- Split weaveindex into two separate byte-sized properties and moved them into unused space

inside AActor.

SVN r2038 (trunk)
This commit is contained in:
Randy Heit 2009-12-25 00:19:28 +00:00
parent 611834ea2a
commit d2a4339816
6 changed files with 47 additions and 19 deletions

View file

@ -764,7 +764,6 @@ public:
DWORD flags6; // Shit! Where did all the flags go?
int special1; // Special info
int special2; // Special info
int weaveindex; // Separated from special2 because it's used by globally accessible functions.
int health;
BYTE movedir; // 0-7
SBYTE visdir;
@ -782,6 +781,8 @@ public:
TObjPtr<AActor> LastLookActor; // Actor last looked for (if TIDtoHate != 0)
fixed_t SpawnPoint[3]; // For nightmare respawn
WORD SpawnAngle;
BYTE WeaveIndexXY; // Separated from special2 because it's used by globally accessible functions.
BYTE WeaveIndexZ;
int skillrespawncount;
int TIDtoHate; // TID of things to hate (0 if none)
FNameNoInit Species; // For monster families

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@ -76,12 +76,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
int weaveXY, weaveZ;
int angle;
// for compatibility this needs to set the value itself if it was never done by the projectile itself
if (self->weaveindex == -1) self->weaveindex = 16;
// since these values are now user configurable we have to do a proper range check to avoid array overflows.
weaveXY = (self->weaveindex >> 16) & 63;
weaveZ = (self->weaveindex & 63);
weaveXY = self->WeaveIndexXY & 63;
weaveZ = self->WeaveIndexZ & 63;
angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
newX = self->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
newY = self->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
@ -92,7 +89,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
self->z -= FloatBobOffsets[weaveZ];
weaveZ = (weaveZ + 2) & 63;
self->z += FloatBobOffsets[weaveZ];
self->weaveindex = weaveZ + (weaveXY<<16);
self->WeaveIndexXY = weaveXY;
self->WeaveIndexZ = weaveZ;
}
//============================================================================

View file

@ -135,12 +135,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle-(ANG45/15));
if (mo)
{
mo->weaveindex = 32;
mo->WeaveIndexXY = 32;
}
mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle+(ANG45/15));
if (mo)
{
mo->weaveindex = 0;
mo->WeaveIndexXY = 0;
}
S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
}
@ -157,10 +157,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
int weaveXY;
int angle;
if (self->weaveindex == -1) self->weaveindex = 0;
// since these values are now user configurable we have to do a proper range check to avoid array overflows.
weaveXY = self->weaveindex & 63;
weaveXY = self->WeaveIndexXY & 63;
angle = (self->angle+ANG90)>>ANGLETOFINESHIFT;
newX = self->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY = self->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
@ -168,7 +166,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
P_TryMove (self, newX, newY, true);
self->weaveindex = weaveXY;
self->WeaveIndexXY = weaveXY;
}
//============================================================================

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@ -312,13 +312,34 @@ void AActor::Serialize (FArchive &arc)
{
arc << DamageFactor;
}
if (SaveVersion >= 2036)
if (SaveVersion > 2036)
{
arc << weaveindex;
arc << WeaveIndexXY << WeaveIndexZ;
}
else
{
weaveindex = special2;
int index;
if (SaveVersion < 2036)
{
index = special2;
}
else
{
arc << index;
}
// A_BishopMissileWeave and A_CStaffMissileSlither stored the weaveXY
// value in different parts of the index.
if (this->IsKindOf(PClass::FindClass("BishopFX")))
{
WeaveIndexXY = index >> 16;
WeaveIndexZ = index;
}
else
{
WeaveIndexXY = index;
WeaveIndexZ = 0;
}
}
// Skip past uservar array in old savegames

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@ -905,10 +905,19 @@ DEFINE_PROPERTY(bouncecount, I, Actor)
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(weaveindex, I, Actor)
DEFINE_PROPERTY(weaveindexXY, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->weaveindex = id;
defaults->WeaveIndexXY = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(weaveindexZ, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->WeaveIndexZ = id;
}
//==========================================================================

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@ -19,7 +19,8 @@ ACTOR Actor native //: Thinker
Gravity 1
DamageFactor 1.0
PushFactor 0.25
WeaveIndex -1
WeaveIndexXY 0
WeaveIndexZ 16
// Variables for the expression evaluator
// NOTE: fixed_t and angle_t are only used here to ensure proper conversion