..0a537c762 100644 --- a/wadsrc/static/actors/strife/stalker.txt +++ b/wadsrc/static/actors/strife/stalker.txt @@ -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 diff --git a/wadsrc/static/actors/strife/strifestuff.txt b/wadsrc/static/actors/strife/strifestuff.txt index b0f4024f4..ef762cbb6 100644 --- a/wadsrc/static/actors/strife/strifestuff.txt +++ b/wadsrc/static/actors/strife/strifestuff.txt @@ -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: diff --git a/wadsrc/static/mapinfo/strife.txt b/wadsrc/static/mapinfo/strife.txt index 83c2285e6..5a25f3779 100644 --- a/wadsrc/static/mapinfo/strife.txt +++ b/wadsrc/static/mapinfo/strife.txt @@ -238,6 +238,7 @@ skill baby AmmoFactor = 2 DamageFactor = 0.5 EasyBossBrain + SlowMonsters SpawnFilter = Baby PicName = "M_JKILL" Name = "$SSKILL_BABY"