- More things from Gez's experimental build:

* info CCMD to print extended actor information (not fully implemented yet)
  * summonmbf CCMD.
  * Beta BFG code pointer (but not the related missiles yet.)
  * PowerInvisibility enhancements.
  * ScoreItem with one significant change: Added a score variable that can be
    checked through ACS and DECORATE. The engine itself will do nothing with it.
  * Nailgun option for A_Explode.
  * A_PrintBold and A_Log.
  * A_SetSpecial.


SVN r1819 (trunk)
This commit is contained in:
Christoph Oelckers 2009-09-14 19:44:14 +00:00
commit 238d4c3fac
34 changed files with 562 additions and 108 deletions

View file

@ -262,6 +262,8 @@ enum
MF4_FRIGHTENED = 0x40000000, // Monster runs away from player
/* = 0x80000000, */
// --- mobj.flags5 ---
MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on.
MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on.
MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
@ -296,6 +298,8 @@ enum
MF5_PAINLESS = 0x40000000, // Actor always inflicts painless damage.
MF5_MOVEWITHSECTOR = 0x80000000, // P_ChangeSector() will still process this actor if it has MF_NOBLOCKMAP
// --- mobj.flags6 ---
MF6_NOBOSSRIP = 0x00000001, // For rippermissiles: Don't rip through bosses.
MF6_THRUSPECIES = 0x00000002, // Actors passes through other of the same species.
MF6_MTHRUSPECIES = 0x00000004, // Missile passes through actors of its shooter's species.
@ -369,7 +373,7 @@ enum replace_t
ALLOW_REPLACE = 1
};
enum EBounceType
enum EBounceFlags
{
BOUNCE_Walls = 1<<0, // bounces off of walls
BOUNCE_Floors = 1<<1, // bounces off of floors
@ -377,7 +381,7 @@ enum EBounceType
BOUNCE_Actors = 1<<3, // bounces off of some actors
BOUNCE_AllActors = 1<<4, // bounces off of all actors (requires BOUNCE_Actors to be set, too)
BOUNCE_AutoOff = 1<<5, // when bouncing off a floor, if the new Z velocity is below 3.0, disable further bouncing
BOUNCE_HereticType = 1<<6, // only works with floors and ceilings; you probably don't want to use it
BOUNCE_HereticType = 1<<6, // goes into Death state when bouncing on floors or ceilings
BOUNCE_UseSeeSound = 1<<7, // compatibility fallback. This will only be set by
// the compatibility handlers for the old bounce flags.
@ -385,6 +389,9 @@ enum EBounceType
BOUNCE_Quiet = 1<<9, // Strife's grenades don't make a bouncing sound
BOUNCE_ExplodeOnWater = 1<<10, // explodes when hitting a water surface
BOUNCE_CanBounceWater = 1<<11, // can bounce on water
// MBF bouncing is a bit different from other modes as Killough coded many special behavioral cases
// for them that are not present in ZDoom, so it is necessary to identify it properly.
BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag.
BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType,
@ -398,6 +405,9 @@ enum EBounceType
BOUNCE_Heretic = BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_HereticType,
BOUNCE_Doom = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff,
BOUNCE_Hexen = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors,
BOUNCE_Grenade = BOUNCE_MBF | BOUNCE_Doom, // Bounces on walls and flats like ZDoom bounce.
BOUNCE_Classic = BOUNCE_MBF | BOUNCE_Floors | BOUNCE_Ceilings, // Bounces on flats only, but
// does not die when bouncing.
// combined types
BOUNCE_DoomCompat = BOUNCE_Doom | BOUNCE_UseSeeSound,
@ -411,6 +421,20 @@ enum EBounceType
// being "Doom" or "Hexen" and BOUNCE_AllActors was the separate
// MF5_BOUNCEONACTORS, you must set BOUNCE_Actors for BOUNCE_AllActors to have
// an effect.
};
// Used to affect the logic for MF5_USESPECIAL and MF6_BUMPSPECIAL
// "thing" refers to what has the flag and the special, "trigger" refers to what used or bumped it
enum EThingSpecialActivationType
{
THINGSPEC_Default = 0, // Normal behavior: a player must be the trigger, and is the activator
THINGSPEC_ThingActs = 1, // The thing itself is the activator of the special
THINGSPEC_ThingTargets = 2, // The thing changes its target to the trigger
THINGSPEC_TriggerTargets = 4, // The trigger changes its target to the thing
THINGSPEC_MonsterTrigger = 8, // The thing can be triggered by a monster
THINGSPEC_MissileTrigger = 16, // The thing can be triggered by a projectile
};
// [RH] Like msecnode_t, but for the blockmap
@ -680,6 +704,10 @@ public:
bool CanSeek(AActor *target) const;
fixed_t GetGravity() const;
bool IsSentient() const;
// info for drawing
// NOTE: The first member variable *must* be x.
fixed_t x,y,z;
@ -726,7 +754,7 @@ public:
SWORD movecount; // when 0, select a new dir
TObjPtr<AActor> target; // thing being chased/attacked (or NULL)
// also the originator for missiles
TObjPtr<AActor> lastenemy; // Last known enemy -- killogh 2/15/98
TObjPtr<AActor> lastenemy; // Last known enemy -- killough 2/15/98
TObjPtr<AActor> LastHeard; // [RH] Last actor this one heard
SDWORD reactiontime; // if non 0, don't attack yet; used by
// player to freeze a bit after teleporting
@ -738,7 +766,7 @@ public:
WORD SpawnAngle;
int skillrespawncount;
int TIDtoHate; // TID of things to hate (0 if none)
FNameNoInit Species;
FNameNoInit Species; // For monster families
TObjPtr<AActor> tracer; // Thing being chased/attacked for tracers
TObjPtr<AActor> master; // Thing which spawned this one (prevents mutual attacks)
fixed_t floorclip; // value to use for floor clipping
@ -766,6 +794,8 @@ public:
int FastChaseStrafeCount;
fixed_t pushfactor;
int lastpush;
int activationtype; // How the thing behaves when activated with USESPECIAL or BUMPSPECIAL
int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything.
AActor *BlockingMobj; // Actor that blocked the last move
line_t *BlockingLine; // Line that blocked the last move
@ -941,6 +971,8 @@ inline T *Spawn (fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
return static_cast<T *>(AActor::StaticSpawn (RUNTIME_CLASS(T), x, y, z, allowreplacement));
}
void PrintMiscActorInfo(AActor * query);
#define S_FREETARGMOBJ 1
#endif // __P_MOBJ_H__