- Fixed: Godmode didn't stop ALLOW/CAUSE/FORCEPAIN because the code execution always ended prematurely.

- Optimized checks for fake pain and forced pain. Fake pain now calls a subfunction so the code is cleaner.
This commit is contained in:
MajorCooke 2014-11-24 18:30:17 -06:00
parent 601852d224
commit 7e579a0a2a

View file

@ -925,6 +925,11 @@ static inline bool MustForcePain(AActor *target, AActor *inflictor)
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS)); (inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS));
} }
static inline bool isFakePain(AActor *target, AActor *inflictor)
{
return ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)));
}
// Returns the amount of damage actually inflicted upon the target, or -1 if // Returns the amount of damage actually inflicted upon the target, or -1 if
// the damage was cancelled. // the damage was cancelled.
@ -940,6 +945,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
bool justhit = false; bool justhit = false;
bool plrDontThrust = false; bool plrDontThrust = false;
bool invulpain = false; bool invulpain = false;
bool fakedPain = false;
bool forcedPain = false;
int fakeDamage = 0; int fakeDamage = 0;
int holdDamage = 0; int holdDamage = 0;
@ -948,6 +955,10 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
return -1; return -1;
} }
//Rather than unnecessarily call the function over and over again, let's be a little more efficient.
fakedPain = (isFakePain(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 && damage < TELEFRAG_DAMAGE)
{ {
@ -976,7 +987,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{ {
if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL))) if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
{ {
if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) if (fakedPain)
{ {
invulpain = true; //This returns -1 later. invulpain = true; //This returns -1 later.
fakeDamage = damage; fakeDamage = damage;
@ -991,7 +1002,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// Players are optionally excluded from getting thrust by damage. // Players are optionally excluded from getting thrust by damage.
if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL) if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL)
{ {
if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) if (fakedPain)
plrDontThrust = 1; plrDontThrust = 1;
else else
return -1; return -1;
@ -999,7 +1010,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
} }
} }
if (((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) && (damage < TELEFRAG_DAMAGE)) if ((fakedPain) && (damage < TELEFRAG_DAMAGE))
{ {
//Intentionally do not jump to fakepain because the damage hasn't been dished out yet. //Intentionally do not jump to fakepain because the damage hasn't been dished out yet.
//Once it's dished out, THEN we can disregard damage factors affecting pain chances. //Once it's dished out, THEN we can disregard damage factors affecting pain chances.
@ -1057,9 +1068,9 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (damage > 0) if (damage > 0)
damage = inflictor->DoSpecialDamage (target, damage, mod); damage = inflictor->DoSpecialDamage (target, damage, mod);
if (damage == -1) if ((damage == -1) && (target->player == NULL)) //This isn't meant for the player.
{ {
if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) //Hold off ending the function before we can deal the pain chances. if (fakedPain) //Hold off ending the function before we can deal the pain chances.
goto fakepain; goto fakepain;
return -1; return -1;
} }
@ -1069,12 +1080,13 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{ {
int olddam = damage; int olddam = damage;
source->Inventory->ModifyDamage(olddam, mod, damage, false); source->Inventory->ModifyDamage(olddam, mod, damage, false);
if (olddam != damage && damage <= 0) if (((source->flags7 & MF7_CAUSEPAIN) && (fakeDamage <= 0)) || (olddam != damage && damage <= 0))
{ // Still allow FORCEPAIN { // Still allow FORCEPAIN
if (MustForcePain(target, inflictor)) if (forcedPain)
{
goto dopain; goto dopain;
} else if (fakedPain)
goto fakepain;
return -1; return -1;
} }
} }
@ -1083,13 +1095,11 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{ {
int olddam = damage; int olddam = damage;
target->Inventory->ModifyDamage(olddam, mod, damage, true); target->Inventory->ModifyDamage(olddam, mod, damage, true);
if (((target->flags7 & MF7_ALLOWPAIN) && (fakeDamage <= 0)) || (olddam != damage && damage <= 0)) if ((olddam != damage && damage <= 0) && target->player == NULL)
{ // Still allow FORCEPAIN and make sure we're still passing along fake damage to hit enemies for their pain states. { // Still allow FORCEPAIN and make sure we're still passing along fake damage to hit enemies for their pain states.
if (MustForcePain(target, inflictor)) if (forcedPain)
{
goto dopain; goto dopain;
} else if (fakedPain)
else if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
goto fakepain; goto fakepain;
return -1; return -1;
@ -1103,13 +1113,11 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{ {
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors); damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors);
} }
if (damage <= 0) if (damage <= 0 && target->player == NULL)
{ // Still allow FORCEPAIN { // Still allow FORCEPAIN
if (MustForcePain(target, inflictor)) if (forcedPain)
{
goto dopain; goto dopain;
} else if (fakedPain)
else if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
goto fakepain; goto fakepain;
return -1; return -1;
@ -1118,9 +1126,9 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (damage > 0) if (damage > 0)
damage = target->TakeSpecialDamage (inflictor, source, damage, mod); damage = target->TakeSpecialDamage (inflictor, source, damage, mod);
} }
if (damage == -1) if (damage == -1 && target->player == NULL) //Make sure it's not a player, the pain has yet to be processed with cheats.
{ {
if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) if (fakedPain)
goto fakepain; goto fakepain;
return -1; return -1;
@ -1247,17 +1255,18 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
(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.
{ // player is invulnerable, so don't hurt him { // player is invulnerable, so don't hurt him
if (((!(player->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2)) && (!(player->mo->flags5 & MF5_NOPAIN))) &&
(((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))))
//Make sure no godmodes and NOPAIN flags are found first. //Make sure no godmodes and NOPAIN flags are found first.
//Then, check to see if the player has NODAMAGE or ALLOWPAIN, or inflictor has CAUSEPAIN. //Then, check to see if the player has NODAMAGE or ALLOWPAIN, or inflictor has CAUSEPAIN.
{ if ((player->cheats & CF_GODMODE) || (player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NOPAIN))
return -1;
else if ((((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))))
{
invulpain = true; invulpain = true;
fakeDamage = damage; fakeDamage = damage;
goto fakepain; goto fakepain;
} }
return -1; else
return -1;
} }
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL) if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
@ -1306,6 +1315,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor, // telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor,
// 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.
if ((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE)) && (player->playerstate != PST_DEAD)) if ((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE)) && (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.
@ -1339,7 +1349,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
damage = newdam; damage = newdam;
if (damage <= 0) if (damage <= 0)
{ {
if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) if (fakedPain)
goto fakepain; goto fakepain;
else else
return damage; return damage;
@ -1370,6 +1380,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (target->health <= 0) if (target->health <= 0)
{ {
//[MC]Buddha flag for monsters.
if ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags3 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))) if ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags3 & 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;
@ -1434,7 +1445,7 @@ fakepain: //Needed so we can skip the rest of the above, but still obey the orig
//CAUSEPAIN can always attempt to trigger the chances of pain. //CAUSEPAIN can always attempt to trigger the chances of pain.
//ALLOWPAIN can do the same, only if the (unfiltered aka fake) damage is greater than 0. //ALLOWPAIN can do the same, only if the (unfiltered aka fake) damage is greater than 0.
if ((((target->flags7 & MF7_ALLOWPAIN) && (fakeDamage > 0)) if ((((target->flags7 & MF7_ALLOWPAIN) && (fakeDamage > 0))
|| ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) && (fakeDamage != damage)) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))))
{ {
holdDamage = damage; //Store the modified damage away after factors are taken into account. holdDamage = damage; //Store the modified damage away after factors are taken into account.
damage = fakeDamage; //Retrieve the original damage. damage = fakeDamage; //Retrieve the original damage.
@ -1535,7 +1546,7 @@ dopain:
{ {
return -1; //NOW we return -1! return -1; //NOW we return -1!
} }
else if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) else if (fakedPain)
{ {
return holdDamage; //This is the calculated damage after all is said and done. return holdDamage; //This is the calculated damage after all is said and done.
} }