- Added a multitude of flags for A_Teleport.

- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
This commit is contained in:
MajorCooke 2014-12-19 12:37:02 -06:00
parent 7bc2e5c67e
commit 86b0065c0b
3 changed files with 72 additions and 27 deletions

View file

@ -77,7 +77,7 @@ void ATeleportFog::PostBeginPlay ()
void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool beforeTele, bool setTarget)
{
AActor *mo;
if ((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType) == NULL) //If the actor doesn't have one, initialize the original.
if ((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType) == NULL)
{
//Do nothing.
mo = NULL;

View file

@ -4121,9 +4121,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
//===========================================================================
enum T_Flags
{
TF_TELEFRAG = 1, // Allow telefrag in order to teleport.
TF_RANDOMDECIDE = 2, // Randomly fail based on health. (A_Srcr2Decide)
TF_FORCED = 4, // Forget what's in the way. TF_Telefrag takes precedence though.
TF_TELEFRAG = 0x00000001, // Allow telefrag in order to teleport.
TF_RANDOMDECIDE = 0x00000002, // Randomly fail based on health. (A_Srcr2Decide)
TF_FORCED = 0x00000004, // Forget what's in the way. TF_Telefrag takes precedence though.
TF_KEEPVELOCITY = 0x00000008, // Preserve velocity.
TF_KEEPANGLE = 0x00000010, // Keep angle.
TF_USESPOTZ = 0x00000020, // Set the z to the spot's z, instead of the floor.
TF_NOSRCFOG = 0x00000040, // Don't leave any fog behind when teleporting.
TF_NODESTFOG = 0x00000080, // Don't spawn any fog at the arrival position.
TF_USEACTORFOG = 0x00000100, // Use the actor's TeleFogSourceType and TeleFogDestType fogs.
TF_NOJUMP = 0x00000200, // Don't jump after teleporting.
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
@ -4154,14 +4161,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
if (pr_teleport() >= chance[chanceindex]) return;
}
if (TeleportState == NULL)
{
// Default to Teleport.
TeleportState = self->FindState("Teleport");
// If still nothing, then return.
if (!TeleportState) return;
}
DSpotState *state = DSpotState::GetSpotState();
if (state == NULL) return;
@ -4173,34 +4172,67 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
fixed_t prevX = self->x;
fixed_t prevY = self->y;
fixed_t prevZ = self->z;
bool teleResult = false;
//Take precedence and cooperate with telefragging first.
if (P_TeleportMove(self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG))
teleResult = true;
bool teleResult = P_TeleportMove(self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG);
if ((!(teleResult)) && (Flags & TF_FORCED))
{
//If for some reason the original move didn't work, regardless of telefrag, force it to move.
self->SetOrigin(spot->x, spot->y, spot->z);
teleResult = true;
}
if (teleResult)
{
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (FogType)
{
Spawn(FogType, prevX, prevY, prevZ, ALLOW_REPLACE);
//If a fog type is defined in the parameter, or the user wants to use the actor's predefined fogs,
//and if there's no desire to be fogless, spawn a fog based upon settings.
if (FogType || (Flags & TF_USEACTORFOG))
{
if (!(Flags & TF_NOSRCFOG))
{
if (Flags & TF_USEACTORFOG)
P_SpawnTeleportFog(self, prevX, prevY, prevZ, true);
else
Spawn(FogType, prevX, prevY, prevZ, ALLOW_REPLACE);
}
if (!(Flags & TF_NODESTFOG))
{
if (Flags & TF_USEACTORFOG)
P_SpawnTeleportFog(self, self->x, self->y, self->z, false);
else
Spawn(FogType, self->x, self->y, self->z, ALLOW_REPLACE);
}
}
if (Flags & TF_USESPOTZ)
self->z = spot->z;
else
self->z = self->floorz;
ACTION_JUMP(TeleportState);
if (!(Flags & TF_KEEPANGLE))
self->angle = spot->angle;
self->z = self->floorz;
self->angle = spot->angle;
self->velx = self->vely = self->velz = 0;
if (!(Flags & TF_KEEPVELOCITY))
self->velx = self->vely = self->velz = 0;
if (!(Flags & TF_NOJUMP))
{
if (TeleportState == NULL)
{
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
// Default to Teleport.
TeleportState = self->FindState("Teleport");
// If still nothing, then return.
if (!TeleportState) return;
ACTION_JUMP(TeleportState);
return;
}
}
}
ACTION_SET_RESULT(teleResult);
}
//===========================================================================

View file

@ -182,9 +182,22 @@ const int FPF_AIMATANGLE = 1;
const int FPF_TRANSFERTRANSLATION = 2;
// Flags for A_Teleport
const int TF_TELEFRAG = 1;
const int TF_RANDOMDECIDE = 2;
const int TF_FORCED = 4;
enum
{
TF_TELEFRAG = 0x00000001, // Allow telefrag in order to teleport.
TF_RANDOMDECIDE = 0x00000002, // Randomly fail based on health. (A_Srcr2Decide)
TF_FORCED = 0x00000004, // Forget what's in the way. TF_Telefrag takes precedence though.
TF_KEEPVELOCITY = 0x00000008, // Preserve velocity.
TF_KEEPANGLE = 0x00000010, // Keep angle.
TF_USESPOTZ = 0x00000020, // Set the z to the spot's z, instead of the floor.
TF_NOSRCFOG = 0x00000040, // Don't leave any fog behind when teleporting.
TF_NODESTFOG = 0x00000080, // Don't spawn any fog at the arrival position.
TF_USEACTORFOG = 0x00000100, // Use the actor's TeleFogSourceType and TeleFogDestType fogs.
TF_NOJUMP = 0x00000200, // Don't jump after teleporting.
TF_KEEPORIENTATION = TF_KEEPVELOCITY|TF_KEEPANGLE,
TF_NOFOG = TF_NOSRCFOG|TF_NODESTFOG,
};
// Flags for A_WolfAttack
const int WAF_NORANDOM = 1;