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Explode bouncing projectiles if hit damageable geometry
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4 changed files with 76 additions and 19 deletions
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@ -569,24 +569,27 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
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}
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// check 3d floors
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for (auto f : othersector->e->XFloor.ffloors)
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if (othersector)
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{
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if (!(f->flags & FF_EXISTS)) continue;
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if (!(f->flags & FF_SOLID)) continue;
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for (auto f : othersector->e->XFloor.ffloors)
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{
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if (!(f->flags & FF_EXISTS)) continue;
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if (!(f->flags & FF_SOLID)) continue;
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if (!f->model || !f->model->health3d) continue;
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if (!f->model || !f->model->health3d) continue;
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// 3d floors over real ceiling, or under real floor, are ignored
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double z_ff_top = clamp(f->top.plane->ZatPoint(to2d), z_bottom2, z_top2);
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double z_ff_bottom = clamp(f->bottom.plane->ZatPoint(to2d), z_bottom2, z_top2);
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if (z_ff_top < z_ff_bottom)
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continue; // also ignore eldritch geometry
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// 3d floors over real ceiling, or under real floor, are ignored
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double z_ff_top = clamp(f->top.plane->ZatPoint(to2d), z_bottom2, z_top2);
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double z_ff_bottom = clamp(f->bottom.plane->ZatPoint(to2d), z_bottom2, z_top2);
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if (z_ff_top < z_ff_bottom)
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continue; // also ignore eldritch geometry
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DVector3 to3d_ffloor(to2d.X, to2d.Y, clamp(bombspot->Z(), z_ff_bottom, z_ff_top));
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int grp = f->model->health3dgroup;
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if (grp <= 0)
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grp = 0x20000000 | (f->model->sectornum & 0x0FFFFFFF);
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PGRA_InsertIfCloser(damageGroupPos, grp, to3d_ffloor, bombspot->Pos(), srcsector, f->model, nullptr, SECPART_3D);
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DVector3 to3d_ffloor(to2d.X, to2d.Y, clamp(bombspot->Z(), z_ff_bottom, z_ff_top));
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int grp = f->model->health3dgroup;
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if (grp <= 0)
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grp = 0x20000000 | (f->model->sectornum & 0x0FFFFFFF);
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PGRA_InsertIfCloser(damageGroupPos, grp, to3d_ffloor, bombspot->Pos(), srcsector, f->model, nullptr, SECPART_3D);
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}
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}
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}
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@ -646,13 +649,17 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
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// Called if P_ExplodeMissile was called against a wall.
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//==========================================================================
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void P_ProjectileHitLinedef(AActor* mo, line_t* line)
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bool P_ProjectileHitLinedef(AActor* mo, line_t* line)
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{
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bool washit = false;
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// detect 3d floor hit
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if (mo->Blocking3DFloor)
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{
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if (mo->Blocking3DFloor->health3d > 0)
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{
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P_DamageSector(mo->Blocking3DFloor, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_3D, mo->Pos());
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washit = true;
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}
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}
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int wside = P_PointOnLineSide(mo->Pos(), line);
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@ -676,33 +683,59 @@ void P_ProjectileHitLinedef(AActor* mo, line_t* line)
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if (zbottom < (otherfloorz + EQUAL_EPSILON) && othersector->healthfloor > 0 && P_CheckLinedefVulnerable(line, wside, SECPART_Floor))
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{
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P_DamageSector(othersector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos());
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washit = true;
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}
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if (ztop > (otherceilingz - EQUAL_EPSILON) && othersector->healthceiling > 0 && P_CheckLinedefVulnerable(line, wside, SECPART_Ceiling))
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{
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P_DamageSector(othersector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos());
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washit = true;
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}
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}
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if (line->health > 0 && P_CheckLinedefVulnerable(line, wside))
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{
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P_DamageLinedef(line, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, wside, mo->Pos());
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washit = true;
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}
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return washit;
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}
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void P_ProjectileHitPlane(AActor* mo, int part)
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// part = -1 means "detect from blocking"
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bool P_ProjectileHitPlane(AActor* mo, int part)
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{
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if (part < 0)
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{
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if (mo->BlockingCeiling)
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part = SECPART_Ceiling;
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else if (mo->BlockingFloor)
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part = SECPART_Floor;
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}
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// detect 3d floor hit
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if (mo->Blocking3DFloor)
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{
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if (mo->Blocking3DFloor->health3d > 0)
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{
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P_DamageSector(mo->Blocking3DFloor, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_3D, mo->Pos());
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return;
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return true;
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}
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return false;
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}
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if (part == SECPART_Floor && mo->Sector->healthfloor > 0 && P_CheckSectorVulnerable(mo->Sector, SECPART_Floor))
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{
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P_DamageSector(mo->Sector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos());
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return true;
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}
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else if (part == SECPART_Ceiling && mo->Sector->healthceiling > 0 && P_CheckSectorVulnerable(mo->Sector, SECPART_Ceiling))
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{
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P_DamageSector(mo->Sector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos());
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return true;
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}
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return false;
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}
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//==========================================================================
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@ -33,8 +33,8 @@ void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype,
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void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName damageType);
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void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage, int bombdistance, FName damagetype, int fulldamagedistance);
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void P_ProjectileHitLinedef(AActor* projectile, line_t* line);
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void P_ProjectileHitPlane(AActor* projectile, int part);
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bool P_ProjectileHitLinedef(AActor* projectile, line_t* line);
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bool P_ProjectileHitPlane(AActor* projectile, int part);
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bool P_CheckLinedefVulnerable(line_t* line, int side, int part = -1);
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bool P_CheckSectorVulnerable(sector_t* sector, int part);
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@ -3561,6 +3561,18 @@ bool FSlide::BounceWall(AActor *mo)
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return true;
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}
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// [ZZ] if bouncing missile hits a damageable linedef, it dies
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if (P_ProjectileHitLinedef(mo, line) && mo->bouncecount > 0)
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{
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mo->Vel.Zero();
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mo->Speed = 0;
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mo->bouncecount = 0;
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if (mo->flags & MF_MISSILE)
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P_ExplodeMissile(mo, line, nullptr);
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else mo->CallDie(nullptr, nullptr);
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return true;
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}
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// The amount of bounces is limited
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if (mo->bouncecount>0 && --mo->bouncecount == 0)
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{
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@ -2141,6 +2141,18 @@ void AActor::PlayBounceSound(bool onfloor)
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bool AActor::FloorBounceMissile (secplane_t &plane)
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{
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// [ZZ] if bouncing missile hits a damageable sector(plane), it dies
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if (P_ProjectileHitPlane(this, -1) && bouncecount > 0)
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{
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Vel.Zero();
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Speed = 0;
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bouncecount = 0;
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if (flags & MF_MISSILE)
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P_ExplodeMissile(this, nullptr, nullptr);
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else CallDie(nullptr, nullptr);
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return true;
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}
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if (Z() <= floorz && P_HitFloor (this))
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{
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// Landed in some sort of liquid
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