mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
276 lines
No EOL
9.4 KiB
Text
276 lines
No EOL
9.4 KiB
Text
extend class Actor
|
|
{
|
|
//==========================================================================
|
|
//
|
|
// This file contains all the A_Jump* checker functions, all split up
|
|
// into an actual checker and a simple wrapper around ResolveState.
|
|
//
|
|
//==========================================================================
|
|
|
|
action state A_JumpIf(bool expression, statelabel label)
|
|
{
|
|
return expression? ResolveState(label) : null;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
action state A_JumpIfHealthLower(int health, statelabel label, int ptr_selector = AAPTR_DEFAULT)
|
|
{
|
|
Actor aptr = GetPointer(ptr_selector);
|
|
return aptr && aptr.health < health? ResolveState(label) : null;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool CheckIfCloser(Actor targ, double dist, bool noz = false)
|
|
{
|
|
if (!targ) return false;
|
|
return
|
|
(Distance2D(targ) < dist && (noz ||
|
|
((pos.z > targ.pos.z && pos.z - targ.pos.z - targ.height < dist) ||
|
|
(pos.z <= targ.pos.z && targ.pos.z - pos.z - height < dist)
|
|
)
|
|
));
|
|
}
|
|
|
|
action state A_JumpIfCloser(double distance, statelabel label, bool noz = false)
|
|
{
|
|
Actor targ;
|
|
|
|
if (player == NULL)
|
|
{
|
|
targ = target;
|
|
}
|
|
else
|
|
{
|
|
// Does the player aim at something that can be shot?
|
|
targ = AimTarget();
|
|
}
|
|
|
|
return CheckIfCloser(targ, distance, noz)? ResolveState(label) : null;
|
|
}
|
|
|
|
action state A_JumpIfTracerCloser(double distance, statelabel label, bool noz = false)
|
|
{
|
|
return CheckIfCloser(tracer, distance, noz)? ResolveState(label) : null;
|
|
}
|
|
|
|
action state A_JumpIfMasterCloser(double distance, statelabel label, bool noz = false)
|
|
{
|
|
return CheckIfCloser(master, distance, noz)? ResolveState(label) : null;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
action state A_JumpIfTargetOutsideMeleeRange(statelabel label)
|
|
{
|
|
return CheckMeleeRange()? null : ResolveState(label);
|
|
}
|
|
|
|
action state A_JumpIfTargetInsideMeleeRange(statelabel label)
|
|
{
|
|
return CheckMeleeRange()? ResolveState(label) : null;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
action state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, statelabel label, int owner = AAPTR_DEFAULT)
|
|
{
|
|
return CheckInventory(itemtype, itemamount, owner)? ResolveState(label) : null;
|
|
}
|
|
|
|
action state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, statelabel label, int forward_ptr = AAPTR_DEFAULT)
|
|
{
|
|
if (target == null) return null;
|
|
return target.CheckInventory(itemtype, amount, forward_ptr)? ResolveState(label) : null;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// rather pointless these days to do it this way.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool CheckArmorType(name Type, int amount = 1)
|
|
{
|
|
let myarmor = BasicArmor(FindInventory("BasicArmor"));
|
|
return myarmor != null && myarmor.ArmorType == type && myarmor.Amount >= amount;
|
|
}
|
|
|
|
action state A_JumpIfArmorType(name Type, statelabel label, int amount = 1)
|
|
{
|
|
return CheckArmorType(Type, amount)? ResolveState(label) : null;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
native bool CheckIfSeen();
|
|
native bool CheckSightOrRange(double distance, bool two_dimension = false);
|
|
native bool CheckRange(double distance, bool two_dimension = false);
|
|
|
|
action state A_CheckSight(statelabel label)
|
|
{
|
|
return CheckIfSeen()? ResolveState(label) : null;
|
|
}
|
|
|
|
action state A_CheckSightOrRange(double distance, statelabel label, bool two_dimension = false)
|
|
{
|
|
return CheckSightOrRange(distance, two_dimension)? ResolveState(label) : null;
|
|
}
|
|
|
|
action state A_CheckRange(double distance, statelabel label, bool two_dimension = false)
|
|
{
|
|
return CheckRange(distance, two_dimension)? ResolveState(label) : null;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
action state A_CheckFloor(statelabel label)
|
|
{
|
|
return pos.z <= floorz? ResolveState(label) : null;
|
|
}
|
|
|
|
action state A_CheckCeiling(statelabel label)
|
|
{
|
|
return pos.z + height >= ceilingz? ResolveState(label) : null;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// since this is deprecated the checker is private.
|
|
//
|
|
//==========================================================================
|
|
|
|
private native bool CheckFlag(string flagname, int check_pointer = AAPTR_DEFAULT);
|
|
|
|
deprecated("2.3", "Use a combination of direct flag access and SetStateLabel()") action state A_CheckFlag(string flagname, statelabel label, int check_pointer = AAPTR_DEFAULT)
|
|
{
|
|
return CheckFlag(flagname, check_pointer)? ResolveState(label) : null;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
native bool PlayerSkinCheck();
|
|
|
|
action state A_PlayerSkinCheck(statelabel label)
|
|
{
|
|
return PlayerSkinCheck()? ResolveState(label) : null;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
action state A_CheckSpecies(statelabel label, name species = 'none', int ptr = AAPTR_DEFAULT)
|
|
{
|
|
Actor aptr = GetPointer(ptr);
|
|
return aptr && aptr.GetSpecies() == species? ResolveState(label) : null;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
native bool CheckLOF(int flags = 0, double range = 0, double minrange = 0, double angle = 0, double pitch = 0, double offsetheight = 0, double offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, double offsetforward = 0);
|
|
native bool CheckIfTargetInLOS (double fov = 0, int flags = 0, double dist_max = 0, double dist_close = 0);
|
|
native bool CheckIfInTargetLOS (double fov = 0, int flags = 0, double dist_max = 0, double dist_close = 0);
|
|
native bool CheckProximity(class<Actor> classname, double distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
|
|
native bool CheckBlock(int flags = 0, int ptr = AAPTR_DEFAULT, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0);
|
|
|
|
action state A_CheckLOF(statelabel label, int flags = 0, double range = 0, double minrange = 0, double angle = 0, double pitch = 0, double offsetheight = 0, double offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, double offsetforward = 0)
|
|
{
|
|
return CheckLOF(flags, range, minrange, angle, pitch, offsetheight, offsetwidth, ptr_target, offsetforward)? ResolveState(label) : null;
|
|
}
|
|
|
|
action state A_JumpIfTargetInLOS (statelabel label, double fov = 0, int flags = 0, double dist_max = 0, double dist_close = 0)
|
|
{
|
|
return CheckIfTargetInLOS(fov, flags, dist_max, dist_close)? ResolveState(label) : null;
|
|
}
|
|
|
|
action state A_JumpIfInTargetLOS (statelabel label, double fov = 0, int flags = 0, double dist_max = 0, double dist_close = 0)
|
|
{
|
|
return CheckIfInTargetLOS(fov, flags, dist_max, dist_close)? ResolveState(label) : null;
|
|
}
|
|
|
|
action state A_CheckProximity(statelabel label, class<Actor> classname, double distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT)
|
|
{
|
|
// This one was doing some weird stuff that needs to be preserved.
|
|
state jumpto = ResolveState(label);
|
|
if (!jumpto)
|
|
{
|
|
if (!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER)))
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
return CheckProximity(classname, distance, count, flags, ptr)? jumpto : null;
|
|
}
|
|
|
|
action state A_CheckBlock(statelabel label, int flags = 0, int ptr = AAPTR_DEFAULT, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0)
|
|
{
|
|
return CheckBlock(flags, ptr, xofs, yofs, zofs, angle)? ResolveState(label) : null;
|
|
}
|
|
|
|
//===========================================================================
|
|
// A_JumpIfHigherOrLower
|
|
//
|
|
// Jumps if a target, master, or tracer is higher or lower than the calling
|
|
// actor. Can also specify how much higher/lower the actor needs to be than
|
|
// itself. Can also take into account the height of the actor in question,
|
|
// depending on which it's checking. This means adding height of the
|
|
// calling actor's self if the pointer is higher, or height of the pointer
|
|
// if its lower.
|
|
//===========================================================================
|
|
|
|
action state A_JumpIfHigherOrLower(statelabel high, statelabel low, double offsethigh = 0, double offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET)
|
|
{
|
|
Actor mobj = GetPointer(ptr);
|
|
|
|
if (mobj != null && mobj != self) //AAPTR_DEFAULT is completely useless in this regard.
|
|
{
|
|
if ((high) && (mobj.pos.z > ((includeHeight ? Height : 0) + pos.z + offsethigh)))
|
|
{
|
|
return ResolveState(high);
|
|
}
|
|
else if ((low) && (mobj.pos.z + (includeHeight ? mobj.Height : 0)) < (pos.z + offsetlow))
|
|
{
|
|
return ResolveState(low);
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
} |