This commit is contained in:
Christoph Oelckers 2014-12-31 10:55:55 +01:00
commit 4d34e0f548
10 changed files with 190 additions and 69 deletions

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@ -985,6 +985,9 @@ public:
FNameNoInit DeathType; FNameNoInit DeathType;
const PClass *TeleFogSourceType; const PClass *TeleFogSourceType;
const PClass *TeleFogDestType; const PClass *TeleFogDestType;
int RipperLevel;
int RipLevelMin;
int RipLevelMax;
FState *SpawnState; FState *SpawnState;
FState *SeeState; FState *SeeState;

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@ -529,24 +529,26 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
{ {
AMorphedMonster *fakeme = static_cast<AMorphedMonster *>(actor); AMorphedMonster *fakeme = static_cast<AMorphedMonster *>(actor);
AActor *realme = fakeme->UnmorphedMe; AActor *realme = fakeme->UnmorphedMe;
if ((fakeme->UnmorphTime) && if (realme != NULL)
(fakeme->MorphStyle & MORPH_UNDOBYDEATH) &&
(realme))
{ {
int realstyle = fakeme->MorphStyle; if ((fakeme->UnmorphTime) &&
int realhealth = fakeme->health; (fakeme->MorphStyle & MORPH_UNDOBYDEATH))
if (P_UndoMonsterMorph(fakeme, !!(fakeme->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
{ {
*morphed = realme; int realstyle = fakeme->MorphStyle;
*morphedstyle = realstyle; int realhealth = fakeme->health;
*morphedhealth = realhealth; if (P_UndoMonsterMorph(fakeme, !!(fakeme->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
return true; {
*morphed = realme;
*morphedstyle = realstyle;
*morphedhealth = realhealth;
return true;
}
}
if (realme->flags4 & MF4_BOSSDEATH)
{
realme->health = 0; // make sure that A_BossDeath considers it dead.
CALL_ACTION(A_BossDeath, realme);
} }
}
if (realme->flags4 & MF4_BOSSDEATH)
{
realme->health = 0; // make sure that A_BossDeath considers it dead.
CALL_ACTION(A_BossDeath, realme);
} }
fakeme->flags3 |= MF3_STAYMORPHED; // moved here from AMorphedMonster::Die() fakeme->flags3 |= MF3_STAYMORPHED; // moved here from AMorphedMonster::Die()
return false; return false;

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@ -133,7 +133,7 @@ enum EPuffFlags
PF_NORANDOMZ = 16 PF_NORANDOMZ = 16
}; };
AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags = 0); AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags = 0, AActor *vict = NULL);
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator); void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator);
void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator); void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator);
void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator); void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator);

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@ -887,6 +887,20 @@ bool PIT_CheckLine(line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
return true; return true;
} }
//==========================================================================
//
// Isolated to keep the code readable and fix the logic
//
//==========================================================================
static bool CheckRipLevel(AActor *victim, AActor *projectile)
{
if (victim->RipLevelMin > 0 && projectile->RipperLevel < victim->RipLevelMin) return false;
if (victim->RipLevelMax > 0 && projectile->RipperLevel > victim->RipLevelMax) return false;
return true;
}
//========================================================================== //==========================================================================
// //
// PIT_CheckThing // PIT_CheckThing
@ -1207,7 +1221,8 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
{ {
return true; return true;
} }
if (tm.DoRipping && !(thing->flags5 & MF5_DONTRIP))
if ((tm.DoRipping && !(thing->flags5 & MF5_DONTRIP)) && CheckRipLevel(thing, tm.thing))
{ {
if (!(tm.thing->flags6 & MF6_NOBOSSRIP) || !(thing->flags2 & MF2_BOSS)) if (!(tm.thing->flags6 & MF6_NOBOSSRIP) || !(thing->flags2 & MF2_BOSS))
{ {
@ -3761,14 +3776,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
puffFlags |= PF_HITTHINGBLEED; puffFlags |= PF_HITTHINGBLEED;
// We must pass the unreplaced puff type here // We must pass the unreplaced puff type here
puff = P_SpawnPuff(t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, puffFlags | PF_HITTHING); puff = P_SpawnPuff(t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, puffFlags | PF_HITTHING, trace.Actor);
}
if (puffDefaults != NULL && trace.Actor != NULL && puff != NULL)
{
if (puffDefaults->flags7 && MF7_HITTARGET) puff->target = trace.Actor;
if (puffDefaults->flags7 && MF7_HITMASTER) puff->master = trace.Actor;
if (puffDefaults->flags7 && MF7_HITTRACER) puff->tracer = trace.Actor;
} }
// Allow puffs to inflict poison damage, so that hitscans can poison, too. // Allow puffs to inflict poison damage, so that hitscans can poison, too.
@ -4211,14 +4219,9 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
} }
if (spawnpuff) if (spawnpuff)
{ {
P_SpawnPuff(source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, puffflags); P_SpawnPuff(source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, puffflags, hitactor);
}
if (hitactor != NULL && puffDefaults != NULL && thepuff != NULL)
{
if (puffDefaults->flags7 & MF7_HITTARGET) thepuff->target = hitactor;
if (puffDefaults->flags7 & MF7_HITMASTER) thepuff->master = hitactor;
if (puffDefaults->flags7 & MF7_HITTRACER) thepuff->tracer = hitactor;
} }
if (puffDefaults && puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN) if (puffDefaults && puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN)
{ {
P_PoisonMobj(hitactor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType); P_PoisonMobj(hitactor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);

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@ -338,6 +338,13 @@ void AActor::Serialize (FArchive &arc)
arc << TeleFogSourceType arc << TeleFogSourceType
<< TeleFogDestType; << TeleFogDestType;
} }
if (SaveVersion >= 4518)
{
arc << RipperLevel
<< RipLevelMin
<< RipLevelMax;
}
{ {
FString tagstr; FString tagstr;
if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag; if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag;
@ -1961,48 +1968,50 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
// Don't change the angle if there's THRUREFLECT on the monster. // Don't change the angle if there's THRUREFLECT on the monster.
if (!(BlockingMobj->flags7 & MF7_THRUREFLECT)) if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
{ {
int dir; //int dir;
angle_t delta; //angle_t delta;
bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
if (BlockingMobj->flags7 & MF7_MIRRORREFLECT)
angle = mo->angle + ANG180;
else
angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
// Change angle for deflection/reflection // Change angle for deflection/reflection
// AIMREFLECT calls precedence so make sure not to bother with adjusting here if declared.
if (!(BlockingMobj->flags7 & MF7_AIMREFLECT) && (mo->AdjustReflectionAngle(BlockingMobj, angle))) if (!dontReflect)
{
bool tg = (mo->target != NULL);
bool blockingtg = (BlockingMobj->target != NULL);
if (BlockingMobj->flags7 & MF7_AIMREFLECT && (tg || blockingtg))
{
AActor *origin;
if (tg)
origin = mo->target;
else if (blockingtg)
origin = BlockingMobj->target;
float speed = (float)(mo->Speed);
//dest->x - source->x
FVector3 velocity(origin->x - mo->x, origin->y - mo->y, (origin->z + (origin->height/2)) - mo->z);
velocity.Resize(speed);
angle = mo->angle >> ANGLETOFINESHIFT;
mo->velx = (fixed_t)(velocity.X);
mo->vely = (fixed_t)(velocity.Y);
mo->velz = (fixed_t)(velocity.Z);
/*
mo->velx = FixedMul(mo->Speed, finecosine[angle]);
mo->vely = FixedMul(mo->Speed, finesine[angle]);
mo->velz = -mo->velz;
*/
}
else
{
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
mo->velz = -mo->velz / 2;
}
}
else
{ {
goto explode; goto explode;
} }
// Reflect the missile along angle
if (BlockingMobj->flags7 & MF7_AIMREFLECT)
{
dir = P_FaceMobj(mo, mo->target, &delta);
if (dir)
{ // Turn clockwise
mo->angle += delta;
}
else
{ // Turn counter clockwise
mo->angle -= delta;
}
angle = mo->angle >> ANGLETOFINESHIFT;
mo->velx = FixedMul(mo->Speed, finecosine[angle]);
mo->vely = FixedMul(mo->Speed, finesine[angle]);
mo->velz = -mo->velz;
}
else
{
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
mo->velz = -mo->velz / 2;
}
} }
if (mo->flags2 & MF2_SEEKERMISSILE) if (mo->flags2 & MF2_SEEKERMISSILE)
{ {
@ -2928,8 +2937,10 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
if (flags2 & MF2_DONTREFLECT) return true; if (flags2 & MF2_DONTREFLECT) return true;
if (thing->flags7 & MF7_THRUREFLECT) return false; if (thing->flags7 & MF7_THRUREFLECT) return false;
if (thing->flags7 & MF7_MIRRORREFLECT)
angle += ANGLE_180;
// Change angle for reflection // Change angle for reflection
if (thing->flags4&MF4_SHIELDREFLECT) else if (thing->flags4&MF4_SHIELDREFLECT)
{ {
// Shield reflection (from the Centaur // Shield reflection (from the Centaur
if (abs (angle - thing->angle)>>24 > 45) if (abs (angle - thing->angle)>>24 > 45)
@ -2952,6 +2963,13 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
else else
angle -= ANG45; angle -= ANG45;
} }
else if (thing->flags7 & MF7_AIMREFLECT)
{
if (this->target != NULL)
A_Face(this, this->target);
else if (thing->target != NULL)
A_Face(this, thing->target);
}
else else
angle += ANGLE_1 * ((pr_reflect()%16)-8); angle += ANGLE_1 * ((pr_reflect()%16)-8);
return false; return false;
@ -4919,7 +4937,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
// P_SpawnPuff // P_SpawnPuff
// //
AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags) AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags, AActor *vict)
{ {
AActor *puff; AActor *puff;
@ -4929,10 +4947,18 @@ AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t
puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE); puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE);
if (puff == NULL) return NULL; if (puff == NULL) return NULL;
//Moved puff creation and target/master/tracer setting to here.
if (puff && vict)
{
if (puff->flags7 & MF7_HITTARGET) puff->target = vict;
if (puff->flags7 & MF7_HITMASTER) puff->master = vict;
if (puff->flags7 & MF7_HITTRACER) puff->tracer = vict;
}
// [BB] If the puff came from a player, set the target of the puff to this player. // [BB] If the puff came from a player, set the target of the puff to this player.
if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER)) if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER))
puff->target = source; puff->target = source;
if (source != NULL) puff->angle = R_PointToAngle2(x, y, source->x, source->y); if (source != NULL) puff->angle = R_PointToAngle2(x, y, source->x, source->y);
// If a puff has a crash state and an actor was not hit, // If a puff has a crash state and an actor was not hit,

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@ -1365,7 +1365,7 @@ void APlayerPawn::Die (AActor *source, AActor *inflictor, int dmgflags)
weap->SpawnState != ::GetDefault<AActor>()->SpawnState) weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
{ {
item = P_DropItem (this, weap->GetClass(), -1, 256); item = P_DropItem (this, weap->GetClass(), -1, 256);
if (item != NULL) if (item != NULL && item->IsKindOf(RUNTIME_CLASS(AWeapon)))
{ {
if (weap->AmmoGive1 && weap->Ammo1) if (weap->AmmoGive1 && weap->Ammo1)
{ {

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@ -5613,3 +5613,45 @@ DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog)
self->TeleFogDestType = temp; self->TeleFogDestType = temp;
} }
} }
//===========================================================================
//
// A_SetRipperLevel(int level)
//
// Sets the ripper level/requirement of the calling actor.
// Also sets the minimum and maximum levels to rip through.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipperLevel)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(level, 0);
self->RipperLevel = level;
}
//===========================================================================
//
// A_SetRipMin(int min)
//
// Sets the ripper level/requirement of the calling actor.
// Also sets the minimum and maximum levels to rip through.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMin)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(min, 1);
self->RipLevelMin = min;
}
//===========================================================================
//
// A_SetRipMin(int min)
//
// Sets the ripper level/requirement of the calling actor.
// Also sets the minimum and maximum levels to rip through.
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(max, 1);
self->RipLevelMax = max;
}

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@ -1436,6 +1436,45 @@ DEFINE_PROPERTY(telefogdesttype, S, Actor)
else defaults->TeleFogDestType = FindClassTentative(str, "TeleportFog"); else defaults->TeleFogDestType = FindClassTentative(str, "TeleportFog");
} }
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(ripperlevel, I, Actor)
{
PROP_INT_PARM(id, 0);
if (id < 0)
{
I_Error ("RipperLevel must not be negative");
}
defaults->RipperLevel = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(riplevelmin, I, Actor)
{
PROP_INT_PARM(id, 0);
if (id < 0)
{
I_Error ("RipLevelMin must not be negative");
}
defaults->RipLevelMin = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(riplevelmax, I, Actor)
{
PROP_INT_PARM(id, 0);
if (id < 0)
{
I_Error ("RipLevelMax must not be negative");
}
defaults->RipLevelMax = id;
}
//========================================================================== //==========================================================================
// //
// Special inventory properties // Special inventory properties

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@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the // Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got. // SVN revision ever got.
#define SAVEVER 4517 #define SAVEVER 4518
#define SAVEVERSTRINGIFY2(x) #x #define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x) #define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

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@ -28,6 +28,9 @@ ACTOR Actor native //: Thinker
DeathType Normal DeathType Normal
TeleFogSourceType "TeleportFog" TeleFogSourceType "TeleportFog"
TeleFogDestType "TeleportFog" TeleFogDestType "TeleportFog"
RipperLevel 0
RipLevelMin 0
RipLevelMax 0
// Variables for the expression evaluator // Variables for the expression evaluator
// NOTE: fixed_t and angle_t are only used here to ensure proper conversion // NOTE: fixed_t and angle_t are only used here to ensure proper conversion
@ -321,6 +324,9 @@ ACTOR Actor native //: Thinker
action native A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0); action native A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
action native A_SetTeleFog(name oldpos, name newpos); action native A_SetTeleFog(name oldpos, name newpos);
action native A_SwapTeleFog(); action native A_SwapTeleFog();
action native A_SetRipperLevel(int level);
action native A_SetRipMin(int min);
action native A_SetRipMax(int max);
action native A_CheckSightOrRange(float distance, state label); action native A_CheckSightOrRange(float distance, state label);
action native A_CheckRange(float distance, state label); action native A_CheckRange(float distance, state label);