Added GetZAt DECORATE function.

- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z  at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
This commit is contained in:
MajorCooke 2016-05-05 18:33:36 -05:00 committed by Christoph Oelckers
parent 39f64383cb
commit b91ed5dc5d
3 changed files with 80 additions and 0 deletions

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@ -386,6 +386,77 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetGibHealth)
return 0;
}
//==========================================================================
//
// GetZAt
//
// NON-ACTION function to get the floor or ceiling z at (x, y) with
// relativity being an option.
//==========================================================================
enum GZFlags
{
GZF_ABSOLUTEPOS = 1,
GZF_ABSOLUTEANG = 1 << 1,
GZF_CEILING = 1 << 2,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetZAt)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT(px) { px = 0.; }
PARAM_FLOAT_OPT(py) { py = 0.; }
PARAM_ANGLE_OPT(angle) { angle = 0.; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(pick_pointer) { pick_pointer = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, pick_pointer);
if (mobj == nullptr)
{
ret->SetFloat(0);
}
else
{
DVector2 pos = { px, py };
int secnum;
double z = 0.;
if (!(flags & GZF_ABSOLUTEPOS))
{
if (!(flags & GZF_ABSOLUTEANG))
{
angle += mobj->Angles.Yaw;
}
double s = angle.Sin();
double c = angle.Cos();
pos = mobj->Vec2Offset(pos.X * c + pos.Y * s, pos.X * s - pos.Y * c);
}
secnum = int(P_PointInSector(pos.X, pos.Y) - sectors);
if (secnum >= 0)
{
if (flags & GZF_CEILING)
{
//z = mobj->Sector->ceilingplane.ZatPoint(pos.X, pos.Y);
z = sectors[secnum].ceilingplane.ZatPoint(pos);
}
else
{
//z = mobj->Sector->floorplane.ZatPoint(pos.X, pos.Y);
z = sectors[secnum].floorplane.ZatPoint(pos);
}
}
ret->SetFloat(z);
return 1;
}
}
return 0;
}
//===========================================================================
//
// __decorate_internal_state__

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@ -43,6 +43,7 @@ ACTOR Actor native //: Thinker
native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
native float GetDistance(bool checkz, int ptr = AAPTR_DEFAULT);
native float GetAngle(bool relative, int ptr = AAPTR_DEFAULT);
native float GetZAt(float px = 0, float py = 0, float angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
native int GetSpawnHealth();
native int GetGibHealth();

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@ -550,3 +550,11 @@ enum
FMDF_INTERPOLATE = 1 << 1,
FMDF_NOANGLE = 1 << 2,
};
// Flags for GetZAt
enum
{
GZF_ABSOLUTEPOS = 1,
GZF_ABSOLUTEANG = 1 << 1,
GZF_CEILING = 1 << 2,
};