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https://github.com/ZDoom/qzdoom.git
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- Fixed: The deprecated flag handler for the old bounce flags needs to clear
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags. - Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that friendly monsters could no longer acquire targets by themselves. - Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag. - Added MBF's monster_backing feature as an actor flag: AVOIDMELEE. SVN r1848 (trunk)
This commit is contained in:
parent
a6d9a37ef7
commit
5822729943
13 changed files with 38 additions and 22 deletions
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@ -1,4 +1,10 @@
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September 16, 2009 (Changes by Graf Zahl)
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- Fixed: The deprecated flag handler for the old bounce flags needs to clear
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BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
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- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
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friendly monsters could no longer acquire targets by themselves.
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- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
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- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.
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- Gez's misc. bugs patch:
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* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
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* Renames the dog actor to MBFHelperDog to prevent name conflicts,
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@ -399,7 +399,7 @@ enum EBounceFlags
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// for them that are not present in ZDoom, so it is necessary to identify it properly.
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BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag.
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BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType,
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BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType | BOUNCE_MBF,
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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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@ -760,6 +760,7 @@ public:
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BYTE movedir; // 0-7
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SBYTE visdir;
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SWORD movecount; // when 0, select a new dir
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SWORD strafecount; // for MF3_AVOIDMELEE
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TObjPtr<AActor> target; // thing being chased/attacked (or NULL)
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// also the originator for missiles
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TObjPtr<AActor> lastenemy; // Last known enemy -- killough 2/15/98
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@ -136,7 +136,6 @@ void InitBotStuff()
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{ "SkullRod", 27000000, 0, "HornRodFX1" },
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{ "SkullRodPowered", 27000000, 0, "HornRodFX2" },
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{ "PhoenixRod", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "PhoenixFX1" },
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{ "PhoenixRodPowered", 0, WIF_BOT_MELEE, "PhoenixFX2" },
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{ "Mace", 27000000, WIF_BOT_REACTION_SKILL_THING, "MaceFX2" },
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{ "MacePowered", 27000000, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "MaceFX4" },
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{ "FWeapHammer", 22000000, 0, "HammerMissile" },
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@ -175,7 +175,7 @@ void FCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
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(actor->y + actor->vely) - (enemy->y + enemy->vely));
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//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
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if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE)
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if (actor->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
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{
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if ((actor->player->ReadyWeapon->ProjectileType != NULL))
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{
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@ -342,7 +342,7 @@ void FCajunMaster::TurnToAng (AActor *actor)
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if(actor->player->enemy)
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if(!actor->player->dest) //happens when running after item in combat situations, or normal, prevents weak turns
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if(actor->player->ReadyWeapon->ProjectileType == NULL && !(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE))
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if(actor->player->ReadyWeapon->ProjectileType == NULL && !(actor->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON))
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if(Check_LOS(actor, actor->player->enemy, SHOOTFOV+5*ANGLE_1))
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maxturn = 3;
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}
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@ -322,6 +322,7 @@ enum
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WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up
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WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback
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WIF_NOAUTOAIM = 0x00004000, // this weapon never uses autoaim (useful for ballistic projectiles)
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WIF_MELEEWEAPON = 0x00008000, // melee weapon. Used by bots and monster AI.
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WIF_CHEATNOTWEAPON = 0x08000000, // Give cheat considers this not a weapon (used by Sigil)
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@ -329,7 +330,6 @@ enum
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WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
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WIF_BOT_EXPLOSIVE = 1<<30, // weapon fires an explosive
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WIF_BOT_MELEE = 1<<29, // melee weapon
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WIF_BOT_BFG = 1<<28, // this is a BFG
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};
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@ -65,6 +65,7 @@ static FRandom pr_dropoff ("Dropoff");
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static FRandom pr_defect ("Defect");
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static FRandom pr_skiptarget("SkipTarget");
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static FRandom pr_enemystrafe("EnemyStrafe");
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// movement interpolation is fine for objects that are moved by their own
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// velocity. But for monsters it is problematic.
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@ -772,9 +773,7 @@ void P_NewChaseDir(AActor * actor)
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fixed_t deltax;
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fixed_t deltay;
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#ifdef MBF_STUFF
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actor->strafecount = 0;
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#endif
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if ((actor->flags5&MF5_CHASEGOAL || actor->goal == actor->target) && actor->goal!=NULL)
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{
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@ -882,15 +881,16 @@ void P_NewChaseDir(AActor * actor)
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else
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#endif
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#ifdef MBF_STUFF
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// MBF's monster_backing option. Made an actor flag instead. Also cleaned the code up to make it readable.
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// Todo: implement the movement logic
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AActor *target = actor->target;
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if (target->health > 0 && !actor->IsFriend(target))
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{ // Live enemy target
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if (actor->flags3 & MF3_AVOIDMELEE)
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{
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bool ismeleeattacker = false;
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fixed_t dist = P_AproxDistance(actor->x-target->x, actor->y-target->y);
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if (target->player == NULL)
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{
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ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2);
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@ -899,7 +899,7 @@ void P_NewChaseDir(AActor * actor)
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{
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// melee range of player weapon is a parameter of the action function and cannot be checked here.
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// Add a new weapon property?
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ismeleeattacker = (target->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE && dist < MELEERANGE*3);
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ismeleeattacker = (target->player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON && dist < MELEERANGE*3);
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}
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if (ismeleeattacker)
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{
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@ -908,18 +908,14 @@ void P_NewChaseDir(AActor * actor)
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}
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}
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}
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#endif
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P_DoNewChaseDir(actor, deltax, deltay);
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#ifdef MBF_STUFF
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// If strafing, set movecount to strafecount so that old Doom
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// logic still works the same, except in the strafing part
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if (actor->strafecount)
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actor->movecount = actor->strafecount;
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#endif
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}
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@ -1566,7 +1562,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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}
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#endif
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// [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.)
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if (actor->FriendPlayer == 0) return false;
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if (actor->FriendPlayer == 0) return result;
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if (result || !deathmatch) return true;
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@ -2156,7 +2152,11 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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}
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// turn towards movement direction if not there yet
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if (actor->movedir < 8)
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if (actor->strafecount)
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{
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A_FaceTarget(actor);
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}
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else if (actor->movedir < 8)
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{
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actor->angle &= (angle_t)(7<<29);
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delta = actor->angle - (actor->movedir << 29);
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// chase towards player
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//
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if (actor->strafecount)
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actor->strafecount--;
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// class bosses don't do this when strafing
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if ((!fastchase || !actor->FastChaseStrafeCount) && !dontmove)
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{
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@ -240,6 +240,7 @@ void AActor::Serialize (FArchive &arc)
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<< movedir
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<< visdir
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<< movecount
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<< strafecount
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<< target
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<< lastenemy
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<< LastHeard
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@ -354,12 +354,14 @@ void FTGATexture::MakeTexture ()
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int step_x = (hdr.bpp>>3);
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int Pitch = Width * step_x;
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/*
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if (hdr.img_desc&32)
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{
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ptr += (Width-1) * step_x;
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step_x =- step_x;
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}
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if (!(hdr.img_desc&64))
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*/
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if (!(hdr.img_desc&32))
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{
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ptr += (Height-1) * Pitch;
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Pitch = -Pitch;
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int step_x = (hdr.bpp>>3);
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int Pitch = Width * step_x;
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/*
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if (hdr.img_desc&32)
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{
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ptr += (Width-1) * step_x;
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step_x =- step_x;
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}
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if (!(hdr.img_desc&64))
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*/
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if (!(hdr.img_desc&32))
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{
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ptr += (Height-1) * Pitch;
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Pitch = -Pitch;
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@ -141,6 +141,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
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DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
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DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
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DEFINE_FLAG(MF3, AVOIDMELEE, AActor, flags3),
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DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
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DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
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DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
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DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags),
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DEFINE_FLAG2(WIF_BOT_MELEE, MELEEWEAPON, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, MELEEWEAPON, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
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break;
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// the bounce flags will set the compatibility bounce modes to remain compatible
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case DEPF_HERETICBOUNCE:
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defaults->BounceFlags &= ~BOUNCE_TypeMask;
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defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
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if (set) defaults->BounceFlags |= BOUNCE_HereticCompat;
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break;
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case DEPF_HEXENBOUNCE:
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defaults->BounceFlags &= ~BOUNCE_TypeMask;
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defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
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if (set) defaults->BounceFlags |= BOUNCE_HexenCompat;
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break;
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case DEPF_DOOMBOUNCE:
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defaults->BounceFlags &= ~BOUNCE_TypeMask;
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defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
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if (set) defaults->BounceFlags |= BOUNCE_DoomCompat;
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break;
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case DEPF_PICKUPFLASH:
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@ -75,7 +75,7 @@
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// SAVESIG should match SAVEVER.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 1823
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#define MINSAVEVER 1848
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#if SVN_REVISION_NUMBER < MINSAVEVER
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// Never write a savegame with a version lower than what we need
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@ -1034,6 +1034,7 @@ ACTOR PhoenixRodPowered : PhoenixRod native
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{
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Game Heretic
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+WEAPON.POWERED_UP
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+WEAPON.MELEEWEAPON
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Weapon.SisterWeapon "PhoenixRod"
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Weapon.AmmoGive 0
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