Cleaned up code. Puffs no longer need ALWAYSPUFF.

- A_CustomBulletAttack and A_FireBullets will perform a second P_LineAttack to get a puff which only returns to the previous function after a tracer.
This commit is contained in:
MajorCooke 2016-06-19 10:59:00 -05:00 committed by Christoph Oelckers
parent 4750dfd8b6
commit 10fabc3ab7
3 changed files with 87 additions and 37 deletions

View file

@ -325,7 +325,8 @@ enum // P_LineAttack flags
{ {
LAF_ISMELEEATTACK = 1, LAF_ISMELEEATTACK = 1,
LAF_NORANDOMPUFFZ = 2, LAF_NORANDOMPUFFZ = 2,
LAF_NOIMPACTDECAL = 4 LAF_NOIMPACTDECAL = 4,
LAF_NOINTERACT = 8,
}; };
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL); AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL);

View file

@ -4096,6 +4096,7 @@ static ETraceStatus CheckForActor(FTraceResults &res, void *userdata)
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage) DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage)
{ {
bool nointeract = !!(flags && LAF_NOINTERACT);
DVector3 direction; DVector3 direction;
double shootz; double shootz;
FTraceResults trace; FTraceResults trace;
@ -4185,26 +4186,32 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
} }
int tflags; int tflags;
if (puffDefaults != NULL && puffDefaults->flags6 & MF6_NOTRIGGER) tflags = TRACE_NoSky; if (nointeract || (puffDefaults && puffDefaults->flags6 & MF6_NOTRIGGER)) tflags = TRACE_NoSky;
else tflags = TRACE_NoSky | TRACE_Impact; else tflags = TRACE_NoSky | TRACE_Impact;
if (!Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance, MF_SHOOTABLE, if (!Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance, MF_SHOOTABLE,
ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace, tflags, CheckForActor, &TData)) ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace, tflags, CheckForActor, &TData))
{ // hit nothing { // hit nothing
if (puffDefaults == NULL) if (!nointeract && puffDefaults && puffDefaults->ActiveSound)
{
}
else if (puffDefaults->ActiveSound)
{ // Play miss sound { // Play miss sound
S_Sound(t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM); S_Sound(t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
} }
if (puffDefaults != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
// [MC] LAF_NOINTERACT guarantees puff spawning and returns it directly to the calling function.
// No damage caused, no sounds played, no blood splatters.
if (nointeract || (puffDefaults && puffDefaults->flags3 & MF3_ALWAYSPUFF))
{ // Spawn the puff anyway { // Spawn the puff anyway
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget, 2, puffFlags); puff = P_SpawnPuff(t1, pufftype, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget, 2, puffFlags);
if (nointeract)
{
return puff;
}
} }
else else
{ {
return NULL; return nullptr;
} }
} }
else else
@ -4212,12 +4219,17 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
if (trace.HitType != TRACE_HitActor) if (trace.HitType != TRACE_HitActor)
{ {
// position a bit closer for puffs // position a bit closer for puffs
if (trace.HitType != TRACE_HitWall || ((trace.Line->special != Line_Horizon) || spawnSky)) if (nointeract || trace.HitType != TRACE_HitWall || ((trace.Line->special != Line_Horizon) || spawnSky))
{ {
DVector2 pos = P_GetOffsetPosition(trace.HitPos.X, trace.HitPos.Y, -trace.HitVector.X * 4, -trace.HitVector.Y * 4); DVector2 pos = P_GetOffsetPosition(trace.HitPos.X, trace.HitPos.Y, -trace.HitVector.X * 4, -trace.HitVector.Y * 4);
puff = P_SpawnPuff(t1, pufftype, DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4), trace.SrcAngleFromTarget, puff = P_SpawnPuff(t1, pufftype, DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4), trace.SrcAngleFromTarget,
trace.SrcAngleFromTarget - 90, 0, puffFlags); trace.SrcAngleFromTarget - 90, 0, puffFlags);
puff->radius = 1/65536.; puff->radius = 1/65536.;
if (nointeract)
{
return puff;
}
} }
// [RH] Spawn a decal // [RH] Spawn a decal
@ -4255,14 +4267,6 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
} }
else else
{ {
bool bloodsplatter = (t1->flags5 & MF5_BLOODSPLATTER) ||
(t1->player != NULL && t1->player->ReadyWeapon != NULL &&
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
bool axeBlood = (t1->player != NULL &&
t1->player->ReadyWeapon != NULL &&
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
// Hit a thing, so it could be either a puff or blood // Hit a thing, so it could be either a puff or blood
DVector3 bleedpos = trace.HitPos; DVector3 bleedpos = trace.HitPos;
// position a bit closer for puffs/blood if using compatibility mode. // position a bit closer for puffs/blood if using compatibility mode.
@ -4275,7 +4279,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
} }
// Spawn bullet puffs or blood spots, depending on target type. // Spawn bullet puffs or blood spots, depending on target type.
if ((puffDefaults != NULL && puffDefaults->flags3 & MF3_PUFFONACTORS) || if (nointeract || (puffDefaults && puffDefaults->flags3 & MF3_PUFFONACTORS) ||
(trace.Actor->flags & MF_NOBLOOD) || (trace.Actor->flags & MF_NOBLOOD) ||
(trace.Actor->flags2 & (MF2_INVULNERABLE | MF2_DORMANT))) (trace.Actor->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)))
{ {
@ -4284,6 +4288,11 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
// We must pass the unreplaced puff type here // We must pass the unreplaced puff type here
puff = P_SpawnPuff(t1, pufftype, bleedpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 2, puffFlags | PF_HITTHING, trace.Actor); puff = P_SpawnPuff(t1, pufftype, bleedpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 2, puffFlags | PF_HITTHING, trace.Actor);
if (nointeract)
{
return puff;
}
} }
// Allow puffs to inflict poison damage, so that hitscans can poison, too. // Allow puffs to inflict poison damage, so that hitscans can poison, too.
@ -4320,6 +4329,14 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
} }
if (!(puffDefaults != NULL && puffDefaults->flags3&MF3_BLOODLESSIMPACT)) if (!(puffDefaults != NULL && puffDefaults->flags3&MF3_BLOODLESSIMPACT))
{ {
bool bloodsplatter = (t1->flags5 & MF5_BLOODSPLATTER) ||
(t1->player != nullptr && t1->player->ReadyWeapon != nullptr &&
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
bool axeBlood = (t1->player != nullptr &&
t1->player->ReadyWeapon != nullptr &&
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
if (!bloodsplatter && !axeBlood && if (!bloodsplatter && !axeBlood &&
!(trace.Actor->flags & MF_NOBLOOD) && !(trace.Actor->flags & MF_NOBLOOD) &&
!(trace.Actor->flags2 & (MF2_INVULNERABLE | MF2_DORMANT))) !(trace.Actor->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)))

View file

@ -1666,6 +1666,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i = 0; i < numbullets; i++) for (i = 0; i < numbullets; i++)
{ {
bool temp = false;
DAngle angle = bangle; DAngle angle = bangle;
DAngle slope = bslope; DAngle slope = bslope;
@ -1686,6 +1687,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
damage *= ((pr_cabullet()%3)+1); damage *= ((pr_cabullet()%3)+1);
AActor *puff = P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags); AActor *puff = P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
if (!puff)
{
temp = true;
puff = P_LineAttack(self, bangle, range, bslope, 0, NAME_Hitscan, pufftype, laflags | LAF_NOINTERACT);
}
if (puff && missile) if (puff && missile)
{ {
@ -1694,14 +1700,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
AActor *proj = P_SpawnMissileXYZ(self->Vec3Offset(x, y, self->GetBobOffset() + Spawnheight), self, puff, missile, false); AActor *proj = P_SpawnMissileXYZ(self->Vec3Offset(x, y, self->GetBobOffset() + Spawnheight), self, puff, missile, false);
if (proj) if (proj)
{ {
if (flags & CBAF_PUFFTARGET) proj->target = puff; // FAF_BOTTOM = 1
if (flags & CBAF_PUFFMASTER) proj->master = puff; // Aim for the base of the puff as that's where blood puffs will spawn... roughly.
if (flags & CBAF_PUFFTRACER) proj->tracer = puff;
double missilespeed; A_Face(proj, puff, 0., 0., 0., 0., 1);
A_Face(proj, puff, 0., 0.); proj->Vel3DFromAngle(-proj->Angles.Pitch, proj->Speed);
missilespeed = fabs(proj->Angles.Pitch.Cos() * proj->Speed);
proj->Vel.Z = proj->Angles.Pitch.Sin() * proj->Speed; if (temp)
proj->VelFromAngle(missilespeed); puff->Destroy();
else
{
if (flags & CBAF_PUFFTARGET) proj->target = puff;
if (flags & CBAF_PUFFMASTER) proj->master = puff;
if (flags & CBAF_PUFFTRACER) proj->tracer = puff;
}
} }
} }
} }
@ -1837,7 +1849,7 @@ enum FB_Flags
FBF_PUFFTRACER = 256, FBF_PUFFTRACER = 256,
}; };
static void FireBulletMissile(AActor *self, PClassActor *missile, AActor *puff, DAngle angle, double Spawnheight, double Spawnofs_xy, int flags) static void FireBulletMissile(AActor *self, PClassActor *missile, AActor *puff, DAngle angle, double Spawnheight, double Spawnofs_xy, int flags, bool temp)
{ {
if (self && missile && puff) if (self && missile && puff)
{ {
@ -1847,14 +1859,20 @@ static void FireBulletMissile(AActor *self, PClassActor *missile, AActor *puff,
AActor *proj = P_SpawnPlayerMissile(self, ofs.X, ofs.Y, Spawnheight, missile, angle, nullptr, nullptr, false, true); AActor *proj = P_SpawnPlayerMissile(self, ofs.X, ofs.Y, Spawnheight, missile, angle, nullptr, nullptr, false, true);
if (proj) if (proj)
{ {
if (flags & FBF_PUFFTARGET) proj->target = puff; // FAF_BOTTOM = 1
if (flags & FBF_PUFFMASTER) proj->master = puff; // Aim for the base of the puff as that's where blood puffs will spawn... roughly.
if (flags & FBF_PUFFTRACER) proj->tracer = puff;
double missilespeed; A_Face(proj, puff, 0., 0., 0., 0., 1);
A_Face(proj, puff, 0., 0.); proj->Vel3DFromAngle(-proj->Angles.Pitch, proj->Speed);
missilespeed = fabs(proj->Angles.Pitch.Cos() * proj->Speed);
proj->Vel.Z = proj->Angles.Pitch.Sin() * proj->Speed; if (temp)
proj->VelFromAngle(missilespeed); puff->Destroy();
else
{
if (flags & FBF_PUFFTARGET) proj->target = puff;
if (flags & FBF_PUFFMASTER) proj->master = puff;
if (flags & FBF_PUFFTRACER) proj->tracer = puff;
}
} }
} }
} }
@ -1910,8 +1928,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
if (!(flags & FBF_NORANDOM)) if (!(flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1); damage *= ((pr_cwbullet()%3)+1);
bool temp = false;
AActor *puff = P_LineAttack(self, bangle, range, bslope, damage, NAME_Hitscan, pufftype, laflags); AActor *puff = P_LineAttack(self, bangle, range, bslope, damage, NAME_Hitscan, pufftype, laflags);
FireBulletMissile(self, missile, puff, bangle, Spawnheight, Spawnofs_xy, flags);
if (!puff)
{
temp = true;
puff = P_LineAttack(self, bangle, range, bslope, 0, NAME_Hitscan, pufftype, laflags | LAF_NOINTERACT);
}
FireBulletMissile(self, missile, puff, bangle, Spawnheight, Spawnofs_xy, flags, temp);
} }
else else
@ -1939,8 +1964,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
if (!(flags & FBF_NORANDOM)) if (!(flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1); damage *= ((pr_cwbullet()%3)+1);
bool temp = false;
AActor *puff = P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags); AActor *puff = P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
FireBulletMissile(self, missile, puff, angle, Spawnheight, Spawnofs_xy, flags);
if (!puff)
{
temp = true;
puff = P_LineAttack(self, bangle, range, bslope, 0, NAME_Hitscan, pufftype, laflags | LAF_NOINTERACT);
}
FireBulletMissile(self, missile, puff, angle, Spawnheight, Spawnofs_xy, flags, temp);
} }
} }
return 0; return 0;