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- DukeActor scriptification framework.
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166235027c
commit
c32a695384
17 changed files with 120 additions and 48 deletions
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@ -109,6 +109,7 @@ void PClassActor::StaticInit()
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if (cls->IsDescendantOf(RUNTIME_CLASS(DCoreActor)))
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{
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AllActorClasses.Push(static_cast<PClassActor*>(cls));
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static_cast<PClassActor*>(cls)->ActorInfo()->ResolveTextures(cls->TypeName.GetChars());
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}
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}
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}
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@ -228,3 +229,26 @@ PClassActor *PClassActor::GetReplacee()
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return Replacee;
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}
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//==========================================================================
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//
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// This can only be done after all data has been set up.
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//
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//==========================================================================
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void FActorInfo::ResolveTextures(const char* clsname)
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{
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SpriteSet.Resize(SpriteSetNames.Size());
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for (unsigned i = 0; i < SpriteSet.Size(); i++)
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{
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SpriteSet[i] = TileFiles.tileForName(SpriteSetNames[i]);
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if (SpriteSet[i] == -1) Printf("Unknown texture '%s' in sprite set for class %s\n", SpriteSetNames[i].GetChars(), clsname);
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}
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if (PicName.IsNotEmpty())
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{
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defsprite.picnum = TileFiles.tileForName(PicName);
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if (defsprite.picnum == -1) Printf("Unknown texture '%s' in pic for class %s\n", PicName.GetChars(), clsname);
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}
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SpriteSetNames.Reset();
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PicName = "";
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}
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@ -45,8 +45,13 @@ struct FActorInfo
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int DefaultCstat = 0;
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spritetype defsprite{}; // Due to how the map format works we cannot define defaults for the sprite itself. These must be applied later.
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// these are temporary. Due to how Build games handle their tiles, we cannot look up the textures when scripts are being parsed.
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FString PicName;
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TArray<FString> SpriteSetNames;
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FActorInfo() = default;
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FActorInfo(const FActorInfo & other) = delete;
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void ResolveTextures(const char* clsname);
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};
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// No objects of this type will be created ever - its only use is to static_cast
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@ -348,6 +348,35 @@ DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool tail)
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assert(type->IsDescendantOf(RUNTIME_CLASS(DCoreActor)));
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auto actor = static_cast<DCoreActor*>(type->CreateNew());
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auto actorinfo = static_cast<PClassActor*>(actor->GetClass())->ActorInfo();
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if (actorinfo)
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{
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actor->spr.cstat = (actor->spr.cstat & ~ESpriteFlags::FromInt(actorinfo->DefaultCstat)) | (actorinfo->defsprite.cstat & ESpriteFlags::FromInt(actorinfo->DefaultCstat));
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#define setter(flag, var) if (actorinfo->DefaultFlags & flag) actor->spr.var = actorinfo->defsprite.var;
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if (actorinfo->DefaultFlags & DEFF_STATNUM) stat = actorinfo->defsprite.statnum;
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setter(DEFF_PICNUM, picnum);
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setter(DEFF_ANG, angle);
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setter(DEFF_XVEL, xint);
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setter(DEFF_YVEL, yint);
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setter(DEFF_ZVEL, inittype);
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setter(DEFF_HITAG, hitag);
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setter(DEFF_LOTAG, lotag);
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setter(DEFF_EXTRA, extra);
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setter(DEFF_DETAIL, detail);
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setter(DEFF_SHADE, shade);
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setter(DEFF_PAL, pal);
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setter(DEFF_CLIPDIST, clipdist);
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setter(DEFF_BLEND, blend);
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setter(DEFF_XREPEAT, scale.X);
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setter(DEFF_YREPEAT, scale.Y);
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setter(DEFF_XOFFSET, xoffset);
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setter(DEFF_YOFFSET, yoffset);
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setter(DEFF_OWNER, intowner);
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#undef setter
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}
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GC::WriteBarrier(actor);
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InsertActorStat(actor, stat, tail);
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@ -488,7 +517,7 @@ double DCoreActor::GetOffsetAndHeight(double& height)
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return zofs - tileTopOffset(spr.picnum) * yscale;
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}
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DEFINE_FIELD_NAMED(DCoreActor, spr.sectp, sectp)
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DEFINE_FIELD_NAMED(DCoreActor, spr.sectp, sector)
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DEFINE_FIELD_NAMED(DCoreActor, spr.cstat, cstat)
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DEFINE_FIELD_NAMED(DCoreActor, spr.cstat2, cstat2)
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DEFINE_FIELD_NAMED(DCoreActor, spr.picnum, picnum)
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@ -1147,13 +1147,14 @@ int RunGame()
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D_CheckNetGame();
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UpdateGenericUI(ui_generic);
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PClassActor::StaticInit();
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MainLoop();
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return 0; // this is never reached. MainLoop only exits via exception.
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// The one and only main loop in the entire engine. Yay!
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//
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//
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//---------------------------------------------------------------------------
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@ -313,11 +313,7 @@ static bool PointerCheck(PType *symtype, PType *checktype)
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DEFINE_PROPERTY(pic, S, CoreActor)
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{
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PROP_STRING_PARM(str, 0);
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bag.Info->ActorInfo()->defsprite.picnum = TileFiles.tileForName(str);
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if (bag.Info->ActorInfo()->defsprite.picnum == -1)
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{
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I_Error("Unknown texture name '%s'", str);
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}
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bag.Info->ActorInfo()->PicName = str;
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bag.Info->ActorInfo()->DefaultFlags |= DEFF_PICNUM;
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}
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@ -444,7 +440,7 @@ DEFINE_PROPERTY(clipdist, I, CoreActor)
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(scalex, I, CoreActor)
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DEFINE_PROPERTY(scalex, F, CoreActor)
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{
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PROP_INT_PARM(i, 0);
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bag.Info->ActorInfo()->defsprite.scale.X = (i);
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@ -454,7 +450,7 @@ DEFINE_PROPERTY(scalex, I, CoreActor)
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(scaley, I, CoreActor)
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DEFINE_PROPERTY(scaley, F, CoreActor)
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{
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PROP_INT_PARM(i, 0);
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bag.Info->ActorInfo()->defsprite.scale.Y = (i);
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@ -500,13 +496,7 @@ DEFINE_PROPERTY(spriteset, Ssssssssssssssssssss, CoreActor)
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for (int i = 0; i < PROP_PARM_COUNT; ++i)
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{
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PROP_STRING_PARM(n, i);
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int picnum = TileFiles.tileForName(n);
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if (picnum == -1)
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{
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I_Error("Unknown texture name '%s'", n);
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}
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info->ActorInfo()->SpriteSet.Push(picnum);
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info->ActorInfo()->SpriteSetNames.Push(n);
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}
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}
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@ -616,7 +616,6 @@ void movefx(void)
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//---------------------------------------------------------------------------
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//
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// split out of movestandables
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//
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//---------------------------------------------------------------------------
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@ -1182,7 +1182,11 @@ void movestandables_d(void)
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continue;
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}
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if (act->GetClass() != RUNTIME_CLASS(DDukeActor))
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{
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CallTick(act);
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continue;
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}
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if (picnum >= CRANE && picnum <= CRANE +3)
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{
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movecrane(act, CRANE);
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@ -820,6 +820,11 @@ void movestandables_r(void)
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continue;
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}
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if (act->GetClass() != RUNTIME_CLASS(DDukeActor))
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{
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CallTick(act);
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continue;
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}
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if (picnum >= CRANE && picnum <= CRANE +3)
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{
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movecrane(act, CRANE);
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@ -402,7 +402,7 @@ void GameInterface::app_init()
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void CallInitialize(DDukeActor* actor)
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{
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IFVIRTUALPTR(actor, DDukeActor, initialize)
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IFVIRTUALPTR(actor, DDukeActor, Initialize)
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{
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VMValue val = actor;
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VMCall(func, &val, 1, nullptr, 0);
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@ -967,7 +967,10 @@ static TArray<DDukeActor*> spawnactors(SpawnSpriteDef& sprites)
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continue;
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}
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auto sprt = &sprites.sprites[i];
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auto actor = static_cast<DDukeActor*>(InsertActor(RUNTIME_CLASS(DDukeActor), sprt->sectp, sprt->statnum));
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auto info = spawnMap.CheckKey(sprt->picnum);
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auto actor = static_cast<DDukeActor*>(InsertActor(info? info->Class() : RUNTIME_CLASS(DDukeActor), sprt->sectp, sprt->statnum));
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if (actor)
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{
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spawns[j++] = actor;
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actor->initFromSprite(&sprites.sprites[i]);
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actor->time = i;
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@ -975,6 +978,7 @@ static TArray<DDukeActor*> spawnactors(SpawnSpriteDef& sprites)
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else actor->sprext = {};
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actor->spsmooth = {};
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}
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}
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leveltimer = sprites.sprites.Size();
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return spawns;
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}
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@ -56,12 +56,14 @@ DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, in
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if (whatsectp == nullptr || !validSectorIndex(sectnum(whatsectp))) return nullptr;
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// spawning out of range sprites will also crash.
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if (s_pn < 0 || s_pn >= MAXTILES) return nullptr;
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auto act = static_cast<DDukeActor*>(::InsertActor(RUNTIME_CLASS(DDukeActor), whatsectp, s_stat));
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auto info = spawnMap.CheckKey(s_pn);
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auto act = static_cast<DDukeActor*>(InsertActor(info ? info->Class() : RUNTIME_CLASS(DDukeActor), whatsectp, s_stat));
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if (act == nullptr) return nullptr;
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SetupGameVarsForActor(act);
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act->basepicnum = info ? info->param : -1;
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act->spr.pos = pos;
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act->spr.picnum = s_pn;
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act->spr.shade = s_shd;
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@ -111,6 +113,13 @@ DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, in
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return act;
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}
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DDukeActor* SpawnActor(sectortype* whatsectp, const DVector3& pos, int s_pn, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat)
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{
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auto actor = CreateActor(whatsectp, pos, s_pn, s_shd, scale, s_ang, s_vel, s_zvel, s_ow, s_stat);
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if (actor) fi.spawninit(s_ow, actor, nullptr);
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return actor;
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}
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//---------------------------------------------------------------------------
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//
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@ -43,6 +43,11 @@ BEGIN_DUKE_NS
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DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>* actors)
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{
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if (act->GetClass() != RUNTIME_CLASS(DDukeActor))
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{
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CallInitialize(act);
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return act;
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}
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auto sectp = act->sector();
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if (isWorldTour())
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@ -37,6 +37,11 @@ BEGIN_DUKE_NS
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DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>* actors)
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{
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if (act->GetClass() != RUNTIME_CLASS(DDukeActor))
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{
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CallInitialize(act);
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return act;
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}
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auto sectp = act->sector();
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switch (act->spr.picnum)
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@ -411,23 +411,4 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, setpos, dukeplayer_setpos)
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}
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//---------------------------------------------------------------------------
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//
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// Class properties
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//
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//---------------------------------------------------------------------------
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(spriteset, Ssssssssssssssssssss, DukeActor)
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{
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for (int i = 0; i < PROP_PARM_COUNT; ++i)
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{
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PROP_STRING_PARM(n, i);
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bag.Info->ActorInfo()->SpriteSet.Push(TileFiles.tileForName(n));
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}
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}
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END_DUKE_NS
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5
wadsrc/static/filter/duke/engine/engine.def
Normal file
5
wadsrc/static/filter/duke/engine/engine.def
Normal file
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@ -0,0 +1,5 @@
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spawnclasses
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{
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//1221 = DukeCranePole
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//1222 = DukeCrane
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}
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5
wadsrc/static/filter/redneck/engine/engine.def
Normal file
5
wadsrc/static/filter/redneck/engine/engine.def
Normal file
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spawnclasses
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{
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//1298 = DukeCranePole
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//1299 = DukeCrane
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}
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@ -50,6 +50,7 @@ version "4.9"
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#include "zscript/games/duke/ui/screens.zs"
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#include "zscript/games/duke/ui/cutscenes.zs"
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#include "zscript/games/duke/ui/menu.zs"
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#include "zscript/games/blood/bloodgame.zs"
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#include "zscript/games/blood/ui/menu.zs"
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#include "zscript/games/blood/ui/sbar.zs"
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