#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; } } 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; } }