- Added GetRadiusDamage. Returns the raw calculated explosion damage falloff by distance only.

- Split off both explosion damage calculations into P_Get(Old)RadiusDamage functions for ease of maintenance.
This commit is contained in:
Major Cooke 2018-01-09 09:12:17 -06:00 committed by alexey.lysiuk
parent c840368446
commit d5d393aaf2
2 changed files with 173 additions and 82 deletions

View file

@ -5695,6 +5695,168 @@ CUSTOM_CVAR(Float, splashfactor, 1.f, CVAR_SERVERINFO)
selfthrustscale = 1.f / self;
}
//==========================================================================
//
// P_GetRadiusDamage
//
// Part of P_RadiusAttack, separated so the GetRadiusAttack function can
// exist without needing to maintain more than one function.
//
// Used by anything without OLDRADIUSDMG flag
//==========================================================================
static double P_GetRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing, int bombdamage, int bombdistance, int fulldamagedistance, bool thingbombsource)
{
// [RH] New code. The bounding box only covers the
// height of the thing and not the height of the map.
double points;
double len;
double dx, dy;
double boxradius;
double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
double bombdamagefloat = (double)bombdamage;
DVector2 vec = bombspot->Vec2To(thing);
dx = fabs(vec.X);
dy = fabs(vec.Y);
boxradius = thing->radius;
// The damage pattern is square, not circular.
len = double(dx > dy ? dx : dy);
if (bombspot->Z() < thing->Z() || bombspot->Z() >= thing->Top())
{
double dz;
if (bombspot->Z() > thing->Z())
{
dz = double(bombspot->Z() - thing->Top());
}
else
{
dz = double(thing->Z() - bombspot->Z());
}
if (len <= boxradius)
{
len = dz;
}
else
{
len -= boxradius;
len = g_sqrt(len*len + dz*dz);
}
}
else
{
len -= boxradius;
if (len < 0.f)
len = 0.f;
}
len = clamp<double>(len - (double)fulldamagedistance, 0, len);
points = bombdamagefloat * (1. - len * bombdistancefloat);
// Calculate the splash and radius damage factor if called by P_RadiusAttack.
// Otherwise, just get the raw damage. This allows modders to manipulate it
// however they want.
if (!fromaction)
{
if (thingbombsource) //thing is bomb source
{
points = points * splashfactor;
}
points *= thing->RadiusDamageFactor;
}
return points;
}
//==========================================================================
//
// P_GetOldRadiusDamage
//
// Part of P_RadiusAttack, separated so the GetRadiusAttack function can
// exist without needing to maintain more than one function.
//
// Used by barrels (OLDRADIUSDMG flag). Returns calculated damage
// based on XY distance.
//==========================================================================
static int P_GetOldRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing, int bombdamage, int bombdistance, int fulldamagedistance)
{
const int ret = fromaction ? 0 : -1; // -1 is specifically for P_RadiusAttack; continue onto another actor.
double dx, dy, dist;
DVector2 vec = bombspot->Vec2To(thing);
dx = fabs(vec.X);
dy = fabs(vec.Y);
dist = dx>dy ? dx : dy;
dist -= thing->radius;
if (dist < 0)
dist = 0;
if (dist >= bombdistance)
return ret; // out of range
// When called from the action function, ignore the sight check.
if (fromaction || P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
{
dist = clamp<double>(dist - fulldamagedistance, 0, dist);
int damage = Scale(bombdamage, bombdistance - int(dist), bombdistance);
if (!fromaction)
{
double factor = splashfactor * thing->RadiusDamageFactor;
damage = int(damage * factor);
}
return damage;
}
return ret; // Not in sight.
}
//==========================================================================
//
// GetRadiusDamage
//
// Returns the falloff damage from an A_Explode attack without doing any
// damage and not taking into account any damage reduction.
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, GetRadiusDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(thing, AActor);
PARAM_INT(damage);
PARAM_INT(distance);
PARAM_INT_DEF(fulldmgdistance);
PARAM_BOOL_DEF(oldradiusdmg);
if (!thing)
{
ACTION_RETURN_INT(0);
}
else if (thing == self)
{ // No point in calculating falloff in this case since it is the bomb spot.
ACTION_RETURN_INT(damage);
}
fulldmgdistance = clamp<int>(fulldmgdistance, 0, distance - 1);
// Mirroring A_Explode's behavior.
if (distance <= 0)
distance = damage;
const int newdam = oldradiusdmg
? P_GetOldRadiusDamage(true, self, thing, damage, distance, fulldmgdistance)
: int(P_GetRadiusDamage(true, self, thing, damage, distance, fulldmgdistance, false));
ACTION_RETURN_INT(newdam);
}
//==========================================================================
//
// P_RadiusAttack
@ -5709,9 +5871,6 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
return 0;
fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance - 1);
double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
double bombdamagefloat = (double)bombdamage;
FPortalGroupArray grouplist(FPortalGroupArray::PGA_Full3d);
FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistance, bombspot->Height + bombdistance*2, bombdistance, false, bombspot->Sector);
FMultiBlockThingsIterator::CheckResult cres;
@ -5757,57 +5916,7 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
// which can make them near impossible to hit with the new code.
if ((flags & RADF_NODAMAGE) || !((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG))
{
// [RH] New code. The bounding box only covers the
// height of the thing and not the height of the map.
double points;
double len;
double dx, dy;
double boxradius;
DVector2 vec = bombspot->Vec2To(thing);
dx = fabs(vec.X);
dy = fabs(vec.Y);
boxradius = thing->radius;
// The damage pattern is square, not circular.
len = double(dx > dy ? dx : dy);
if (bombspot->Z() < thing->Z() || bombspot->Z() >= thing->Top())
{
double dz;
if (bombspot->Z() > thing->Z())
{
dz = double(bombspot->Z() - thing->Top());
}
else
{
dz = double(thing->Z() - bombspot->Z());
}
if (len <= boxradius)
{
len = dz;
}
else
{
len -= boxradius;
len = g_sqrt(len*len + dz*dz);
}
}
else
{
len -= boxradius;
if (len < 0.f)
len = 0.f;
}
len = clamp<double>(len - (double)fulldamagedistance, 0, len);
points = bombdamagefloat * (1. - len * bombdistancefloat);
if (thing == bombsource)
{
points = points * splashfactor;
}
points *= thing->RadiusDamageFactor;
double points = P_GetRadiusDamage(false, bombspot, thing, bombdamage, bombdistance, fulldamagedistance, bombsource == thing);
double check = int(points) * bombdamage;
// points and bombdamage should be the same sign (the double cast of 'points' is needed to prevent overflows and incorrect values slipping through.)
if ((check > 0 || (check == 0 && bombspot->flags7 & MF7_FORCEZERORADIUSDMG)) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
@ -5865,36 +5974,17 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
else
{
// [RH] Old code just for barrels
double dx, dy, dist;
int damage = P_GetOldRadiusDamage(false, bombspot, thing, bombdamage, bombdistance, fulldamagedistance);
DVector2 vec = bombspot->Vec2To(thing);
dx = fabs(vec.X);
dy = fabs(vec.Y);
dist = dx>dy ? dx : dy;
dist -= thing->radius;
if (dist < 0)
dist = 0;
if (dist >= bombdistance)
continue; // out of range
if (P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
if (damage < 0)
continue; // Sight check failed.
else if (damage > 0 || (bombspot->flags7 & MF7_FORCEZERORADIUSDMG))
{ // OK to damage; target is in direct path
dist = clamp<double>(dist - fulldamagedistance, 0, dist);
int damage = Scale(bombdamage, bombdistance - int(dist), bombdistance);
double factor = splashfactor * thing->RadiusDamageFactor;
damage = int(damage * factor);
if (damage > 0 || (bombspot->flags7 & MF7_FORCEZERORADIUSDMG))
{
//[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++;
}
//[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++;
}
}
}

View file

@ -1061,6 +1061,7 @@ class Actor : Thinker native
native void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
native void A_RadiusDamageSelf(int damage = 128, double distance = 128, int flags = 0, class<Actor> flashtype = null);
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", name damagetype = "none");
native int GetRadiusDamage(Actor thing, int damage, int distance, int fulldmgdistance = 0, bool oldradiusdmg = false);
native void A_Stop();
native void A_Respawn(int flags = 1);
native void A_RestoreSpecialPosition();