- added a CANUSEWALLS flag which allows a monster to activate 'use' specials

like doors. This flag is on by default for any monster which was the
  previous behavior.
- Optimized the DECORATE flag parser so it can more efficiently handle
  the deprecated flags. As a side effect of this optimization the deprecated
  flags became usable in A_ChangeFlag again.
- Changed LONGMELEERANGE flag into a MeleeThreshold property.
- Changed SHORTMISSILERANGE flag into a MaxTargetRange property.
- Added Thing_Stop action special.


SVN r517 (trunk)
This commit is contained in:
Christoph Oelckers 2007-04-22 21:01:35 +00:00
parent 8c7d4fb393
commit 9deec29b34
11 changed files with 154 additions and 49 deletions

View file

@ -1,4 +1,13 @@
April 22, 2007 (Changes by Graf Zahl)
- added a CANUSEWALLS flag which allows a monster to activate 'use' specials
like doors. This flag is on by default for any monster which was the
previous behavior.
- Optimized the DECORATE flag parser so it can more efficiently handle
the deprecated flags. As a side effect of this optimization the deprecated
flags became usable in A_ChangeFlag again.
- Changed LONGMELEERANGE flag into a MeleeThreshold property.
- Changed SHORTMISSILERANGE flag into a MaxTargetRange property.
- Added Thing_Stop action special.
- Changed ACS's SetActorState so that it isn't limited to only one sublabel.
This change also enables the implicit mapping of the old special death
state names.

View file

@ -252,11 +252,11 @@ enum
MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor
MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x
MF4_LONGMELEERANGE = 0x00000200,
MF4_MISSILEMORE = 0x00000400,
MF4_MISSILEEVENMORE = 0x00000800,
MF4_SHORTMISSILERANGE=0x00001000,
MF4_DONTFALL = 0x00002000,
MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials
MF4_MISSILEMORE = 0x00000400, // increases the chance of a missile attack
MF4_MISSILEEVENMORE = 0x00000800, // significantly increases the chance of a missile attack
// unused flag
MF4_DONTFALL = 0x00002000, // Doesn't have NOGRAVITY disabled when dying.
MF4_SEESDAGGERS = 0x00004000, // This actor can see you striking with a dagger
MF4_INCOMBAT = 0x00008000, // Don't alert others when attacked by a dagger
MF4_LOOKALLAROUND = 0x00010000, // Monster has eyes in the back of its head
@ -680,7 +680,11 @@ public:
BYTE boomwaterlevel; // splash information for non-swimmable water sectors
BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
WORD SpawnFlags;
fixed_t meleerange;
fixed_t meleerange; // specifies how far a melee attack reaches.
fixed_t meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore
// but instead tries to come closer for a melee attack.
// This is not the same as meleerange
fixed_t maxtargetrange; // any target farther away cannot be attacked
fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
int bouncecount; // Strife's grenades only bounce twice before exploding
fixed_t gravity; // [GRB] Gravity factor

View file

@ -54,6 +54,7 @@ IMPLEMENT_ACTOR (AStrifePuff, Strife, -1, 0)
PROP_SpawnState (4)
PROP_CrashState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags4 (MF4_ALLOWPARTICLES)
PROP_Alpha (TRANSLUC25)
PROP_RenderStyle (STYLE_Translucent)
END_DEFAULTS
@ -89,6 +90,7 @@ IMPLEMENT_ACTOR (AStrifeSpark, Strife, -1, 0)
PROP_SpawnState (0)
PROP_CrashState (8)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags4 (MF4_ALLOWPARTICLES)
PROP_RenderStyle (STYLE_Add)
PROP_Alpha (TRANSLUC25)
END_DEFAULTS

View file

@ -416,6 +416,7 @@ void FActorInfo::ApplyDefaults (BYTE *defaults)
if (((AActor *)defaults)->flags & MF_COUNTKILL)
{
((AActor *)defaults)->flags3 |= MF3_ISMONSTER;
((AActor *)defaults)->flags4 |= MF4_CANUSEWALLS; // I won't bother changing all internal monster definitions so let's set this here.
}
// Any default projectile in Raven's games produces blood splatter
if (gameinfo.gametype & GAME_Raven && ((AActor *)defaults)->flags & MF_MISSILE)

View file

@ -324,10 +324,10 @@ bool AActor::SuggestMissileAttack (fixed_t dist)
// Making these values customizable is not necessary and in most case more confusing than
// helpful because no value here translates into anything really meaningful.
if (flags4 & MF4_SHORTMISSILERANGE && dist>14*64*FRACUNIT)
return false; // The Arch Vile's special behavior turned into a flag
if (maxtargetrange > 0 && dist > maxtargetrange)
return false; // The Arch Vile's special behavior turned into a property
if (flags4 & MF4_LONGMELEERANGE && dist < 196*FRACUNIT)
if (dist < meleethreshold)
return false; // From the Revenant: close enough for fist attack
if (flags4 & MF4_MISSILEMORE) dist >>= 1;
@ -521,8 +521,8 @@ bool P_Move (AActor *actor)
while (spechit.Pop (ld))
{
// [RH] let monsters push lines, as well as use them
if (P_ActivateLine (ld, actor, 0, SPAC_USE) ||
((actor->flags & MF2_PUSHWALL) && P_ActivateLine (ld, actor, 0, SPAC_PUSH)))
if (((actor->flags4 & MF4_CANUSEWALLS) && P_ActivateLine (ld, actor, 0, SPAC_USE)) ||
((actor->flags2 & MF2_PUSHWALL) && P_ActivateLine (ld, actor, 0, SPAC_PUSH)))
{
good |= ld == BlockingLine ? 1 : 2;
}

View file

@ -1415,6 +1415,34 @@ FUNC(LS_Thing_Raise)
return ok;
}
FUNC(LS_Thing_Stop)
// Thing_Stop(tid)
{
AActor * target;
bool ok = false;
if (arg0==0)
{
if (it != NULL)
{
it->momx = it->momy = it->momz = 0;
ok = true;
}
}
else
{
TActorIterator<AActor> iterator (arg0);
while ( (target = iterator.Next ()) )
{
target->momx = target->momy = target->momz = 0;
ok = true;
}
}
return ok;
}
FUNC(LS_Thing_SetGoal)
// Thing_SetGoal (tid, goal, delay, chasegoal)
{
@ -1472,7 +1500,7 @@ FUNC(LS_Thing_SetTranslation)
while ( (target = iterator.Next ()) )
{
ok = true;
target->Translation = range;
target->Translation = range==0? target->GetDefault()->Translation : range;
}
return ok;
@ -2739,7 +2767,7 @@ lnSpecFunc LineSpecials[256] =
LS_NOP, // Transfer_WallLight
LS_Thing_Raise,
LS_StartConversation,
LS_NOP, // 19
LS_Thing_Stop,
LS_Floor_LowerByValue,
LS_Floor_LowerToLowest,
LS_Floor_LowerToNearest,

View file

@ -59,6 +59,7 @@ typedef enum {
Transfer_WallLight = 16,
Thing_Raise = 17,
StartConversation = 18,
Thing_Stop = 19,
Floor_LowerByValue = 20,
Floor_LowerToLowest = 21,

View file

@ -311,6 +311,8 @@ void AActor::Serialize (FArchive &arc)
<< MaxStepHeight
<< bouncefactor
<< bouncecount
<< maxtargetrange
<< meleethreshold
<< meleerange
<< DamageType
<< gravity;

View file

@ -90,6 +90,7 @@ TArray<FName> JumpParameters;
// [RH] Keep GCC quiet by not using offsetof on Actor types.
#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1 }
#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)(size_t)&((type*)1)->variable - 1 }
#define DEFINE_DEPRECATED_FLAG(name, type, index) { index, #name, -1 }
struct flagdef
{
@ -191,10 +192,9 @@ static flagdef ActorFlags[]=
DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
DEFINE_FLAG(MF4, LONGMELEERANGE, AActor, flags4),
DEFINE_FLAG(MF4, CANUSEWALLS, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
DEFINE_FLAG(MF4, SHORTMISSILERANGE, AActor, flags4),
DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
@ -233,6 +233,13 @@ static flagdef ActorFlags[]=
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects),
DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
DEFINE_DEPRECATED_FLAG(FIREDAMAGE, AActor, 0),
DEFINE_DEPRECATED_FLAG(ICEDAMAGE, AActor, 1),
DEFINE_DEPRECATED_FLAG(LOWGRAVITY, AActor, 2),
DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE, AActor, 3),
DEFINE_DEPRECATED_FLAG(LONGMELEERANGE, AActor, 4),
};
static flagdef InventoryFlags[] =
@ -364,6 +371,41 @@ static flagdef *FindFlag (const PClass *type, const char *part1, const char *par
return NULL;
}
//===========================================================================
//
// HandleDeprecatedFlags
//
// Handles the deprecated flags and sets the respective properties
// to appropriate values. This is solely intended for backwards
// compatibility so mixing this with code that is aware of the real
// properties is not recommended
//
//===========================================================================
static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
{
switch (index)
{
case 0: // FIREDAMAGE
defaults->DamageType = set? NAME_Fire : NAME_None;
break;
case 1: // ICEDAMAGE
defaults->DamageType = set? NAME_Ice : NAME_None;
break;
case 2: // LOWGRAVITY
defaults->gravity = set? FRACUNIT/8 : FRACUNIT;
break;
case 3: // SHORTMISSILERANGE
defaults->maxtargetrange = set? 896*FRACUNIT : 0;
break;
case 4: // LONGMELEERANGE
defaults->meleethreshold = set? 196*FRACUNIT : 0;
break;
default:
break; // silence GCC
}
}
//===========================================================================
//
// A_ChangeFlag
@ -392,10 +434,17 @@ void A_ChangeFlag(AActor * self)
if (fd != NULL)
{
int * flagp = (int*) (((char*)self) + fd->structoffset);
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(self, !!expression, fd->flagbit);
}
else
{
int * flagp = (int*) (((char*)self) + fd->structoffset);
if (expression) *flagp |= fd->flagbit;
else *flagp &= ~fd->flagbit;
if (expression) *flagp |= fd->flagbit;
else *flagp &= ~fd->flagbit;
}
}
else
{
@ -2939,6 +2988,24 @@ static void ActorBurnHeight (AActor *defaults, Baggage &bag)
bag.Info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, h <= 0 ? -1 : h);
}
//==========================================================================
//
//==========================================================================
static void ActorMaxTargetRange (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->maxtargetrange = fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeThreshold (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->meleethreshold = fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
@ -3214,6 +3281,7 @@ static void ActorMonster (AActor *defaults, Baggage &bag)
defaults->flags|=MF_SHOOTABLE|MF_COUNTKILL|MF_SOLID;
defaults->flags2|=MF2_PUSHWALL|MF2_MCROSS|MF2_PASSMOBJ;
defaults->flags3|=MF3_ISMONSTER;
defaults->flags4|=MF4_CANUSEWALLS;
}
//==========================================================================
@ -3237,32 +3305,20 @@ static void ActorFlagSetOrReset (AActor *defaults, Baggage &bag)
SC_MustGetString ();
// Fire and ice damage were once flags but now are not.
if (SC_Compare ("FIREDAMAGE"))
FString part1 = sc_String;
const char *part2 = NULL;
if (SC_CheckString ("."))
{
if (mod == '+') defaults->DamageType = NAME_Fire;
else defaults->DamageType = NAME_None;
SC_MustGetString ();
part2 = sc_String;
}
else if (SC_Compare ("ICEDAMAGE"))
if ( (fd = FindFlag (bag.Info->Class, part1.GetChars(), part2)) )
{
if (mod == '+') defaults->DamageType = NAME_Ice;
else defaults->DamageType = NAME_None;
}
else if (SC_Compare ("LOWGRAVITY"))
{
if (mod == '+') defaults->gravity = FRACUNIT/8;
else defaults->gravity = FRACUNIT;
}
else
{
FString part1 = sc_String;
const char *part2 = NULL;
if (SC_CheckString ("."))
if (fd->structoffset == -1) // this is a deprecated flag that has been changed into a real property
{
SC_MustGetString ();
part2 = sc_String;
HandleDeprecatedFlags(defaults, mod=='+', fd->flagbit);
}
if ( (fd = FindFlag (bag.Info->Class, part1.GetChars(), part2)) )
else
{
DWORD * flagvar = (DWORD*) ((char*)defaults + fd->structoffset);
if (mod == '+')
@ -3274,16 +3330,16 @@ static void ActorFlagSetOrReset (AActor *defaults, Baggage &bag)
*flagvar &= ~fd->flagbit;
}
}
}
else
{
if (part2 == NULL)
{
SC_ScriptError("\"%s\" is an unknown flag\n", part1.GetChars());
}
else
{
if (part2 == NULL)
{
SC_ScriptError("\"%s\" is an unknown flag\n", part1.GetChars());
}
else
{
SC_ScriptError("\"%s.%s\" is an unknown flag\n", part1.GetChars(), part2);
}
SC_ScriptError("\"%s.%s\" is an unknown flag\n", part1.GetChars(), part2);
}
}
}
@ -4105,10 +4161,12 @@ static const ActorProps props[] =
{ "mass", ActorMass, RUNTIME_CLASS(AActor) },
{ "maxdropoffheight", ActorMaxDropoffHeight, RUNTIME_CLASS(AActor) },
{ "maxstepheight", ActorMaxStepHeight, RUNTIME_CLASS(AActor) },
{ "maxtargetrange", ActorMaxTargetRange, RUNTIME_CLASS(AActor) },
{ "melee", ActorMeleeState, RUNTIME_CLASS(AActor) },
{ "meleedamage", ActorMeleeDamage, RUNTIME_CLASS(AActor) },
{ "meleerange", ActorMeleeRange, RUNTIME_CLASS(AActor) },
{ "meleesound", ActorMeleeSound, RUNTIME_CLASS(AActor) },
{ "meleethreshold", ActorMeleeThreshold, RUNTIME_CLASS(AActor) },
{ "minmissilechance", ActorMinMissileChance, RUNTIME_CLASS(AActor) },
{ "missile", ActorMissileState, RUNTIME_CLASS(AActor) },
{ "missileheight", ActorMissileHeight, RUNTIME_CLASS(AActor) },

View file

@ -15,8 +15,8 @@ ACTOR Archvile 64
Speed 15
PainChance 10
Monster
MaxTargetRange 896
+QUICKTORETALIATE
+SHORTMISSILERANGE
+FLOORCLIP
+NOTARGET
SeeSound "vile/sight"

View file

@ -14,7 +14,7 @@ ACTOR Revenant 66
Speed 10
PainChance 100
Monster
+LONGMELEERANGE
MeleeThreshold 196
+MISSILEMORE
+FLOORCLIP
SeeSound "skeleton/sight"