- Added support for random state durations. Instead of defining a frame like this:

POSS A 10 A_Look
  You can define it as:
    POSS A random(10,20) A_Look
  and the state will last a random duration between 10 and 20 tics, inclusive.

SVN r3847 (trunk)
This commit is contained in:
Randy Heit 2012-08-23 01:00:30 +00:00
parent c954fb5477
commit 1c71c1dce1
5 changed files with 46 additions and 8 deletions

View file

@ -1353,7 +1353,7 @@ static int PatchFrame (int frameNum)
if (keylen == 8 && stricmp (Line1, "Duration") == 0)
{
tics = clamp (val, -1, 65534);
tics = clamp (val, -1, SHRT_MAX);
}
else if (keylen == 9 && stricmp (Line1, "Unknown 1") == 0)
{

View file

@ -55,6 +55,8 @@ extern void LoadActors ();
extern void InitBotStuff();
extern void ClearStrifeTypes();
FRandom FState::pr_statetics;
//==========================================================================
//
//

View file

@ -45,6 +45,7 @@
#include "doomdef.h"
#include "m_fixed.h"
#include "m_random.h"
struct Baggage;
class FScanner;
@ -61,18 +62,19 @@ enum
struct FState
{
FState *NextState;
actionf_p ActionFunc;
WORD sprite;
SWORD Tics;
int Misc1; // Was changed to SBYTE, reverted to long for MBF compat
int Misc2; // Was changed to BYTE, reverted to long for MBF compat
WORD TicRange;
BYTE Frame;
BYTE DefineFlags; // Unused byte so let's use it during state creation.
int Misc1; // Was changed to SBYTE, reverted to long for MBF compat
int Misc2; // Was changed to BYTE, reverted to long for MBF compat
short Light;
BYTE Fullbright:1; // State is fullbright
BYTE SameFrame:1; // Ignore Frame (except when spawning actor)
BYTE Fast:1;
FState *NextState;
actionf_p ActionFunc;
int ParameterIndex;
inline int GetFrame() const
@ -89,7 +91,11 @@ struct FState
}
inline int GetTics() const
{
return Tics;
if (TicRange == 0)
{
return Tics;
}
return Tics + pr_statetics.GenRand32() % (TicRange + 1);
}
inline int GetMisc1() const
{
@ -134,6 +140,7 @@ struct FState
}
static const PClass *StaticFindStateOwner (const FState *state);
static const PClass *StaticFindStateOwner (const FState *state, const FActorInfo *info);
static FRandom pr_statetics;
};
struct FStateLabels;

View file

@ -199,6 +199,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
if (info->NumOwnedStates == 1)
{
info->OwnedStates->Tics = -1;
info->OwnedStates->TicRange = 0;
info->OwnedStates->Misc1 = 0;
}
else
@ -226,6 +227,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
else
{
info->OwnedStates[i].Tics = -1;
info->OwnedStates[i].TicRange = 0;
info->OwnedStates[i].Misc1 = 0;
}
@ -273,6 +275,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
else
{
info->OwnedStates[i].Tics = -1;
info->OwnedStates[i].TicRange = 0;
info->OwnedStates[i].Misc1 = 0;
}
@ -307,12 +310,14 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
}
info->OwnedStates[i].NextState = &info->OwnedStates[info->NumOwnedStates-1];
info->OwnedStates[i].Tics = 5;
info->OwnedStates[i].TicRange = 0;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].SetAction(FindGlobalActionFunction("A_FreezeDeath"));
i = info->NumOwnedStates - 1;
info->OwnedStates[i].NextState = &info->OwnedStates[i];
info->OwnedStates[i].Tics = 1;
info->OwnedStates[i].TicRange = 0;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].SetAction(FindGlobalActionFunction("A_FreezeDeathChunks"));
bag.statedef.SetStateLabel("Ice", &info->OwnedStates[extra.IceDeathStart]);
@ -671,6 +676,7 @@ static void ParseSpriteFrames (FActorInfo *info, TArray<FState> &states, FScanne
}
state.Tics = rate;
state.TicRange = 0;
while (*token)
{

View file

@ -56,6 +56,7 @@
#include "colormatcher.h"
#include "thingdef_exp.h"
#include "version.h"
#include "templates.h"
//==========================================================================
//***
@ -237,8 +238,30 @@ do_stop:
sc.MustGetString();
statestring = sc.String;
sc.MustGetNumber();
state.Tics = clamp<int>(sc.Number, -1, 32767);
if (sc.CheckString("RANDOM"))
{
int min, max;
sc.MustGetStringName("(");
sc.MustGetNumber();
min = clamp<int>(sc.Number, -1, SHRT_MAX);
sc.MustGetStringName(",");
sc.MustGetNumber();
max = clamp<int>(sc.Number, -1, SHRT_MAX);
sc.MustGetStringName(")");
if (min > max)
{
swapvalues(min, max);
}
state.Tics = min;
state.TicRange = max - min;
}
else
{
sc.MustGetNumber();
state.Tics = clamp<int>(sc.Number, -1, SHRT_MAX);
state.TicRange = 0;
}
while (sc.GetString() && !sc.Crossed)
{