- Added: A_GiveToChildren

- Added: A_TakeFromChildren
- Added: A_GiveToSiblings
- Added: A_TakeFromSiblings
- Added the following flags for A_RadiusGive:
- RGF_NOSIGHT: Exclude sight check from distance.
- RGF_MISSILES: Missiles can take inventory items.
This commit is contained in:
MajorCooke 2014-10-29 14:01:31 -05:00
parent c1a0ee9623
commit 165d2887fd
3 changed files with 87 additions and 22 deletions

View file

@ -1677,6 +1677,31 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
DoGiveInventory(self->target, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ((mo = it.Next()))
{
if (mo->master == self) DoGiveInventory(mo, PUSH_PARAMINFO);
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
if (self->master != NULL)
{
while ((mo = it.Next()))
{
if (mo->master == self->master && mo != self) DoGiveInventory(mo, PUSH_PARAMINFO);
}
}
}
//===========================================================================
//
// A_TakeInventory
@ -1737,6 +1762,31 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
DoTakeInventory(self->target, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ((mo = it.Next()))
{
if (mo->master == self) DoTakeInventory(mo, PUSH_PARAMINFO);
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
if (self->master != NULL)
{
while ((mo = it.Next()))
{
if (mo->master == self->master && mo != self) DoTakeInventory(mo, PUSH_PARAMINFO);
}
}
}
//===========================================================================
//
// Common code for A_SpawnItem and A_SpawnItemEx
@ -4608,17 +4658,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
//==========================================================================
enum RadiusGiveFlags
{
RGF_GIVESELF = 1,
RGF_PLAYERS = 2,
RGF_MONSTERS = 4,
RGF_OBJECTS = 8,
RGF_VOODOO = 16,
RGF_CORPSES = 32,
RGF_MASK = 63,
RGF_NOTARGET = 64,
RGF_NOTRACER = 128,
RGF_NOMASTER = 256,
RGF_CUBE = 512,
RGF_GIVESELF = 1 << 0,
RGF_PLAYERS = 1 << 1,
RGF_MONSTERS = 1 << 2,
RGF_OBJECTS = 1 << 3,
RGF_VOODOO = 1 << 4,
RGF_CORPSES = 1 << 5,
RGF_MASK = 63,
RGF_NOTARGET = 1 << 6,
RGF_NOTRACER = 1 << 7,
RGF_NOMASTER = 1 << 8,
RGF_CUBE = 1 << 9,
RGF_NOSIGHT = 1 << 10,
RGF_MISSILES = 1 << 11,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
@ -4699,6 +4751,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
continue;
}
}
else if (thing->flags & MF_MISSILE)
{
if (!(flags & RGF_MISSILES))
{
continue;
}
}
else
{
continue;
@ -4724,8 +4783,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
}
fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2));
if (P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
{ // OK to give; target is in direct path
if (P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) || (RGF_NOSIGHT))
{ // 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<AInventory *>(Spawn (item, 0, 0, 0, NO_REPLACE));
if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
{

View file

@ -312,6 +312,10 @@ ACTOR Actor native //: Thinker
action native A_RemoveTarget(int flags = 0);
action native A_RemoveTracer(int flags = 0);
action native A_Remove(int removee, int flags = 0);
action native A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
action native A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
action native A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
action native A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
action native A_CheckSightOrRange(float distance, state label);
action native A_CheckRange(float distance, state label);

View file

@ -191,15 +191,17 @@ const int WAF_USEPUFF = 2;
enum
{
RGF_GIVESELF = 1,
RGF_PLAYERS = 2,
RGF_MONSTERS = 4,
RGF_OBJECTS = 8,
RGF_VOODOO = 16,
RGF_CORPSES = 32,
RGF_NOTARGET = 64,
RGF_NOTRACER = 128,
RGF_NOMASTER = 256,
RGF_CUBE = 512,
RGF_PLAYERS = 1 << 1,
RGF_MONSTERS = 1 << 2,
RGF_OBJECTS = 1 << 3,
RGF_VOODOO = 1 << 4,
RGF_CORPSES = 1 << 5,
RGF_NOTARGET = 1 << 6,
RGF_NOTRACER = 1 << 7,
RGF_NOMASTER = 1 << 8,
RGF_CUBE = 1 << 9,
RGF_NOSIGHT = 1 << 10,
RGF_MISSILES = 1 << 11,
};
// Activation flags