- Fixed: The deprecated flag handler for the old bounce flags needs to clear

BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
  friendly monsters could no longer acquire targets by themselves.
- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.


SVN r1848 (trunk)
This commit is contained in:
Christoph Oelckers 2009-09-16 21:03:09 +00:00
parent a6d9a37ef7
commit 5822729943
13 changed files with 38 additions and 22 deletions

View file

@ -1,4 +1,10 @@
September 16, 2009 (Changes by Graf Zahl) September 16, 2009 (Changes by Graf Zahl)
- Fixed: The deprecated flag handler for the old bounce flags needs to clear
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
friendly monsters could no longer acquire targets by themselves.
- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.
- Gez's misc. bugs patch: - Gez's misc. bugs patch:
* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this, * Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
* Renames the dog actor to MBFHelperDog to prevent name conflicts, * Renames the dog actor to MBFHelperDog to prevent name conflicts,

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@ -399,7 +399,7 @@ enum EBounceFlags
// for them that are not present in ZDoom, so it is necessary to identify it properly. // for them that are not present in ZDoom, so it is necessary to identify it properly.
BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag. BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag.
BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType, BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType | BOUNCE_MBF,
// The three "standard" types of bounciness are: // The three "standard" types of bounciness are:
// HERETIC - Missile will only bounce off the floor once and then enter // HERETIC - Missile will only bounce off the floor once and then enter
@ -760,6 +760,7 @@ public:
BYTE movedir; // 0-7 BYTE movedir; // 0-7
SBYTE visdir; SBYTE visdir;
SWORD movecount; // when 0, select a new dir SWORD movecount; // when 0, select a new dir
SWORD strafecount; // for MF3_AVOIDMELEE
TObjPtr<AActor> target; // thing being chased/attacked (or NULL) TObjPtr<AActor> target; // thing being chased/attacked (or NULL)
// also the originator for missiles // also the originator for missiles
TObjPtr<AActor> lastenemy; // Last known enemy -- killough 2/15/98 TObjPtr<AActor> lastenemy; // Last known enemy -- killough 2/15/98

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@ -136,7 +136,6 @@ void InitBotStuff()
{ "SkullRod", 27000000, 0, "HornRodFX1" }, { "SkullRod", 27000000, 0, "HornRodFX1" },
{ "SkullRodPowered", 27000000, 0, "HornRodFX2" }, { "SkullRodPowered", 27000000, 0, "HornRodFX2" },
{ "PhoenixRod", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "PhoenixFX1" }, { "PhoenixRod", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "PhoenixFX1" },
{ "PhoenixRodPowered", 0, WIF_BOT_MELEE, "PhoenixFX2" },
{ "Mace", 27000000, WIF_BOT_REACTION_SKILL_THING, "MaceFX2" }, { "Mace", 27000000, WIF_BOT_REACTION_SKILL_THING, "MaceFX2" },
{ "MacePowered", 27000000, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "MaceFX4" }, { "MacePowered", 27000000, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "MaceFX4" },
{ "FWeapHammer", 22000000, 0, "HammerMissile" }, { "FWeapHammer", 22000000, 0, "HammerMissile" },

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@ -175,7 +175,7 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
(actor->y + actor->vely) - (enemy->y + enemy->vely)); (actor->y + actor->vely) - (enemy->y + enemy->vely));
//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go. //FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE) if (actor->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
{ {
if ((actor->player->ReadyWeapon->ProjectileType != NULL)) if ((actor->player->ReadyWeapon->ProjectileType != NULL))
{ {

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@ -342,7 +342,7 @@ void FCajunMaster::TurnToAng (AActor *actor)
if(actor->player->enemy) if(actor->player->enemy)
if(!actor->player->dest) //happens when running after item in combat situations, or normal, prevents weak turns if(!actor->player->dest) //happens when running after item in combat situations, or normal, prevents weak turns
if(actor->player->ReadyWeapon->ProjectileType == NULL && !(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE)) if(actor->player->ReadyWeapon->ProjectileType == NULL && !(actor->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON))
if(Check_LOS(actor, actor->player->enemy, SHOOTFOV+5*ANGLE_1)) if(Check_LOS(actor, actor->player->enemy, SHOOTFOV+5*ANGLE_1))
maxturn = 3; maxturn = 3;
} }

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@ -322,6 +322,7 @@ enum
WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up
WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback
WIF_NOAUTOAIM = 0x00004000, // this weapon never uses autoaim (useful for ballistic projectiles) WIF_NOAUTOAIM = 0x00004000, // this weapon never uses autoaim (useful for ballistic projectiles)
WIF_MELEEWEAPON = 0x00008000, // melee weapon. Used by bots and monster AI.
WIF_CHEATNOTWEAPON = 0x08000000, // Give cheat considers this not a weapon (used by Sigil) WIF_CHEATNOTWEAPON = 0x08000000, // Give cheat considers this not a weapon (used by Sigil)
@ -329,7 +330,6 @@ enum
WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
WIF_BOT_EXPLOSIVE = 1<<30, // weapon fires an explosive WIF_BOT_EXPLOSIVE = 1<<30, // weapon fires an explosive
WIF_BOT_MELEE = 1<<29, // melee weapon
WIF_BOT_BFG = 1<<28, // this is a BFG WIF_BOT_BFG = 1<<28, // this is a BFG
}; };

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@ -65,6 +65,7 @@ static FRandom pr_dropoff ("Dropoff");
static FRandom pr_defect ("Defect"); static FRandom pr_defect ("Defect");
static FRandom pr_skiptarget("SkipTarget"); static FRandom pr_skiptarget("SkipTarget");
static FRandom pr_enemystrafe("EnemyStrafe");
// movement interpolation is fine for objects that are moved by their own // movement interpolation is fine for objects that are moved by their own
// velocity. But for monsters it is problematic. // velocity. But for monsters it is problematic.
@ -772,9 +773,7 @@ void P_NewChaseDir(AActor * actor)
fixed_t deltax; fixed_t deltax;
fixed_t deltay; fixed_t deltay;
#ifdef MBF_STUFF
actor->strafecount = 0; actor->strafecount = 0;
#endif
if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL) if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL)
{ {
@ -882,15 +881,16 @@ void P_NewChaseDir(AActor * actor)
else else
#endif #endif
#ifdef MBF_STUFF
// MBF's monster_backing option. Made an actor flag instead. Also cleaned the code up to make it readable. // MBF's monster_backing option. Made an actor flag instead. Also cleaned the code up to make it readable.
// Todo: implement the movement logic // Todo: implement the movement logic
AActor *target = actor->target;
if (target->health > 0 && !actor->IsFriend(target)) if (target->health > 0 && !actor->IsFriend(target))
{ // Live enemy target { // Live enemy target
if (actor->flags3 & MF3_AVOIDMELEE) if (actor->flags3 & MF3_AVOIDMELEE)
{ {
bool ismeleeattacker = false; bool ismeleeattacker = false;
fixed_t dist = P_AproxDistance(actor->x-target->x, actor->y-target->y);
if (target->player == NULL) if (target->player == NULL)
{ {
ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2); ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2);
@ -899,7 +899,7 @@ void P_NewChaseDir(AActor * actor)
{ {
// melee range of player weapon is a parameter of the action function and cannot be checked here. // melee range of player weapon is a parameter of the action function and cannot be checked here.
// Add a new weapon property? // Add a new weapon property?
ismeleeattacker = (target->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE && dist < MELEERANGE*3); ismeleeattacker = (target->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON && dist < MELEERANGE*3);
} }
if (ismeleeattacker) if (ismeleeattacker)
{ {
@ -908,18 +908,14 @@ void P_NewChaseDir(AActor * actor)
} }
} }
} }
#endif
P_DoNewChaseDir(actor, deltax, deltay); P_DoNewChaseDir(actor, deltax, deltay);
#ifdef MBF_STUFF
// If strafing, set movecount to strafecount so that old Doom // If strafing, set movecount to strafecount so that old Doom
// logic still works the same, except in the strafing part // logic still works the same, except in the strafing part
if (actor->strafecount) if (actor->strafecount)
actor->movecount = actor->strafecount; actor->movecount = actor->strafecount;
#endif
} }
@ -1566,7 +1562,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
} }
#endif #endif
// [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.) // [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.)
if (actor->FriendPlayer == 0) return false; if (actor->FriendPlayer == 0) return result;
if (result || !deathmatch) return true; if (result || !deathmatch) return true;
@ -2156,7 +2152,11 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
} }
// turn towards movement direction if not there yet // turn towards movement direction if not there yet
if (actor->movedir < 8) if (actor->strafecount)
{
A_FaceTarget(actor);
}
else if (actor->movedir < 8)
{ {
actor->angle &= (angle_t)(7<<29); actor->angle &= (angle_t)(7<<29);
delta = actor->angle - (actor->movedir << 29); delta = actor->angle - (actor->movedir << 29);
@ -2404,6 +2404,9 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
// chase towards player // chase towards player
// //
if (actor->strafecount)
actor->strafecount--;
// class bosses don't do this when strafing // class bosses don't do this when strafing
if ((!fastchase || !actor->FastChaseStrafeCount) && !dontmove) if ((!fastchase || !actor->FastChaseStrafeCount) && !dontmove)
{ {

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@ -240,6 +240,7 @@ void AActor::Serialize (FArchive &arc)
<< movedir << movedir
<< visdir << visdir
<< movecount << movecount
<< strafecount
<< target << target
<< lastenemy << lastenemy
<< LastHeard << LastHeard

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@ -354,12 +354,14 @@ void FTGATexture::MakeTexture ()
int step_x = (hdr.bpp>>3); int step_x = (hdr.bpp>>3);
int Pitch = Width * step_x; int Pitch = Width * step_x;
/*
if (hdr.img_desc&32) if (hdr.img_desc&32)
{ {
ptr += (Width-1) * step_x; ptr += (Width-1) * step_x;
step_x =- step_x; step_x =- step_x;
} }
if (!(hdr.img_desc&64)) */
if (!(hdr.img_desc&32))
{ {
ptr += (Height-1) * Pitch; ptr += (Height-1) * Pitch;
Pitch = -Pitch; Pitch = -Pitch;
@ -557,12 +559,14 @@ int FTGATexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int w, int h, i
int step_x = (hdr.bpp>>3); int step_x = (hdr.bpp>>3);
int Pitch = Width * step_x; int Pitch = Width * step_x;
/*
if (hdr.img_desc&32) if (hdr.img_desc&32)
{ {
ptr += (Width-1) * step_x; ptr += (Width-1) * step_x;
step_x =- step_x; step_x =- step_x;
} }
if (!(hdr.img_desc&64)) */
if (!(hdr.img_desc&32))
{ {
ptr += (Height-1) * Pitch; ptr += (Height-1) * Pitch;
Pitch = -Pitch; Pitch = -Pitch;

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@ -141,6 +141,7 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF3, NOTARGET, AActor, flags3), DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
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, AVOIDMELEE, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3), DEFINE_FLAG(MF3, FULLVOLDEATH, 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),
@ -295,7 +296,7 @@ static FFlagDef WeaponFlags[] =
DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags), DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags),
DEFINE_FLAG2(WIF_BOT_MELEE, MELEEWEAPON, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, MELEEWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags), DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),

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@ -130,15 +130,15 @@ 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->BounceFlags &= ~BOUNCE_TypeMask; defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_HereticCompat; if (set) defaults->BounceFlags |= BOUNCE_HereticCompat;
break; break;
case DEPF_HEXENBOUNCE: case DEPF_HEXENBOUNCE:
defaults->BounceFlags &= ~BOUNCE_TypeMask; defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_HexenCompat; if (set) defaults->BounceFlags |= BOUNCE_HexenCompat;
break; break;
case DEPF_DOOMBOUNCE: case DEPF_DOOMBOUNCE:
defaults->BounceFlags &= ~BOUNCE_TypeMask; defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_DoomCompat; if (set) defaults->BounceFlags |= BOUNCE_DoomCompat;
break; break;
case DEPF_PICKUPFLASH: case DEPF_PICKUPFLASH:

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@ -75,7 +75,7 @@
// SAVESIG should match SAVEVER. // SAVESIG should match SAVEVER.
// MINSAVEVER is the minimum level snapshot version that can be loaded. // MINSAVEVER is the minimum level snapshot version that can be loaded.
#define MINSAVEVER 1823 #define MINSAVEVER 1848
#if SVN_REVISION_NUMBER < MINSAVEVER #if SVN_REVISION_NUMBER < MINSAVEVER
// Never write a savegame with a version lower than what we need // Never write a savegame with a version lower than what we need

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@ -1034,6 +1034,7 @@ ACTOR PhoenixRodPowered : PhoenixRod native
{ {
Game Heretic Game Heretic
+WEAPON.POWERED_UP +WEAPON.POWERED_UP
+WEAPON.MELEEWEAPON
Weapon.SisterWeapon "PhoenixRod" Weapon.SisterWeapon "PhoenixRod"
Weapon.AmmoGive 0 Weapon.AmmoGive 0