mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 04:41:06 +00:00
186 lines
No EOL
5.2 KiB
C++
186 lines
No EOL
5.2 KiB
C++
#include "actorptrselect.h"
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#include "actor.h"
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#include "d_player.h"
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#include "p_pspr.h"
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#include "p_local.h"
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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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/*
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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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#define AAPTR_RESOLVE_PLAYERNUM(playernum) (playeringame[playernum] ? players[playernum].mo : NULL)
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AActor *COPY_AAPTR(AActor *origin, int selector)
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{
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if (selector == AAPTR_DEFAULT) return origin;
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FTranslatedLineTarget t;
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if (origin)
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{
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if (origin->player)
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{
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switch (selector & AAPTR_PLAYER_SELECTORS)
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{
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case AAPTR_PLAYER_GETTARGET:
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P_BulletSlope(origin, &t, ALF_PORTALRESTRICT);
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return t.linetarget;
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case AAPTR_PLAYER_GETCONVERSATION:
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return origin->player->ConversationNPC;
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}
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}
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switch (selector & AAPTR_GENERAL_SELECTORS)
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{
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case AAPTR_TARGET: return origin->target;
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case AAPTR_MASTER: return origin->master;
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case AAPTR_TRACER: return origin->tracer;
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case AAPTR_FRIENDPLAYER:
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return origin->FriendPlayer ? AAPTR_RESOLVE_PLAYERNUM(origin->FriendPlayer - 1) : NULL;
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case AAPTR_GET_LINETARGET:
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P_BulletSlope(origin, &t, ALF_PORTALRESTRICT);
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return t.linetarget;
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}
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}
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switch (selector & AAPTR_STATIC_SELECTORS)
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{
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case AAPTR_PLAYER1: return AAPTR_RESOLVE_PLAYERNUM(0);
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case AAPTR_PLAYER2: return AAPTR_RESOLVE_PLAYERNUM(1);
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case AAPTR_PLAYER3: return AAPTR_RESOLVE_PLAYERNUM(2);
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case AAPTR_PLAYER4: return AAPTR_RESOLVE_PLAYERNUM(3);
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case AAPTR_PLAYER5: return AAPTR_RESOLVE_PLAYERNUM(4);
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case AAPTR_PLAYER6: return AAPTR_RESOLVE_PLAYERNUM(5);
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case AAPTR_PLAYER7: return AAPTR_RESOLVE_PLAYERNUM(6);
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case AAPTR_PLAYER8: return AAPTR_RESOLVE_PLAYERNUM(7);
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case AAPTR_NULL: return NULL;
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}
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return origin;
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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)
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{
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if (!self || !self->isMissile(preciseMissileCheck)) return;
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AActor *origin = self;
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AActor *next = origin->target;
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// origin: the most recent actor that has been verified as appearing only once
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// next: the next actor to be verified; will be "origin" in the next iteration
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while (next && next->isMissile(preciseMissileCheck)) // we only care when there are missiles involved
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{
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AActor *compare = self;
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// every new actor must prove not to be the first actor in the chain, or any subsequent actor
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// any actor up to and including "origin" has only appeared once
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for (;;)
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{
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if (compare == next)
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{
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// if any of the actors from self to (inclusive) origin match the next actor,
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// self has reached/created a loop
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self->target = NULL;
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return;
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}
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if (compare == origin) break; // when "compare" = origin, we know that the next actor is, and should be "next"
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compare = compare->target;
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}
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origin = next;
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next = next->target;
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}
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}
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void VerifyMasterChain(AActor *self)
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{
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// See VerifyTargetChain for detailed comments.
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if (!self) return;
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AActor *origin = self;
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AActor *next = origin->master;
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while (next) // We always care (See "VerifyTargetChain")
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{
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AActor *compare = self;
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for (;;)
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{
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if (compare == next)
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{
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self->master = NULL;
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return;
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}
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if (compare == origin) break;
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compare = compare->master;
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}
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origin = next;
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next = next->master;
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}
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}
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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 ASSIGN_AAPTR(AActor *toActor, int toSlot, AActor *ptr, int flags)
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{
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switch (toSlot)
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{
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case AAPTR_TARGET:
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toActor->target = ptr;
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if (!(PTROP_UNSAFETARGET & (flags))) VerifyTargetChain(toActor);
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break;
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case AAPTR_MASTER:
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toActor->master = ptr;
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if (!(PTROP_UNSAFEMASTER & (flags))) VerifyMasterChain(toActor);
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break;
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case AAPTR_TRACER:
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toActor->tracer = ptr;
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break;
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}
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} |