- Split the bounce types completely into separate flags and consolidated

the various bounce-related flags spread across the different Actor flags
  field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
  square root and not P_AproxDistance(), because the latter can cause
  them to speed up or slow down.


SVN r1796 (trunk)
This commit is contained in:
Randy Heit 2009-09-06 01:49:17 +00:00
parent f27b7209e8
commit c1a578ba08
10 changed files with 150 additions and 70 deletions

View file

@ -1,3 +1,11 @@
September 5, 2009
- Split the bounce types completely into separate flags and consolidated
the various bounce-related flags spread across the different Actor flags
field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
square root and not P_AproxDistance(), because the latter can cause
them to speed up or slow down.
September 5, 2009 (Changes by Graf Zahl) September 5, 2009 (Changes by Graf Zahl)
- made menu dimming a mapping option but kept the CVARS as user override. - made menu dimming a mapping option but kept the CVARS as user override.

View file

@ -191,14 +191,6 @@ enum
MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection) MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection)
MF2_REFLECTIVE = 0x80000000, // reflects missiles MF2_REFLECTIVE = 0x80000000, // reflects missiles
// The three types of bounciness are:
// HERETIC - Missile will only bounce off the floor once and then enter
// its death state. It does not bounce off walls at all.
// HEXEN - Missile bounces off of walls and floors indefinitely.
// DOOM - Like Hexen, but the bounce turns off if its vertical velocity
// is too low.
// --- mobj.flags3 --- // --- mobj.flags3 ---
MF3_FLOORHUGGER = 0x00000001, // Missile stays on floor MF3_FLOORHUGGER = 0x00000001, // Missile stays on floor
@ -224,8 +216,8 @@ enum
MF3_NOBLOCKMONST = 0x00100000, // Can cross ML_BLOCKMONSTERS lines MF3_NOBLOCKMONST = 0x00100000, // Can cross ML_BLOCKMONSTERS lines
MF3_CRASHED = 0x00200000, // Actor entered its crash state MF3_CRASHED = 0x00200000, // Actor entered its crash state
MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles) MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles)
MF3_CANBOUNCEWATER = 0x00800000, // Missile can bounce on water /* = 0x00800000, */
MF3_NOWALLBOUNCESND = 0x01000000, // Don't make noise when bouncing off a wall /* = 0x01000000, */
MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things
MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact
MF3_BLOODLESSIMPACT = 0x08000000, // Projectile does not leave blood MF3_BLOODLESSIMPACT = 0x08000000, // Projectile does not leave blood
@ -268,13 +260,13 @@ enum
MF4_NOEXTREMEDEATH = 0x10000000, // this projectile or weapon never gibs its victim MF4_NOEXTREMEDEATH = 0x10000000, // this projectile or weapon never gibs its victim
MF4_EXTREMEDEATH = 0x20000000, // this projectile or weapon always gibs its victim MF4_EXTREMEDEATH = 0x20000000, // this projectile or weapon always gibs its victim
MF4_FRIGHTENED = 0x40000000, // Monster runs away from player MF4_FRIGHTENED = 0x40000000, // Monster runs away from player
MF4_NOBOUNCESOUND = 0x80000000, // Strife's grenades don't make a bouncing sound. /* = 0x80000000, */
MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on. MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on.
MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on. MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on.
MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances. MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
MF5_BOUNCEONACTORS = 0x00000008, // bouncing missile doesn't explode when it hits an actor /* = 0x00000008, */
MF5_EXPLODEONWATER = 0x00000010, // bouncing missile explodes when hitting a water surface /* = 0x00000010, */
MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs
MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage
MF5_CHASEGOAL = 0x00000080, // Walks to goal instead of target if a valid goal is set. MF5_CHASEGOAL = 0x00000080, // Walks to goal instead of target if a valid goal is set.
@ -379,19 +371,46 @@ enum replace_t
enum EBounceType enum EBounceType
{ {
BOUNCE_None=0, BOUNCE_Walls = 1<<0, // bounces off of walls
BOUNCE_Doom=1, BOUNCE_Floors = 1<<1, // bounces off of floors
BOUNCE_Heretic=2, BOUNCE_Ceilings = 1<<2, // bounces off of ceilings
BOUNCE_Hexen=3, BOUNCE_Actors = 1<<3, // bounces off of some actors
BOUNCE_AllActors = 1<<4, // bounces off of all actors (requires BOUNCE_Actors to be set, too)
BOUNCE_AutoOff = 1<<5, // when bouncing off a floor, if the new Z velocity is below 3.0, disable further bouncing
BOUNCE_HereticType = 1<<6, // only works with floors and ceilings; you probably don't want to use it
BOUNCE_TypeMask = 3, BOUNCE_UseSeeSound = 1<<7, // compatibility fallback. This will only be set by
BOUNCE_UseSeeSound = 4, // compatibility fallback. Thios will only be // the compatibility handlers for the old bounce flags.
// set by the compatibility handlers for the old bounce flags. BOUNCE_NoWallSound = 1<<8, // don't make noise when bouncing off a wall
BOUNCE_Quiet = 1<<9, // Strife's grenades don't make a bouncing sound
BOUNCE_ExplodeOnWater = 1<<10, // explodes when hitting a water surface
BOUNCE_CanBounceWater = 1<<11, // can bounce on water
BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType,
// The three "standard" types of bounciness are:
// HERETIC - Missile will only bounce off the floor once and then enter
// its death state. It does not bounce off walls at all.
// HEXEN - Missile bounces off of walls and floors indefinitely.
// DOOM - Like Hexen, but the bounce turns off if its vertical velocity
// is too low.
BOUNCE_None = 0,
BOUNCE_Heretic = BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_HereticType,
BOUNCE_Doom = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff,
BOUNCE_Hexen = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors,
// combined types // combined types
BOUNCE_DoomCompat = BOUNCE_Doom | BOUNCE_UseSeeSound, BOUNCE_DoomCompat = BOUNCE_Doom | BOUNCE_UseSeeSound,
BOUNCE_HereticCompat = BOUNCE_Heretic | BOUNCE_UseSeeSound, BOUNCE_HereticCompat = BOUNCE_Heretic | BOUNCE_UseSeeSound,
BOUNCE_HexenCompat = BOUNCE_Hexen | BOUNCE_UseSeeSound, BOUNCE_HexenCompat = BOUNCE_Hexen | BOUNCE_UseSeeSound
// The distinction between BOUNCE_Actors and BOUNCE_AllActors: A missile with
// BOUNCE_Actors set will bounce off of reflective and "non-sentient" actors.
// A missile that also has BOUNCE_AllActors set will bounce off of any actor.
// For compatibility reasons when BOUNCE_Actors was implied by the bounce type
// being "Doom" or "Hexen" and BOUNCE_AllActors was the separate
// MF5_BOUNCEONACTORS, you must set BOUNCE_Actors for BOUNCE_AllActors to have
// an effect.
}; };
// [RH] Like msecnode_t, but for the blockmap // [RH] Like msecnode_t, but for the blockmap
@ -733,13 +752,13 @@ public:
BYTE boomwaterlevel; // splash information for non-swimmable water sectors BYTE boomwaterlevel; // splash information for non-swimmable water sectors
BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack. BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
SBYTE LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0) SBYTE LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0)
WORD BounceFlags; // which bouncing type?
WORD SpawnFlags; WORD SpawnFlags;
fixed_t meleerange; // specifies how far a melee attack reaches. 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 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. // but instead tries to come closer for a melee attack.
// This is not the same as meleerange // This is not the same as meleerange
fixed_t maxtargetrange; // any target farther away cannot be attacked fixed_t maxtargetrange; // any target farther away cannot be attacked
int bouncetype; // which bouncing type?
fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70. fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
fixed_t wallbouncefactor; // The bounce factor for walls can be different. fixed_t wallbouncefactor; // The bounce factor for walls can be different.
int bouncecount; // Strife's grenades only bounce twice before exploding int bouncecount; // Strife's grenades only bounce twice before exploding

View file

@ -839,7 +839,7 @@ static int PatchThing (int thingy)
if (info->flags2 & 0x00000004) // old BOUNCE1 if (info->flags2 & 0x00000004) // old BOUNCE1
{ {
info->flags2 &= ~4; info->flags2 &= ~4;
info->bouncetype = BOUNCE_DoomCompat; info->BounceFlags = BOUNCE_DoomCompat;
} }
// Damage types that once were flags but now are not // Damage types that once were flags but now are not
if (info->flags2 & 0x20000000) if (info->flags2 & 0x20000000)

View file

@ -483,7 +483,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact)
{ // Bounce { // Bounce
self->health = MAGIC_JUNK; self->health = MAGIC_JUNK;
self->velz = (self->velz * 192) >> 8; self->velz = (self->velz * 192) >> 8;
self->bouncetype = BOUNCE_None; self->BounceFlags = BOUNCE_None;
self->SetState (self->SpawnState); self->SetState (self->SpawnState);
S_Sound (self, CHAN_BODY, "weapons/macebounce", 1, ATTN_NORM); S_Sound (self, CHAN_BODY, "weapons/macebounce", 1, ATTN_NORM);
} }
@ -555,7 +555,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2)
boom: boom:
self->velx = self->vely = self->velz = 0; self->velx = self->vely = self->velz = 0;
self->flags |= MF_NOGRAVITY; self->flags |= MF_NOGRAVITY;
self->bouncetype = BOUNCE_None; self->BounceFlags = BOUNCE_None;
self->gravity = FRACUNIT; self->gravity = FRACUNIT;
} }
} }

View file

@ -372,7 +372,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb2)
self->SetState (self->SpawnState + 6); self->SetState (self->SpawnState + 6);
self->z = self->floorz; self->z = self->floorz;
self->velz = 0; self->velz = 0;
self->bouncetype = BOUNCE_None; self->BounceFlags = BOUNCE_None;
self->flags &= ~MF_MISSILE; self->flags &= ~MF_MISSILE;
} }
CALL_ACTION(A_CheckThrowBomb, self); CALL_ACTION(A_CheckThrowBomb, self);

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@ -889,13 +889,11 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
return true; return true;
} }
int bt = tm.thing->bouncetype & BOUNCE_TypeMask; // [RH] What is the point of this check, again? In Hexen, it is unconditional,
if (bt == BOUNCE_Doom || bt == BOUNCE_Hexen) // but here we only do it if the missile's damage is 0.
if ((tm.thing->BounceFlags & BOUNCE_Actors) && tm.thing->Damage == 0)
{ {
if (tm.thing->Damage == 0) return (tm.thing->target == thing || !(thing->flags & MF_SOLID));
{
return (tm.thing->target == thing || !(thing->flags & MF_SOLID));
}
} }
switch (tm.thing->SpecialMissileHit (thing)) switch (tm.thing->SpecialMissileHit (thing))
@ -2543,8 +2541,7 @@ bool FSlide::BounceWall (AActor *mo)
fixed_t movelen; fixed_t movelen;
line_t *line; line_t *line;
int bt = mo->bouncetype & BOUNCE_TypeMask; if (!(mo->BounceFlags & BOUNCE_Walls))
if (bt != BOUNCE_Doom && bt != BOUNCE_Hexen)
{ {
return false; return false;
} }
@ -2615,7 +2612,7 @@ bool FSlide::BounceWall (AActor *mo)
lineangle >>= ANGLETOFINESHIFT; lineangle >>= ANGLETOFINESHIFT;
deltaangle >>= ANGLETOFINESHIFT; deltaangle >>= ANGLETOFINESHIFT;
movelen = P_AproxDistance (mo->velx, mo->vely); movelen = fixed_t(sqrt(double(mo->velx)*mo->velx + double(mo->vely)*mo->vely));
movelen = FixedMul(movelen, mo->wallbouncefactor); movelen = FixedMul(movelen, mo->wallbouncefactor);
FBoundingBox box(mo->x, mo->y, mo->radius); FBoundingBox box(mo->x, mo->y, mo->radius);

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@ -280,9 +280,36 @@ void AActor::Serialize (FArchive &arc)
<< MeleeState << MeleeState
<< MissileState << MissileState
<< MaxDropOffHeight << MaxDropOffHeight
<< MaxStepHeight << MaxStepHeight;
<< bouncetype if (SaveVersion < 1796)
<< bouncefactor {
int bouncetype, bounceflags;
arc << bouncetype;
bounceflags = 0;
if (bouncetype & 4)
bounceflags |= BOUNCE_UseSeeSound;
bouncetype &= 3;
if (bouncetype == 1) bounceflags |= BOUNCE_Doom;
else if (bouncetype == 2) bounceflags |= BOUNCE_Heretic;
else if (bouncetype == 3) bounceflags |= BOUNCE_Hexen;
if (flags3 & 0x00800000)
flags3 &= ~0x00800000, bounceflags |= BOUNCE_CanBounceWater;
if (flags3 & 0x01000000)
flags3 &= ~0x01000000, bounceflags |= BOUNCE_NoWallSound;
if (flags4 & 0x80000000)
flags4 &= ~0x80000000, bounceflags |= BOUNCE_Quiet;
if (flags5 & 0x00000008)
flags5 &= ~0x00000008, bounceflags |= BOUNCE_AllActors;
if (flags5 & 0x00000010)
flags5 &= ~0x00000010, bounceflags |= BOUNCE_ExplodeOnWater;
BounceFlags = bounceflags;
}
else
{
arc << BounceFlags;
}
arc << bouncefactor
<< wallbouncefactor << wallbouncefactor
<< bouncecount << bouncecount
<< maxtargetrange << maxtargetrange
@ -1258,14 +1285,14 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
void AActor::PlayBounceSound(bool onfloor) void AActor::PlayBounceSound(bool onfloor)
{ {
if (!onfloor && (flags3 & MF3_NOWALLBOUNCESND)) if (!onfloor && (BounceFlags & BOUNCE_NoWallSound))
{ {
return; return;
} }
if (!(flags4 & MF4_NOBOUNCESOUND)) if (!(BounceFlags & BOUNCE_Quiet))
{ {
if (bouncetype & BOUNCE_UseSeeSound) if (BounceFlags & BOUNCE_UseSeeSound)
{ {
S_Sound (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE); S_Sound (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE);
} }
@ -1292,18 +1319,29 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
if (z <= floorz && P_HitFloor (this)) if (z <= floorz && P_HitFloor (this))
{ {
// Landed in some sort of liquid // Landed in some sort of liquid
if (flags5 & MF5_EXPLODEONWATER) if (BounceFlags & BOUNCE_ExplodeOnWater)
{ {
P_ExplodeMissile(this, NULL, NULL); P_ExplodeMissile(this, NULL, NULL);
return true; return true;
} }
if (!(flags3 & MF3_CANBOUNCEWATER)) if (!(BounceFlags & BOUNCE_CanBounceWater))
{ {
Destroy (); Destroy ();
return true; return true;
} }
} }
if (plane.c < 0)
{ // on ceiling
if (!(BounceFlags & BOUNCE_Ceilings))
return true;
}
else
{ // on floor
if (!(BounceFlags & BOUNCE_Floors))
return true;
}
// The amount of bounces is limited // The amount of bounces is limited
if (bouncecount>0 && --bouncecount==0) if (bouncecount>0 && --bouncecount==0)
{ {
@ -1312,9 +1350,8 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
} }
fixed_t dot = TMulScale16 (velx, plane.a, vely, plane.b, velz, plane.c); fixed_t dot = TMulScale16 (velx, plane.a, vely, plane.b, velz, plane.c);
int bt = bouncetype & BOUNCE_TypeMask;
if (bt == BOUNCE_Heretic) if (BounceFlags & BOUNCE_HereticType)
{ {
velx -= MulScale15 (plane.a, dot); velx -= MulScale15 (plane.a, dot);
vely -= MulScale15 (plane.b, dot); vely -= MulScale15 (plane.b, dot);
@ -1327,18 +1364,17 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
} }
// The reflected velocity keeps only about 70% of its original speed // The reflected velocity keeps only about 70% of its original speed
long bouncescale = 0x4000 * bouncefactor; velx = FixedMul (velx - MulScale15 (plane.a, dot), bouncefactor);
velx = MulScale30 (velx - MulScale15 (plane.a, dot), bouncescale); vely = FixedMul (vely - MulScale15 (plane.b, dot), bouncefactor);
vely = MulScale30 (vely - MulScale15 (plane.b, dot), bouncescale); velz = FixedMul (velz - MulScale15 (plane.c, dot), bouncefactor);
velz = MulScale30 (velz - MulScale15 (plane.c, dot), bouncescale);
angle = R_PointToAngle2 (0, 0, velx, vely); angle = R_PointToAngle2 (0, 0, velx, vely);
PlayBounceSound(true); PlayBounceSound(true);
if (bt == BOUNCE_Doom) if (BounceFlags & BOUNCE_AutoOff)
{ {
if (!(flags & MF_NOGRAVITY) && (velz < 3*FRACUNIT)) if (!(flags & MF_NOGRAVITY) && (velz < 3*FRACUNIT))
{ {
bouncetype = BOUNCE_None; BounceFlags &= ~BOUNCE_TypeMask;
} }
} }
return false; return false;
@ -1765,10 +1801,9 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
steps = 0; steps = 0;
if (BlockingMobj) if (BlockingMobj)
{ {
int bt = mo->bouncetype & BOUNCE_TypeMask; if (mo->BounceFlags & BOUNCE_Actors)
if (bt == BOUNCE_Doom || bt == BOUNCE_Hexen)
{ {
if (mo->flags5&MF5_BOUNCEONACTORS || if ((mo->BounceFlags & BOUNCE_AllActors) ||
(BlockingMobj->flags2 & MF2_REFLECTIVE) || (BlockingMobj->flags2 & MF2_REFLECTIVE) ||
((!BlockingMobj->player) && ((!BlockingMobj->player) &&
(!(BlockingMobj->flags3 & MF3_ISMONSTER)))) (!(BlockingMobj->flags3 & MF3_ISMONSTER))))
@ -2129,7 +2164,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
(!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP))) (!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
{ {
mo->z = mo->floorz; mo->z = mo->floorz;
if (mo->bouncetype != BOUNCE_None) if (mo->BounceFlags & BOUNCE_Floors)
{ {
mo->FloorBounceMissile (mo->floorsector->floorplane); mo->FloorBounceMissile (mo->floorsector->floorplane);
return; return;
@ -2222,7 +2257,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
if (mo->z + mo->height > mo->ceilingz) if (mo->z + mo->height > mo->ceilingz)
{ {
mo->z = mo->ceilingz - mo->height; mo->z = mo->ceilingz - mo->height;
if (mo->bouncetype != BOUNCE_None) if (mo->BounceFlags & BOUNCE_Ceilings)
{ // ceiling bounce { // ceiling bounce
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane); mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
return; return;

View file

@ -552,15 +552,15 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
} }
else if (def == DEF_Projectile && sc.Compare ("DoomBounce")) else if (def == DEF_Projectile && sc.Compare ("DoomBounce"))
{ {
defaults->bouncetype = BOUNCE_DoomCompat; defaults->BounceFlags = BOUNCE_DoomCompat;
} }
else if (def == DEF_Projectile && sc.Compare ("HereticBounce")) else if (def == DEF_Projectile && sc.Compare ("HereticBounce"))
{ {
defaults->bouncetype = BOUNCE_HereticCompat; defaults->BounceFlags = BOUNCE_HereticCompat;
} }
else if (def == DEF_Projectile && sc.Compare ("HexenBounce")) else if (def == DEF_Projectile && sc.Compare ("HexenBounce"))
{ {
defaults->bouncetype = BOUNCE_HexenCompat; defaults->BounceFlags = BOUNCE_HexenCompat;
} }
else if (def == DEF_Pickup && sc.Compare ("PickupSound")) else if (def == DEF_Pickup && sc.Compare ("PickupSound"))
{ {

View file

@ -142,8 +142,6 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF3, DONTGIB, AActor, flags3), DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3), DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3), DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
DEFINE_FLAG(MF3, CANBOUNCEWATER, AActor, flags3),
DEFINE_FLAG(MF3, NOWALLBOUNCESND, AActor, flags3),
DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3), DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3), DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3), DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
@ -176,15 +174,12 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4), DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4), DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4), DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4),
DEFINE_FLAG(MF4, NOSKIN, AActor, flags4), DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4), DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
DEFINE_FLAG(MF5, FASTER, AActor, flags5), DEFINE_FLAG(MF5, FASTER, AActor, flags5),
DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5), DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5), DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
DEFINE_FLAG(MF5, BOUNCEONACTORS, AActor, flags5),
DEFINE_FLAG(MF5, EXPLODEONWATER, AActor, flags5),
DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5), DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5), DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5), DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
@ -228,6 +223,19 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags), DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags), DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
// Bounce flags
DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_Floors, BOUNCEONFLOORS, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_Ceilings, BOUNCEONCEILINGS, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_Actors, ALLOWBOUNCEONACTORS, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_AutoOff, BOUNCEAUTOOFF, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_HereticType, BOUNCELIKEHERETIC, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_CanBounceWater, CANBOUNCEWATER, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_NoWallSound, NOWALLBOUNCESND, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_Quiet, NOBOUNCESOUND, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_AllActors, BOUNCEONACTORS, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_ExplodeOnWater, EXPLODEONWATER, AActor, BounceFlags),
// Deprecated flags. Handling must be performed in HandleDeprecatedFlags // Deprecated flags. Handling must be performed in HandleDeprecatedFlags
DEFINE_DEPRECATED_FLAG(FIREDAMAGE), DEFINE_DEPRECATED_FLAG(FIREDAMAGE),
DEFINE_DEPRECATED_FLAG(ICEDAMAGE), DEFINE_DEPRECATED_FLAG(ICEDAMAGE),

View file

@ -130,13 +130,16 @@ void HandleDeprecatedFlags(AActor *defaults, FActorInfo *info, bool set, int ind
break; break;
// the bounce flags will set the compatibility bounce modes to remain compatible // the bounce flags will set the compatibility bounce modes to remain compatible
case DEPF_HERETICBOUNCE: case DEPF_HERETICBOUNCE:
defaults->bouncetype = set? BOUNCE_HereticCompat : 0; defaults->BounceFlags &= ~BOUNCE_TypeMask;
if (set) defaults->BounceFlags |= BOUNCE_HereticCompat;
break; break;
case DEPF_HEXENBOUNCE: case DEPF_HEXENBOUNCE:
defaults->bouncetype = set? BOUNCE_HexenCompat : 0; defaults->BounceFlags &= ~BOUNCE_TypeMask;
if (set) defaults->BounceFlags |= BOUNCE_HexenCompat;
break; break;
case DEPF_DOOMBOUNCE: case DEPF_DOOMBOUNCE:
defaults->bouncetype = set? BOUNCE_DoomCompat : 0; defaults->BounceFlags &= ~BOUNCE_TypeMask;
if (set) defaults->BounceFlags |= BOUNCE_DoomCompat;
break; break;
case DEPF_PICKUPFLASH: case DEPF_PICKUPFLASH:
if (set) if (set)
@ -846,9 +849,19 @@ DEFINE_PROPERTY(bloodtype, Sss, Actor)
//========================================================================== //==========================================================================
DEFINE_PROPERTY(bouncetype, S, Actor) DEFINE_PROPERTY(bouncetype, S, Actor)
{ {
const char *names[] = { "None", "Doom", "Heretic", "Hexen", "*", "DoomCompat", "HereticCompat", "HexenCompat", NULL }; static const char *names[] = { "None", "Doom", "Heretic", "Hexen", "DoomCompat", "HereticCompat", "HexenCompat", NULL };
static const BYTE flags[] = { BOUNCE_None,
BOUNCE_Doom, BOUNCE_Heretic, BOUNCE_Hexen,
BOUNCE_DoomCompat, BOUNCE_HereticCompat, BOUNCE_HexenCompat };
PROP_STRING_PARM(id, 0); PROP_STRING_PARM(id, 0);
defaults->bouncetype = MatchString(id, names); int match = MatchString(id, names);
if (match < 0)
{
I_Error("Unknown bouncetype %s", id);
match = 0;
}
defaults->BounceFlags &= ~(BOUNCE_TypeMask | BOUNCE_UseSeeSound);
defaults->BounceFlags |= flags[match];
} }
//========================================================================== //==========================================================================