- added FDARI's latest actor pointer submission.
SVN r3222 (trunk)
This commit is contained in:
parent
0991d45838
commit
f69181f851
7 changed files with 359 additions and 143 deletions
|
|
@ -67,6 +67,7 @@
|
|||
#include "doomstat.h"
|
||||
#include "v_palette.h"
|
||||
#include "g_shared/a_specialspot.h"
|
||||
#include "actorptrselect.h"
|
||||
|
||||
|
||||
static FRandom pr_camissile ("CustomActorfire");
|
||||
|
|
@ -159,15 +160,14 @@ inline static bool isMissile(AActor * self, bool precise=true)
|
|||
//==========================================================================
|
||||
|
||||
|
||||
enum AAPTR
|
||||
{
|
||||
AAPTR_DEFAULT = 0,
|
||||
AAPTR_NULL = 0x1,
|
||||
AAPTR_TARGET = 0x2,
|
||||
AAPTR_MASTER = 0x4,
|
||||
AAPTR_TRACER = 0x8
|
||||
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.
|
||||
|
|
@ -186,8 +186,8 @@ void VerifyTargetChain(AActor *self, bool preciseMissileCheck=true)
|
|||
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
|
||||
do
|
||||
{
|
||||
for (;;)
|
||||
{
|
||||
if (compare == next)
|
||||
{
|
||||
// if any of the actors from self to (inclusive) origin match the next actor,
|
||||
|
|
@ -197,7 +197,7 @@ void VerifyTargetChain(AActor *self, bool preciseMissileCheck=true)
|
|||
}
|
||||
if (compare == origin) break; // when "compare" = origin, we know that the next actor is, and should be "next"
|
||||
compare = compare->target;
|
||||
} while (true); // we're never leaving the loop here
|
||||
}
|
||||
|
||||
origin = next;
|
||||
next = next->target;
|
||||
|
|
@ -214,7 +214,7 @@ void VerifyMasterChain(AActor *self)
|
|||
while (next) // We always care (See "VerifyTargetChain")
|
||||
{
|
||||
AActor *compare = self;
|
||||
do
|
||||
for (;;)
|
||||
{
|
||||
if (compare == next)
|
||||
{
|
||||
|
|
@ -223,21 +223,13 @@ void VerifyMasterChain(AActor *self)
|
|||
}
|
||||
if (compare == origin) break;
|
||||
compare = compare->master;
|
||||
} while (true); // we're never leaving the loop here
|
||||
}
|
||||
|
||||
origin = next;
|
||||
next = next->master;
|
||||
}
|
||||
}
|
||||
|
||||
enum PTROP
|
||||
{
|
||||
PTROP_UNSAFETARGET = 1,
|
||||
PTROP_UNSAFEMASTER = 2,
|
||||
PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER
|
||||
};
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_RearrangePointers
|
||||
|
|
@ -341,35 +333,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
|
|||
|
||||
// Exchange pointers with actors to whom you have pointers (or with yourself, if you must)
|
||||
|
||||
switch (ptr_source) // pick an actor to provide a pointer
|
||||
{
|
||||
case AAPTR_DEFAULT: source = self; break;
|
||||
case AAPTR_TARGET: source = self->target; break;
|
||||
case AAPTR_MASTER: source = self->master; break;
|
||||
case AAPTR_TRACER: source = self->tracer; break;
|
||||
default: return;
|
||||
}
|
||||
COPY_AAPTR(self, source, ptr_source);
|
||||
COPY_AAPTR_NOT_NULL(self, recepient, ptr_recepient); // pick an actor to store the provided pointer value
|
||||
|
||||
if (!source) return; // you must pick somebody. MAYBE we should make a null assignment instead of just returning.
|
||||
|
||||
switch (ptr_recepient) // pick an actor to store the provided pointer value
|
||||
{
|
||||
case AAPTR_DEFAULT: recepient = self; break;
|
||||
case AAPTR_TARGET: recepient = self->target; break;
|
||||
case AAPTR_MASTER: recepient = self->master; break;
|
||||
case AAPTR_TRACER: recepient = self->tracer; break;
|
||||
default: return;
|
||||
}
|
||||
|
||||
if (!recepient) return; // you must pick somebody. No way we can even make a null assignment here.
|
||||
|
||||
switch (ptr_sourcefield) // convert source from dataprovider to data
|
||||
{
|
||||
case AAPTR_TARGET: source = source->target; break; // now we don't care where the data comes from anymore
|
||||
case AAPTR_MASTER: source = source->master; break; // so we reassign source; it now holds the data itself
|
||||
case AAPTR_TRACER: source = source->tracer; break;
|
||||
default: source = NULL;
|
||||
}
|
||||
// convert source from dataprovider to data
|
||||
|
||||
COPY_AAPTR(source, source, ptr_sourcefield);
|
||||
|
||||
if (source == recepient) source = NULL; // The recepient should not acquire a pointer to itself; will write NULL
|
||||
|
||||
|
|
@ -409,16 +378,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness)
|
|||
if (self->player) return;
|
||||
|
||||
AActor *source;
|
||||
|
||||
switch (ptr_source)
|
||||
{
|
||||
case AAPTR_TARGET: source = self->target; break;
|
||||
case AAPTR_MASTER: source = self->master; break;
|
||||
case AAPTR_TRACER: source = self->tracer; break;
|
||||
default: return;
|
||||
}
|
||||
|
||||
if (source) self->CopyFriendliness(source, false, false); // Overriding default behaviour: No modification of health
|
||||
COPY_AAPTR_NOT_NULL(self, source, ptr_source);
|
||||
self->CopyFriendliness(source, false, false); // No change in current target or health
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
@ -812,14 +773,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser)
|
|||
//==========================================================================
|
||||
void DoJumpIfInventory(AActor * owner, DECLARE_PARAMINFO)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_START(4);
|
||||
ACTION_PARAM_CLASS(Type, 0);
|
||||
ACTION_PARAM_INT(ItemAmount, 1);
|
||||
ACTION_PARAM_STATE(JumpOffset, 2);
|
||||
ACTION_PARAM_INT(setowner, 3);
|
||||
|
||||
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
||||
|
||||
if (!Type || owner == NULL) return;
|
||||
if (!Type) return;
|
||||
COPY_AAPTR_NOT_NULL(owner, owner, setowner); // returns if owner ends up being NULL
|
||||
|
||||
AInventory *Item = owner->FindInventory(Type);
|
||||
|
||||
|
|
@ -1669,31 +1632,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
|
|||
|
||||
static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
|
||||
{
|
||||
ACTION_PARAM_START(3); // param count up
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_CLASS(mi, 0);
|
||||
ACTION_PARAM_INT(amount, 1);
|
||||
|
||||
// [FDARI] Modified code: Allow any pointer to be used for receiver
|
||||
ACTION_PARAM_INT(setreceiver, 2);
|
||||
|
||||
switch (setreceiver)
|
||||
{
|
||||
case AAPTR_TARGET:
|
||||
if (receiver->target) { receiver = receiver->target; break; }
|
||||
return;
|
||||
case AAPTR_MASTER:
|
||||
if (receiver->master) { receiver = receiver->master; break; }
|
||||
return;
|
||||
case AAPTR_TRACER:
|
||||
if (receiver->tracer) { receiver = receiver->tracer; break; }
|
||||
return;
|
||||
}
|
||||
|
||||
// FDARI: End of modified code
|
||||
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
|
||||
|
||||
bool res=true;
|
||||
if (receiver == NULL) return;
|
||||
|
||||
|
||||
if (amount==0) amount=1;
|
||||
if (mi)
|
||||
{
|
||||
|
|
@ -1743,30 +1690,14 @@ enum
|
|||
|
||||
void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
|
||||
{
|
||||
ACTION_PARAM_START(4); // param count up
|
||||
ACTION_PARAM_START(4);
|
||||
ACTION_PARAM_CLASS(item, 0);
|
||||
ACTION_PARAM_INT(amount, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
|
||||
// [FDARI] Modified code: Allow any pointer to be used for receiver
|
||||
ACTION_PARAM_INT(setreceiver, 3);
|
||||
|
||||
switch (setreceiver)
|
||||
{
|
||||
case AAPTR_TARGET:
|
||||
if (receiver->target) { receiver = receiver->target; break; }
|
||||
return;
|
||||
case AAPTR_MASTER:
|
||||
if (receiver->master) { receiver = receiver->master; break; }
|
||||
return;
|
||||
case AAPTR_TRACER:
|
||||
if (receiver->tracer) { receiver = receiver->tracer; break; }
|
||||
return;
|
||||
}
|
||||
|
||||
// FDARI: End of modified code
|
||||
|
||||
if (item == NULL || receiver == NULL) return;
|
||||
if (!item) return;
|
||||
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
|
||||
|
||||
bool res = false;
|
||||
|
||||
|
|
@ -2917,6 +2848,10 @@ enum JLOS_flags
|
|||
JLOSF_CLOSENOJUMP=16,
|
||||
JLOSF_DEADNOJUMP=32,
|
||||
JLOSF_CHECKMASTER=64,
|
||||
JLOSF_TARGETLOS=128,
|
||||
JLOSF_FLIPFOV=256,
|
||||
JLOSF_ALLYNOJUMP=512,
|
||||
JLOSF_COMBATANTONLY=1024
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
||||
|
|
@ -2929,10 +2864,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
|||
ACTION_PARAM_FIXED(dist_close, 4);
|
||||
|
||||
angle_t an;
|
||||
AActor *target;
|
||||
AActor *target, *viewport;
|
||||
|
||||
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
||||
|
||||
bool doCheckSight;
|
||||
|
||||
if (!self->player)
|
||||
{
|
||||
if (flags & JLOSF_CHECKMASTER)
|
||||
|
|
@ -2952,66 +2889,88 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
|||
}
|
||||
|
||||
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
|
||||
|
||||
|
||||
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
|
||||
|
||||
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
|
||||
distance = P_AproxDistance(distance, target->z - self->z);
|
||||
|
||||
if (dist_max && (distance > dist_max)) return;
|
||||
|
||||
bool doCheckSight = !(flags & JLOSF_NOSIGHT);
|
||||
|
||||
if (dist_close && (distance < dist_close))
|
||||
{
|
||||
if (flags & JLOSF_CLOSENOJUMP)
|
||||
return;
|
||||
|
||||
if (flags & JLOSF_CLOSENOFOV)
|
||||
fov = 0;
|
||||
|
||||
if (flags & JLOSF_CLOSENOSIGHT)
|
||||
doCheckSight = false;
|
||||
}
|
||||
|
||||
if (doCheckSight && !P_CheckSight (self, target, SF_IGNOREVISIBILITY))
|
||||
return;
|
||||
|
||||
if (fov && (fov < ANGLE_MAX))
|
||||
{
|
||||
an = R_PointToAngle2 (self->x,
|
||||
self->y,
|
||||
target->x,
|
||||
target->y)
|
||||
- self->angle;
|
||||
|
||||
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
|
||||
{
|
||||
|
||||
return; // [KS] Outside of FOV - return
|
||||
}
|
||||
|
||||
}
|
||||
doCheckSight = !(flags & JLOSF_NOSIGHT);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Does the player aim at something that can be shot?
|
||||
P_BulletSlope(self, &target);
|
||||
|
||||
|
||||
if (!target) return;
|
||||
|
||||
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
|
||||
distance = P_AproxDistance(distance, target->z - self->z);
|
||||
|
||||
if (dist_max && (distance > dist_max)) return;
|
||||
|
||||
if (dist_close && (distance < dist_close))
|
||||
switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV))
|
||||
{
|
||||
if (flags & JLOSF_CLOSENOJUMP)
|
||||
return;
|
||||
case JLOSF_TARGETLOS|JLOSF_FLIPFOV:
|
||||
// target makes sight check, player makes fov check; player has verified fov
|
||||
fov = 0;
|
||||
// fall-through
|
||||
case JLOSF_TARGETLOS:
|
||||
doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov
|
||||
break;
|
||||
default:
|
||||
// player has verified sight and fov
|
||||
fov = 0;
|
||||
// fall-through
|
||||
case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov
|
||||
doCheckSight = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// [FDARI] If target is not a combatant, don't jump
|
||||
if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER)) return;
|
||||
|
||||
// [FDARI] If actors share team, don't jump
|
||||
if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) return;
|
||||
|
||||
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
|
||||
distance = P_AproxDistance(distance, target->z - self->z);
|
||||
|
||||
if (dist_max && (distance > dist_max)) return;
|
||||
|
||||
if (dist_close && (distance < dist_close))
|
||||
{
|
||||
if (flags & JLOSF_CLOSENOJUMP)
|
||||
return;
|
||||
|
||||
if (flags & JLOSF_CLOSENOFOV)
|
||||
fov = 0;
|
||||
|
||||
if (flags & JLOSF_CLOSENOSIGHT)
|
||||
doCheckSight = false;
|
||||
}
|
||||
|
||||
if (flags & JLOSF_TARGETLOS) { viewport = target; target = self; }
|
||||
else { viewport = self; }
|
||||
|
||||
if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY))
|
||||
return;
|
||||
|
||||
if (flags & JLOSF_FLIPFOV)
|
||||
{
|
||||
if (viewport == self) { viewport = target; target = self; }
|
||||
else { target = viewport; viewport = self; }
|
||||
}
|
||||
|
||||
if (fov && (fov < ANGLE_MAX))
|
||||
{
|
||||
an = R_PointToAngle2 (viewport->x,
|
||||
viewport->y,
|
||||
target->x,
|
||||
target->y)
|
||||
- viewport->angle;
|
||||
|
||||
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
|
||||
{
|
||||
|
||||
return; // [KS] Outside of FOV - return
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ACTION_JUMP(jump);
|
||||
}
|
||||
|
||||
|
|
@ -3352,6 +3311,60 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
|
|||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_CheckFlag
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_STRING(flagname, 0);
|
||||
ACTION_PARAM_STATE(jumpto, 1);
|
||||
ACTION_PARAM_INT(checkpointer, 2);
|
||||
|
||||
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
||||
|
||||
AActor *owner;
|
||||
|
||||
COPY_AAPTR_NOT_NULL(self, owner, checkpointer);
|
||||
|
||||
const char *dot = strchr (flagname, '.');
|
||||
FFlagDef *fd;
|
||||
const PClass *cls = owner->GetClass();
|
||||
|
||||
if (dot != NULL)
|
||||
{
|
||||
FString part1(flagname, dot-flagname);
|
||||
fd = FindFlag (cls, part1, dot+1);
|
||||
}
|
||||
else
|
||||
{
|
||||
fd = FindFlag (cls, flagname, NULL);
|
||||
}
|
||||
|
||||
if (fd != NULL)
|
||||
{
|
||||
if (fd->structoffset == -1)
|
||||
{
|
||||
if (CheckDeprecatedFlags(owner, cls->ActorInfo, fd->flagbit)) {
|
||||
ACTION_JUMP(jumpto);
|
||||
}
|
||||
}
|
||||
else if ( fd->flagbit & *(DWORD*)(((char*)owner) + fd->structoffset))
|
||||
{
|
||||
ACTION_JUMP(jumpto);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_RemoveMaster
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue