qzdoom/src/actorptrselect.cpp

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#include "actorptrselect.h"
#include "actor.h"
#include "d_player.h"
#include "p_pspr.h"
//==========================================================================
//
// Standard pointer acquisition functions
//
// Possible effective results at run-time
// assigntovariable = NULL (or a RETURN statement is issued)
// P_BulletSlope(pointer_owner, &temporary), assigntovariable = temporary
// assigntovariable = pointer_owner->target or ...->master or ...->tracer
//
//==========================================================================
/*
COPY_AAPTR
Result overview in order of priority:
1. Caller is player and a player specific selector is specified: Player specific selector is used.
2. Caller is non-null and a general actor selector is specified: General actor selector is used.
3. A static actor selector is specified: Static actor selector is used.
4. The origin actor is used.
Only one selector of each type can be used.
*/
#define AAPTR_RESOLVE_PLAYERNUM(playernum) (playeringame[playernum] ? players[playernum].mo : NULL)
AActor *COPY_AAPTR(AActor *origin, int selector)
{
if (origin)
{
if (origin->player)
{
switch (selector & AAPTR_PLAYER_SELECTORS)
{
case AAPTR_PLAYER_GETTARGET:
{
AActor *gettarget = NULL;
P_BulletSlope(origin, &gettarget);
return gettarget;
}
case AAPTR_PLAYER_GETCONVERSATION:
return origin->player->ConversationNPC;
}
}
switch (selector & AAPTR_GENERAL_SELECTORS)
{
case AAPTR_TARGET: return origin->target;
case AAPTR_MASTER: return origin->master;
case AAPTR_TRACER: return origin->tracer;
case AAPTR_FRIENDPLAYER:
return origin->FriendPlayer ? AAPTR_RESOLVE_PLAYERNUM(origin->FriendPlayer - 1) : NULL;
case AAPTR_GET_LINETARGET:
{
AActor *gettarget = NULL;
P_BulletSlope(origin, &gettarget);
return gettarget;
}
}
}
switch (selector & AAPTR_STATIC_SELECTORS)
{
case AAPTR_PLAYER1: return AAPTR_RESOLVE_PLAYERNUM(0);
case AAPTR_PLAYER2: return AAPTR_RESOLVE_PLAYERNUM(1);
case AAPTR_PLAYER3: return AAPTR_RESOLVE_PLAYERNUM(2);
case AAPTR_PLAYER4: return AAPTR_RESOLVE_PLAYERNUM(3);
case AAPTR_PLAYER5: return AAPTR_RESOLVE_PLAYERNUM(4);
case AAPTR_PLAYER6: return AAPTR_RESOLVE_PLAYERNUM(5);
case AAPTR_PLAYER7: return AAPTR_RESOLVE_PLAYERNUM(6);
case AAPTR_PLAYER8: return AAPTR_RESOLVE_PLAYERNUM(7);
case AAPTR_NULL: return NULL;
}
return origin;
}
// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
// It is called from multiple locations.
// The code may be in need of optimisation.
//==========================================================================
//
// Checks whether this actor is a missile
// Unfortunately this was buggy in older versions of the code and many
// released DECORATE monsters rely on this bug so it can only be fixed
// with an optional flag
//
//==========================================================================
void VerifyTargetChain(AActor *self, bool preciseMissileCheck)
{
if (!self || !self->isMissile(preciseMissileCheck)) return;
AActor *origin = self;
AActor *next = origin->target;
// origin: the most recent actor that has been verified as appearing only once
// next: the next actor to be verified; will be "origin" in the next iteration
while (next && next->isMissile(preciseMissileCheck)) // we only care when there are missiles involved
{
AActor *compare = self;
// every new actor must prove not to be the first actor in the chain, or any subsequent actor
// any actor up to and including "origin" has only appeared once
for (;;)
{
if (compare == next)
{
// if any of the actors from self to (inclusive) origin match the next actor,
// self has reached/created a loop
self->target = NULL;
return;
}
if (compare == origin) break; // when "compare" = origin, we know that the next actor is, and should be "next"
compare = compare->target;
}
origin = next;
next = next->target;
}
}
void VerifyMasterChain(AActor *self)
{
// See VerifyTargetChain for detailed comments.
if (!self) return;
AActor *origin = self;
AActor *next = origin->master;
while (next) // We always care (See "VerifyTargetChain")
{
AActor *compare = self;
for (;;)
{
if (compare == next)
{
self->master = NULL;
return;
}
if (compare == origin) break;
compare = compare->master;
}
origin = next;
next = next->master;
}
}
//==========================================================================
//
// Checks whether this actor is a missile
// Unfortunately this was buggy in older versions of the code and many
// released DECORATE monsters rely on this bug so it can only be fixed
// with an optional flag
//
//==========================================================================
void ASSIGN_AAPTR(AActor *toActor, int toSlot, AActor *ptr, int flags)
{
switch (toSlot)
{
case AAPTR_TARGET:
toActor->target = ptr;
if (!(PTROP_UNSAFETARGET & (flags))) VerifyTargetChain(toActor);
break;
case AAPTR_MASTER:
toActor->master = ptr;
if (!(PTROP_UNSAFEMASTER & (flags))) VerifyMasterChain(toActor);
break;
case AAPTR_TRACER:
toActor->tracer = ptr;
break;
}
}