Added inflictor, source and flag parameters to GetModifiedDamage on actors and ModifyDamage on inventory.

- The flags are used by DamageMobj so modders can determine radius damage, for example, by checking for DMG_EXPLOSION.
This commit is contained in:
Major Cooke 2019-02-06 13:06:28 -06:00 committed by Christoph Oelckers
parent 449610496f
commit acc510dfb3
7 changed files with 17 additions and 14 deletions

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@ -1422,7 +1422,7 @@ public:
} }
int ApplyDamageFactor(FName damagetype, int damage) const; int ApplyDamageFactor(FName damagetype, int damage) const;
int GetModifiedDamage(FName damagetype, int damage, bool passive); int GetModifiedDamage(FName damagetype, int damage, bool passive, AActor *inflictor, AActor *source, int flags = 0);
void DeleteAttachedLights(); void DeleteAttachedLights();
bool isFrozen(); bool isFrozen();

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@ -1150,13 +1150,13 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
// Handle active damage modifiers (e.g. PowerDamage) // Handle active damage modifiers (e.g. PowerDamage)
if (damage > 0 && !(flags & DMG_NO_ENHANCE)) if (damage > 0 && !(flags & DMG_NO_ENHANCE))
{ {
damage = source->GetModifiedDamage(mod, damage, false); damage = source->GetModifiedDamage(mod, damage, false, inflictor, source, flags);
} }
} }
// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers. // Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
if (damage > 0 && !(flags & DMG_NO_PROTECT)) if (damage > 0 && !(flags & DMG_NO_PROTECT))
{ {
damage = target->GetModifiedDamage(mod, damage, true); damage = target->GetModifiedDamage(mod, damage, true, inflictor, source, flags);
} }
if (damage > 0 && !(flags & DMG_NO_FACTOR)) if (damage > 0 && !(flags & DMG_NO_FACTOR))
{ {
@ -1747,7 +1747,7 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPain
// Take half damage in trainer mode // Take half damage in trainer mode
damage = int(damage * G_SkillProperty(SKILLP_DamageFactor) * sv_damagefactorplayer); damage = int(damage * G_SkillProperty(SKILLP_DamageFactor) * sv_damagefactorplayer);
// Handle passive damage modifiers (e.g. PowerProtection) // Handle passive damage modifiers (e.g. PowerProtection)
damage = target->GetModifiedDamage(player->poisontype, damage, true); damage = target->GetModifiedDamage(player->poisontype, damage, true, nullptr, source);
// Modify with damage factors // Modify with damage factors
damage = target->ApplyDamageFactor(player->poisontype, damage); damage = target->ApplyDamageFactor(player->poisontype, damage);

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@ -7217,15 +7217,15 @@ void AActor::ClearCounters()
} }
} }
int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive) int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive, AActor *inflictor, AActor *source, int flags)
{ {
auto inv = Inventory; auto inv = Inventory;
while (inv != nullptr) while (inv != nullptr)
{ {
IFVIRTUALPTRNAME(inv, NAME_Inventory, ModifyDamage) IFVIRTUALPTRNAME(inv, NAME_Inventory, ModifyDamage)
{ {
VMValue params[5] = { (DObject*)inv, damage, int(damagetype), &damage, passive }; VMValue params[8] = { (DObject*)inv, damage, int(damagetype), &damage, passive, inflictor, source, flags };
VMCall(func, params, 5, nullptr, 0); VMCall(func, params, 8, nullptr, 0);
} }
inv = inv->Inventory; inv = inv->Inventory;
} }

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@ -799,9 +799,9 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, ClearCounters, ClearCounters)
return 0; return 0;
} }
static int GetModifiedDamage(AActor *self, int type, int damage, bool passive) static int GetModifiedDamage(AActor *self, int type, int damage, bool passive, AActor *inflictor, AActor *source, int flags)
{ {
return self->GetModifiedDamage(ENamedName(type), damage, passive); return self->GetModifiedDamage(ENamedName(type), damage, passive, inflictor, source, flags);
} }
DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetModifiedDamage, GetModifiedDamage) DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetModifiedDamage, GetModifiedDamage)
@ -810,7 +810,10 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetModifiedDamage, GetModifiedDamage)
PARAM_NAME(type); PARAM_NAME(type);
PARAM_INT(damage); PARAM_INT(damage);
PARAM_BOOL(passive); PARAM_BOOL(passive);
ACTION_RETURN_INT(self->GetModifiedDamage(type, damage, passive)); PARAM_OBJECT(inflictor, AActor);
PARAM_OBJECT(source, AActor);
PARAM_INT(flags);
ACTION_RETURN_INT(self->GetModifiedDamage(type, damage, passive, inflictor, source, flags));
} }
static int ApplyDamageFactor(AActor *self, int type, int damage) static int ApplyDamageFactor(AActor *self, int type, int damage)

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@ -651,7 +651,7 @@ class Actor : Thinker native
native void SpawnTeleportFog(Vector3 pos, bool beforeTele, bool setTarget); native void SpawnTeleportFog(Vector3 pos, bool beforeTele, bool setTarget);
native Actor RoughMonsterSearch(int distance, bool onlyseekable = false, bool frontonly = false); native Actor RoughMonsterSearch(int distance, bool onlyseekable = false, bool frontonly = false);
native int ApplyDamageFactor(Name damagetype, int damage); native int ApplyDamageFactor(Name damagetype, int damage);
native int GetModifiedDamage(Name damagetype, int damage, bool passive); native int GetModifiedDamage(Name damagetype, int damage, bool passive, Actor inflictor = null, Actor source = null, int flags = 0);
native bool CheckBossDeath(); native bool CheckBossDeath();
void A_Light(int extralight) { if (player) player.extralight = clamp(extralight, -20, 20); } void A_Light(int extralight) { if (player) player.extralight = clamp(extralight, -20, 20); }

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@ -1002,7 +1002,7 @@ class Inventory : Actor
// //
//=========================================================================== //===========================================================================
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {} virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive, Actor inflictor = null, Actor source = null, int flags = 0) {}
virtual bool Use (bool pickup) { return false; } virtual bool Use (bool pickup) { return false; }

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@ -1655,7 +1655,7 @@ class PowerDamage : Powerup
// //
//=========================================================================== //===========================================================================
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags)
{ {
if (!passive && damage > 0) if (!passive && damage > 0)
{ {
@ -1749,7 +1749,7 @@ class PowerProtection : Powerup
// //
//=========================================================================== //===========================================================================
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags)
{ {
if (passive && damage > 0) if (passive && damage > 0)
{ {