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

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@ -949,6 +949,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
int fakeDamage = 0;
int holdDamage = 0;
const int rawdamage = damage;
const bool telefragDamage = (rawdamage >= TELEFRAG_DAMAGE);
if (damage < 0) damage = 0;
@ -962,7 +963,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
forcedPain = (MustForcePain(target, inflictor));
// 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))
{
@ -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
// 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.
if ((target->flags2 & MF2_INVULNERABLE) && (rawdamage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED)))
if ((target->flags2 & MF2_INVULNERABLE) && !telefragDamage && (!(flags & DMG_FORCED)))
{ // actor is invulnerable
if (target->player == NULL)
{
@ -1046,7 +1047,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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)
{
@ -1214,7 +1215,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
target->IsTeammate (source))
{
//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 :-(
damage = (int)(damage * level.teamdamage);
if (damage < 0)
@ -1256,7 +1257,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (!(flags & DMG_FORCED))
{
// 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_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
//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);
}
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.
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)
&& !player->morphTics)
{ // 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)
// Ignore players that are already dead.
// [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.
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)
{
//[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.
target->health = 1;
}

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@ -392,7 +392,7 @@ enum
RADF_NODAMAGE = 8,
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);
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)
{
if (bombdistance <= 0)
return;
return 0;
fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance - 1);
double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
@ -5264,6 +5264,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
bombsource = bombspot;
}
int count = 0;
while ((it.Next(&cres)))
{
AActor *thing = cres.thing;
@ -5359,7 +5360,12 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
int newdam = damage;
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);
if (thing->health < prehealth) count++;
}
else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST)))
thing->flags2 |= MF2_BLASTED;
@ -5425,12 +5431,16 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
damage = int(damage * factor);
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);
P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
if (thing->health < prehealth) count++;
}
}
}
}
return count;
}
//==========================================================================

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@ -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);
if (alert && self->target != NULL && self->target->player != NULL)
{
P_NoiseAlert(self->target, self);
}
return 0;
ACTION_RETURN_INT(count);
}
//==========================================================================
@ -5888,24 +5888,63 @@ enum RadiusGiveFlags
RGF_OBJECTS |
RGF_VOODOO |
RGF_CORPSES |
RGF_KILLED |
RGF_MISSILES |
RGF_ITEMS,
};
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 (!(flags & RGF_GIVESELF))
return false;
doPass = true;
}
else if (thing->flags & MF_MISSILE)
{
if (!missilePass)
if (!(flags & RGF_MISSILES))
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).
bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
@ -5916,13 +5955,14 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
return false;
}
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) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
{
if ((thing == self->target) && (flags & RGF_NOTARGET))
targetPass = false;
if ((thing == self->master) && (flags & RGF_NOMASTER))
@ -5937,35 +5977,8 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
return false;
}
//Next, actor flag checking.
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 (doPass)
{
//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);
diff.Z += thing->Height *0.5;
if (flags & RGF_CUBE)

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

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@ -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_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_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_Respawn(int flags = 1);
action native A_BarrelDestroy();