- Merged the fallingdamage setting into one menu item and added Strife damage to it.

- Moved deathmatch options into their own category in the gameplay options menu.
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
  at friendlies or shootable decorations if there are monsters that can be shot.
- Added: SetThingSpecial treats a tid of 0 as the activator.


SVN r412 (trunk)
This commit is contained in:
Christoph Oelckers 2006-12-16 11:49:48 +00:00
parent 08a1ffce23
commit 638526946b
7 changed files with 217 additions and 58 deletions

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@ -1,3 +1,10 @@
December 16, 2006 (Changes by Graf Zahl)
- Merged the fallingdamage setting into one menu item and added Strife damage to it.
- Moved deathmatch options into their own category in the gameplay options menu.
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
at friendlies or shootable decorations if there are monsters that can be shot.
- Added: SetThingSpecial treats a tid of 0 as the activator.
December 13, 2006 (Changes by Graf Zahl)
- Fixed: The particle fountains' names were different than before
- Fixed: FTexture::CheckForTexture should return NULL if the texture it

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@ -100,6 +100,7 @@ typedef enum {
control,
screenres,
bitflag,
bitmask,
listelement,
nochoice,
numberedmore,

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@ -98,6 +98,7 @@ EXTERN_CVAR (Int, snd_buffersize)
EXTERN_CVAR (Int, snd_samplerate)
EXTERN_CVAR (Bool, snd_3d)
EXTERN_CVAR (Bool, snd_waterreverb)
EXTERN_CVAR (Int, sv_smartaim)
static void CalcIndent (menu_t *menu);
@ -924,29 +925,35 @@ CUSTOM_CVAR (Bool, vid_tft, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
* Gameplay Options (dmflags) Menu
*
*=======================================*/
value_t SmartAim[3] = {
{ 0.0, "Off" },
{ 1.0, "On" },
{ 2.0, "Never friends" }
};
value_t FallingDM[4] = {
{ 0, "Off" },
{ DF_FORCE_FALLINGZD, "Old" },
{ DF_FORCE_FALLINGHX, "Hexen" },
{ DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX, "Strife" }
};
static menuitem_t DMFlagsItems[] = {
{ discrete, "Teamplay", {&teamplay}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ slider, "Team damage scalar", {&teamdamage}, {0.0}, {1.0}, {0.05},{NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ bitflag, "Falling damage (old)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGZD} },
{ bitflag, "Falling damage (Hexen)",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGHX} },
{ bitflag, "Weapons stay (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_WEAPONS_STAY} },
{ bitflag, "Allow powerups (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ITEMS} },
{ bitflag, "Allow health (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_HEALTH} },
{ bitflag, "Allow armor (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ARMOR} },
{ bitflag, "Spawn farthest (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SPAWN_FARTHEST} },
{ bitflag, "Same map (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SAME_LEVEL} },
{ bitflag, "Force respawn (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_RESPAWN} },
{ bitflag, "Allow exit (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_EXIT} },
{ bitflag, "Barrels respawn (DM)", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_BARRELS_RESPAWN} },
{ bitflag, "Respawn protection (DM)",{&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_INVUL} },
{ discrete, "Smart Autoaim", {&sv_smartaim}, {3.0}, {0.0}, {0.0}, {SmartAim} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ bitmask, "Falling damage", {&dmflags}, {4.0}, {DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX}, {0}, {FallingDM} },
// { bitflag, "Falling damage (old)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGZD} },
// { bitflag, "Falling damage (Hexen)",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGHX} },
{ bitflag, "Drop weapon", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_WEAPONDROP} },
{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
{ bitflag, "No monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_NO_MONSTERS} },
{ bitflag, "Monsters respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_MONSTERS_RESPAWN} },
{ bitflag, "Items respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_ITEMS_RESPAWN} },
{ bitflag, "Mega powerups respawn",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
{ bitflag, "Big powerups respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
{ bitflag, "Fast monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FAST_MONSTERS} },
{ bitflag, "Allow jump", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_JUMP} },
{ bitflag, "Allow crouch", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_CROUCH} },
@ -954,6 +961,18 @@ static menuitem_t DMFlagsItems[] = {
{ bitflag, "Allow FOV", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FOV} },
{ bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
{ whitetext,"Deathmatch Settings", {NULL}, {0}, {0}, {0}, {NULL} },
{ bitflag, "Weapons stay", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_WEAPONS_STAY} },
{ bitflag, "Allow powerups", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ITEMS} },
{ bitflag, "Allow health", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_HEALTH} },
{ bitflag, "Allow armor", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ARMOR} },
{ bitflag, "Spawn farthest", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SPAWN_FARTHEST} },
{ bitflag, "Same map", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SAME_LEVEL} },
{ bitflag, "Force respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_RESPAWN} },
{ bitflag, "Allow exit", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_EXIT} },
{ bitflag, "Barrels respawn", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_BARRELS_RESPAWN} },
{ bitflag, "Respawn protection", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_INVUL} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
{ whitetext,"Cooperative Settings", {NULL}, {0}, {0}, {0}, {NULL} },
{ bitflag, "Spawn multi. weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_COOP_WEAPON_SPAWN} },
{ bitflag, "Lose entire inventory",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_LOSE_INVENTORY} },
@ -1500,6 +1519,31 @@ void M_OptDrawer ()
}
break;
case bitmask:
{
int v, vals;
value = item->a.cvar->GetGenericRep (CVAR_Int);
value.Float = value.Int & int(item->c.max);
vals = (int)item->b.numvalues;
v = M_FindCurVal (value.Float, item->e.values, vals);
if (v == vals)
{
screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, "Unknown",
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawText (item->type == cdiscrete ? v : ValueColor,
CurrentMenu->indent + 14, y, item->e.values[v].name,
DTA_Clean, true, TAG_DONE);
}
}
break;
case discrete:
case cdiscrete:
case inverter:
@ -2014,6 +2058,25 @@ void M_OptResponder (event_t *ev)
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case bitmask:
{
int cur;
int numvals;
int bmask = int(item->c.max);
numvals = (int)item->b.min;
value = item->a.cvar->GetGenericRep (CVAR_Int);
cur = M_FindCurVal (value.Int & bmask, item->e.values, numvals);
if (--cur < 0)
cur = numvals - 1;
value.Int = (value.Int & ~bmask) | int(item->e.values[cur].value);
item->a.cvar->SetGenericRep (value, CVAR_Int);
}
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case discrete_guid:
{
int cur;
@ -2129,6 +2192,25 @@ void M_OptResponder (event_t *ev)
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case bitmask:
{
int cur;
int numvals;
int bmask = int(item->c.max);
numvals = (int)item->b.min;
value = item->a.cvar->GetGenericRep (CVAR_Int);
cur = M_FindCurVal (value.Int & bmask, item->e.values, numvals);
if (++cur >= numvals)
cur = 0;
value.Int = (value.Int & ~bmask) | int(item->e.values[cur].value);
item->a.cvar->SetGenericRep (value, CVAR_Int);
}
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case discrete_guid:
{
int cur;

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@ -4088,17 +4088,29 @@ int DLevelScript::RunScript ()
case PCD_SETTHINGSPECIAL:
{
FActorIterator iterator (STACK(7));
AActor *actor;
while ( (actor = iterator.Next ()) )
if (STACK(7) != 0)
{
actor->special = STACK(6);
actor->args[0] = STACK(5);
actor->args[1] = STACK(4);
actor->args[2] = STACK(3);
actor->args[3] = STACK(2);
actor->args[4] = STACK(1);
FActorIterator iterator (STACK(7));
AActor *actor;
while ( (actor = iterator.Next ()) )
{
actor->special = STACK(6);
actor->args[0] = STACK(5);
actor->args[1] = STACK(4);
actor->args[2] = STACK(3);
actor->args[3] = STACK(2);
actor->args[4] = STACK(1);
}
}
else if (activator != NULL)
{
activator->special = STACK(6);
activator->args[0] = STACK(5);
activator->args[1] = STACK(4);
activator->args[2] = STACK(3);
activator->args[3] = STACK(2);
activator->args[4] = STACK(1);
}
sp -= 7;
}

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@ -352,7 +352,7 @@ bool P_HitFriend(AActor * self)
{
angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y);
P_AimLineAttack (self, angle, dist, 0);
P_AimLineAttack (self, angle, dist, 0, true);
if (linetarget != NULL && linetarget != self->target)
{
return self->IsFriend (linetarget);

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@ -298,7 +298,7 @@ bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil);
extern AActor* linetarget; // who got hit (or NULL)
extern AActor *PuffSpawned; // points to last puff spawned
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange=0);
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange=0, bool forcenosmart=false);
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype);
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype);
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);

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@ -62,6 +62,7 @@
CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
static void CheckForPushSpecial (line_t *line, int side, AActor *mobj);
static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
@ -2487,42 +2488,53 @@ bool P_BounceWall (AActor *mo)
}
//============================================================================
//
// P_LineAttack
// Aiming
//
AActor* linetarget; // who got hit (or NULL)
AActor* shootthing;
//============================================================================
AActor* linetarget; // who got hit (or NULL)
AActor* shootthing;
fixed_t shootz; // Height if not aiming up or down
fixed_t attackrange;
fixed_t aimpitch;
// Height if not aiming up or down
// ???: use slope for monsters?
fixed_t shootz;
fixed_t attackrange;
fixed_t aimpitch;
// slopes to top and bottom of target
// killough 4/20/98: make static instead of using ones in p_sight.c
// [RH] made these angles instead of slopes
static fixed_t toppitch;
static fixed_t bottompitch;
struct aim_t
{
fixed_t toppitch, bottompitch;
AActor * thing_friend, * thing_other;
angle_t pitch_friend, pitch_other;
bool notsmart;
};
aim_t aim;
//============================================================================
//
// PTR_AimTraverse
// Sets linetaget and aimpitch when a target is aimed at.
//
//============================================================================
bool PTR_AimTraverse (intercept_t* in)
{
fixed_t & toppitch=aim.toppitch;
fixed_t & bottompitch=aim.bottompitch;
line_t* li;
AActor* th;
fixed_t pitch;
fixed_t thingtoppitch;
fixed_t thingbottompitch;
fixed_t dist;
int thingpitch;
if (in->isaline)
if (in->isaline)
{
li = in->d.line;
@ -2569,9 +2581,9 @@ bool PTR_AimTraverse (intercept_t* in)
{
return true;
}
// check angles to see if the thing can be aimed at
dist = FixedMul (attackrange, in->frac);
// check angles to see if the thing can be aimed at
thingtoppitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z + th->height);
@ -2589,18 +2601,47 @@ bool PTR_AimTraverse (intercept_t* in)
if (thingbottompitch > bottompitch)
thingbottompitch = bottompitch;
thingpitch = thingtoppitch/2 + thingbottompitch/2;
aimpitch = thingtoppitch/2 + thingbottompitch/2;
linetarget = th;
return false; // don't go any farther
if (sv_smartaim && !aim.notsmart)
{
// try to be a little smarter about what to aim at!
// In particular avoid autoaiming at friends amd barrels.
if (th->IsFriend(shootthing) && sv_smartaim != 2)
{
// friends don't aim at friends (except players), at least not first
aim.thing_friend=th;
aim.pitch_friend=thingpitch;
}
else if (!(th->flags3&MF3_ISMONSTER) )
{
// don't autoaim at barrels and other shootable stuff unless no monsters have been found
aim.thing_other=th;
aim.pitch_other=thingpitch;
}
else
{
linetarget=th;
aimpitch=thingpitch;
return false;
}
}
else
{
linetarget=th;
aimpitch=thingpitch;
return false;
}
return true;
}
//============================================================================
//
// P_AimLineAttack
//
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange)
//============================================================================
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange, bool forcenosmart)
{
fixed_t x2;
fixed_t y2;
@ -2628,20 +2669,36 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vr
vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
}
}
toppitch = t1->pitch - vrange;
bottompitch = t1->pitch + vrange;
aim.toppitch = t1->pitch - vrange;
aim.bottompitch = t1->pitch + vrange;
aim.notsmart = forcenosmart;
attackrange = distance;
linetarget = NULL;
// for smart aiming
aim.thing_friend=aim.thing_other=NULL;
// Information for tracking crossed 3D floors
aimpitch=t1->pitch;
P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse);
if (linetarget)
return aimpitch;
return t1->pitch;
if (!linetarget)
{
if (aim.thing_other)
{
linetarget=aim.thing_other;
aimpitch=aim.pitch_other;
}
else if (aim.thing_friend)
{
linetarget=aim.thing_friend;
aimpitch=aim.pitch_friend;
}
}
return linetarget ? aimpitch : t1->pitch;
}
/*
=================