- Added an option to consider intermission screens gameplay for purposes of

capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
  same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
  object's position.


SVN r1014 (trunk)
This commit is contained in:
Christoph Oelckers 2008-06-02 16:56:53 +00:00
parent 8d5d742287
commit 29380f70b3
9 changed files with 92 additions and 29 deletions

View file

@ -1,3 +1,11 @@
June 2, 2008 (Changes by Graf Zahl)
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
June 1, 2008 (Changes by Graf Zahl)
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.

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@ -34,6 +34,7 @@
#ifndef __GAMECONFIGFILE_H__
#define __GAMECONFIGFILE_H__
#include "doomtype.h"
#include "configfile.h"
class DArgs;

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@ -367,4 +367,4 @@ xx(light)
xx(lightabsolute)
xx(nofakecontrast)
xx(Renderstyle)
xx(Renderstyle)

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@ -982,7 +982,8 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
// (i.e. Guantlets/Chainsaw)
if (inflictor && inflictor != target // [RH] Not if hurting own self
&& !(target->flags & MF_NOCLIP)
&& !(inflictor->flags2 & MF2_NODMGTHRUST))
&& !(inflictor->flags2 & MF2_NODMGTHRUST)
&& !(flags & DMG_THRUSTLESS))
{
int kickback;

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@ -441,8 +441,12 @@ bool P_GiveBody (AActor *actor, int num);
void P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison);
void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPainSound);
#define DMG_NO_ARMOR 1
#define DMG_INFLICTOR_IS_PUFF 2
enum EDmgFlags
{
DMG_NO_ARMOR = 1,
DMG_INFLICTOR_IS_PUFF = 2,
DMG_THRUSTLESS = 4,
};
// ===== PO_MAN =====

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@ -247,7 +247,8 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
spechit.Clear ();
bool StompAlwaysFrags = thing->player || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
bool StompAlwaysFrags = thing->player || (thing->flags2 & MF2_TELESTOMP) ||
(level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
FBoundingBox box(x, y, thing->radius);
FBlockLinesIterator it(box);
@ -291,9 +292,9 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
// monsters don't stomp things except on boss level
// [RH] Some Heretic/Hexen monsters can telestomp
if (StompAlwaysFrags || (thing->flags2 & MF2_TELESTOMP))
if (StompAlwaysFrags)
{
P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag);
P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag, DMG_THRUSTLESS);
continue;
}
return false;

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@ -280,13 +280,33 @@ static void MouseRead ()
}
}
CUSTOM_CVAR(Int, mouse_capturemode, 1, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
if (self < 0) self = 0;
else if (self > 2) self = 2;
}
static bool inGame()
{
switch (mouse_capturemode)
{
default:
case 0:
return gamestate == GS_LEVEL;
case 1:
return gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_FINALE;
case 2:
return true;
}
}
static void I_CheckNativeMouse ()
{
bool focus = (SDL_GetAppState() & (SDL_APPINPUTFOCUS|SDL_APPACTIVE))
== (SDL_APPINPUTFOCUS|SDL_APPACTIVE);
bool fs = (SDL_GetVideoSurface ()->flags & SDL_FULLSCREEN) != 0;
bool wantNative = !focus || !use_mouse || (!fs && (GUICapture || paused || demoplayback || gamestate != GS_LEVEL));
bool wantNative = !focus || !use_mouse || (!fs && (GUICapture || paused || demoplayback || !inGame()));
if (wantNative != NativeMouse)
{

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@ -1350,14 +1350,27 @@ void A_TakeFromTarget(AActor * self)
// Common code for A_SpawnItem and A_SpawnItemEx
//
//===========================================================================
enum SIX_Flags
{
SIXF_TRANSFERTRANSLATION=1,
SIXF_ABSOLUTEPOSITION=2,
SIXF_ABSOLUTEANGLE=4,
SIXF_ABSOLUTEMOMENTUM=8,
SIXF_SETMASTER=16,
SIXF_NOCHECKPOSITION=32,
SIXF_TELEFRAG=64,
// 128 is used by Skulltag!
SIXF_TRANSFERAMBUSHFLAG=256,
};
static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translation, INTBOOL setmaster, INTBOOL nocheckpos)
static void InitSpawnedItem(AActor *self, AActor *mo, int flags)
{
if (mo)
{
AActor * originator = self;
if (transfer_translation && !(mo->flags2 & MF2_DONTTRANSLATE))
if ((flags & SIXF_TRANSFERTRANSLATION) && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = self->Translation;
}
@ -1365,9 +1378,16 @@ static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translati
mo->angle=self->angle;
while (originator && isMissile(originator)) originator = originator->target;
if (flags & SIXF_TELEFRAG)
{
P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
// This is needed to ensure consistent behavior.
// Otherwise it will only spawn if nothing gets telefragged
flags |= SIXF_NOCHECKPOSITION;
}
if (mo->flags3&MF3_ISMONSTER)
{
if (!nocheckpos && !P_TestMobjLocation(mo))
if (!(flags&SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo))
{
// The monster is blocked so don't spawn it at all!
if (mo->CountsAsKill()) level.total_monsters--;
@ -1381,7 +1401,7 @@ static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translati
{
// If this is a monster transfer all friendliness information
mo->CopyFriendliness(originator, true);
if (setmaster) mo->master = originator; // don't let it attack you (optional)!
if (flags&SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
}
else if (originator->player)
{
@ -1459,7 +1479,8 @@ void A_SpawnItem(AActor * self)
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
self->z - self->floorclip + zheight, ALLOW_REPLACE);
InitSpawnedItem(self, mo, transfer_translation, useammo, false);
int flags = (transfer_translation? SIXF_TRANSFERTRANSLATION:0) + (useammo? SIXF_SETMASTER:0);
InitSpawnedItem(self, mo, flags);
}
//===========================================================================
@ -1469,19 +1490,6 @@ void A_SpawnItem(AActor * self)
// Enhanced spawning function
//
//===========================================================================
enum SIX_Flags
{
SIXF_TRANSFERTRANSLATION=1,
SIXF_ABSOLUTEPOSITION=2,
SIXF_ABSOLUTEANGLE=4,
SIXF_ABSOLUTEMOMENTUM=8,
SIXF_SETMASTER=16,
SIXF_NOCHECKPOSITION=32,
SIXF_TELEFRAG=64,
// 128 is used by Skulltag!
SIXF_TRANSFERAMBUSHFLAG=256,
};
void A_SpawnItemEx(AActor * self)
{
FState * CallingState;
@ -1541,14 +1549,13 @@ void A_SpawnItemEx(AActor * self)
}
AActor * mo = Spawn( missile, x, y, self->z + self->floorclip + zofs, ALLOW_REPLACE);
InitSpawnedItem(self, mo, (flags & SIXF_TRANSFERTRANSLATION), (flags&SIXF_SETMASTER), (flags&SIXF_NOCHECKPOSITION));
InitSpawnedItem(self, mo, flags);
if (mo)
{
mo->momx=xmom;
mo->momy=ymom;
mo->momz=zmom;
mo->angle=Angle;
if (flags & SIXF_TELEFRAG) P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
if (flags & SIXF_TRANSFERAMBUSHFLAG) mo->flags = (mo->flags&~MF_AMBUSH) | (self->flags & MF_AMBUSH);
}
}

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@ -415,10 +415,31 @@ static void I_CheckGUICapture ()
}
}
CUSTOM_CVAR(Int, mouse_capturemode, 1, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
if (self < 0) self = 0;
else if (self > 2) self = 2;
}
static bool inGame()
{
switch (mouse_capturemode)
{
default:
case 0:
return gamestate == GS_LEVEL;
case 1:
return gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_FINALE;
case 2:
return true;
}
}
void I_CheckNativeMouse (bool preferNative)
{
bool wantNative = !HaveFocus ||
((!screen || !screen->IsFullscreen()) && (gamestate != GS_LEVEL || GUICapture || paused || preferNative || !use_mouse || demoplayback));
((!screen || !screen->IsFullscreen()) &&
(!inGame() || GUICapture || paused || preferNative || !use_mouse || demoplayback));
//Printf ("%d %d %d\n", wantNative, preferNative, NativeMouse);