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- Split the bounce types completely into separate flags and consolidated
the various bounce-related flags spread across the different Actor flags field into a single BounceFlags field. - Fixed: P_BounceWall() should calculate the XY velocity using a real square root and not P_AproxDistance(), because the latter can cause them to speed up or slow down. SVN r1796 (trunk)
This commit is contained in:
parent
f27b7209e8
commit
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10 changed files with 150 additions and 70 deletions
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@ -1,3 +1,11 @@
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September 5, 2009
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- Split the bounce types completely into separate flags and consolidated
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the various bounce-related flags spread across the different Actor flags
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field into a single BounceFlags field.
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- Fixed: P_BounceWall() should calculate the XY velocity using a real
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square root and not P_AproxDistance(), because the latter can cause
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them to speed up or slow down.
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September 5, 2009 (Changes by Graf Zahl)
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- made menu dimming a mapping option but kept the CVARS as user override.
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63
src/actor.h
63
src/actor.h
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@ -191,14 +191,6 @@ enum
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MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection)
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MF2_REFLECTIVE = 0x80000000, // reflects missiles
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// The three types of bounciness are:
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// HERETIC - Missile will only bounce off the floor once and then enter
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// its death state. It does not bounce off walls at all.
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// HEXEN - Missile bounces off of walls and floors indefinitely.
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// DOOM - Like Hexen, but the bounce turns off if its vertical velocity
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// is too low.
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// --- mobj.flags3 ---
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MF3_FLOORHUGGER = 0x00000001, // Missile stays on floor
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@ -224,8 +216,8 @@ enum
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MF3_NOBLOCKMONST = 0x00100000, // Can cross ML_BLOCKMONSTERS lines
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MF3_CRASHED = 0x00200000, // Actor entered its crash state
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MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles)
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MF3_CANBOUNCEWATER = 0x00800000, // Missile can bounce on water
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MF3_NOWALLBOUNCESND = 0x01000000, // Don't make noise when bouncing off a wall
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/* = 0x00800000, */
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/* = 0x01000000, */
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MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things
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MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact
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MF3_BLOODLESSIMPACT = 0x08000000, // Projectile does not leave blood
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@ -268,13 +260,13 @@ enum
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MF4_NOEXTREMEDEATH = 0x10000000, // this projectile or weapon never gibs its victim
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MF4_EXTREMEDEATH = 0x20000000, // this projectile or weapon always gibs its victim
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MF4_FRIGHTENED = 0x40000000, // Monster runs away from player
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MF4_NOBOUNCESOUND = 0x80000000, // Strife's grenades don't make a bouncing sound.
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/* = 0x80000000, */
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MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on.
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MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on.
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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MF5_BOUNCEONACTORS = 0x00000008, // bouncing missile doesn't explode when it hits an actor
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MF5_EXPLODEONWATER = 0x00000010, // bouncing missile explodes when hitting a water surface
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/* = 0x00000008, */
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/* = 0x00000010, */
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MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs
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MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage
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MF5_CHASEGOAL = 0x00000080, // Walks to goal instead of target if a valid goal is set.
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@ -379,19 +371,46 @@ enum replace_t
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enum EBounceType
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{
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BOUNCE_None=0,
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BOUNCE_Doom=1,
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BOUNCE_Heretic=2,
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BOUNCE_Hexen=3,
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BOUNCE_Walls = 1<<0, // bounces off of walls
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BOUNCE_Floors = 1<<1, // bounces off of floors
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BOUNCE_Ceilings = 1<<2, // bounces off of ceilings
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BOUNCE_Actors = 1<<3, // bounces off of some actors
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BOUNCE_AllActors = 1<<4, // bounces off of all actors (requires BOUNCE_Actors to be set, too)
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BOUNCE_AutoOff = 1<<5, // when bouncing off a floor, if the new Z velocity is below 3.0, disable further bouncing
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BOUNCE_HereticType = 1<<6, // only works with floors and ceilings; you probably don't want to use it
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BOUNCE_TypeMask = 3,
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BOUNCE_UseSeeSound = 4, // compatibility fallback. Thios will only be
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// set by the compatibility handlers for the old bounce flags.
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BOUNCE_UseSeeSound = 1<<7, // compatibility fallback. This will only be set by
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// the compatibility handlers for the old bounce flags.
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BOUNCE_NoWallSound = 1<<8, // don't make noise when bouncing off a wall
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BOUNCE_Quiet = 1<<9, // Strife's grenades don't make a bouncing sound
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BOUNCE_ExplodeOnWater = 1<<10, // explodes when hitting a water surface
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BOUNCE_CanBounceWater = 1<<11, // can bounce on water
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BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType,
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// The three "standard" types of bounciness are:
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// HERETIC - Missile will only bounce off the floor once and then enter
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// its death state. It does not bounce off walls at all.
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// HEXEN - Missile bounces off of walls and floors indefinitely.
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// DOOM - Like Hexen, but the bounce turns off if its vertical velocity
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// is too low.
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BOUNCE_None = 0,
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BOUNCE_Heretic = BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_HereticType,
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BOUNCE_Doom = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff,
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BOUNCE_Hexen = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors,
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// combined types
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BOUNCE_DoomCompat = BOUNCE_Doom | BOUNCE_UseSeeSound,
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BOUNCE_HereticCompat = BOUNCE_Heretic | BOUNCE_UseSeeSound,
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BOUNCE_HexenCompat = BOUNCE_Hexen | BOUNCE_UseSeeSound,
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BOUNCE_HexenCompat = BOUNCE_Hexen | BOUNCE_UseSeeSound
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// The distinction between BOUNCE_Actors and BOUNCE_AllActors: A missile with
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// BOUNCE_Actors set will bounce off of reflective and "non-sentient" actors.
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// A missile that also has BOUNCE_AllActors set will bounce off of any actor.
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// For compatibility reasons when BOUNCE_Actors was implied by the bounce type
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// being "Doom" or "Hexen" and BOUNCE_AllActors was the separate
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// MF5_BOUNCEONACTORS, you must set BOUNCE_Actors for BOUNCE_AllActors to have
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// an effect.
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};
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// [RH] Like msecnode_t, but for the blockmap
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@ -733,13 +752,13 @@ public:
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BYTE boomwaterlevel; // splash information for non-swimmable water sectors
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BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
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SBYTE LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0)
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WORD BounceFlags; // which bouncing type?
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WORD SpawnFlags;
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fixed_t meleerange; // specifies how far a melee attack reaches.
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fixed_t meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore
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// but instead tries to come closer for a melee attack.
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// This is not the same as meleerange
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fixed_t maxtargetrange; // any target farther away cannot be attacked
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int bouncetype; // which bouncing type?
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fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
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fixed_t wallbouncefactor; // The bounce factor for walls can be different.
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int bouncecount; // Strife's grenades only bounce twice before exploding
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@ -839,7 +839,7 @@ static int PatchThing (int thingy)
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if (info->flags2 & 0x00000004) // old BOUNCE1
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{
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info->flags2 &= ~4;
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info->bouncetype = BOUNCE_DoomCompat;
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info->BounceFlags = BOUNCE_DoomCompat;
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}
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// Damage types that once were flags but now are not
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if (info->flags2 & 0x20000000)
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@ -483,7 +483,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact)
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{ // Bounce
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self->health = MAGIC_JUNK;
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self->velz = (self->velz * 192) >> 8;
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self->bouncetype = BOUNCE_None;
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self->BounceFlags = BOUNCE_None;
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self->SetState (self->SpawnState);
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S_Sound (self, CHAN_BODY, "weapons/macebounce", 1, ATTN_NORM);
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}
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@ -555,7 +555,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2)
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boom:
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self->velx = self->vely = self->velz = 0;
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self->flags |= MF_NOGRAVITY;
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self->bouncetype = BOUNCE_None;
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self->BounceFlags = BOUNCE_None;
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self->gravity = FRACUNIT;
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}
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}
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@ -372,7 +372,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb2)
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self->SetState (self->SpawnState + 6);
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self->z = self->floorz;
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self->velz = 0;
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self->bouncetype = BOUNCE_None;
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self->BounceFlags = BOUNCE_None;
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self->flags &= ~MF_MISSILE;
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}
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CALL_ACTION(A_CheckThrowBomb, self);
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@ -889,14 +889,12 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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return true;
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}
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int bt = tm.thing->bouncetype & BOUNCE_TypeMask;
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if (bt == BOUNCE_Doom || bt == BOUNCE_Hexen)
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{
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if (tm.thing->Damage == 0)
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// [RH] What is the point of this check, again? In Hexen, it is unconditional,
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// but here we only do it if the missile's damage is 0.
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if ((tm.thing->BounceFlags & BOUNCE_Actors) && tm.thing->Damage == 0)
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{
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return (tm.thing->target == thing || !(thing->flags & MF_SOLID));
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}
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}
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switch (tm.thing->SpecialMissileHit (thing))
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{
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@ -2543,8 +2541,7 @@ bool FSlide::BounceWall (AActor *mo)
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fixed_t movelen;
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line_t *line;
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int bt = mo->bouncetype & BOUNCE_TypeMask;
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if (bt != BOUNCE_Doom && bt != BOUNCE_Hexen)
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if (!(mo->BounceFlags & BOUNCE_Walls))
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{
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return false;
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}
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@ -2615,7 +2612,7 @@ bool FSlide::BounceWall (AActor *mo)
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lineangle >>= ANGLETOFINESHIFT;
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deltaangle >>= ANGLETOFINESHIFT;
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movelen = P_AproxDistance (mo->velx, mo->vely);
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movelen = fixed_t(sqrt(double(mo->velx)*mo->velx + double(mo->vely)*mo->vely));
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movelen = FixedMul(movelen, mo->wallbouncefactor);
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FBoundingBox box(mo->x, mo->y, mo->radius);
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@ -280,9 +280,36 @@ void AActor::Serialize (FArchive &arc)
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<< MeleeState
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<< MissileState
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<< MaxDropOffHeight
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<< MaxStepHeight
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<< bouncetype
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<< bouncefactor
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<< MaxStepHeight;
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if (SaveVersion < 1796)
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{
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int bouncetype, bounceflags;
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arc << bouncetype;
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bounceflags = 0;
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if (bouncetype & 4)
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bounceflags |= BOUNCE_UseSeeSound;
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bouncetype &= 3;
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if (bouncetype == 1) bounceflags |= BOUNCE_Doom;
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else if (bouncetype == 2) bounceflags |= BOUNCE_Heretic;
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else if (bouncetype == 3) bounceflags |= BOUNCE_Hexen;
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if (flags3 & 0x00800000)
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flags3 &= ~0x00800000, bounceflags |= BOUNCE_CanBounceWater;
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if (flags3 & 0x01000000)
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flags3 &= ~0x01000000, bounceflags |= BOUNCE_NoWallSound;
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if (flags4 & 0x80000000)
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flags4 &= ~0x80000000, bounceflags |= BOUNCE_Quiet;
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if (flags5 & 0x00000008)
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flags5 &= ~0x00000008, bounceflags |= BOUNCE_AllActors;
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if (flags5 & 0x00000010)
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flags5 &= ~0x00000010, bounceflags |= BOUNCE_ExplodeOnWater;
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BounceFlags = bounceflags;
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}
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else
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{
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arc << BounceFlags;
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}
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arc << bouncefactor
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<< wallbouncefactor
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<< bouncecount
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<< maxtargetrange
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@ -1258,14 +1285,14 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
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void AActor::PlayBounceSound(bool onfloor)
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{
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if (!onfloor && (flags3 & MF3_NOWALLBOUNCESND))
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if (!onfloor && (BounceFlags & BOUNCE_NoWallSound))
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{
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return;
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}
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if (!(flags4 & MF4_NOBOUNCESOUND))
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if (!(BounceFlags & BOUNCE_Quiet))
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{
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if (bouncetype & BOUNCE_UseSeeSound)
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if (BounceFlags & BOUNCE_UseSeeSound)
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{
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S_Sound (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE);
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}
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@ -1292,18 +1319,29 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
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if (z <= floorz && P_HitFloor (this))
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{
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// Landed in some sort of liquid
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if (flags5 & MF5_EXPLODEONWATER)
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if (BounceFlags & BOUNCE_ExplodeOnWater)
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{
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P_ExplodeMissile(this, NULL, NULL);
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return true;
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}
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if (!(flags3 & MF3_CANBOUNCEWATER))
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if (!(BounceFlags & BOUNCE_CanBounceWater))
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{
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Destroy ();
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return true;
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}
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}
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if (plane.c < 0)
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{ // on ceiling
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if (!(BounceFlags & BOUNCE_Ceilings))
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return true;
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}
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else
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{ // on floor
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if (!(BounceFlags & BOUNCE_Floors))
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return true;
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}
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// The amount of bounces is limited
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if (bouncecount>0 && --bouncecount==0)
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{
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@ -1312,9 +1350,8 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
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}
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fixed_t dot = TMulScale16 (velx, plane.a, vely, plane.b, velz, plane.c);
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int bt = bouncetype & BOUNCE_TypeMask;
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if (bt == BOUNCE_Heretic)
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if (BounceFlags & BOUNCE_HereticType)
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{
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velx -= MulScale15 (plane.a, dot);
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vely -= MulScale15 (plane.b, dot);
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@ -1327,18 +1364,17 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
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}
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// The reflected velocity keeps only about 70% of its original speed
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long bouncescale = 0x4000 * bouncefactor;
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velx = MulScale30 (velx - MulScale15 (plane.a, dot), bouncescale);
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vely = MulScale30 (vely - MulScale15 (plane.b, dot), bouncescale);
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velz = MulScale30 (velz - MulScale15 (plane.c, dot), bouncescale);
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velx = FixedMul (velx - MulScale15 (plane.a, dot), bouncefactor);
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vely = FixedMul (vely - MulScale15 (plane.b, dot), bouncefactor);
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velz = FixedMul (velz - MulScale15 (plane.c, dot), bouncefactor);
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angle = R_PointToAngle2 (0, 0, velx, vely);
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PlayBounceSound(true);
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if (bt == BOUNCE_Doom)
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if (BounceFlags & BOUNCE_AutoOff)
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{
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if (!(flags & MF_NOGRAVITY) && (velz < 3*FRACUNIT))
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{
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bouncetype = BOUNCE_None;
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BounceFlags &= ~BOUNCE_TypeMask;
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}
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}
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return false;
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@ -1765,10 +1801,9 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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steps = 0;
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if (BlockingMobj)
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{
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int bt = mo->bouncetype & BOUNCE_TypeMask;
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if (bt == BOUNCE_Doom || bt == BOUNCE_Hexen)
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if (mo->BounceFlags & BOUNCE_Actors)
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{
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if (mo->flags5&MF5_BOUNCEONACTORS ||
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if ((mo->BounceFlags & BOUNCE_AllActors) ||
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(BlockingMobj->flags2 & MF2_REFLECTIVE) ||
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((!BlockingMobj->player) &&
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(!(BlockingMobj->flags3 & MF3_ISMONSTER))))
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@ -2129,7 +2164,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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(!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
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{
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mo->z = mo->floorz;
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if (mo->bouncetype != BOUNCE_None)
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if (mo->BounceFlags & BOUNCE_Floors)
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{
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mo->FloorBounceMissile (mo->floorsector->floorplane);
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return;
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@ -2222,7 +2257,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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if (mo->z + mo->height > mo->ceilingz)
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{
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mo->z = mo->ceilingz - mo->height;
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if (mo->bouncetype != BOUNCE_None)
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if (mo->BounceFlags & BOUNCE_Ceilings)
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{ // ceiling bounce
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mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
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return;
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@ -552,15 +552,15 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
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}
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else if (def == DEF_Projectile && sc.Compare ("DoomBounce"))
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{
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defaults->bouncetype = BOUNCE_DoomCompat;
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defaults->BounceFlags = BOUNCE_DoomCompat;
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}
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else if (def == DEF_Projectile && sc.Compare ("HereticBounce"))
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{
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defaults->bouncetype = BOUNCE_HereticCompat;
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defaults->BounceFlags = BOUNCE_HereticCompat;
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}
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else if (def == DEF_Projectile && sc.Compare ("HexenBounce"))
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{
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defaults->bouncetype = BOUNCE_HexenCompat;
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defaults->BounceFlags = BOUNCE_HexenCompat;
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}
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else if (def == DEF_Pickup && sc.Compare ("PickupSound"))
|
||||
{
|
||||
|
|
|
@ -142,8 +142,6 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, CANBOUNCEWATER, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, NOWALLBOUNCESND, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
|
||||
DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
|
||||
|
@ -176,15 +174,12 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
|
||||
DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
|
||||
DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
|
||||
DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4),
|
||||
DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
|
||||
DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
|
||||
|
||||
DEFINE_FLAG(MF5, FASTER, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, BOUNCEONACTORS, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, EXPLODEONWATER, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
|
||||
|
@ -228,6 +223,19 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
|
||||
DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
|
||||
|
||||
// Bounce flags
|
||||
DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_Floors, BOUNCEONFLOORS, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_Ceilings, BOUNCEONCEILINGS, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_Actors, ALLOWBOUNCEONACTORS, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_AutoOff, BOUNCEAUTOOFF, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_HereticType, BOUNCELIKEHERETIC, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_CanBounceWater, CANBOUNCEWATER, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_NoWallSound, NOWALLBOUNCESND, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_Quiet, NOBOUNCESOUND, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_AllActors, BOUNCEONACTORS, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_ExplodeOnWater, EXPLODEONWATER, AActor, BounceFlags),
|
||||
|
||||
// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
|
||||
DEFINE_DEPRECATED_FLAG(FIREDAMAGE),
|
||||
DEFINE_DEPRECATED_FLAG(ICEDAMAGE),
|
||||
|
|
|
@ -130,13 +130,16 @@ void HandleDeprecatedFlags(AActor *defaults, FActorInfo *info, bool set, int ind
|
|||
break;
|
||||
// the bounce flags will set the compatibility bounce modes to remain compatible
|
||||
case DEPF_HERETICBOUNCE:
|
||||
defaults->bouncetype = set? BOUNCE_HereticCompat : 0;
|
||||
defaults->BounceFlags &= ~BOUNCE_TypeMask;
|
||||
if (set) defaults->BounceFlags |= BOUNCE_HereticCompat;
|
||||
break;
|
||||
case DEPF_HEXENBOUNCE:
|
||||
defaults->bouncetype = set? BOUNCE_HexenCompat : 0;
|
||||
defaults->BounceFlags &= ~BOUNCE_TypeMask;
|
||||
if (set) defaults->BounceFlags |= BOUNCE_HexenCompat;
|
||||
break;
|
||||
case DEPF_DOOMBOUNCE:
|
||||
defaults->bouncetype = set? BOUNCE_DoomCompat : 0;
|
||||
defaults->BounceFlags &= ~BOUNCE_TypeMask;
|
||||
if (set) defaults->BounceFlags |= BOUNCE_DoomCompat;
|
||||
break;
|
||||
case DEPF_PICKUPFLASH:
|
||||
if (set)
|
||||
|
@ -846,9 +849,19 @@ DEFINE_PROPERTY(bloodtype, Sss, Actor)
|
|||
//==========================================================================
|
||||
DEFINE_PROPERTY(bouncetype, S, Actor)
|
||||
{
|
||||
const char *names[] = { "None", "Doom", "Heretic", "Hexen", "*", "DoomCompat", "HereticCompat", "HexenCompat", NULL };
|
||||
static const char *names[] = { "None", "Doom", "Heretic", "Hexen", "DoomCompat", "HereticCompat", "HexenCompat", NULL };
|
||||
static const BYTE flags[] = { BOUNCE_None,
|
||||
BOUNCE_Doom, BOUNCE_Heretic, BOUNCE_Hexen,
|
||||
BOUNCE_DoomCompat, BOUNCE_HereticCompat, BOUNCE_HexenCompat };
|
||||
PROP_STRING_PARM(id, 0);
|
||||
defaults->bouncetype = MatchString(id, names);
|
||||
int match = MatchString(id, names);
|
||||
if (match < 0)
|
||||
{
|
||||
I_Error("Unknown bouncetype %s", id);
|
||||
match = 0;
|
||||
}
|
||||
defaults->BounceFlags &= ~(BOUNCE_TypeMask | BOUNCE_UseSeeSound);
|
||||
defaults->BounceFlags |= flags[match];
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
Loading…
Reference in a new issue