Merge commit '3849cb8623' into scripting

Conflicts:
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_hexenspecialdecs.cpp
	src/p_acs.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_expression.cpp

(Scripting branch update part 4)
This commit is contained in:
Christoph Oelckers 2015-04-28 11:59:33 +02:00
commit 792cad89b3
184 changed files with 12699 additions and 18900 deletions

View file

@ -1497,7 +1497,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
AWeapon *weapon = player->ReadyWeapon;
AActor *linetarget;
if (useammo && weapon)
// Only use ammo if called from a weapon
if (useammo && ACTION_CALL_FROM_WEAPON() && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true))
return 0; // out of ammo
@ -4777,7 +4778,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
PARAM_INT(tremrad);
PARAM_SOUND_OPT (sound) { sound = "world/quake"; }
PARAM_INT_OPT(flags) { flags = 0; }
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags);
PARAM_FLOAT_OPT(mulWaveX) { mulWaveX = 1.; }
PARAM_FLOAT_OPT(mulWaveY) { mulWaveY = 1.; }
PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; }
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ);
return 0;
}
@ -5408,9 +5412,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
if (flags & RGF_CUBE)
{ // check if inside a cube
if (abs(thing->x - self->x) > distance ||
abs(thing->y - self->y) > distance ||
abs((thing->z + thing->height/2) - (self->z + self->height/2)) > distance)
if (fabs((double)thing->x - self->x) > (double)distance ||
fabs((double)thing->y - self->y) > (double)distance ||
fabs((double)(thing->z + thing->height/2) - (self->z + self->height/2)) > (double)distance)
{
continue;
}
@ -5424,7 +5428,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
continue;
}
}
fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2));
if ((flags & RGF_NOSIGHT) || P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
{ // OK to give; target is in direct path, or the
@ -5529,15 +5532,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
return 0;
}
static bool DoCheckSpecies(AActor *mo, FName species, bool exclude)
static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude)
{
return (!(species) || mo->Species == NAME_None || (species && ((exclude) ? (mo->Species != species) : (mo->Species == species))));
FName actorSpecies = mo->GetSpecies();
if (filterSpecies == NAME_None) return true;
return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies);
}
static bool DoCheckFilter(AActor *mo, PClassActor *filter, bool exclude)
static bool DoCheckClass(AActor *mo, PClassActor *filterClass, bool exclude)
{
const PClass *c1 = mo->GetClass();
return (!(filter) || (filter == NULL) || (filter && ((exclude) ? (c1 != filter) : (c1 == filter))));
const PClass *actorClass = mo->GetClass();
if (filterClass == NULL) return true;
return exclude ? (actorClass != filterClass) : (actorClass == filterClass);
}
//===========================================================================
@ -5571,23 +5577,23 @@ enum DMSS
static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags, PClassActor *filter, FName species)
{
bool filterpass = DoCheckFilter(dmgtarget, filter, (flags & DMSS_EXFILTER) ? true : false),
speciespass = DoCheckSpecies(dmgtarget, species, (flags & DMSS_EXSPECIES) ? true : false);
bool filterpass = DoCheckClass(dmgtarget, filter, !!(flags & DMSS_EXFILTER)),
speciespass = DoCheckSpecies(dmgtarget, species, !!(flags & DMSS_EXSPECIES));
if ((flags & DMSS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass))
{
int dmgFlags = 0;
if (flags & DMSS_FOILINVUL)
dmgFlags += DMG_FOILINVUL;
dmgFlags |= DMG_FOILINVUL;
if (flags & DMSS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA;
if ((flags & DMSS_KILL) || (flags & DMSS_NOFACTOR)) //Kill implies NoFactor
dmgFlags += DMG_NO_FACTOR;
dmgFlags |= DMG_FOILBUDDHA;
if (flags & (DMSS_KILL | DMSS_NOFACTOR)) //Kill implies NoFactor
dmgFlags |= DMG_NO_FACTOR;
if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor
dmgFlags += DMG_NO_ARMOR;
dmgFlags |= DMG_NO_ARMOR;
if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
amount += dmgtarget->health;
if (flags & DMSS_NOPROTECT) //Ignore PowerProtection.
dmgFlags += DMG_NO_PROTECT;
dmgFlags |= DMG_NO_PROTECT;
if (amount > 0)
{ //Should wind up passing them through just fine.
@ -5748,16 +5754,16 @@ enum KILS
static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags, PClassActor *filter, FName species)
{
bool filterpass = DoCheckFilter(killtarget, filter, (flags & KILS_EXFILTER) ? true : false),
speciespass = DoCheckSpecies(killtarget, species, (flags & KILS_EXSPECIES) ? true : false);
bool filterpass = DoCheckClass(killtarget, filter, !!(flags & KILS_EXFILTER)),
speciespass = DoCheckSpecies(killtarget, species, !!(flags & KILS_EXSPECIES));
if ((flags & KILS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass)) //Check this first. I think it'll save the engine a lot more time this way.
{
int dmgFlags = DMG_NO_ARMOR + DMG_NO_FACTOR;
int dmgFlags = DMG_NO_ARMOR | DMG_NO_FACTOR;
if (KILS_FOILINVUL)
dmgFlags += DMG_FOILINVUL;
dmgFlags |= DMG_FOILINVUL;
if (KILS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA;
dmgFlags |= DMG_FOILBUDDHA;
if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
{
@ -5765,7 +5771,8 @@ static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags
//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 ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) &&
(!(killtarget->flags2 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) && !(killtarget->flags5 & MF5_NODAMAGE))
(!(killtarget->flags7 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) &&
!(killtarget->flags5 & MF5_NODAMAGE))
{
P_ExplodeMissile(killtarget, NULL, NULL);
}
@ -5906,8 +5913,8 @@ enum RMVF_flags
static void DoRemove(AActor *removetarget, int flags, PClassActor *filter, FName species)
{
bool filterpass = DoCheckFilter(removetarget, filter, (flags & RMVF_EXFILTER) ? true : false),
speciespass = DoCheckSpecies(removetarget, species, (flags & RMVF_EXSPECIES) ? true : false);
bool filterpass = DoCheckClass(removetarget, filter, !!(flags & RMVF_EXFILTER)),
speciespass = DoCheckSpecies(removetarget, species, !!(flags & RMVF_EXSPECIES));
if ((flags & RMVF_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass))
{
if ((flags & RMVF_EVERYTHING))