Exported destructible geometry to ZScript

This commit is contained in:
ZZYZX 2018-11-06 04:59:17 +02:00 committed by Christoph Oelckers
parent ed3355acc6
commit a276ebfb08
9 changed files with 400 additions and 40 deletions

View file

@ -416,6 +416,20 @@ void E_WorldLineActivated(line_t* line, AActor* actor, int activationType)
handler->WorldLineActivated(line, actor, activationType); handler->WorldLineActivated(line, actor, activationType);
} }
int E_WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
damage = handler->WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
return damage;
}
int E_WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
damage = handler->WorldLineDamaged(line, source, damage, damagetype, side, position, isradius);
return damage;
}
void E_PlayerEntered(int num, bool fromhub) void E_PlayerEntered(int num, bool fromhub)
{ {
// this event can happen during savegamerestore. make sure that local handlers don't receive it. // this event can happen during savegamerestore. make sure that local handlers don't receive it.
@ -570,6 +584,13 @@ DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageAngle);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivatedLine); DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivatedLine);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivationType); DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivationType);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ShouldActivate); DEFINE_FIELD_X(WorldEvent, FWorldEvent, ShouldActivate);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSectorPart);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLine);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSector);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLineSide);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamagePosition);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber); DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn); DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
@ -662,6 +683,8 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDamaged)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLinePreActivated) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLinePreActivated)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLineActivated) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLineActivated)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldSectorDamaged);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLineDamaged);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
@ -861,6 +884,54 @@ void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor, int ac
} }
} }
int DStaticEventHandler::WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius)
{
IFVIRTUAL(DStaticEventHandler, WorldSectorDamaged)
{
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldSectorDamaged_VMPtr)
return damage;
FWorldEvent e = E_SetupWorldEvent();
e.DamageSource = source;
e.DamageSector = sector;
e.NewDamage = e.Damage = damage;
e.DamageType = damagetype;
e.DamageSectorPart = part;
e.DamagePosition = position;
e.DamageIsRadius = isradius;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
return e.NewDamage;
}
return damage;
}
int DStaticEventHandler::WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius)
{
IFVIRTUAL(DStaticEventHandler, WorldLineDamaged)
{
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldLineDamaged_VMPtr)
return damage;
FWorldEvent e = E_SetupWorldEvent();
e.DamageSource = source;
e.DamageLine = line;
e.NewDamage = e.Damage = damage;
e.DamageType = damagetype;
e.DamageLineSide = side;
e.DamagePosition = position;
e.DamageIsRadius = isradius;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
return e.NewDamage;
}
return damage;
}
void DStaticEventHandler::WorldLightning() void DStaticEventHandler::WorldLightning()
{ {
IFVIRTUAL(DStaticEventHandler, WorldLightning) IFVIRTUAL(DStaticEventHandler, WorldLightning)

View file

@ -50,6 +50,10 @@ void E_WorldThingDestroyed(AActor* actor);
void E_WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate); void E_WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
// called in P_ActivateLine after successful special execution. // called in P_ActivateLine after successful special execution.
void E_WorldLineActivated(line_t* line, AActor* actor, int activationType); void E_WorldLineActivated(line_t* line, AActor* actor, int activationType);
// called in P_DamageSector and P_DamageLinedef before receiving damage to the sector. returns actual damage
int E_WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
// called in P_DamageLinedef before receiving damage to the linedef. returns actual damage
int E_WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius);
// same as ACS SCRIPT_Lightning // same as ACS SCRIPT_Lightning
void E_WorldLightning(); void E_WorldLightning();
// this executes on every tick, before everything, only when in valid level and not paused // this executes on every tick, before everything, only when in valid level and not paused
@ -157,6 +161,8 @@ public:
void WorldThingDestroyed(AActor* actor); void WorldThingDestroyed(AActor* actor);
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 WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius);
void WorldLightning(); void WorldLightning();
void WorldTick(); void WorldTick();
@ -215,14 +221,22 @@ struct FWorldEvent
AActor* Thing = nullptr; // for thingdied AActor* Thing = nullptr; // for thingdied
AActor* Inflictor = nullptr; // can be null - for damagemobj AActor* Inflictor = nullptr; // can be null - for damagemobj
AActor* DamageSource = nullptr; // can be null AActor* DamageSource = nullptr; // can be null
int Damage = 0; int Damage = 0; // thingdamaged, sector/line damaged
FName DamageType = NAME_None; FName DamageType = NAME_None; // thingdamaged, sector/line damaged
int DamageFlags = 0; int DamageFlags = 0; // thingdamaged
DAngle DamageAngle; DAngle DamageAngle; // thingdamaged
// for line(pre)activated // for line(pre)activated
line_t* ActivatedLine = nullptr; line_t* ActivatedLine = nullptr;
int ActivationType = 0; int ActivationType = 0;
bool ShouldActivate = true; bool ShouldActivate = true;
// for line/sector damaged
int DamageSectorPart = 0;
line_t* DamageLine = nullptr;
sector_t* DamageSector = nullptr;
int DamageLineSide = -1;
DVector3 DamagePosition;
bool DamageIsRadius; // radius damage yes/no
int NewDamage = 0; // sector/line damaged. allows modifying damage
}; };
struct FPlayerEvent struct FPlayerEvent

View file

@ -10,15 +10,16 @@
#include "p_maputl.h" #include "p_maputl.h"
#include "c_cvars.h" #include "c_cvars.h"
#include "serializer.h" #include "serializer.h"
#include "vm.h"
#include "events.h"
//========================================================================== //==========================================================================
// //
// [ZZ] Geometry damage logic callbacks // [ZZ] Geometry damage logic callbacks
// //
//========================================================================== //==========================================================================
void P_SetHealthGroupHealth(int group, int health) void P_SetHealthGroupHealth(FHealthGroup* grp, int health)
{ {
FHealthGroup* grp = P_GetHealthGroup(group);
if (!grp) return; if (!grp) return;
grp->health = health; grp->health = health;
@ -33,16 +34,21 @@ void P_SetHealthGroupHealth(int group, int health)
for (unsigned i = 0; i < grp->sectors.Size(); i++) for (unsigned i = 0; i < grp->sectors.Size(); i++)
{ {
sector_t* lsector = grp->sectors[i]; sector_t* lsector = grp->sectors[i];
if (lsector->healthceilinggroup == group) if (lsector->healthceilinggroup == grp->id)
lsector->healthceiling = health; lsector->healthceiling = health;
if (lsector->healthfloorgroup == group) if (lsector->healthfloorgroup == grp->id)
lsector->healthfloor = health; lsector->healthfloor = health;
if (lsector->health3dgroup == group) if (lsector->health3dgroup == grp->id)
lsector->health3d = health; lsector->health3d = health;
} }
} }
void P_DamageHealthGroup(FHealthGroup* grp, void* object, AActor* source, int damage, FName damagetype, int side, int part, DVector3 position) void P_SetHealthGroupHealth(int id, int health)
{
P_SetHealthGroupHealth(P_GetHealthGroup(id), health);
}
void P_DamageHealthGroup(FHealthGroup* grp, void* object, AActor* source, int damage, FName damagetype, int side, int part, DVector3 position, bool isradius)
{ {
if (!grp) return; if (!grp) return;
int group = grp->id; int group = grp->id;
@ -54,7 +60,7 @@ void P_DamageHealthGroup(FHealthGroup* grp, void* object, AActor* source, int da
if (lline == object) if (lline == object)
continue; continue;
lline->health = grp->health + damage; lline->health = grp->health + damage;
P_DamageLinedef(lline, source, damage, damagetype, side, position, false); P_DamageLinedef(lline, source, damage, damagetype, side, position, isradius, false);
} }
// //
for (unsigned i = 0; i < grp->sectors.Size(); i++) for (unsigned i = 0; i < grp->sectors.Size(); i++)
@ -64,26 +70,33 @@ void P_DamageHealthGroup(FHealthGroup* grp, void* object, AActor* source, int da
if (lsector->healthceilinggroup == group && (lsector != object || part != SECPART_Ceiling)) if (lsector->healthceilinggroup == group && (lsector != object || part != SECPART_Ceiling))
{ {
lsector->healthceiling = grp->health + damage; lsector->healthceiling = grp->health + damage;
P_DamageSector(lsector, source, damage, damagetype, SECPART_Ceiling, position, false); P_DamageSector(lsector, source, damage, damagetype, SECPART_Ceiling, position, isradius, false);
} }
if (lsector->healthfloorgroup == group && (lsector != object || part != SECPART_Floor)) if (lsector->healthfloorgroup == group && (lsector != object || part != SECPART_Floor))
{ {
lsector->healthfloor = grp->health + damage; lsector->healthfloor = grp->health + damage;
P_DamageSector(lsector, source, damage, damagetype, SECPART_Floor, position, false); P_DamageSector(lsector, source, damage, damagetype, SECPART_Floor, position, isradius, false);
} }
if (lsector->health3dgroup == group && (lsector != object || part != SECPART_3D)) if (lsector->health3dgroup == group && (lsector != object || part != SECPART_3D))
{ {
lsector->health3d = grp->health + damage; lsector->health3d = grp->health + damage;
P_DamageSector(lsector, source, damage, damagetype, SECPART_3D, position, false); P_DamageSector(lsector, source, damage, damagetype, SECPART_3D, position, isradius, false);
} }
} }
} }
void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool dogroups) void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius, bool dogroups)
{ {
if (damage < 0) damage = 0; if (damage < 0) damage = 0;
if (dogroups)
{
damage = E_WorldLineDamaged(line, source, damage, damagetype, side, position, isradius);
if (damage < 0) damage = 0;
}
if (!damage) return; if (!damage) return;
line->health -= damage; line->health -= damage;
@ -103,15 +116,22 @@ void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype,
FHealthGroup* grp = P_GetHealthGroup(line->healthgroup); FHealthGroup* grp = P_GetHealthGroup(line->healthgroup);
if (grp) if (grp)
grp->health = line->health; grp->health = line->health;
P_DamageHealthGroup(grp, line, source, damage, damagetype, side, -1, position); P_DamageHealthGroup(grp, line, source, damage, damagetype, side, -1, position, isradius);
} }
//Printf("P_DamageLinedef: %d damage (type=%s, source=%p), new health = %d\n", damage, damagetype.GetChars(), source, line->health); //Printf("P_DamageLinedef: %d damage (type=%s, source=%p), new health = %d\n", damage, damagetype.GetChars(), source, line->health);
} }
void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool dogroups) void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius, bool dogroups)
{ {
if (damage < 0) damage = 0; if (damage < 0) damage = 0;
if (dogroups)
{
damage = E_WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
if (damage < 0) damage = 0;
}
if (!damage) return; if (!damage) return;
int* sectorhealth; int* sectorhealth;
@ -160,7 +180,7 @@ void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagety
FHealthGroup* grp = P_GetHealthGroup(group); FHealthGroup* grp = P_GetHealthGroup(group);
if (grp) if (grp)
grp->health = newhealth; grp->health = newhealth;
P_DamageHealthGroup(grp, sector, source, damage, damagetype, 0, part, position); P_DamageHealthGroup(grp, sector, source, damage, damagetype, 0, part, position, isradius);
} }
//Printf("P_DamageSector: %d damage (type=%s, position=%s, source=%p), new health = %d\n", damage, damagetype.GetChars(), (part == SECPART_Ceiling) ? "ceiling" : "floor", source, newhealth); //Printf("P_DamageSector: %d damage (type=%s, position=%s, source=%p), new health = %d\n", damage, damagetype.GetChars(), (part == SECPART_Ceiling) ? "ceiling" : "floor", source, newhealth);
@ -264,7 +284,7 @@ void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName
if (trace.HitType == TRACE_HitWall && trace.Tier == TIER_FFloor) if (trace.HitType == TRACE_HitWall && trace.Tier == TIER_FFloor)
{ {
if (trace.ffloor && trace.ffloor->model && trace.ffloor->model->health3d) if (trace.ffloor && trace.ffloor->model && trace.ffloor->model->health3d)
P_DamageSector(trace.ffloor->model, thing, damage, damageType, SECPART_3D, trace.HitPos); P_DamageSector(trace.ffloor->model, thing, damage, damageType, SECPART_3D, trace.HitPos, false, true);
} }
if (trace.HitType == TRACE_HitWall && P_CheckLinedefVulnerable(trace.Line, trace.Side)) if (trace.HitType == TRACE_HitWall && P_CheckLinedefVulnerable(trace.Line, trace.Side))
@ -279,13 +299,13 @@ void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName
sectorhealth = backsector->healthceiling; sectorhealth = backsector->healthceiling;
if (sectorhealth > 0) if (sectorhealth > 0)
{ {
P_DamageSector(backsector, thing, damage, damageType, (trace.Tier == TIER_Upper) ? SECPART_Ceiling : SECPART_Floor, trace.HitPos); P_DamageSector(backsector, thing, damage, damageType, (trace.Tier == TIER_Upper) ? SECPART_Ceiling : SECPART_Floor, trace.HitPos, false, true);
} }
} }
// always process linedef health if any // always process linedef health if any
if (trace.Line->health > 0) if (trace.Line->health > 0)
{ {
P_DamageLinedef(trace.Line, thing, damage, damageType, trace.Side, trace.HitPos); P_DamageLinedef(trace.Line, thing, damage, damageType, trace.Side, trace.HitPos, false, true);
} }
// fake floors are not handled // fake floors are not handled
} }
@ -304,13 +324,13 @@ void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName
if (trace.HitType == TRACE_HitFloor && fabs(f->top.plane->ZatPoint(trace.HitPos.XY())-trace.HitPos.Z) <= EQUAL_EPSILON) if (trace.HitType == TRACE_HitFloor && fabs(f->top.plane->ZatPoint(trace.HitPos.XY())-trace.HitPos.Z) <= EQUAL_EPSILON)
{ {
if (f->model->health3d) if (f->model->health3d)
P_DamageSector(f->model, thing, damage, damageType, SECPART_3D, trace.HitPos); P_DamageSector(f->model, thing, damage, damageType, SECPART_3D, trace.HitPos, false, true);
hit3dfloors = true; hit3dfloors = true;
} }
else if (trace.HitType == TRACE_HitCeiling && fabs(f->bottom.plane->ZatPoint(trace.HitPos.XY())-trace.HitPos.Z) <= EQUAL_EPSILON) else if (trace.HitType == TRACE_HitCeiling && fabs(f->bottom.plane->ZatPoint(trace.HitPos.XY())-trace.HitPos.Z) <= EQUAL_EPSILON)
{ {
if (f->model->health3d) if (f->model->health3d)
P_DamageSector(f->model, thing, damage, damageType, SECPART_3D, trace.HitPos); P_DamageSector(f->model, thing, damage, damageType, SECPART_3D, trace.HitPos, false, true);
hit3dfloors = true; hit3dfloors = true;
} }
} }
@ -325,7 +345,7 @@ void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName
sectorhealth = trace.Sector->healthceiling; sectorhealth = trace.Sector->healthceiling;
if (sectorhealth > 0) if (sectorhealth > 0)
{ {
P_DamageSector(trace.Sector, thing, damage, damageType, (trace.HitType == TRACE_HitCeiling) ? SECPART_Ceiling : SECPART_Floor, trace.HitPos); P_DamageSector(trace.Sector, thing, damage, damageType, (trace.HitType == TRACE_HitCeiling) ? SECPART_Ceiling : SECPART_Floor, trace.HitPos, false, true);
} }
} }
} }
@ -539,7 +559,7 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
if (bombsource == bombspot) if (bombsource == bombspot)
damage = (int)(damage * splashfactor); damage = (int)(damage * splashfactor);
} }
P_DamageLinedef(ln, bombsource, damage, damagetype, sd, to3d_fullheight); P_DamageLinedef(ln, bombsource, damage, damagetype, sd, to3d_fullheight, true, true);
} }
} }
} }
@ -620,24 +640,24 @@ void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage
if (grp & 0x80000000) // sector ceiling if (grp & 0x80000000) // sector ceiling
{ {
assert(damageGroupPair->Value.sector != nullptr); assert(damageGroupPair->Value.sector != nullptr);
P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_Ceiling, pos); P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_Ceiling, pos, true, true);
} }
else if (grp & 0x40000000) // sector floor else if (grp & 0x40000000) // sector floor
{ {
assert(damageGroupPair->Value.sector != nullptr); assert(damageGroupPair->Value.sector != nullptr);
P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_Floor, pos); P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_Floor, pos, true, true);
} }
else if (grp & 0x20000000) // sector 3d else if (grp & 0x20000000) // sector 3d
{ {
assert(damageGroupPair->Value.sector != nullptr); assert(damageGroupPair->Value.sector != nullptr);
P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_3D, pos); P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_3D, pos, true, true);
} }
else else
{ {
assert((damageGroupPair->Value.sector != nullptr) != (damageGroupPair->Value.line != nullptr)); assert((damageGroupPair->Value.sector != nullptr) != (damageGroupPair->Value.line != nullptr));
if (damageGroupPair->Value.line != nullptr) if (damageGroupPair->Value.line != nullptr)
P_DamageLinedef(damageGroupPair->Value.line, bombsource, damage, damagetype, P_PointOnLineSide(pos.XY(), damageGroupPair->Value.line), pos); P_DamageLinedef(damageGroupPair->Value.line, bombsource, damage, damagetype, P_PointOnLineSide(pos.XY(), damageGroupPair->Value.line), pos, true, true);
else P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, damageGroupPair->Value.secpart, pos); else P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, damageGroupPair->Value.secpart, pos, true, true);
} }
} }
} }
@ -657,7 +677,7 @@ bool P_ProjectileHitLinedef(AActor* mo, line_t* line)
{ {
if (mo->Blocking3DFloor->health3d > 0) if (mo->Blocking3DFloor->health3d > 0)
{ {
P_DamageSector(mo->Blocking3DFloor, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_3D, mo->Pos()); P_DamageSector(mo->Blocking3DFloor, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_3D, mo->Pos(), false, true);
washit = true; washit = true;
} }
} }
@ -682,19 +702,19 @@ bool P_ProjectileHitLinedef(AActor* mo, line_t* line)
double ztop = mo->Pos().Z + mo->Height; double ztop = mo->Pos().Z + mo->Height;
if (zbottom < (otherfloorz + EQUAL_EPSILON) && othersector->healthfloor > 0 && P_CheckLinedefVulnerable(line, wside, SECPART_Floor)) if (zbottom < (otherfloorz + EQUAL_EPSILON) && othersector->healthfloor > 0 && P_CheckLinedefVulnerable(line, wside, SECPART_Floor))
{ {
P_DamageSector(othersector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos()); P_DamageSector(othersector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos(), false, true);
washit = true; washit = true;
} }
if (ztop > (otherceilingz - EQUAL_EPSILON) && othersector->healthceiling > 0 && P_CheckLinedefVulnerable(line, wside, SECPART_Ceiling)) if (ztop > (otherceilingz - EQUAL_EPSILON) && othersector->healthceiling > 0 && P_CheckLinedefVulnerable(line, wside, SECPART_Ceiling))
{ {
P_DamageSector(othersector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos()); P_DamageSector(othersector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos(), false, true);
washit = true; washit = true;
} }
} }
if (line->health > 0 && P_CheckLinedefVulnerable(line, wside)) if (line->health > 0 && P_CheckLinedefVulnerable(line, wside))
{ {
P_DamageLinedef(line, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, wside, mo->Pos()); P_DamageLinedef(line, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, wside, mo->Pos(), false, true);
washit = true; washit = true;
} }
@ -717,7 +737,7 @@ bool P_ProjectileHitPlane(AActor* mo, int part)
{ {
if (mo->Blocking3DFloor->health3d > 0) if (mo->Blocking3DFloor->health3d > 0)
{ {
P_DamageSector(mo->Blocking3DFloor, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_3D, mo->Pos()); P_DamageSector(mo->Blocking3DFloor, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_3D, mo->Pos(), false, true);
return true; return true;
} }
@ -726,12 +746,12 @@ bool P_ProjectileHitPlane(AActor* mo, int part)
if (part == SECPART_Floor && mo->Sector->healthfloor > 0 && P_CheckSectorVulnerable(mo->Sector, SECPART_Floor)) if (part == SECPART_Floor && mo->Sector->healthfloor > 0 && P_CheckSectorVulnerable(mo->Sector, SECPART_Floor))
{ {
P_DamageSector(mo->Sector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos()); P_DamageSector(mo->Sector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Floor, mo->Pos(), false, true);
return true; return true;
} }
else if (part == SECPART_Ceiling && mo->Sector->healthceiling > 0 && P_CheckSectorVulnerable(mo->Sector, SECPART_Ceiling)) else if (part == SECPART_Ceiling && mo->Sector->healthceiling > 0 && P_CheckSectorVulnerable(mo->Sector, SECPART_Ceiling))
{ {
P_DamageSector(mo->Sector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos()); P_DamageSector(mo->Sector, mo, mo->GetMissileDamage((mo->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1), mo->DamageType, SECPART_Ceiling, mo->Pos(), false, true);
return true; return true;
} }
@ -821,3 +841,205 @@ void P_SerializeHealthGroups(FSerializer& arc)
arc.EndArray(); arc.EndArray();
} }
} }
// ===================== zscript interface =====================
//
// =============================================================
DEFINE_FIELD_X(HealthGroup, FHealthGroup, id)
DEFINE_FIELD_X(HealthGroup, FHealthGroup, health)
DEFINE_FIELD_X(HealthGroup, FHealthGroup, sectors)
DEFINE_FIELD_X(HealthGroup, FHealthGroup, lines)
DEFINE_ACTION_FUNCTION(FHealthGroup, Find)
{
PARAM_PROLOGUE;
PARAM_INT(id);
FHealthGroup* grp = P_GetHealthGroup(id);
ACTION_RETURN_POINTER(grp);
}
DEFINE_ACTION_FUNCTION(FHealthGroup, SetHealth)
{
PARAM_SELF_STRUCT_PROLOGUE(FHealthGroup);
PARAM_INT(health);
P_SetHealthGroupHealth(self, health);
return 0;
}
// genuine hack. this essentially causes the engine to register a struct called Destructible, and enables use of DEFINE_ACTION_FUNCTION
struct FDestructible { void* none; };
DEFINE_FIELD_X(Destructible, FDestructible, none);
DEFINE_ACTION_FUNCTION(FDestructible, DamageSector)
{
PARAM_PROLOGUE;
PARAM_POINTER(sec, sector_t);
PARAM_OBJECT(source, AActor);
PARAM_INT(damage);
PARAM_NAME(damagetype);
PARAM_INT(part);
PARAM_FLOAT(position_x);
PARAM_FLOAT(position_y);
PARAM_FLOAT(position_z);
PARAM_BOOL(isradius);
P_DamageSector(sec, source, damage, damagetype, part, DVector3(position_x, position_y, position_z), isradius, true);
return 0;
}
DEFINE_ACTION_FUNCTION(FDestructible, DamageLinedef)
{
PARAM_PROLOGUE;
PARAM_POINTER(def, line_t);
PARAM_OBJECT(source, AActor);
PARAM_INT(damage);
PARAM_NAME(damagetype);
PARAM_INT(side);
PARAM_FLOAT(position_x);
PARAM_FLOAT(position_y);
PARAM_FLOAT(position_z);
PARAM_BOOL(isradius);
P_DamageLinedef(def, source, damage, damagetype, side, DVector3(position_x, position_y, position_z), isradius, true);
return 0;
}
DEFINE_ACTION_FUNCTION(FDestructible, GeometryLineAttack)
{
PARAM_PROLOGUE;
PARAM_POINTER(trace, FTraceResults);
PARAM_OBJECT(thing, AActor);
PARAM_INT(damage);
PARAM_NAME(damagetype);
P_GeometryLineAttack(*trace, thing, damage, damagetype);
return 0;
}
DEFINE_ACTION_FUNCTION(FDestructible, GeometryRadiusAttack)
{
PARAM_PROLOGUE;
PARAM_OBJECT(bombspot, AActor);
PARAM_OBJECT(bombsource, AActor);
PARAM_INT(bombdamage);
PARAM_INT(bombdistance);
PARAM_NAME(damagetype);
PARAM_INT(fulldamagedistance);
P_GeometryRadiusAttack(bombspot, bombsource, bombdamage, bombdistance, damagetype, fulldamagedistance);
return 0;
}
DEFINE_ACTION_FUNCTION(FDestructible, ProjectileHitLinedef)
{
PARAM_PROLOGUE;
PARAM_OBJECT(projectile, AActor);
PARAM_POINTER(def, line_t);
ACTION_RETURN_BOOL(P_ProjectileHitLinedef(projectile, def));
}
DEFINE_ACTION_FUNCTION(FDestructible, ProjectileHitPlane)
{
PARAM_PROLOGUE;
PARAM_OBJECT(projectile, AActor);
PARAM_INT(part);
ACTION_RETURN_BOOL(P_ProjectileHitPlane(projectile, part));
}
DEFINE_ACTION_FUNCTION(FDestructible, CheckLinedefVulnerable)
{
PARAM_PROLOGUE;
PARAM_POINTER(def, line_t);
PARAM_INT(side);
PARAM_INT(part);
ACTION_RETURN_BOOL(P_CheckLinedefVulnerable(def, side, part));
}
DEFINE_ACTION_FUNCTION(FDestructible, CheckSectorVulnerable)
{
PARAM_PROLOGUE;
PARAM_POINTER(sec, sector_t);
PARAM_INT(part);
ACTION_RETURN_BOOL(P_CheckSectorVulnerable(sec, part));
}
DEFINE_ACTION_FUNCTION(_Line, GetHealth)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
if (self->healthgroup)
{
FHealthGroup* grp = P_GetHealthGroup(self->healthgroup);
if (grp) ACTION_RETURN_INT(grp->health);
}
ACTION_RETURN_INT(self->health);
}
DEFINE_ACTION_FUNCTION(_Line, SetHealth)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
PARAM_INT(newhealth);
if (newhealth < 0)
newhealth = 0;
self->health = newhealth;
if (self->healthgroup)
{
FHealthGroup* grp = P_GetHealthGroup(self->healthgroup);
if (grp) P_SetHealthGroupHealth(grp, newhealth);
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetHealth)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(part);
FHealthGroup* grp;
switch (part)
{
case SECPART_Floor:
ACTION_RETURN_INT((self->healthfloorgroup && (grp = P_GetHealthGroup(self->healthfloorgroup))) ? grp->health : self->healthfloor);
case SECPART_Ceiling:
ACTION_RETURN_INT((self->healthceilinggroup && (grp = P_GetHealthGroup(self->healthceilinggroup))) ? grp->health : self->healthceiling);
case SECPART_3D:
ACTION_RETURN_INT((self->health3dgroup && (grp = P_GetHealthGroup(self->health3dgroup))) ? grp->health : self->health3d);
default:
ACTION_RETURN_INT(0);
}
}
DEFINE_ACTION_FUNCTION(_Sector, SetHealth)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(part);
PARAM_INT(newhealth);
if (newhealth < 0)
newhealth = 0;
int group;
int* health;
switch (part)
{
case SECPART_Floor:
group = self->healthfloorgroup;
health = &self->healthfloor;
break;
case SECPART_Ceiling:
group = self->healthceilinggroup;
health = &self->healthceiling;
break;
case SECPART_3D:
group = self->health3dgroup;
health = &self->health3d;
break;
default:
return 0;
}
FHealthGroup* grp = group ? P_GetHealthGroup(group) : nullptr;
*health = newhealth;
if (grp) P_SetHealthGroupHealth(grp, newhealth);
return 0;
}

View file

@ -23,13 +23,14 @@ enum
void P_InitHealthGroups(); void P_InitHealthGroups();
void P_SetHealthGroupHealth(FHealthGroup* group, int health);
void P_SetHealthGroupHealth(int group, int health); void P_SetHealthGroupHealth(int group, int health);
FHealthGroup* P_GetHealthGroup(int id); FHealthGroup* P_GetHealthGroup(int id);
FHealthGroup* P_GetHealthGroupOrNew(int id, int startinghealth); FHealthGroup* P_GetHealthGroupOrNew(int id, int startinghealth);
void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool dogroups = true); void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius, bool dogroups);
void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool dogroups = true); void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius, bool dogroups);
void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName damageType); void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName damageType);
void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage, int bombdistance, FName damagetype, int fulldamagedistance); void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage, int bombdistance, FName damagetype, int fulldamagedistance);

View file

@ -7,6 +7,7 @@ version "3.7"
#include "zscript/actor.txt" #include "zscript/actor.txt"
#include "zscript/actor_checks.txt" #include "zscript/actor_checks.txt"
#include "zscript/events.txt" #include "zscript/events.txt"
#include "zscript/destructible.txt"
#include "zscript/level_compatibility.txt" #include "zscript/level_compatibility.txt"
#include "zscript/menu/menuitembase.txt" #include "zscript/menu/menuitembase.txt"

View file

@ -0,0 +1,34 @@
struct HealthGroup native play
{
static clearscope native HealthGroup Find(int id);
readonly int id;
readonly int health;
readonly Array<Sector> sectors;
readonly Array<Line> lines;
native void SetHealth(int newhealth);
}
enum SectorPart
{
SECPART_None = -1,
SECPART_Floor = 0,
SECPART_Ceiling = 1,
SECPART_3D = 2
}
struct Destructible native play
{
static native void DamageSector(Sector sec, Actor source, int damage, Name damagetype, SectorPart part, vector3 position, bool isradius);
static native void DamageLinedef(Line def, Actor source, int damage, Name damagetype, int side, vector3 position, bool isradius);
static native void GeometryLineAttack(TraceResults trace, Actor thing, int damage, Name damagetype);
static native void GeometryRadiusAttack(Actor bombspot, Actor bombsource, int bombdamage, int bombdistance, Name damagetype, int fulldamagedistance);
static native bool ProjectileHitLinedef(Actor projectile, Line def);
static native bool ProjectileHitPlane(Actor projectile, SectorPart part);
static clearscope native bool CheckLinedefVulnerable(Line def, int side, SectorPart part);
static clearscope native bool CheckSectorVulnerable(Sector sec, SectorPart part);
}

View file

@ -19,7 +19,7 @@ struct WorldEvent native play version("2.4")
native readonly Actor Thing; native readonly Actor Thing;
// for thingdied. can be null // for thingdied. can be null
native readonly Actor Inflictor; native readonly Actor Inflictor;
// for thingdamaged. // for thingdamaged, line/sector damaged
native readonly int Damage; native readonly int Damage;
native readonly Actor DamageSource; native readonly Actor DamageSource;
native readonly Name DamageType; native readonly Name DamageType;
@ -29,6 +29,14 @@ struct WorldEvent native play version("2.4")
native readonly Line ActivatedLine; native readonly Line ActivatedLine;
native readonly int ActivationType; native readonly int ActivationType;
native bool ShouldActivate; native bool ShouldActivate;
// for line/sector damaged
native readonly SectorPart DamageSectorPart;
native readonly Line DamageLine;
native readonly Sector DamageSector;
native readonly int DamageLineSide;
native readonly vector3 DamagePosition;
native readonly bool DamageIsRadius;
native int NewDamage;
} }
struct PlayerEvent native play version("2.4") struct PlayerEvent native play version("2.4")
@ -313,6 +321,8 @@ class StaticEventHandler : Object native play version("2.4")
virtual native void WorldThingDestroyed(WorldEvent e); virtual native void WorldThingDestroyed(WorldEvent e);
virtual native void WorldLinePreActivated(WorldEvent e); virtual native void WorldLinePreActivated(WorldEvent e);
virtual native void WorldLineActivated(WorldEvent e); virtual native void WorldLineActivated(WorldEvent e);
virtual native void WorldSectorDamaged(WorldEvent e);
virtual native void WorldLineDamaged(WorldEvent e);
virtual native void WorldLightning(WorldEvent e); // for the sake of completeness. virtual native void WorldLightning(WorldEvent e); // for the sake of completeness.
virtual native void WorldTick(); virtual native void WorldTick();

View file

@ -180,6 +180,9 @@ struct Line native play
{ {
return Level.GetUDMFString(LevelLocals.UDMF_Line, Index(), nm); return Level.GetUDMFString(LevelLocals.UDMF_Line, Index(), nm);
} }
native clearscope int GetHealth();
native void SetHealth(int newhealth);
} }
struct SecPlane native play struct SecPlane native play
@ -479,6 +482,8 @@ struct Sector native play
return Level.GetUDMFString(LevelLocals.UDMF_Sector, Index(), nm); return Level.GetUDMFString(LevelLocals.UDMF_Sector, Index(), nm);
} }
native clearscope int GetHealth(SectorPart part);
native void SetHealth(SectorPart part, int newhealth);
} }
class SectorTagIterator : Object native class SectorTagIterator : Object native

View file

@ -148,6 +148,7 @@ class FastProjectile : Actor
SetZ(floorz); SetZ(floorz);
HitFloor (); HitFloor ();
Destructible.ProjectileHitPlane(self, SECPART_Floor);
ExplodeMissile (NULL, NULL); ExplodeMissile (NULL, NULL);
return; return;
} }
@ -161,6 +162,7 @@ class FastProjectile : Actor
} }
SetZ(ceilingz - Height); SetZ(ceilingz - Height);
Destructible.ProjectileHitPlane(self, SECPART_Ceiling);
ExplodeMissile (NULL, NULL); ExplodeMissile (NULL, NULL);
return; return;
} }