#pragma once //========================================================================== // // Standard pointer acquisition functions // // Possible effective results at run-time // assigntovariable = NULL (or a RETURN statement is issued) // P_BulletSlope(pointer_owner, &temporary), assigntovariable = temporary // assigntovariable = pointer_owner->target or ...->master or ...->tracer // //========================================================================== class AActor; // Pointer selectors (enum) enum AAPTR { AAPTR_DEFAULT = 0, AAPTR_NULL = 0x1, AAPTR_TARGET = 0x2, AAPTR_MASTER = 0x4, AAPTR_TRACER = 0x8, AAPTR_PLAYER_GETTARGET = 0x10, AAPTR_PLAYER_GETCONVERSATION = 0x20, AAPTR_PLAYER1 = 0x40, AAPTR_PLAYER2 = 0x80, AAPTR_PLAYER3 = 0x100, AAPTR_PLAYER4 = 0x200, AAPTR_PLAYER5 = 0x400, AAPTR_PLAYER6 = 0x800, AAPTR_PLAYER7 = 0x1000, AAPTR_PLAYER8 = 0x2000, AAPTR_FRIENDPLAYER = 0x4000, AAPTR_GET_LINETARGET = 0x8000, AAPTR_PLAYER_SELECTORS = AAPTR_PLAYER_GETTARGET|AAPTR_PLAYER_GETCONVERSATION, AAPTR_GENERAL_SELECTORS = AAPTR_TARGET|AAPTR_MASTER|AAPTR_TRACER|AAPTR_FRIENDPLAYER|AAPTR_GET_LINETARGET, AAPTR_STATIC_SELECTORS = AAPTR_PLAYER1|AAPTR_PLAYER2|AAPTR_PLAYER3|AAPTR_PLAYER4| AAPTR_PLAYER5|AAPTR_PLAYER6|AAPTR_PLAYER7|AAPTR_PLAYER8| AAPTR_NULL }; /* COPY_AAPTR Result overview in order of priority: 1. Caller is player and a player specific selector is specified: Player specific selector is used. 2. Caller is non-null and a general actor selector is specified: General actor selector is used. 3. A static actor selector is specified: Static actor selector is used. 4. The origin actor is used. Only one selector of each type can be used. */ struct FLevelLocals; AActor *COPY_AAPTR(AActor *origin, int selector); AActor *COPY_AAPTREX(FLevelLocals *Level, AActor *origin, int selector); 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) ;