mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
4d34e0f548
10 changed files with 190 additions and 69 deletions
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@ -985,6 +985,9 @@ public:
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FNameNoInit DeathType;
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const PClass *TeleFogSourceType;
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const PClass *TeleFogDestType;
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int RipperLevel;
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int RipLevelMin;
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int RipLevelMax;
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FState *SpawnState;
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FState *SeeState;
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@ -529,9 +529,10 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
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{
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AMorphedMonster *fakeme = static_cast<AMorphedMonster *>(actor);
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AActor *realme = fakeme->UnmorphedMe;
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if (realme != NULL)
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{
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if ((fakeme->UnmorphTime) &&
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(fakeme->MorphStyle & MORPH_UNDOBYDEATH) &&
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(realme))
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(fakeme->MorphStyle & MORPH_UNDOBYDEATH))
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{
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int realstyle = fakeme->MorphStyle;
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int realhealth = fakeme->health;
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@ -548,6 +549,7 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
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realme->health = 0; // make sure that A_BossDeath considers it dead.
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CALL_ACTION(A_BossDeath, realme);
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}
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}
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fakeme->flags3 |= MF3_STAYMORPHED; // moved here from AMorphedMonster::Die()
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return false;
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}
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@ -133,7 +133,7 @@ enum EPuffFlags
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PF_NORANDOMZ = 16
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};
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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);
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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);
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void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator);
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void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator);
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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)
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return true;
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}
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//==========================================================================
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//
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// Isolated to keep the code readable and fix the logic
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//
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//==========================================================================
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static bool CheckRipLevel(AActor *victim, AActor *projectile)
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{
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if (victim->RipLevelMin > 0 && projectile->RipperLevel < victim->RipLevelMin) return false;
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if (victim->RipLevelMax > 0 && projectile->RipperLevel > victim->RipLevelMax) return false;
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return true;
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}
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//==========================================================================
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//
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// PIT_CheckThing
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@ -1207,7 +1221,8 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
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{
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return true;
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}
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if (tm.DoRipping && !(thing->flags5 & MF5_DONTRIP))
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if ((tm.DoRipping && !(thing->flags5 & MF5_DONTRIP)) && CheckRipLevel(thing, tm.thing))
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{
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if (!(tm.thing->flags6 & MF6_NOBOSSRIP) || !(thing->flags2 & MF2_BOSS))
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{
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@ -3761,14 +3776,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
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puffFlags |= PF_HITTHINGBLEED;
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// We must pass the unreplaced puff type here
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puff = P_SpawnPuff(t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, puffFlags | PF_HITTHING);
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}
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if (puffDefaults != NULL && trace.Actor != NULL && puff != NULL)
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{
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if (puffDefaults->flags7 && MF7_HITTARGET) puff->target = trace.Actor;
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if (puffDefaults->flags7 && MF7_HITMASTER) puff->master = trace.Actor;
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if (puffDefaults->flags7 && MF7_HITTRACER) puff->tracer = trace.Actor;
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puff = P_SpawnPuff(t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, puffFlags | PF_HITTHING, trace.Actor);
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}
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// Allow puffs to inflict poison damage, so that hitscans can poison, too.
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@ -4211,14 +4219,9 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
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}
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if (spawnpuff)
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{
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P_SpawnPuff(source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, puffflags);
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}
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if (hitactor != NULL && puffDefaults != NULL && thepuff != NULL)
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{
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if (puffDefaults->flags7 & MF7_HITTARGET) thepuff->target = hitactor;
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if (puffDefaults->flags7 & MF7_HITMASTER) thepuff->master = hitactor;
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if (puffDefaults->flags7 & MF7_HITTRACER) thepuff->tracer = hitactor;
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P_SpawnPuff(source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, puffflags, hitactor);
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}
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if (puffDefaults && puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN)
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{
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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)
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arc << TeleFogSourceType
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<< TeleFogDestType;
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}
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if (SaveVersion >= 4518)
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{
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arc << RipperLevel
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<< RipLevelMin
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<< RipLevelMax;
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}
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{
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FString tagstr;
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if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag;
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@ -1961,37 +1968,36 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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// Don't change the angle if there's THRUREFLECT on the monster.
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if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
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{
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int dir;
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angle_t delta;
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if (BlockingMobj->flags7 & MF7_MIRRORREFLECT)
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angle = mo->angle + ANG180;
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else
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angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
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//int dir;
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//angle_t delta;
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bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
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// Change angle for deflection/reflection
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// AIMREFLECT calls precedence so make sure not to bother with adjusting here if declared.
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if (!(BlockingMobj->flags7 & MF7_AIMREFLECT) && (mo->AdjustReflectionAngle(BlockingMobj, angle)))
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{
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goto explode;
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}
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// Reflect the missile along angle
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if (BlockingMobj->flags7 & MF7_AIMREFLECT)
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if (!dontReflect)
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{
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dir = P_FaceMobj(mo, mo->target, &delta);
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if (dir)
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{ // Turn clockwise
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mo->angle += delta;
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}
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else
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{ // Turn counter clockwise
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mo->angle -= delta;
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}
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bool tg = (mo->target != NULL);
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bool blockingtg = (BlockingMobj->target != NULL);
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if (BlockingMobj->flags7 & MF7_AIMREFLECT && (tg || blockingtg))
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{
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AActor *origin;
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if (tg)
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origin = mo->target;
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else if (blockingtg)
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origin = BlockingMobj->target;
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float speed = (float)(mo->Speed);
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//dest->x - source->x
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FVector3 velocity(origin->x - mo->x, origin->y - mo->y, (origin->z + (origin->height/2)) - mo->z);
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velocity.Resize(speed);
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angle = mo->angle >> ANGLETOFINESHIFT;
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mo->velx = (fixed_t)(velocity.X);
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mo->vely = (fixed_t)(velocity.Y);
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mo->velz = (fixed_t)(velocity.Z);
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/*
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mo->velx = FixedMul(mo->Speed, finecosine[angle]);
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mo->vely = FixedMul(mo->Speed, finesine[angle]);
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mo->velz = -mo->velz;
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*/
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}
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else
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{
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@ -2001,8 +2007,11 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
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mo->velz = -mo->velz / 2;
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}
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}
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else
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{
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goto explode;
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}
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}
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if (mo->flags2 & MF2_SEEKERMISSILE)
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{
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@ -2928,8 +2937,10 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
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if (flags2 & MF2_DONTREFLECT) return true;
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if (thing->flags7 & MF7_THRUREFLECT) return false;
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if (thing->flags7 & MF7_MIRRORREFLECT)
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angle += ANGLE_180;
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// Change angle for reflection
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if (thing->flags4&MF4_SHIELDREFLECT)
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else if (thing->flags4&MF4_SHIELDREFLECT)
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{
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// Shield reflection (from the Centaur
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if (abs (angle - thing->angle)>>24 > 45)
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@ -2952,6 +2963,13 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
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else
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angle -= ANG45;
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}
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else if (thing->flags7 & MF7_AIMREFLECT)
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{
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if (this->target != NULL)
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A_Face(this, this->target);
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else if (thing->target != NULL)
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A_Face(this, thing->target);
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}
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else
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angle += ANGLE_1 * ((pr_reflect()%16)-8);
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return false;
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@ -4919,7 +4937,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// P_SpawnPuff
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//
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AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags)
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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)
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{
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AActor *puff;
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@ -4929,10 +4947,18 @@ AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t
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puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE);
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if (puff == NULL) return NULL;
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//Moved puff creation and target/master/tracer setting to here.
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if (puff && vict)
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{
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if (puff->flags7 & MF7_HITTARGET) puff->target = vict;
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if (puff->flags7 & MF7_HITMASTER) puff->master = vict;
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if (puff->flags7 & MF7_HITTRACER) puff->tracer = vict;
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}
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// [BB] If the puff came from a player, set the target of the puff to this player.
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if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER))
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puff->target = source;
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if (source != NULL) puff->angle = R_PointToAngle2(x, y, source->x, source->y);
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// 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)
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weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
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{
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item = P_DropItem (this, weap->GetClass(), -1, 256);
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if (item != NULL)
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if (item != NULL && item->IsKindOf(RUNTIME_CLASS(AWeapon)))
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{
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if (weap->AmmoGive1 && weap->Ammo1)
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{
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@ -5613,3 +5613,45 @@ DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog)
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self->TeleFogDestType = temp;
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}
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}
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//===========================================================================
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//
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// A_SetRipperLevel(int level)
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//
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// Sets the ripper level/requirement of the calling actor.
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// Also sets the minimum and maximum levels to rip through.
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipperLevel)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(level, 0);
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self->RipperLevel = level;
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}
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//===========================================================================
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//
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// A_SetRipMin(int min)
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//
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// Sets the ripper level/requirement of the calling actor.
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// Also sets the minimum and maximum levels to rip through.
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMin)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(min, 1);
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self->RipLevelMin = min;
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}
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//===========================================================================
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//
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// A_SetRipMin(int min)
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//
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// Sets the ripper level/requirement of the calling actor.
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// Also sets the minimum and maximum levels to rip through.
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(max, 1);
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self->RipLevelMax = max;
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}
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@ -1436,6 +1436,45 @@ DEFINE_PROPERTY(telefogdesttype, S, Actor)
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else defaults->TeleFogDestType = FindClassTentative(str, "TeleportFog");
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(ripperlevel, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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if (id < 0)
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{
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I_Error ("RipperLevel must not be negative");
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}
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defaults->RipperLevel = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(riplevelmin, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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if (id < 0)
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{
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I_Error ("RipLevelMin must not be negative");
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}
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defaults->RipLevelMin = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(riplevelmax, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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if (id < 0)
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{
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I_Error ("RipLevelMax must not be negative");
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}
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defaults->RipLevelMax = id;
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}
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//==========================================================================
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//
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// Special inventory properties
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4517
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#define SAVEVER 4518
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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|
@ -28,6 +28,9 @@ ACTOR Actor native //: Thinker
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DeathType Normal
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TeleFogSourceType "TeleportFog"
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TeleFogDestType "TeleportFog"
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RipperLevel 0
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RipLevelMin 0
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RipLevelMax 0
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// Variables for the expression evaluator
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// NOTE: fixed_t and angle_t are only used here to ensure proper conversion
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@ -321,6 +324,9 @@ ACTOR Actor native //: Thinker
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action native A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
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action native A_SetTeleFog(name oldpos, name newpos);
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action native A_SwapTeleFog();
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action native A_SetRipperLevel(int level);
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action native A_SetRipMin(int min);
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action native A_SetRipMax(int max);
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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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