mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- added PinkSilver's APROP_MasterTid submission.
SVN r2456 (trunk)
This commit is contained in:
parent
2b381babed
commit
9ca1de6435
1 changed files with 96 additions and 13 deletions
109
src/p_acs.cpp
109
src/p_acs.cpp
|
@ -2431,6 +2431,93 @@ void DLevelScript::DoSetFont (int fontnum)
|
|||
}
|
||||
}
|
||||
|
||||
int DoSetMaster (AActor *self, AActor *master)
|
||||
{
|
||||
AActor *defs;
|
||||
if (self->flags3&MF3_ISMONSTER)
|
||||
{
|
||||
if (master)
|
||||
{
|
||||
if (master->flags3&MF3_ISMONSTER)
|
||||
{
|
||||
self->FriendPlayer = 0;
|
||||
self->master = master;
|
||||
level.total_monsters -= self->CountsAsKill();
|
||||
self->flags = (self->flags & ~MF_FRIENDLY) | (master->flags & MF_FRIENDLY);
|
||||
level.total_monsters += self->CountsAsKill();
|
||||
// Don't attack your new master
|
||||
if (self->target == self->master) self->target = NULL;
|
||||
if (self->lastenemy == self->master) self->lastenemy = NULL;
|
||||
if (self->LastHeard == self->master) self->LastHeard = NULL;
|
||||
return 1;
|
||||
}
|
||||
else if (master->player)
|
||||
{
|
||||
// [KS] Be friendly to this player
|
||||
self->master = NULL;
|
||||
level.total_monsters -= self->CountsAsKill();
|
||||
self->flags|=MF_FRIENDLY;
|
||||
self->FriendPlayer = int(master->player-players+1);
|
||||
|
||||
AActor * attacker=master->player->attacker;
|
||||
if (attacker)
|
||||
{
|
||||
if (!(attacker->flags&MF_FRIENDLY) ||
|
||||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=self->FriendPlayer))
|
||||
{
|
||||
self->LastHeard = self->target = attacker;
|
||||
}
|
||||
}
|
||||
// And stop attacking him if necessary.
|
||||
if (self->target == master) self->target = NULL;
|
||||
if (self->lastenemy == master) self->lastenemy = NULL;
|
||||
if (self->LastHeard == master) self->LastHeard = NULL;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
self->master = NULL;
|
||||
self->FriendPlayer = 0;
|
||||
// Go back to whatever friendliness we usually have...
|
||||
defs = self->GetDefault();
|
||||
level.total_monsters -= self->CountsAsKill();
|
||||
self->flags = (self->flags & ~MF_FRIENDLY) | (defs->flags & MF_FRIENDLY);
|
||||
level.total_monsters += self->CountsAsKill();
|
||||
// ...And re-side with our friends.
|
||||
if (self->target && !self->IsHostile (self->target)) self->target = NULL;
|
||||
if (self->lastenemy && !self->IsHostile (self->lastenemy)) self->lastenemy = NULL;
|
||||
if (self->LastHeard && !self->IsHostile (self->LastHeard)) self->LastHeard = NULL;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int DoGetMasterTID (AActor *self)
|
||||
{
|
||||
if (self->master) return self->master->tid;
|
||||
else if (self->FriendPlayer)
|
||||
{
|
||||
player_t *player = &players[(self->FriendPlayer)-1];
|
||||
return player->mo->tid;
|
||||
}
|
||||
else return 0;
|
||||
}
|
||||
|
||||
static AActor *SingleActorFromTID (int tid, AActor *defactor)
|
||||
{
|
||||
if (tid == 0)
|
||||
{
|
||||
return defactor;
|
||||
}
|
||||
else
|
||||
{
|
||||
FActorIterator iterator (tid);
|
||||
return iterator.Next();
|
||||
}
|
||||
}
|
||||
|
||||
enum
|
||||
{
|
||||
APROP_Health = 0,
|
||||
|
@ -2458,6 +2545,7 @@ enum
|
|||
APROP_Score = 22,
|
||||
APROP_Notrigger = 23,
|
||||
APROP_DamageFactor = 24,
|
||||
APROP_MasterTID = 25,
|
||||
};
|
||||
|
||||
// These are needed for ACS's APROP_RenderStyle
|
||||
|
@ -2626,25 +2714,18 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
actor->DamageFactor = value;
|
||||
break;
|
||||
|
||||
case APROP_MasterTID:
|
||||
AActor *other;
|
||||
other = SingleActorFromTID (value, NULL);
|
||||
DoSetMaster (actor, other);
|
||||
break;
|
||||
|
||||
default:
|
||||
// do nothing.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static AActor *SingleActorFromTID (int tid, AActor *defactor)
|
||||
{
|
||||
if (tid == 0)
|
||||
{
|
||||
return defactor;
|
||||
}
|
||||
else
|
||||
{
|
||||
FActorIterator iterator (tid);
|
||||
return iterator.Next();
|
||||
}
|
||||
}
|
||||
|
||||
int DLevelScript::GetActorProperty (int tid, int property)
|
||||
{
|
||||
AActor *actor = SingleActorFromTID (tid, activator);
|
||||
|
@ -2696,6 +2777,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
|
|||
return 0;
|
||||
}
|
||||
case APROP_Score: return actor->Score;
|
||||
case APROP_MasterTID: return DoGetMasterTID (actor);
|
||||
default: return 0;
|
||||
}
|
||||
}
|
||||
|
@ -2726,6 +2808,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
|
|||
case APROP_SpawnHealth:
|
||||
case APROP_JumpZ:
|
||||
case APROP_Score:
|
||||
case APROP_MasterTID:
|
||||
return (GetActorProperty(tid, property) == value);
|
||||
|
||||
// Boolean values need to compare to a binary version of value
|
||||
|
|
Loading…
Reference in a new issue