This commit is contained in:
Major Cooke 2023-01-21 11:15:21 -06:00
parent a87b3a0e55
commit 35ef7daf56
6 changed files with 70 additions and 42 deletions

View file

@ -406,9 +406,12 @@ enum
RADF_SOURCEISSPOT = 4,
RADF_NODAMAGE = 8,
RADF_THRUSTZ = 16,
RADF_OLDRADIUSDAMAGE = 32
RADF_OLDRADIUSDAMAGE = 32,
RADF_THRUSTLESS = 64,
RADF_NOALLIES = 128,
RADF_CIRCULAR = 256
};
int P_GetRadiusDamage(AActor *self, AActor *thing, int damage, int distance, int fulldmgdistance, bool oldradiusdmg);
int P_GetRadiusDamage(AActor *self, AActor *thing, int damage, int distance, int fulldmgdistance, bool oldradiusdmg, bool circular);
int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
FName damageType, int flags, int fulldamagedistance=0, FName species = NAME_None);

View file

@ -5838,7 +5838,7 @@ int P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType)
//==========================================================================
//
// RADIUS ATTACK
//
// Most of the explosion code resides here. Except P_GeometryRadiusAttack().
//
//==========================================================================
@ -5864,7 +5864,7 @@ CUSTOM_CVAR(Float, splashfactor, 1.f, CVAR_SERVERINFO)
// Used by anything without OLDRADIUSDMG flag
//==========================================================================
static double GetRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing, int bombdamage, int bombdistance, int fulldamagedistance, bool thingbombsource)
static double GetRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing, int bombdamage, int bombdistance, int fulldamagedistance, bool thingbombsource, bool round)
{
// [RH] New code. The bounding box only covers the
// height of the thing and not the height of the map.
@ -5876,41 +5876,49 @@ static double GetRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing,
double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
double bombdamagefloat = (double)bombdamage;
DVector2 vec = bombspot->Vec2To(thing);
dx = fabs(vec.X);
dy = fabs(vec.Y);
boxradius = thing->radius;
// The damage pattern is square, not circular.
len = double(dx > dy ? dx : dy);
if (bombspot->Z() < thing->Z() || bombspot->Z() >= thing->Top())
if (!round)
{
double dz;
DVector2 vec = bombspot->Vec2To(thing);
dx = fabs(vec.X);
dy = fabs(vec.Y);
boxradius = thing->radius;
if (bombspot->Z() > thing->Z())
// The damage pattern is square, not circular.
len = double(dx > dy ? dx : dy);
if (bombspot->Z() < thing->Z() || bombspot->Z() >= thing->Top())
{
dz = double(bombspot->Z() - thing->Top());
}
else
{
dz = double(thing->Z() - bombspot->Z());
}
if (len <= boxradius)
{
len = dz;
double dz;
if (bombspot->Z() > thing->Z())
{
dz = double(bombspot->Z() - thing->Top());
}
else
{
dz = double(thing->Z() - bombspot->Z());
}
if (len <= boxradius)
{
len = dz;
}
else
{
len -= boxradius;
len = g_sqrt(len*len + dz*dz);
}
}
else
{
len -= boxradius;
len = g_sqrt(len*len + dz*dz);
if (len < 0.f)
len = 0.f;
}
}
//[inkoalwetrust]: Round explosions just use the actual distance between the source and victim.
else
{
len -= boxradius;
if (len < 0.f)
len = 0.f;
len = bombspot->Distance3D (thing);
}
len = clamp<double>(len - (double)fulldamagedistance, 0, len);
points = bombdamagefloat * (1. - len * bombdistancefloat);
@ -5985,7 +5993,7 @@ static int GetOldRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing,
// damage and not taking into account any damage reduction.
//==========================================================================
int P_GetRadiusDamage(AActor *self, AActor *thing, int damage, int distance, int fulldmgdistance, bool oldradiusdmg)
int P_GetRadiusDamage(AActor *self, AActor *thing, int damage, int distance, int fulldmgdistance, bool oldradiusdmg, bool circular)
{
if (!thing)
@ -6005,7 +6013,7 @@ int P_GetRadiusDamage(AActor *self, AActor *thing, int damage, int distance, int
const int newdam = oldradiusdmg
? GetOldRadiusDamage(true, self, thing, damage, distance, fulldmgdistance)
: int(GetRadiusDamage(true, self, thing, damage, distance, fulldmgdistance, false));
: int(GetRadiusDamage(true, self, thing, damage, distance, fulldmgdistance, false, circular));
return newdam;
}
@ -6072,10 +6080,12 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
)
) continue;
if((species != NAME_None) && (thing->Species != species))
{
if ((species != NAME_None) && (thing->Species != species))
continue;
//[inkoalawetrust] Don't harm actors friendly to the explosions' source. But do harm the source.
if ((flags & RADF_NOALLIES) && bombsource->IsFriend(thing) && !(thing == bombsource || thing == bombspot))
continue;
}
if (bombsource && thing != bombsource && bombsource->player && P_ShouldPassThroughPlayer(bombsource, thing))
continue;
@ -6092,7 +6102,7 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
if ((flags & RADF_NODAMAGE) || (!((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG) &&
!(flags & RADF_OLDRADIUSDAMAGE) && !(thing->Level->i_compatflags2 & COMPATF2_EXPLODE2)))
{
double points = GetRadiusDamage(false, bombspot, thing, bombdamage, bombdistance, fulldamagedistance, bombsource == thing);
double points = GetRadiusDamage(false, bombspot, thing, bombdamage, bombdistance, fulldamagedistance, bombsource == thing,!!(flags & RADF_CIRCULAR));
double check = int(points) * bombdamage;
// points and bombdamage should be the same sign (the double cast of 'points' is needed to prevent overflows and incorrect values slipping through.)
if ((check > 0 || (check == 0 && bombspot->flags7 & MF7_FORCEZERORADIUSDMG)) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
@ -6101,15 +6111,22 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
double thrust;
int damage = abs((int)points);
int newdam = damage;
int dmgmask = 0;
if (!(flags & RADF_NODAMAGE))
{
//[inkoalawetrust] Thrustless explosions don't push anything.
if (!(flags & RADF_THRUSTLESS))
dmgmask = DMG_EXPLOSION;
else
dmgmask = DMG_EXPLOSION | DMG_THRUSTLESS;
//[MC] Don't count actors saved by buddha if already at 1 health.
int prehealth = thing->health;
newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod, DMG_EXPLOSION);
newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod, dmgmask);
if (thing->health < prehealth) count++;
}
else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST)))
else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE && !(flags & RADF_THRUSTLESS)) && !(thing->flags7 & MF7_DONTTHRUST)))
thing->flags2 |= MF2_BLASTED;
if (!(thing->flags & MF_ICECORPSE))
@ -6117,13 +6134,12 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
if (!(flags & RADF_NODAMAGE) && !(bombspot->flags3 & MF3_BLOODLESSIMPACT))
P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
if ((flags & RADF_NODAMAGE) || !(bombspot->flags2 & MF2_NODMGTHRUST))
if ((flags & RADF_NODAMAGE && !(flags & RADF_THRUSTLESS)) || !(bombspot->flags2 & MF2_NODMGTHRUST) && !(flags & RADF_THRUSTLESS))
{
if (bombsource == NULL || !(bombsource->flags2 & MF2_NODMGTHRUST))
{
if (!(thing->flags7 & MF7_DONTTHRUST))
{
thrust = points * 0.5 / (double)thing->Mass;
if (bombsource == thing)
{

View file

@ -1302,7 +1302,8 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetRadiusDamage, P_GetRadiusDamage)
PARAM_INT(distance);
PARAM_INT(fulldmgdistance);
PARAM_BOOL(oldradiusdmg);
ACTION_RETURN_INT(P_GetRadiusDamage(self, thing, damage, distance, fulldmgdistance, oldradiusdmg));
PARAM_BOOL(circular);
ACTION_RETURN_INT(P_GetRadiusDamage(self, thing, damage, distance, fulldmgdistance, oldradiusdmg, circular));
}
static int RadiusAttack(AActor *self, AActor *bombsource, int bombdamage, int bombdistance, int damagetype, int flags, int fulldamagedistance, int species)

View file

@ -1187,7 +1187,7 @@ class Actor : Thinker native
native void A_CustomComboAttack(class<Actor> missiletype, double spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
native void A_Burst(class<Actor> chunktype);
native void A_RadiusDamageSelf(int damage = 128, double distance = 128, int flags = 0, class<Actor> flashtype = null);
native int GetRadiusDamage(Actor thing, int damage, int distance, int fulldmgdistance = 0, bool oldradiusdmg = false);
native int GetRadiusDamage(Actor thing, int damage, int distance, int fulldmgdistance = 0, bool oldradiusdmg = false, bool circular = false);
native int RadiusAttack(Actor bombsource, int bombdamage, int bombdistance, Name bombmod = 'none', int flags = RADF_HURTSOURCE, int fulldamagedistance = 0, name species = "None");
native void A_Respawn(int flags = 1);

View file

@ -606,6 +606,9 @@ extend class Actor
if (flags & XF_HURTSOURCE) pflags |= RADF_HURTSOURCE;
if (flags & XF_NOTMISSILE) pflags |= RADF_SOURCEISSPOT;
if (flags & XF_THRUSTZ) pflags |= RADF_THRUSTZ;
if (flags & XF_THRUSTLESS) pflags |= RADF_THRUSTLESS;
if (flags & XF_NOALLIES) pflags |= RADF_NOALLIES;
if (flags & XF_CIRCULAR) pflags |= RADF_CIRCULAR;
int count = RadiusAttack (target, damage, distance, damagetype, pflags, fulldamagedistance);
if (!(flags & XF_NOSPLASH)) CheckSplash(distance);

View file

@ -261,7 +261,9 @@ enum EExplodeFlags
XF_EXPLICITDAMAGETYPE = 8,
XF_NOSPLASH = 16,
XF_THRUSTZ = 32,
XF_THRUSTLESS = 64,
XF_NOALLIES = 128,
XF_CIRCULAR = 256,
};
// Flags for A_RadiusThrust
@ -1227,7 +1229,10 @@ enum RadiusDamageFlags
RADF_SOURCEISSPOT = 4,
RADF_NODAMAGE = 8,
RADF_THRUSTZ = 16,
RADF_OLDRADIUSDAMAGE = 32
RADF_OLDRADIUSDAMAGE = 32,
RADF_THRUSTLESS = 64,
RADF_NOALLIES = 128,
RADF_CIRCULAR = 256
};
enum IntermissionSequenceType