Update to ZDoom r2037:

- fixed: The UDMF blockfloaters flag was misnamed. Changed to match the spec.
- made the initial weave index for A_BishopMissileWeave and A_CStaffMissileSlither
  a configurable actor property.
- added a menu item for snd_channels.
- Extended MF3_SKYEXPLODE to apply to horizon walls as well.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@671 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-12-24 23:34:10 +00:00
parent 1cb4fb4adc
commit 8653592339
9 changed files with 54 additions and 29 deletions

View file

@ -765,6 +765,7 @@ public:
DWORD flags6; // Shit! Where did all the flags go?
int special1; // Special info
int special2; // Special info
int weaveindex; // Separated from special2 because it's used by globally accessible functions.
int health;
BYTE movedir; // 0-7
SBYTE visdir;

View file

@ -60,7 +60,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2)
if (mo != NULL)
{
mo->tracer = self->target;
mo->special2 = 16; // High word == x/y, Low word == z
}
self->special1--;
}
@ -77,10 +76,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
int weaveXY, weaveZ;
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;
weaveZ = self->special2 & 0xFFFF;
// since these values are now user configurable we have to do a proper range check to avoid array overflows.
weaveXY = (self->weaveindex >> 16) & 63;
weaveZ = (self->weaveindex & 63);
angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
newX = self->x - FixedMul (finecosine[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];
weaveZ = (weaveZ + 2) & 63;
self->z += FloatBobOffsets[weaveZ];
self->special2 = weaveZ + (weaveXY<<16);
self->weaveindex = weaveZ + (weaveXY<<16);
}
//============================================================================

View file

@ -135,12 +135,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle-(ANG45/15));
if (mo)
{
mo->special2 = 32;
mo->weaveindex = 32;
}
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle+(ANG45/15));
if (mo)
{
mo->special2 = 0;
mo->weaveindex = 0;
}
S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
}
@ -157,7 +157,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
int weaveXY;
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;
newX = self->x-FixedMul(finecosine[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]);
newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
P_TryMove (self, newX, newY, true);
self->special2 = weaveXY;
self->weaveindex = weaveXY;
}
//============================================================================

View file

@ -370,7 +370,7 @@ xx(Blockplayers)
xx(Blockeverything)
xx(Zoneboundary)
xx(Jumpover)
xx(Blockfloating)
xx(Blockfloaters)
xx(Clipmidtex)
xx(Wrapmidtex)
xx(Midtex3d)

View file

@ -312,6 +312,14 @@ void AActor::Serialize (FArchive &arc)
{
arc << DamageFactor;
}
if (SaveVersion >= 2036)
{
arc << weaveindex;
}
else
{
weaveindex = special2;
}
// Skip past uservar array in old savegames
if (SaveVersion < 1933)
@ -1190,7 +1198,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
return;
}
if (line != NULL && line->special == Line_Horizon)
if (line != NULL && line->special == Line_Horizon && !(mo->flags3 & MF3_SKYEXPLODE))
{
// [RH] Don't explode missiles on horizon lines.
mo->Destroy ();
@ -1901,22 +1909,24 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
}
explode:
// explode a missile
if (tm.ceilingline &&
tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y) && //killough
!(mo->flags3 & MF3_SKYEXPLODE))
if (!(mo->flags3 & MF3_SKYEXPLODE))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
mo->Destroy ();
return oldfloorz;
}
// [RH] Don't explode on horizon lines.
if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
{
mo->Destroy ();
return oldfloorz;
if (tm.ceilingline &&
tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
mo->Destroy ();
return oldfloorz;
}
// [RH] Don't explode on horizon lines.
if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
{
mo->Destroy ();
return oldfloorz;
}
}
P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj);
return oldfloorz;

View file

@ -691,7 +691,7 @@ struct UDMFParser
Flag(ld->flags, ML_RAILING, key);
continue;
case NAME_Blockfloating:
case NAME_Blockfloaters:
CHECK_N(St | Zd | Zdt | Va)
Flag(ld->flags, ML_BLOCK_FLOATERS, key);
continue;

View file

@ -3,5 +3,5 @@
// This file was automatically generated by the
// updaterevision tool. Do not edit by hand.
#define ZD_SVN_REVISION_STRING "2033"
#define ZD_SVN_REVISION_NUMBER 2033
#define ZD_SVN_REVISION_STRING "2037"
#define ZD_SVN_REVISION_NUMBER 2037

View file

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

View file

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