- Split the bounce types completely into separate flags and consolidated

the various bounce-related flags spread across the different Actor flags
  field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
  square root and not P_AproxDistance(), because the latter can cause
  them to speed up or slow down.


SVN r1796 (trunk)
This commit is contained in:
Randy Heit 2009-09-06 01:49:17 +00:00
commit c1a578ba08
10 changed files with 151 additions and 71 deletions

View file

@ -280,9 +280,36 @@ void AActor::Serialize (FArchive &arc)
<< MeleeState
<< MissileState
<< MaxDropOffHeight
<< MaxStepHeight
<< bouncetype
<< bouncefactor
<< MaxStepHeight;
if (SaveVersion < 1796)
{
int bouncetype, bounceflags;
arc << bouncetype;
bounceflags = 0;
if (bouncetype & 4)
bounceflags |= BOUNCE_UseSeeSound;
bouncetype &= 3;
if (bouncetype == 1) bounceflags |= BOUNCE_Doom;
else if (bouncetype == 2) bounceflags |= BOUNCE_Heretic;
else if (bouncetype == 3) bounceflags |= BOUNCE_Hexen;
if (flags3 & 0x00800000)
flags3 &= ~0x00800000, bounceflags |= BOUNCE_CanBounceWater;
if (flags3 & 0x01000000)
flags3 &= ~0x01000000, bounceflags |= BOUNCE_NoWallSound;
if (flags4 & 0x80000000)
flags4 &= ~0x80000000, bounceflags |= BOUNCE_Quiet;
if (flags5 & 0x00000008)
flags5 &= ~0x00000008, bounceflags |= BOUNCE_AllActors;
if (flags5 & 0x00000010)
flags5 &= ~0x00000010, bounceflags |= BOUNCE_ExplodeOnWater;
BounceFlags = bounceflags;
}
else
{
arc << BounceFlags;
}
arc << bouncefactor
<< wallbouncefactor
<< bouncecount
<< maxtargetrange
@ -1258,14 +1285,14 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
void AActor::PlayBounceSound(bool onfloor)
{
if (!onfloor && (flags3 & MF3_NOWALLBOUNCESND))
if (!onfloor && (BounceFlags & BOUNCE_NoWallSound))
{
return;
}
if (!(flags4 & MF4_NOBOUNCESOUND))
if (!(BounceFlags & BOUNCE_Quiet))
{
if (bouncetype & BOUNCE_UseSeeSound)
if (BounceFlags & BOUNCE_UseSeeSound)
{
S_Sound (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE);
}
@ -1292,18 +1319,29 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
if (z <= floorz && P_HitFloor (this))
{
// Landed in some sort of liquid
if (flags5 & MF5_EXPLODEONWATER)
if (BounceFlags & BOUNCE_ExplodeOnWater)
{
P_ExplodeMissile(this, NULL, NULL);
return true;
}
if (!(flags3 & MF3_CANBOUNCEWATER))
if (!(BounceFlags & BOUNCE_CanBounceWater))
{
Destroy ();
return true;
}
}
if (plane.c < 0)
{ // on ceiling
if (!(BounceFlags & BOUNCE_Ceilings))
return true;
}
else
{ // on floor
if (!(BounceFlags & BOUNCE_Floors))
return true;
}
// The amount of bounces is limited
if (bouncecount>0 && --bouncecount==0)
{
@ -1312,9 +1350,8 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
}
fixed_t dot = TMulScale16 (velx, plane.a, vely, plane.b, velz, plane.c);
int bt = bouncetype & BOUNCE_TypeMask;
if (bt == BOUNCE_Heretic)
if (BounceFlags & BOUNCE_HereticType)
{
velx -= MulScale15 (plane.a, dot);
vely -= MulScale15 (plane.b, dot);
@ -1327,18 +1364,17 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
}
// The reflected velocity keeps only about 70% of its original speed
long bouncescale = 0x4000 * bouncefactor;
velx = MulScale30 (velx - MulScale15 (plane.a, dot), bouncescale);
vely = MulScale30 (vely - MulScale15 (plane.b, dot), bouncescale);
velz = MulScale30 (velz - MulScale15 (plane.c, dot), bouncescale);
velx = FixedMul (velx - MulScale15 (plane.a, dot), bouncefactor);
vely = FixedMul (vely - MulScale15 (plane.b, dot), bouncefactor);
velz = FixedMul (velz - MulScale15 (plane.c, dot), bouncefactor);
angle = R_PointToAngle2 (0, 0, velx, vely);
PlayBounceSound(true);
if (bt == BOUNCE_Doom)
if (BounceFlags & BOUNCE_AutoOff)
{
if (!(flags & MF_NOGRAVITY) && (velz < 3*FRACUNIT))
{
bouncetype = BOUNCE_None;
BounceFlags &= ~BOUNCE_TypeMask;
}
}
return false;
@ -1765,10 +1801,9 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
steps = 0;
if (BlockingMobj)
{
int bt = mo->bouncetype & BOUNCE_TypeMask;
if (bt == BOUNCE_Doom || bt == BOUNCE_Hexen)
if (mo->BounceFlags & BOUNCE_Actors)
{
if (mo->flags5&MF5_BOUNCEONACTORS ||
if ((mo->BounceFlags & BOUNCE_AllActors) ||
(BlockingMobj->flags2 & MF2_REFLECTIVE) ||
((!BlockingMobj->player) &&
(!(BlockingMobj->flags3 & MF3_ISMONSTER))))
@ -2129,7 +2164,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
(!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
{
mo->z = mo->floorz;
if (mo->bouncetype != BOUNCE_None)
if (mo->BounceFlags & BOUNCE_Floors)
{
mo->FloorBounceMissile (mo->floorsector->floorplane);
return;
@ -2222,7 +2257,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
if (mo->z + mo->height > mo->ceilingz)
{
mo->z = mo->ceilingz - mo->height;
if (mo->bouncetype != BOUNCE_None)
if (mo->BounceFlags & BOUNCE_Ceilings)
{ // ceiling bounce
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
return;