Less flags, more generic properties

This commit is contained in:
Gaerzi 2014-04-11 00:58:59 +02:00
commit 4cac599b88
7 changed files with 147 additions and 58 deletions

View file

@ -219,8 +219,12 @@ void AActor::Serialize (FArchive &arc)
<< threshold
<< player
<< SpawnPoint[0] << SpawnPoint[1] << SpawnPoint[2]
<< SpawnAngle
<< skillrespawncount
<< SpawnAngle;
if (SaveVersion >= 4506)
{
arc << StartHealth;
}
arc << skillrespawncount
<< tracer
<< floorclip
<< tid
@ -4022,24 +4026,6 @@ void AActor::HandleSpawnFlags ()
RenderStyle = STYLE_Translucent;
alpha = TRANSLUC25;
}
else if (SpawnFlags & MTF_TRANS)
{
RenderStyle = STYLE_Translucent;
alpha = TRANSLUC50;
}
else if (SpawnFlags & MTF_ADD)
{
RenderStyle = STYLE_Add;
}
else if (SpawnFlags & MTF_SUBTRACT)
{
RenderStyle = STYLE_Subtract;
}
else if (SpawnFlags & MTF_SPECTRE)
{
RenderStyle = STYLE_Add;
alpha = TRANSLUC25;
}
else if (SpawnFlags & MTF_ALTSHADOW)
{
RenderStyle = STYLE_None;
@ -4053,10 +4039,6 @@ void AActor::HandleSpawnFlags ()
level.total_secrets++;
}
}
if (SpawnFlags & MTF_DOUBLEHEALTH)
{
health *= 2;
}
}
void AActor::BeginPlay ()
@ -4811,11 +4793,42 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
}
}
// Set various UDMF options
if (mthing->alpha != -1)
{
DPrintf("Setting alpha to %f", FIXED2FLOAT(mthing->alpha));
mobj->alpha = mthing->alpha;
}
if (mthing->RenderStyle != STYLE_Count)
mobj->RenderStyle = (ERenderStyle)mthing->RenderStyle;
if (mthing->scaleX)
mobj->scaleX = FixedMul(mthing->scaleX, mobj->scaleX);
if (mthing->scaleY)
mobj->scaleY = FixedMul(mthing->scaleY, mobj->scaleY);
if (mthing->pitch)
mobj->pitch = ANGLE_1 * mthing->pitch;
if (mthing->roll)
mobj->roll = ANGLE_1 * mthing->roll;
if (mthing->score)
mobj->Score = mthing->score;
if (mthing->fillcolor)
mobj->fillcolor = mthing->fillcolor;
mobj->BeginPlay ();
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
{
mobj->LevelSpawned ();
}
if (mthing->health > 0)
mobj->health *= mthing->health;
else
mobj->health = -mthing->health;
if (mthing->health == 0)
mobj->Die(NULL, NULL);
else if (mthing->health != 1)
mobj->StartHealth = mobj->health;
return mobj;
}
@ -6038,18 +6051,19 @@ void AActor::SetIdle()
int AActor::SpawnHealth()
{
if (!(flags3 & MF3_ISMONSTER) || GetDefault()->health == 0)
int defhealth = StartHealth ? StartHealth : GetDefault()->health;
if (!(flags3 & MF3_ISMONSTER) || defhealth == 0)
{
return GetDefault()->health;
return defhealth;
}
else if (flags & MF_FRIENDLY)
{
int adj = FixedMul(GetDefault()->health, G_SkillProperty(SKILLP_FriendlyHealth));
int adj = FixedMul(defhealth, G_SkillProperty(SKILLP_FriendlyHealth));
return (adj <= 0) ? 1 : adj;
}
else
{
int adj = FixedMul(GetDefault()->health, G_SkillProperty(SKILLP_MonsterHealth));
int adj = FixedMul(defhealth, G_SkillProperty(SKILLP_MonsterHealth));
return (adj <= 0) ? 1 : adj;
}
}