Extended LineAttack() with offsets and new flags

Added forward and side offsets for LineAttack() function
Added absolute offset and absolute position flags for LineAttack() function
This commit is contained in:
Major Cooke 2017-11-03 13:57:44 -05:00 committed by alexey.lysiuk
parent 4beefb7007
commit d422392b94
4 changed files with 54 additions and 18 deletions

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@ -324,15 +324,17 @@ enum // P_AimLineAttack flags
enum // P_LineAttack flags
{
LAF_ISMELEEATTACK = 1,
LAF_NORANDOMPUFFZ = 2,
LAF_NOIMPACTDECAL = 4,
LAF_NOINTERACT = 8,
LAF_TARGETISSOURCE = 16,
LAF_OVERRIDEZ = 32,
LAF_NORANDOMPUFFZ = 1 << 1,
LAF_NOIMPACTDECAL = 1 << 2,
LAF_NOINTERACT = 1 << 3,
LAF_TARGETISSOURCE= 1 << 4,
LAF_OVERRIDEZ = 1 << 5,
LAF_ABSOFFSET = 1 << 6,
LAF_ABSPOSITION = 1 << 7,
};
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL, double sz = 0.0);
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, FName pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL, double sz = 0.0);
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL, double sz = 0.0, double offsetforward = 0.0, double offsetside = 0.0);
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, FName pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL, double sz = 0.0, double offsetforward = 0.0, double offsetside = 0.0);
void P_TraceBleed(int damage, const DVector3 &pos, AActor *target, DAngle angle, DAngle pitch);
void P_TraceBleed(int damage, AActor *target, DAngle angle, DAngle pitch);

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@ -4395,7 +4395,8 @@ static ETraceStatus CheckForActor(FTraceResults &res, void *userdata)
//==========================================================================
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage, double sz)
DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage,
double sz, double offsetforward, double offsetside)
{
bool nointeract = !!(flags & LAF_NOINTERACT);
DVector3 direction;
@ -4496,7 +4497,34 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
if (nointeract || (puffDefaults && puffDefaults->flags6 & MF6_NOTRIGGER)) tflags = TRACE_NoSky;
else tflags = TRACE_NoSky | TRACE_Impact;
if (!Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance, MF_SHOOTABLE,
// [MC] Check the flags and set the position according to what is desired.
// LAF_ABSPOSITION: Treat the offset parameters as direct coordinates.
// LAF_ABSOFFSET: Ignore the angle.
DVector3 tempos;
if (flags & LAF_ABSPOSITION)
{
tempos = DVector3(offsetforward, offsetside, sz);
}
else if (flags & LAF_ABSOFFSET)
{
tempos = t1->Vec2OffsetZ(offsetforward, offsetside, shootz);
}
else if (0.0 == offsetforward && 0.0 == offsetside)
{
// Default case so exact comparison is enough
tempos = t1->PosAtZ(shootz);
}
else
{
const double s = angle.Sin();
const double c = angle.Cos();
tempos = t1->Vec2OffsetZ(offsetforward * c + offsetside * s, offsetforward * s - offsetside * c, shootz);
}
// Perform the trace.
if (!Trace(tempos, t1->Sector, direction, distance, MF_SHOOTABLE,
ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace, tflags, CheckForActor, &TData))
{ // hit nothing
if (!nointeract && puffDefaults && puffDefaults->ActiveSound)
@ -4702,7 +4730,8 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
}
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
DAngle pitch, int damage, FName damageType, FName pufftype, int flags, FTranslatedLineTarget *victim, int *actualdamage, double sz)
DAngle pitch, int damage, FName damageType, FName pufftype, int flags, FTranslatedLineTarget *victim, int *actualdamage,
double sz, double offsetforward, double offsetside)
{
PClassActor *type = PClass::FindActor(pufftype);
if (type == NULL)
@ -4716,7 +4745,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
}
else
{
return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, flags, victim, actualdamage, sz);
return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, flags, victim, actualdamage, sz, offsetforward, offsetside);
}
}
@ -4732,10 +4761,12 @@ DEFINE_ACTION_FUNCTION(AActor, LineAttack)
PARAM_INT_DEF(flags);
PARAM_POINTER_DEF(victim, FTranslatedLineTarget);
PARAM_FLOAT_DEF(offsetz);
PARAM_FLOAT_DEF(offsetforward);
PARAM_FLOAT_DEF(offsetside);
int acdmg;
if (puffType == nullptr) puffType = PClass::FindActor("BulletPuff"); // P_LineAttack does not work without a puff to take info from.
auto puff = P_LineAttack(self, angle, distance, pitch, damage, damageType, puffType, flags, victim, &acdmg, offsetz);
auto puff = P_LineAttack(self, angle, distance, pitch, damage, damageType, puffType, flags, victim, &acdmg, offsetz, offsetforward, offsetside);
if (numret > 0) ret[0].SetObject(puff);
if (numret > 1) ret[1].SetInt(acdmg), numret = 2;
return numret;

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@ -598,7 +598,7 @@ class Actor : Thinker native
native virtual int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0);
native void PoisonMobj (Actor inflictor, Actor source, int damage, int duration, int period, Name type);
native double AimLineAttack(double angle, double distance, out FTranslatedLineTarget pLineTarget = null, double vrange = 0., int flags = 0, Actor target = null, Actor friender = null);
native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null, double offsetz = 0.);
native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null, double offsetz = 0., double offsetforward = 0., double offsetside = 0.);
native bool CheckSight(Actor target, int flags = 0);
native bool IsVisible(Actor other, bool allaround, LookExParams params = null);
native bool HitFriend();

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@ -878,11 +878,14 @@ enum EAimFlags
enum ELineAttackFlags
{
LAF_ISMELEEATTACK = 1,
LAF_NORANDOMPUFFZ = 2,
LAF_NOIMPACTDECAL = 4,
LAF_NOINTERACT = 8,
LAF_OVERRIDEZ = 32,
LAF_ISMELEEATTACK = 1,
LAF_NORANDOMPUFFZ = 1 << 1,
LAF_NOIMPACTDECAL = 1 << 2,
LAF_NOINTERACT = 1 << 3,
LAF_TARGETISSOURCE = 1 << 4,
LAF_OVERRIDEZ = 1 << 5,
LAF_ABSOFFSET = 1 << 6,
LAF_ABSPOSITION = 1 << 7,
}
const DEFMELEERANGE = 64;