Added (XF/RADF)_CIRCULAR.

This flag makes explosions use a spherical radius, instead of a cubic one. Only took almost 30 years.
This commit is contained in:
inkoalawetrust 2023-01-07 07:07:14 +02:00 committed by Rachael Alexanderson
commit 194f73a94b
6 changed files with 49 additions and 36 deletions

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;
}
@ -6075,8 +6083,8 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
if ((species != NAME_None) && (thing->Species != species))
continue;
//[inkoalawetrust] Don't harm actors friendly to the explosions' source.
if ((flags & RADF_NOALLIES) && bombsource->IsFriend(thing))
//[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))
@ -6094,7 +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))