- 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
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);
}
}