qzdoom-gpl/wadsrc/static/zscript/actor_checks.txt

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extend class Actor
{
//==========================================================================
//
// This file contains all the A_Jump* checker functions, all split up
// into an actual checker and a simple wrapper around ResolveState.
//
//==========================================================================
action state A_JumpIf(bool expression, statelabel label)
{
return expression? ResolveState(label) : null;
}
//==========================================================================
//
//
//
//==========================================================================
action state A_JumpIfHealthLower(int health, statelabel label, int ptr_selector = AAPTR_DEFAULT)
{
Actor aptr = GetPointer(ptr_selector);
return aptr && aptr.health < health? ResolveState(label) : null;
}
//==========================================================================
//
//
//
//==========================================================================
bool CheckIfCloser(Actor targ, float dist, bool noz = false)
{
if (!targ) return false;
return
(Distance2D(targ) < dist && (noz ||
((pos.z > targ.pos.z && pos.z - targ.pos.z - targ.height < dist) ||
(pos.z <= targ.pos.z && targ.pos.z - pos.z - height < dist)
)
));
}
action state A_JumpIfCloser(float distance, statelabel label, bool noz = false)
{
Actor targ;
if (player == NULL)
{
targ = target;
}
else
{
// Does the player aim at something that can be shot?
targ = AimTarget();
}
return CheckIfCloser(targ, distance, noz)? ResolveState(label) : null;
}
action state A_JumpIfTracerCloser(float distance, statelabel label, bool noz = false)
{
return CheckIfCloser(tracer, distance, noz)? ResolveState(label) : null;
}
action state A_JumpIfMasterCloser(float distance, statelabel label, bool noz = false)
{
return CheckIfCloser(master, distance, noz)? ResolveState(label) : null;
}
//==========================================================================
//
//
//
//==========================================================================
action state A_JumpIfTargetOutsideMeleeRange(statelabel label)
{
return CheckMeleeRange()? null : ResolveState(label);
}
action state A_JumpIfTargetInsideMeleeRange(statelabel label)
{
return CheckMeleeRange()? ResolveState(label) : null;
}
//==========================================================================
//
//
//
//==========================================================================
native bool CheckInventory(class<Inventory> itemtype, int itemamount, int owner = AAPTR_DEFAULT);
action state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, statelabel label, int owner = AAPTR_DEFAULT)
{
return CheckInventory(itemtype, itemamount, owner)? ResolveState(label) : null;
}
action state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, statelabel label, int forward_ptr = AAPTR_DEFAULT)
{
if (target == null) return null;
return target.CheckInventory(itemtype, amount, forward_ptr)? ResolveState(label) : null;
}
//==========================================================================
//
//
//
//==========================================================================
native bool CheckArmorType(name Type, int amount = 1);
action state A_JumpIfArmorType(name Type, statelabel label, int amount = 1)
{
return CheckArmorType(Type, amount)? ResolveState(label) : null;
}
//==========================================================================
//
//
//
//==========================================================================
native bool CheckIfSeen();
native bool CheckSightOrRange(float distance, bool two_dimension = false);
native bool CheckRange(float distance, bool two_dimension = false);
action state A_CheckSight(statelabel label)
{
return CheckIfSeen()? ResolveState(label) : null;
}
action state A_CheckSightOrRange(float distance, statelabel label, bool two_dimension = false)
{
return CheckSightOrRange(distance, two_dimension)? ResolveState(label) : null;
}
action state A_CheckRange(float distance, statelabel label, bool two_dimension = false)
{
return CheckRange(distance, two_dimension)? ResolveState(label) : null;
}
//==========================================================================
//
//
//
//==========================================================================
action state A_CheckFloor(statelabel label)
{
return pos.z <= floorz? ResolveState(label) : null;
}
action state A_CheckCeiling(statelabel label)
{
return pos.z + height >= ceilingz? ResolveState(label) : null;
}
//==========================================================================
//
// since this is deprecated the checker is private.
//
//==========================================================================
private native bool CheckFlag(string flagname, int check_pointer = AAPTR_DEFAULT);
deprecated action state A_CheckFlag(string flagname, statelabel label, int check_pointer = AAPTR_DEFAULT)
{
return CheckFlag(flagname, check_pointer)? ResolveState(label) : null;
}
//==========================================================================
//
//
//
//==========================================================================
native bool PlayerSkinCheck();
action state A_PlayerSkinCheck(statelabel label)
{
return PlayerSkinCheck()? ResolveState(label) : null;
}
//==========================================================================
//
//
//
//==========================================================================
action state A_CheckSpecies(statelabel label, name species = 'none', int ptr = AAPTR_DEFAULT)
{
Actor aptr = GetPointer(ptr);
return aptr && aptr.GetSpecies() == species? ResolveState(label) : null;
}
//==========================================================================
//
//
//
//==========================================================================
native bool CheckLOF(int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
native bool CheckIfTargetInLOS (float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native bool CheckIfInTargetLOS (float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native bool CheckProximity(class<Actor> classname, float distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
native bool CheckBlock(int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0);
action state A_CheckLOF(statelabel label, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0)
{
return CheckLOF(flags, range, minrange, angle, pitch, offsetheight, offsetwidth, ptr_target, offsetforward)? ResolveState(label) : null;
}
action state A_JumpIfTargetInLOS (statelabel label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0)
{
return CheckIfTargetInLOS(fov, flags, dist_max, dist_close)? ResolveState(label) : null;
}
action state A_JumpIfInTargetLOS (statelabel label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0)
{
return CheckIfInTargetLOS(fov, flags, dist_max, dist_close)? ResolveState(label) : null;
}
action state A_CheckProximity(statelabel label, class<Actor> classname, float distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT)
{
// This one was doing some weird stuff that needs to be preserved.
state jumpto = ResolveState(label);
if (!jumpto)
{
if (!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER)))
{
return null;
}
}
return CheckProximity(classname, distance, count, flags, ptr)? jumpto : null;
}
action state A_CheckBlock(statelabel label, int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0)
{
return CheckBlock(flags, ptr, xofs, yofs, zofs, angle)? ResolveState(label) : null;
}
//===========================================================================
// A_JumpIfHigherOrLower
//
// Jumps if a target, master, or tracer is higher or lower than the calling
// actor. Can also specify how much higher/lower the actor needs to be than
// itself. Can also take into account the height of the actor in question,
// depending on which it's checking. This means adding height of the
// calling actor's self if the pointer is higher, or height of the pointer
// if its lower.
//===========================================================================
action state A_JumpIfHigherOrLower(statelabel high, statelabel low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET)
{
Actor mobj = GetPointer(ptr);
if (mobj != null && mobj != self) //AAPTR_DEFAULT is completely useless in this regard.
{
if ((high) && (mobj.pos.z > ((includeHeight ? Height : 0) + pos.z + offsethigh)))
{
return ResolveState(high);
}
else if ((low) && (mobj.pos.z + (includeHeight ? mobj.Height : 0)) < (pos.z + offsetlow))
{
return ResolveState(low);
}
}
return null;
}
}