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https://github.com/ZDoom/gzdoom.git
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- MBF21: implemented new line flags.
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work... This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
This commit is contained in:
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057cc0678b
commit
c4ed0cefde
15 changed files with 65 additions and 35 deletions
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@ -393,7 +393,6 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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Bit 5 (Value 32): midtex3d
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Bit 6 (Value 64): checkswitchrange
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Bit 7 (Value 128): firstsideonly
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When used in special 208 this arg should be cleared afterward.
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Special 121 is not being used by UDMF maps in ZDoom and should be completely
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@ -508,6 +507,9 @@ Replaced tabs with spaces.
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1.31 22.12.2019
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Coloriation options added
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1.32 28.06.2021
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Blocklandmonsters MBF21 flag
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===============================================================================
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EOF
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===============================================================================
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@ -495,6 +495,7 @@ xx(Blockeverything)
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xx(Zoneboundary)
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xx(Jumpover)
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xx(Blockfloaters)
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xx(Blocklandmonsters)
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xx(Clipmidtex)
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xx(Wrapmidtex)
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xx(Midtex3d)
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@ -128,7 +128,7 @@ struct maplinedef2_t
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// LineDef attributes.
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//
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enum ELineFlags : unsigned
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enum ELineFlags : uint32_t
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{
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ML_BLOCKING =0x00000001, // solid, is an obstacle
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ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
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@ -176,6 +176,8 @@ enum ELineFlags : unsigned
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ML_REVEALED = 0x20000000, // set if revealed in automap
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ML_DRAWFULLHEIGHT = 0x40000000, // Draw the full height of the upper/lower sections
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ML_PORTALCONNECT = 0x80000000, // for internal use only: This line connects to a sector with a linked portal (used to speed up sight checks.)
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// Flag words may not exceed 32 bit due to VM limitations.
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ML2_BLOCKLANDMONSTERS = 0x1, // MBF21
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};
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@ -68,6 +68,7 @@ void FLevelLocals::TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineinde
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uint32_t flags1 = flags;
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uint32_t newflags = 0;
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uint32_t newflags2 = 0;
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for(int i=0;i<16;i++)
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{
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@ -80,7 +81,8 @@ void FLevelLocals::TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineinde
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{
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if ((flags1 & (1<<i)) && !translator->LineFlagTranslations[i].ismask)
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{
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switch (translator->LineFlagTranslations[i].newvalue)
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unsigned val = translator->LineFlagTranslations[i].newvalue;
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switch ((int)val)
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{
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case -1:
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passthrough = true;
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@ -92,12 +94,14 @@ void FLevelLocals::TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineinde
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ld->alpha = 0.25;
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break;
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default:
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newflags |= translator->LineFlagTranslations[i].newvalue;
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if ((val & 0x80000000) && val != 0x80000000) newflags2 |= val;
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else newflags |= val;
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break;
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}
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}
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}
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flags = newflags;
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ld->flags2 = newflags2;
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if (lineindexforid >= 0)
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{
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@ -1438,7 +1438,7 @@ struct line_t
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{
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vertex_t *v1, *v2; // vertices, from v1 to v2
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DVector2 delta; // precalculated v2 - v1 for side checking
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uint32_t flags;
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uint32_t flags, flags2;
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uint32_t activation; // activation type
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int special;
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int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
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@ -928,6 +928,12 @@ public:
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Flag(ld->flags, ML_BLOCK_FLOATERS, key);
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continue;
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case NAME_Blocklandmonsters:
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// This is from MBF21 so it may later be needed for a lower level namespace.
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CHECK_N(St | Zd | Zdt | Va)
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Flag(ld->flags2, ML2_BLOCKLANDMONSTERS, key);
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continue;
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case NAME_Translucent:
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CHECK_N(St | Zd | Zdt | Va)
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strifetrans = CheckBool(key);
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@ -75,6 +75,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, line_t &line, line_t *
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if (arc.BeginObject(key))
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{
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arc("flags", line.flags, def->flags)
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("flags2", line.flags2, def->flags2)
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("activation", line.activation, def->activation)
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("special", line.special, def->special)
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("alpha", line.alpha, def->alpha)
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@ -178,3 +178,33 @@ inline bool AActor::isFrozen() const
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return false;
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}
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// Consolidated from all (incomplete) variants that check if a line should block.
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inline bool P_IsBlockedByLine(AActor* actor, line_t* line)
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{
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// Keep this stuff readable - so no chained and nested 'if's!
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// Unconditional blockers.
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if (line->flags & (ML_BLOCKING | ML_BLOCKEVERYTHING)) return true;
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// MBF considers that friendly monsters are not blocked by monster-blocking lines.
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// This is added here as a compatibility option. Note that monsters that are dehacked
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// into being friendly with the MBF flag automatically gain MF3_NOBLOCKMONST, so this
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// just optionally generalizes the behavior to other friendly monsters.
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if (!((actor->flags3 & MF3_NOBLOCKMONST)
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|| ((actor->Level->i_compatflags & COMPATF_NOBLOCKFRIENDS) && (actor->flags & MF_FRIENDLY))))
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{
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// the regular 'blockmonsters' flag.
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if (line->flags & ML_BLOCKMONSTERS) return true;
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// MBF21's flag for walking monsters
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if ((line->flags2 & ML2_BLOCKLANDMONSTERS) && !(actor->flags & MF_FLOAT)) return true;
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}
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// Blocking players
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if (((actor->player != nullptr) || (actor->flags8 & MF8_BLOCKASPLAYER)) && (line->flags & ML_BLOCK_PLAYERS)) return true;
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// Blocking floaters.
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if ((actor->flags & MF_FLOAT) && (line->flags & ML_BLOCK_FLOATERS)) return true;
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return false;
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}
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@ -849,12 +849,6 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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// MBF bouncers are treated as missiles here.
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bool Projectile = (tm.thing->flags & MF_MISSILE || tm.thing->BounceFlags & BOUNCE_MBF);
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// MBF considers that friendly monsters are not blocked by monster-blocking lines.
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// This is added here as a compatibility option. Note that monsters that are dehacked
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// into being friendly with the MBF flag automatically gain MF3_NOBLOCKMONST, so this
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// just optionally generalizes the behavior to other friendly monsters.
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bool NotBlocked = ((tm.thing->flags3 & MF3_NOBLOCKMONST)
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|| ((tm.thing->Level->i_compatflags & COMPATF_NOBLOCKFRIENDS) && (tm.thing->flags & MF_FRIENDLY)));
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uint32_t ProjectileBlocking = ML_BLOCKEVERYTHING | ML_BLOCKPROJECTILE;
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if ( tm.thing->flags8 & MF8_BLOCKASPLAYER ) ProjectileBlocking |= ML_BLOCK_PLAYERS | ML_BLOCKING;
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@ -865,11 +859,8 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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{
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rail = true;
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}
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else if ((ld->flags & (ML_BLOCKING | ML_BLOCKEVERYTHING)) || // explicitly blocking everything
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(!(NotBlocked) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
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(((tm.thing->player != NULL) || (tm.thing->flags8 & MF8_BLOCKASPLAYER)) && (ld->flags & ML_BLOCK_PLAYERS)) || // block players
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((Projectile) && (ld->flags & ML_BLOCKPROJECTILE)) || // block projectiles
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((tm.thing->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))) // block floaters
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else if (P_IsBlockedByLine(tm.thing, ld) ||
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((Projectile) && (ld->flags & ML_BLOCKPROJECTILE)))
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{
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if (cres.portalflags & FFCF_NOFLOOR)
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{
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@ -3002,19 +2993,7 @@ void FSlide::SlideTraverse(const DVector2 &start, const DVector2 &end)
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}
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goto isblocking;
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}
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if (li->flags & (ML_BLOCKING | ML_BLOCKEVERYTHING))
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{
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goto isblocking;
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}
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if (li->flags & ML_BLOCK_PLAYERS && ((slidemo->player != NULL) || (slidemo->flags8 & MF8_BLOCKASPLAYER)))
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{
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goto isblocking;
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}
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if (li->flags & ML_BLOCKMONSTERS && !((slidemo->flags3 & MF3_NOBLOCKMONST)
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|| ((slidemo->Level->i_compatflags & COMPATF_NOBLOCKFRIENDS) && (slidemo->flags & MF_FRIENDLY))))
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{
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goto isblocking;
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}
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if (P_IsBlockedByLine(slidemo, li)) goto isblocking;
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// set openrange, opentop, openbottom
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P_LineOpening(open, slidemo, li, it.InterceptPoint(in));
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@ -1080,11 +1080,7 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
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open.top = LINEOPEN_MAX;
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open.bottom = LINEOPEN_MIN;
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// [TN] Check wether this actor gets blocked by the line.
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if (ld->backsector != nullptr &&
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!(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
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&& !(ld->flags & ML_BLOCK_PLAYERS && (mobj->player || (mobj->flags8 & MF8_BLOCKASPLAYER)))
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&& !(ld->flags & ML_BLOCKMONSTERS && mobj->flags3 & MF3_ISMONSTER)
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&& !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))
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if (ld->backsector != nullptr && !P_IsBlockedByLine(mobj, ld)
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&& (!(ld->flags & ML_3DMIDTEX) ||
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(!P_LineOpening_3dMidtex(mobj, ld, open) &&
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(mobj->Top() < open.top)
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@ -2768,6 +2768,7 @@ DEFINE_FIELD_X(Line, line_t, v1)
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DEFINE_FIELD_X(Line, line_t, v2)
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DEFINE_FIELD_X(Line, line_t, delta)
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DEFINE_FIELD_X(Line, line_t, flags)
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DEFINE_FIELD_X(Line, line_t, flags2)
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DEFINE_FIELD_X(Line, line_t, activation)
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DEFINE_FIELD_X(Line, line_t, special)
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DEFINE_FIELD_X(Line, line_t, args)
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@ -88,7 +88,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4558
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#define SAVEVER 4559
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// This is so that derivates can use the same savegame versions without worrying about engine compatibility
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#define GAMESIG "GZDOOM"
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@ -236,6 +236,7 @@ enum
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ML_FIRSTSIDEONLY = 0x00800000,
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ML_BLOCKPROJECTILE = 0x01000000,
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ML_BLOCKUSE = 0x02000000,
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ML_BLOCKLANDMONSTERS = 0x80000001, // goes into the second flag word.
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//
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ML_PASSTHROUGH = -1,
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@ -40,3 +40,5 @@ lineflag 8 = ML_MAPPED;
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lineflag 9 = ML_PASSTHROUGH;
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lineflag 10 = ML_3DMIDTEX;
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lineflag 11 & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_TWOSIDED|ML_DONTPEGTOP|ML_DONTPEGBOTTOM|ML_SECRET|ML_SOUNDBLOCK|ML_DONTDRAW|ML_MAPPED);
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lineflag 12 = ML_BLOCKLANDMONSTERS;
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lineflag 13 = ML_BLOCK_PLAYERS;
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@ -162,10 +162,15 @@ struct Line native play
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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};
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enum ELineFlags2
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{
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ML2_BLOCKLANDMONSTERS = 1,
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}
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native readonly vertex v1, v2; // vertices, from v1 to v2
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native readonly Vector2 delta; // precalculated v2 - v1 for side checking
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native uint flags;
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native uint flags2;
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native uint activation; // activation type
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native int special;
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native int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
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