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https://github.com/ZDoom/gzdoom.git
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Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE.
- Added SECMF_HURTMONSTERS, which allows monsters in the flagged sector to be hurt with the same behavior as players (i.e damage leaking). - Added SECMF_HARMINAIR, which allows players (And monsters with SECMF_HURTMONSTERS) to be hurt when they're inside the sector in general, instead of only when they're walking on it. Replicates the behavior of the DAMAGE_IN_AIR flag that SectorDamage() uses. - Added NOSECTORDAMAGE, which makes actors with the flag immune to any harmful floors.
This commit is contained in:
parent
bbeaea1ea7
commit
391f496512
13 changed files with 76 additions and 57 deletions
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@ -307,6 +307,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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leakiness = <int>; // Probability of leaking through radiation suit (0 = never, 256 = always), default = 0.
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damageterraineffect = <bool>; // Will spawn a terrain splash when damage is inflicted. Default = false.
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damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
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hurtmonsters = <bool>; // Non-players like monsters and decorations are hurt by this sector in the same manner as player. Doesn't work with damagehazard.
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harminair = <bool>; // Actors in this sector are harmed by the damage effects of the floor even if they aren't touching it.
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floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
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ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
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floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
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@ -504,6 +504,8 @@ enum
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SECMF_OVERLAPPING = 512, // floor and ceiling overlap and require special renderer action.
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SECMF_NOSKYWALLS = 1024, // Do not draw "sky walls"
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SECMF_LIFT = 2048, // For MBF monster AI
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SECMF_HURTMONSTERS = 4096, // Monsters in this sector are hurt like players.
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SECMF_HARMINAIR = 8192, // Actors in this sector are also hurt mid-air.
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};
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enum
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@ -1978,6 +1978,14 @@ public:
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Flag(sec->Flags, SECF_HAZARD, key);
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break;
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case NAME_hurtmonsters:
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Flag(sec->MoreFlags, SECMF_HURTMONSTERS, key);
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break;
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case NAME_harminair:
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Flag(sec->MoreFlags, SECMF_HARMINAIR, key);
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break;
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case NAME_floorterrain:
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sec->terrainnum[sector_t::floor] = P_FindTerrain(CheckString(key));
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break;
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@ -810,6 +810,8 @@ xx(damageinterval)
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xx(leakiness)
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xx(damageterraineffect)
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xx(damagehazard)
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xx(hurtmonsters)
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xx(harminair)
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xx(floorterrain)
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xx(ceilingterrain)
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xx(floor_reflect)
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@ -443,6 +443,7 @@ enum ActorFlag9
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MF9_SHADOWBLOCK = 0x00000004, // [inkoalawetrust] Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty.
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MF9_SHADOWAIMVERT = 0x00000008, // [inkoalawetrust] Monster aim is also offset vertically when aiming at shadow actors.
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MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states
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MF9_NOSECTORDAMAGE = 0x00000020, // [inkoalawetrust] Actor ignores any sector-based damage (i.e damaging floors, NOT crushers)
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};
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// --- mobj.renderflags ---
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@ -198,15 +198,15 @@ void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags, int
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//==========================================================================
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//
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// P_PlayerOnSpecial3DFloor
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// Checks to see if a player is standing on or is inside a 3D floor (water)
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// P_ActorOnSpecial3DFloor
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// Checks to see if an actor is standing on or is inside a 3D floor (water)
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// and applies any specials..
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//
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//==========================================================================
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void P_PlayerOnSpecial3DFloor(player_t* player)
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void P_ActorOnSpecial3DFloor(AActor* victim)
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{
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for(auto rover : player->mo->Sector->e->XFloor.ffloors)
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for(auto rover : victim->Sector->e->XFloor.ffloors)
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{
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if (!(rover->flags & FF_EXISTS)) continue;
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if (rover->flags & FF_FIX) continue;
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@ -215,22 +215,22 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
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if(rover->flags & FF_SOLID)
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{
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// Player must be on top of the floor to be affected...
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if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
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if(victim->Z() != rover->top.plane->ZatPoint(victim)) continue;
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}
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else
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{
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//Water and DEATH FOG!!! heh
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if ((rover->flags & FF_NODAMAGE) ||
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player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
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player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo))
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victim->Z() > rover->top.plane->ZatPoint(victim) ||
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victim->Top() < rover->bottom.plane->ZatPoint(victim))
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continue;
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}
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// Apply sector specials
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P_PlayerInSpecialSector(player, rover->model);
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P_ActorInSpecialSector(victim, rover->model);
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// Apply flat specials (using the ceiling!)
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P_PlayerOnSpecialFlat(player, rover->model->GetTerrain(rover->top.isceiling));
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P_ActorOnSpecialFlat(victim, rover->model->GetTerrain(rover->top.isceiling));
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break;
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}
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@ -113,8 +113,7 @@ struct lightlist_t
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class player_t;
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void P_PlayerOnSpecial3DFloor(player_t* player);
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void P_ActorOnSpecial3DFloor(AActor* victim);
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bool P_CheckFor3DFloorHit(AActor * mo, double z, bool trigger);
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bool P_CheckFor3DCeilingHit(AActor * mo, double z, bool trigger);
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@ -4431,6 +4431,14 @@ void AActor::Tick ()
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// must have been removed
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if (ObjectFlags & OF_EuthanizeMe) return;
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}
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//[inkoalawetrust] Genericized level damage handling that makes sector, 3D floor, and TERRAIN flat damage affect monsters and other NPCs too.
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if (!(flags9 & MF9_NOSECTORDAMAGE) && (player || (player == nullptr && Sector->MoreFlags & SECMF_HURTMONSTERS)))
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{
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P_ActorOnSpecial3DFloor(this);
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P_ActorInSpecialSector(this,Sector);
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if (!isAbove(Sector->floorplane.ZatPoint(this)) || waterlevel) // Actor must be touching the floor for TERRAIN flats.
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P_ActorOnSpecialFlat(this, P_GetThingFloorType(this));
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}
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if (tics != -1)
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{
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@ -100,7 +100,7 @@
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#include "c_console.h"
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#include "p_spec_thinkers.h"
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static FRandom pr_playerinspecialsector ("PlayerInSpecialSector");
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static FRandom pr_actorinspecialsector ("ActorInSpecialSector");
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EXTERN_CVAR(Bool, cl_predict_specials)
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EXTERN_CVAR(Bool, forcewater)
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@ -419,22 +419,21 @@ bool P_PredictLine(line_t *line, AActor *mo, int side, int activationType)
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}
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//
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// P_PlayerInSpecialSector
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// P_ActorInSpecialSector
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// Called every tic frame
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// that the player origin is in a special sector
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// that the actor origin is in a special sector
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//
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void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
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{
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if (sector == NULL)
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{
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sector = victim->Sector;
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// Falling, not all the way down yet?
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sector = player->mo->Sector;
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if (!player->mo->isAtZ(sector->LowestFloorAt(player->mo))
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&& !player->mo->waterlevel)
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if (!(sector->MoreFlags & SECMF_HARMINAIR) && !victim->isAtZ(sector->LowestFloorAt(victim)) && !victim->waterlevel)
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{
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DPrintf(2,"P_ActorInSpecialSector(): %p is not touching the floor and HARMINAIR isn't on, so they won't be harmed by the sector.\n",victim);
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return;
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}
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}
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// Has hit ground.
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if (sector->damageinterval <= 0)
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sector->damageinterval = 32; // repair invalid damageinterval values
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if (sector->Flags & (SECF_EXIT1 | SECF_EXIT2))
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if (victim->player && sector->Flags & (SECF_EXIT1 | SECF_EXIT2))
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{
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for (int i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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// different damage types yet, so that's not happening for now.
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// [MK] account for subclasses that may have "Full" protection (i.e.: prevent leaky damage)
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int ironfeet = 0;
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for (auto i = player->mo->Inventory; i != NULL; i = i->Inventory)
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for (auto i = victim->Inventory; i != NULL; i = i->Inventory)
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{
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if (i->IsKindOf(NAME_PowerIronFeet))
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{
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@ -476,28 +475,28 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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}
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}
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if (sector->Flags & SECF_ENDGODMODE) player->cheats &= ~CF_GODMODE;
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if ((ironfeet == 0 || (ironfeet < 2 && pr_playerinspecialsector() < sector->leakydamage)))
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if (victim->player && sector->Flags & SECF_ENDGODMODE) victim->player->cheats &= ~CF_GODMODE;
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if ((ironfeet == 0 || (ironfeet < 2 && pr_actorinspecialsector() < sector->leakydamage)))
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{
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if (sector->Flags & SECF_HAZARD)
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if (victim->player && sector->Flags & SECF_HAZARD)
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{
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player->hazardcount += sector->damageamount;
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player->hazardtype = sector->damagetype;
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player->hazardinterval = sector->damageinterval;
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victim->player->hazardcount += sector->damageamount;
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victim->player->hazardtype = sector->damagetype;
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victim->player->hazardinterval = sector->damageinterval;
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}
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else if (Level->time % sector->damageinterval == 0)
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{
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if (!(player->cheats & (CF_GODMODE | CF_GODMODE2)))
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if (!(victim->player && victim->player->cheats & (CF_GODMODE | CF_GODMODE2)))
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{
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P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
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P_DamageMobj(victim, NULL, NULL, sector->damageamount, sector->damagetype);
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}
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if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
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if (victim->player && (sector->Flags & SECF_ENDLEVEL) && victim->player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
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{
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Level->ExitLevel(0, false);
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}
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if (sector->Flags & SECF_DMGTERRAINFX)
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{
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P_HitWater(player->mo, player->mo->Sector, player->mo->Pos(), false, true, true);
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P_HitWater(victim, victim->Sector, victim->Pos(), false, true, true);
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}
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}
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}
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{
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if (Level->time % sector->damageinterval == 0)
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{
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P_GiveBody(player->mo, -sector->damageamount, 100);
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P_GiveBody(victim, -sector->damageamount, 100);
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}
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}
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if (sector->isSecret())
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if (victim->player && sector->isSecret())
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{
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sector->ClearSecret();
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P_GiveSecret(Level, player->mo, true, true, sector->Index());
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P_GiveSecret(Level, victim, true, true, sector->Index());
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}
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}
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//============================================================================
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//
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// P_PlayerOnSpecialFlat
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// P_ActorOnSpecialFlat
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//
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//============================================================================
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void P_PlayerOnSpecialFlat (player_t *player, int floorType)
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void P_ActorOnSpecialFlat (AActor *victim, int floorType)
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{
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auto Level = player->mo->Level;
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auto Level = victim->Level;
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if (Terrains[floorType].DamageAmount &&
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!(Level->time % (Terrains[floorType].DamageTimeMask+1)))
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if (Terrains[floorType].AllowProtection)
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{
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auto pitype = PClass::FindActor(NAME_PowerIronFeet);
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for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
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for (ironfeet = victim->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
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{
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if (ironfeet->IsKindOf (pitype))
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break;
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int damage = 0;
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if (ironfeet == NULL)
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{
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damage = P_DamageMobj (player->mo, NULL, NULL, Terrains[floorType].DamageAmount,
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damage = P_DamageMobj (victim, NULL, NULL, Terrains[floorType].DamageAmount,
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Terrains[floorType].DamageMOD);
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}
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if (damage > 0 && Terrains[floorType].Splash != -1)
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{
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S_Sound (player->mo, CHAN_AUTO, 0,
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S_Sound (victim, CHAN_AUTO, 0,
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Splashes[Terrains[floorType].Splash].NormalSplashSound, 1,
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ATTN_IDLE);
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}
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}
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}
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//
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// P_UpdateSpecials
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// Animate planes, scroll walls, etc.
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@ -90,8 +90,8 @@ bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType, DVect
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bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType, DVector3 *optpos = NULL);
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bool P_PredictLine (line_t *ld, AActor *mo, int side, int activationType);
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void P_PlayerInSpecialSector (player_t *player, sector_t * sector=NULL);
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void P_PlayerOnSpecialFlat (player_t *player, int floorType);
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void P_ActorInSpecialSector (AActor *victim, sector_t * sector=NULL);
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void P_ActorOnSpecialFlat (AActor *victim, int floorType);
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void P_SectorDamage(FLevelLocals *Level, int tag, int amount, FName type, PClassActor *protectClass, int flags);
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void P_SetSectorFriction (FLevelLocals *level, int tag, int amount, bool alterFlag);
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double FrictionToMoveFactor(double friction);
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@ -1181,15 +1181,6 @@ DEFINE_ACTION_FUNCTION(APlayerPawn, CheckMusicChange)
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void P_CheckEnvironment(player_t *player)
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{
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P_PlayerOnSpecial3DFloor(player);
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P_PlayerInSpecialSector(player);
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if (!player->mo->isAbove(player->mo->Sector->floorplane.ZatPoint(player->mo)) ||
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player->mo->waterlevel)
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{
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// Player must be touching the floor
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P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo));
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}
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if (player->mo->Vel.Z <= -player->mo->FloatVar(NAME_FallingScreamMinSpeed) &&
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player->mo->Vel.Z >= -player->mo->FloatVar(NAME_FallingScreamMaxSpeed) && player->mo->alternative == nullptr &&
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player->mo->waterlevel == 0)
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@ -353,6 +353,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF9, SHADOWBLOCK, AActor, flags9),
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DEFINE_FLAG(MF9, SHADOWAIMVERT, AActor, flags9),
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DEFINE_FLAG(MF9, DECOUPLEDANIMATIONS, AActor, flags9),
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DEFINE_FLAG(MF9, NOSECTORDAMAGE, AActor, flags9),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -435,6 +435,11 @@ struct Sector native play
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SECMF_UNDERWATERMASK = 32+64,
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SECMF_DRAWN = 128, // sector has been drawn at least once
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SECMF_HIDDEN = 256, // Do not draw on textured automap
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SECMF_OVERLAPPING = 512, // floor and ceiling overlap and require special renderer action.
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SECMF_NOSKYWALLS = 1024, // Do not draw "sky walls"
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SECMF_LIFT = 2048, // For MBF monster AI
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SECMF_HURTMONSTERS = 4096, // Monsters in this sector are hurt like players.
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SECMF_HARMINAIR = 8192, // Actors in this sector are also hurt mid-air.
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}
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native uint16 MoreFlags;
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_NOATTACK = 2048, // monsters cannot start attacks in this sector.
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SECF_EXIT1 = 4096,
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SECF_EXIT2 = 8192,
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SECF_KILLMONSTERS = 16384,// Monsters in this sector are instantly killed.
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_SECRET = 1 << 31, // a secret sector
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