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94 lines
2.6 KiB
C++
94 lines
2.6 KiB
C++
#pragma once
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//==========================================================================
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//
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// Standard pointer acquisition functions
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//
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// Possible effective results at run-time
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// assigntovariable = NULL (or a RETURN statement is issued)
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// P_BulletSlope(pointer_owner, &temporary), assigntovariable = temporary
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// assigntovariable = pointer_owner->target or ...->master or ...->tracer
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//
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//==========================================================================
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class AActor;
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// Pointer selectors (enum)
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enum AAPTR
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{
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AAPTR_DEFAULT = 0,
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AAPTR_NULL = 0x1,
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AAPTR_TARGET = 0x2,
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AAPTR_MASTER = 0x4,
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AAPTR_TRACER = 0x8,
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AAPTR_PLAYER_GETTARGET = 0x10,
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AAPTR_PLAYER_GETCONVERSATION = 0x20,
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AAPTR_PLAYER1 = 0x40,
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AAPTR_PLAYER2 = 0x80,
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AAPTR_PLAYER3 = 0x100,
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AAPTR_PLAYER4 = 0x200,
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AAPTR_PLAYER5 = 0x400,
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AAPTR_PLAYER6 = 0x800,
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AAPTR_PLAYER7 = 0x1000,
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AAPTR_PLAYER8 = 0x2000,
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AAPTR_FRIENDPLAYER = 0x4000,
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AAPTR_GET_LINETARGET = 0x8000,
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AAPTR_PLAYER_SELECTORS =
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AAPTR_PLAYER_GETTARGET|AAPTR_PLAYER_GETCONVERSATION,
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AAPTR_GENERAL_SELECTORS =
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AAPTR_TARGET|AAPTR_MASTER|AAPTR_TRACER|AAPTR_FRIENDPLAYER|AAPTR_GET_LINETARGET,
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AAPTR_STATIC_SELECTORS =
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AAPTR_PLAYER1|AAPTR_PLAYER2|AAPTR_PLAYER3|AAPTR_PLAYER4|
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AAPTR_PLAYER5|AAPTR_PLAYER6|AAPTR_PLAYER7|AAPTR_PLAYER8|
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AAPTR_NULL
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};
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/*
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COPY_AAPTR
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Result overview in order of priority:
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1. Caller is player and a player specific selector is specified: Player specific selector is used.
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2. Caller is non-null and a general actor selector is specified: General actor selector is used.
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3. A static actor selector is specified: Static actor selector is used.
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4. The origin actor is used.
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Only one selector of each type can be used.
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*/
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AActor *COPY_AAPTR(AActor *origin, int selector);
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enum PTROP
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{
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PTROP_UNSAFETARGET = 1,
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PTROP_UNSAFEMASTER = 2,
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PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER
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};
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// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
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// It is called from multiple locations.
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// The code may be in need of optimisation.
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//==========================================================================
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//
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// Checks whether this actor is a missile
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// Unfortunately this was buggy in older versions of the code and many
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// released DECORATE monsters rely on this bug so it can only be fixed
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// with an optional flag
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//
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//==========================================================================
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void VerifyTargetChain(AActor *self, bool preciseMissileCheck=true);
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void VerifyMasterChain(AActor *self);
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void ASSIGN_AAPTR(AActor *toActor, int toSlot, AActor *ptr, int flags) ;
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