- Reintroduced Doom.exe's player_t::usedown variable so that respawning a

player does not immediately activate switches. oldbuttons was not usable
  for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
  so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
  so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
  what precisely they hit because MF_CORPSE is only valid for monsters.
  A new flag, MF6_KILLED that gets set for all objects that die, was added
  for this case.
- Added a generic A_Weave function that exposes all possible options of
  A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
  no longer needed from DECORATE and therefore deprecated.


SVN r2045 (trunk)
This commit is contained in:
Christoph Oelckers 2009-12-25 11:09:56 +00:00
parent b3986a0235
commit 85c683e0c7
16 changed files with 102 additions and 51 deletions

View file

@ -1,3 +1,20 @@
December 25, 2009 (Changes by Graf Zahl)
- Reintroduced Doom.exe's player_t::usedown variable so that respawning a
player does not immediately activate switches. oldbuttons was not usable
for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
what precisely they hit because MF_CORPSE is only valid for monsters.
A new flag, MF6_KILLED that gets set for all objects that die, was added
for this case.
- Added a generic A_Weave function that exposes all possible options of
A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
no longer needed from DECORATE and therefore deprecated.
December 24, 2009
- The options menu no longer scales up so quickly, so it can fit wider text
onscreen. In addition, it now uses the whole height available to it. Also,

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@ -318,6 +318,7 @@ enum
MF6_LINEDONE = 0x00008000, // From MBF: Object has already run a line effect
MF6_NOTRIGGER = 0x00010000, // actor cannot trigger any line actions
MF6_SHATTERING = 0x00020000, // marks an ice corpse for forced shattering
MF6_KILLED = 0x00040000, // Something that was killed (but not necessarily a corpse)
// --- mobj.renderflags ---

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@ -81,7 +81,6 @@ static bool C_TabCompleteList ();
static bool TabbedLast; // True if last key pressed was tab
static bool TabbedList; // True if tab list was shown
CVAR (Bool, con_notablist, false, CVAR_ARCHIVE)
CVAR (Bool, con_ticker, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static FTextureID conback;
static DWORD conshade;
@ -1105,23 +1104,17 @@ static void C_DrawNotifyText ()
void C_InitTicker (const char *label, unsigned int max, bool showpercent)
{
if (con_ticker)
{
TickerPercent = showpercent;
TickerMax = max;
TickerLabel = label;
TickerAt = 0;
maybedrawnow (true, false);
}
}
void C_SetTicker (unsigned int at, bool forceUpdate)
{
if (con_ticker)
{
TickerAt = at > TickerMax ? TickerMax : at;
maybedrawnow (true, TickerVisible ? forceUpdate : false);
}
}
void C_DrawConsole (bool hw2d)

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@ -276,6 +276,7 @@ public:
bool centering;
BYTE turnticks;
bool attackdown;
bool usedown;
DWORD oldbuttons;
int health; // only used between levels, mo->health
// is used during levels

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@ -1316,7 +1316,7 @@ void G_PlayerReborn (int player)
p->skill = b_skill; //Added by MC:
p->oldbuttons = ~0, p->attackdown = true; // don't do anything immediately
p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately
p->original_oldbuttons = ~0;
p->playerstate = PST_LIVE;

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@ -72,25 +72,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2)
DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
{
fixed_t newX, newY;
int weaveXY, weaveZ;
int angle;
// since these values are now user configurable we have to do a proper range check to avoid array overflows.
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);
weaveXY = (weaveXY + 2) & 63;
newX += FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
newY += FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
P_TryMove (self, newX, newY, true);
self->z -= FloatBobOffsets[weaveZ];
weaveZ = (weaveZ + 2) & 63;
self->z += FloatBobOffsets[weaveZ];
self->WeaveIndexXY = weaveXY;
self->WeaveIndexZ = weaveZ;
A_Weave(self, 2, 2, 2*FRACUNIT, FRACUNIT);
}
//============================================================================

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@ -153,20 +153,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
{
fixed_t newX, newY;
int weaveXY;
int angle;
// since these values are now user configurable we have to do a proper range check to avoid array overflows.
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]);
weaveXY = (weaveXY+3)&63;
newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
P_TryMove (self, newX, newY, true);
self->WeaveIndexXY = weaveXY;
A_Weave(self, 3, 0, FRACUNIT, 0);
}
//============================================================================

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@ -348,6 +348,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BellReset2)
{
self->flags |= MF_SHOOTABLE;
self->flags &= ~MF_CORPSE;
self->flags6 &= ~MF6_KILLED;
self->health = 5;
}

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@ -54,6 +54,7 @@ void P_NewChaseDir (AActor *actor);
AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance);
void P_TossItem (AActor *item);
bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params);
void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist);
DECLARE_ACTION(A_Look)
DECLARE_ACTION(A_Wander)

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@ -396,6 +396,8 @@ void AActor::Die (AActor *source, AActor *inflictor)
// be revived by an Arch-Vile. Batman Doom needs this.
flags |= MF_CORPSE;
}
flags6 |= MF6_KILLED;
// [RH] Allow the death height to be overridden using metadata.
fixed_t metaheight = 0;
if (DamageType == NAME_Fire)

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@ -1206,7 +1206,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
FState *nextstate=NULL;
if (target != NULL && target->flags & (MF_SHOOTABLE|MF_CORPSE))
if (target != NULL && ((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_KILLED)) )
{
if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
@ -5472,7 +5472,7 @@ int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FN
void AActor::Crash()
{
if ((flags & MF_CORPSE) &&
if ((flags6 & MF6_KILLED) &&
!(flags3 & MF3_CRASHED) &&
!(flags & MF_ICECORPSE))
{

View file

@ -244,6 +244,8 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
// needs to come from the save for bots.
userinfo_t uibackup = dst->userinfo;
int chasecam = dst->cheats & CF_CHASECAM; // Remember the chasecam setting
bool attackdown = dst->attackdown;
bool usedown = dst->usedown;
*dst = *src;
dst->cheats |= chasecam;
@ -270,6 +272,9 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
{
dst->mo->player = dst;
}
// These 2 variables may not be overwritten.
dst->attackdown = attackdown;
dst->usedown = usedown;
}
static void SpawnExtraPlayers ()

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@ -466,6 +466,8 @@ bool P_Thing_Raise(AActor *thing)
thing->flags2 = info->flags2;
thing->flags3 = info->flags3;
thing->flags4 = info->flags4;
thing->flags5 = info->flags5;
thing->flags6 = info->flags6;
thing->health = info->health;
thing->target = NULL;
thing->lastenemy = NULL;

View file

@ -222,6 +222,7 @@ player_t::player_t()
centering(0),
turnticks(0),
attackdown(0),
usedown(0),
oldbuttons(0),
health(0),
inventorytics(0),
@ -2287,10 +2288,15 @@ void P_PlayerThink (player_t *player)
}
}
// check for use
if ((cmd->ucmd.buttons & BT_USE) && !(player->oldbuttons & BT_USE))
if ((cmd->ucmd.buttons & BT_USE) && !player->usedown)
{
player->usedown = true;
P_UseLines (player);
}
else
{
player->usedown = false;
}
// Morph counter
if (player->morphTics)
{

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@ -2307,6 +2307,7 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
}
if (!mus_playing.name.IsEmpty() &&
mus_playing.handle != NULL &&
stricmp (mus_playing.name, musicname) == 0 &&
mus_playing.handle->m_Looping == looping)
{

View file

@ -3019,6 +3019,58 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
}
//===========================================================================
//
// A_Weave
//
//===========================================================================
void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist)
{
fixed_t newX, newY;
int weaveXY, weaveZ;
int angle;
fixed_t dist;
weaveXY = self->WeaveIndexXY & 63;
weaveZ = self->WeaveIndexZ & 63;
angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
if (xydist != 0 && xyspeed != 0)
{
dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
newX = self->x - FixedMul (finecosine[angle], dist);
newY = self->y - FixedMul (finesine[angle], dist);
weaveXY = (weaveXY + xyspeed) & 63;
dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
newX += FixedMul (finecosine[angle], dist);
newY += FixedMul (finesine[angle], dist);
P_TryMove (self, newX, newY, true);
self->WeaveIndexXY = weaveXY;
}
if (zdist != 0 && zspeed != 0)
{
self->z -= FixedMul(FloatBobOffsets[weaveZ], zdist);
weaveZ = (weaveZ + zspeed) & 63;
self->z += FixedMul(FloatBobOffsets[weaveZ], zdist);
self->WeaveIndexZ = weaveZ;
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave)
{
ACTION_PARAM_START(4);
ACTION_PARAM_INT(xspeed, 0);
ACTION_PARAM_INT(yspeed, 1);
ACTION_PARAM_FIXED(xdist, 2);
ACTION_PARAM_FIXED(ydist, 3);
A_Weave(self, xspeed, yspeed, xdist, ydist);
}
//===========================================================================
//
// A_LineEffect