- added a CANUSEWALLS flag which allows a monster to activate 'use' specials

like doors. This flag is on by default for any monster which was the
  previous behavior.
- Optimized the DECORATE flag parser so it can more efficiently handle
  the deprecated flags. As a side effect of this optimization the deprecated
  flags became usable in A_ChangeFlag again.
- Changed LONGMELEERANGE flag into a MeleeThreshold property.
- Changed SHORTMISSILERANGE flag into a MaxTargetRange property.
- Added Thing_Stop action special.


SVN r517 (trunk)
This commit is contained in:
Christoph Oelckers 2007-04-22 21:01:35 +00:00
commit 9deec29b34
11 changed files with 154 additions and 49 deletions

View file

@ -90,6 +90,7 @@ TArray<FName> JumpParameters;
// [RH] Keep GCC quiet by not using offsetof on Actor types.
#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1 }
#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)(size_t)&((type*)1)->variable - 1 }
#define DEFINE_DEPRECATED_FLAG(name, type, index) { index, #name, -1 }
struct flagdef
{
@ -191,10 +192,9 @@ static flagdef ActorFlags[]=
DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
DEFINE_FLAG(MF4, LONGMELEERANGE, AActor, flags4),
DEFINE_FLAG(MF4, CANUSEWALLS, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
DEFINE_FLAG(MF4, SHORTMISSILERANGE, AActor, flags4),
DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
@ -233,6 +233,13 @@ static flagdef ActorFlags[]=
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects),
DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
DEFINE_DEPRECATED_FLAG(FIREDAMAGE, AActor, 0),
DEFINE_DEPRECATED_FLAG(ICEDAMAGE, AActor, 1),
DEFINE_DEPRECATED_FLAG(LOWGRAVITY, AActor, 2),
DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE, AActor, 3),
DEFINE_DEPRECATED_FLAG(LONGMELEERANGE, AActor, 4),
};
static flagdef InventoryFlags[] =
@ -364,6 +371,41 @@ static flagdef *FindFlag (const PClass *type, const char *part1, const char *par
return NULL;
}
//===========================================================================
//
// HandleDeprecatedFlags
//
// Handles the deprecated flags and sets the respective properties
// to appropriate values. This is solely intended for backwards
// compatibility so mixing this with code that is aware of the real
// properties is not recommended
//
//===========================================================================
static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
{
switch (index)
{
case 0: // FIREDAMAGE
defaults->DamageType = set? NAME_Fire : NAME_None;
break;
case 1: // ICEDAMAGE
defaults->DamageType = set? NAME_Ice : NAME_None;
break;
case 2: // LOWGRAVITY
defaults->gravity = set? FRACUNIT/8 : FRACUNIT;
break;
case 3: // SHORTMISSILERANGE
defaults->maxtargetrange = set? 896*FRACUNIT : 0;
break;
case 4: // LONGMELEERANGE
defaults->meleethreshold = set? 196*FRACUNIT : 0;
break;
default:
break; // silence GCC
}
}
//===========================================================================
//
// A_ChangeFlag
@ -392,10 +434,17 @@ void A_ChangeFlag(AActor * self)
if (fd != NULL)
{
int * flagp = (int*) (((char*)self) + fd->structoffset);
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(self, !!expression, fd->flagbit);
}
else
{
int * flagp = (int*) (((char*)self) + fd->structoffset);
if (expression) *flagp |= fd->flagbit;
else *flagp &= ~fd->flagbit;
if (expression) *flagp |= fd->flagbit;
else *flagp &= ~fd->flagbit;
}
}
else
{
@ -2939,6 +2988,24 @@ static void ActorBurnHeight (AActor *defaults, Baggage &bag)
bag.Info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, h <= 0 ? -1 : h);
}
//==========================================================================
//
//==========================================================================
static void ActorMaxTargetRange (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->maxtargetrange = fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeThreshold (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->meleethreshold = fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
@ -3214,6 +3281,7 @@ static void ActorMonster (AActor *defaults, Baggage &bag)
defaults->flags|=MF_SHOOTABLE|MF_COUNTKILL|MF_SOLID;
defaults->flags2|=MF2_PUSHWALL|MF2_MCROSS|MF2_PASSMOBJ;
defaults->flags3|=MF3_ISMONSTER;
defaults->flags4|=MF4_CANUSEWALLS;
}
//==========================================================================
@ -3237,32 +3305,20 @@ static void ActorFlagSetOrReset (AActor *defaults, Baggage &bag)
SC_MustGetString ();
// Fire and ice damage were once flags but now are not.
if (SC_Compare ("FIREDAMAGE"))
FString part1 = sc_String;
const char *part2 = NULL;
if (SC_CheckString ("."))
{
if (mod == '+') defaults->DamageType = NAME_Fire;
else defaults->DamageType = NAME_None;
SC_MustGetString ();
part2 = sc_String;
}
else if (SC_Compare ("ICEDAMAGE"))
if ( (fd = FindFlag (bag.Info->Class, part1.GetChars(), part2)) )
{
if (mod == '+') defaults->DamageType = NAME_Ice;
else defaults->DamageType = NAME_None;
}
else if (SC_Compare ("LOWGRAVITY"))
{
if (mod == '+') defaults->gravity = FRACUNIT/8;
else defaults->gravity = FRACUNIT;
}
else
{
FString part1 = sc_String;
const char *part2 = NULL;
if (SC_CheckString ("."))
if (fd->structoffset == -1) // this is a deprecated flag that has been changed into a real property
{
SC_MustGetString ();
part2 = sc_String;
HandleDeprecatedFlags(defaults, mod=='+', fd->flagbit);
}
if ( (fd = FindFlag (bag.Info->Class, part1.GetChars(), part2)) )
else
{
DWORD * flagvar = (DWORD*) ((char*)defaults + fd->structoffset);
if (mod == '+')
@ -3274,16 +3330,16 @@ static void ActorFlagSetOrReset (AActor *defaults, Baggage &bag)
*flagvar &= ~fd->flagbit;
}
}
}
else
{
if (part2 == NULL)
{
SC_ScriptError("\"%s\" is an unknown flag\n", part1.GetChars());
}
else
{
if (part2 == NULL)
{
SC_ScriptError("\"%s\" is an unknown flag\n", part1.GetChars());
}
else
{
SC_ScriptError("\"%s.%s\" is an unknown flag\n", part1.GetChars(), part2);
}
SC_ScriptError("\"%s.%s\" is an unknown flag\n", part1.GetChars(), part2);
}
}
}
@ -4105,10 +4161,12 @@ static const ActorProps props[] =
{ "mass", ActorMass, RUNTIME_CLASS(AActor) },
{ "maxdropoffheight", ActorMaxDropoffHeight, RUNTIME_CLASS(AActor) },
{ "maxstepheight", ActorMaxStepHeight, RUNTIME_CLASS(AActor) },
{ "maxtargetrange", ActorMaxTargetRange, RUNTIME_CLASS(AActor) },
{ "melee", ActorMeleeState, RUNTIME_CLASS(AActor) },
{ "meleedamage", ActorMeleeDamage, RUNTIME_CLASS(AActor) },
{ "meleerange", ActorMeleeRange, RUNTIME_CLASS(AActor) },
{ "meleesound", ActorMeleeSound, RUNTIME_CLASS(AActor) },
{ "meleethreshold", ActorMeleeThreshold, RUNTIME_CLASS(AActor) },
{ "minmissilechance", ActorMinMissileChance, RUNTIME_CLASS(AActor) },
{ "missile", ActorMissileState, RUNTIME_CLASS(AActor) },
{ "missileheight", ActorMissileHeight, RUNTIME_CLASS(AActor) },