mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-07 13:30:16 +00:00
186 lines
No EOL
5.2 KiB
C++
186 lines
No EOL
5.2 KiB
C++
#include "actorptrselect.h"
|
|
#include "actor.h"
|
|
#include "d_player.h"
|
|
#include "p_pspr.h"
|
|
#include "p_local.h"
|
|
|
|
//==========================================================================
|
|
//
|
|
// Standard pointer acquisition functions
|
|
//
|
|
// Possible effective results at run-time
|
|
// assigntovariable = NULL (or a RETURN statement is issued)
|
|
// P_BulletSlope(pointer_owner, &temporary), assigntovariable = temporary
|
|
// assigntovariable = pointer_owner->target or ...->master or ...->tracer
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
/*
|
|
COPY_AAPTR
|
|
|
|
Result overview in order of priority:
|
|
|
|
1. Caller is player and a player specific selector is specified: Player specific selector is used.
|
|
2. Caller is non-null and a general actor selector is specified: General actor selector is used.
|
|
3. A static actor selector is specified: Static actor selector is used.
|
|
4. The origin actor is used.
|
|
|
|
Only one selector of each type can be used.
|
|
*/
|
|
|
|
#define AAPTR_RESOLVE_PLAYERNUM(playernum) (playeringame[playernum] ? players[playernum].mo : NULL)
|
|
|
|
AActor *COPY_AAPTR(AActor *origin, int selector)
|
|
{
|
|
if (selector == AAPTR_DEFAULT) return origin;
|
|
|
|
FTranslatedLineTarget t;
|
|
|
|
if (origin)
|
|
{
|
|
if (origin->player)
|
|
{
|
|
switch (selector & AAPTR_PLAYER_SELECTORS)
|
|
{
|
|
case AAPTR_PLAYER_GETTARGET:
|
|
P_BulletSlope(origin, &t, ALF_PORTALRESTRICT);
|
|
return t.linetarget;
|
|
|
|
case AAPTR_PLAYER_GETCONVERSATION:
|
|
return origin->player->ConversationNPC;
|
|
}
|
|
}
|
|
|
|
switch (selector & AAPTR_GENERAL_SELECTORS)
|
|
{
|
|
case AAPTR_TARGET: return origin->target;
|
|
case AAPTR_MASTER: return origin->master;
|
|
case AAPTR_TRACER: return origin->tracer;
|
|
case AAPTR_FRIENDPLAYER:
|
|
return origin->FriendPlayer ? AAPTR_RESOLVE_PLAYERNUM(origin->FriendPlayer - 1) : NULL;
|
|
|
|
case AAPTR_GET_LINETARGET:
|
|
P_BulletSlope(origin, &t, ALF_PORTALRESTRICT);
|
|
return t.linetarget;
|
|
}
|
|
}
|
|
|
|
switch (selector & AAPTR_STATIC_SELECTORS)
|
|
{
|
|
case AAPTR_PLAYER1: return AAPTR_RESOLVE_PLAYERNUM(0);
|
|
case AAPTR_PLAYER2: return AAPTR_RESOLVE_PLAYERNUM(1);
|
|
case AAPTR_PLAYER3: return AAPTR_RESOLVE_PLAYERNUM(2);
|
|
case AAPTR_PLAYER4: return AAPTR_RESOLVE_PLAYERNUM(3);
|
|
case AAPTR_PLAYER5: return AAPTR_RESOLVE_PLAYERNUM(4);
|
|
case AAPTR_PLAYER6: return AAPTR_RESOLVE_PLAYERNUM(5);
|
|
case AAPTR_PLAYER7: return AAPTR_RESOLVE_PLAYERNUM(6);
|
|
case AAPTR_PLAYER8: return AAPTR_RESOLVE_PLAYERNUM(7);
|
|
case AAPTR_NULL: return NULL;
|
|
}
|
|
|
|
return origin;
|
|
}
|
|
|
|
|
|
// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
|
|
// It is called from multiple locations.
|
|
// The code may be in need of optimisation.
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks whether this actor is a missile
|
|
// Unfortunately this was buggy in older versions of the code and many
|
|
// released DECORATE monsters rely on this bug so it can only be fixed
|
|
// with an optional flag
|
|
//
|
|
//==========================================================================
|
|
|
|
void VerifyTargetChain(AActor *self, bool preciseMissileCheck)
|
|
{
|
|
if (!self || !self->isMissile(preciseMissileCheck)) return;
|
|
|
|
AActor *origin = self;
|
|
AActor *next = origin->target;
|
|
|
|
// origin: the most recent actor that has been verified as appearing only once
|
|
// next: the next actor to be verified; will be "origin" in the next iteration
|
|
|
|
while (next && next->isMissile(preciseMissileCheck)) // we only care when there are missiles involved
|
|
{
|
|
AActor *compare = self;
|
|
// every new actor must prove not to be the first actor in the chain, or any subsequent actor
|
|
// any actor up to and including "origin" has only appeared once
|
|
for (;;)
|
|
{
|
|
if (compare == next)
|
|
{
|
|
// if any of the actors from self to (inclusive) origin match the next actor,
|
|
// self has reached/created a loop
|
|
self->target = NULL;
|
|
return;
|
|
}
|
|
if (compare == origin) break; // when "compare" = origin, we know that the next actor is, and should be "next"
|
|
compare = compare->target;
|
|
}
|
|
|
|
origin = next;
|
|
next = next->target;
|
|
}
|
|
}
|
|
|
|
void VerifyMasterChain(AActor *self)
|
|
{
|
|
// See VerifyTargetChain for detailed comments.
|
|
|
|
if (!self) return;
|
|
AActor *origin = self;
|
|
AActor *next = origin->master;
|
|
while (next) // We always care (See "VerifyTargetChain")
|
|
{
|
|
AActor *compare = self;
|
|
for (;;)
|
|
{
|
|
if (compare == next)
|
|
{
|
|
self->master = NULL;
|
|
return;
|
|
}
|
|
if (compare == origin) break;
|
|
compare = compare->master;
|
|
}
|
|
|
|
origin = next;
|
|
next = next->master;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks whether this actor is a missile
|
|
// Unfortunately this was buggy in older versions of the code and many
|
|
// released DECORATE monsters rely on this bug so it can only be fixed
|
|
// with an optional flag
|
|
//
|
|
//==========================================================================
|
|
|
|
void ASSIGN_AAPTR(AActor *toActor, int toSlot, AActor *ptr, int flags)
|
|
{
|
|
switch (toSlot)
|
|
{
|
|
case AAPTR_TARGET:
|
|
toActor->target = ptr;
|
|
if (!(PTROP_UNSAFETARGET & (flags))) VerifyTargetChain(toActor);
|
|
break;
|
|
|
|
case AAPTR_MASTER:
|
|
toActor->master = ptr;
|
|
if (!(PTROP_UNSAFEMASTER & (flags))) VerifyMasterChain(toActor);
|
|
break;
|
|
|
|
case AAPTR_TRACER:
|
|
toActor->tracer = ptr;
|
|
break;
|
|
}
|
|
} |