- added Ryan Cordell's A_CheckRange submission.

This commit is contained in:
Christoph Oelckers 2013-06-23 18:45:17 +02:00
parent 5bbb18b6dd
commit 7d56311152
2 changed files with 63 additions and 0 deletions

View file

@ -2501,6 +2501,68 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
ACTION_JUMP(jump);
}
//===========================================================================
//
// A_CheckRange
// Jumps if this actor is out of range of all players.
//
//===========================================================================
static bool DoCheckRange(AActor *self, AActor *camera, double range)
{
if (camera == NULL)
{
return false;
}
// Check distance first, since it's cheaper than checking sight.
double dx = self->x - camera->x;
double dy = self->y - camera->y;
double dz;
fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
if (eyez > self->z + self->height){
dz = self->z + self->height - eyez;
}
else if (eyez < self->z){
dz = self->z - eyez;
}
else{
dz = 0;
}
if ((dx*dx) + (dy*dy) + (dz*dz) <= range){
// Within range
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckRange)
{
ACTION_PARAM_START(2);
double range = EvalExpressionF(ParameterIndex+0, self);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
// Always check from each player.
if (DoCheckRange(self, players[i].mo, range))
{
return;
}
// If a player is viewing from a non-player, check that too.
if (players[i].camera != NULL && players[i].camera->player == NULL &&
DoCheckRange(self, players[i].camera, range))
{
return;
}
}
}
ACTION_JUMP(jump);
}
//===========================================================================
//

View file

@ -302,6 +302,7 @@ ACTOR Actor native //: Thinker
action native A_SetDamageType(name damagetype);
action native A_CheckSightOrRange(float distance, state label);
action native A_CheckRange(float distance, state label);
action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);