- 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

@ -137,99 +137,6 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
return result;
}
//==========================================================================
//
// 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
//
//==========================================================================
inline static bool isMissile(AActor * self, bool precise=true)
{
return self->flags&MF_MISSILE || (precise && self->GetDefault()->flags&MF_MISSILE);
}
//==========================================================================
//
// Pointer-based operations
//
//==========================================================================
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.
void VerifyTargetChain(AActor *self, bool preciseMissileCheck=true)
{
if (!(self && isMissile(self, preciseMissileCheck))) return;
AActor *origin = self;
AActor *next = origin->target;
// origin: the most recent actor that has been verified as appearing only once
// next: the next actor to be verified; will be "origin" in the next iteration
while (next && isMissile(next, preciseMissileCheck)) // we only care when there are missiles involved
{
AActor *compare = self;
// every new actor must prove not to be the first actor in the chain, or any subsequent actor
// any actor up to and including "origin" has only appeared once
for (;;)
{
if (compare == next)
{
// if any of the actors from self to (inclusive) origin match the next actor,
// self has reached/created a loop
self->target = NULL;
return;
}
if (compare == origin) break; // when "compare" = origin, we know that the next actor is, and should be "next"
compare = compare->target;
}
origin = next;
next = next->target;
}
}
void VerifyMasterChain(AActor *self)
{
// See VerifyTargetChain for detailed comments.
if (!self) return;
AActor *origin = self;
AActor *next = origin->master;
while (next) // We always care (See "VerifyTargetChain")
{
AActor *compare = self;
for (;;)
{
if (compare == next)
{
self->master = NULL;
return;
}
if (compare == origin) break;
compare = compare->master;
}
origin = next;
next = next->master;
}
}
//==========================================================================
//
// A_RearrangePointers
@ -308,7 +215,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers)
// A_TransferPointer
//
// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF),
// or from an this actor's MASTER, TARGET or TRACER.
// or from this actor's MASTER, TARGET or TRACER.
//
// You can copy any one of that actor's pointers
//
@ -333,31 +240,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
// Exchange pointers with actors to whom you have pointers (or with yourself, if you must)
COPY_AAPTR(self, source, ptr_source);
source = COPY_AAPTR(self, ptr_source);
COPY_AAPTR_NOT_NULL(self, recepient, ptr_recepient); // pick an actor to store the provided pointer value
// convert source from dataprovider to data
COPY_AAPTR(source, source, ptr_sourcefield);
source = COPY_AAPTR(source, ptr_sourcefield);
if (source == recepient) source = NULL; // The recepient should not acquire a pointer to itself; will write NULL
if (ptr_recepientfield == AAPTR_DEFAULT) ptr_recepientfield = ptr_sourcefield; // If default: Write to same field as data was read from
switch (ptr_recepientfield) // assignment and safeguards (optional)
{
case AAPTR_TARGET:
recepient->target = source;
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(recepient);
break;
case AAPTR_MASTER:
recepient->master = source;
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(recepient);
break;
case AAPTR_TRACER:
recepient->tracer = source;
break;
}
ASSIGN_AAPTR(recepient, ptr_recepientfield, source, flags);
}
//==========================================================================
@ -1033,10 +927,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
// handle projectile shooting projectiles - track the
// links back to a real owner
if (isMissile(self, !!(flags & CMF_TRACKOWNER)))
if (self->isMissile(!!(flags & CMF_TRACKOWNER)))
{
AActor * owner=self ;//->target;
while (isMissile(owner, !!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
targ=owner;
missile->target=owner;
// automatic handling of seeker missiles
@ -1777,7 +1671,7 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
mo->angle=self->angle;
if (flags & SIXF_TRANSFERPITCH) mo->pitch = self->pitch;
while (originator && isMissile(originator)) originator = originator->target;
while (originator && originator->isMissile()) originator = originator->target;
if (flags & SIXF_TELEFRAG)
{