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https://github.com/ZDoom/qzdoom-gpl.git
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Merge pull request #348 from MajorCooke/RadiusGiveOverhaul
- Significant A_RadiusGive update.
This commit is contained in:
commit
8d7c93dc6b
3 changed files with 121 additions and 108 deletions
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@ -4948,12 +4948,25 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
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}
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static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude)
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{
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FName actorSpecies = mo->GetSpecies();
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if (filterSpecies == NAME_None) return true;
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return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies);
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}
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static bool DoCheckClass(AActor *mo, const PClass *filterClass, bool exclude)
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{
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const PClass *actorClass = mo->GetClass();
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if (filterClass == NULL) return true;
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return exclude ? (actorClass != filterClass) : (actorClass == filterClass);
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}
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//==========================================================================
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//
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// A_RadiusGive
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// A_RadiusGive(item, distance, flags, amount, filter, species)
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//
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// Uses code roughly similar to A_Explode (but without all the compatibility
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// baggage and damage computation code to give an item to all eligible mobjs
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// baggage and damage computation code) to give an item to all eligible mobjs
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// in range.
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//
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//==========================================================================
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@ -4972,21 +4985,30 @@ enum RadiusGiveFlags
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RGF_CUBE = 1 << 9,
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RGF_NOSIGHT = 1 << 10,
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RGF_MISSILES = 1 << 11,
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RGF_INCLUSIVE = 1 << 12,
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RGF_ITEMS = 1 << 13,
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RGF_KILLED = 1 << 14,
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RGF_EXFILTER = 1 << 15,
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RGF_EXSPECIES = 1 << 16,
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RGF_EITHER = 1 << 17,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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{
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ACTION_PARAM_START(7);
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ACTION_PARAM_START(6);
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ACTION_PARAM_CLASS(item, 0);
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ACTION_PARAM_FIXED(distance, 1);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_INT(amount, 3);
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ACTION_PARAM_CLASS(filter, 4);
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ACTION_PARAM_NAME(species, 5);
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// We need a valid item, valid targets, and a valid range
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if (item == NULL || (flags & RGF_MASK) == 0 || distance <= 0)
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if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0)
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{
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return;
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}
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if (amount == 0)
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{
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amount = 1;
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@ -4997,108 +5019,107 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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AActor *thing;
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while ((thing = it.Next()))
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{
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// Don't give to inventory items
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if (thing->flags & MF_SPECIAL)
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//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
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bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
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speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
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if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass)))
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{
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continue;
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}
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// Avoid giving to self unless requested
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if (thing == self && !(flags & RGF_GIVESELF))
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{
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continue;
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}
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// Avoiding special pointers if requested
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if (((thing == self->target) && (flags & RGF_NOTARGET)) ||
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((thing == self->tracer) && (flags & RGF_NOTRACER)) ||
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((thing == self->master) && (flags & RGF_NOMASTER)))
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{
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continue;
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}
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// Don't give to dead thing unless requested
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if (thing->flags & MF_CORPSE)
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{
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if (!(flags & RGF_CORPSES))
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{
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if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF.
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continue;
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}
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}
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else if (thing->health <= 0 || thing->flags6 & MF6_KILLED)
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{
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continue;
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}
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// Players, monsters, and other shootable objects
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if (thing->player)
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{
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if ((thing->player->mo == thing) && !(flags & RGF_PLAYERS))
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{
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continue;
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}
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if ((thing->player->mo != thing) && !(flags & RGF_VOODOO))
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{
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continue;
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}
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}
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else if (thing->flags3 & MF3_ISMONSTER)
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{
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if (!(flags & RGF_MONSTERS))
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{
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continue;
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}
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}
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else if (thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE)
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{
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if (!(flags & RGF_OBJECTS))
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{
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continue;
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}
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}
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else if (thing->flags & MF_MISSILE)
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{
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if (!(flags & RGF_MISSILES))
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{
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continue;
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}
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}
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else
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{
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continue;
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}
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if (flags & RGF_CUBE)
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{ // check if inside a cube
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if (fabs((double)thing->x - self->x) > (double)distance ||
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fabs((double)thing->y - self->y) > (double)distance ||
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fabs((double)(thing->z + thing->height/2) - (self->z + self->height/2)) > (double)distance)
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{
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if (thing == self)
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{
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if (!(flags & RGF_GIVESELF))
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continue;
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}
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}
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else
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{ // check if inside a sphere
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TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height/2);
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TVector3<double> spos(self->x, self->y, self->z + self->height/2);
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if ((tpos - spos).LengthSquared() > distsquared)
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{
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//Check for target, master, and tracer flagging.
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bool targetPass = true;
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bool masterPass = true;
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bool tracerPass = true;
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bool ptrPass = false;
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if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
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{
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if ((thing == self->target) && (flags & RGF_NOTARGET))
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targetPass = false;
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if ((thing == self->master) && (flags & RGF_NOMASTER))
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masterPass = false;
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if ((thing == self->tracer) && (flags & RGF_NOTRACER))
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tracerPass = false;
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ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass);
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//We should not care about what the actor is here. It's safe to abort this actor.
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if (!ptrPass)
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continue;
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}
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//Next, actor flag checking.
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bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
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bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
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bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
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bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
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bool objectPass = !!((flags & RGF_OBJECTS) && ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
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bool playerPass = !!((flags & RGF_PLAYERS) && thing->player->mo == thing);
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bool voodooPass = !!((flags & RGF_VOODOO) && thing->player->mo != thing);
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//Self calls priority over the rest of this.
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if (!selfPass)
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{
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//If it's specifically a monster/object/player/voodoo... Can be either or...
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if (monsterPass || objectPass || playerPass || voodooPass)
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{
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//...and is dead, without desire to give to the dead...
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if (((thing->health <= 0) && !(corpsePass || killedPass)))
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{
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//Skip!
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continue;
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}
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}
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}
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if ((flags & RGF_NOSIGHT) || P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
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{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
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AInventory *gift = static_cast<AInventory *>(Spawn (item, 0, 0, 0, NO_REPLACE));
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if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
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{
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gift->Amount *= amount;
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bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
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bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE);
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if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
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{
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if (flags & RGF_CUBE)
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{ // check if inside a cube
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if (fabs((double)thing->x - self->x) > (double)distance ||
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fabs((double)thing->y - self->y) > (double)distance ||
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fabs((double)(thing->z + thing->height / 2) - (self->z + self->height / 2)) > (double)distance)
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{
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continue;
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}
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}
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else
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{
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gift->Amount = amount;
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{ // check if inside a sphere
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TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height / 2);
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TVector3<double> spos(self->x, self->y, self->z + self->height / 2);
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if ((tpos - spos).LengthSquared() > distsquared)
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{
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continue;
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}
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}
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gift->flags |= MF_DROPPED;
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gift->ClearCounters();
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if (!gift->CallTryPickup (thing))
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{
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gift->Destroy ();
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if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
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AInventory *gift = static_cast<AInventory *>(Spawn(item, 0, 0, 0, NO_REPLACE));
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if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
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{
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gift->Amount *= amount;
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}
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else
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{
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gift->Amount = amount;
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}
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gift->flags |= MF_DROPPED;
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gift->ClearCounters();
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if (!gift->CallTryPickup(thing))
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{
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gift->Destroy();
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}
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}
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}
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}
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@ -5184,20 +5205,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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ref->Speed = speed;
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}
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static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude)
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{
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FName actorSpecies = mo->GetSpecies();
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if (filterSpecies == NAME_None) return true;
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return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies);
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}
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static bool DoCheckClass(AActor *mo, const PClass *filterClass, bool exclude)
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{
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const PClass *actorClass = mo->GetClass();
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if (filterClass == NULL) return true;
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return exclude ? (actorClass != filterClass) : (actorClass == filterClass);
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}
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//===========================================================================
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//
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// Common A_Damage handler
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@ -257,7 +257,7 @@ ACTOR Actor native //: Thinker
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action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
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action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0);
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action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None");
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action native A_CountdownArg(int argnum, state targstate = "");
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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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@ -224,6 +224,12 @@ enum
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RGF_CUBE = 1 << 9,
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RGF_NOSIGHT = 1 << 10,
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RGF_MISSILES = 1 << 11,
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RGF_INCLUSIVE = 1 << 12,
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RGF_ITEMS = 1 << 13,
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RGF_KILLED = 1 << 14,
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RGF_EXFILTER = 1 << 15,
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RGF_EXSPECIES = 1 << 16,
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RGF_EITHER = 1 << 17,
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};
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// Activation flags
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