- made the initial weave index for A_BishopMissileWeave and A_CStaffMissileSlither

a configurable actor property.
- added a menu item for snd_channels.



SVN r2036 (trunk)
This commit is contained in:
Christoph Oelckers 2009-12-23 11:41:24 +00:00
parent cc3b7967a1
commit b0b80f6996
8 changed files with 39 additions and 9 deletions

View file

@ -1,3 +1,8 @@
December 23, 2009 (Changes by Graf Zahl)
- made the initial weave index for A_BishopMissileWeave and A_CStaffMissileSlither
a configurable actor property.
- added a menu item for snd_channels.
December 20, 2009 (Changes by Graf Zahl) December 20, 2009 (Changes by Graf Zahl)
- Fixed: The Dehacked parser could read past the end of the file if the last - Fixed: The Dehacked parser could read past the end of the file if the last
element was improperly defined. element was improperly defined.

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@ -764,6 +764,7 @@ public:
DWORD flags6; // Shit! Where did all the flags go? DWORD flags6; // Shit! Where did all the flags go?
int special1; // Special info int special1; // Special info
int special2; // Special info int special2; // Special info
int weaveindex; // Separated from special2 because it's used by globally accessible functions.
int health; int health;
BYTE movedir; // 0-7 BYTE movedir; // 0-7
SBYTE visdir; SBYTE visdir;

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@ -60,7 +60,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2)
if (mo != NULL) if (mo != NULL)
{ {
mo->tracer = self->target; mo->tracer = self->target;
mo->special2 = 16; // High word == x/y, Low word == z
} }
self->special1--; self->special1--;
} }
@ -77,10 +76,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
int weaveXY, weaveZ; int weaveXY, weaveZ;
int angle; int angle;
if (self->special2 == 0) self->special2 = 16; // for compatibility this needs to set the value itself if it was never done by the projectile itself
if (self->weaveindex == -1) self->weaveindex = 16;
weaveXY = self->special2 >> 16; // since these values are now user configurable we have to do a proper range check to avoid array overflows.
weaveZ = self->special2 & 0xFFFF; weaveXY = (self->weaveindex >> 16) & 63;
weaveZ = (self->weaveindex & 63);
angle = (self->angle + ANG90) >> ANGLETOFINESHIFT; angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
newX = self->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1); newX = self->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
newY = self->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1); newY = self->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
@ -91,7 +92,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
self->z -= FloatBobOffsets[weaveZ]; self->z -= FloatBobOffsets[weaveZ];
weaveZ = (weaveZ + 2) & 63; weaveZ = (weaveZ + 2) & 63;
self->z += FloatBobOffsets[weaveZ]; self->z += FloatBobOffsets[weaveZ];
self->special2 = weaveZ + (weaveXY<<16); self->weaveindex = weaveZ + (weaveXY<<16);
} }
//============================================================================ //============================================================================

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@ -135,12 +135,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle-(ANG45/15)); mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle-(ANG45/15));
if (mo) if (mo)
{ {
mo->special2 = 32; mo->weaveindex = 32;
} }
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle+(ANG45/15)); mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle+(ANG45/15));
if (mo) if (mo)
{ {
mo->special2 = 0; mo->weaveindex = 0;
} }
S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM); S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
} }
@ -157,7 +157,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
int weaveXY; int weaveXY;
int angle; int angle;
weaveXY = self->special2; if (self->weaveindex == -1) self->weaveindex = 0;
// since these values are now user configurable we have to do a proper range check to avoid array overflows.
weaveXY = self->weaveindex & 63;
angle = (self->angle+ANG90)>>ANGLETOFINESHIFT; angle = (self->angle+ANG90)>>ANGLETOFINESHIFT;
newX = self->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]); newX = self->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY = self->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]); newY = self->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
@ -165,7 +168,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]); newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]); newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
P_TryMove (self, newX, newY, true); P_TryMove (self, newX, newY, true);
self->special2 = weaveXY; self->weaveindex = weaveXY;
} }
//============================================================================ //============================================================================

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@ -94,6 +94,7 @@ EXTERN_CVAR(Bool, hud_althud)
EXTERN_CVAR(Int, compatmode) EXTERN_CVAR(Int, compatmode)
EXTERN_CVAR (Bool, vid_vsync) EXTERN_CVAR (Bool, vid_vsync)
EXTERN_CVAR(Bool, displaynametags) EXTERN_CVAR(Bool, displaynametags)
EXTERN_CVAR (Int, snd_channels)
// //
// defaulted values // defaulted values
@ -1252,6 +1253,7 @@ static menuitem_t SoundItems[] =
{ discrete, "Underwater reverb", {&snd_waterreverb}, {2.0}, {0.0}, {0.0}, {OnOff} }, { discrete, "Underwater reverb", {&snd_waterreverb}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ slider, "Underwater cutoff", {&snd_waterlp}, {0.0}, {2000.0},{50.0}, {NULL} }, { slider, "Underwater cutoff", {&snd_waterlp}, {0.0}, {2000.0},{50.0}, {NULL} },
{ discrete, "Randomize pitches", {&snd_pitched}, {2.0}, {0.0}, {0.0}, {OnOff} }, { discrete, "Randomize pitches", {&snd_pitched}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ slider, "Sound channels", {&snd_channels}, {8.0}, {256.0}, {8.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} }, { redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ more, "Restart sound", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)MakeSoundChanges} }, { more, "Restart sound", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)MakeSoundChanges} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} }, { redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },

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@ -312,6 +312,14 @@ void AActor::Serialize (FArchive &arc)
{ {
arc << DamageFactor; arc << DamageFactor;
} }
if (SaveVersion >= 2036)
{
arc << weaveindex;
}
else
{
weaveindex = special2;
}
// Skip past uservar array in old savegames // Skip past uservar array in old savegames
if (SaveVersion < 1933) if (SaveVersion < 1933)

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@ -902,6 +902,15 @@ DEFINE_PROPERTY(bouncecount, I, Actor)
defaults->bouncecount = id; defaults->bouncecount = id;
} }
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(weaveindex, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->weaveindex = id;
}
//========================================================================== //==========================================================================
// //
//========================================================================== //==========================================================================

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@ -19,6 +19,7 @@ ACTOR Actor native //: Thinker
Gravity 1 Gravity 1
DamageFactor 1.0 DamageFactor 1.0
PushFactor 0.25 PushFactor 0.25
WeaveIndex -1
// Variables for the expression evaluator // Variables for the expression evaluator
// NOTE: fixed_t and angle_t are only used here to ensure proper conversion // NOTE: fixed_t and angle_t are only used here to ensure proper conversion