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Added GetProximity(classname, distance, flags, ptr).
- Behaves similarly to A_CheckProximity but returns the count of classname instead of true/false. # Conflicts: # wadsrc/static/actors/actor.txt
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d0b953cbb7
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4 changed files with 51 additions and 16 deletions
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@ -161,7 +161,7 @@ PClassActor *P_GetSpawnableType(int spawnnum);
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void InitSpawnablesFromMapinfo();
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int P_Thing_CheckInputNum(player_t *p, int inputnum);
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int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
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bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr);
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int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting = false);
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enum
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{
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@ -696,16 +696,16 @@ int P_Thing_CheckInputNum(player_t *p, int inputnum)
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}
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return renum;
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}
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bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr)
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int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting)
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{
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AActor *ref = COPY_AAPTR(self, ptr);
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// We need these to check out.
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if (!ref || !classname || distance <= 0)
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return false;
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return 0;
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int counter = 0;
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bool result = false;
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int result = 0;
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double closer = distance, farther = 0, current = distance;
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const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER));
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const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST));
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@ -740,7 +740,7 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
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if ((ref->Distance2D(mo) < distance &&
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((flags & CPXF_NOZ) ||
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((ref->Z() > mo->Z() && ref->Z() - mo->Top() < distance) ||
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(ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance)))))
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(ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance)))))
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{
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if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)))
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continue;
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@ -766,19 +766,19 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
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{
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if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY)))
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continue;
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counter++;
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}
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else
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{
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if (flags & CPXF_DEADONLY)
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continue;
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counter++;
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}
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counter++;
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// Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal.
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if (counter > count)
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{
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result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? false : true;
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// Don't abort if calling the counting version CheckProximity non-action function.
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if (!counting && counter > count)
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{
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result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? 0 : 1;
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// However, if we have one SET* flag and either the closest or farthest flags, keep the function going.
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if (ptrWillChange && ptrDistPref)
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@ -805,12 +805,14 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
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}
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}
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if (counter == count)
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result = true;
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else if (counter < count)
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result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT));
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return result;
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if (!counting)
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{
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if (counter == count)
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result = 1;
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else if (counter < count)
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result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT)) ? 1 : 0;
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}
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return counting ? counter : result;
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}
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int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch)
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@ -643,6 +643,38 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetPlayerInput)
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return 0;
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}
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//==========================================================================
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//
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// GetProximity
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//
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// NON-ACTION function of A_CheckProximity that returns how much it counts.
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// Takes a pointer as anyone may or may not be a player.
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetProximity)
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{
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if (numret > 0)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(classname, AActor);
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PARAM_FLOAT(distance);
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PARAM_INT_OPT(flags) { flags = 0; }
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PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
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AActor *mobj = COPY_AAPTR(self, ptr);
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if (mobj == nullptr)
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{
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ret->SetInt(0);
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}
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else
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{
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ret->SetInt(P_Thing_CheckProximity(self, classname, distance, 0, flags, ptr, true));
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}
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return 1;
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}
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return 0;
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}
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//===========================================================================
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//
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// __decorate_internal_state__
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@ -50,6 +50,7 @@ ACTOR Actor native //: Thinker
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native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
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native float GetCVar(string cvar);
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native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
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native int GetProximity(class<Actor> classname, float distance, int flags = 0, int ptr = AAPTR_DEFAULT);
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native float GetSpriteAngle(int ptr = AAPTR_DEFAULT);
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native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
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