2008-01-27 11:25:03 +00:00
|
|
|
// Emacs style mode select -*- C++ -*-
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// $Id:$
|
|
|
|
//
|
|
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
|
|
//
|
|
|
|
// This source is available for distribution and/or modification
|
|
|
|
// only under the terms of the DOOM Source Code License as
|
|
|
|
// published by id Software. All rights reserved.
|
|
|
|
//
|
|
|
|
// The source is distributed in the hope that it will be useful,
|
|
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
|
|
|
// for more details.
|
|
|
|
//
|
|
|
|
// $Log:$
|
|
|
|
//
|
|
|
|
// DESCRIPTION:
|
|
|
|
// Handling interactions (i.e., collisions).
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Data.
|
|
|
|
#include "doomdef.h"
|
|
|
|
#include "gstrings.h"
|
|
|
|
|
|
|
|
#include "doomstat.h"
|
|
|
|
|
|
|
|
#include "m_random.h"
|
|
|
|
#include "i_system.h"
|
|
|
|
#include "announcer.h"
|
|
|
|
|
|
|
|
#include "am_map.h"
|
|
|
|
|
|
|
|
#include "c_console.h"
|
|
|
|
#include "c_dispatch.h"
|
|
|
|
|
|
|
|
#include "p_local.h"
|
|
|
|
|
|
|
|
#include "p_lnspec.h"
|
|
|
|
#include "p_effect.h"
|
|
|
|
#include "p_acs.h"
|
|
|
|
|
|
|
|
#include "b_bot.h" //Added by MC:
|
|
|
|
|
|
|
|
#include "ravenshared.h"
|
|
|
|
#include "a_hexenglobal.h"
|
|
|
|
#include "a_sharedglobal.h"
|
|
|
|
#include "a_pickups.h"
|
|
|
|
#include "gi.h"
|
|
|
|
#include "templates.h"
|
|
|
|
#include "sbar.h"
|
|
|
|
#include "s_sound.h"
|
2008-09-15 23:47:00 +00:00
|
|
|
#include "g_level.h"
|
|
|
|
#include "d_net.h"
|
|
|
|
#include "d_netinf.h"
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
static FRandom pr_obituary ("Obituary");
|
|
|
|
static FRandom pr_botrespawn ("BotRespawn");
|
|
|
|
static FRandom pr_killmobj ("ActorDie");
|
|
|
|
static FRandom pr_damagemobj ("ActorTakeDamage");
|
|
|
|
static FRandom pr_lightning ("LightningDamage");
|
|
|
|
static FRandom pr_poison ("PoisonDamage");
|
|
|
|
static FRandom pr_switcher ("SwitchTarget");
|
|
|
|
|
|
|
|
CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
|
|
|
|
CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
|
|
|
|
EXTERN_CVAR (Bool, show_obituaries)
|
|
|
|
|
|
|
|
|
|
|
|
FName MeansOfDeath;
|
|
|
|
bool FriendlyFire;
|
|
|
|
|
|
|
|
//
|
|
|
|
// GET STUFF
|
|
|
|
//
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_TouchSpecialThing
|
|
|
|
//
|
|
|
|
void P_TouchSpecialThing (AActor *special, AActor *toucher)
|
|
|
|
{
|
|
|
|
fixed_t delta = special->z - toucher->z;
|
|
|
|
|
|
|
|
if (delta > toucher->height || delta < -32*FRACUNIT)
|
|
|
|
{ // out of reach
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Dead thing touching.
|
|
|
|
// Can happen with a sliding player corpse.
|
|
|
|
if (toucher->health <= 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
//Added by MC: Finished with this destination.
|
|
|
|
if (toucher->player != NULL && toucher->player->isbot && special == toucher->player->dest)
|
|
|
|
{
|
|
|
|
toucher->player->prev = toucher->player->dest;
|
|
|
|
toucher->player->dest = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
special->Touch (toucher);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// [RH]
|
|
|
|
// SexMessage: Replace parts of strings with gender-specific pronouns
|
|
|
|
//
|
|
|
|
// The following expansions are performed:
|
|
|
|
// %g -> he/she/it
|
|
|
|
// %h -> him/her/it
|
|
|
|
// %p -> his/her/its
|
|
|
|
// %o -> other (victim)
|
|
|
|
// %k -> killer
|
|
|
|
//
|
|
|
|
void SexMessage (const char *from, char *to, int gender, const char *victim, const char *killer)
|
|
|
|
{
|
|
|
|
static const char *genderstuff[3][3] =
|
|
|
|
{
|
|
|
|
{ "he", "him", "his" },
|
|
|
|
{ "she", "her", "her" },
|
|
|
|
{ "it", "it", "its" }
|
|
|
|
};
|
|
|
|
static const int gendershift[3][3] =
|
|
|
|
{
|
|
|
|
{ 2, 3, 3 },
|
|
|
|
{ 3, 3, 3 },
|
|
|
|
{ 2, 2, 3 }
|
|
|
|
};
|
|
|
|
const char *subst = NULL;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (*from != '%')
|
|
|
|
{
|
|
|
|
*to++ = *from;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int gendermsg = -1;
|
|
|
|
|
|
|
|
switch (from[1])
|
|
|
|
{
|
|
|
|
case 'g': gendermsg = 0; break;
|
|
|
|
case 'h': gendermsg = 1; break;
|
|
|
|
case 'p': gendermsg = 2; break;
|
|
|
|
case 'o': subst = victim; break;
|
|
|
|
case 'k': subst = killer; break;
|
|
|
|
}
|
|
|
|
if (subst != NULL)
|
|
|
|
{
|
|
|
|
size_t len = strlen (subst);
|
|
|
|
memcpy (to, subst, len);
|
|
|
|
to += len;
|
|
|
|
from++;
|
|
|
|
subst = NULL;
|
|
|
|
}
|
|
|
|
else if (gendermsg < 0)
|
|
|
|
{
|
|
|
|
*to++ = '%';
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
strcpy (to, genderstuff[gender][gendermsg]);
|
|
|
|
to += gendershift[gender][gendermsg];
|
|
|
|
from++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} while (*from++);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH]
|
|
|
|
// ClientObituary: Show a message when a player dies
|
|
|
|
//
|
|
|
|
void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker)
|
|
|
|
{
|
|
|
|
FName mod;
|
|
|
|
const char *message;
|
|
|
|
const char *messagename;
|
|
|
|
char gendermessage[1024];
|
|
|
|
bool friendly;
|
|
|
|
int gender;
|
|
|
|
|
|
|
|
// No obituaries for non-players, voodoo dolls or when not wanted
|
|
|
|
if (self->player == NULL || self->player->mo != self || !show_obituaries)
|
|
|
|
return;
|
|
|
|
|
|
|
|
gender = self->player->userinfo.gender;
|
|
|
|
|
|
|
|
// Treat voodoo dolls as unknown deaths
|
|
|
|
if (inflictor && inflictor->player == self->player)
|
|
|
|
MeansOfDeath = NAME_None;
|
|
|
|
|
|
|
|
if (multiplayer && !deathmatch)
|
|
|
|
FriendlyFire = true;
|
|
|
|
|
|
|
|
friendly = FriendlyFire;
|
|
|
|
mod = MeansOfDeath;
|
|
|
|
message = NULL;
|
|
|
|
messagename = NULL;
|
|
|
|
|
|
|
|
if (attacker == NULL || attacker->player != NULL)
|
|
|
|
{
|
|
|
|
if (mod == NAME_Telefrag)
|
|
|
|
{
|
|
|
|
if (AnnounceTelefrag (attacker, self))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (AnnounceKill (attacker, self))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (mod)
|
|
|
|
{
|
|
|
|
case NAME_Suicide: messagename = "OB_SUICIDE"; break;
|
|
|
|
case NAME_Falling: messagename = "OB_FALLING"; break;
|
|
|
|
case NAME_Crush: messagename = "OB_CRUSH"; break;
|
|
|
|
case NAME_Exit: messagename = "OB_EXIT"; break;
|
|
|
|
case NAME_Drowning: messagename = "OB_WATER"; break;
|
|
|
|
case NAME_Slime: messagename = "OB_SLIME"; break;
|
|
|
|
case NAME_Fire: if (attacker == NULL) messagename = "OB_LAVA"; break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (messagename != NULL)
|
|
|
|
message = GStrings(messagename);
|
|
|
|
|
|
|
|
if (attacker != NULL && message == NULL)
|
|
|
|
{
|
|
|
|
if (attacker == self)
|
|
|
|
{
|
|
|
|
message = GStrings("OB_KILLEDSELF");
|
|
|
|
}
|
|
|
|
else if (attacker->player == NULL)
|
|
|
|
{
|
|
|
|
if (mod == NAME_Telefrag)
|
|
|
|
{
|
|
|
|
message = GStrings("OB_MONTELEFRAG");
|
|
|
|
}
|
|
|
|
else if (mod == NAME_Melee)
|
|
|
|
{
|
|
|
|
message = attacker->GetClass()->Meta.GetMetaString (AMETA_HitObituary);
|
|
|
|
if (message == NULL)
|
|
|
|
{
|
|
|
|
message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (message == NULL && attacker != NULL && attacker->player != NULL)
|
|
|
|
{
|
|
|
|
if (friendly)
|
|
|
|
{
|
|
|
|
attacker->player->fragcount -= 2;
|
|
|
|
attacker->player->frags[attacker->player - players]++;
|
|
|
|
self = attacker;
|
|
|
|
gender = self->player->userinfo.gender;
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (gendermessage, countof(gendermessage), "OB_FRIENDLY%c", '1' + (pr_obituary() & 3));
|
2008-01-27 11:25:03 +00:00
|
|
|
message = GStrings(gendermessage);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (mod == NAME_Telefrag) message = GStrings("OB_MPTELEFRAG");
|
|
|
|
if (message == NULL)
|
|
|
|
{
|
|
|
|
if (inflictor != NULL)
|
|
|
|
{
|
|
|
|
message = inflictor->GetClass()->Meta.GetMetaString (AMETA_Obituary);
|
|
|
|
}
|
|
|
|
if (message == NULL && attacker->player->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
message = attacker->player->ReadyWeapon->GetClass()->Meta.GetMetaString (AMETA_Obituary);
|
|
|
|
}
|
|
|
|
if (message == NULL)
|
|
|
|
{
|
|
|
|
switch (mod)
|
|
|
|
{
|
|
|
|
case NAME_BFGSplash: messagename = "OB_MPBFG_SPLASH"; break;
|
|
|
|
case NAME_Railgun: messagename = "OB_RAILGUN"; break;
|
|
|
|
}
|
|
|
|
if (messagename != NULL)
|
|
|
|
message = GStrings(messagename);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else attacker = self; // for the message creation
|
|
|
|
|
|
|
|
if (message != NULL && message[0] == '$')
|
|
|
|
{
|
|
|
|
message=GStrings[message+1];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (message == NULL)
|
|
|
|
{
|
|
|
|
message = GStrings("OB_DEFAULT");
|
|
|
|
}
|
|
|
|
|
|
|
|
SexMessage (message, gendermessage, gender,
|
|
|
|
self->player->userinfo.netname, attacker->player->userinfo.netname);
|
|
|
|
Printf (PRINT_MEDIUM, "%s\n", gendermessage);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// KillMobj
|
|
|
|
//
|
|
|
|
EXTERN_CVAR (Int, fraglimit)
|
|
|
|
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
static int GibHealth(AActor *actor)
|
|
|
|
{
|
|
|
|
return -abs(
|
|
|
|
actor->GetClass()->Meta.GetMetaInt (
|
|
|
|
AMETA_GibHealth,
|
2008-09-01 19:08:19 +00:00
|
|
|
gameinfo.gametype & GAME_DoomChex ?
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
-actor->GetDefault()->health :
|
|
|
|
-actor->GetDefault()->health/2));
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void AActor::Die (AActor *source, AActor *inflictor)
|
|
|
|
{
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
// Handle possible unmorph on death
|
|
|
|
bool wasgibbed = (health < GibHealth(this));
|
|
|
|
AActor *realthis = NULL;
|
|
|
|
int realstyle = 0;
|
|
|
|
int realhealth = 0;
|
|
|
|
if (P_MorphedDeath(this, &realthis, &realstyle, &realhealth))
|
|
|
|
{
|
|
|
|
if (!(realstyle & MORPH_UNDOBYDEATHSAVES))
|
|
|
|
{
|
|
|
|
if (wasgibbed)
|
|
|
|
{
|
|
|
|
int realgibhealth = GibHealth(realthis);
|
|
|
|
if (realthis->health >= realgibhealth)
|
|
|
|
{
|
|
|
|
realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
realthis->Die(source, inflictor);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
// [SO] 9/2/02 -- It's rather funny to see an exploded player body with the invuln sparkle active :)
|
|
|
|
effects &= ~FX_RESPAWNINVUL;
|
|
|
|
//flags &= ~MF_INVINCIBLE;
|
|
|
|
|
|
|
|
if (debugfile && this->player)
|
|
|
|
{
|
|
|
|
static int dieticks[MAXPLAYERS];
|
2008-09-15 23:47:00 +00:00
|
|
|
int pnum = int(this->player-players);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (dieticks[pnum] == gametic)
|
|
|
|
gametic=gametic;
|
|
|
|
dieticks[pnum] = gametic;
|
|
|
|
fprintf (debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
|
|
|
|
this->player->cheats&CF_PREDICTING?"predicting":"real");
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Notify this actor's items.
|
|
|
|
for (AInventory *item = Inventory; item != NULL; )
|
|
|
|
{
|
|
|
|
AInventory *next = item->Inventory;
|
|
|
|
item->OwnerDied();
|
|
|
|
item = next;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (flags & MF_MISSILE)
|
|
|
|
{ // [RH] When missiles die, they just explode
|
|
|
|
P_ExplodeMissile (this, NULL, NULL);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// [RH] Set the target to the thing that killed it. Strife apparently does this.
|
|
|
|
if (source != NULL)
|
|
|
|
{
|
|
|
|
target = source;
|
|
|
|
}
|
|
|
|
|
|
|
|
flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
|
|
|
|
if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
|
|
|
|
flags |= MF_DROPOFF;
|
2008-06-28 13:29:59 +00:00
|
|
|
if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // [RH] Only monsters get to be corpses.
|
|
|
|
// Objects with a raise state should get the flag as well so they can
|
|
|
|
// be revived by an Arch-Vile. Batman Doom needs this.
|
|
|
|
flags |= MF_CORPSE;
|
|
|
|
}
|
|
|
|
// [RH] Allow the death height to be overridden using metadata.
|
|
|
|
fixed_t metaheight = 0;
|
|
|
|
if (DamageType == NAME_Fire)
|
|
|
|
{
|
|
|
|
metaheight = GetClass()->Meta.GetMetaFixed (AMETA_BurnHeight);
|
|
|
|
}
|
|
|
|
if (metaheight == 0)
|
|
|
|
{
|
|
|
|
metaheight = GetClass()->Meta.GetMetaFixed (AMETA_DeathHeight);
|
|
|
|
}
|
|
|
|
if (metaheight != 0)
|
|
|
|
{
|
|
|
|
height = MAX<fixed_t> (metaheight, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
height >>= 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] If the thing has a special, execute and remove it
|
|
|
|
// Note that the thing that killed it is considered
|
|
|
|
// the activator of the script.
|
|
|
|
// New: In Hexen, the thing that died is the activator,
|
|
|
|
// so now a level flag selects who the activator gets to be.
|
|
|
|
if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER)))
|
|
|
|
{
|
|
|
|
LineSpecials[special] (NULL, level.flags & LEVEL_ACTOWNSPECIAL
|
|
|
|
? this : source, false, args[0], args[1], args[2], args[3], args[4]);
|
|
|
|
special = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CountsAsKill())
|
|
|
|
level.killed_monsters++;
|
|
|
|
|
|
|
|
if (source && source->player)
|
|
|
|
{
|
|
|
|
if (CountsAsKill())
|
|
|
|
{ // count for intermission
|
|
|
|
source->player->killcount++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Don't count any frags at level start, because they're just telefrags
|
|
|
|
// resulting from insufficient deathmatch starts, and it wouldn't be
|
|
|
|
// fair to count them toward a player's score.
|
|
|
|
if (player && level.maptime)
|
|
|
|
{
|
|
|
|
source->player->frags[player - players]++;
|
|
|
|
if (player == source->player) // [RH] Cumulative frag count
|
|
|
|
{
|
|
|
|
char buff[256];
|
|
|
|
|
|
|
|
player->fragcount--;
|
|
|
|
if (deathmatch && player->spreecount >= 5 && cl_showsprees)
|
|
|
|
{
|
|
|
|
SexMessage (GStrings("SPREEKILLSELF"), buff,
|
|
|
|
player->userinfo.gender, player->userinfo.netname,
|
|
|
|
player->userinfo.netname);
|
2008-11-27 23:28:48 +00:00
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
2008-01-27 11:25:03 +00:00
|
|
|
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ((dmflags2 & DF2_YES_LOSEFRAG) && deathmatch)
|
|
|
|
player->fragcount--;
|
|
|
|
|
|
|
|
++source->player->fragcount;
|
|
|
|
++source->player->spreecount;
|
|
|
|
if (source->player->morphTics)
|
|
|
|
{ // Make a super chicken
|
|
|
|
source->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
|
|
|
|
}
|
|
|
|
if (deathmatch && cl_showsprees)
|
|
|
|
{
|
|
|
|
const char *spreemsg;
|
|
|
|
char buff[256];
|
|
|
|
|
|
|
|
switch (source->player->spreecount)
|
|
|
|
{
|
|
|
|
case 5:
|
|
|
|
spreemsg = GStrings("SPREE5");
|
|
|
|
break;
|
|
|
|
case 10:
|
|
|
|
spreemsg = GStrings("SPREE10");
|
|
|
|
break;
|
|
|
|
case 15:
|
|
|
|
spreemsg = GStrings("SPREE15");
|
|
|
|
break;
|
|
|
|
case 20:
|
|
|
|
spreemsg = GStrings("SPREE20");
|
|
|
|
break;
|
|
|
|
case 25:
|
|
|
|
spreemsg = GStrings("SPREE25");
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
spreemsg = NULL;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (spreemsg == NULL && player->spreecount >= 5)
|
|
|
|
{
|
|
|
|
if (!AnnounceSpreeLoss (this))
|
|
|
|
{
|
|
|
|
SexMessage (GStrings("SPREEOVER"), buff, player->userinfo.gender,
|
|
|
|
player->userinfo.netname, source->player->userinfo.netname);
|
2008-11-27 23:28:48 +00:00
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
2008-01-27 11:25:03 +00:00
|
|
|
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (spreemsg != NULL)
|
|
|
|
{
|
|
|
|
if (!AnnounceSpree (source))
|
|
|
|
{
|
|
|
|
SexMessage (spreemsg, buff, player->userinfo.gender,
|
|
|
|
player->userinfo.netname, source->player->userinfo.netname);
|
2008-11-27 23:28:48 +00:00
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
2008-01-27 11:25:03 +00:00
|
|
|
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Multikills
|
|
|
|
source->player->multicount++;
|
|
|
|
if (source->player->lastkilltime > 0)
|
|
|
|
{
|
|
|
|
if (source->player->lastkilltime < level.time - 3*TICRATE)
|
|
|
|
{
|
|
|
|
source->player->multicount = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (deathmatch &&
|
|
|
|
source->CheckLocalView (consoleplayer) &&
|
|
|
|
cl_showmultikills)
|
|
|
|
{
|
|
|
|
const char *multimsg;
|
|
|
|
|
|
|
|
switch (source->player->multicount)
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
multimsg = NULL;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
multimsg = GStrings("MULTI2");
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
multimsg = GStrings("MULTI3");
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
multimsg = GStrings("MULTI4");
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
multimsg = GStrings("MULTI5");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (multimsg != NULL)
|
|
|
|
{
|
|
|
|
char buff[256];
|
|
|
|
|
|
|
|
if (!AnnounceMultikill (source))
|
|
|
|
{
|
|
|
|
SexMessage (multimsg, buff, player->userinfo.gender,
|
|
|
|
player->userinfo.netname, source->player->userinfo.netname);
|
2008-11-27 23:28:48 +00:00
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
2008-01-27 11:25:03 +00:00
|
|
|
1.5f, 0.8f, 0, 0, CR_RED, 3.f, 0.5f), MAKE_ID('M','K','I','L'));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
source->player->lastkilltime = level.time;
|
|
|
|
|
|
|
|
// [RH] Implement fraglimit
|
|
|
|
if (deathmatch && fraglimit &&
|
|
|
|
fraglimit <= D_GetFragCount (source->player))
|
|
|
|
{
|
|
|
|
Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
|
|
|
|
G_ExitLevel (0, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (!multiplayer && CountsAsKill())
|
|
|
|
{
|
|
|
|
// count all monster deaths,
|
|
|
|
// even those caused by other monsters
|
|
|
|
players[0].killcount++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player)
|
|
|
|
{
|
|
|
|
// [RH] Death messages
|
|
|
|
ClientObituary (this, inflictor, source);
|
|
|
|
|
|
|
|
// Death script execution, care of Skull Tag
|
|
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);
|
|
|
|
|
|
|
|
// [RH] Force a delay between death and respawn
|
|
|
|
player->respawn_time = level.time + TICRATE;
|
|
|
|
|
|
|
|
//Added by MC: Respawn bots
|
2008-03-28 09:56:50 +00:00
|
|
|
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (player->isbot)
|
2008-03-28 09:56:50 +00:00
|
|
|
player->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
//Added by MC: Discard enemies.
|
|
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (players[i].isbot && this == players[i].enemy)
|
|
|
|
{
|
|
|
|
if (players[i].dest == players[i].enemy)
|
|
|
|
players[i].dest = NULL;
|
|
|
|
players[i].enemy = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
player->spreecount = 0;
|
|
|
|
player->multicount = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// count environment kills against you
|
|
|
|
if (!source)
|
|
|
|
{
|
|
|
|
player->frags[player - players]++;
|
|
|
|
player->fragcount--; // [RH] Cumulative frag count
|
|
|
|
}
|
|
|
|
|
|
|
|
flags &= ~MF_SOLID;
|
|
|
|
player->playerstate = PST_DEAD;
|
|
|
|
P_DropWeapon (player);
|
|
|
|
if (this == players[consoleplayer].camera && automapactive)
|
|
|
|
{
|
|
|
|
// don't die in auto map, switch view prior to dying
|
|
|
|
AM_Stop ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// [GRB] Clear extralight. When you killed yourself with weapon that
|
|
|
|
// called A_Light1/2 before it called A_Light0, extraligh remained.
|
|
|
|
player->extralight = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] If this is the unmorphed version of another monster, destroy this
|
|
|
|
// actor, because the morphed version is the one that will stick around in
|
|
|
|
// the level.
|
|
|
|
if (flags & MF_UNMORPHED)
|
|
|
|
{
|
|
|
|
Destroy ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2008-03-09 16:01:55 +00:00
|
|
|
FState *diestate = NULL;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (DamageType != NAME_None)
|
|
|
|
{
|
|
|
|
diestate = FindState (NAME_Death, DamageType, true);
|
|
|
|
if (diestate == NULL)
|
|
|
|
{
|
|
|
|
if (DamageType == NAME_Ice)
|
|
|
|
{ // If an actor doesn't have an ice death, we can still give them a generic one.
|
|
|
|
|
|
|
|
if (!deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) && (player || (flags3 & MF3_ISMONSTER)))
|
|
|
|
{
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
diestate = FindState(NAME_GenericFreezeDeath);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (diestate == NULL)
|
|
|
|
{
|
|
|
|
int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
|
|
|
|
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
int gibhealth = GibHealth(this);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-09 16:01:55 +00:00
|
|
|
// Don't pass on a damage type this actor cannot handle.
|
|
|
|
// (most importantly, prevent barrels from passing on ice damage.)
|
2008-01-27 11:25:03 +00:00
|
|
|
// Massacre must be preserved though.
|
2008-03-09 16:01:55 +00:00
|
|
|
if (DamageType != NAME_Massacre)
|
|
|
|
{
|
|
|
|
DamageType = NAME_None;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-09 16:01:55 +00:00
|
|
|
if ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // Extreme death
|
|
|
|
diestate = FindState (NAME_Death, NAME_Extreme, true);
|
2008-03-09 16:01:55 +00:00
|
|
|
// If a non-player, mark as extremely dead for the crash state.
|
|
|
|
if (diestate != NULL && player == NULL && health >= gibhealth)
|
|
|
|
{
|
|
|
|
health = gibhealth - 1;
|
|
|
|
}
|
|
|
|
// For players, mark the appropriate flag.
|
|
|
|
else if (player != NULL)
|
|
|
|
{
|
|
|
|
player->cheats |= CF_EXTREMELYDEAD;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (diestate == NULL)
|
|
|
|
{ // Normal death
|
|
|
|
diestate = FindState (NAME_Death);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (diestate != NULL)
|
|
|
|
{
|
|
|
|
SetState (diestate);
|
|
|
|
|
|
|
|
tics -= pr_killmobj() & 3;
|
|
|
|
if (tics < 1)
|
|
|
|
tics = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Destroy();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC P_AutoUseHealth
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void P_AutoUseHealth(player_t *player, int saveHealth)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int count;
|
|
|
|
const PClass *normalType = PClass::FindClass (NAME_ArtiHealth);
|
|
|
|
const PClass *superType = PClass::FindClass (NAME_ArtiSuperHealth);
|
|
|
|
AInventory *normalItem = player->mo->FindInventory (normalType);
|
|
|
|
AInventory *superItem = player->mo->FindInventory (superType);
|
|
|
|
int normalAmount, superAmount;
|
|
|
|
|
|
|
|
normalAmount = normalItem != NULL ? normalItem->Amount : 0;
|
|
|
|
superAmount = superItem != NULL ? superItem->Amount : 0;
|
|
|
|
|
|
|
|
bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth);
|
|
|
|
|
|
|
|
if (skilluse && (normalAmount*25 >= saveHealth))
|
|
|
|
{ // Use quartz flasks
|
|
|
|
count = (saveHealth+24)/25;
|
|
|
|
for(i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
player->health += 25;
|
|
|
|
if (--normalItem->Amount == 0)
|
|
|
|
{
|
|
|
|
normalItem->Destroy ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (superAmount*100 >= saveHealth)
|
|
|
|
{ // Use mystic urns
|
|
|
|
count = (saveHealth+99)/100;
|
|
|
|
for(i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
player->health += 100;
|
|
|
|
if (--superItem->Amount == 0)
|
|
|
|
{
|
|
|
|
superItem->Destroy ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (skilluse
|
|
|
|
&& (superAmount*100+normalAmount*25 >= saveHealth))
|
|
|
|
{ // Use mystic urns and quartz flasks
|
|
|
|
count = (saveHealth+24)/25;
|
|
|
|
saveHealth -= count*25;
|
|
|
|
for(i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
player->health += 25;
|
|
|
|
if (--normalItem->Amount == 0)
|
|
|
|
{
|
|
|
|
normalItem->Destroy ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
count = (saveHealth+99)/100;
|
|
|
|
for(i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
player->health += 100;
|
|
|
|
if (--superItem->Amount == 0)
|
|
|
|
{
|
|
|
|
superItem->Destroy ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
player->mo->health = player->health;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// P_AutoUseStrifeHealth
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void P_AutoUseStrifeHealth (player_t *player)
|
|
|
|
{
|
|
|
|
static const ENamedName healthnames[2] = { NAME_MedicalKit, NAME_MedPatch };
|
|
|
|
|
|
|
|
for (int i = 0; i < 2; ++i)
|
|
|
|
{
|
|
|
|
const PClass *type = PClass::FindClass (healthnames[i]);
|
|
|
|
|
|
|
|
while (player->health < 50)
|
|
|
|
{
|
|
|
|
AInventory *item = player->mo->FindInventory (type);
|
|
|
|
if (item == NULL)
|
|
|
|
break;
|
|
|
|
if (!player->mo->UseInventory (item))
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
=
|
|
|
|
= P_DamageMobj
|
|
|
|
=
|
|
|
|
= Damages both enemies and players
|
|
|
|
= inflictor is the thing that caused the damage
|
|
|
|
= creature or missile, can be NULL (slime, etc)
|
|
|
|
= source is the thing to target after taking damage
|
|
|
|
= creature or NULL
|
|
|
|
= Source and inflictor are the same for melee attacks
|
|
|
|
= source can be null for barrel explosions and other environmental stuff
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
|
|
|
|
{
|
|
|
|
unsigned ang;
|
|
|
|
player_t *player;
|
|
|
|
fixed_t thrust;
|
|
|
|
int temp;
|
|
|
|
|
|
|
|
if (target == NULL || !(target->flags & MF_SHOOTABLE))
|
|
|
|
{ // Shouldn't happen
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Spectral targets only take damage from spectral projectiles.
|
|
|
|
if (target->flags4 & MF4_SPECTRAL && damage < 1000000)
|
|
|
|
{
|
|
|
|
if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
if (target->MissileState != NULL)
|
|
|
|
{
|
|
|
|
target->SetState (target->MissileState);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (target->health <= 0)
|
|
|
|
{
|
|
|
|
if (inflictor && mod == NAME_Ice)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (target->flags & MF_ICECORPSE) // frozen
|
|
|
|
{
|
|
|
|
target->tics = 1;
|
|
|
|
target->momx = target->momy = target->momz = 0;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ((target->flags2 & MF2_INVULNERABLE) && damage < 1000000)
|
|
|
|
{ // actor is invulnerable
|
|
|
|
if (!target->player)
|
|
|
|
{
|
|
|
|
if (!inflictor || !(inflictor->flags3 & MF3_FOILINVUL))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Only in Hexen invulnerable players are excluded from getting
|
|
|
|
// thrust by damage.
|
|
|
|
if (gameinfo.gametype == GAME_Hexen) return;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
if (inflictor != NULL)
|
|
|
|
{
|
|
|
|
if (inflictor->flags5 & MF5_PIERCEARMOR) flags |= DMG_NO_ARMOR;
|
|
|
|
}
|
|
|
|
|
|
|
|
MeansOfDeath = mod;
|
|
|
|
FriendlyFire = false;
|
|
|
|
// [RH] Andy Baker's Stealth monsters
|
|
|
|
if (target->flags & MF_STEALTH)
|
|
|
|
{
|
|
|
|
target->alpha = OPAQUE;
|
|
|
|
target->visdir = -1;
|
|
|
|
}
|
|
|
|
if (target->flags & MF_SKULLFLY)
|
|
|
|
{
|
|
|
|
target->momx = target->momy = target->momz = 0;
|
|
|
|
}
|
|
|
|
if (target->flags2 & MF2_DORMANT)
|
|
|
|
{
|
|
|
|
// Invulnerable, and won't wake up
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
player = target->player;
|
|
|
|
if (player && damage > 1)
|
|
|
|
{
|
|
|
|
// Take half damage in trainer mode
|
|
|
|
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
|
|
|
}
|
|
|
|
// Special damage types
|
|
|
|
if (inflictor)
|
|
|
|
{
|
|
|
|
if (inflictor->flags4 & MF4_SPECTRAL)
|
|
|
|
{
|
|
|
|
if (player != NULL)
|
|
|
|
{
|
2008-07-19 23:52:06 +00:00
|
|
|
if (!deathmatch && inflictor->health == -1)
|
2008-01-27 11:25:03 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (target->flags4 & MF4_SPECTRAL)
|
|
|
|
{
|
2008-07-19 23:52:06 +00:00
|
|
|
if (inflictor->health == -2 && !target->IsHostile(inflictor))
|
2008-01-27 11:25:03 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
damage = inflictor->DoSpecialDamage (target, damage);
|
|
|
|
if (damage == -1)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
// Handle active damage modifiers (e.g. PowerDamage)
|
|
|
|
if (source != NULL && source->Inventory != NULL)
|
|
|
|
{
|
|
|
|
int olddam = damage;
|
|
|
|
source->Inventory->ModifyDamage(olddam, mod, damage, false);
|
|
|
|
if (olddam != damage && damage <= 0) return;
|
|
|
|
}
|
|
|
|
// Handle passive damage modifiers (e.g. PowerProtection)
|
|
|
|
if (target->Inventory != NULL)
|
|
|
|
{
|
|
|
|
int olddam = damage;
|
|
|
|
target->Inventory->ModifyDamage(olddam, mod, damage, true);
|
|
|
|
if (olddam != damage && damage <= 0) return;
|
|
|
|
}
|
|
|
|
|
2008-08-22 07:36:50 +00:00
|
|
|
DmgFactors * df = target->GetClass()->ActorInfo->DamageFactors;
|
|
|
|
if (df != NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-08-22 07:36:50 +00:00
|
|
|
fixed_t * pdf = df->CheckKey(mod);
|
|
|
|
if (pdf != NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-08-22 07:36:50 +00:00
|
|
|
damage = FixedMul(damage, *pdf);
|
|
|
|
if (damage <= 0) return;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
damage = target->TakeSpecialDamage (inflictor, source, damage, mod);
|
|
|
|
|
|
|
|
if (damage == -1)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// Push the target unless the source's weapon's kickback is 0.
|
|
|
|
// (i.e. Guantlets/Chainsaw)
|
|
|
|
if (inflictor && inflictor != target // [RH] Not if hurting own self
|
|
|
|
&& !(target->flags & MF_NOCLIP)
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
&& !(inflictor->flags2 & MF2_NODMGTHRUST)
|
|
|
|
&& !(flags & DMG_THRUSTLESS))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int kickback;
|
|
|
|
|
|
|
|
if (!source || !source->player || !source->player->ReadyWeapon)
|
|
|
|
kickback = gameinfo.defKickback;
|
|
|
|
else
|
|
|
|
kickback = source->player->ReadyWeapon->Kickback;
|
|
|
|
|
|
|
|
if (kickback)
|
|
|
|
{
|
|
|
|
AActor *origin = (source && (flags & DMG_INFLICTOR_IS_PUFF))? source : inflictor;
|
|
|
|
|
|
|
|
ang = R_PointToAngle2 (origin->x, origin->y,
|
|
|
|
target->x, target->y);
|
|
|
|
thrust = damage*(FRACUNIT>>3)*kickback / target->Mass;
|
|
|
|
// [RH] If thrust overflows, use a more reasonable amount
|
|
|
|
if (thrust < 0 || thrust > 10*FRACUNIT)
|
|
|
|
{
|
|
|
|
thrust = 10*FRACUNIT;
|
|
|
|
}
|
|
|
|
// make fall forwards sometimes
|
|
|
|
if ((damage < 40) && (damage > target->health)
|
|
|
|
&& (target->z - origin->z > 64*FRACUNIT)
|
|
|
|
&& (pr_damagemobj()&1)
|
|
|
|
// [RH] But only if not too fast and not flying
|
|
|
|
&& thrust < 10*FRACUNIT
|
|
|
|
&& !(target->flags & MF_NOGRAVITY))
|
|
|
|
{
|
|
|
|
ang += ANG180;
|
|
|
|
thrust *= 4;
|
|
|
|
}
|
|
|
|
ang >>= ANGLETOFINESHIFT;
|
|
|
|
if (source && source->player && (source == inflictor)
|
|
|
|
&& source->player->ReadyWeapon != NULL &&
|
|
|
|
(source->player->ReadyWeapon->WeaponFlags & WIF_STAFF2_KICKBACK))
|
|
|
|
{
|
|
|
|
// Staff power level 2
|
|
|
|
target->momx += FixedMul (10*FRACUNIT, finecosine[ang]);
|
|
|
|
target->momy += FixedMul (10*FRACUNIT, finesine[ang]);
|
|
|
|
if (!(target->flags & MF_NOGRAVITY))
|
|
|
|
{
|
|
|
|
target->momz += 5*FRACUNIT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
target->momx += FixedMul (thrust, finecosine[ang]);
|
|
|
|
target->momy += FixedMul (thrust, finesine[ang]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// player specific
|
|
|
|
//
|
|
|
|
if (player)
|
|
|
|
{
|
|
|
|
if ((target->flags2 & MF2_INVULNERABLE) && damage < 1000000)
|
|
|
|
{ // player is invulnerable, so don't hurt him
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Added by MC: Lets bots look allround for enemies if they survive an ambush.
|
|
|
|
if (player->isbot)
|
|
|
|
{
|
|
|
|
player->allround = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// end of game hell hack
|
|
|
|
if ((target->Sector->special & 255) == dDamage_End
|
|
|
|
&& damage >= target->health)
|
|
|
|
{
|
|
|
|
damage = target->health - 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (damage < 1000 && ((target->player->cheats & CF_GODMODE)
|
|
|
|
|| (target->player->mo->flags2 & MF2_INVULNERABLE)))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Avoid friendly fire if enabled
|
|
|
|
if (source != NULL && player != source->player && target->IsTeammate (source))
|
|
|
|
{
|
|
|
|
FriendlyFire = true;
|
|
|
|
if (damage < 1000000)
|
|
|
|
{ // Still allow telefragging :-(
|
|
|
|
damage = (int)((float)damage * level.teamdamage);
|
|
|
|
if (damage <= 0)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
|
|
|
|
{
|
|
|
|
int newdam = damage;
|
|
|
|
player->mo->Inventory->AbsorbDamage (damage, mod, newdam);
|
|
|
|
damage = newdam;
|
|
|
|
if (damage <= 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (damage >= player->health
|
|
|
|
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
|
|
|
|
&& !player->morphTics)
|
|
|
|
{ // Try to use some inventory health
|
|
|
|
P_AutoUseHealth (player, damage - player->health + 1);
|
|
|
|
}
|
|
|
|
player->health -= damage; // mirror mobj health here for Dave
|
|
|
|
// [RH] Make voodoo dolls and real players record the same health
|
|
|
|
target->health = player->mo->health -= damage;
|
|
|
|
if (player->health < 50 && !deathmatch)
|
|
|
|
{
|
|
|
|
P_AutoUseStrifeHealth (player);
|
|
|
|
player->mo->health = player->health;
|
|
|
|
}
|
|
|
|
if (player->health < 0)
|
|
|
|
{
|
|
|
|
player->health = 0;
|
|
|
|
}
|
|
|
|
player->LastDamageType = mod;
|
|
|
|
player->attacker = source;
|
|
|
|
player->damagecount += damage; // add damage after armor / invuln
|
|
|
|
if (player->damagecount > 100)
|
|
|
|
{
|
|
|
|
player->damagecount = 100; // teleport stomp does 10k points...
|
|
|
|
}
|
|
|
|
temp = damage < 100 ? damage : 100;
|
|
|
|
if (player == &players[consoleplayer])
|
|
|
|
{
|
|
|
|
I_Tactile (40,10,40+temp*2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
target->health -= damage;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// the damage has been dealt; now deal with the consequences
|
|
|
|
//
|
|
|
|
|
|
|
|
// If the damaging player has the power of drain, give the player 50% of the damage
|
|
|
|
// done in health.
|
|
|
|
if ( source && source->player && source->player->cheats & CF_DRAIN)
|
|
|
|
{
|
|
|
|
if (!target->player || target->player != source->player)
|
|
|
|
{
|
|
|
|
if ( P_GiveBody( source, damage / 2 ))
|
|
|
|
{
|
|
|
|
S_Sound( source, CHAN_ITEM, "*drainhealth", 1, ATTN_NORM );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (target->health <= 0)
|
|
|
|
{ // Death
|
|
|
|
target->special1 = damage;
|
|
|
|
// check for special fire damage or ice damage deaths
|
|
|
|
if (mod == NAME_Fire)
|
|
|
|
{
|
|
|
|
if (player && !player->morphTics)
|
|
|
|
{ // Check for flame death
|
|
|
|
if (!inflictor ||
|
|
|
|
((target->health > -50) && (damage > 25)) ||
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
!(inflictor->flags5 & MF5_SPECIALFIREDAMAGE))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
target->DamageType = NAME_Fire;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
target->DamageType = NAME_Fire;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
target->DamageType = mod;
|
|
|
|
}
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER))
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // Minotaur's kills go to his master
|
|
|
|
// Make sure still alive and not a pointer to fighter head
|
|
|
|
if (source->tracer->player && (source->tracer->player->mo == source->tracer))
|
|
|
|
{
|
|
|
|
source = source->tracer;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
target->Die (source, inflictor);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
FState * woundstate = target->FindState(NAME_Wound, mod);
|
|
|
|
if (woundstate != NULL)
|
|
|
|
{
|
|
|
|
int woundhealth = RUNTIME_TYPE(target)->Meta.GetMetaInt (AMETA_WoundHealth, 6);
|
|
|
|
|
|
|
|
if (target->health <= woundhealth)
|
|
|
|
{
|
|
|
|
target->SetState (woundstate);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
PainChanceList * pc = target->GetClass()->ActorInfo->PainChances;
|
|
|
|
int painchance = target->PainChance;
|
|
|
|
if (pc != NULL)
|
|
|
|
{
|
|
|
|
BYTE * ppc = pc->CheckKey(mod);
|
|
|
|
if (ppc != NULL)
|
|
|
|
{
|
|
|
|
painchance = *ppc;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(target->flags5 & MF5_NOPAIN) && (pr_damagemobj() < painchance) && !(target->flags & MF_SKULLFLY))
|
|
|
|
{
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
if (mod == NAME_Electric)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (pr_lightning() < 96)
|
|
|
|
{
|
|
|
|
target->flags |= MF_JUSTHIT; // fight back!
|
|
|
|
FState * painstate = target->FindState(NAME_Pain, mod);
|
|
|
|
if (painstate != NULL) target->SetState (painstate);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // "electrocute" the target
|
|
|
|
target->renderflags |= RF_FULLBRIGHT;
|
|
|
|
if ((target->flags3 & MF3_ISMONSTER) && pr_lightning() < 128)
|
|
|
|
{
|
|
|
|
target->Howl ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
target->flags |= MF_JUSTHIT; // fight back!
|
|
|
|
FState * painstate = target->FindState(NAME_Pain, mod);
|
|
|
|
if (painstate != NULL) target->SetState (painstate);
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
if (mod == NAME_PoisonCloud)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if ((target->flags3 & MF3_ISMONSTER) && pr_poison() < 128)
|
|
|
|
{
|
|
|
|
target->Howl ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
target->reactiontime = 0; // we're awake now...
|
|
|
|
if (source)
|
|
|
|
{
|
|
|
|
if (source == target->target)
|
|
|
|
{
|
|
|
|
target->threshold = BASETHRESHOLD;
|
|
|
|
if (target->state == target->SpawnState && target->SeeState != NULL)
|
|
|
|
{
|
|
|
|
target->SetState (target->SeeState);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (source != target->target && target->OkayToSwitchTarget (source))
|
|
|
|
{
|
|
|
|
// Target actor is not intent on another actor,
|
|
|
|
// so make him chase after source
|
|
|
|
|
|
|
|
// killough 2/15/98: remember last enemy, to prevent
|
|
|
|
// sleeping early; 2/21/98: Place priority on players
|
|
|
|
|
|
|
|
if (target->lastenemy == NULL ||
|
|
|
|
(target->lastenemy->player == NULL && target->TIDtoHate == 0) ||
|
|
|
|
target->lastenemy->health <= 0)
|
|
|
|
{
|
|
|
|
target->lastenemy = target->target; // remember last enemy - killough
|
|
|
|
}
|
|
|
|
target->target = source;
|
|
|
|
target->threshold = BASETHRESHOLD;
|
|
|
|
if (target->state == target->SpawnState && target->SeeState != NULL)
|
|
|
|
{
|
|
|
|
target->SetState (target->SeeState);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AActor::OkayToSwitchTarget (AActor *other)
|
|
|
|
{
|
|
|
|
if (other == this)
|
|
|
|
return false; // [RH] Don't hate self (can happen when shooting barrels)
|
|
|
|
|
|
|
|
if (!(other->flags & MF_SHOOTABLE))
|
|
|
|
return false; // Don't attack things that can't be hurt
|
|
|
|
|
|
|
|
if ((flags4 & MF4_NOTARGETSWITCH) && target != NULL)
|
|
|
|
return false; // Don't switch target if not allowed
|
|
|
|
|
|
|
|
if ((master != NULL && other->IsA(master->GetClass())) || // don't attack your master (or others of its type)
|
|
|
|
(other->master != NULL && IsA(other->master->GetClass()))) // don't attack your minion (or those of others of your type)
|
|
|
|
{
|
|
|
|
if (!IsHostile (other) && // allow target switch if other is considered hostile
|
|
|
|
(other->tid != TIDtoHate || TIDtoHate == 0) && // or has the tid we hate
|
|
|
|
other->TIDtoHate == TIDtoHate) // or has different hate information
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((other->flags3 & MF3_NOTARGET) &&
|
|
|
|
(other->tid != TIDtoHate || TIDtoHate == 0) &&
|
|
|
|
!IsHostile (other))
|
|
|
|
return false;
|
|
|
|
if (threshold != 0 && !(flags4 & MF4_QUICKTORETALIATE))
|
|
|
|
return false;
|
|
|
|
if (IsFriend (other))
|
|
|
|
{ // [RH] Friendlies don't target other friendlies
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
int infight;
|
2008-03-25 16:19:31 +00:00
|
|
|
if (flags5 & MF5_NOINFIGHTING) infight=-1;
|
|
|
|
else if (level.flags & LEVEL_TOTALINFIGHTING) infight=1;
|
|
|
|
else if (level.flags & LEVEL_NOINFIGHTING) infight=-1;
|
2008-01-27 11:25:03 +00:00
|
|
|
else infight = infighting;
|
|
|
|
|
|
|
|
if (infight < 0 && other->player == NULL && !IsHostile (other))
|
|
|
|
{
|
|
|
|
return false; // infighting off: Non-friendlies don't target other non-friendlies
|
|
|
|
}
|
|
|
|
if (TIDtoHate != 0 && TIDtoHate == other->TIDtoHate)
|
|
|
|
return false; // [RH] Don't target "teammates"
|
|
|
|
if (other->player != NULL && (flags4 & MF4_NOHATEPLAYERS))
|
|
|
|
return false; // [RH] Don't target players
|
|
|
|
if (target != NULL && target->health > 0 &&
|
|
|
|
TIDtoHate != 0 && target->tid == TIDtoHate && pr_switcher() < 128 &&
|
|
|
|
P_CheckSight (this, target))
|
|
|
|
return false; // [RH] Don't be too quick to give up things we hate
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// P_PoisonPlayer - Sets up all data concerning poisoning
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
|
|
|
|
{
|
|
|
|
if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (source != NULL && source->player != player && player->mo->IsTeammate (source))
|
|
|
|
{
|
|
|
|
poison = (int)((float)poison * level.teamdamage);
|
|
|
|
}
|
|
|
|
if (poison > 0)
|
|
|
|
{
|
|
|
|
player->poisoncount += poison;
|
|
|
|
player->poisoner = poisoner;
|
|
|
|
if(player->poisoncount > 100)
|
|
|
|
{
|
|
|
|
player->poisoncount = 100;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// P_PoisonDamage - Similar to P_DamageMobj
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void P_PoisonDamage (player_t *player, AActor *source, int damage,
|
|
|
|
bool playPainSound)
|
|
|
|
{
|
|
|
|
AActor *target;
|
|
|
|
AActor *inflictor;
|
|
|
|
|
|
|
|
target = player->mo;
|
|
|
|
inflictor = source;
|
|
|
|
if (target->health <= 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (target->flags2&MF2_INVULNERABLE && damage < 1000000)
|
|
|
|
{ // target is invulnerable
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (player)
|
|
|
|
{
|
|
|
|
// Take half damage in trainer mode
|
|
|
|
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
|
|
|
}
|
|
|
|
if(damage < 1000 && ((player->cheats&CF_GODMODE)
|
|
|
|
|| (player->mo->flags2 & MF2_INVULNERABLE)))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (damage >= player->health
|
|
|
|
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
|
|
|
|
&& !player->morphTics)
|
|
|
|
{ // Try to use some inventory health
|
|
|
|
P_AutoUseHealth (player, damage - player->health+1);
|
|
|
|
}
|
|
|
|
player->health -= damage; // mirror mobj health here for Dave
|
|
|
|
if (player->health < 50 && !deathmatch)
|
|
|
|
{
|
|
|
|
P_AutoUseStrifeHealth (player);
|
|
|
|
}
|
|
|
|
if (player->health < 0)
|
|
|
|
{
|
|
|
|
player->health = 0;
|
|
|
|
}
|
|
|
|
player->attacker = source;
|
|
|
|
|
|
|
|
//
|
|
|
|
// do the damage
|
|
|
|
//
|
|
|
|
target->health -= damage;
|
|
|
|
if (target->health <= 0)
|
|
|
|
{ // Death
|
|
|
|
target->special1 = damage;
|
|
|
|
if (player && inflictor && !player->morphTics)
|
|
|
|
{ // Check for flame death
|
|
|
|
if ((inflictor->DamageType == NAME_Fire)
|
|
|
|
&& (target->health > -50) && (damage > 25))
|
|
|
|
{
|
|
|
|
target->DamageType = NAME_Fire;
|
|
|
|
}
|
|
|
|
else target->DamageType = inflictor->DamageType;
|
|
|
|
}
|
|
|
|
target->Die (source, source);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!(level.time&63) && playPainSound)
|
|
|
|
{
|
|
|
|
FState * painstate = target->FindState(NAME_Pain, target->DamageType);
|
|
|
|
if (painstate != NULL) target->SetState (painstate);
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
if((P_Random() < target->info->painchance)
|
|
|
|
&& !(target->flags&MF_SKULLFLY))
|
|
|
|
{
|
|
|
|
target->flags |= MF_JUSTHIT; // fight back!
|
|
|
|
P_SetMobjState(target, target->info->painstate);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CheckCheatmode ();
|
|
|
|
|
|
|
|
CCMD (kill)
|
|
|
|
{
|
|
|
|
if (argv.argc() > 1)
|
|
|
|
{
|
2008-02-22 09:00:45 +00:00
|
|
|
if (CheckCheatmode ())
|
|
|
|
return;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
if (!stricmp (argv[1], "monsters"))
|
|
|
|
{
|
|
|
|
// Kill all the monsters
|
|
|
|
if (CheckCheatmode ())
|
|
|
|
return;
|
|
|
|
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
|
|
Net_WriteByte (CHT_MASSACRE);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-02-22 09:00:45 +00:00
|
|
|
Net_WriteByte (DEM_KILLCLASSCHEAT);
|
|
|
|
Net_WriteString (argv[1]);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-12-28 13:27:13 +00:00
|
|
|
// If suiciding is disabled, then don't do it.
|
|
|
|
if (dmflags2 & DF2_NOSUICIDE)
|
|
|
|
return;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
// Kill the player
|
|
|
|
Net_WriteByte (DEM_SUICIDE);
|
|
|
|
}
|
|
|
|
C_HideConsole ();
|
|
|
|
}
|