mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 12:11:25 +00:00
- 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
c1a578ba08
10 changed files with 150 additions and 70 deletions
|
@ -1,3 +1,11 @@
|
|||
September 5, 2009
|
||||
- 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.
|
||||
|
||||
September 5, 2009 (Changes by Graf Zahl)
|
||||
- made menu dimming a mapping option but kept the CVARS as user override.
|
||||
|
||||
|
|
63
src/actor.h
63
src/actor.h
|
@ -191,14 +191,6 @@ enum
|
|||
MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection)
|
||||
MF2_REFLECTIVE = 0x80000000, // reflects missiles
|
||||
|
||||
// The three types of bounciness are:
|
||||
// HERETIC - Missile will only bounce off the floor once and then enter
|
||||
// its death state. It does not bounce off walls at all.
|
||||
// HEXEN - Missile bounces off of walls and floors indefinitely.
|
||||
// DOOM - Like Hexen, but the bounce turns off if its vertical velocity
|
||||
// is too low.
|
||||
|
||||
|
||||
// --- mobj.flags3 ---
|
||||
|
||||
MF3_FLOORHUGGER = 0x00000001, // Missile stays on floor
|
||||
|
@ -224,8 +216,8 @@ enum
|
|||
MF3_NOBLOCKMONST = 0x00100000, // Can cross ML_BLOCKMONSTERS lines
|
||||
MF3_CRASHED = 0x00200000, // Actor entered its crash state
|
||||
MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles)
|
||||
MF3_CANBOUNCEWATER = 0x00800000, // Missile can bounce on water
|
||||
MF3_NOWALLBOUNCESND = 0x01000000, // Don't make noise when bouncing off a wall
|
||||
/* = 0x00800000, */
|
||||
/* = 0x01000000, */
|
||||
MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things
|
||||
MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact
|
||||
MF3_BLOODLESSIMPACT = 0x08000000, // Projectile does not leave blood
|
||||
|
@ -268,13 +260,13 @@ enum
|
|||
MF4_NOEXTREMEDEATH = 0x10000000, // this projectile or weapon never gibs its victim
|
||||
MF4_EXTREMEDEATH = 0x20000000, // this projectile or weapon always gibs its victim
|
||||
MF4_FRIGHTENED = 0x40000000, // Monster runs away from player
|
||||
MF4_NOBOUNCESOUND = 0x80000000, // Strife's grenades don't make a bouncing sound.
|
||||
/* = 0x80000000, */
|
||||
|
||||
MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on.
|
||||
MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on.
|
||||
MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
|
||||
MF5_BOUNCEONACTORS = 0x00000008, // bouncing missile doesn't explode when it hits an actor
|
||||
MF5_EXPLODEONWATER = 0x00000010, // bouncing missile explodes when hitting a water surface
|
||||
/* = 0x00000008, */
|
||||
/* = 0x00000010, */
|
||||
MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs
|
||||
MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage
|
||||
MF5_CHASEGOAL = 0x00000080, // Walks to goal instead of target if a valid goal is set.
|
||||
|
@ -379,19 +371,46 @@ enum replace_t
|
|||
|
||||
enum EBounceType
|
||||
{
|
||||
BOUNCE_None=0,
|
||||
BOUNCE_Doom=1,
|
||||
BOUNCE_Heretic=2,
|
||||
BOUNCE_Hexen=3,
|
||||
BOUNCE_Walls = 1<<0, // bounces off of walls
|
||||
BOUNCE_Floors = 1<<1, // bounces off of floors
|
||||
BOUNCE_Ceilings = 1<<2, // bounces off of ceilings
|
||||
BOUNCE_Actors = 1<<3, // bounces off of some actors
|
||||
BOUNCE_AllActors = 1<<4, // bounces off of all actors (requires BOUNCE_Actors to be set, too)
|
||||
BOUNCE_AutoOff = 1<<5, // when bouncing off a floor, if the new Z velocity is below 3.0, disable further bouncing
|
||||
BOUNCE_HereticType = 1<<6, // only works with floors and ceilings; you probably don't want to use it
|
||||
|
||||
BOUNCE_TypeMask = 3,
|
||||
BOUNCE_UseSeeSound = 4, // compatibility fallback. Thios will only be
|
||||
// set by the compatibility handlers for the old bounce flags.
|
||||
BOUNCE_UseSeeSound = 1<<7, // compatibility fallback. This will only be set by
|
||||
// the compatibility handlers for the old bounce flags.
|
||||
BOUNCE_NoWallSound = 1<<8, // don't make noise when bouncing off a wall
|
||||
BOUNCE_Quiet = 1<<9, // Strife's grenades don't make a bouncing sound
|
||||
BOUNCE_ExplodeOnWater = 1<<10, // explodes when hitting a water surface
|
||||
BOUNCE_CanBounceWater = 1<<11, // can bounce on water
|
||||
|
||||
BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType,
|
||||
|
||||
// The three "standard" types of bounciness are:
|
||||
// HERETIC - Missile will only bounce off the floor once and then enter
|
||||
// its death state. It does not bounce off walls at all.
|
||||
// HEXEN - Missile bounces off of walls and floors indefinitely.
|
||||
// DOOM - Like Hexen, but the bounce turns off if its vertical velocity
|
||||
// is too low.
|
||||
BOUNCE_None = 0,
|
||||
BOUNCE_Heretic = BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_HereticType,
|
||||
BOUNCE_Doom = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff,
|
||||
BOUNCE_Hexen = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors,
|
||||
|
||||
// combined types
|
||||
BOUNCE_DoomCompat = BOUNCE_Doom | BOUNCE_UseSeeSound,
|
||||
BOUNCE_HereticCompat = BOUNCE_Heretic | BOUNCE_UseSeeSound,
|
||||
BOUNCE_HexenCompat = BOUNCE_Hexen | BOUNCE_UseSeeSound,
|
||||
BOUNCE_HexenCompat = BOUNCE_Hexen | BOUNCE_UseSeeSound
|
||||
|
||||
// The distinction between BOUNCE_Actors and BOUNCE_AllActors: A missile with
|
||||
// BOUNCE_Actors set will bounce off of reflective and "non-sentient" actors.
|
||||
// A missile that also has BOUNCE_AllActors set will bounce off of any actor.
|
||||
// For compatibility reasons when BOUNCE_Actors was implied by the bounce type
|
||||
// being "Doom" or "Hexen" and BOUNCE_AllActors was the separate
|
||||
// MF5_BOUNCEONACTORS, you must set BOUNCE_Actors for BOUNCE_AllActors to have
|
||||
// an effect.
|
||||
};
|
||||
|
||||
// [RH] Like msecnode_t, but for the blockmap
|
||||
|
@ -733,13 +752,13 @@ public:
|
|||
BYTE boomwaterlevel; // splash information for non-swimmable water sectors
|
||||
BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
|
||||
SBYTE LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0)
|
||||
WORD BounceFlags; // which bouncing type?
|
||||
WORD SpawnFlags;
|
||||
fixed_t meleerange; // specifies how far a melee attack reaches.
|
||||
fixed_t meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore
|
||||
// but instead tries to come closer for a melee attack.
|
||||
// This is not the same as meleerange
|
||||
fixed_t maxtargetrange; // any target farther away cannot be attacked
|
||||
int bouncetype; // which bouncing type?
|
||||
fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
|
||||
fixed_t wallbouncefactor; // The bounce factor for walls can be different.
|
||||
int bouncecount; // Strife's grenades only bounce twice before exploding
|
||||
|
|
|
@ -839,7 +839,7 @@ static int PatchThing (int thingy)
|
|||
if (info->flags2 & 0x00000004) // old BOUNCE1
|
||||
{
|
||||
info->flags2 &= ~4;
|
||||
info->bouncetype = BOUNCE_DoomCompat;
|
||||
info->BounceFlags = BOUNCE_DoomCompat;
|
||||
}
|
||||
// Damage types that once were flags but now are not
|
||||
if (info->flags2 & 0x20000000)
|
||||
|
|
|
@ -483,7 +483,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact)
|
|||
{ // Bounce
|
||||
self->health = MAGIC_JUNK;
|
||||
self->velz = (self->velz * 192) >> 8;
|
||||
self->bouncetype = BOUNCE_None;
|
||||
self->BounceFlags = BOUNCE_None;
|
||||
self->SetState (self->SpawnState);
|
||||
S_Sound (self, CHAN_BODY, "weapons/macebounce", 1, ATTN_NORM);
|
||||
}
|
||||
|
@ -555,7 +555,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2)
|
|||
boom:
|
||||
self->velx = self->vely = self->velz = 0;
|
||||
self->flags |= MF_NOGRAVITY;
|
||||
self->bouncetype = BOUNCE_None;
|
||||
self->BounceFlags = BOUNCE_None;
|
||||
self->gravity = FRACUNIT;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -372,7 +372,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb2)
|
|||
self->SetState (self->SpawnState + 6);
|
||||
self->z = self->floorz;
|
||||
self->velz = 0;
|
||||
self->bouncetype = BOUNCE_None;
|
||||
self->BounceFlags = BOUNCE_None;
|
||||
self->flags &= ~MF_MISSILE;
|
||||
}
|
||||
CALL_ACTION(A_CheckThrowBomb, self);
|
||||
|
|
|
@ -889,13 +889,11 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
return true;
|
||||
}
|
||||
|
||||
int bt = tm.thing->bouncetype & BOUNCE_TypeMask;
|
||||
if (bt == BOUNCE_Doom || bt == BOUNCE_Hexen)
|
||||
// [RH] What is the point of this check, again? In Hexen, it is unconditional,
|
||||
// but here we only do it if the missile's damage is 0.
|
||||
if ((tm.thing->BounceFlags & BOUNCE_Actors) && tm.thing->Damage == 0)
|
||||
{
|
||||
if (tm.thing->Damage == 0)
|
||||
{
|
||||
return (tm.thing->target == thing || !(thing->flags & MF_SOLID));
|
||||
}
|
||||
return (tm.thing->target == thing || !(thing->flags & MF_SOLID));
|
||||
}
|
||||
|
||||
switch (tm.thing->SpecialMissileHit (thing))
|
||||
|
@ -2543,8 +2541,7 @@ bool FSlide::BounceWall (AActor *mo)
|
|||
fixed_t movelen;
|
||||
line_t *line;
|
||||
|
||||
int bt = mo->bouncetype & BOUNCE_TypeMask;
|
||||
if (bt != BOUNCE_Doom && bt != BOUNCE_Hexen)
|
||||
if (!(mo->BounceFlags & BOUNCE_Walls))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -2615,7 +2612,7 @@ bool FSlide::BounceWall (AActor *mo)
|
|||
lineangle >>= ANGLETOFINESHIFT;
|
||||
deltaangle >>= ANGLETOFINESHIFT;
|
||||
|
||||
movelen = P_AproxDistance (mo->velx, mo->vely);
|
||||
movelen = fixed_t(sqrt(double(mo->velx)*mo->velx + double(mo->vely)*mo->vely));
|
||||
movelen = FixedMul(movelen, mo->wallbouncefactor);
|
||||
|
||||
FBoundingBox box(mo->x, mo->y, mo->radius);
|
||||
|
|
|
@ -280,9 +280,36 @@ void AActor::Serialize (FArchive &arc)
|
|||
<< MeleeState
|
||||
<< MissileState
|
||||
<< MaxDropOffHeight
|
||||
<< MaxStepHeight
|
||||
<< bouncetype
|
||||
<< bouncefactor
|
||||
<< MaxStepHeight;
|
||||
if (SaveVersion < 1796)
|
||||
{
|
||||
int bouncetype, bounceflags;
|
||||
arc << bouncetype;
|
||||
|
||||
bounceflags = 0;
|
||||
if (bouncetype & 4)
|
||||
bounceflags |= BOUNCE_UseSeeSound;
|
||||
bouncetype &= 3;
|
||||
if (bouncetype == 1) bounceflags |= BOUNCE_Doom;
|
||||
else if (bouncetype == 2) bounceflags |= BOUNCE_Heretic;
|
||||
else if (bouncetype == 3) bounceflags |= BOUNCE_Hexen;
|
||||
if (flags3 & 0x00800000)
|
||||
flags3 &= ~0x00800000, bounceflags |= BOUNCE_CanBounceWater;
|
||||
if (flags3 & 0x01000000)
|
||||
flags3 &= ~0x01000000, bounceflags |= BOUNCE_NoWallSound;
|
||||
if (flags4 & 0x80000000)
|
||||
flags4 &= ~0x80000000, bounceflags |= BOUNCE_Quiet;
|
||||
if (flags5 & 0x00000008)
|
||||
flags5 &= ~0x00000008, bounceflags |= BOUNCE_AllActors;
|
||||
if (flags5 & 0x00000010)
|
||||
flags5 &= ~0x00000010, bounceflags |= BOUNCE_ExplodeOnWater;
|
||||
BounceFlags = bounceflags;
|
||||
}
|
||||
else
|
||||
{
|
||||
arc << BounceFlags;
|
||||
}
|
||||
arc << bouncefactor
|
||||
<< wallbouncefactor
|
||||
<< bouncecount
|
||||
<< maxtargetrange
|
||||
|
@ -1258,14 +1285,14 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
|
|||
|
||||
void AActor::PlayBounceSound(bool onfloor)
|
||||
{
|
||||
if (!onfloor && (flags3 & MF3_NOWALLBOUNCESND))
|
||||
if (!onfloor && (BounceFlags & BOUNCE_NoWallSound))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(flags4 & MF4_NOBOUNCESOUND))
|
||||
if (!(BounceFlags & BOUNCE_Quiet))
|
||||
{
|
||||
if (bouncetype & BOUNCE_UseSeeSound)
|
||||
if (BounceFlags & BOUNCE_UseSeeSound)
|
||||
{
|
||||
S_Sound (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE);
|
||||
}
|
||||
|
@ -1292,18 +1319,29 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
|
|||
if (z <= floorz && P_HitFloor (this))
|
||||
{
|
||||
// Landed in some sort of liquid
|
||||
if (flags5 & MF5_EXPLODEONWATER)
|
||||
if (BounceFlags & BOUNCE_ExplodeOnWater)
|
||||
{
|
||||
P_ExplodeMissile(this, NULL, NULL);
|
||||
return true;
|
||||
}
|
||||
if (!(flags3 & MF3_CANBOUNCEWATER))
|
||||
if (!(BounceFlags & BOUNCE_CanBounceWater))
|
||||
{
|
||||
Destroy ();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (plane.c < 0)
|
||||
{ // on ceiling
|
||||
if (!(BounceFlags & BOUNCE_Ceilings))
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{ // on floor
|
||||
if (!(BounceFlags & BOUNCE_Floors))
|
||||
return true;
|
||||
}
|
||||
|
||||
// The amount of bounces is limited
|
||||
if (bouncecount>0 && --bouncecount==0)
|
||||
{
|
||||
|
@ -1312,9 +1350,8 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
|
|||
}
|
||||
|
||||
fixed_t dot = TMulScale16 (velx, plane.a, vely, plane.b, velz, plane.c);
|
||||
int bt = bouncetype & BOUNCE_TypeMask;
|
||||
|
||||
if (bt == BOUNCE_Heretic)
|
||||
if (BounceFlags & BOUNCE_HereticType)
|
||||
{
|
||||
velx -= MulScale15 (plane.a, dot);
|
||||
vely -= MulScale15 (plane.b, dot);
|
||||
|
@ -1327,18 +1364,17 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
|
|||
}
|
||||
|
||||
// The reflected velocity keeps only about 70% of its original speed
|
||||
long bouncescale = 0x4000 * bouncefactor;
|
||||
velx = MulScale30 (velx - MulScale15 (plane.a, dot), bouncescale);
|
||||
vely = MulScale30 (vely - MulScale15 (plane.b, dot), bouncescale);
|
||||
velz = MulScale30 (velz - MulScale15 (plane.c, dot), bouncescale);
|
||||
velx = FixedMul (velx - MulScale15 (plane.a, dot), bouncefactor);
|
||||
vely = FixedMul (vely - MulScale15 (plane.b, dot), bouncefactor);
|
||||
velz = FixedMul (velz - MulScale15 (plane.c, dot), bouncefactor);
|
||||
angle = R_PointToAngle2 (0, 0, velx, vely);
|
||||
|
||||
PlayBounceSound(true);
|
||||
if (bt == BOUNCE_Doom)
|
||||
if (BounceFlags & BOUNCE_AutoOff)
|
||||
{
|
||||
if (!(flags & MF_NOGRAVITY) && (velz < 3*FRACUNIT))
|
||||
{
|
||||
bouncetype = BOUNCE_None;
|
||||
BounceFlags &= ~BOUNCE_TypeMask;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
@ -1765,10 +1801,9 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
steps = 0;
|
||||
if (BlockingMobj)
|
||||
{
|
||||
int bt = mo->bouncetype & BOUNCE_TypeMask;
|
||||
if (bt == BOUNCE_Doom || bt == BOUNCE_Hexen)
|
||||
if (mo->BounceFlags & BOUNCE_Actors)
|
||||
{
|
||||
if (mo->flags5&MF5_BOUNCEONACTORS ||
|
||||
if ((mo->BounceFlags & BOUNCE_AllActors) ||
|
||||
(BlockingMobj->flags2 & MF2_REFLECTIVE) ||
|
||||
((!BlockingMobj->player) &&
|
||||
(!(BlockingMobj->flags3 & MF3_ISMONSTER))))
|
||||
|
@ -2129,7 +2164,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
|
|||
(!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
|
||||
{
|
||||
mo->z = mo->floorz;
|
||||
if (mo->bouncetype != BOUNCE_None)
|
||||
if (mo->BounceFlags & BOUNCE_Floors)
|
||||
{
|
||||
mo->FloorBounceMissile (mo->floorsector->floorplane);
|
||||
return;
|
||||
|
@ -2222,7 +2257,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
|
|||
if (mo->z + mo->height > mo->ceilingz)
|
||||
{
|
||||
mo->z = mo->ceilingz - mo->height;
|
||||
if (mo->bouncetype != BOUNCE_None)
|
||||
if (mo->BounceFlags & BOUNCE_Ceilings)
|
||||
{ // ceiling bounce
|
||||
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
|
||||
return;
|
||||
|
|
|
@ -552,15 +552,15 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
|
|||
}
|
||||
else if (def == DEF_Projectile && sc.Compare ("DoomBounce"))
|
||||
{
|
||||
defaults->bouncetype = BOUNCE_DoomCompat;
|
||||
defaults->BounceFlags = BOUNCE_DoomCompat;
|
||||
}
|
||||
else if (def == DEF_Projectile && sc.Compare ("HereticBounce"))
|
||||
{
|
||||
defaults->bouncetype = BOUNCE_HereticCompat;
|
||||
defaults->BounceFlags = BOUNCE_HereticCompat;
|
||||
}
|
||||
else if (def == DEF_Projectile && sc.Compare ("HexenBounce"))
|
||||
{
|
||||
defaults->bouncetype = BOUNCE_HexenCompat;
|
||||
defaults->BounceFlags = BOUNCE_HexenCompat;
|
||||
}
|
||||
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