This commit is contained in:
Christoph Oelckers 2014-04-18 12:13:29 +02:00
commit 97c7f2c5ce
13 changed files with 72 additions and 46 deletions

View file

@ -1008,6 +1008,7 @@ public:
bool SetState (FState *newstate, bool nofunction=false);
virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
bool isFast();
bool isSlow();
void SetIdle();
void ClearCounters();

View file

@ -554,6 +554,7 @@ enum ESkillProperty
SKILLP_NoPain,
SKILLP_ArmorFactor,
SKILLP_EasyKey,
SKILLP_SlowMonsters,
};
int G_SkillProperty(ESkillProperty prop);
const char * G_SkillName();
@ -568,6 +569,7 @@ struct FSkillInfo
fixed_t AmmoFactor, DoubleAmmoFactor, DropAmmoFactor;
fixed_t DamageFactor;
bool FastMonsters;
bool SlowMonsters;
bool DisableCheats;
bool AutoUseHealth;

View file

@ -64,6 +64,7 @@ void FMapInfoParser::ParseSkill ()
skill.DropAmmoFactor = -1;
skill.DamageFactor = FRACUNIT;
skill.FastMonsters = false;
skill.SlowMonsters = false;
skill.DisableCheats = false;
skill.EasyBossBrain = false;
skill.EasyKey = false;
@ -118,6 +119,10 @@ void FMapInfoParser::ParseSkill ()
{
skill.FastMonsters = true;
}
else if (sc.Compare ("slowmonsters"))
{
skill.SlowMonsters = true;
}
else if (sc.Compare ("disablecheats"))
{
skill.DisableCheats = true;
@ -336,6 +341,9 @@ int G_SkillProperty(ESkillProperty prop)
case SKILLP_FastMonsters:
return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
case SKILLP_SlowMonsters:
return AllSkills[gameskill].SlowMonsters;
case SKILLP_Respawn:
if (dmflags & DF_MONSTERS_RESPAWN && AllSkills[gameskill].RespawnCounter==0)
return TICRATE * gameinfo.defaultrespawntime;
@ -433,6 +441,7 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
DropAmmoFactor = other.DropAmmoFactor;
DamageFactor = other.DamageFactor;
FastMonsters = other.FastMonsters;
SlowMonsters = other.SlowMonsters;
DisableCheats = other.DisableCheats;
AutoUseHealth = other.AutoUseHealth;
EasyBossBrain = other.EasyBossBrain;

View file

@ -77,6 +77,7 @@ struct FState
BYTE Fast:1;
BYTE NoDelay:1; // Spawn states executes its action normally
BYTE CanRaise:1; // Allows a monster to be resurrected without waiting for an infinate frame
BYTE Slow:1; // Inverse of fast
int ParameterIndex;
inline int GetFrame() const

View file

@ -1542,7 +1542,6 @@ bool P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
{
int c;
int stop;
int pnum;
player_t* player;
bool chasegoal = params? (!(params->flags & LOF_DONTCHASEGOAL)) : true;
@ -1615,20 +1614,22 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
{
pnum = actor->LastLookPlayerNumber;
}
stop = (pnum - 1) & (MAXPLAYERS-1);
for (;;)
{
pnum = (pnum + 1) & (MAXPLAYERS-1);
if (!playeringame[pnum])
continue;
if (actor->TIDtoHate == 0)
// [ED850] Each and every player should only ever be checked once.
if (c++ < MAXPLAYERS)
{
actor->LastLookPlayerNumber = pnum;
}
pnum = (pnum + 1) & (MAXPLAYERS - 1);
if (!playeringame[pnum])
continue;
if (++c == MAXPLAYERS-1 || pnum == stop)
if (actor->TIDtoHate == 0)
{
actor->LastLookPlayerNumber = pnum;
}
}
else
{
// done looking
if (actor->target == NULL)
@ -1692,11 +1693,11 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
&& P_AproxDistance (player->mo->velx, player->mo->vely)
< 5*FRACUNIT)
{ // Player is sneaking - can't detect
return false;
continue;
}
if (pr_lookforplayers() < 225)
{ // Player isn't sneaking, but still didn't detect
return false;
continue;
}
}
}

View file

@ -405,7 +405,7 @@ bool AActor::InStateSequence(FState * newstate, FState * basestate)
//
// Get the actual duration of the next state
// We are using a state flag now to indicate a state that should be
// accelerated in Fast mode.
// accelerated in Fast mode or slowed in Slow mode.
//
//==========================================================================
@ -416,6 +416,10 @@ int AActor::GetTics(FState * newstate)
{
return tics - (tics>>1);
}
else if (isSlow() && newstate->Slow)
{
return tics<<1;
}
return tics;
}
@ -4082,6 +4086,11 @@ bool AActor::isFast()
return !!G_SkillProperty(SKILLP_FastMonsters);
}
bool AActor::isSlow()
{
return !!G_SkillProperty(SKILLP_SlowMonsters);
}
void AActor::Activate (AActor *activator)
{
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))

View file

@ -275,6 +275,11 @@ do_stop:
state.Fast = true;
continue;
}
if (sc.Compare("SLOW"))
{
state.Slow = true;
continue;
}
if (sc.Compare("NODELAY"))
{
if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount())