- fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.

- made some tests about calling script code from native functions.

 * scriptified A_SkullAttack to have something to test
 * changed the A_SkullAttack call in A_PainShootSkull.
 * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.)
 * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
This commit is contained in:
Christoph Oelckers 2016-11-06 11:36:12 +01:00
parent dbde0971ef
commit 062574b726
12 changed files with 97 additions and 98 deletions

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@ -24,7 +24,6 @@
// Include all the other Doom stuff here to reduce compile time
#include "a_bossbrain.cpp"
#include "a_doomweaps.cpp"
#include "a_lostsoul.cpp"
#include "a_painelemental.cpp"
#include "a_revenant.cpp"
#include "a_scriptedmarine.cpp"

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@ -1,86 +0,0 @@
/*
#include "templates.h"
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gi.h"
#include "gstrings.h"
#include "a_action.h"
#include "vm.h"
*/
FRandom pr_oldsoul ("BetaLostSoul");
//
// SkullAttack
// Fly at the player like a missile.
//
void A_SkullAttack(AActor *self, double speed)
{
AActor *dest;
if (!self->target)
return;
dest = self->target;
self->flags |= MF_SKULLFLY;
S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM);
A_FaceTarget (self);
self->VelFromAngle(speed);
self->Vel.Z = (dest->Center() - self->Z()) / self->DistanceBySpeed(dest, speed);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_DEF(speed);
if (speed <= 0)
speed = SKULLSPEED;
A_SkullAttack(self, speed);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_BetaSkullAttack)
{
PARAM_SELF_PROLOGUE(AActor);
int damage;
if (!self || !self->target || self->target->GetSpecies() == self->GetSpecies())
return 0;
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
A_FaceTarget(self);
damage = (pr_oldsoul()%8+1)*self->GetMissileDamage(0,1);
P_DamageMobj(self->target, self, self, damage, NAME_None);
return 0;
}
//==========================================================================
//
// CVAR transsouls
//
// How translucent things drawn with STYLE_SoulTrans are. Normally, only
// Lost Souls have this render style, but a dehacked patch could give other
// things this style. Values less than 0.25 will automatically be set to
// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
// be set to 1.0, because anything higher doesn't make sense.
//
//==========================================================================
CUSTOM_CVAR (Float, transsouls, 0.75f, CVAR_ARCHIVE)
{
if (self < 0.25f)
{
self = 0.25f;
}
else if (self > 1.f)
{
self = 1.f;
}
}

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@ -21,7 +21,7 @@ enum PA_Flags
// A_PainShootSkull
// Spawn a lost soul and launch it at the target
//
void A_PainShootSkull (AActor *self, DAngle Angle, PClassActor *spawntype, int flags = 0, int limit = -1)
void A_PainShootSkull (VMFrameStack *stack, AActor *self, DAngle Angle, PClassActor *spawntype, int flags = 0, int limit = -1)
{
AActor *other;
double prestep;
@ -137,7 +137,10 @@ void A_PainShootSkull (AActor *self, DAngle Angle, PClassActor *spawntype, int f
other->CopyFriendliness (self, !(flags & PAF_NOTARGET));
if (!(flags & PAF_NOSKULLATTACK))
A_SkullAttack(other, SKULLSPEED);
{
DECLARE_VMFUNC(AActor, A_SkullAttack);
CallAction(stack, A_SkullAttack, other);
}
}
@ -148,7 +151,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_PainShootSkull)
PARAM_FLOAT(angle);
PARAM_INT_DEF(flags);
PARAM_INT_DEF(limit);
A_PainShootSkull(self, angle, spawntype, flags, limit);
A_PainShootSkull(stack, self, angle, spawntype, flags, limit);
return 0;
}

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@ -68,7 +68,7 @@ cycle_t ActionCycles;
void FState::SetAction(const char *name)
{
ActionFunc = FindGlobalActionFunction(name)->Variants[0].Implementation;
ActionFunc = FindVMFunction(RUNTIME_CLASS(AActor), name);
}
bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info, FState **stateret)

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@ -6445,6 +6445,12 @@ FName AActor::GetSpecies()
return Species = thistype->TypeName; // [GZ] Speeds up future calls.
}
DEFINE_ACTION_FUNCTION(AActor, GetSpecies)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(self->GetSpecies());
}
//==========================================================================
//
// AActor :: IsFriend
@ -6850,6 +6856,14 @@ DEFINE_ACTION_FUNCTION(AActor, VelFromAngle)
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, DistanceBySpeed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(targ, AActor);
PARAM_FLOAT(speed);
ACTION_RETURN_FLOAT(self->DistanceBySpeed(targ, speed));
}
DEFINE_ACTION_FUNCTION(AActor, SetXYZ)
{
PARAM_SELF_PROLOGUE(AActor);
@ -6879,6 +6893,7 @@ DEFINE_ACTION_FUNCTION(AActor, Vec2OffsetZ)
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC3(self->Vec2OffsetZ(x, y, z, absolute));
}
//----------------------------------------------------------------------------
//
// DropItem handling

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@ -1104,3 +1104,27 @@ void FCanvasTextureInfo::Mark()
}
}
//==========================================================================
//
// CVAR transsouls
//
// How translucent things drawn with STYLE_SoulTrans are. Normally, only
// Lost Souls have this render style.
// Values less than 0.25 will automatically be set to
// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
// be set to 1.0, because anything higher doesn't make sense.
//
//==========================================================================
CUSTOM_CVAR(Float, transsouls, 0.75f, CVAR_ARCHIVE)
{
if (self < 0.25f)
{
self = 0.25f;
}
else if (self > 1.f)
{
self = 1.f;
}
}

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@ -99,7 +99,9 @@ FxVMFunctionCall *DoActionSpecials(FScanner &sc, FState & state, Baggage &bag)
{
sc.ScriptError ("Too many arguments to %s", specname.GetChars());
}
return new FxVMFunctionCall(new FxSelf(sc), FindGlobalActionFunction("A_CallSpecial"), args, sc, false);
auto f = dyn_cast<PFunction>(RUNTIME_CLASS(AActor)->Symbols.FindSymbol("A_CallSpecial", false));
assert(f != nullptr);
return new FxVMFunctionCall(new FxSelf(sc), f, args, sc, false);
}
return NULL;
}

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@ -602,9 +602,10 @@ AFuncDesc *FindFunction(const char * string)
//
//==========================================================================
PFunction *FindGlobalActionFunction(const char *name)
VMFunction *FindVMFunction(PClass *cls, const char *name)
{
return dyn_cast<PFunction>(RUNTIME_CLASS(AActor)->Symbols.FindSymbol(name, false));
auto f = dyn_cast<PFunction>(cls->Symbols.FindSymbol(name, true));
return f == nullptr ? nullptr : f->Variants[0].Implementation;
}

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@ -1071,7 +1071,8 @@ void CallAction(VMFrameStack *stack, VMFunction *vmfunc, AActor *self);
class PFunction;
PFunction *FindGlobalActionFunction(const char *name);
VMFunction *FindVMFunction(PClass *cls, const char *name);
#define DECLARE_VMFUNC(cls, name) static VMFunction *name; if (name == nullptr) name = FindVMFunction(RUNTIME_CLASS(cls), #name);

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@ -495,6 +495,7 @@ int VMFrameStack::Call(VMFunction *func, VMValue *params, int numparams, VMRetur
class AActor;
void CallAction(VMFrameStack *stack, VMFunction *vmfunc, AActor *self)
{
VMValue params[3] = { self, self, VMValue(nullptr, ATAG_GENERIC) };
// Without the type cast this picks the 'void *' assignment...
VMValue params[3] = { (DObject*)self, (DObject*)self, VMValue(nullptr, ATAG_GENERIC) };
stack->Call(vmfunc, params, vmfunc->ImplicitArgs, nullptr, 0, nullptr);
}

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@ -81,6 +81,8 @@ class Actor : Thinker native
native void CopyFriendliness (Actor other, bool changeTarget, bool resetHealth = true);
native bool LookForPlayers(bool allaround);
native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true);
native double DistanceBySpeed(Actor other, double speed);
native name GetSpecies();
// DECORATE compatible functions
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
@ -241,8 +243,6 @@ class Actor : Thinker native
native void A_SkelFist();
native void A_SkelMissile();
native void A_BossDeath();
native void A_SkullAttack(float speed = 20);
native void A_BetaSkullAttack();
native void A_Detonate();
native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);

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@ -81,3 +81,41 @@ class BetaSkull : LostSoul
Wait;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
const SKULLSPEED = 20;
void A_SkullAttack(float skullspeed = SKULLSPEED)
{
if (target == null) return;
if (skullspeed <= 0) skullspeed = SKULLSPEED;
bSkullfly = true;
A_PlaySound(AttackSound, CHAN_VOICE);
A_FaceTarget();
VelFromAngle(skullspeed);
Vel.Z = (target.pos.Z + target.Height/2 - Vel.Z) / DistanceBySpeed(target, speed);
}
void A_BetaSkullAttack()
{
if (target == null || target.GetSpecies() == self.GetSpecies()) return;
A_PlaySound(AttackSound, CHAN_WEAPON);
A_FaceTarget();
int damage = GetMissileDamage(7,1);
target.DamageMobj(self, self, damage, 'None');
}
}