mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
Destructible geometry - minor fixes and 3D floor support
This commit is contained in:
parent
752a64c840
commit
d85e5afdfb
17 changed files with 317 additions and 53 deletions
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@ -1188,6 +1188,7 @@ public:
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AActor *BlockingMobj; // Actor that blocked the last move
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line_t *BlockingLine; // Line that blocked the last move
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sector_t *Blocking3DFloor; // 3D floor that blocked the last move (if any)
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sector_t *BlockingCeiling; // Sector that blocked the last move (ceiling plane slope)
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sector_t *BlockingFloor; // Sector that blocked the last move (floor plane slope)
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@ -670,10 +670,12 @@ xx(Owner)
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xx(HealthFloor)
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xx(HealthCeiling)
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xx(Health3D)
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xx(DamageSpecial)
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xx(DeathSpecial)
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xx(HealthFloorGroup)
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xx(HealthCeilingGroup)
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xx(Health3DGroup)
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xx(HealthGroup)
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// USDF keywords
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@ -358,6 +358,7 @@ bool P_CheckFor3DFloorHit(AActor * mo, double z, bool trigger)
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if (fabs(z - rover->top.plane->ZatPoint(mo)) < EQUAL_EPSILON)
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{
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mo->BlockingFloor = rover->model;
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mo->Blocking3DFloor = rover->model;
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if (trigger) rover->model->TriggerSectorActions (mo, SECSPAC_HitFloor);
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return true;
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}
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@ -385,6 +386,7 @@ bool P_CheckFor3DCeilingHit(AActor * mo, double z, bool trigger)
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if(fabs(z - rover->bottom.plane->ZatPoint(mo)) < EQUAL_EPSILON)
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{
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mo->BlockingCeiling = rover->model;
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mo->Blocking3DFloor = rover->model;
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if (trigger) rover->model->TriggerSectorActions (mo, SECSPAC_HitCeiling);
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return true;
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}
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@ -762,8 +764,10 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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FTextureID highestfloorpic;
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int highestfloorterrain = -1;
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FTextureID lowestceilingpic;
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sector_t *lowestceilingsec = NULL, *highestfloorsec = NULL;
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sector_t *lowestceilingsec = nullptr, *highestfloorsec = nullptr;
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secplane_t *highestfloorplanes[2] = { &open.frontfloorplane, &open.backfloorplane };
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F3DFloor *lowestceilingffloor = nullptr;
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F3DFloor *highestfloorffloor = nullptr;
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highestfloorpic.SetInvalid();
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lowestceilingpic.SetInvalid();
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@ -788,6 +792,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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lowestceiling = ff_bottom;
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lowestceilingpic = *rover->bottom.texture;
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lowestceilingsec = j == 0 ? linedef->frontsector : linedef->backsector;
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lowestceilingffloor = rover;
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}
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if(delta1 <= delta2 && (!restrict || thing->Z() >= ff_top))
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@ -798,6 +803,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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highestfloorpic = *rover->top.texture;
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highestfloorterrain = rover->model->GetTerrain(rover->top.isceiling);
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highestfloorsec = j == 0 ? linedef->frontsector : linedef->backsector;
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highestfloorffloor = rover;
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}
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if (ff_top > highestfloorplanes[j]->ZatPoint(x, y))
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{
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@ -814,6 +820,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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open.floorpic = highestfloorpic;
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open.floorterrain = highestfloorterrain;
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open.bottomsec = highestfloorsec;
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open.bottomffloor = highestfloorffloor;
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}
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if (highestfloorplanes[0] != &open.frontfloorplane)
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{
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@ -831,6 +838,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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open.top = lowestceiling;
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open.ceilingpic = lowestceilingpic;
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open.topsec = lowestceilingsec;
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open.topffloor = lowestceilingffloor;
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}
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open.lowfloor = MIN(lowestfloor[0], lowestfloor[1]);
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@ -6862,6 +6862,11 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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return (ss->healthfloorgroup && (grp = P_GetHealthGroup(ss->healthfloorgroup)))
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? grp->health : ss->healthfloor;
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}
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else if (part == SECPART_3D)
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{
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return (ss->health3dgroup && (grp = P_GetHealthGroup(ss->health3dgroup)))
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? grp->health : ss->health3d;
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}
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return 0;
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}
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@ -37,6 +37,8 @@ void P_SetHealthGroupHealth(int group, int health)
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lsector->healthceiling = health;
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if (lsector->healthfloorgroup == group)
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lsector->healthfloor = health;
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if (lsector->health3dgroup == group)
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lsector->health3d = health;
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}
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}
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@ -70,11 +72,20 @@ void P_DamageHealthGroup(FHealthGroup* grp, void* object, AActor* source, int da
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lsector->healthfloor = grp->health + damage;
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P_DamageSector(lsector, source, damage, damagetype, SECPART_Floor, position, false);
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}
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if (lsector->health3dgroup == group && (lsector != object || part != SECPART_3D))
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{
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lsector->health3d = grp->health + damage;
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P_DamageSector(lsector, source, damage, damagetype, SECPART_3D, position, false);
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}
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}
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}
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void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool dogroups)
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{
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if (damage < 0) damage = 0;
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if (!damage) return;
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line->health -= damage;
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if (line->health < 0) line->health = 0;
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@ -100,16 +111,43 @@ void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype,
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void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool dogroups)
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{
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int sectorhealth = (part == SECPART_Ceiling) ? sector->healthceiling : sector->healthfloor;
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int newhealth = sectorhealth - damage;
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if (damage < 0) damage = 0;
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if (!damage) return;
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int* sectorhealth;
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int group;
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int dmg;
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int dth;
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switch (part)
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{
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case SECPART_Ceiling:
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sectorhealth = §or->healthceiling;
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group = sector->healthceilinggroup;
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dmg = SECSPAC_DamageCeiling;
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dth = SECSPAC_DeathCeiling;
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break;
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case SECPART_Floor:
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sectorhealth = §or->healthfloor;
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group = sector->healthfloorgroup;
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dmg = SECSPAC_DamageFloor;
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dth = SECSPAC_DeathFloor;
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break;
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case SECPART_3D:
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sectorhealth = §or->health3d;
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group = sector->health3dgroup;
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dmg = SECSPAC_Damage3D;
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dth = SECSPAC_Death3D;
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break;
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default:
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return;
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}
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int newhealth = *sectorhealth - damage;
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if (newhealth < 0) newhealth = 0;
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if (part == SECPART_Ceiling)
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sector->healthceiling = newhealth;
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else sector->healthfloor = newhealth;
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*sectorhealth = newhealth;
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// callbacks here
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int dmg = (part == SECPART_Ceiling) ? SECSPAC_DamageCeiling : SECSPAC_DamageFloor;
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int dth = (part == SECPART_Ceiling) ? SECSPAC_DeathCeiling : SECSPAC_DeathFloor;
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if (sector->SecActTarget)
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{
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sector->TriggerSectorActions(source, dmg);
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@ -117,7 +155,6 @@ void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagety
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sector->TriggerSectorActions(source, dth);
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}
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int group = (part == SECPART_Ceiling) ? sector->healthceilinggroup : sector->healthfloorgroup;
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if (dogroups && group)
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{
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FHealthGroup* grp = P_GetHealthGroup(group);
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@ -222,6 +259,14 @@ void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName
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{
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// [ZZ] hitscan geometry damage logic
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//
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// check 3d floor, but still allow the wall to take generic damage
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if (trace.HitType == TRACE_HitWall && trace.Tier == TIER_FFloor)
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{
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if (trace.ffloor && trace.ffloor->model && trace.ffloor->model->health3d)
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P_DamageSector(trace.ffloor->model, thing, damage, damageType, SECPART_3D, trace.HitPos);
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}
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if (trace.HitType == TRACE_HitWall && P_CheckLinedefVulnerable(trace.Line, trace.Side))
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{
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if (trace.Tier == TIER_Lower || trace.Tier == TIER_Upper) // process back sector health if any
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@ -246,6 +291,33 @@ void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName
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}
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else if (trace.HitType == TRACE_HitFloor || trace.HitType == TRACE_HitCeiling)
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{
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// check for 3d floors. if a 3d floor was hit, it'll block any interaction with the sector planes at the same point, if present.
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// i.e. if there are 3d floors at the same height as the sector's real floor/ceiling, and they blocked the shot, then it won't damage.
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bool hit3dfloors = false;
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sector_t* sector = trace.Sector;
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for (auto f : sector->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) || (f->flags & FF_SHOOTTHROUGH)) continue;
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if (!f->model) continue;
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if (trace.HitType == TRACE_HitFloor && fabs(f->top.plane->ZatPoint(trace.HitPos.XY())-trace.HitPos.Z) <= EQUAL_EPSILON)
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{
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if (f->model->health3d)
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P_DamageSector(f->model, thing, damage, damageType, SECPART_3D, trace.HitPos);
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hit3dfloors = true;
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}
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else if (trace.HitType == TRACE_HitCeiling && fabs(f->bottom.plane->ZatPoint(trace.HitPos.XY())-trace.HitPos.Z) <= EQUAL_EPSILON)
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{
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if (f->model->health3d)
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P_DamageSector(f->model, thing, damage, damageType, SECPART_3D, trace.HitPos);
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hit3dfloors = true;
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}
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}
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if (hit3dfloors)
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return;
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int sectorhealth = 0;
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if (trace.HitType == TRACE_HitFloor && trace.Sector->healthfloor > 0 && P_CheckSectorVulnerable(trace.Sector, SECPART_Floor))
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sectorhealth = trace.Sector->healthfloor;
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@ -290,16 +362,23 @@ static DVector2 PGRA_ClosestPointOnLine2D(DVector2 x, DVector2 p1, DVector2 p2)
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return p1 + p2p1.Unit() * r;
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}
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static void PGRA_InsertIfCloser(TMap<int, pgra_data_t>& damageGroupPos, int group, DVector3 pt, DVector3 check, sector_t* checksector, sector_t* sector, line_t* line, int secpart)
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static bool PGRA_CheckExplosionBlocked(DVector3 pt, DVector3 check, sector_t* checksector)
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{
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// simple solid geometry sight check between "check" and "pt"
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// expected - Trace hits nothing
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check.Z += EQUAL_EPSILON; // this is so that floor under the rocket doesn't block explosion
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DVector3 ptVec = (pt - check);
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double ptDst = ptVec.Length() - 0.5;
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ptVec.MakeUnit();
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FTraceResults res;
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bool isblocked = Trace(check, checksector, ptVec, ptDst, 0, 0xFFFFFFFF, nullptr, res);
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if (isblocked) return;
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bool isblocked = Trace(check, checksector, ptVec, ptDst, 0, ML_BLOCKEVERYTHING, nullptr, res);
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return isblocked;
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}
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static void PGRA_InsertIfCloser(TMap<int, pgra_data_t>& damageGroupPos, int group, DVector3 pt, DVector3 check, sector_t* checksector, sector_t* sector, line_t* line, int secpart)
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{
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if (PGRA_CheckExplosionBlocked(pt, check, checksector))
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return;
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pgra_data_t* existing = damageGroupPos.CheckKey(group);
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// not present or distance is closer
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@ -337,7 +416,7 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
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DVector3 spotTo = bombspot->Pos() - srcsector->ceilingplane.Normal() * dstceiling;
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int grp = srcsector->healthceilinggroup;
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if (grp <= 0)
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grp = 0x80000000 | (srcsector->sectornum & 0x7FFFFFFF);
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grp = 0x80000000 | (srcsector->sectornum & 0x0FFFFFFF);
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PGRA_InsertIfCloser(damageGroupPos, grp, spotTo, bombspot->Pos(), srcsector, srcsector, nullptr, SECPART_Ceiling);
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}
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@ -347,12 +426,48 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
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DVector3 spotTo = bombspot->Pos() - srcsector->floorplane.Normal() * dstfloor;
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int grp = srcsector->healthfloorgroup;
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if (grp <= 0)
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grp = 0x40000000 | (srcsector->sectornum & 0x7FFFFFFF);
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grp = 0x40000000 | (srcsector->sectornum & 0x0FFFFFFF);
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PGRA_InsertIfCloser(damageGroupPos, grp, spotTo, bombspot->Pos(), srcsector, srcsector, nullptr, SECPART_Floor);
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}
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for (auto f : srcsector->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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double ff_top = f->top.plane->ZatPoint(bombspot->Pos());
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double ff_bottom = f->bottom.plane->ZatPoint(bombspot->Pos());
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if (ff_top < ff_bottom) // ignore eldritch geometry
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continue;
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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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DVector3 spotTo;
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if (bombspot->Z() < ff_bottom) // use bottom plane
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{
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double dst = f->bottom.plane->Normal() | (bombspot->Pos() + f->bottom.plane->Normal()*f->bottom.plane->D);
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spotTo = bombspot->Pos() - f->bottom.plane->Normal() * dst;
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}
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else if (bombspot->Z() > ff_top) // use top plane
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{
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double dst = f->top.plane->Normal() | (bombspot->Pos() + f->top.plane->Normal()*f->top.plane->D);
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spotTo = bombspot->Pos() - f->top.plane->Normal() * dst;
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}
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else // explosion right inside the floor. do 100% damage
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{
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spotTo = bombspot->Pos();
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}
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PGRA_InsertIfCloser(damageGroupPos, grp, spotTo, bombspot->Pos(), srcsector, f->model, nullptr, SECPART_3D);
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}
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// enumerate all lines around
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FBoundingBox bombbox(bombspot->X(), bombspot->Y(), bombdistance * 16);
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FBoundingBox bombbox(bombspot->X(), bombspot->Y(), bombdistance);
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FBlockLinesIterator it(bombbox);
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line_t* ln;
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int vc = validcount;
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@ -370,7 +485,7 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
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sector_t* sector = side->sector;
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side_t* otherside = ln->sidedef[!sd];
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sector_t* othersector = otherside ? otherside->sector : nullptr;
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if (!ln->health && (!othersector || (!othersector->healthfloor && !othersector->healthceiling)))
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if (!ln->health && (!othersector || (!othersector->healthfloor && !othersector->healthceiling && !othersector->e->XFloor.ffloors.Size())))
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continue; // non-interactive geometry
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DVector2 to2d = PGRA_ClosestPointOnLine2D(bombspot->Pos().XY(), side->V1()->p, side->V2()->p);
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@ -378,13 +493,15 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
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double distto2d = (to2d - pos2d).Length();
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double z_top1, z_top2, z_bottom1, z_bottom2; // here, z_top1 is closest to the ceiling, and z_bottom1 is closest to the floor.
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z_top1 = sector->ceilingplane.ZatPoint(to2d);
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z_top2 = othersector ? othersector->ceilingplane.ZatPoint(to2d) : z_top1;
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z_bottom1 = sector->floorplane.ZatPoint(to2d);
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z_bottom2 = othersector ? othersector->floorplane.ZatPoint(to2d) : z_bottom1;
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DVector3 to3d_fullheight(to2d.X, to2d.Y, clamp(bombspot->Z(), z_bottom1, z_top1));
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if (ln->health && P_CheckLinedefVulnerable(ln, sd))
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{
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bool cantdamage = false;
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bool linefullheight = othersector && !!(ln->flags & (ML_BLOCKEVERYTHING));
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bool linefullheight = !othersector || !!(ln->flags & (ML_BLOCKEVERYTHING));
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// decide specific position to affect on a line.
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if (!linefullheight)
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{
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@ -410,7 +527,7 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
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{
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PGRA_InsertIfCloser(damageGroupPos, ln->healthgroup, to3d_fullheight, bombspot->Pos(), srcsector, nullptr, ln, -1);
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}
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else
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else if (!PGRA_CheckExplosionBlocked(to3d_fullheight, bombspot->Pos(), srcsector))
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{
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// otherwise just damage line
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double dst = (to3d_fullheight - bombspot->Pos()).Length();
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@ -429,29 +546,49 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
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if (othersector && othersector->healthceiling && P_CheckLinedefVulnerable(ln, sd, SECPART_Ceiling))
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{
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z_top2 = othersector->ceilingplane.ZatPoint(to2d);
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if (z_top2 < z_top1) // we have front side to hit against
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{
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DVector3 to3d_upper(to2d.X, to2d.Y, clamp(bombspot->Z(), z_top2, z_top1));
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int grp = othersector->healthceilinggroup;
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if (grp <= 0)
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grp = 0x80000000 | (othersector->sectornum & 0x7FFFFFFF);
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grp = 0x80000000 | (othersector->sectornum & 0x0FFFFFFF);
|
||||
PGRA_InsertIfCloser(damageGroupPos, grp, to3d_upper, bombspot->Pos(), srcsector, othersector, nullptr, SECPART_Ceiling);
|
||||
}
|
||||
}
|
||||
|
||||
if (othersector && othersector->healthfloor && P_CheckLinedefVulnerable(ln, sd, SECPART_Floor))
|
||||
{
|
||||
z_bottom2 = othersector->floorplane.ZatPoint(to2d);
|
||||
if (z_bottom2 > z_bottom1) // we have front side to hit against
|
||||
{
|
||||
DVector3 to3d_lower(to2d.X, to2d.Y, clamp(bombspot->Z(), z_bottom1, z_bottom2));
|
||||
int grp = othersector->healthfloorgroup;
|
||||
if (grp <= 0)
|
||||
grp = 0x40000000 | (othersector->sectornum & 0x7FFFFFFF);
|
||||
grp = 0x40000000 | (othersector->sectornum & 0x0FFFFFFF);
|
||||
PGRA_InsertIfCloser(damageGroupPos, grp, to3d_lower, bombspot->Pos(), srcsector, othersector, nullptr, SECPART_Floor);
|
||||
}
|
||||
}
|
||||
|
||||
// check 3d floors
|
||||
for (auto f : othersector->e->XFloor.ffloors)
|
||||
{
|
||||
if (!(f->flags & FF_EXISTS)) continue;
|
||||
if (!(f->flags & FF_SOLID)) continue;
|
||||
|
||||
if (!f->model || !f->model->health3d) continue;
|
||||
|
||||
// 3d floors over real ceiling, or under real floor, are ignored
|
||||
double z_ff_top = clamp(f->top.plane->ZatPoint(to2d), z_bottom2, z_top2);
|
||||
double z_ff_bottom = clamp(f->bottom.plane->ZatPoint(to2d), z_bottom2, z_top2);
|
||||
if (z_ff_top < z_ff_bottom)
|
||||
continue; // also ignore eldritch geometry
|
||||
|
||||
DVector3 to3d_ffloor(to2d.X, to2d.Y, clamp(bombspot->Z(), z_ff_bottom, z_ff_top));
|
||||
int grp = f->model->health3dgroup;
|
||||
if (grp <= 0)
|
||||
grp = 0x20000000 | (f->model->sectornum & 0x0FFFFFFF);
|
||||
PGRA_InsertIfCloser(damageGroupPos, grp, to3d_ffloor, bombspot->Pos(), srcsector, f->model, nullptr, SECPART_3D);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// damage health groups and sectors.
|
||||
|
@ -487,6 +624,11 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
|
|||
assert(damageGroupPair->Value.sector != nullptr);
|
||||
P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_Floor, pos);
|
||||
}
|
||||
else if (grp & 0x20000000) // sector 3d
|
||||
{
|
||||
assert(damageGroupPair->Value.sector != nullptr);
|
||||
P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_3D, pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
assert((damageGroupPair->Value.sector != nullptr) != (damageGroupPair->Value.line != nullptr));
|
||||
|
@ -497,6 +639,72 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_ProjectileHitLinedef
|
||||
//
|
||||
// Called if P_ExplodeMissile was called against a wall.
|
||||
//==========================================================================
|
||||
|
||||
void P_ProjectileHitLinedef(AActor* mo, line_t* line)
|
||||
{
|
||||
// detect 3d floor hit
|
||||
if (mo->Blocking3DFloor)
|
||||
{
|
||||
if (mo->Blocking3DFloor->health3d > 0)
|
||||
P_DamageSector(mo->Blocking3DFloor, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_3D, mo->Pos());
|
||||
}
|
||||
|
||||
int wside = P_PointOnLineSide(mo->Pos(), line);
|
||||
int oside = !wside;
|
||||
side_t* otherside = line->sidedef[oside];
|
||||
// check if hit upper or lower part
|
||||
if (otherside)
|
||||
{
|
||||
sector_t* othersector = otherside->sector;
|
||||
// find closest pos from line to MO.
|
||||
// this logic is so that steep slopes work correctly (value at the line is used, instead of value below the rocket actor)
|
||||
DVector2 moRelPos = line->v1->p - mo->Pos().XY();
|
||||
DVector2 lineNormal = line->delta.Rotated90CW().Unit();
|
||||
double moRelDst = lineNormal | moRelPos;
|
||||
DVector2 moPos = mo->Pos().XY() - lineNormal*fabs(moRelDst);
|
||||
|
||||
double otherfloorz = othersector->floorplane.ZatPoint(moPos);
|
||||
double otherceilingz = othersector->ceilingplane.ZatPoint(moPos);
|
||||
double zbottom = mo->Pos().Z;
|
||||
double ztop = mo->Pos().Z + mo->Height;
|
||||
if (zbottom < (otherfloorz + EQUAL_EPSILON) && othersector->healthfloor > 0 && P_CheckLinedefVulnerable(line, wside, SECPART_Floor))
|
||||
{
|
||||
P_DamageSector(othersector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos());
|
||||
}
|
||||
if (ztop > (otherceilingz - EQUAL_EPSILON) && othersector->healthceiling > 0 && P_CheckLinedefVulnerable(line, wside, SECPART_Ceiling))
|
||||
{
|
||||
P_DamageSector(othersector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos());
|
||||
}
|
||||
}
|
||||
|
||||
if (line->health > 0 && P_CheckLinedefVulnerable(line, wside))
|
||||
{
|
||||
P_DamageLinedef(line, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, wside, mo->Pos());
|
||||
}
|
||||
}
|
||||
|
||||
void P_ProjectileHitPlane(AActor* mo, int part)
|
||||
{
|
||||
// detect 3d floor hit
|
||||
if (mo->Blocking3DFloor)
|
||||
{
|
||||
if (mo->Blocking3DFloor->health3d > 0)
|
||||
P_DamageSector(mo->Blocking3DFloor, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_3D, mo->Pos());
|
||||
return;
|
||||
}
|
||||
|
||||
if (part == SECPART_Floor && mo->Sector->healthfloor > 0 && P_CheckSectorVulnerable(mo->Sector, SECPART_Floor))
|
||||
P_DamageSector(mo->Sector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos());
|
||||
else if (part == SECPART_Ceiling && mo->Sector->healthceiling > 0 && P_CheckSectorVulnerable(mo->Sector, SECPART_Ceiling))
|
||||
P_DamageSector(mo->Sector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos());
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_CheckLinedefVulnerable
|
||||
|
@ -525,6 +733,8 @@ bool P_CheckLinedefVulnerable(line_t* line, int side, int sectorpart)
|
|||
|
||||
bool P_CheckSectorVulnerable(sector_t* sector, int part)
|
||||
{
|
||||
if (part == SECPART_3D)
|
||||
return true;
|
||||
FTextureID texture = sector->GetTexture((part == SECPART_Ceiling) ? sector_t::ceiling : sector_t::floor);
|
||||
secplane_t* plane = (part == SECPART_Ceiling) ? §or->ceilingplane : §or->floorplane;
|
||||
if (texture == skyflatnum)
|
||||
|
|
|
@ -17,7 +17,8 @@ struct FHealthGroup
|
|||
enum
|
||||
{
|
||||
SECPART_Floor = 0,
|
||||
SECPART_Ceiling = 1
|
||||
SECPART_Ceiling = 1,
|
||||
SECPART_3D = 2
|
||||
};
|
||||
|
||||
void P_InitHealthGroups();
|
||||
|
@ -32,6 +33,8 @@ void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype,
|
|||
|
||||
void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName damageType);
|
||||
void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage, int bombdistance, FName damagetype, int fulldamagedistance);
|
||||
void P_ProjectileHitLinedef(AActor* projectile, line_t* line);
|
||||
void P_ProjectileHitPlane(AActor* projectile, int part);
|
||||
|
||||
bool P_CheckLinedefVulnerable(line_t* line, int side, int part = -1);
|
||||
bool P_CheckSectorVulnerable(sector_t* sector, int part);
|
||||
|
|
|
@ -3522,6 +3522,12 @@ FUNC(LS_Sector_SetHealth)
|
|||
if (sector->healthfloorgroup)
|
||||
P_SetHealthGroupHealth(sector->healthfloorgroup, arg2);
|
||||
}
|
||||
else if (arg1 == SECPART_3D)
|
||||
{
|
||||
sector->health3d = arg2;
|
||||
if (sector->health3dgroup)
|
||||
P_SetHealthGroupHealth(sector->health3dgroup, arg2);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -1071,6 +1071,8 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
|
|||
tm.ceilingpic = open.ceilingpic;
|
||||
tm.ceilingline = ld;
|
||||
tm.thing->BlockingLine = ld;
|
||||
if (open.topffloor)
|
||||
tm.thing->Blocking3DFloor = open.topffloor->model;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1086,6 +1088,8 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
|
|||
tm.touchmidtex = open.touchmidtex;
|
||||
tm.abovemidtex = open.abovemidtex;
|
||||
tm.thing->BlockingLine = ld;
|
||||
if (open.bottomffloor)
|
||||
tm.thing->Blocking3DFloor = open.bottomffloor->model;
|
||||
}
|
||||
else if (open.bottom == tm.floorz)
|
||||
{
|
||||
|
|
|
@ -242,6 +242,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, co
|
|||
open.backfloorplane.SetAtHeight(LINEOPEN_MIN, sector_t::floor);
|
||||
}
|
||||
|
||||
open.topffloor = open.bottomffloor = nullptr;
|
||||
// Check 3D floors
|
||||
if (actor != NULL)
|
||||
{
|
||||
|
|
|
@ -110,6 +110,8 @@ struct FLineOpening
|
|||
int floorterrain;
|
||||
bool touchmidtex;
|
||||
bool abovemidtex;
|
||||
F3DFloor *topffloor;
|
||||
F3DFloor *bottomffloor;
|
||||
};
|
||||
|
||||
static const double LINEOPEN_MIN = -FLT_MAX;
|
||||
|
|
|
@ -296,6 +296,7 @@ DEFINE_FIELD(AActor, lastbump)
|
|||
DEFINE_FIELD(AActor, DesignatedTeam)
|
||||
DEFINE_FIELD(AActor, BlockingMobj)
|
||||
DEFINE_FIELD(AActor, BlockingLine)
|
||||
DEFINE_FIELD(AActor, Blocking3DFloor)
|
||||
DEFINE_FIELD(AActor, BlockingCeiling)
|
||||
DEFINE_FIELD(AActor, BlockingFloor)
|
||||
DEFINE_FIELD(AActor, PoisonDamage)
|
||||
|
@ -481,6 +482,7 @@ void AActor::Serialize(FSerializer &arc)
|
|||
A("smokecounter", smokecounter)
|
||||
("blockingmobj", BlockingMobj)
|
||||
A("blockingline", BlockingLine)
|
||||
A("blocking3dfloor", Blocking3DFloor)
|
||||
A("blockingceiling", BlockingCeiling)
|
||||
A("blockingfloor", BlockingFloor)
|
||||
A("visibletoteam", VisibleToTeam)
|
||||
|
@ -1947,26 +1949,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target, bool onsky)
|
|||
// [ZZ] line damage callback
|
||||
if (line)
|
||||
{
|
||||
int wside = P_PointOnLineSide(mo->Pos(), line);
|
||||
int oside = !wside;
|
||||
side_t* otherside = line->sidedef[oside];
|
||||
// check if hit upper or lower part
|
||||
if (otherside)
|
||||
{
|
||||
sector_t* othersector = otherside->sector;
|
||||
double otherfloorz = othersector->floorplane.ZatPoint(mo->Pos());
|
||||
double otherceilingz = othersector->ceilingplane.ZatPoint(mo->Pos());
|
||||
double actualz = mo->Pos().Z;
|
||||
if (actualz < otherfloorz && othersector->healthfloor > 0 && P_CheckLinedefVulnerable(line, wside, SECPART_Floor))
|
||||
P_DamageSector(othersector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos());
|
||||
if (actualz > otherceilingz && othersector->healthceiling > 0 && P_CheckLinedefVulnerable(line, wside, SECPART_Ceiling))
|
||||
P_DamageSector(othersector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos());
|
||||
}
|
||||
|
||||
if (line->health > 0 && P_CheckLinedefVulnerable(line, wside))
|
||||
{
|
||||
P_DamageLinedef(line, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, wside, mo->Pos());
|
||||
}
|
||||
P_ProjectileHitLinedef(mo, line);
|
||||
}
|
||||
|
||||
if (mo->flags3 & MF3_EXPLOCOUNT)
|
||||
|
@ -2761,13 +2744,11 @@ explode:
|
|||
}
|
||||
if (mo->BlockingCeiling) // hit floor or ceiling while XY movement
|
||||
{
|
||||
if (mo->BlockingCeiling->healthceiling > 0 && P_CheckSectorVulnerable(mo->BlockingCeiling, SECPART_Ceiling))
|
||||
P_DamageSector(mo->BlockingCeiling, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos());
|
||||
P_ProjectileHitPlane(mo, SECPART_Ceiling);
|
||||
}
|
||||
if (mo->BlockingFloor)
|
||||
{
|
||||
if (mo->BlockingFloor->healthfloor > 0 && P_CheckSectorVulnerable(mo->BlockingFloor, SECPART_Floor))
|
||||
P_DamageSector(mo->BlockingFloor, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos());
|
||||
P_ProjectileHitPlane(mo, SECPART_Floor);
|
||||
}
|
||||
P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj, onsky);
|
||||
return Oldfloorz;
|
||||
|
@ -3163,8 +3144,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
|
|||
}
|
||||
P_HitFloor (mo);
|
||||
// hit floor: direct damage callback
|
||||
if (mo->Sector->healthfloor > 0 && P_CheckSectorVulnerable(mo->Sector, SECPART_Floor))
|
||||
P_DamageSector(mo->Sector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos());
|
||||
P_ProjectileHitPlane(mo, SECPART_Floor);
|
||||
P_ExplodeMissile (mo, NULL, NULL, onsky);
|
||||
return;
|
||||
}
|
||||
|
@ -3270,8 +3250,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
|
|||
else onsky = true;
|
||||
}
|
||||
// hit ceiling: direct damage callback
|
||||
if (mo->Sector->healthceiling > 0 && P_CheckSectorVulnerable(mo->Sector, SECPART_Ceiling))
|
||||
P_DamageSector(mo->Sector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos());
|
||||
P_ProjectileHitPlane(mo, SECPART_Ceiling);
|
||||
P_ExplodeMissile (mo, NULL, NULL, onsky);
|
||||
return;
|
||||
}
|
||||
|
@ -4521,6 +4500,7 @@ void AActor::Tick ()
|
|||
BlockingMobj = nullptr;
|
||||
sector_t* oldBlockingCeiling = BlockingCeiling;
|
||||
sector_t* oldBlockingFloor = BlockingFloor;
|
||||
Blocking3DFloor = nullptr;
|
||||
BlockingFloor = nullptr;
|
||||
BlockingCeiling = nullptr;
|
||||
double oldfloorz = P_XYMovement (this, cumm);
|
||||
|
|
|
@ -297,6 +297,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sector_t &p, sector_t
|
|||
("scrolls", scroll, nul)
|
||||
("healthfloor", p.healthfloor, def->healthfloor)
|
||||
("healthceiling", p.healthceiling, def->healthceiling)
|
||||
("health3d", p.health3d, def->health3d)
|
||||
// GZDoom exclusive:
|
||||
.Array("reflect", p.reflect, def->reflect, 2, true)
|
||||
.EndObject();
|
||||
|
|
|
@ -1792,6 +1792,10 @@ public:
|
|||
sec->healthceiling = CheckInt(key);
|
||||
break;
|
||||
|
||||
case NAME_Health3D:
|
||||
sec->health3d = CheckInt(key);
|
||||
break;
|
||||
|
||||
case NAME_HealthFloorGroup:
|
||||
sec->healthfloorgroup = CheckInt(key);
|
||||
break;
|
||||
|
@ -1800,6 +1804,10 @@ public:
|
|||
sec->healthceilinggroup = CheckInt(key);
|
||||
break;
|
||||
|
||||
case NAME_Health3DGroup:
|
||||
sec->health3dgroup = CheckInt(key);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -282,6 +282,8 @@ enum
|
|||
SECSPAC_DamageCeiling=1<<12, // Trigger when ceiling is damaged
|
||||
SECSPAC_DeathFloor = 1<<13, // Trigger when floor has 0 hp
|
||||
SECSPAC_DeathCeiling= 1<<14, // Trigger when ceiling has 0 hp
|
||||
SECSPAC_Damage3D = 1<<15, // Trigger when controlled 3d floor is damaged
|
||||
SECSPAC_Death3D = 1<<16 // Trigger when controlled 3d floor has 0 hp
|
||||
};
|
||||
|
||||
struct secplane_t
|
||||
|
@ -1098,8 +1100,10 @@ public:
|
|||
// default is 0, which means no special behavior
|
||||
int healthfloor;
|
||||
int healthceiling;
|
||||
int health3d;
|
||||
int healthfloorgroup;
|
||||
int healthceilinggroup;
|
||||
int health3dgroup;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -92,6 +92,8 @@ DoomEdNums
|
|||
9601 = SecActDamageCeiling
|
||||
9602 = SecActDeathFloor
|
||||
9603 = SecActDeathCeiling
|
||||
9604 = SecActDamage3D
|
||||
9605 = SecActDeath3D
|
||||
9800 = PointLight
|
||||
9801 = PointLightPulse
|
||||
9802 = PointLightFlicker
|
||||
|
|
|
@ -184,6 +184,7 @@ class Actor : Thinker native
|
|||
native int DesignatedTeam;
|
||||
native Actor BlockingMobj;
|
||||
native Line BlockingLine;
|
||||
native Sector Blocking3DFloor;
|
||||
native Sector BlockingCeiling;
|
||||
native Sector BlockingFloor;
|
||||
native int PoisonDamage;
|
||||
|
|
|
@ -18,7 +18,9 @@ class SectorAction : Actor
|
|||
SECSPAC_DamageFloor = 1<<11,
|
||||
SECSPAC_DamageCeiling = 1<<12,
|
||||
SECSPAC_DeathFloor = 1<<13,
|
||||
SECSPAC_DeathCeiling = 1<<14
|
||||
SECSPAC_DeathCeiling = 1<<14,
|
||||
SECSPAC_Damage3D = 1<<15,
|
||||
SECSPAC_Death3D = 1<<16
|
||||
};
|
||||
|
||||
default
|
||||
|
@ -252,6 +254,30 @@ class SecActDeathCeiling : SectorAction
|
|||
override bool CanTrigger (Actor triggerer) { return !!special; }
|
||||
}
|
||||
|
||||
// Triggered when controlled 3d floor is damaged ----------------------------------
|
||||
class SecActDamage3D : SectorAction
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health SECSPAC_Damage3D;
|
||||
}
|
||||
|
||||
// [ZZ] damage is unconditional, so this as well
|
||||
override bool CanTrigger (Actor triggerer) { return !!special; }
|
||||
}
|
||||
|
||||
// Triggered when controlled 3d floor is reduced to 0 hp ----------------------------------
|
||||
class SecActDeath3D : SectorAction
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health SECSPAC_Death3D;
|
||||
}
|
||||
|
||||
// [ZZ] damage is unconditional, so this as well
|
||||
override bool CanTrigger (Actor triggerer) { return !!special; }
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Music changer. Uses the sector action class to do its job
|
||||
|
|
Loading…
Reference in a new issue