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https://github.com/ZDoom/gzdoom.git
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Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
1a8da51857
12 changed files with 140 additions and 51 deletions
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@ -344,6 +344,7 @@ enum
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MF7_HARMFRIENDS = 0x00000020, // is allowed to harm friendly monsters.
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MF7_BUDDHA = 0x00000040, // Behaves just like the buddha cheat.
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MF7_FOILBUDDHA = 0x00000080, // Similar to FOILINVUL, foils buddha mode.
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MF7_DONTTHRUST = 0x00000100, // Thrusting functions do not take, and do not give thrust (damage) to actors with this flag.
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// --- mobj.renderflags ---
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@ -28,10 +28,14 @@ int AWhirlwind::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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int randVal;
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if (!(target->flags7 & MF7_DONTTHRUST))
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{
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target->angle += pr_foo.Random2() << 20;
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target->velx += pr_foo.Random2() << 10;
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target->vely += pr_foo.Random2() << 10;
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if ((level.time & 16) && !(target->flags2 & MF2_BOSS))
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}
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if ((level.time & 16) && !(target->flags2 & MF2_BOSS) && !(target->flags7 & MF7_DONTTHRUST))
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{
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randVal = pr_foo();
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if (randVal > 160)
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@ -3161,6 +3161,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die)
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ACTION_PARAM_START(1);
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ACTION_PARAM_NAME(damagetype, 0);
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if (self->flags & MF_MISSILE)
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P_ExplodeMissile(self, NULL, NULL);
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else
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P_DamageMobj (self, NULL, NULL, self->health, damagetype, DMG_FORCED);
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}
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@ -1053,8 +1053,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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return -1;
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}
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}
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// Handle passive damage modifiers (e.g. PowerProtection)
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if (target->Inventory != NULL)
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// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
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if ((target->Inventory != NULL) && !(flags & DMG_NO_PROTECT))
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{
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int olddam = damage;
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target->Inventory->ModifyDamage(olddam, mod, damage, true);
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@ -1097,6 +1097,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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&& !(target->flags & MF_NOCLIP)
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&& !(inflictor->flags2 & MF2_NODMGTHRUST)
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&& !(flags & DMG_THRUSTLESS)
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&& !(target->flags7 & MF7_DONTTHRUST)
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&& (source == NULL || source->player == NULL || !(source->flags2 & MF2_NODMGTHRUST)))
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{
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int kickback;
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@ -1324,7 +1325,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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if (target->health <= 0)
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{
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if ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && (!(inflictor->flags3 & MF7_FOILBUDDHA) && !(flags & DMG_FOILBUDDHA)))
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{ //Make sure FOILINVUL flags work here too for monsters. Or perhaps consider a FOILBUDDHA flag...
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{ //FOILBUDDHA or Telefrag damage must kill it.
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target->health = 1;
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}
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else
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@ -1591,7 +1592,7 @@ bool AActor::OkayToSwitchTarget (AActor *other)
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bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
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{
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if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE))
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if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE) || (player->cheats & CF_GODMODE2))
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{
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return false;
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}
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@ -1642,8 +1643,8 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
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{
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return;
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}
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if (damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
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(player->cheats & CF_GODMODE)))
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if ((damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
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(player->cheats & CF_GODMODE))) || (player->cheats & CF_GODMODE2))
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{ // target is invulnerable
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return;
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}
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@ -560,6 +560,7 @@ enum EDmgFlags
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DMG_PLAYERATTACK = 32,
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DMG_FOILINVUL = 64,
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DMG_FOILBUDDHA = 128,
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DMG_NO_PROTECT = 256,
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};
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@ -4679,7 +4679,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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if (!(flags & RADF_NODAMAGE))
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newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
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else if (thing->player == NULL && !(flags & RADF_NOIMPACTDAMAGE))
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else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST)))
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thing->flags2 |= MF2_BLASTED;
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if (!(thing->flags & MF_ICECORPSE))
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@ -4691,6 +4691,9 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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{
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if (bombsource == NULL || !(bombsource->flags2 & MF2_NODMGTHRUST))
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{
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if (!(thing->flags7 & MF7_DONTTHRUST))
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{
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thrust = points * 0.5f / (double)thing->Mass;
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if (bombsource == thing)
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{
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@ -4715,6 +4718,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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}
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}
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}
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}
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else
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{
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// [RH] Old code just for barrels
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@ -402,10 +402,14 @@ void P_RemoveThing(AActor * actor)
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// Don't remove live players.
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if (actor->player == NULL || actor != actor->player->mo)
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{
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// Don't also remove owned inventory items
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if (actor->IsKindOf(RUNTIME_CLASS(AInventory)) && static_cast<AInventory*>(actor)->Owner != NULL) return;
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// be friendly to the level statistics. ;)
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actor->ClearCounters();
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actor->Destroy ();
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}
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}
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bool P_Thing_Raise(AActor *thing)
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@ -696,6 +696,7 @@ public:
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case NAME_FillColor:
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th->fillcolor = CheckInt(key);
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break;
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case NAME_Health:
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th->health = CheckInt(key);
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@ -1677,6 +1677,31 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
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DoGiveInventory(self->target, PUSH_PARAMINFO);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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while ((mo = it.Next()))
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{
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if (mo->master == self) DoGiveInventory(mo, PUSH_PARAMINFO);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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if (self->master != NULL)
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{
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while ((mo = it.Next()))
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{
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if (mo->master == self->master && mo != self) DoGiveInventory(mo, PUSH_PARAMINFO);
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}
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}
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}
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//===========================================================================
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//
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// A_TakeInventory
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@ -1737,6 +1762,31 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
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DoTakeInventory(self->target, PUSH_PARAMINFO);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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while ((mo = it.Next()))
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{
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if (mo->master == self) DoTakeInventory(mo, PUSH_PARAMINFO);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromSiblings)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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if (self->master != NULL)
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{
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while ((mo = it.Next()))
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{
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if (mo->master == self->master && mo != self) DoTakeInventory(mo, PUSH_PARAMINFO);
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}
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}
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}
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//===========================================================================
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//
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// Common code for A_SpawnItem and A_SpawnItemEx
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@ -4608,17 +4658,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
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//==========================================================================
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enum RadiusGiveFlags
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{
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RGF_GIVESELF = 1,
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RGF_PLAYERS = 2,
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RGF_MONSTERS = 4,
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RGF_OBJECTS = 8,
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RGF_VOODOO = 16,
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RGF_CORPSES = 32,
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RGF_GIVESELF = 1 << 0,
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RGF_PLAYERS = 1 << 1,
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RGF_MONSTERS = 1 << 2,
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RGF_OBJECTS = 1 << 3,
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RGF_VOODOO = 1 << 4,
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RGF_CORPSES = 1 << 5,
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RGF_MASK = 63,
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RGF_NOTARGET = 64,
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RGF_NOTRACER = 128,
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RGF_NOMASTER = 256,
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RGF_CUBE = 512,
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RGF_NOTARGET = 1 << 6,
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RGF_NOTRACER = 1 << 7,
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RGF_NOMASTER = 1 << 8,
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RGF_CUBE = 1 << 9,
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RGF_NOSIGHT = 1 << 10,
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RGF_MISSILES = 1 << 11,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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@ -4699,6 +4751,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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continue;
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}
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}
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else if (thing->flags & MF_MISSILE)
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{
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if (!(flags & RGF_MISSILES))
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{
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continue;
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}
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}
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else
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{
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continue;
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@ -4724,8 +4783,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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}
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fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2));
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if (P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
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{ // OK to give; target is in direct path
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if ((flags & RGF_NOSIGHT) || P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
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{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
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AInventory *gift = static_cast<AInventory *>(Spawn (item, 0, 0, 0, NO_REPLACE));
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if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
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{
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@ -4832,6 +4891,7 @@ enum DMSS
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DMSS_KILL = 4,
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DMSS_NOFACTOR = 8,
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DMSS_FOILBUDDHA = 16,
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DMSS_NOPROTECT = 32,
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};
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static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags)
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@ -4847,6 +4907,8 @@ static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageTy
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dmgFlags += DMG_NO_ARMOR;
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if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
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amount += dmgtarget->health;
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if (flags & DMSS_NOPROTECT) //Ignore PowerProtection.
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dmgFlags += DMG_NO_PROTECT;
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if (amount > 0)
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P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); //Should wind up passing them through just fine.
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@ -244,6 +244,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF7, HARMFRIENDS, AActor, flags7),
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DEFINE_FLAG(MF7, BUDDHA, AActor, flags7),
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DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7),
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DEFINE_FLAG(MF7, DONTTHRUST, AActor, flags7),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -312,6 +312,10 @@ ACTOR Actor native //: Thinker
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action native A_RemoveTarget(int flags = 0);
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action native A_RemoveTracer(int flags = 0);
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action native A_Remove(int removee, int flags = 0);
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action native A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
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action native A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
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action native A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
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action native A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
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action native A_CheckSightOrRange(float distance, state label);
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action native A_CheckRange(float distance, state label);
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@ -191,15 +191,17 @@ const int WAF_USEPUFF = 2;
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enum
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{
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RGF_GIVESELF = 1,
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RGF_PLAYERS = 2,
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RGF_MONSTERS = 4,
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RGF_OBJECTS = 8,
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RGF_VOODOO = 16,
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RGF_CORPSES = 32,
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RGF_NOTARGET = 64,
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RGF_NOTRACER = 128,
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RGF_NOMASTER = 256,
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RGF_CUBE = 512,
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RGF_PLAYERS = 1 << 1,
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RGF_MONSTERS = 1 << 2,
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RGF_OBJECTS = 1 << 3,
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RGF_VOODOO = 1 << 4,
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RGF_CORPSES = 1 << 5,
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RGF_NOTARGET = 1 << 6,
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RGF_NOTRACER = 1 << 7,
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RGF_NOMASTER = 1 << 8,
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RGF_CUBE = 1 << 9,
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RGF_NOSIGHT = 1 << 10,
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RGF_MISSILES = 1 << 11,
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};
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// Activation flags
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@ -383,6 +385,7 @@ const int DMSS_AFFECTARMOR = 2;
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const int DMSS_KILL = 4;
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const int DMSS_NOFACTOR = 8;
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const int DMSS_FOILBUDDHA = 16;
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const int DMSS_NOPROTECT = 32;
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// Flags for A_AlertMonsters
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const int AMF_TARGETEMITTER = 1;
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