- Added a check to P_CheckMissileSpawn to decrease the monster counter

if it was called for spawning a monster with A_CustomMissile.
- Added a ML_BLOCK_PLAYERS line flag.


SVN r380 (trunk)
This commit is contained in:
Christoph Oelckers 2006-11-10 12:13:37 +00:00
parent e5bce37755
commit f6f15ba764
8 changed files with 33 additions and 10 deletions

View file

@ -1,3 +1,8 @@
November 10, 2006 (Changes by Graf Zahl)
- Added a check to P_CheckMissileSpawn to decrease the monster counter
if it was called for spawning a monster with A_CustomMissile.
- Added a ML_BLOCK_PLAYERS line flag.
November 5, 2006 (Changes by Graf Zahl)
- Converted Heretic's and Hexen's players to DECORATE.
- Made Hexenarmor factors configurable by DECORATE.

View file

@ -52,7 +52,7 @@ static bool PTR_Reachable (intercept_t *in)
{
line = in->d.line;
if (!(line->flags & ML_TWOSIDED) || (line->flags & ML_BLOCKING))
if (!(line->flags & ML_TWOSIDED) || (line->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)))
{
return (reachable = false); //Cannot continue.
}

View file

@ -175,6 +175,7 @@ static inline int GET_SPAC (int flags)
#define ML_BLOCK_FLOATERS 0x00040000
#define ML_CLIP_MIDTEX 0x00080000 // Automatic for every Strife line
#define ML_WRAP_MIDTEX 0x00100000
#define ML_BLOCK_PLAYERS 0x00200000
// Sector definition, from editing
typedef struct

View file

@ -4028,21 +4028,25 @@ int DLevelScript::RunScript ()
switch (STACK(1))
{
case BLOCK_NOTHING:
lines[line].flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_RAILING);
lines[line].flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
break;
case BLOCK_CREATURES:
default:
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING);
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
lines[line].flags |= ML_BLOCKING;
break;
case BLOCK_EVERYTHING:
lines[line].flags &= ~ML_RAILING;
lines[line].flags &= ~(ML_RAILING|ML_BLOCK_PLAYERS);
lines[line].flags |= ML_BLOCKING|ML_BLOCKEVERYTHING;
break;
case BLOCK_RAILING:
lines[line].flags &= ~ML_BLOCKEVERYTHING;
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS);
lines[line].flags |= ML_RAILING|ML_BLOCKING;
break;
case BLOCK_PLAYERS:
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCKING|ML_RAILING);
lines[line].flags |= ML_BLOCK_PLAYERS;
break;
}
}

View file

@ -578,7 +578,8 @@ public:
BLOCK_NOTHING = 0,
BLOCK_CREATURES = 1,
BLOCK_EVERYTHING = 2,
BLOCK_RAILING = 3
BLOCK_RAILING = 3,
BLOCK_PLAYERS = 4
};
enum {
LEVELINFO_PAR_TIME,

View file

@ -675,9 +675,10 @@ bool PIT_CheckLine (line_t *ld)
{
rail = true;
}
else if ((ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING)) || // explicitly blocking everything
(!(tmthing->flags3 & MF3_NOBLOCKMONST) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
((ld->flags & ML_BLOCK_FLOATERS) && (tmthing->flags & MF_FLOAT))) // block floaters
else if ((ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING)) || // explicitly blocking everything
(!(tmthing->flags3 & MF3_NOBLOCKMONST) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
(tmthing->player != NULL && (ld->flags & ML_BLOCK_PLAYERS)) || // block players
((ld->flags & ML_BLOCK_FLOATERS) && (tmthing->flags & MF_FLOAT))) // block floaters
{
if (tmthing->flags2 & MF2_BLASTED)
{
@ -2063,6 +2064,10 @@ bool PTR_SlideTraverse (intercept_t* in)
{
goto isblocking;
}
if (li->flags & ML_BLOCK_PLAYERS && slidemo->player != NULL)
{
goto isblocking;
}
// set openrange, opentop, openbottom
P_LineOpening (li, trace.x + FixedMul (trace.dx, in->frac),
@ -3290,7 +3295,7 @@ bool PTR_NoWayTraverse (intercept_t *in)
// [GrafZahl] de-obfuscated. Was I the only one who was unable to makes sense out of
// this convoluted mess?
if (ld->special) return true;
if (ld->flags&(ML_BLOCKING|ML_BLOCKEVERYTHING)) return false;
if (ld->flags&(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)) return false;
P_LineOpening(ld, trace.x+FixedMul(trace.dx, in->frac),trace.y+FixedMul(trace.dy, in->frac));
return openrange >0 &&
openbottom <= usething->z + usething->MaxStepHeight &&

View file

@ -4224,6 +4224,12 @@ bool P_CheckMissileSpawn (AActor* th)
// [RH] Don't explode ripping missiles that spawn inside something
if (BlockingMobj == NULL || !(th->flags2 & MF2_RIP))
{
// If this is a monster spawned by A_CustomMissile subtract it from the counter.
if (th->CountsAsKill())
{
th->flags&=~MF_COUNTKILL;
level.total_monsters--;
}
// [RH] Don't explode missiles that spawn on top of horizon lines
if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
{

View file

@ -59,6 +59,7 @@ ACTOR Demon 3002
//===========================================================================
ACTOR Spectre : Demon 58
{
Game Doom
SpawnID 9
+SHADOW
RenderStyle OptFuzzy