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- Add Gez's A_RadiusGive.
SVN r3493 (trunk)
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3 changed files with 167 additions and 0 deletions
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@ -67,6 +67,7 @@
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#include "v_palette.h"
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#include "g_shared/a_specialspot.h"
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#include "actorptrselect.h"
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#include "m_bbox.h"
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static FRandom pr_camissile ("CustomActorfire");
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@ -4235,3 +4236,153 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
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ACTION_SET_RESULT(res);
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}
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//==========================================================================
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//
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// A_RadiusGive
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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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// in range.
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//
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//==========================================================================
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enum RadiusGiveFlags
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{
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RGF_GIVESELF = 1,
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RGF_PLAYERS = 2,
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RGF_MONSTERS = 4,
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RGF_OBJECTS = 8,
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RGF_VOODOO = 16,
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RGF_CORPSES = 32,
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RGF_MASK = 63,
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RGF_NOTARGET = 64,
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RGF_NOTRACER = 128,
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RGF_NOMASTER = 256,
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RGF_CUBE = 512,
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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_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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// 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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{
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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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}
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FBlockThingsIterator it(FBoundingBox(self->x, self->y, distance));
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double distsquared = double(distance) * double(distance);
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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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{
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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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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
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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 (abs(thing->x - self->x) > distance ||
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abs(thing->y - self->y) > distance ||
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abs((thing->z + thing->height/2) - (self->z + self->height/2)) > 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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{ // 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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fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2));
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if (P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
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{ // OK to give; target is in direct path
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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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@ -247,6 +247,7 @@ 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_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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@ -139,6 +139,21 @@ const int TF_RANDOMDECIDE = 2;
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const int WAF_NORANDOM = 1;
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const int WAF_USEPUFF = 2;
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// Flags for A_RadiusGive
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enum
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{
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RGF_GIVESELF = 1,
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RGF_PLAYERS = 2,
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RGF_MONSTERS = 4,
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RGF_OBJECTS = 8,
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RGF_VOODOO = 16,
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RGF_CORPSES = 32,
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RGF_NOTARGET = 64,
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RGF_NOTRACER = 128,
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RGF_NOMASTER = 256,
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RGF_CUBE = 512,
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};
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// Activation flags
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enum
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{
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