Merge branch 'master' into scripting

Conflicts:
	src/thingdef/thingdef_codeptr.cpp
This commit is contained in:
Christoph Oelckers 2015-08-01 09:42:31 +02:00
commit 36974431ba
11 changed files with 6363 additions and 6285 deletions

View file

@ -149,7 +149,8 @@ void cht_DoCheat (player_t *player, int cheat)
case CHT_FLY: case CHT_FLY:
if (player->mo != NULL) if (player->mo != NULL)
{ {
if ((player->mo->flags7 ^= MF7_FLYCHEAT) != 0) player->mo->flags7 ^= MF7_FLYCHEAT;
if (player->mo->flags7 & MF7_FLYCHEAT)
{ {
player->mo->flags |= MF_NOGRAVITY; player->mo->flags |= MF_NOGRAVITY;
player->mo->flags2 |= MF2_FLY; player->mo->flags2 |= MF2_FLY;

View file

@ -137,7 +137,7 @@ inline SDWORD ModDiv (SDWORD num, SDWORD den, SDWORD *dmval)
} }
#define FLOAT2FIXED(f) xs_Fix<16>::ToFix(f) #define FLOAT2FIXED(f) ((fixed_t)xs_Fix<16>::ToFix(f))
#define FIXED2FLOAT(f) ((f) / float(65536)) #define FIXED2FLOAT(f) ((f) / float(65536))
#define FIXED2DBL(f) ((f) / double(65536)) #define FIXED2DBL(f) ((f) / double(65536))

View file

@ -3594,7 +3594,7 @@ int DoGetMasterTID (AActor *self)
else return 0; else return 0;
} }
static AActor *SingleActorFromTID (int tid, AActor *defactor) AActor *SingleActorFromTID (int tid, AActor *defactor)
{ {
if (tid == 0) if (tid == 0)
{ {
@ -4421,6 +4421,8 @@ enum EACSFunctions
ACSF_ChangeActorRoll, ACSF_ChangeActorRoll,
ACSF_GetActorRoll, ACSF_GetActorRoll,
ACSF_QuakeEx, ACSF_QuakeEx,
ACSF_Warp, // 92
/* Zandronum's - these must be skipped when we reach 99! /* Zandronum's - these must be skipped when we reach 99!
-100:ResetMap(0), -100:ResetMap(0),
-101 : PlayerIsSpectator(1), -101 : PlayerIsSpectator(1),
@ -5841,6 +5843,45 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
actor = SingleActorFromTID(args[0], activator); actor = SingleActorFromTID(args[0], activator);
return actor != NULL? actor->roll >> 16 : 0; return actor != NULL? actor->roll >> 16 : 0;
// [ZK] A_Warp in ACS
case ACSF_Warp:
{
int tid_dest = args[0];
fixed_t xofs = args[1];
fixed_t yofs = args[2];
fixed_t zofs = args[3];
angle_t angle = args[4];
int flags = args[5];
const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
bool exact = argCount > 7 ? !!args[7] : false;
FState *state = argCount > 6 ? activator->GetClass()->FindStateByString(statename, exact) : 0;
AActor *reference;
if((flags & WARPF_USEPTR) && tid_dest != AAPTR_DEFAULT)
{
reference = COPY_AAPTR(activator, tid_dest);
}
else
{
reference = SingleActorFromTID(tid_dest, activator);
}
// If there is no actor to warp to, fail.
if (!reference)
return false;
if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags))
{
if (state && argCount > 6)
{
activator->SetState(state);
}
return true;
}
return false;
}
default: default:
break; break;
} }

View file

@ -586,7 +586,7 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i
} }
} }
void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff, int flags, const PClassActor *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset) void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff_d, int flags, PClassActor *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset)
{ {
double length, lengthsquared; double length, lengthsquared;
int steps, i; int steps, i;

View file

@ -88,7 +88,7 @@ void P_RunEffects (void);
void P_RunEffect (AActor *actor, int effects); void P_RunEffect (AActor *actor, int effects);
void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff = 0, int flags = 0, const PClassActor *spawnclass = NULL, angle_t angle = 0, int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270); void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, angle_t angle = 0, int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270);
void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind); void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind);
void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind); void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind);
void P_DisconnectEffect (AActor *actor); void P_DisconnectEffect (AActor *actor);

View file

@ -180,6 +180,31 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser);
bool P_Thing_CanRaise(AActor *thing); bool P_Thing_CanRaise(AActor *thing);
PClassActor *P_GetSpawnableType(int spawnnum); PClassActor *P_GetSpawnableType(int spawnnum);
void InitSpawnablesFromMapinfo(); void InitSpawnablesFromMapinfo();
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags);
enum WARPF
{
WARPF_ABSOLUTEOFFSET = 0x1,
WARPF_ABSOLUTEANGLE = 0x2,
WARPF_USECALLERANGLE = 0x4,
WARPF_NOCHECKPOSITION = 0x8,
WARPF_INTERPOLATE = 0x10,
WARPF_WARPINTERPOLATION = 0x20,
WARPF_COPYINTERPOLATION = 0x40,
WARPF_STOP = 0x80,
WARPF_TOFLOOR = 0x100,
WARPF_TESTONLY = 0x200,
WARPF_ABSOLUTEPOSITION = 0x400,
WARPF_BOB = 0x800,
WARPF_MOVEPTR = 0x1000,
WARPF_USEPTR = 0x2000,
WARPF_USETID = 0x2000,
};
// //
// P_MAPUTL // P_MAPUTL
@ -479,7 +504,7 @@ void P_TraceBleed (int damage, AActor *target); // random direction version
bool P_HitFloor (AActor *thing); bool P_HitFloor (AActor *thing);
bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true); bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true);
void P_CheckSplash(AActor *self, fixed_t distance); void P_CheckSplash(AActor *self, fixed_t distance);
void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, double maxdiff = 0, int flags = 0, const PClassActor *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, double sparsity = 1.0, double drift = 1.0, const PClassActor *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, double maxdiff = 0, int flags = 0, PClassActor *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, double sparsity = 1.0, double drift = 1.0, PClassActor *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun
enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags
{ {

View file

@ -4150,7 +4150,7 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
// //
// //
//========================================================================== //==========================================================================
void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, double maxdiff, int railflags, const PClassActor *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, double sparsity, double drift, const PClassActor *spawnclass, int SpiralOffset) void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, double maxdiff, int railflags, PClassActor *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, double sparsity, double drift, PClassActor *spawnclass, int SpiralOffset)
{ {
fixed_t vx, vy, vz; fixed_t vx, vy, vz;
angle_t angle, pitch; angle_t angle, pitch;

View file

@ -678,3 +678,130 @@ void InitSpawnablesFromMapinfo()
InitClassMap(SpawnableThings, SpawnablesFromMapinfo); InitClassMap(SpawnableThings, SpawnablesFromMapinfo);
InitClassMap(StrifeTypes, ConversationIDsFromMapinfo); InitClassMap(StrifeTypes, ConversationIDsFromMapinfo);
} }
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags)
{
if (flags & WARPF_MOVEPTR)
{
AActor *temp = reference;
reference = caller;
caller = temp;
}
fixed_t oldx = caller->x;
fixed_t oldy = caller->y;
fixed_t oldz = caller->z;
if (!(flags & WARPF_ABSOLUTEANGLE))
{
angle += (flags & WARPF_USECALLERANGLE) ? caller->angle : reference->angle;
}
if (!(flags & WARPF_ABSOLUTEPOSITION))
{
if (!(flags & WARPF_ABSOLUTEOFFSET))
{
angle_t fineangle = angle >> ANGLETOFINESHIFT;
fixed_t xofs1 = xofs;
// (borrowed from A_SpawnItemEx, assumed workable)
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
xofs = FixedMul(xofs1, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
yofs = FixedMul(xofs1, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
}
if (flags & WARPF_TOFLOOR)
{
// set correct xy
caller->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z);
// now the caller's floorz should be appropriate for the assigned xy-position
// assigning position again with
if (zofs)
{
// extra unlink, link and environment calculation
caller->SetOrigin(
caller->x,
caller->y,
caller->floorz + zofs);
}
else
{
// if there is no offset, there should be no ill effect from moving down to the already defined floor
// A_Teleport does the same thing anyway
caller->z = caller->floorz;
}
}
else
{
caller->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z + zofs);
}
}
else // [MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's.
{
if (flags & WARPF_TOFLOOR)
{
caller->SetOrigin(xofs, yofs, caller->floorz + zofs);
}
else
{
caller->SetOrigin(xofs, yofs, zofs);
}
}
if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(caller))
{
if (flags & WARPF_TESTONLY)
{
caller->SetOrigin(oldx, oldy, oldz);
}
else
{
caller->angle = angle;
if (flags & WARPF_STOP)
{
caller->velx = 0;
caller->vely = 0;
caller->velz = 0;
}
if (flags & WARPF_WARPINTERPOLATION)
{
caller->PrevX += caller->x - oldx;
caller->PrevY += caller->y - oldy;
caller->PrevZ += caller->z - oldz;
}
else if (flags & WARPF_COPYINTERPOLATION)
{
caller->PrevX = caller->x + reference->PrevX - reference->x;
caller->PrevY = caller->y + reference->PrevY - reference->y;
caller->PrevZ = caller->z + reference->PrevZ - reference->z;
}
else if (!(flags & WARPF_INTERPOLATE))
{
caller->PrevX = caller->x;
caller->PrevY = caller->y;
caller->PrevZ = caller->z;
}
if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB))
{
caller->z += reference->GetBobOffset();
}
}
return true;
}
caller->SetOrigin(oldx, oldy, oldz);
return false;
}

View file

@ -73,6 +73,8 @@
#include "p_setup.h" #include "p_setup.h"
#include "gstrings.h" #include "gstrings.h"
AActor *SingleActorFromTID(int tid, AActor *defactor);
static FRandom pr_camissile ("CustomActorfire"); static FRandom pr_camissile ("CustomActorfire");
static FRandom pr_camelee ("CustomMelee"); static FRandom pr_camelee ("CustomMelee");
@ -4382,7 +4384,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
return 0; return 0;
} }
INTBOOL was_moving = self->velx | self->vely | self->velz; INTBOOL was_moving = ref->velx | ref->vely | ref->velz;
ref->velx = FixedMul(ref->velx, scale); ref->velx = FixedMul(ref->velx, scale);
ref->vely = FixedMul(ref->vely, scale); ref->vely = FixedMul(ref->vely, scale);
@ -4445,7 +4447,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
if (was_moving) if (was_moving)
{ {
CheckStopped(self); CheckStopped(ref);
} }
return 0; return 0;
} }
@ -5009,38 +5011,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
// //
//========================================================================== //==========================================================================
enum WARPF
{
WARPF_ABSOLUTEOFFSET = 0x1,
WARPF_ABSOLUTEANGLE = 0x2,
WARPF_USECALLERANGLE = 0x4,
WARPF_NOCHECKPOSITION = 0x8,
WARPF_INTERPOLATE = 0x10,
WARPF_WARPINTERPOLATION = 0x20,
WARPF_COPYINTERPOLATION = 0x40,
WARPF_STOP = 0x80,
WARPF_TOFLOOR = 0x100,
WARPF_TESTONLY = 0x200,
WARPF_ABSOLUTEPOSITION = 0x400,
WARPF_BOB = 0x800,
WARPF_MOVEPTR = 0x1000,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
{ {
PARAM_ACTION_PROLOGUE; PARAM_ACTION_PROLOGUE;
PARAM_INT (destination_selector); PARAM_INT(destination_selector);
PARAM_FIXED_OPT (xofs) { xofs = 0; } PARAM_FIXED_OPT(xofs) { xofs = 0; }
PARAM_FIXED_OPT (yofs) { yofs = 0; } PARAM_FIXED_OPT(yofs) { yofs = 0; }
PARAM_FIXED_OPT (zofs) { zofs = 0; } PARAM_FIXED_OPT(zofs) { zofs = 0; }
PARAM_ANGLE_OPT (angle) { angle = 0; } PARAM_ANGLE_OPT(angle) { angle = 0; }
PARAM_INT_OPT (flags) { flags = 0; } PARAM_INT_OPT(flags) { flags = 0; }
PARAM_STATE_OPT (success_state) { success_state = NULL; } PARAM_STATE_OPT(success_state) { success_state = NULL; }
AActor *reference = COPY_AAPTR(self, destination_selector);
AActor *reference;
if ((flags & WARPF_USETID))
{
reference = SingleActorFromTID(destination_selector, self);
}
else
{
reference = COPY_AAPTR(self, destination_selector);
}
//If there is no actor to warp to, fail. //If there is no actor to warp to, fail.
if (!reference) if (!reference)
@ -5049,130 +5041,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
return numret; return numret;
} }
AActor *caller = self; if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags))
if (flags & WARPF_MOVEPTR)
{ {
AActor *temp = reference;
reference = caller;
caller = temp;
}
fixed_t oldx = caller->x;
fixed_t oldy = caller->y;
fixed_t oldz = caller->z;
if (!(flags & WARPF_ABSOLUTEANGLE))
{
angle += (flags & WARPF_USECALLERANGLE) ? caller->angle : reference->angle;
}
if (!(flags & WARPF_ABSOLUTEPOSITION))
{
if (!(flags & WARPF_ABSOLUTEOFFSET))
{
angle_t fineangle = angle >> ANGLETOFINESHIFT;
fixed_t xofs1 = xofs;
// (borrowed from A_SpawnItemEx, assumed workable)
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
xofs = FixedMul(xofs1, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
yofs = FixedMul(xofs1, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
}
if (flags & WARPF_TOFLOOR)
{
// set correct xy
caller->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z);
// now the caller's floorz should be appropriate for the assigned xy-position
// assigning position again with
if (zofs)
{
// extra unlink, link and environment calculation
caller->SetOrigin(
caller->x,
caller->y,
caller->floorz + zofs);
}
else
{
// if there is no offset, there should be no ill effect from moving down to the
// already identified floor
// A_Teleport does the same thing anyway
caller->z = caller->floorz;
}
}
else
{
caller->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z + zofs);
}
}
else //[MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's.
{
if (flags & WARPF_TOFLOOR)
{
caller->SetOrigin(xofs, yofs, caller->floorz + zofs);
}
else
{
caller->SetOrigin(xofs, yofs, zofs);
}
}
if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(caller))
{
if (flags & WARPF_TESTONLY)
{
caller->SetOrigin(oldx, oldy, oldz);
}
else
{
caller->angle = angle;
if (flags & WARPF_STOP)
{
caller->velx = 0;
caller->vely = 0;
caller->velz = 0;
}
if (flags & WARPF_WARPINTERPOLATION)
{
caller->PrevX += caller->x - oldx;
caller->PrevY += caller->y - oldy;
caller->PrevZ += caller->z - oldz;
}
else if (flags & WARPF_COPYINTERPOLATION)
{
caller->PrevX = caller->x + reference->PrevX - reference->x;
caller->PrevY = caller->y + reference->PrevY - reference->y;
caller->PrevZ = caller->z + reference->PrevZ - reference->z;
}
else if (!(flags & WARPF_INTERPOLATE))
{
caller->PrevX = caller->x;
caller->PrevY = caller->y;
caller->PrevZ = caller->z;
}
if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB))
{
caller->z += reference->GetBobOffset();
}
}
if (success_state) if (success_state)
{ {
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
@ -5185,7 +5055,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
} }
else else
{ {
caller->SetOrigin(oldx, oldy, oldz);
ACTION_SET_RESULT(false); ACTION_SET_RESULT(false);
} }
return numret; return numret;
@ -5296,12 +5165,26 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
} }
static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude)
{
FName actorSpecies = mo->GetSpecies();
if (filterSpecies == NAME_None) return true;
return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies);
}
static bool DoCheckClass(AActor *mo, PClassActor *filterClass, bool exclude)
{
const PClass *actorClass = mo->GetClass();
if (filterClass == NULL) return true;
return exclude ? (actorClass != filterClass) : (actorClass == filterClass);
}
//========================================================================== //==========================================================================
// //
// A_RadiusGive // A_RadiusGive(item, distance, flags, amount, filter, species)
// //
// Uses code roughly similar to A_Explode (but without all the compatibility // Uses code roughly similar to A_Explode (but without all the compatibility
// baggage and damage computation code to give an item to all eligible mobjs // baggage and damage computation code) to give an item to all eligible mobjs
// in range. // in range.
// //
//========================================================================== //==========================================================================
@ -5320,6 +5203,12 @@ enum RadiusGiveFlags
RGF_CUBE = 1 << 9, RGF_CUBE = 1 << 9,
RGF_NOSIGHT = 1 << 10, RGF_NOSIGHT = 1 << 10,
RGF_MISSILES = 1 << 11, RGF_MISSILES = 1 << 11,
RGF_INCLUSIVE = 1 << 12,
RGF_ITEMS = 1 << 13,
RGF_KILLED = 1 << 14,
RGF_EXFILTER = 1 << 15,
RGF_EXSPECIES = 1 << 16,
RGF_EITHER = 1 << 17,
}; };
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
@ -5329,12 +5218,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
PARAM_FIXED (distance); PARAM_FIXED (distance);
PARAM_INT (flags); PARAM_INT (flags);
PARAM_INT_OPT (amount) { amount = 0; } PARAM_INT_OPT (amount) { amount = 0; }
PARAM_CLASS_OPT (filter, AActor) { filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
// We need a valid item, valid targets, and a valid range // We need a valid item, valid targets, and a valid range
if (item == NULL || (flags & RGF_MASK) == 0 || distance <= 0) if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0)
{ {
return 0; return 0;
} }
if (amount == 0) if (amount == 0)
{ {
amount = 1; amount = 1;
@ -5345,115 +5237,114 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
AActor *thing; AActor *thing;
while ((thing = it.Next())) while ((thing = it.Next()))
{ {
// Don't give to inventory items //[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
if (thing->flags & MF_SPECIAL) bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass)))
{ {
continue; if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF.
}
// Avoid giving to self unless requested
if (thing == self && !(flags & RGF_GIVESELF))
{
continue;
}
// Avoiding special pointers if requested
if (((thing == self->target) && (flags & RGF_NOTARGET)) ||
((thing == self->tracer) && (flags & RGF_NOTRACER)) ||
((thing == self->master) && (flags & RGF_NOMASTER)))
{
continue;
}
// Don't give to dead thing unless requested
if (thing->flags & MF_CORPSE)
{
if (!(flags & RGF_CORPSES))
{
continue; continue;
}
}
else if (thing->health <= 0 || thing->flags6 & MF6_KILLED)
{
continue;
}
// Players, monsters, and other shootable objects
if (thing->player)
{
if ((thing->player->mo == thing) && !(flags & RGF_PLAYERS))
{
continue;
}
if ((thing->player->mo != thing) && !(flags & RGF_VOODOO))
{
continue;
}
}
else if (thing->flags3 & MF3_ISMONSTER)
{
if (!(flags & RGF_MONSTERS))
{
continue;
}
}
else if (thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE)
{
if (!(flags & RGF_OBJECTS))
{
continue;
}
}
else if (thing->flags & MF_MISSILE)
{
if (!(flags & RGF_MISSILES))
{
continue;
}
}
else
{
continue;
} }
if (flags & RGF_CUBE) if (thing == self)
{ // check if inside a cube {
if (fabs((double)thing->x - self->x) > (double)distance || if (!(flags & RGF_GIVESELF))
fabs((double)thing->y - self->y) > (double)distance ||
fabs((double)(thing->z + thing->height/2) - (self->z + self->height/2)) > (double)distance)
{
continue; continue;
}
} }
else
{ // check if inside a sphere //Check for target, master, and tracer flagging.
TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height/2); bool targetPass = true;
TVector3<double> spos(self->x, self->y, self->z + self->height/2); bool masterPass = true;
if ((tpos - spos).LengthSquared() > distsquared) 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)
continue; continue;
}
//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->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!
continue;
}
} }
} }
if ((flags & RGF_NOSIGHT) || P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY)) bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
{ // OK to give; target is in direct path, or the bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE);
// monster doesn't care about it being in line of sight.
AInventory *gift = static_cast<AInventory *>(Spawn (item, 0, 0, 0, NO_REPLACE)); if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
if (gift->IsKindOf(RUNTIME_CLASS(AHealth))) {
{ if (flags & RGF_CUBE)
gift->Amount *= amount; { // check if inside a cube
if (fabs((double)thing->x - self->x) > (double)distance ||
fabs((double)thing->y - self->y) > (double)distance ||
fabs((double)(thing->z + thing->height / 2) - (self->z + self->height / 2)) > (double)distance)
{
continue;
}
} }
else else
{ { // check if inside a sphere
gift->Amount = amount; TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height / 2);
TVector3<double> spos(self->x, self->y, self->z + self->height / 2);
if ((tpos - spos).LengthSquared() > distsquared)
{
continue;
}
} }
gift->flags |= MF_DROPPED;
gift->ClearCounters(); if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
if (!gift->CallTryPickup (thing)) { // 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));
gift->Destroy (); 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 0; return 0;
} }
//========================================================================== //==========================================================================
// //
// A_SetTics // A_SetTics
@ -5534,20 +5425,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
return 0; return 0;
} }
static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude)
{
FName actorSpecies = mo->GetSpecies();
if (filterSpecies == NAME_None) return true;
return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies);
}
static bool DoCheckClass(AActor *mo, PClassActor *filterClass, bool exclude)
{
const PClass *actorClass = mo->GetClass();
if (filterClass == NULL) return true;
return exclude ? (actorClass != filterClass) : (actorClass == filterClass);
}
//=========================================================================== //===========================================================================
// //
// Common A_Damage handler // Common A_Damage handler

View file

@ -225,7 +225,7 @@ ACTOR Actor native //: Thinker
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT); action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT); action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT); action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0); action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None");
action native A_CountdownArg(int argnum, state targstate = ""); action native A_CountdownArg(int argnum, state targstate = "");
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true); action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true); action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);

View file

@ -224,6 +224,12 @@ enum
RGF_CUBE = 1 << 9, RGF_CUBE = 1 << 9,
RGF_NOSIGHT = 1 << 10, RGF_NOSIGHT = 1 << 10,
RGF_MISSILES = 1 << 11, RGF_MISSILES = 1 << 11,
RGF_INCLUSIVE = 1 << 12,
RGF_ITEMS = 1 << 13,
RGF_KILLED = 1 << 14,
RGF_EXFILTER = 1 << 15,
RGF_EXSPECIES = 1 << 16,
RGF_EITHER = 1 << 17,
}; };
// Activation flags // Activation flags
@ -351,6 +357,7 @@ Const Int WAPRF_ABSOLUTEPOSITION = 0x400;
Const Int WARPF_ABSOLUTEPOSITION = 0x400; Const Int WARPF_ABSOLUTEPOSITION = 0x400;
Const Int WARPF_BOB = 0x800; Const Int WARPF_BOB = 0x800;
Const Int WARPF_MOVEPTR = 0x1000; Const Int WARPF_MOVEPTR = 0x1000;
Const Int WARPF_USETID = 0x2000;
// flags for A_SetPitch/SetAngle/SetRoll // flags for A_SetPitch/SetAngle/SetRoll
const int SPF_FORCECLAMP = 1; const int SPF_FORCECLAMP = 1;