- added FDARI's Default/global damagetype properties submission.

SVN r3523 (trunk)
This commit is contained in:
Christoph Oelckers 2012-04-07 12:11:17 +00:00
parent b044c134d3
commit 81eef71067
5 changed files with 161 additions and 14 deletions

View file

@ -115,7 +115,7 @@ void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
int saved;
if (damageType != NAME_Drowning)
if (!DamageTypeDefinition::IgnoreArmor(damageType))
{
int full = MAX(0, MaxFullAbsorb - AbsorbCount);
if (damage < full)
@ -490,7 +490,7 @@ bool AHexenArmor::AddArmorToSlot (AActor *actor, int slot, int amount)
void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (damageType != NAME_Drowning)
if (!DamageTypeDefinition::IgnoreArmor(damageType))
{
fixed_t savedPercent = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];

View file

@ -55,7 +55,6 @@ extern void LoadActors ();
extern void InitBotStuff();
extern void ClearStrifeTypes();
//==========================================================================
//
//
@ -545,3 +544,84 @@ CCMD (summonfoe)
{
SummonActor (DEM_SUMMONFOE, DEM_SUMMONFOE2, argv);
}
// Damage type defaults / global settings
TMap<FName, DamageTypeDefinition> GlobalDamageDefinitions;
void DamageTypeDefinition::Apply(FName const type)
{
GlobalDamageDefinitions[type] = *this;
}
DamageTypeDefinition *DamageTypeDefinition::Get(FName const type)
{
return GlobalDamageDefinitions.CheckKey(type);
}
bool DamageTypeDefinition::IgnoreArmor(FName const type)
{
if (type == NAME_Drowning) return true;
DamageTypeDefinition *dtd = Get(type);
if (dtd) return dtd->NoArmor;
return false;
}
//==========================================================================
//
// DamageTypeDefinition :: ApplyMobjDamageFactor
//
// Calculates mobj damage based on original damage, defined damage factors
// and damage type.
//
// If the specific damage type is not defined, the damage factor for
// type 'None' will be used (with 1.0 as a default value).
//
// Globally declared damage types may override or multiply the damage
// factor when 'None' is used as a fallback in this function.
//
//==========================================================================
int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName const type, DmgFactors const * const factors)
{
if (factors)
{
// If the actor has named damage factors, look for a specific factor
fixed_t const *pdf = factors->CheckKey(type);
if (pdf) return FixedMul(damage, *pdf); // type specific damage type
// If this was nonspecific damage, don't fall back to nonspecific search
if (type == NAME_None) return damage;
}
// If this was nonspecific damage, don't fall back to nonspecific search
else if (type == NAME_None)
{
return damage;
}
else
{
// Normal is unsupplied / 1.0, so there's no difference between modifying and overriding
DamageTypeDefinition *dtd = Get(type);
return dtd ? FixedMul(damage, dtd->DefaultFactor) : damage;
}
{
fixed_t const *pdf = factors->CheckKey(NAME_None);
// Here we are looking for modifications to untyped damage
// If the calling actor defines untyped damage factor, that is contained in "pdf".
if (pdf) // normal damage available
{
DamageTypeDefinition *dtd = Get(type);
if (dtd)
{
if (dtd->ReplaceFactor) return FixedMul(damage, dtd->DefaultFactor); // use default instead of untyped factor
return FixedMul(damage, FixedMul(*pdf, dtd->DefaultFactor)); // use default as modification of untyped factor
}
return FixedMul(damage, *pdf); // there was no default, so actor default is used
}
}
return damage;
}

View file

@ -44,6 +44,8 @@
#include "dobject.h"
#include "doomdef.h"
#include "m_fixed.h"
struct Baggage;
class FScanner;
struct FActorInfo;
@ -185,6 +187,31 @@ typedef TMap<FName, int> PainChanceList;
typedef TMap<FName, PalEntry> PainFlashList;
typedef TMap<int, FPlayerColorSet> FPlayerColorSetMap;
struct DamageTypeDefinition
{
public:
DamageTypeDefinition() { Clear(); }
fixed_t DefaultFactor;
bool ReplaceFactor;
bool NoArmor;
void Apply(FName const type);
void Clear()
{
DefaultFactor = (fixed_t)1;
ReplaceFactor = false;
NoArmor = false;
}
static DamageTypeDefinition *Get(FName const type);
static bool IgnoreArmor(FName const type);
static int ApplyMobjDamageFactor(int damage, FName const type, DmgFactors const * const factors);
};
struct FActorInfo
{
static void StaticInit ();

View file

@ -997,20 +997,12 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
if (!(flags & DMG_NO_FACTOR))
{
DmgFactors *df = target->GetClass()->ActorInfo->DamageFactors;
if (df != NULL)
{
fixed_t *pdf = df->CheckFactor(mod);
if (pdf != NULL)
{
damage = FixedMul(damage, *pdf);
if (damage <= 0)
return;
}
}
damage = FixedMul(damage, target->DamageFactor);
if (damage < 0)
return;
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors);
if (damage <= 0)
return;
}
damage = target->TakeSpecialDamage (inflictor, source, damage, mod);

View file

@ -1179,7 +1179,50 @@ static void ParseActor(FScanner &sc)
sc.SetCMode (false);
}
//==========================================================================
//
// Reads a damage definition
//
//==========================================================================
static void ParseDamageDefinition(FScanner &sc)
{
sc.SetCMode (true); // This may be 100% irrelevant for such a simple syntax, but I don't know
// Get DamageType
sc.MustGetString();
FName damageType = sc.String;
DamageTypeDefinition dtd;
sc.MustGetToken('{');
while (sc.MustGetAnyToken(), sc.TokenType != '}')
{
if (sc.Compare("FACTOR"))
{
sc.MustGetFloat();
dtd.DefaultFactor = (fixed_t)sc.Float;
if (!dtd.DefaultFactor) dtd.ReplaceFactor = true; // Multiply by 0 yields 0: FixedMul(damage, FixedMul(factor, 0)) is more wasteful than FixedMul(factor, 0)
}
else if (sc.Compare("REPLACEFACTOR"))
{
dtd.ReplaceFactor = true;
}
else if (sc.Compare("NOARMOR"))
{
dtd.NoArmor = true;
}
else
{
sc.ScriptError("Unexpected data (%s) in damagetype definition.", sc.String);
}
}
dtd.Apply(damageType);
sc.SetCMode (false); // (set to true earlier in function)
}
//==========================================================================
//
@ -1263,6 +1306,11 @@ void ParseDecorate (FScanner &sc)
ParseOldDecoration (sc, DEF_Projectile);
break;
}
else if (sc.Compare("DAMAGETYPE"))
{
ParseDamageDefinition(sc);
break;
}
default:
sc.RestorePos(pos);
ParseOldDecoration(sc, DEF_Decoration);