This commit is contained in:
Christoph Oelckers 2016-08-12 09:23:24 +02:00
commit 34c62c4d33
6 changed files with 89 additions and 58 deletions

View file

@ -949,6 +949,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
int fakeDamage = 0; int fakeDamage = 0;
int holdDamage = 0; int holdDamage = 0;
const int rawdamage = damage; const int rawdamage = damage;
const bool telefragDamage = (rawdamage >= TELEFRAG_DAMAGE);
if (damage < 0) damage = 0; if (damage < 0) damage = 0;
@ -962,7 +963,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
forcedPain = (MustForcePain(target, inflictor)); forcedPain = (MustForcePain(target, inflictor));
// Spectral targets only take damage from spectral projectiles. // Spectral targets only take damage from spectral projectiles.
if (target->flags4 & MF4_SPECTRAL && damage < TELEFRAG_DAMAGE) if (target->flags4 & MF4_SPECTRAL && !telefragDamage)
{ {
if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL)) if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
{ {
@ -987,7 +988,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// different here. At any rate, invulnerable is being checked before type factoring, which is then being // different here. At any rate, invulnerable is being checked before type factoring, which is then being
// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the // checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the
// original telefrag damage CHECK (rawdamage) be influenced by outside factors when looking at cheats/invul. // original telefrag damage CHECK (rawdamage) be influenced by outside factors when looking at cheats/invul.
if ((target->flags2 & MF2_INVULNERABLE) && (rawdamage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED))) if ((target->flags2 & MF2_INVULNERABLE) && !telefragDamage && (!(flags & DMG_FORCED)))
{ // actor is invulnerable { // actor is invulnerable
if (target->player == NULL) if (target->player == NULL)
{ {
@ -1046,7 +1047,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
return -1; return -1;
} }
if ((rawdamage < TELEFRAG_DAMAGE) || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect. if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
{ {
if (player && damage > 1) if (player && damage > 1)
{ {
@ -1214,19 +1215,19 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
target->IsTeammate (source)) target->IsTeammate (source))
{ {
//Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it. //Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
if (rawdamage < TELEFRAG_DAMAGE || (target->flags7 & MF7_LAXTELEFRAGDMG)) if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG))
{ // Still allow telefragging :-( { // Still allow telefragging :-(
damage = (int)(damage * level.teamdamage); damage = (int)(damage * level.teamdamage);
if (damage < 0) if (damage < 0)
{ {
return damage; return damage;
} }
else if (damage == 0) else if (damage == 0)
{ {
if (forcedPain) if (forcedPain)
{ {
goto dopain; goto dopain;
} }
else if (fakedPain) else if (fakedPain)
{ {
goto fakepain; goto fakepain;
@ -1256,7 +1257,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (!(flags & DMG_FORCED)) if (!(flags & DMG_FORCED))
{ {
// check the real player, not a voodoo doll here for invulnerability effects // check the real player, not a voodoo doll here for invulnerability effects
if ((rawdamage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) || if ((!telefragDamage && ((player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))) || (player->cheats & CF_GODMODE))) ||
(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE)) (player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2. //Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
@ -1281,7 +1282,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{ {
player->mo->Inventory->AbsorbDamage(damage, mod, newdam); player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
} }
if ((rawdamage < TELEFRAG_DAMAGE) || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified. if (!telefragDamage || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
{ {
// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise. // if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
damage = newdam; damage = newdam;
@ -1306,7 +1307,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
} }
} }
if (damage >= player->health && rawdamage < TELEFRAG_DAMAGE if (damage >= player->health && !telefragDamage
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch) && (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
&& !player->morphTics) && !player->morphTics)
{ // Try to use some inventory health { // Try to use some inventory health
@ -1330,7 +1331,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// but telefragging should still do enough damage to kill the player) // but telefragging should still do enough damage to kill the player)
// Ignore players that are already dead. // Ignore players that are already dead.
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way. // [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (rawdamage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD))) if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && !telefragDamage)) && (player->playerstate != PST_DEAD)))
{ {
// If this is a voodoo doll we need to handle the real player as well. // If this is a voodoo doll we need to handle the real player as well.
player->mo->health = target->health = player->health = 1; player->mo->health = target->health = player->health = 1;
@ -1395,7 +1396,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (target->health <= 0) if (target->health <= 0)
{ {
//[MC]Buddha flag for monsters. //[MC]Buddha flag for monsters.
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && (rawdamage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA)))) if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && !telefragDamage && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
{ //FOILBUDDHA or Telefrag damage must kill it. { //FOILBUDDHA or Telefrag damage must kill it.
target->health = 1; target->health = 1;
} }

View file

@ -392,7 +392,7 @@ enum
RADF_NODAMAGE = 8, RADF_NODAMAGE = 8,
RADF_THRUSTZ = 16, RADF_THRUSTZ = 16,
}; };
void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
FName damageType, int flags, int fulldamagedistance=0); FName damageType, int flags, int fulldamagedistance=0);
void P_DelSector_List(); void P_DelSector_List();

View file

@ -5245,11 +5245,11 @@ CUSTOM_CVAR(Float, splashfactor, 1.f, CVAR_SERVERINFO)
// //
//========================================================================== //==========================================================================
void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod, int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
int flags, int fulldamagedistance) int flags, int fulldamagedistance)
{ {
if (bombdistance <= 0) if (bombdistance <= 0)
return; return 0;
fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance - 1); fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance - 1);
double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance); double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
@ -5264,6 +5264,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
bombsource = bombspot; bombsource = bombspot;
} }
int count = 0;
while ((it.Next(&cres))) while ((it.Next(&cres)))
{ {
AActor *thing = cres.thing; AActor *thing = cres.thing;
@ -5359,7 +5360,12 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
int newdam = damage; int newdam = damage;
if (!(flags & RADF_NODAMAGE)) if (!(flags & RADF_NODAMAGE))
{
//[MC] Don't count actors saved by buddha if already at 1 health.
int prehealth = thing->health;
newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod); newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
if (thing->health < prehealth) count++;
}
else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST))) else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST)))
thing->flags2 |= MF2_BLASTED; thing->flags2 |= MF2_BLASTED;
@ -5425,12 +5431,16 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
damage = int(damage * factor); damage = int(damage * factor);
if (damage > 0) if (damage > 0)
{ {
//[MC] Don't count actors saved by buddha if already at 1 health.
int prehealth = thing->health;
int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod); int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot); P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
if (thing->health < prehealth) count++;
} }
} }
} }
} }
return count;
} }
//========================================================================== //==========================================================================

View file

@ -1414,13 +1414,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
} }
} }
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance); int count = P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance);
P_CheckSplash(self, distance); P_CheckSplash(self, distance);
if (alert && self->target != NULL && self->target->player != NULL) if (alert && self->target != NULL && self->target->player != NULL)
{ {
P_NoiseAlert(self->target, self); P_NoiseAlert(self->target, self);
} }
return 0; ACTION_RETURN_INT(count);
} }
//========================================================================== //==========================================================================
@ -5888,24 +5888,63 @@ enum RadiusGiveFlags
RGF_OBJECTS | RGF_OBJECTS |
RGF_VOODOO | RGF_VOODOO |
RGF_CORPSES | RGF_CORPSES |
RGF_KILLED |
RGF_MISSILES | RGF_MISSILES |
RGF_ITEMS, RGF_ITEMS,
}; };
static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, double distance, int flags, PClassActor *filter, FName species, double mindist) static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, double distance, int flags, PClassActor *filter, FName species, double mindist)
{ {
// [MC] We only want to make an exception for missiles here. Nothing else.
bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE); bool doPass = false;
// Always allow self to give, no matter what other flags are specified. Otherwise, not at all.
if (thing == self) if (thing == self)
{ {
if (!(flags & RGF_GIVESELF)) if (!(flags & RGF_GIVESELF))
return false; return false;
doPass = true;
} }
else if (thing->flags & MF_MISSILE) else if (thing->flags & MF_MISSILE)
{ {
if (!missilePass) if (!(flags & RGF_MISSILES))
return false; return false;
doPass = true;
} }
else if (((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory))) ||
((flags & RGF_CORPSES) && thing->flags & MF_CORPSE) ||
((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED))
{
doPass = true;
}
else if ((flags & (RGF_MONSTERS | RGF_OBJECTS | RGF_PLAYERS | RGF_VOODOO)))
{
// Make sure it's alive as we're not looking for corpses or killed here.
if (!doPass && thing->health > 0)
{
if (thing->player != nullptr)
{
if (((flags & RGF_PLAYERS) && (thing->player->mo == thing)) ||
((flags & RGF_VOODOO) && (thing->player->mo != thing)))
{
doPass = true;
}
}
else
{
if (((flags & RGF_MONSTERS) && (thing->flags3 & MF3_ISMONSTER)) ||
((flags & RGF_OBJECTS) && (!(thing->flags3 & MF3_ISMONSTER)) &&
(thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE)))
{
doPass = true;
}
}
}
}
// Nothing matched up so don't bother with the rest.
if (!doPass)
return false;
//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s). //[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)), bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES)); speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
@ -5916,13 +5955,14 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
return false; return false;
} }
//Check for target, master, and tracer flagging.
bool targetPass = true;
bool masterPass = true;
bool tracerPass = true;
bool ptrPass = false;
if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER))) if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
{ {
//Check for target, master, and tracer flagging.
bool targetPass = true;
bool masterPass = true;
bool tracerPass = true;
bool ptrPass = false;
if ((thing == self->target) && (flags & RGF_NOTARGET)) if ((thing == self->target) && (flags & RGF_NOTARGET))
targetPass = false; targetPass = false;
if ((thing == self->master) && (flags & RGF_NOMASTER)) if ((thing == self->master) && (flags & RGF_NOMASTER))
@ -5937,35 +5977,8 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
return false; return false;
} }
//Next, actor flag checking. if (doPass)
bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
//Self calls priority over the rest of this.
if (!selfPass)
{ {
//If it's specifically a monster/object/player/voodoo... Can be either or...
if (monsterPass || objectPass || playerPass || voodooPass)
{
//...and is dead, without desire to give to the dead...
if (((thing->health <= 0) && !(corpsePass || killedPass)))
{
//Skip!
return false;
}
}
}
bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
{
DVector3 diff = self->Vec3To(thing); DVector3 diff = self->Vec3To(thing);
diff.Z += thing->Height *0.5; diff.Z += thing->Height *0.5;
if (flags & RGF_CUBE) if (flags & RGF_CUBE)

View file

@ -3548,6 +3548,16 @@ FxExpression *FxArrayElement::Resolve(FCompileContext &ctx)
delete this; delete this;
return NULL; return NULL;
} }
if (index->isConstant())
{
unsigned indexval = static_cast<FxConstant *>(index)->GetValue().GetInt();
if (indexval >= arraytype->ElementCount)
{
ScriptPosition.Message(MSG_ERROR, "Array index out of bounds");
delete this;
return NULL;
}
}
ValueType = arraytype->ElementType; ValueType = arraytype->ElementType;
if (ValueType->GetRegType() != REGT_INT && ValueType->GetRegType() != REGT_FLOAT) if (ValueType->GetRegType() != REGT_INT && ValueType->GetRegType() != REGT_FLOAT)
@ -3583,10 +3593,7 @@ ExpEmit FxArrayElement::Emit(VMFunctionBuilder *build)
if (index->isConstant()) if (index->isConstant())
{ {
unsigned indexval = static_cast<FxConstant *>(index)->GetValue().GetInt(); unsigned indexval = static_cast<FxConstant *>(index)->GetValue().GetInt();
if (indexval >= arraytype->ElementCount) assert(indexval < arraytype->ElementCount && "Array index out of bounds");
{
I_Error("Array index out of bounds");
}
indexval *= arraytype->ElementSize; indexval *= arraytype->ElementSize;
if (AddressRequested) if (AddressRequested)

View file

@ -253,7 +253,7 @@ ACTOR Actor native //: Thinker
action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius"); action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0); action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
action native A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None"); action native A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff"); action native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
action native A_Stop(); action native A_Stop();
action native A_Respawn(int flags = 1); action native A_Respawn(int flags = 1);
action native A_BarrelDestroy(); action native A_BarrelDestroy();