Added WorldHitscanFired and WorldHitscanPreFired (#2432)

* Added WorldHitscan events

* DVector3 → const DVector3&
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jekyllgrim 2024-11-20 18:26:00 +03:00 committed by GitHub
parent c31f45c653
commit 99c058d168
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4 changed files with 145 additions and 15 deletions

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@ -701,6 +701,36 @@ void EventManager::WorldThingDied(AActor* actor, AActor* inflictor)
handler->WorldThingDied(actor, inflictor); handler->WorldThingDied(actor, inflictor);
} }
bool EventManager::WorldHitscanPreFired(AActor* actor, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, double sz, double offsetforward, double offsetside)
{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if (actor->ObjectFlags & OF_EuthanizeMe)
return false;
bool ret = false;
if (ShouldCallStatic(true)) ret = staticEventManager.WorldHitscanPreFired(actor, angle, distance, pitch, damage, damageType, pufftype, flags, sz, offsetforward, offsetside);
if (!ret)
{
for (DStaticEventHandler* handler = FirstEventHandler; handler && ret == false; handler = handler->next)
ret = handler->WorldHitscanPreFired(actor, angle, distance, pitch, damage, damageType, pufftype, flags, sz, offsetforward, offsetside);
}
return ret;
}
void EventManager::WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags)
{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if (actor->ObjectFlags & OF_EuthanizeMe)
return;
if (ShouldCallStatic(true)) staticEventManager.WorldHitscanFired(actor, AttackPos, DamagePosition, Inflictor, flags);
for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
handler->WorldHitscanFired(actor, AttackPos, DamagePosition, Inflictor, flags);
}
void EventManager::WorldThingGround(AActor* actor, FState* st) void EventManager::WorldThingGround(AActor* actor, FState* st)
{ {
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
@ -1026,6 +1056,14 @@ DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamagePosition);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage); DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, CrushedState); DEFINE_FIELD_X(WorldEvent, FWorldEvent, CrushedState);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackPos);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackAngle);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackPitch);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackDistance);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackOffsetForward);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackOffsetSide);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackZ);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackPuffType);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber); DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn); DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
@ -1729,6 +1767,51 @@ void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
} }
} }
bool DStaticEventHandler::WorldHitscanPreFired(AActor* actor, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, double sz, double offsetforward, double offsetside)
{
IFVIRTUAL(DStaticEventHandler, WorldHitscanPreFired)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return false;
FWorldEvent e = owner->SetupWorldEvent();
e.Thing = actor;
e.AttackAngle = angle;
e.AttackPitch = pitch;
e.AttackDistance = distance;
e.Damage = damage;
e.DamageType = damageType;
e.AttackPuffType = pufftype;
e.AttackOffsetForward = offsetforward;
e.AttackOffsetSide = offsetside;
e.AttackZ = sz;
e.DamageFlags = flags;
int processed;
VMReturn results[1] = { &processed };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, results, 1);
return !!processed;
}
return false;
}
void DStaticEventHandler::WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags)
{
IFVIRTUAL(DStaticEventHandler, WorldHitscanFired)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
FWorldEvent e = owner->SetupWorldEvent();
e.Thing = actor;
e.AttackPos = AttackPos;
e.DamagePosition = DamagePosition;
e.Inflictor = Inflictor;
e.DamageFlags = flags;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
}
}
void DStaticEventHandler::WorldThingGround(AActor* actor, FState* st) void DStaticEventHandler::WorldThingGround(AActor* actor, FState* st)
{ {
IFVIRTUAL(DStaticEventHandler, WorldThingGround) IFVIRTUAL(DStaticEventHandler, WorldThingGround)
@ -1743,7 +1826,6 @@ void DStaticEventHandler::WorldThingGround(AActor* actor, FState* st)
} }
} }
void DStaticEventHandler::WorldThingRevived(AActor* actor) void DStaticEventHandler::WorldThingRevived(AActor* actor)
{ {
IFVIRTUAL(DStaticEventHandler, WorldThingRevived) IFVIRTUAL(DStaticEventHandler, WorldThingRevived)

14
src/events.h Executable file → Normal file
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@ -311,6 +311,8 @@ public:
void WorldThingRevived(AActor* actor); void WorldThingRevived(AActor* actor);
void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle); void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
void WorldThingDestroyed(AActor* actor); void WorldThingDestroyed(AActor* actor);
bool WorldHitscanPreFired(AActor* actor, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, double sz, double offsetforward, double offsetside);
void WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags);
void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate); void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
void WorldLineActivated(line_t* line, AActor* actor, int activationType); void WorldLineActivated(line_t* line, AActor* actor, int activationType);
int WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius); int WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
@ -393,6 +395,14 @@ struct FWorldEvent
bool DamageIsRadius; // radius damage yes/no bool DamageIsRadius; // radius damage yes/no
int NewDamage = 0; // sector/line damaged. allows modifying damage int NewDamage = 0; // sector/line damaged. allows modifying damage
FState* CrushedState = nullptr; // custom crush state set in thingground FState* CrushedState = nullptr; // custom crush state set in thingground
DVector3 AttackPos; //hitscan point of origin
DAngle AttackAngle;
DAngle AttackPitch;
double AttackDistance = 0;
double AttackOffsetForward = 0;
double AttackOffsetSide = 0;
double AttackZ = 0;
PClassActor* AttackPuffType = nullptr;
}; };
struct FPlayerEvent struct FPlayerEvent
@ -467,6 +477,10 @@ struct EventManager
void WorldThingSpawned(AActor* actor); void WorldThingSpawned(AActor* actor);
// called after AActor::Die of each actor. // called after AActor::Die of each actor.
void WorldThingDied(AActor* actor, AActor* inflictor); void WorldThingDied(AActor* actor, AActor* inflictor);
// called when a hitscan attack is fired (can be overridden to block it)
bool WorldHitscanPreFired(AActor* actor, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, double sz, double offsetforward, double offsetside);
// called when a hitscan attack has been fired
void WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags);
// called inside AActor::Grind just before the corpse is destroyed // called inside AActor::Grind just before the corpse is destroyed
void WorldThingGround(AActor* actor, FState* st); void WorldThingGround(AActor* actor, FState* st);
// called after AActor::Revive. // called after AActor::Revive.

View file

@ -81,6 +81,7 @@
#include "r_utility.h" #include "r_utility.h"
#include "p_blockmap.h" #include "p_blockmap.h"
#include "p_3dmidtex.h" #include "p_3dmidtex.h"
#include "events.h"
#include "vm.h" #include "vm.h"
#include "d_main.h" #include "d_main.h"
@ -4627,6 +4628,12 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage,
double sz, double offsetforward, double offsetside) double sz, double offsetforward, double offsetside)
{ {
if (t1->Level->localEventManager->WorldHitscanPreFired(t1, angle, distance, pitch, damage, damageType, pufftype, flags, sz, offsetforward, offsetside))
{
return nullptr;
}
bool nointeract = !!(flags & LAF_NOINTERACT); bool nointeract = !!(flags & LAF_NOINTERACT);
DVector3 direction; DVector3 direction;
double shootz; double shootz;
@ -4641,6 +4648,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
if (flags & LAF_NORANDOMPUFFZ) if (flags & LAF_NORANDOMPUFFZ)
puffFlags |= PF_NORANDOMZ; puffFlags |= PF_NORANDOMZ;
if (victim != NULL) if (victim != NULL)
{ {
memset(victim, 0, sizeof(*victim)); memset(victim, 0, sizeof(*victim));
@ -4731,6 +4739,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
// LAF_ABSOFFSET: Ignore the angle. // LAF_ABSOFFSET: Ignore the angle.
DVector3 tempos; DVector3 tempos;
DVector3 puffpos;
if (flags & LAF_ABSPOSITION) if (flags & LAF_ABSPOSITION)
{ {
@ -4766,7 +4775,8 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
if (nointeract || (puffDefaults && puffDefaults->flags3 & MF3_ALWAYSPUFF)) if (nointeract || (puffDefaults && puffDefaults->flags3 & MF3_ALWAYSPUFF))
{ // Spawn the puff anyway { // Spawn the puff anyway
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget, 2, puffFlags); puffpos = trace.HitPos;
puff = P_SpawnPuff(t1, pufftype, puffpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget, 2, puffFlags);
if (nointeract) if (nointeract)
{ {
@ -4796,7 +4806,8 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
if (nointeract || trace.HitType != TRACE_HitWall || ((trace.Line->special != Line_Horizon) || spawnSky)) if (nointeract || trace.HitType != TRACE_HitWall || ((trace.Line->special != Line_Horizon) || spawnSky))
{ {
DVector2 pos = t1->Level->GetPortalOffsetPosition(trace.HitPos.X, trace.HitPos.Y, -trace.HitVector.X * 4, -trace.HitVector.Y * 4); DVector2 pos = t1->Level->GetPortalOffsetPosition(trace.HitPos.X, trace.HitPos.Y, -trace.HitVector.X * 4, -trace.HitVector.Y * 4);
puff = P_SpawnPuff(t1, pufftype, DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4), trace.SrcAngleFromTarget, puffpos = DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4);
puff = P_SpawnPuff(t1, pufftype, puffpos, trace.SrcAngleFromTarget,
trace.SrcAngleFromTarget - DAngle::fromDeg(90), 0, puffFlags); trace.SrcAngleFromTarget - DAngle::fromDeg(90), 0, puffFlags);
puff->radius = 1/65536.; puff->radius = 1/65536.;
@ -4843,6 +4854,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
{ {
// Hit a thing, so it could be either a puff or blood // Hit a thing, so it could be either a puff or blood
DVector3 bleedpos = trace.HitPos; DVector3 bleedpos = trace.HitPos;
puffpos = bleedpos;
// position a bit closer for puffs/blood if using compatibility mode. // position a bit closer for puffs/blood if using compatibility mode.
if (trace.Actor->Level->i_compatflags & COMPATF_HITSCAN) if (trace.Actor->Level->i_compatflags & COMPATF_HITSCAN)
{ {
@ -4935,6 +4947,9 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
SpawnDeepSplash(t1, trace, puff); SpawnDeepSplash(t1, trace, puff);
} }
} }
t1->Level->localEventManager->WorldHitscanFired(t1, tempos, puffpos, puff, flags);
if (killPuff && puff != NULL) if (killPuff && puff != NULL)
{ {
puff->Destroy(); puff->Destroy();
@ -5385,16 +5400,30 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
//========================================================================== //==========================================================================
void P_RailAttack(FRailParams *p) void P_RailAttack(FRailParams *p)
{ {
DVector3 start; AActor *source = p->source;
FTraceResults trace;
PClassActor *puffclass = p->puff; PClassActor *puffclass = p->puff;
if (puffclass == NULL) if (puffclass == NULL)
{ {
puffclass = PClass::FindActor(NAME_BulletPuff); puffclass = PClass::FindActor(NAME_BulletPuff);
} }
assert(puffclass != NULL); // Because we set it to a default above
AActor *puffDefaults = GetDefaultByType(puffclass->GetReplacement(source->Level)); //Contains all the flags such as FOILINVUL, etc.
FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
int flags;
// disabled because not complete yet.
flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? TRACE_ReportPortals : TRACE_PCross | TRACE_Impact | TRACE_ReportPortals;
if (source->Level->localEventManager->WorldHitscanPreFired(source, source->Angles.Yaw + p->angleoffset, p->distance, source->Angles.Pitch + p->pitchoffset, p->damage, damagetype, puffclass, flags, p->offset_z, 0, p->offset_xy))
{
return;
}
DVector3 start;
FTraceResults trace;
AActor *source = p->source;
DAngle pitch = source->Angles.Pitch + p->pitchoffset; DAngle pitch = source->Angles.Pitch + p->pitchoffset;
DAngle angle = source->Angles.Yaw + p->angleoffset; DAngle angle = source->Angles.Yaw + p->angleoffset;
@ -5423,13 +5452,6 @@ void P_RailAttack(FRailParams *p)
start.Y = xy.Y; start.Y = xy.Y;
start.Z = shootz; start.Z = shootz;
int flags;
assert(puffclass != NULL); // Because we set it to a default above
AActor *puffDefaults = GetDefaultByType(puffclass->GetReplacement(source->Level)); //Contains all the flags such as FOILINVUL, etc.
// disabled because not complete yet.
flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? TRACE_ReportPortals : TRACE_PCross | TRACE_Impact | TRACE_ReportPortals;
rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true; rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true;
rail_data.MThruSpecies = ((puffDefaults->flags6 & MF6_MTHRUSPECIES)) ? true : false; rail_data.MThruSpecies = ((puffDefaults->flags6 & MF6_MTHRUSPECIES)) ? true : false;
@ -5466,7 +5488,6 @@ void P_RailAttack(FRailParams *p)
// Hurt anything the trace hit // Hurt anything the trace hit
unsigned int i; unsigned int i;
FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
for (i = 0; i < rail_data.RailHits.Size(); i++) for (i = 0; i < rail_data.RailHits.Size(); i++)
{ {
@ -5555,6 +5576,9 @@ void P_RailAttack(FRailParams *p)
} }
} }
} }
source->Level->localEventManager->WorldHitscanFired(source, start, trace.HitPos, thepuff, flags);
if (thepuff != NULL) if (thepuff != NULL)
{ {
if (trace.Crossed3DWater || trace.CrossedWater) if (trace.Crossed3DWater || trace.CrossedWater)

View file

@ -97,6 +97,14 @@ struct WorldEvent native play version("2.4")
native readonly bool DamageIsRadius; native readonly bool DamageIsRadius;
native int NewDamage; native int NewDamage;
native readonly State CrushedState; native readonly State CrushedState;
native readonly double AttackAngle;
native readonly double AttackPitch;
native readonly double AttackDistance;
native readonly vector3 AttackPos;
native readonly double AttackOffsetForward;
native readonly double AttackOffsetSide;
native readonly double AttackZ;
native readonly class<Actor> AttackPuffType;
} }
struct PlayerEvent native play version("2.4") struct PlayerEvent native play version("2.4")
@ -155,6 +163,8 @@ class StaticEventHandler : Object native play version("2.4")
virtual void WorldThingRevived(WorldEvent e) {} virtual void WorldThingRevived(WorldEvent e) {}
virtual void WorldThingDamaged(WorldEvent e) {} virtual void WorldThingDamaged(WorldEvent e) {}
virtual void WorldThingDestroyed(WorldEvent e) {} virtual void WorldThingDestroyed(WorldEvent e) {}
virtual bool WorldHitscanPreFired(WorldEvent e) { return false; }
virtual void WorldHitscanFired(WorldEvent e) {}
virtual void WorldLinePreActivated(WorldEvent e) {} virtual void WorldLinePreActivated(WorldEvent e) {}
virtual void WorldLineActivated(WorldEvent e) {} virtual void WorldLineActivated(WorldEvent e) {}
virtual void WorldSectorDamaged(WorldEvent e) {} virtual void WorldSectorDamaged(WorldEvent e) {}