- Updated many functions.

- Added A_KillTarget(damagetype, int flags).
- Added A_KillTracer(damagetype, int flags).
- Added A_RemoveTarget.
- Added A_RemoveTracer.

A_Kill (Master/Target/Tracer/Children/Siblings):
- KILS_FOILINVUL: foils invulnerability.
- KILS_KILLMISSILES: destroys projectiles. Does not work on invulnerable
projectiles without KILS_FOILINVUL, and doesn't work at all on missiles
with NODAMAGE flag.
- KILS_NOMONSTERS: actors that are monsters will not be killed.

A_Damage (Self/Target/Master/Tracer/Children/Siblings):
- DMSS_FOILINVUL: foils invulnerability.
- DMSS_AFFECTARMOR: damages the actor's armor instead of bypassing it
entirely.
- DMSS_KILL: damages the actor by its remaining health (useful for
modular DECORATE programming).

- Added A_SpawnItemEx flags:
- SXF_SETTARGET: sets the calling actor as the target.
- SXF_SETTRACER: sets the calling actor as the tracer.
Both of these functions take priority similar to SXF_SETMASTER over
SXF_TRANSFERPOINTERS.
This commit is contained in:
MajorCooke 2014-09-27 00:10:31 -05:00
parent 5b71ce6dcb
commit 0735cb9550
3 changed files with 342 additions and 55 deletions

View file

@ -1765,6 +1765,8 @@ enum SIX_Flags
SIXF_TRANSFERSTENCILCOL = 1 << 17,
SIXF_TRANSFERALPHA = 1 << 18,
SIXF_TRANSFERRENDERSTYLE = 1 << 19,
SIXF_SETTARGET = 1 << 20,
SIXF_SETTRACER = 1 << 21,
};
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
@ -1827,7 +1829,6 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
{
// If this is a monster transfer all friendliness information
mo->CopyFriendliness(originator, true);
if (flags & SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
}
else if (originator->player)
{
@ -1857,6 +1858,14 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
{
mo->master = originator;
}
if (flags & SIXF_SETTARGET)
{
mo->target = originator;
}
if (flags & SIXF_SETTRACER)
{
mo->tracer = originator;
}
if (flags & SIXF_TRANSFERSCALE)
{
mo->scaleX = self->scaleX;
@ -2666,31 +2675,60 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
}
enum KILS
{
KILS_FOILINVUL = 1 << 0,
KILS_KILLMISSILES = 1 << 1,
KILS_NOMONSTERS = 1 << 2,
};
//===========================================================================
//
// A_KillMaster
// A_KillMaster(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
{
ACTION_PARAM_START(1);
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
if (self->master != NULL)
{
P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
if ((self->master->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
{
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
//since that's the whole point of it.
if ((!(self->master->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(self->master->flags5 & MF5_NODAMAGE))
{
P_ExplodeMissile(self->master, NULL, NULL);
}
}
if (!(flags & KILS_NOMONSTERS))
{
if (flags & KILS_FOILINVUL)
{
P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
}
else
{
P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
}
//===========================================================================
//
// A_KillChildren
// A_KillChildren(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
{
ACTION_PARAM_START(1);
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
TThinkerIterator<AActor> it;
AActor *mo;
@ -2699,20 +2737,38 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
{
if (mo->master == self)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
if ((mo->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
{
if ((!(mo->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(mo->flags5 & MF5_NODAMAGE))
{
P_ExplodeMissile(mo, NULL, NULL);
}
}
if (!(flags & KILS_NOMONSTERS))
{
if (flags & KILS_FOILINVUL)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
}
else
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
}
}
//===========================================================================
//
// A_KillSiblings
// A_KillSiblings(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
ACTION_PARAM_START(1);
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
TThinkerIterator<AActor> it;
AActor *mo;
@ -2723,7 +2779,24 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
if (mo->master == self->master && mo != self)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
if ((mo->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
{
if ((!(mo->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(mo->flags5 & MF5_NODAMAGE))
{
P_ExplodeMissile(mo, NULL, NULL);
}
}
if (!(flags & KILS_NOMONSTERS))
{
if (flags & KILS_FOILINVUL)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
}
else
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
}
}
@ -3537,24 +3610,47 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
ACTION_JUMP(jump);
}
enum DMSS
{
DMSS_FOILINVUL = 1,
DMSS_AFFECTARMOR = 2,
DMSS_KILL = 4,
};
//===========================================================================
//
// A_DamageMaster (int amount, str damagetype)
// A_DamageMaster (int amount, str damagetype, int flags)
// Damages the master of this child by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
if (self->master != NULL)
{
if (amount > 0)
if ((amount > 0) || (flags & DMSS_KILL))
{
P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR);
if (!(self->master->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
{
if (flags & DMSS_KILL)
{
P_DamageMobj(self->master, self, self, self->master->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
}
if (flags & DMSS_AFFECTARMOR)
{
P_DamageMobj(self->master, self, self, amount, DamageType, DMG_FOILINVUL);
}
else
{
P_DamageMobj(self->master, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
}
}
}
else if (amount < 0)
{
@ -3566,7 +3662,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
//===========================================================================
//
// A_DamageChildren (amount, str damagetype)
// A_DamageChildren (amount, str damagetype, int flags)
// Damages the children of this master by the specified amount. Negative values heal.
//
//===========================================================================
@ -3575,17 +3671,32 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
if (amount > 0)
if ((amount > 0) || (flags & DMSS_KILL)) //Bypass if kill flag is present; it won't matter. It intends to kill them.
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
if (!(mo->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
{
if (flags & DMSS_KILL)
{
P_DamageMobj(mo, self, self, mo->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
}
if (flags & DMSS_AFFECTARMOR)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL);
}
else
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
}
}
}
else if (amount < 0)
{
@ -3600,7 +3711,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
//===========================================================================
//
// A_DamageSiblings (int amount, str damagetype)
// A_DamageSiblings (int amount, str damagetype, int flags)
// Damages the siblings of this master by the specified amount. Negative values heal.
//
//===========================================================================
@ -3609,24 +3720,39 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
if (self->master != NULL)
{
while ( (mo = it.Next()) )
while ((mo = it.Next()))
{
if (mo->master == self->master && mo != self)
{
if (amount > 0)
if ((amount > 0) || (flags & DMSS_KILL))
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
if (!(mo->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
{
if (flags & DMSS_KILL)
{
P_DamageMobj(mo, self, self, mo->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
}
if (flags & DMSS_AFFECTARMOR)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL);
}
else
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
}
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
@ -5005,45 +5131,75 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
//===========================================================================
//
// A_DamageSelf (int amount, str damagetype)
// A_DamageSelf (int amount, str damagetype, int flags)
// Damages the calling actor by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
if (amount > 0)
if ((amount > 0) || (flags & DMSS_KILL))
{
if (!(self->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
{
P_DamageMobj(self, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(self, amount);
if (flags & DMSS_KILL)
{
P_DamageMobj(self, self, self, self->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
}
if (flags & DMSS_AFFECTARMOR)
{
P_DamageMobj(self, self, self, amount, DamageType, DMG_FOILINVUL);
}
else
{
//[MC] DMG_FOILINVUL is needed for making the damage occur on the actor.
P_DamageMobj(self, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
}
}
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(self, amount);
}
}
//===========================================================================
//
// A_DamageTarget (int amount, str damagetype)
// A_DamageTarget (int amount, str damagetype, int flags)
// Damages the target of the actor by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
if (self->target != NULL)
{
if (amount > 0)
if ((amount > 0) || (flags & DMSS_KILL))
{
P_DamageMobj(self->target, self, self, amount, DamageType, DMG_NO_ARMOR);
if (!(self->target->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
{
if (flags & DMSS_KILL)
{
P_DamageMobj(self->target, self, self, self->target->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
}
if (flags & DMSS_AFFECTARMOR)
{
P_DamageMobj(self->target, self, self, amount, DamageType, DMG_FOILINVUL);
}
else
{
P_DamageMobj(self->target, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
}
}
}
else if (amount < 0)
{
@ -5055,22 +5211,37 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
//===========================================================================
//
// A_DamageTracer (int amount, str damagetype)
// A_DamageTracer (int amount, str damagetype, int flags)
// Damages the tracer of the actor by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
if (self->target != NULL)
{
if (amount > 0)
if ((amount > 0) || (flags & DMSS_KILL))
{
P_DamageMobj(self->tracer, self, self, amount, DamageType, DMG_NO_ARMOR);
if (!(self->tracer->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
{
if (flags & DMSS_KILL)
{
P_DamageMobj(self->tracer, self, self, self->tracer->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
}
if (flags & DMSS_AFFECTARMOR)
{
P_DamageMobj(self->tracer, self, self, amount, DamageType, DMG_FOILINVUL);
}
else
{
P_DamageMobj(self->tracer, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
}
}
}
else if (amount < 0)
{
@ -5078,4 +5249,104 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
P_GiveBody(self->tracer, amount);
}
}
}
//===========================================================================
//
// A_KillTarget(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
if (self->target != NULL)
{
if ((self->target->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
{
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
//since that's the whole point of it.
if ((!(self->target->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(self->target->flags5 & MF5_NODAMAGE))
{
P_ExplodeMissile(self->target, NULL, NULL);
}
}
if (!(flags & KILS_NOMONSTERS))
{
if (flags & KILS_FOILINVUL)
{
P_DamageMobj(self->target, self, self, self->target->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
}
else
{
P_DamageMobj(self->target, self, self, self->target->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
}
//===========================================================================
//
// A_KillTracer(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
if (self->tracer != NULL)
{
if ((self->tracer->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
{
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
//since that's the whole point of it.
if ((!(self->tracer->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(self->tracer->flags5 & MF5_NODAMAGE))
{
P_ExplodeMissile(self->tracer, NULL, NULL);
}
}
if (!(flags & KILS_NOMONSTERS))
{
if (flags & KILS_FOILINVUL)
{
P_DamageMobj(self->tracer, self, self, self->tracer->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
}
else
{
P_DamageMobj(self->tracer, self, self, self->tracer->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
}
//===========================================================================
//
// A_RemoveTarget
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveTarget)
{
if (self->target != NULL)
{
P_RemoveThing(self->target);
}
}
//===========================================================================
//
// A_RemoveTracer
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveTracer)
{
if (self->tracer != NULL)
{
P_RemoveThing(self->tracer);
}
}

View file

@ -237,9 +237,9 @@ ACTOR Actor native //: Thinker
action native A_RemoveMaster();
action native A_RemoveChildren(bool removeall = false);
action native A_RemoveSiblings(bool removeall = false);
action native A_KillMaster(name damagetype = "none");
action native A_KillChildren(name damagetype = "none");
action native A_KillSiblings(name damagetype = "none");
action native A_KillMaster(name damagetype = "none", int flags = 0);
action native A_KillChildren(name damagetype = "none", int flags = 0);
action native A_KillSiblings(name damagetype = "none", int flags = 0);
action native A_RaiseMaster();
action native A_RaiseChildren();
action native A_RaiseSiblings();
@ -275,9 +275,9 @@ ACTOR Actor native //: Thinker
action native A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT);
action native A_JumpIfTargetInLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native A_JumpIfInTargetLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native A_DamageMaster(int amount, name damagetype = "none");
action native A_DamageChildren(int amount, name damagetype = "none");
action native A_DamageSiblings(int amount, name damagetype = "none");
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0);
action native A_DamageChildren(int amount, name damagetype = "none", int flags = 0);
action native A_DamageSiblings(int amount, name damagetype = "none", int flags = 0);
action native A_SelectWeapon(class<Weapon> whichweapon);
action native A_Punch();
action native A_Feathers();
@ -304,9 +304,13 @@ ACTOR Actor native //: Thinker
action native A_SetDamageType(name damagetype);
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
action native A_SetSpeed(float speed);
action native A_DamageSelf(int amount, name damagetype = "none");
action native A_DamageTarget(int amount, name damagetype = "none");
action native A_DamageTracer(int amount, name damagetype = "none");
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0);
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0);
action native A_DamageTracer(int amount, name damagetype = "none", int flags = 0);
action native A_KillTarget(name damagetype = "none", int flags = 0);
action native A_KillTracer(name damagetype = "none", int flags = 0);
action native A_RemoveTarget();
action native A_RemoveTracer();
action native A_CheckSightOrRange(float distance, state label);
action native A_CheckRange(float distance, state label);

View file

@ -67,6 +67,8 @@ const int SXF_CLEARCALLERSPECIAL = 65536;
const int SXF_TRANSFERSTENCILCOL = 131072;
const int SXF_TRANSFERALPHA = 262144;
const int SXF_TRANSFERRENDERSTYLE = 524288;
const int SXF_SETTARGET = 1048576;
const int SXF_SETTRACER = 2097152;
// Flags for A_Chase
const int CHF_FASTCHASE = 1;
@ -360,6 +362,16 @@ enum
CLOFF_NOAIM = CLOFF_NOAIM_VERT|CLOFF_NOAIM_HORZ
};
// Flags for A_Kill (Master/Target/Tracer/Children/Siblings) series
const int KILS_FOILINVUL = 1;
const int KILS_KILLMISSILES = 2;
const int KILS_NOMONSTERS = 4;
// Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series
const int DMSS_FOILINVUL = 1;
const int DMSS_AFFECTARMOR = 2;
const int DMSS_KILL = 4;
// Flags for A_AlertMonsters
const int AMF_TARGETEMITTER = 1;