mirror of
https://github.com/ZDoom/gzdoom.git
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7df698dad8
Note that this completely disables the newly added keywords 'play' and 'ui' for unversioned code to allow using them as identifiers as I have found at least one mod that uses a variable named 'play' that would have been rendered broken otherwise. This also disables many ZScript only keywords for other parsing jobs.
278 lines
No EOL
9.4 KiB
Text
278 lines
No EOL
9.4 KiB
Text
extend class Actor
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{
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//==========================================================================
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//
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// This file contains all the A_Jump* checker functions, all split up
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// into an actual checker and a simple wrapper around ResolveState.
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//
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//==========================================================================
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action state A_JumpIf(bool expression, statelabel label)
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{
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return expression? ResolveState(label) : null;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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action state A_JumpIfHealthLower(int health, statelabel label, int ptr_selector = AAPTR_DEFAULT)
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{
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Actor aptr = GetPointer(ptr_selector);
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return aptr && aptr.health < health? ResolveState(label) : null;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool CheckIfCloser(Actor targ, double dist, bool noz = false)
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{
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if (!targ) return false;
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return
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(Distance2D(targ) < dist && (noz ||
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((pos.z > targ.pos.z && pos.z - targ.pos.z - targ.height < dist) ||
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(pos.z <= targ.pos.z && targ.pos.z - pos.z - height < dist)
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)
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));
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}
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action state A_JumpIfCloser(double distance, statelabel label, bool noz = false)
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{
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Actor targ;
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if (player == NULL)
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{
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targ = target;
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}
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else
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{
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// Does the player aim at something that can be shot?
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targ = AimTarget();
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}
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return CheckIfCloser(targ, distance, noz)? ResolveState(label) : null;
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}
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action state A_JumpIfTracerCloser(double distance, statelabel label, bool noz = false)
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{
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return CheckIfCloser(tracer, distance, noz)? ResolveState(label) : null;
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}
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action state A_JumpIfMasterCloser(double distance, statelabel label, bool noz = false)
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{
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return CheckIfCloser(master, distance, noz)? ResolveState(label) : null;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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action state A_JumpIfTargetOutsideMeleeRange(statelabel label)
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{
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return CheckMeleeRange()? null : ResolveState(label);
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}
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action state A_JumpIfTargetInsideMeleeRange(statelabel label)
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{
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return CheckMeleeRange()? ResolveState(label) : null;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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native bool CheckInventory(class<Inventory> itemtype, int itemamount, int owner = AAPTR_DEFAULT);
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action state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, statelabel label, int owner = AAPTR_DEFAULT)
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{
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return CheckInventory(itemtype, itemamount, owner)? ResolveState(label) : null;
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}
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action state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, statelabel label, int forward_ptr = AAPTR_DEFAULT)
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{
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if (target == null) return null;
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return target.CheckInventory(itemtype, amount, forward_ptr)? ResolveState(label) : null;
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}
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//==========================================================================
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//
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// rather pointless these days to do it this way.
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//
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//==========================================================================
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bool CheckArmorType(name Type, int amount = 1)
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{
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let myarmor = BasicArmor(FindInventory("BasicArmor"));
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return myarmor != null && myarmor.ArmorType == type && myarmor.Amount >= amount;
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}
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action state A_JumpIfArmorType(name Type, statelabel label, int amount = 1)
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{
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return CheckArmorType(Type, amount)? ResolveState(label) : null;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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native bool CheckIfSeen();
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native bool CheckSightOrRange(double distance, bool two_dimension = false);
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native bool CheckRange(double distance, bool two_dimension = false);
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action state A_CheckSight(statelabel label)
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{
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return CheckIfSeen()? ResolveState(label) : null;
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}
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action state A_CheckSightOrRange(double distance, statelabel label, bool two_dimension = false)
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{
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return CheckSightOrRange(distance, two_dimension)? ResolveState(label) : null;
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}
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action state A_CheckRange(double distance, statelabel label, bool two_dimension = false)
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{
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return CheckRange(distance, two_dimension)? ResolveState(label) : null;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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action state A_CheckFloor(statelabel label)
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{
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return pos.z <= floorz? ResolveState(label) : null;
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}
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action state A_CheckCeiling(statelabel label)
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{
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return pos.z + height >= ceilingz? ResolveState(label) : null;
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}
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//==========================================================================
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//
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// since this is deprecated the checker is private.
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//
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//==========================================================================
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private native bool CheckFlag(string flagname, int check_pointer = AAPTR_DEFAULT);
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deprecated("2.3") action state A_CheckFlag(string flagname, statelabel label, int check_pointer = AAPTR_DEFAULT)
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{
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return CheckFlag(flagname, check_pointer)? ResolveState(label) : null;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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native bool PlayerSkinCheck();
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action state A_PlayerSkinCheck(statelabel label)
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{
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return PlayerSkinCheck()? ResolveState(label) : null;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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action state A_CheckSpecies(statelabel label, name species = 'none', int ptr = AAPTR_DEFAULT)
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{
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Actor aptr = GetPointer(ptr);
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return aptr && aptr.GetSpecies() == species? ResolveState(label) : null;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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native bool CheckLOF(int flags = 0, double range = 0, double minrange = 0, double angle = 0, double pitch = 0, double offsetheight = 0, double offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, double offsetforward = 0);
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native bool CheckIfTargetInLOS (double fov = 0, int flags = 0, double dist_max = 0, double dist_close = 0);
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native bool CheckIfInTargetLOS (double fov = 0, int flags = 0, double dist_max = 0, double dist_close = 0);
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native bool CheckProximity(class<Actor> classname, double distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
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native bool CheckBlock(int flags = 0, int ptr = AAPTR_DEFAULT, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0);
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action state A_CheckLOF(statelabel label, int flags = 0, double range = 0, double minrange = 0, double angle = 0, double pitch = 0, double offsetheight = 0, double offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, double offsetforward = 0)
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{
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return CheckLOF(flags, range, minrange, angle, pitch, offsetheight, offsetwidth, ptr_target, offsetforward)? ResolveState(label) : null;
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}
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action state A_JumpIfTargetInLOS (statelabel label, double fov = 0, int flags = 0, double dist_max = 0, double dist_close = 0)
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{
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return CheckIfTargetInLOS(fov, flags, dist_max, dist_close)? ResolveState(label) : null;
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}
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action state A_JumpIfInTargetLOS (statelabel label, double fov = 0, int flags = 0, double dist_max = 0, double dist_close = 0)
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{
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return CheckIfInTargetLOS(fov, flags, dist_max, dist_close)? ResolveState(label) : null;
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}
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action state A_CheckProximity(statelabel label, class<Actor> classname, double distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT)
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{
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// This one was doing some weird stuff that needs to be preserved.
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state jumpto = ResolveState(label);
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if (!jumpto)
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{
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if (!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER)))
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{
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return null;
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}
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}
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return CheckProximity(classname, distance, count, flags, ptr)? jumpto : null;
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}
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action state A_CheckBlock(statelabel label, int flags = 0, int ptr = AAPTR_DEFAULT, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0)
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{
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return CheckBlock(flags, ptr, xofs, yofs, zofs, angle)? ResolveState(label) : null;
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}
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//===========================================================================
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// A_JumpIfHigherOrLower
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//
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// Jumps if a target, master, or tracer is higher or lower than the calling
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// actor. Can also specify how much higher/lower the actor needs to be than
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// itself. Can also take into account the height of the actor in question,
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// depending on which it's checking. This means adding height of the
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// calling actor's self if the pointer is higher, or height of the pointer
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// if its lower.
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//===========================================================================
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action state A_JumpIfHigherOrLower(statelabel high, statelabel low, double offsethigh = 0, double offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET)
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{
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Actor mobj = GetPointer(ptr);
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if (mobj != null && mobj != self) //AAPTR_DEFAULT is completely useless in this regard.
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{
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if ((high) && (mobj.pos.z > ((includeHeight ? Height : 0) + pos.z + offsethigh)))
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{
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return ResolveState(high);
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}
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else if ((low) && (mobj.pos.z + (includeHeight ? mobj.Height : 0)) < (pos.z + offsetlow))
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{
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return ResolveState(low);
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}
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}
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return null;
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}
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} |