- cleaned up setPointer interface.

- ZDoom part of setPointer/setActivator, submitted by FDARI.


SVN r3230 (trunk)
This commit is contained in:
Christoph Oelckers 2011-06-13 10:22:47 +00:00
commit 5d65ab6e6c
7 changed files with 261 additions and 174 deletions

View file

@ -1,14 +1,9 @@
#pragma once
#include "p_pspr.h"
//==========================================================================
//
// Standard pointer acquisition functions
//
// Use COPY_AAPTR(pointer_owner, AActor *assigntovariable, AAPTR selector)
// Use COPY_AAPTR_NOT_NULL to return from a function if the pointer is NULL
//
// Possible effective results at run-time
// assigntovariable = NULL (or a RETURN statement is issued)
// P_BulletSlope(pointer_owner, &temporary), assigntovariable = temporary
@ -16,6 +11,7 @@
//
//==========================================================================
class AActor;
// Pointer selectors (enum)
@ -55,7 +51,7 @@ enum AAPTR
};
/*
PROCESS_AAPTR
COPY_AAPTR
Result overview in order of priority:
@ -67,52 +63,36 @@ enum AAPTR
Only one selector of each type can be used.
*/
#define AAPTR_RESOLVE_PLAYERNUM(playernum) (playeringame[playernum] ? players[playernum].mo : NULL)
AActor *COPY_AAPTR(AActor *origin, int selector);
static AActor *PROCESS_AAPTR(AActor *origin, int selector)
{
if (origin)
{
if (origin->player)
{
switch (selector & AAPTR_PLAYER_SELECTORS)
{
case AAPTR_PLAYER_GETTARGET:
{
AActor *gettarget = NULL;
P_BulletSlope(origin, &gettarget);
return gettarget;
}
case AAPTR_PLAYER_GETCONVERSATION:
return origin->player->ConversationNPC;
}
}
// Use COPY_AAPTR_NOT_NULL to return from a function if the pointer is NULL
#define COPY_AAPTR_NOT_NULL(source, destination, selector) { destination = COPY_AAPTR(source, selector); if (!destination) return; }
switch (selector & AAPTR_GENERAL_SELECTORS)
{
case AAPTR_TARGET: return origin->target;
case AAPTR_MASTER: return origin->master;
case AAPTR_TRACER: return origin->tracer;
case AAPTR_FRIENDPLAYER:
return origin->FriendPlayer ? AAPTR_RESOLVE_PLAYERNUM(origin->FriendPlayer - 1) : NULL;
}
}
switch (selector & AAPTR_STATIC_SELECTORS)
{
case AAPTR_PLAYER1: return AAPTR_RESOLVE_PLAYERNUM(0);
case AAPTR_PLAYER2: return AAPTR_RESOLVE_PLAYERNUM(1);
case AAPTR_PLAYER3: return AAPTR_RESOLVE_PLAYERNUM(2);
case AAPTR_PLAYER4: return AAPTR_RESOLVE_PLAYERNUM(3);
case AAPTR_PLAYER5: return AAPTR_RESOLVE_PLAYERNUM(4);
case AAPTR_PLAYER6: return AAPTR_RESOLVE_PLAYERNUM(5);
case AAPTR_PLAYER7: return AAPTR_RESOLVE_PLAYERNUM(6);
case AAPTR_PLAYER8: return AAPTR_RESOLVE_PLAYERNUM(7);
case AAPTR_NULL: return NULL;
}
return origin;
}
enum PTROP
{
PTROP_UNSAFETARGET = 1,
PTROP_UNSAFEMASTER = 2,
PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER
};
// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
// It is called from multiple locations.
// The code may be in need of optimisation.
//==========================================================================
//
// Checks whether this actor is a missile
// Unfortunately this was buggy in older versions of the code and many
// released DECORATE monsters rely on this bug so it can only be fixed
// with an optional flag
//
//==========================================================================
void VerifyTargetChain(AActor *self, bool preciseMissileCheck=true);
void VerifyMasterChain(AActor *self);
void ASSIGN_AAPTR(AActor *toActor, int toSlot, AActor *ptr, int flags) ;
#define COPY_AAPTR_NOT_NULL(source, destination, selector) { destination = PROCESS_AAPTR(source, selector); if (!destination) return; }
#define COPY_AAPTR(source, destination, selector) { destination = PROCESS_AAPTR(source, selector); }