mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- Merged the fallingdamage setting into one menu item and added Strife damage to it.
- Moved deathmatch options into their own category in the gameplay options menu. - Added the sv_smartaim code from GZDoom which tries to avoid autoaiming at friendlies or shootable decorations if there are monsters that can be shot. - Added: SetThingSpecial treats a tid of 0 as the activator. SVN r412 (trunk)
This commit is contained in:
parent
08a1ffce23
commit
638526946b
7 changed files with 217 additions and 58 deletions
|
@ -1,3 +1,10 @@
|
|||
December 16, 2006 (Changes by Graf Zahl)
|
||||
- Merged the fallingdamage setting into one menu item and added Strife damage to it.
|
||||
- Moved deathmatch options into their own category in the gameplay options menu.
|
||||
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
|
||||
at friendlies or shootable decorations if there are monsters that can be shot.
|
||||
- Added: SetThingSpecial treats a tid of 0 as the activator.
|
||||
|
||||
December 13, 2006 (Changes by Graf Zahl)
|
||||
- Fixed: The particle fountains' names were different than before
|
||||
- Fixed: FTexture::CheckForTexture should return NULL if the texture it
|
||||
|
|
|
@ -100,6 +100,7 @@ typedef enum {
|
|||
control,
|
||||
screenres,
|
||||
bitflag,
|
||||
bitmask,
|
||||
listelement,
|
||||
nochoice,
|
||||
numberedmore,
|
||||
|
|
|
@ -98,6 +98,7 @@ EXTERN_CVAR (Int, snd_buffersize)
|
|||
EXTERN_CVAR (Int, snd_samplerate)
|
||||
EXTERN_CVAR (Bool, snd_3d)
|
||||
EXTERN_CVAR (Bool, snd_waterreverb)
|
||||
EXTERN_CVAR (Int, sv_smartaim)
|
||||
|
||||
static void CalcIndent (menu_t *menu);
|
||||
|
||||
|
@ -924,29 +925,35 @@ CUSTOM_CVAR (Bool, vid_tft, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|||
* Gameplay Options (dmflags) Menu
|
||||
*
|
||||
*=======================================*/
|
||||
value_t SmartAim[3] = {
|
||||
{ 0.0, "Off" },
|
||||
{ 1.0, "On" },
|
||||
{ 2.0, "Never friends" }
|
||||
};
|
||||
|
||||
value_t FallingDM[4] = {
|
||||
{ 0, "Off" },
|
||||
{ DF_FORCE_FALLINGZD, "Old" },
|
||||
{ DF_FORCE_FALLINGHX, "Hexen" },
|
||||
{ DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX, "Strife" }
|
||||
};
|
||||
|
||||
|
||||
static menuitem_t DMFlagsItems[] = {
|
||||
{ discrete, "Teamplay", {&teamplay}, {2.0}, {0.0}, {0.0}, {OnOff} },
|
||||
{ slider, "Team damage scalar", {&teamdamage}, {0.0}, {1.0}, {0.05},{NULL} },
|
||||
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
||||
{ bitflag, "Falling damage (old)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGZD} },
|
||||
{ bitflag, "Falling damage (Hexen)",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGHX} },
|
||||
{ bitflag, "Weapons stay (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_WEAPONS_STAY} },
|
||||
{ bitflag, "Allow powerups (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ITEMS} },
|
||||
{ bitflag, "Allow health (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_HEALTH} },
|
||||
{ bitflag, "Allow armor (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ARMOR} },
|
||||
{ bitflag, "Spawn farthest (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SPAWN_FARTHEST} },
|
||||
{ bitflag, "Same map (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SAME_LEVEL} },
|
||||
{ bitflag, "Force respawn (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_RESPAWN} },
|
||||
{ bitflag, "Allow exit (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_EXIT} },
|
||||
{ bitflag, "Barrels respawn (DM)", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_BARRELS_RESPAWN} },
|
||||
{ bitflag, "Respawn protection (DM)",{&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_INVUL} },
|
||||
{ discrete, "Smart Autoaim", {&sv_smartaim}, {3.0}, {0.0}, {0.0}, {SmartAim} },
|
||||
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
|
||||
{ bitmask, "Falling damage", {&dmflags}, {4.0}, {DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX}, {0}, {FallingDM} },
|
||||
// { bitflag, "Falling damage (old)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGZD} },
|
||||
// { bitflag, "Falling damage (Hexen)",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGHX} },
|
||||
{ bitflag, "Drop weapon", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_WEAPONDROP} },
|
||||
{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
|
||||
{ bitflag, "No monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_NO_MONSTERS} },
|
||||
{ bitflag, "Monsters respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_MONSTERS_RESPAWN} },
|
||||
{ bitflag, "Items respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_ITEMS_RESPAWN} },
|
||||
{ bitflag, "Mega powerups respawn",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
|
||||
{ bitflag, "Big powerups respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
|
||||
{ bitflag, "Fast monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FAST_MONSTERS} },
|
||||
{ bitflag, "Allow jump", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_JUMP} },
|
||||
{ bitflag, "Allow crouch", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_CROUCH} },
|
||||
|
@ -954,6 +961,18 @@ static menuitem_t DMFlagsItems[] = {
|
|||
{ bitflag, "Allow FOV", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FOV} },
|
||||
{ bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} },
|
||||
{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
|
||||
{ whitetext,"Deathmatch Settings", {NULL}, {0}, {0}, {0}, {NULL} },
|
||||
{ bitflag, "Weapons stay", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_WEAPONS_STAY} },
|
||||
{ bitflag, "Allow powerups", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ITEMS} },
|
||||
{ bitflag, "Allow health", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_HEALTH} },
|
||||
{ bitflag, "Allow armor", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ARMOR} },
|
||||
{ bitflag, "Spawn farthest", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SPAWN_FARTHEST} },
|
||||
{ bitflag, "Same map", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SAME_LEVEL} },
|
||||
{ bitflag, "Force respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_RESPAWN} },
|
||||
{ bitflag, "Allow exit", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_EXIT} },
|
||||
{ bitflag, "Barrels respawn", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_BARRELS_RESPAWN} },
|
||||
{ bitflag, "Respawn protection", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_INVUL} },
|
||||
{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
|
||||
{ whitetext,"Cooperative Settings", {NULL}, {0}, {0}, {0}, {NULL} },
|
||||
{ bitflag, "Spawn multi. weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_COOP_WEAPON_SPAWN} },
|
||||
{ bitflag, "Lose entire inventory",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_LOSE_INVENTORY} },
|
||||
|
@ -1500,6 +1519,31 @@ void M_OptDrawer ()
|
|||
}
|
||||
break;
|
||||
|
||||
case bitmask:
|
||||
{
|
||||
int v, vals;
|
||||
|
||||
value = item->a.cvar->GetGenericRep (CVAR_Int);
|
||||
value.Float = value.Int & int(item->c.max);
|
||||
vals = (int)item->b.numvalues;
|
||||
|
||||
v = M_FindCurVal (value.Float, item->e.values, vals);
|
||||
|
||||
if (v == vals)
|
||||
{
|
||||
screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, "Unknown",
|
||||
DTA_Clean, true, TAG_DONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
screen->DrawText (item->type == cdiscrete ? v : ValueColor,
|
||||
CurrentMenu->indent + 14, y, item->e.values[v].name,
|
||||
DTA_Clean, true, TAG_DONE);
|
||||
}
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
case discrete:
|
||||
case cdiscrete:
|
||||
case inverter:
|
||||
|
@ -2014,6 +2058,25 @@ void M_OptResponder (event_t *ev)
|
|||
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
||||
break;
|
||||
|
||||
case bitmask:
|
||||
{
|
||||
int cur;
|
||||
int numvals;
|
||||
int bmask = int(item->c.max);
|
||||
|
||||
numvals = (int)item->b.min;
|
||||
value = item->a.cvar->GetGenericRep (CVAR_Int);
|
||||
|
||||
cur = M_FindCurVal (value.Int & bmask, item->e.values, numvals);
|
||||
if (--cur < 0)
|
||||
cur = numvals - 1;
|
||||
|
||||
value.Int = (value.Int & ~bmask) | int(item->e.values[cur].value);
|
||||
item->a.cvar->SetGenericRep (value, CVAR_Int);
|
||||
}
|
||||
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
||||
break;
|
||||
|
||||
case discrete_guid:
|
||||
{
|
||||
int cur;
|
||||
|
@ -2129,6 +2192,25 @@ void M_OptResponder (event_t *ev)
|
|||
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
||||
break;
|
||||
|
||||
case bitmask:
|
||||
{
|
||||
int cur;
|
||||
int numvals;
|
||||
int bmask = int(item->c.max);
|
||||
|
||||
numvals = (int)item->b.min;
|
||||
value = item->a.cvar->GetGenericRep (CVAR_Int);
|
||||
|
||||
cur = M_FindCurVal (value.Int & bmask, item->e.values, numvals);
|
||||
if (++cur >= numvals)
|
||||
cur = 0;
|
||||
|
||||
value.Int = (value.Int & ~bmask) | int(item->e.values[cur].value);
|
||||
item->a.cvar->SetGenericRep (value, CVAR_Int);
|
||||
}
|
||||
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
|
||||
break;
|
||||
|
||||
case discrete_guid:
|
||||
{
|
||||
int cur;
|
||||
|
|
|
@ -4088,17 +4088,29 @@ int DLevelScript::RunScript ()
|
|||
|
||||
case PCD_SETTHINGSPECIAL:
|
||||
{
|
||||
FActorIterator iterator (STACK(7));
|
||||
AActor *actor;
|
||||
|
||||
while ( (actor = iterator.Next ()) )
|
||||
if (STACK(7) != 0)
|
||||
{
|
||||
actor->special = STACK(6);
|
||||
actor->args[0] = STACK(5);
|
||||
actor->args[1] = STACK(4);
|
||||
actor->args[2] = STACK(3);
|
||||
actor->args[3] = STACK(2);
|
||||
actor->args[4] = STACK(1);
|
||||
FActorIterator iterator (STACK(7));
|
||||
AActor *actor;
|
||||
|
||||
while ( (actor = iterator.Next ()) )
|
||||
{
|
||||
actor->special = STACK(6);
|
||||
actor->args[0] = STACK(5);
|
||||
actor->args[1] = STACK(4);
|
||||
actor->args[2] = STACK(3);
|
||||
actor->args[3] = STACK(2);
|
||||
actor->args[4] = STACK(1);
|
||||
}
|
||||
}
|
||||
else if (activator != NULL)
|
||||
{
|
||||
activator->special = STACK(6);
|
||||
activator->args[0] = STACK(5);
|
||||
activator->args[1] = STACK(4);
|
||||
activator->args[2] = STACK(3);
|
||||
activator->args[3] = STACK(2);
|
||||
activator->args[4] = STACK(1);
|
||||
}
|
||||
sp -= 7;
|
||||
}
|
||||
|
|
|
@ -352,7 +352,7 @@ bool P_HitFriend(AActor * self)
|
|||
{
|
||||
angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
|
||||
fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y);
|
||||
P_AimLineAttack (self, angle, dist, 0);
|
||||
P_AimLineAttack (self, angle, dist, 0, true);
|
||||
if (linetarget != NULL && linetarget != self->target)
|
||||
{
|
||||
return self->IsFriend (linetarget);
|
||||
|
|
|
@ -298,7 +298,7 @@ bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil);
|
|||
extern AActor* linetarget; // who got hit (or NULL)
|
||||
extern AActor *PuffSpawned; // points to last puff spawned
|
||||
|
||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange=0);
|
||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange=0, bool forcenosmart=false);
|
||||
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype);
|
||||
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype);
|
||||
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
|
||||
|
|
123
src/p_map.cpp
123
src/p_map.cpp
|
@ -62,6 +62,7 @@
|
|||
|
||||
|
||||
CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
|
||||
CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
||||
|
||||
static void CheckForPushSpecial (line_t *line, int side, AActor *mobj);
|
||||
static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
|
||||
|
@ -2487,42 +2488,53 @@ bool P_BounceWall (AActor *mo)
|
|||
}
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// P_LineAttack
|
||||
// Aiming
|
||||
//
|
||||
AActor* linetarget; // who got hit (or NULL)
|
||||
AActor* shootthing;
|
||||
//============================================================================
|
||||
AActor* linetarget; // who got hit (or NULL)
|
||||
AActor* shootthing;
|
||||
fixed_t shootz; // Height if not aiming up or down
|
||||
fixed_t attackrange;
|
||||
fixed_t aimpitch;
|
||||
|
||||
// Height if not aiming up or down
|
||||
// ???: use slope for monsters?
|
||||
fixed_t shootz;
|
||||
|
||||
fixed_t attackrange;
|
||||
|
||||
fixed_t aimpitch;
|
||||
|
||||
// slopes to top and bottom of target
|
||||
// killough 4/20/98: make static instead of using ones in p_sight.c
|
||||
// [RH] made these angles instead of slopes
|
||||
|
||||
static fixed_t toppitch;
|
||||
static fixed_t bottompitch;
|
||||
struct aim_t
|
||||
{
|
||||
|
||||
|
||||
fixed_t toppitch, bottompitch;
|
||||
AActor * thing_friend, * thing_other;
|
||||
angle_t pitch_friend, pitch_other;
|
||||
bool notsmart;
|
||||
|
||||
};
|
||||
|
||||
aim_t aim;
|
||||
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// PTR_AimTraverse
|
||||
// Sets linetaget and aimpitch when a target is aimed at.
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
bool PTR_AimTraverse (intercept_t* in)
|
||||
{
|
||||
fixed_t & toppitch=aim.toppitch;
|
||||
fixed_t & bottompitch=aim.bottompitch;
|
||||
|
||||
line_t* li;
|
||||
AActor* th;
|
||||
fixed_t pitch;
|
||||
fixed_t thingtoppitch;
|
||||
fixed_t thingbottompitch;
|
||||
fixed_t dist;
|
||||
int thingpitch;
|
||||
|
||||
if (in->isaline)
|
||||
if (in->isaline)
|
||||
{
|
||||
li = in->d.line;
|
||||
|
||||
|
@ -2569,9 +2581,9 @@ bool PTR_AimTraverse (intercept_t* in)
|
|||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// check angles to see if the thing can be aimed at
|
||||
|
||||
dist = FixedMul (attackrange, in->frac);
|
||||
// check angles to see if the thing can be aimed at
|
||||
|
||||
thingtoppitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z + th->height);
|
||||
|
||||
|
@ -2589,18 +2601,47 @@ bool PTR_AimTraverse (intercept_t* in)
|
|||
|
||||
if (thingbottompitch > bottompitch)
|
||||
thingbottompitch = bottompitch;
|
||||
|
||||
thingpitch = thingtoppitch/2 + thingbottompitch/2;
|
||||
|
||||
aimpitch = thingtoppitch/2 + thingbottompitch/2;
|
||||
linetarget = th;
|
||||
|
||||
return false; // don't go any farther
|
||||
if (sv_smartaim && !aim.notsmart)
|
||||
{
|
||||
// try to be a little smarter about what to aim at!
|
||||
// In particular avoid autoaiming at friends amd barrels.
|
||||
if (th->IsFriend(shootthing) && sv_smartaim != 2)
|
||||
{
|
||||
// friends don't aim at friends (except players), at least not first
|
||||
aim.thing_friend=th;
|
||||
aim.pitch_friend=thingpitch;
|
||||
}
|
||||
else if (!(th->flags3&MF3_ISMONSTER) )
|
||||
{
|
||||
// don't autoaim at barrels and other shootable stuff unless no monsters have been found
|
||||
aim.thing_other=th;
|
||||
aim.pitch_other=thingpitch;
|
||||
}
|
||||
else
|
||||
{
|
||||
linetarget=th;
|
||||
aimpitch=thingpitch;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
linetarget=th;
|
||||
aimpitch=thingpitch;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// P_AimLineAttack
|
||||
//
|
||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange)
|
||||
//============================================================================
|
||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange, bool forcenosmart)
|
||||
{
|
||||
fixed_t x2;
|
||||
fixed_t y2;
|
||||
|
@ -2628,20 +2669,36 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vr
|
|||
vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
|
||||
}
|
||||
}
|
||||
toppitch = t1->pitch - vrange;
|
||||
bottompitch = t1->pitch + vrange;
|
||||
aim.toppitch = t1->pitch - vrange;
|
||||
aim.bottompitch = t1->pitch + vrange;
|
||||
aim.notsmart = forcenosmart;
|
||||
|
||||
attackrange = distance;
|
||||
linetarget = NULL;
|
||||
|
||||
// for smart aiming
|
||||
aim.thing_friend=aim.thing_other=NULL;
|
||||
|
||||
// Information for tracking crossed 3D floors
|
||||
aimpitch=t1->pitch;
|
||||
P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse);
|
||||
|
||||
if (linetarget)
|
||||
return aimpitch;
|
||||
|
||||
return t1->pitch;
|
||||
if (!linetarget)
|
||||
{
|
||||
if (aim.thing_other)
|
||||
{
|
||||
linetarget=aim.thing_other;
|
||||
aimpitch=aim.pitch_other;
|
||||
}
|
||||
else if (aim.thing_friend)
|
||||
{
|
||||
linetarget=aim.thing_friend;
|
||||
aimpitch=aim.pitch_friend;
|
||||
}
|
||||
}
|
||||
return linetarget ? aimpitch : t1->pitch;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
|
|
Loading…
Reference in a new issue