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Added slow monsters, the inverse of fast monsters
This is a skill setting only, no "always slow" or "never slow" actor flags, and no DM flags.
This commit is contained in:
parent
4e683d360d
commit
83182b703d
6 changed files with 28 additions and 1 deletions
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@ -1008,6 +1008,7 @@ public:
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bool SetState (FState *newstate, bool nofunction=false);
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virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
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bool isFast();
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bool isSlow();
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void SetIdle();
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void ClearCounters();
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@ -554,6 +554,7 @@ enum ESkillProperty
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SKILLP_NoPain,
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SKILLP_ArmorFactor,
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SKILLP_EasyKey,
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SKILLP_SlowMonsters,
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};
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int G_SkillProperty(ESkillProperty prop);
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const char * G_SkillName();
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@ -568,6 +569,7 @@ struct FSkillInfo
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fixed_t AmmoFactor, DoubleAmmoFactor, DropAmmoFactor;
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fixed_t DamageFactor;
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bool FastMonsters;
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bool SlowMonsters;
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bool DisableCheats;
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bool AutoUseHealth;
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@ -64,6 +64,7 @@ void FMapInfoParser::ParseSkill ()
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skill.DropAmmoFactor = -1;
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skill.DamageFactor = FRACUNIT;
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skill.FastMonsters = false;
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skill.SlowMonsters = false;
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skill.DisableCheats = false;
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skill.EasyBossBrain = false;
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skill.EasyKey = false;
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@ -118,6 +119,10 @@ void FMapInfoParser::ParseSkill ()
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{
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skill.FastMonsters = true;
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}
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else if (sc.Compare ("slowmonsters"))
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{
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skill.SlowMonsters = true;
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}
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else if (sc.Compare ("disablecheats"))
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{
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skill.DisableCheats = true;
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@ -336,6 +341,9 @@ int G_SkillProperty(ESkillProperty prop)
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case SKILLP_FastMonsters:
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return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
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case SKILLP_SlowMonsters:
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return AllSkills[gameskill].SlowMonsters;
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case SKILLP_Respawn:
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if (dmflags & DF_MONSTERS_RESPAWN && AllSkills[gameskill].RespawnCounter==0)
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return TICRATE * gameinfo.defaultrespawntime;
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@ -433,6 +441,7 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
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DropAmmoFactor = other.DropAmmoFactor;
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DamageFactor = other.DamageFactor;
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FastMonsters = other.FastMonsters;
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SlowMonsters = other.SlowMonsters;
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DisableCheats = other.DisableCheats;
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AutoUseHealth = other.AutoUseHealth;
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EasyBossBrain = other.EasyBossBrain;
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@ -77,6 +77,7 @@ struct FState
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BYTE Fast:1;
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BYTE NoDelay:1; // Spawn states executes its action normally
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BYTE CanRaise:1; // Allows a monster to be resurrected without waiting for an infinate frame
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BYTE Slow:1; // Inverse of fast
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int ParameterIndex;
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inline int GetFrame() const
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@ -405,7 +405,7 @@ bool AActor::InStateSequence(FState * newstate, FState * basestate)
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//
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// Get the actual duration of the next state
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// We are using a state flag now to indicate a state that should be
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// accelerated in Fast mode.
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// accelerated in Fast mode or slowed in Slow mode.
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//
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//==========================================================================
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@ -416,6 +416,10 @@ int AActor::GetTics(FState * newstate)
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{
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return tics - (tics>>1);
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}
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else if (isSlow() && newstate->Slow)
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{
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return tics<<1;
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}
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return tics;
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}
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@ -4082,6 +4086,11 @@ bool AActor::isFast()
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return !!G_SkillProperty(SKILLP_FastMonsters);
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}
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bool AActor::isSlow()
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{
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return !!G_SkillProperty(SKILLP_SlowMonsters);
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}
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void AActor::Activate (AActor *activator)
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{
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if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
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@ -275,6 +275,11 @@ do_stop:
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state.Fast = true;
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continue;
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}
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if (sc.Compare("SLOW"))
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{
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state.Slow = true;
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continue;
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}
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if (sc.Compare("NODELAY"))
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{
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if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount())
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