From 79177cf98e1385b62c6d36808797d1463049bee0 Mon Sep 17 00:00:00 2001 From: MajorCooke Date: Wed, 27 Jan 2016 14:54:46 -0600 Subject: [PATCH] Set up the subfunction. --- src/thingdef/thingdef_codeptr.cpp | 121 ++++++++++++++++++++++++++++++ 1 file changed, 121 insertions(+) diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 1764717f5..46a358d20 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -4975,6 +4975,127 @@ enum RadiusGiveFlags RGF_EITHER = 1 << 17, }; +static bool DoRadiusGive(AActor *self, AActor *thing, const PClass *item, int amount, fixed_t distance, int flags, const PClass *filter, FName species, fixed_t mindist) +{ + //[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s). + bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)), + speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES)); + + if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass))) + { + if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF. + return false; + } + + if (thing == self) + { + if (!(flags & RGF_GIVESELF)) + return false; + } + + //Check for target, master, and tracer flagging. + bool targetPass = true; + bool masterPass = true; + bool tracerPass = true; + bool ptrPass = false; + if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER))) + { + if ((thing == self->target) && (flags & RGF_NOTARGET)) + targetPass = false; + if ((thing == self->master) && (flags & RGF_NOMASTER)) + masterPass = false; + if ((thing == self->tracer) && (flags & RGF_NOTRACER)) + tracerPass = false; + + ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass); + + //We should not care about what the actor is here. It's safe to abort this actor. + if (!ptrPass) + return false; + } + + //Next, actor flag checking. + bool selfPass = !!((flags & RGF_GIVESELF) && thing == self); + bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE); + bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED); + bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER); + bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER)) + && ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE))); + bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing)); + bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing)); + //Self calls priority over the rest of this. + if (!selfPass) + { + //If it's specifically a monster/object/player/voodoo... Can be either or... + if (monsterPass || objectPass || playerPass || voodooPass) + { + //...and is dead, without desire to give to the dead... + if (((thing->health <= 0) && !(corpsePass || killedPass))) + { + //Skip! + return false; + } + } + } + + bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory))); + bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE); + + if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass) + { + + fixedvec3 diff = self->Vec3To(thing); + diff.z += (thing->height - self->height) / 2; + if (flags & RGF_CUBE) + { // check if inside a cube + double dx = fabs((double)(diff.x)); + double dy = fabs((double)(diff.y)); + double dz = fabs((double)(diff.z)); + double dist = (double)distance; + double min = (double)mindist; + if ((dx > dist || dy > dist || dz > dist) || (min && (dx < min && dy < min && dz < min))) + { + return false; + } + } + else + { // check if inside a sphere + double distsquared = double(distance) * double(distance); + double minsquared = double(mindist) * double(mindist); + double lengthsquared = TVector3(diff.x, diff.y, diff.z).LengthSquared(); + if (lengthsquared > distsquared || (minsquared && (lengthsquared < minsquared))) + { + return false; + } + } + + if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)) + { // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight. + AInventory *gift = static_cast(Spawn(item, 0, 0, 0, NO_REPLACE)); + if (gift->IsKindOf(RUNTIME_CLASS(AHealth))) + { + gift->Amount *= amount; + } + else + { + gift->Amount = amount; + } + gift->flags |= MF_DROPPED; + gift->ClearCounters(); + if (!gift->CallTryPickup(thing)) + { + gift->Destroy(); + return false; + } + else + { + return true; + } + } + } + return false; +} + DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive) { ACTION_PARAM_START(7);