#include "p_spec.h" #include "g_levellocals.h" #include "p_destructible.h" #include "v_text.h" #include "actor.h" #include "p_trace.h" #include "p_lnspec.h" #include "r_sky.h" #include "p_local.h" #include "p_maputl.h" #include "c_cvars.h" #include "serializer.h" //========================================================================== // // [ZZ] Geometry damage logic callbacks // //========================================================================== void P_SetHealthGroupHealth(int group, int health) { FHealthGroup* grp = P_GetHealthGroup(group); if (!grp) return; grp->health = health; // now set health of all linked objects to the same as this one for (unsigned i = 0; i < grp->lines.Size(); i++) { line_t* lline = grp->lines[i]; lline->health = health; } // for (unsigned i = 0; i < grp->sectors.Size(); i++) { sector_t* lsector = grp->sectors[i]; if (lsector->healthceilinggroup == group) lsector->healthceiling = health; if (lsector->healthfloorgroup == group) lsector->healthfloor = health; } } void P_DamageHealthGroup(FHealthGroup* grp, void* object, AActor* source, int damage, FName damagetype, int side, int part, DVector3 position) { if (!grp) return; int group = grp->id; // now set health of all linked objects to the same as this one for (unsigned i = 0; i < grp->lines.Size(); i++) { line_t* lline = grp->lines[i]; if (lline == object) continue; lline->health = grp->health + damage; P_DamageLinedef(lline, source, damage, damagetype, side, position, false); } // for (unsigned i = 0; i < grp->sectors.Size(); i++) { sector_t* lsector = grp->sectors[i]; if (lsector->healthceilinggroup == group && (lsector != object || part != SECPART_Ceiling)) { lsector->healthceiling = grp->health + damage; P_DamageSector(lsector, source, damage, damagetype, SECPART_Ceiling, position, false); } if (lsector->healthfloorgroup == group && (lsector != object || part != SECPART_Floor)) { lsector->healthfloor = grp->health + damage; P_DamageSector(lsector, source, damage, damagetype, SECPART_Floor, position, false); } } } void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool dogroups) { line->health -= damage; if (line->health < 0) line->health = 0; // callbacks here // first off, call special if needed if ((line->activation & SPAC_Damage) || ((line->activation & SPAC_Death) && !line->health)) { int activateon = SPAC_Damage; if (!line->health) activateon |= SPAC_Death; P_ActivateLine(line, source, side, activateon&line->activation, &position); } if (dogroups && line->healthgroup) { FHealthGroup* grp = P_GetHealthGroup(line->healthgroup); if (grp) grp->health = line->health; P_DamageHealthGroup(grp, line, source, damage, damagetype, side, -1, position); } //Printf("P_DamageLinedef: %d damage (type=%s, source=%p), new health = %d\n", damage, damagetype.GetChars(), source, line->health); } void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool dogroups) { int sectorhealth = (part == SECPART_Ceiling) ? sector->healthceiling : sector->healthfloor; int newhealth = sectorhealth - damage; if (newhealth < 0) newhealth = 0; if (part == SECPART_Ceiling) sector->healthceiling = newhealth; else sector->healthfloor = newhealth; // callbacks here int dmg = (part == SECPART_Ceiling) ? SECSPAC_DamageCeiling : SECSPAC_DamageFloor; int dth = (part == SECPART_Ceiling) ? SECSPAC_DeathCeiling : SECSPAC_DeathFloor; if (sector->SecActTarget) { sector->TriggerSectorActions(source, dmg); if (newhealth == 0) sector->TriggerSectorActions(source, dth); } int group = (part == SECPART_Ceiling) ? sector->healthceilinggroup : sector->healthfloorgroup; if (dogroups && group) { FHealthGroup* grp = P_GetHealthGroup(group); if (grp) grp->health = newhealth; P_DamageHealthGroup(grp, sector, source, damage, damagetype, 0, part, position); } //Printf("P_DamageSector: %d damage (type=%s, position=%s, source=%p), new health = %d\n", damage, damagetype.GetChars(), (part == SECPART_Ceiling) ? "ceiling" : "floor", source, newhealth); } //=========================================================================== // // // //=========================================================================== FHealthGroup* P_GetHealthGroup(int id) { FHealthGroup* grp = level.healthGroups.CheckKey(id); return grp; } FHealthGroup* P_GetHealthGroupOrNew(int id, int health) { FHealthGroup* grp = level.healthGroups.CheckKey(id); if (!grp) { FHealthGroup newgrp; newgrp.id = id; newgrp.health = health; grp = &(level.healthGroups.Insert(id, newgrp)); } return grp; } void P_InitHealthGroups() { level.healthGroups.Clear(); TArray groupsInError; for (unsigned i = 0; i < level.lines.Size(); i++) { line_t* lline = &level.lines[i]; if (lline->healthgroup > 0) { FHealthGroup* grp = P_GetHealthGroupOrNew(lline->healthgroup, lline->health); if (grp->health != lline->health) { Printf(TEXTCOLOR_RED "Warning: line %d in health group %d has different starting health (line health = %d, group health = %d)\n", i, lline->healthgroup, lline->health, grp->health); groupsInError.Push(lline->healthgroup); if (lline->health > grp->health) grp->health = lline->health; } grp->lines.Push(lline); } } for (unsigned i = 0; i < level.sectors.Size(); i++) { sector_t* lsector = &level.sectors[i]; if (lsector->healthceilinggroup > 0) { FHealthGroup* grp = P_GetHealthGroupOrNew(lsector->healthceilinggroup, lsector->healthceiling); if (grp->health != lsector->healthceiling) { Printf(TEXTCOLOR_RED "Warning: sector ceiling %d in health group %d has different starting health (ceiling health = %d, group health = %d)\n", i, lsector->healthceilinggroup, lsector->healthceiling, grp->health); groupsInError.Push(lsector->healthceilinggroup); if (lsector->healthceiling > grp->health) grp->health = lsector->healthceiling; } grp->sectors.Push(lsector); } if (lsector->healthfloorgroup > 0) { FHealthGroup* grp = P_GetHealthGroupOrNew(lsector->healthfloorgroup, lsector->healthfloor); if (grp->health != lsector->healthfloor) { Printf(TEXTCOLOR_RED "Warning: sector floor %d in health group %d has different starting health (floor health = %d, group health = %d)\n", i, lsector->healthfloorgroup, lsector->healthfloor, grp->health); groupsInError.Push(lsector->healthfloorgroup); if (lsector->healthfloor > grp->health) grp->health = lsector->healthfloor; } if (lsector->healthceilinggroup != lsector->healthfloorgroup) grp->sectors.Push(lsector); } } for (unsigned i = 0; i < groupsInError.Size(); i++) { FHealthGroup* grp = P_GetHealthGroup(groupsInError[i]); Printf(TEXTCOLOR_GOLD "Health group %d is using the highest found health value of %d", groupsInError[i], grp->health); } } //========================================================================== // // P_GeometryLineAttack // // Applies hitscan damage to geometry (lines and sectors with health>0) //========================================================================== void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName damageType) { // [ZZ] hitscan geometry damage logic // if (trace.HitType == TRACE_HitWall && P_CheckLinedefVulnerable(trace.Line, trace.Side)) { if (trace.Tier == TIER_Lower || trace.Tier == TIER_Upper) // process back sector health if any { sector_t* backsector = (trace.Line->sidedef[!trace.Side] ? trace.Line->sidedef[!trace.Side]->sector : nullptr); int sectorhealth = 0; if (backsector && trace.Tier == TIER_Lower && backsector->healthfloor > 0 && P_CheckLinedefVulnerable(trace.Line, trace.Side, SECPART_Floor)) sectorhealth = backsector->healthfloor; if (backsector && trace.Tier == TIER_Upper && backsector->healthceiling > 0 && P_CheckLinedefVulnerable(trace.Line, trace.Side, SECPART_Ceiling)) sectorhealth = backsector->healthceiling; if (sectorhealth > 0) { P_DamageSector(backsector, thing, damage, damageType, (trace.Tier == TIER_Upper) ? SECPART_Ceiling : SECPART_Floor, trace.HitPos); } } // always process linedef health if any if (trace.Line->health > 0) { P_DamageLinedef(trace.Line, thing, damage, damageType, trace.Side, trace.HitPos); } // fake floors are not handled } else if (trace.HitType == TRACE_HitFloor || trace.HitType == TRACE_HitCeiling) { int sectorhealth = 0; if (trace.HitType == TRACE_HitFloor && trace.Sector->healthfloor > 0 && P_CheckSectorVulnerable(trace.Sector, SECPART_Floor)) sectorhealth = trace.Sector->healthfloor; if (trace.HitType == TRACE_HitCeiling && trace.Sector->healthceiling > 0 && P_CheckSectorVulnerable(trace.Sector, SECPART_Ceiling)) sectorhealth = trace.Sector->healthceiling; if (sectorhealth > 0) { P_DamageSector(trace.Sector, thing, damage, damageType, (trace.HitType == TRACE_HitCeiling) ? SECPART_Ceiling : SECPART_Floor, trace.HitPos); } } } //========================================================================== // // P_GeometryRadiusAttack // // Applies radius damage to destructible geometry (lines and sectors with health>0) //========================================================================== struct pgra_data_t { DVector3 pos; line_t* line; sector_t* sector; int secpart; }; // we use this horizontally for 2D wall distance, and in a bit fancier way for 3D wall distance static DVector2 PGRA_ClosestPointOnLine2D(DVector2 x, DVector2 p1, DVector2 p2) { DVector2 p2p1 = (p2 - p1); DVector2 xp1 = (x - p1); double r = p2p1 | xp1; double len = p2p1.Length(); r /= len; if (r < 0) return p1; if (r > len) return p2; return p1 + p2p1.Unit() * r; } static void PGRA_InsertIfCloser(TMap& damageGroupPos, int group, DVector3 pt, DVector3 check, sector_t* checksector, sector_t* sector, line_t* line, int secpart) { // simple solid geometry sight check between "check" and "pt" // expected - Trace hits nothing DVector3 ptVec = (pt - check); double ptDst = ptVec.Length() - 0.5; ptVec.MakeUnit(); FTraceResults res; bool isblocked = Trace(check, checksector, ptVec, ptDst, 0, 0xFFFFFFFF, nullptr, res); if (isblocked) return; pgra_data_t* existing = damageGroupPos.CheckKey(group); // not present or distance is closer if (!existing || (((*existing).pos - check).Length() > (pt - check).Length())) { if (!existing) existing = &damageGroupPos.Insert(group, pgra_data_t()); existing->pos = pt; existing->line = line; existing->sector = sector; existing->secpart = secpart; } } EXTERN_CVAR(Float, splashfactor); void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage, int bombdistance, FName damagetype, int fulldamagedistance) { TMap damageGroupPos; double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance); // now, this is not entirely correct... but sector actions still _do_ require a valid source actor to trigger anything if (!bombspot) return; if (!bombsource) bombsource = bombspot; // check current sector floor and ceiling. this is the only *sector* checked, otherwise only use lines // a bit imprecise, but should work sector_t* srcsector = bombspot->Sector; if (srcsector->healthceiling > 0) { double dstceiling = srcsector->ceilingplane.Normal() | (bombspot->Pos() + srcsector->ceilingplane.Normal()*srcsector->ceilingplane.D); DVector3 spotTo = bombspot->Pos() - srcsector->ceilingplane.Normal() * dstceiling; int grp = srcsector->healthceilinggroup; if (grp <= 0) grp = 0x80000000 | (srcsector->sectornum & 0x7FFFFFFF); PGRA_InsertIfCloser(damageGroupPos, grp, spotTo, bombspot->Pos(), srcsector, srcsector, nullptr, SECPART_Ceiling); } if (srcsector->healthfloor > 0) { double dstfloor = srcsector->floorplane.Normal() | (bombspot->Pos() + srcsector->floorplane.Normal()*srcsector->floorplane.D); DVector3 spotTo = bombspot->Pos() - srcsector->floorplane.Normal() * dstfloor; int grp = srcsector->healthfloorgroup; if (grp <= 0) grp = 0x40000000 | (srcsector->sectornum & 0x7FFFFFFF); PGRA_InsertIfCloser(damageGroupPos, grp, spotTo, bombspot->Pos(), srcsector, srcsector, nullptr, SECPART_Floor); } // enumerate all lines around FBoundingBox bombbox(bombspot->X(), bombspot->Y(), bombdistance * 16); FBlockLinesIterator it(bombbox); line_t* ln; int vc = validcount; TArray lines; while ((ln = it.Next())) // iterator and Trace both use validcount and interfere with each other lines.Push(ln); for (unsigned i = 0; i < lines.Size(); i++) { ln = lines[i]; DVector2 pos2d = bombspot->Pos().XY(); int sd = P_PointOnLineSide(pos2d, ln); side_t* side = ln->sidedef[sd]; if (!side) continue; sector_t* sector = side->sector; side_t* otherside = ln->sidedef[!sd]; sector_t* othersector = otherside ? otherside->sector : nullptr; if (!ln->health && (!othersector || (!othersector->healthfloor && !othersector->healthceiling))) continue; // non-interactive geometry DVector2 to2d = PGRA_ClosestPointOnLine2D(bombspot->Pos().XY(), side->V1()->p, side->V2()->p); // this gives us x/y double distto2d = (to2d - pos2d).Length(); 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. z_top1 = sector->ceilingplane.ZatPoint(to2d); z_bottom1 = sector->floorplane.ZatPoint(to2d); DVector3 to3d_fullheight(to2d.X, to2d.Y, clamp(bombspot->Z(), z_bottom1, z_top1)); if (ln->health && P_CheckLinedefVulnerable(ln, sd)) { bool cantdamage = false; bool linefullheight = othersector && !!(ln->flags & (ML_BLOCKEVERYTHING)); // decide specific position to affect on a line. if (!linefullheight) { z_top2 = othersector->ceilingplane.ZatPoint(to2d); z_bottom2 = othersector->floorplane.ZatPoint(to2d); double bombz = bombspot->Z(); if (z_top2 > z_top1) z_top2 = z_top1; if (z_bottom2 < z_bottom1) z_bottom2 = z_bottom1; if (bombz <= z_top2 && bombz >= z_bottom2) // between top and bottom opening to3d_fullheight.Z = (z_top2 - bombz < bombz - z_bottom2) ? z_top2 : z_bottom2; else if (bombz < z_bottom2 && bombz >= z_bottom1) to3d_fullheight.Z = clamp(bombz, z_bottom1, z_bottom2); else if (bombz > z_top2 && bombz <= z_top1) to3d_fullheight.Z = clamp(bombz, z_top2, z_top1); else cantdamage = true; } if (!cantdamage) { if (ln->healthgroup) { PGRA_InsertIfCloser(damageGroupPos, ln->healthgroup, to3d_fullheight, bombspot->Pos(), srcsector, nullptr, ln, -1); } else { // otherwise just damage line double dst = (to3d_fullheight - bombspot->Pos()).Length(); int damage = 0; if (dst < bombdistance) { dst = clamp(dst - (double)fulldamagedistance, 0, dst); damage = (int)((double)bombdamage * (1. - dst * bombdistancefloat)); if (bombsource == bombspot) damage = (int)(damage * splashfactor); } P_DamageLinedef(ln, bombsource, damage, damagetype, sd, to3d_fullheight); } } } if (othersector && othersector->healthceiling && P_CheckLinedefVulnerable(ln, sd, SECPART_Ceiling)) { z_top2 = othersector->ceilingplane.ZatPoint(to2d); if (z_top2 < z_top1) // we have front side to hit against { DVector3 to3d_upper(to2d.X, to2d.Y, clamp(bombspot->Z(), z_top2, z_top1)); int grp = othersector->healthceilinggroup; if (grp <= 0) grp = 0x80000000 | (othersector->sectornum & 0x7FFFFFFF); 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); PGRA_InsertIfCloser(damageGroupPos, grp, to3d_lower, bombspot->Pos(), srcsector, othersector, nullptr, SECPART_Floor); } } } // damage health groups and sectors. // if group & 0x80000000, this is sector ceiling without health group // if grpup & 0x40000000, this is sector floor without health group // otherwise this is some object in health group TMap::ConstIterator damageGroupIt(damageGroupPos); TMap::ConstPair* damageGroupPair; while (damageGroupIt.NextPair(damageGroupPair)) { DVector3 pos = damageGroupPair->Value.pos; double dst = (pos - bombspot->Pos()).Length(); int damage = 0; if (dst < bombdistance) { dst = clamp(dst - (double)fulldamagedistance, 0, dst); damage = (int)((double)bombdamage * (1. - dst * bombdistancefloat)); if (bombsource == bombspot) damage = (int)(damage * splashfactor); } // for debug //P_SpawnParticle(damageGroupPair->Value.pos, DVector3(), DVector3(), PalEntry(0xFF, 0x00, 0x00), 1.0, 35, 5.0, 0.0, 0.0, 0); int grp = damageGroupPair->Key; if (grp & 0x80000000) // sector ceiling { assert(damageGroupPair->Value.sector != nullptr); P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_Ceiling, pos); } else if (grp & 0x40000000) // sector floor { assert(damageGroupPair->Value.sector != nullptr); P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_Floor, pos); } else { assert((damageGroupPair->Value.sector != nullptr) != (damageGroupPair->Value.line != nullptr)); if (damageGroupPair->Value.line != nullptr) P_DamageLinedef(damageGroupPair->Value.line, bombsource, damage, damagetype, P_PointOnLineSide(pos.XY(), damageGroupPair->Value.line), pos); else P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, damageGroupPair->Value.secpart, pos); } } } //========================================================================== // // P_CheckLinedefVulnerable // // If sectorpart is <0: returns if linedef is damageable directly // If sectorpart is valid (SECPART_ enum): returns if sector on sidedef is // damageable through this line at specified sectorpart //========================================================================== bool P_CheckLinedefVulnerable(line_t* line, int side, int sectorpart) { if (line->special == Line_Horizon) return false; side_t* sidedef = line->sidedef[side]; if (!sidedef) return false; return true; } //========================================================================== // // P_CheckSectorVulnerable // // Returns true if sector's floor or ceiling is directly damageable //========================================================================== bool P_CheckSectorVulnerable(sector_t* sector, int part) { 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) return false; return true; } /// FSerializer &Serialize(FSerializer &arc, const char *key, FHealthGroup& g, FHealthGroup *def) { if (arc.BeginObject(key)) { arc("id", g.id) ("health", g.health) .EndObject(); } return arc; } void P_SerializeHealthGroups(FSerializer& arc) { // todo : stuff if (arc.BeginArray("healthgroups")) { if (arc.isReading()) { TArray readGroups; int sz = arc.ArraySize(); for (int i = 0; i < sz; i++) { FHealthGroup grp; arc(nullptr, grp); FHealthGroup* existinggrp = P_GetHealthGroup(grp.id); if (!existinggrp) continue; existinggrp->health = grp.health; } } else { TMap::ConstIterator it(level.healthGroups); TMap::ConstPair* pair; while (it.NextPair(pair)) { FHealthGroup grp = pair->Value; arc(nullptr, grp); } } arc.EndArray(); } }