diff --git a/src/events.cpp b/src/events.cpp index a4773d133..2f7b12091 100755 --- a/src/events.cpp +++ b/src/events.cpp @@ -701,6 +701,36 @@ void EventManager::WorldThingDied(AActor* actor, AActor* inflictor) handler->WorldThingDied(actor, inflictor); } +bool EventManager::WorldHitscanPreFired(AActor* actor, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, double sz, double offsetforward, double offsetside) +{ + // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. + if (actor->ObjectFlags & OF_EuthanizeMe) + return false; + + bool ret = false; + if (ShouldCallStatic(true)) ret = staticEventManager.WorldHitscanPreFired(actor, angle, distance, pitch, damage, damageType, pufftype, flags, sz, offsetforward, offsetside); + + if (!ret) + { + for (DStaticEventHandler* handler = FirstEventHandler; handler && ret == false; handler = handler->next) + ret = handler->WorldHitscanPreFired(actor, angle, distance, pitch, damage, damageType, pufftype, flags, sz, offsetforward, offsetside); + } + + return ret; +} + +void EventManager::WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags) +{ + // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. + if (actor->ObjectFlags & OF_EuthanizeMe) + return; + + if (ShouldCallStatic(true)) staticEventManager.WorldHitscanFired(actor, AttackPos, DamagePosition, Inflictor, flags); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) + handler->WorldHitscanFired(actor, AttackPos, DamagePosition, Inflictor, flags); +} + void EventManager::WorldThingGround(AActor* actor, FState* st) { // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. @@ -1026,6 +1056,14 @@ DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamagePosition); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius); DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage); DEFINE_FIELD_X(WorldEvent, FWorldEvent, CrushedState); +DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackPos); +DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackAngle); +DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackPitch); +DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackDistance); +DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackOffsetForward); +DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackOffsetSide); +DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackZ); +DEFINE_FIELD_X(WorldEvent, FWorldEvent, AttackPuffType); DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber); DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn); @@ -1729,6 +1767,51 @@ void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor) } } +bool DStaticEventHandler::WorldHitscanPreFired(AActor* actor, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, double sz, double offsetforward, double offsetside) +{ + IFVIRTUAL(DStaticEventHandler, WorldHitscanPreFired) + { + // don't create excessive DObjects if not going to be processed anyway + if (isEmpty(func)) return false; + FWorldEvent e = owner->SetupWorldEvent(); + e.Thing = actor; + e.AttackAngle = angle; + e.AttackPitch = pitch; + e.AttackDistance = distance; + e.Damage = damage; + e.DamageType = damageType; + e.AttackPuffType = pufftype; + e.AttackOffsetForward = offsetforward; + e.AttackOffsetSide = offsetside; + e.AttackZ = sz; + e.DamageFlags = flags; + int processed; + VMReturn results[1] = { &processed }; + VMValue params[2] = { (DStaticEventHandler*)this, &e }; + VMCall(func, params, 2, results, 1); + return !!processed; + } + + return false; +} + +void DStaticEventHandler::WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags) +{ + IFVIRTUAL(DStaticEventHandler, WorldHitscanFired) + { + // don't create excessive DObjects if not going to be processed anyway + if (isEmpty(func)) return; + FWorldEvent e = owner->SetupWorldEvent(); + e.Thing = actor; + e.AttackPos = AttackPos; + e.DamagePosition = DamagePosition; + e.Inflictor = Inflictor; + e.DamageFlags = flags; + VMValue params[2] = { (DStaticEventHandler*)this, &e }; + VMCall(func, params, 2, nullptr, 0); + } +} + void DStaticEventHandler::WorldThingGround(AActor* actor, FState* st) { IFVIRTUAL(DStaticEventHandler, WorldThingGround) @@ -1743,7 +1826,6 @@ void DStaticEventHandler::WorldThingGround(AActor* actor, FState* st) } } - void DStaticEventHandler::WorldThingRevived(AActor* actor) { IFVIRTUAL(DStaticEventHandler, WorldThingRevived) diff --git a/src/events.h b/src/events.h old mode 100755 new mode 100644 index d71922b9a..c3d05d485 --- a/src/events.h +++ b/src/events.h @@ -311,6 +311,8 @@ public: void WorldThingRevived(AActor* actor); void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle); void WorldThingDestroyed(AActor* actor); + bool WorldHitscanPreFired(AActor* actor, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, double sz, double offsetforward, double offsetside); + void WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags); void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate); 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); @@ -393,6 +395,14 @@ struct FWorldEvent bool DamageIsRadius; // radius damage yes/no int NewDamage = 0; // sector/line damaged. allows modifying damage FState* CrushedState = nullptr; // custom crush state set in thingground + DVector3 AttackPos; //hitscan point of origin + DAngle AttackAngle; + DAngle AttackPitch; + double AttackDistance = 0; + double AttackOffsetForward = 0; + double AttackOffsetSide = 0; + double AttackZ = 0; + PClassActor* AttackPuffType = nullptr; }; struct FPlayerEvent @@ -467,6 +477,10 @@ struct EventManager void WorldThingSpawned(AActor* actor); // called after AActor::Die of each actor. void WorldThingDied(AActor* actor, AActor* inflictor); + // called when a hitscan attack is fired (can be overridden to block it) + bool WorldHitscanPreFired(AActor* actor, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, double sz, double offsetforward, double offsetside); + // called when a hitscan attack has been fired + void WorldHitscanFired(AActor* actor, const DVector3& AttackPos, const DVector3& DamagePosition, AActor* Inflictor, int flags); // called inside AActor::Grind just before the corpse is destroyed void WorldThingGround(AActor* actor, FState* st); // called after AActor::Revive. diff --git a/src/maploader/postprocessor.cpp b/src/maploader/postprocessor.cpp index e94e7d4d7..c430ce6a5 100644 --- a/src/maploader/postprocessor.cpp +++ b/src/maploader/postprocessor.cpp @@ -56,19 +56,16 @@ class DLevelPostProcessor : public DObject { - DECLARE_ABSTRACT_CLASS(DLevelPostProcessor, DObject) + DECLARE_CLASS(DLevelPostProcessor, DObject) public: MapLoader *loader; FLevelLocals *Level; }; -IMPLEMENT_CLASS(DLevelPostProcessor, true, false); +IMPLEMENT_CLASS(DLevelPostProcessor, false, false); void MapLoader::PostProcessLevel(FName checksum) { - auto lc = Create(); - lc->loader = this; - lc->Level = Level; for(auto cls : PClass::AllClasses) { if (cls->IsDescendantOf(RUNTIME_CLASS(DLevelPostProcessor))) @@ -87,8 +84,14 @@ void MapLoader::PostProcessLevel(FName checksum) continue; } + auto lc = static_cast(cls->CreateNew()); + lc->loader = this; + lc->Level = Level; + VMValue param[] = { lc, checksum.GetIndex(), &Level->MapName }; VMCall(func->Variants[0].Implementation, param, 3, nullptr, 0); + + lc->Destroy(); } } } diff --git a/src/playsim/p_map.cpp b/src/playsim/p_map.cpp index 2185786e0..2aea97407 100644 --- a/src/playsim/p_map.cpp +++ b/src/playsim/p_map.cpp @@ -81,6 +81,7 @@ #include "r_utility.h" #include "p_blockmap.h" #include "p_3dmidtex.h" +#include "events.h" #include "vm.h" #include "d_main.h" @@ -2107,10 +2108,13 @@ int P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj) while (it.Next(&cres)) { AActor *thing = cres.thing; + if (!quick && onmobj != NULL && thing->Top() < onmobj->Top()) + { // something higher is in the way + continue; + } - double blockdist = thing->radius + actor->radius; - if (fabs(thing->X() - cres.Position.X) >= blockdist || fabs(thing->Y() - cres.Position.Y) >= blockdist) - { + if (thing == actor) + { // Don't clip against self. continue; } if (thing->flags2 & MF2_THRUACTORS) @@ -2121,19 +2125,24 @@ int P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj) { continue; } - if ((actor->flags6 & MF6_THRUSPECIES) && (thing->GetSpecies() == actor->GetSpecies())) - { - continue; - } if (!(thing->flags & MF_SOLID)) { // Can't hit thing continue; } - if (thing->flags & (MF_SPECIAL | MF_NOCLIP)) + if ((thing->flags & (MF_SPECIAL | MF_NOCLIP)) || (thing->flags6 & MF6_TOUCHY)) { // [RH] Specials and noclippers don't block moves continue; } - if (thing->flags & (MF_CORPSE)) + const double blockdist = thing->radius + actor->radius; + if (fabs(thing->X() - cres.Position.X) >= blockdist || fabs(thing->Y() - cres.Position.Y) >= blockdist) + { + continue; + } + if ((actor->flags6 & MF6_THRUSPECIES) && thing->GetSpecies() == actor->GetSpecies()) + { + continue; + } + if (thing->flags & MF_CORPSE) { // Corpses need a few more checks if (!(actor->flags & MF_ICECORPSE)) continue; @@ -2142,33 +2151,78 @@ int P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj) { // [RH] Only bridges block pickup items continue; } - if (thing == actor) - { // Don't clip against self - continue; - } - if ((actor->flags & MF_MISSILE) && (thing == actor->target)) - { // Don't clip against whoever shot the missile. + if (actor->player != nullptr && P_ShouldPassThroughPlayer(actor, thing)) + { continue; } if (actor->Z() > thing->Top()) { // over thing continue; } - else if (actor->Top() <= thing->Z()) + if (actor->Top() <= thing->Z()) { // under thing continue; } - else if (!quick && onmobj != NULL && thing->Top() < onmobj->Top()) - { // something higher is in the way - continue; - } - else if (!P_CanCollideWith(actor, thing)) + if (!P_CanCollideWith(actor, thing)) { // If they cannot collide, they cannot block each other. continue; } - if (actor->player && P_ShouldPassThroughPlayer(actor, thing)) + if ((actor->flags & MF_MISSILE) || ((actor->BounceFlags & BOUNCE_MBF) && !(actor->flags & MF_SOLID))) { - continue; + if (thing->flags2 & MF2_NONSHOOTABLE) + { + continue; + } + if ((thing->flags3 & MF3_GHOST) && (actor->flags2 & MF2_THRUGHOST)) + { + continue; + } + if ((thing->flags4 & MF4_SPECTRAL) && !(actor->flags4 & MF4_SPECTRAL)) + { + continue; + } + if (actor->target != nullptr) + { + if ((actor->flags6 & MF6_MTHRUSPECIES) && actor->target->GetSpecies() == thing->GetSpecies()) + { + continue; + } + if (actor->target == thing) + { + if (!(actor->flags8 & MF8_HITOWNER)) + { + continue; + } + } + else if (actor->target->player != nullptr && P_ShouldPassThroughPlayer(actor->target, thing)) + { + continue; + } + } + if ((thing->flags7 & MF7_THRUREFLECT) && (thing->flags2 & MF2_REFLECTIVE) && (actor->flags & MF_MISSILE)) + { + continue; + } + + double clipheight = thing->Height; + if (thing->projectilepassheight > 0) + { + clipheight = thing->projectilepassheight; + } + else if (thing->projectilepassheight < 0 && (thing->Level->i_compatflags & COMPATF_MISSILECLIP)) + { + clipheight = -thing->projectilepassheight; + } + if (actor->Z() > thing->Z() + clipheight) + { // Over thing + continue; + } + if ((actor->flags2 & MF2_RIP) && !(thing->flags5 & MF5_DONTRIP) + && (!(actor->flags6 & MF6_NOBOSSRIP) || !(thing->flags2 & MF2_BOSS)) + && CheckRipLevel(thing, actor)) + { + continue; + } } onmobj = thing; @@ -4627,6 +4681,12 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage, double sz, double offsetforward, double offsetside) { + if (t1->Level->localEventManager->WorldHitscanPreFired(t1, angle, distance, pitch, damage, damageType, pufftype, flags, sz, offsetforward, offsetside)) + { + return nullptr; + } + + bool nointeract = !!(flags & LAF_NOINTERACT); DVector3 direction; double shootz; @@ -4641,6 +4701,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, if (flags & LAF_NORANDOMPUFFZ) puffFlags |= PF_NORANDOMZ; + if (victim != NULL) { memset(victim, 0, sizeof(*victim)); @@ -4731,6 +4792,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, // LAF_ABSOFFSET: Ignore the angle. DVector3 tempos; + DVector3 puffpos; if (flags & LAF_ABSPOSITION) { @@ -4766,7 +4828,8 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, if (nointeract || (puffDefaults && puffDefaults->flags3 & MF3_ALWAYSPUFF)) { // Spawn the puff anyway - puff = P_SpawnPuff(t1, pufftype, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget, 2, puffFlags); + puffpos = trace.HitPos; + puff = P_SpawnPuff(t1, pufftype, puffpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget, 2, puffFlags); if (nointeract) { @@ -4796,7 +4859,8 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, if (nointeract || trace.HitType != TRACE_HitWall || ((trace.Line->special != Line_Horizon) || spawnSky)) { DVector2 pos = t1->Level->GetPortalOffsetPosition(trace.HitPos.X, trace.HitPos.Y, -trace.HitVector.X * 4, -trace.HitVector.Y * 4); - puff = P_SpawnPuff(t1, pufftype, DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4), trace.SrcAngleFromTarget, + puffpos = DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4); + puff = P_SpawnPuff(t1, pufftype, puffpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - DAngle::fromDeg(90), 0, puffFlags); puff->radius = 1/65536.; @@ -4843,6 +4907,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, { // Hit a thing, so it could be either a puff or blood DVector3 bleedpos = trace.HitPos; + puffpos = bleedpos; // position a bit closer for puffs/blood if using compatibility mode. if (trace.Actor->Level->i_compatflags & COMPATF_HITSCAN) { @@ -4935,6 +5000,9 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, SpawnDeepSplash(t1, trace, puff); } } + + t1->Level->localEventManager->WorldHitscanFired(t1, tempos, puffpos, puff, flags); + if (killPuff && puff != NULL) { puff->Destroy(); @@ -5385,16 +5453,30 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata) //========================================================================== void P_RailAttack(FRailParams *p) { - DVector3 start; - FTraceResults trace; + AActor *source = p->source; PClassActor *puffclass = p->puff; if (puffclass == NULL) { puffclass = PClass::FindActor(NAME_BulletPuff); } + assert(puffclass != NULL); // Because we set it to a default above + AActor *puffDefaults = GetDefaultByType(puffclass->GetReplacement(source->Level)); //Contains all the flags such as FOILINVUL, etc. + FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType; + + int flags; + + // disabled because not complete yet. + flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? TRACE_ReportPortals : TRACE_PCross | TRACE_Impact | TRACE_ReportPortals; + + if (source->Level->localEventManager->WorldHitscanPreFired(source, source->Angles.Yaw + p->angleoffset, p->distance, source->Angles.Pitch + p->pitchoffset, p->damage, damagetype, puffclass, flags, p->offset_z, 0, p->offset_xy)) + { + return; + } + + DVector3 start; + FTraceResults trace; - AActor *source = p->source; DAngle pitch = source->Angles.Pitch + p->pitchoffset; DAngle angle = source->Angles.Yaw + p->angleoffset; @@ -5423,13 +5505,6 @@ void P_RailAttack(FRailParams *p) start.Y = xy.Y; start.Z = shootz; - int flags; - - assert(puffclass != NULL); // Because we set it to a default above - AActor *puffDefaults = GetDefaultByType(puffclass->GetReplacement(source->Level)); //Contains all the flags such as FOILINVUL, etc. - - // disabled because not complete yet. - flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? TRACE_ReportPortals : TRACE_PCross | TRACE_Impact | TRACE_ReportPortals; rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true; rail_data.MThruSpecies = ((puffDefaults->flags6 & MF6_MTHRUSPECIES)) ? true : false; @@ -5466,8 +5541,7 @@ void P_RailAttack(FRailParams *p) // Hurt anything the trace hit unsigned int i; - FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType; - + for (i = 0; i < rail_data.RailHits.Size(); i++) { bool spawnpuff; @@ -5555,6 +5629,9 @@ void P_RailAttack(FRailParams *p) } } } + + source->Level->localEventManager->WorldHitscanFired(source, start, trace.HitPos, thepuff, flags); + if (thepuff != NULL) { if (trace.Crossed3DWater || trace.CrossedWater) diff --git a/src/playsim/p_mobj.cpp b/src/playsim/p_mobj.cpp index 78cd6b947..adb770c71 100644 --- a/src/playsim/p_mobj.cpp +++ b/src/playsim/p_mobj.cpp @@ -7835,6 +7835,19 @@ void AActor::Revive() target = nullptr; lastenemy = nullptr; + // Make sure to clear poison damage. + PoisonDamageReceived = 0; + PoisonDamageTypeReceived = NAME_None; + PoisonDurationReceived = 0; + PoisonPeriodReceived = 0; + Poisoner = nullptr; + if (player != nullptr) + { + player->poisoncount = 0; + player->poisoner = nullptr; + player->poisontype = player->poisonpaintype = NAME_None; + } + // [RH] If it's a monster, it gets to count as another kill if (CountsAsKill()) { diff --git a/src/rendering/r_utility.cpp b/src/rendering/r_utility.cpp index 390e575c5..3a3fdd70e 100644 --- a/src/rendering/r_utility.cpp +++ b/src/rendering/r_utility.cpp @@ -464,7 +464,8 @@ bool P_NoInterpolation(player_t const *player, AActor const *actor) && player->mo->reactiontime == 0 && !NoInterpolateView && !paused - && !LocalKeyboardTurner; + && !LocalKeyboardTurner + && !player->mo->isFrozen(); } //========================================================================== diff --git a/wadsrc/static/zscript/events.zs b/wadsrc/static/zscript/events.zs index 52cf3a7eb..72cf23a51 100644 --- a/wadsrc/static/zscript/events.zs +++ b/wadsrc/static/zscript/events.zs @@ -97,6 +97,14 @@ struct WorldEvent native play version("2.4") native readonly bool DamageIsRadius; native int NewDamage; native readonly State CrushedState; + native readonly double AttackAngle; + native readonly double AttackPitch; + native readonly double AttackDistance; + native readonly vector3 AttackPos; + native readonly double AttackOffsetForward; + native readonly double AttackOffsetSide; + native readonly double AttackZ; + native readonly class AttackPuffType; } struct PlayerEvent native play version("2.4") @@ -155,6 +163,8 @@ class StaticEventHandler : Object native play version("2.4") virtual void WorldThingRevived(WorldEvent e) {} virtual void WorldThingDamaged(WorldEvent e) {} virtual void WorldThingDestroyed(WorldEvent e) {} + virtual bool WorldHitscanPreFired(WorldEvent e) { return false; } + virtual void WorldHitscanFired(WorldEvent e) {} virtual void WorldLinePreActivated(WorldEvent e) {} virtual void WorldLineActivated(WorldEvent e) {} virtual void WorldSectorDamaged(WorldEvent e) {}