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#pragma once
//==========================================================================
//
// 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
//
//==========================================================================
class AActor;
// Pointer selectors (enum)
enum AAPTR
{
AAPTR_DEFAULT = 0,
AAPTR_NULL = 0x1,
AAPTR_TARGET = 0x2,
AAPTR_MASTER = 0x4,
AAPTR_TRACER = 0x8,
AAPTR_PLAYER_GETTARGET = 0x10,
AAPTR_PLAYER_GETCONVERSATION = 0x20,
AAPTR_PLAYER1 = 0x40,
AAPTR_PLAYER2 = 0x80,
AAPTR_PLAYER3 = 0x100,
AAPTR_PLAYER4 = 0x200,
AAPTR_PLAYER5 = 0x400,
AAPTR_PLAYER6 = 0x800,
AAPTR_PLAYER7 = 0x1000,
AAPTR_PLAYER8 = 0x2000,
AAPTR_FRIENDPLAYER = 0x4000,
AAPTR_PLAYER_SELECTORS =
AAPTR_PLAYER_GETTARGET|AAPTR_PLAYER_GETCONVERSATION,
AAPTR_GENERAL_SELECTORS =
AAPTR_TARGET|AAPTR_MASTER|AAPTR_TRACER|AAPTR_FRIENDPLAYER,
AAPTR_STATIC_SELECTORS =
AAPTR_PLAYER1|AAPTR_PLAYER2|AAPTR_PLAYER3|AAPTR_PLAYER4|
AAPTR_PLAYER5|AAPTR_PLAYER6|AAPTR_PLAYER7|AAPTR_PLAYER8|
AAPTR_NULL
};
/*
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.
*/
AActor *COPY_AAPTR(AActor *origin, int selector);
// Use COPY_AAPTR_NOT_NULL to return from a function if the pointer is NULL
#define COPY_AAPTR_NOT_NULL(source, destination, selector) { destination = COPY_AAPTR(source, selector); if (!destination) return; }
enum PTROP
{
PTROP_UNSAFETARGET = 1,
PTROP_UNSAFEMASTER = 2,
PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER
};
// [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=true);
void VerifyMasterChain(AActor *self);
void ASSIGN_AAPTR(AActor *toActor, int toSlot, AActor *ptr, int flags) ;
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