diff --git a/src/g_levellocals.h b/src/g_levellocals.h index ded9a40fe..3fb9b3d12 100644 --- a/src/g_levellocals.h +++ b/src/g_levellocals.h @@ -228,6 +228,11 @@ public: { return NActorIterator(TIDHash, type, tid); } + AActor *SingleActorFromTID(int tid, AActor *defactor) + { + return tid == 0 ? defactor : GetActorIterator(tid).Next(); + } + bool SectorHasTags(sector_t *sector) { return tagManager.SectorHasTags(sector); diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 22c20cb32..0063059fd 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -694,6 +694,8 @@ public: GlobalACSStrings.LockStringArray(levelnum, &Localvars[0], Localvars.Size()); } + FLevelLocals *Level; + protected: DLevelScript *next, *prev; int script; @@ -735,22 +737,21 @@ protected: void Unlink(); void PutLast(); void PutFirst(); - static int Random(int min, int max); - static int ThingCount(int type, int stringid, int tid, int tag); - static void ChangeFlat(int tag, int name, bool floorOrCeiling); - static int CountPlayers(); - static void SetLineTexture(int lineid, int side, int position, int name); - static int DoSpawn(int type, const DVector3 &pos, int tid, DAngle angle, bool force); - static int DoSpawn(int type, int x, int y, int z, int tid, int angle, bool force); - static bool DoCheckActorTexture(int tid, AActor *activator, int string, bool floor); + int Random(int min, int max); + int ThingCount(int type, int stringid, int tid, int tag); + void ChangeFlat(int tag, int name, bool floorOrCeiling); + int CountPlayers(); + void SetLineTexture(int lineid, int side, int position, int name); + int DoSpawn(int type, const DVector3 &pos, int tid, DAngle angle, bool force); + int DoSpawn(int type, int x, int y, int z, int tid, int angle, bool force); + bool DoCheckActorTexture(int tid, AActor *activator, int string, bool floor); int DoSpawnSpot(int type, int spot, int tid, int angle, bool forced); int DoSpawnSpotFacing(int type, int spot, int tid, bool forced); int DoClassifyActor(int tid); int CallFunction(int argCount, int funcIndex, int32_t *args); void DoFadeTo(int r, int g, int b, int a, int time); - void DoFadeRange(int r1, int g1, int b1, int a1, - int r2, int g2, int b2, int a2, int time); + void DoFadeRange(int r1, int g1, int b1, int a1, int r2, int g2, int b2, int a2, int time); void DoSetFont(int fontnum); void SetActorProperty(int tid, int property, int value); void DoSetActorProperty(AActor *actor, int property, int value); @@ -760,6 +761,18 @@ protected: int LineFromID(int id); int SideFromID(int id, int side); + int ScriptCall(AActor *activator, unsigned argc, int32_t *args); + int DoSetMaster(AActor *self, AActor *master); + void SetUserVariable(AActor *self, FName varname, int index, int value); + void DoSetCVar(FBaseCVar *cvar, int value, bool is_string, bool force = false); + int SetUserCVar(int playernum, const char *cvarname, int value, bool is_string); + int SetCVar(AActor *activator, const char *cvarname, int value, bool is_string); + void SetActorAngle(AActor *activator, int tid, int angle, bool interpolate); + void SetActorPitch(AActor *activator, int tid, int angle, bool interpolate); + void SetActorRoll(AActor *activator, int tid, int angle, bool interpolate); + void SetActorTeleFog(AActor *activator, int tid, FString telefogsrc, FString telefogdest); + int SwapActorTeleFog(AActor *activator, int tid); + private: DLevelScript(); @@ -1802,7 +1815,7 @@ class DPlaneWatcher : public DThinker HAS_OBJECT_POINTERS public: DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling, - int tag, int height, int special, + sector_t *sec, int height, int special, int arg0, int arg1, int arg2, int arg3, int arg4); void Tick (); void Serialize(FSerializer &arc); @@ -1816,7 +1829,7 @@ private: bool LineSide; bool bCeiling; - DPlaneWatcher() {} + DPlaneWatcher() = default; }; IMPLEMENT_CLASS(DPlaneWatcher, false, true) @@ -1826,41 +1839,30 @@ IMPLEMENT_POINTERS_START(DPlaneWatcher) IMPLEMENT_POINTERS_END DPlaneWatcher::DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling, - int tag, int height, int special, - int arg0, int arg1, int arg2, int arg3, int arg4) + sector_t *sec, int height, int special, int arg0, int arg1, int arg2, int arg3, int arg4) : Special (special), Activator (it), Line (line), LineSide (!!lineSide), bCeiling (ceiling) { - int secnum; + secplane_t plane; Args[0] = arg0; Args[1] = arg1; Args[2] = arg2; Args[3] = arg3; Args[4] = arg4; - secnum = level.FindFirstSectorFromTag (tag); - if (secnum >= 0) - { - secplane_t plane; - Sector = &level.sectors[secnum]; - if (bCeiling) - { - plane = Sector->ceilingplane; - } - else - { - plane = Sector->floorplane; - } - LastD = plane.fD(); - plane.ChangeHeight (height); - WatchD = plane.fD(); + Sector = sec; + if (bCeiling) + { + plane = Sector->ceilingplane; } else { - Sector = NULL; - WatchD = LastD = 0; + plane = Sector->floorplane; } + LastD = plane.fD(); + plane.ChangeHeight (height); + WatchD = plane.fD(); } void DPlaneWatcher::Serialize(FSerializer &arc) @@ -3266,7 +3268,8 @@ void FBehavior::StartTypedScripts (uint16_t type, AActor *activator, bool always ptr, this, &arg1, 1, always ? ACS_ALWAYS : 0); if (nullptr != runningScript && runNow) { - runningScript->RunScript (); + runningScript->Level = &level; + runningScript->RunScript(); } } } @@ -3386,7 +3389,8 @@ void DACSThinker::Tick () while (script) { DLevelScript *next = script->next; - script->RunScript (); + script->Level = &level; + script->RunScript(); script = next; } @@ -3587,7 +3591,7 @@ int DLevelScript::ThingCount (int type, int stringid, int tid, int tag) } else if (stringid >= 0) { - const char *type_name = level.Behaviors.LookupString (stringid); + const char *type_name = Level->Behaviors.LookupString (stringid); if (type_name == NULL) return 0; @@ -3603,13 +3607,13 @@ int DLevelScript::ThingCount (int type, int stringid, int tid, int tag) do_count: if (tid) { - auto iterator = level.GetActorIterator(tid); + auto iterator = Level->GetActorIterator(tid); while ( (actor = iterator.Next ()) ) { if (actor->health > 0 && (kind == NULL || actor->IsA (kind))) { - if (tag == -1 || level.SectorHasTag(actor->Sector, tag)) + if (tag == -1 || Level->SectorHasTag(actor->Sector, tag)) { // Don't count items in somebody's inventory if (actor->IsMapActor()) @@ -3628,7 +3632,7 @@ do_count: if (actor->health > 0 && (kind == NULL || actor->IsA (kind))) { - if (tag == -1 || level.SectorHasTag(actor->Sector, tag)) + if (tag == -1 || Level->SectorHasTag(actor->Sector, tag)) { // Don't count items in somebody's inventory if (actor->IsMapActor()) @@ -3657,18 +3661,18 @@ void DLevelScript::ChangeFlat (int tag, int name, bool floorOrCeiling) { FTextureID flat; int secnum = -1; - const char *flatname = level.Behaviors.LookupString (name); + const char *flatname = Level->Behaviors.LookupString (name); if (flatname == NULL) return; flat = TexMan.GetTextureID(flatname, ETextureType::Flat, FTextureManager::TEXMAN_Overridable); - auto it = level.GetSectorTagIterator(tag); + auto it = Level->GetSectorTagIterator(tag); while ((secnum = it.Next()) >= 0) { int pos = floorOrCeiling? sector_t::ceiling : sector_t::floor; - level.sectors[secnum].SetTexture(pos, flat); + Level->sectors[secnum].SetTexture(pos, flat); } } @@ -3687,7 +3691,7 @@ void DLevelScript::SetLineTexture (int lineid, int side, int position, int name) { FTextureID texture; int linenum = -1; - const char *texname = level.Behaviors.LookupString (name); + const char *texname = Level->Behaviors.LookupString (name); if (texname == nullptr) return; @@ -3696,12 +3700,12 @@ void DLevelScript::SetLineTexture (int lineid, int side, int position, int name) texture = TexMan.GetTextureID(texname, ETextureType::Wall, FTextureManager::TEXMAN_Overridable); - auto itr = level.GetLineIdIterator(lineid); + auto itr = Level->GetLineIdIterator(lineid); while ((linenum = itr.Next()) >= 0) { side_t *sidedef; - sidedef = level.lines[linenum].sidedef[side]; + sidedef = Level->lines[linenum].sidedef[side]; if (sidedef == nullptr) continue; @@ -3725,7 +3729,7 @@ void DLevelScript::SetLineTexture (int lineid, int side, int position, int name) int DLevelScript::DoSpawn (int type, const DVector3 &pos, int tid, DAngle angle, bool force) { - PClassActor *info = PClass::FindActor(level.Behaviors.LookupString (type)); + PClassActor *info = PClass::FindActor(Level->Behaviors.LookupString (type)); AActor *actor = NULL; int spawncount = 0; @@ -3734,7 +3738,7 @@ int DLevelScript::DoSpawn (int type, const DVector3 &pos, int tid, DAngle angle, info = info->GetReplacement (); if ((GetDefaultByType (info)->flags3 & MF3_ISMONSTER) && - ((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS))) + ((dmflags & DF_NO_MONSTERS) || (Level->flags2 & LEVEL2_NOMONSTERS))) { return 0; } @@ -3779,7 +3783,7 @@ int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool forc if (spot != 0) { - auto iterator = level.GetActorIterator(spot); + auto iterator = Level->GetActorIterator(spot); AActor *aspot; while ( (aspot = iterator.Next ()) ) @@ -3800,7 +3804,7 @@ int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force) if (spot != 0) { - auto iterator = level.GetActorIterator(spot); + auto iterator = Level->GetActorIterator(spot); AActor *aspot; while ( (aspot = iterator.Next ()) ) @@ -3894,7 +3898,7 @@ showme: void DLevelScript::DoSetFont (int fontnum) { - const char *fontname = level.Behaviors.LookupString (fontnum); + const char *fontname = Level->Behaviors.LookupString (fontnum); activefont = V_GetFont (fontname); if (activefont == NULL) { @@ -3902,7 +3906,7 @@ void DLevelScript::DoSetFont (int fontnum) } } -int DoSetMaster (AActor *self, AActor *master) +int DLevelScript::DoSetMaster (AActor *self, AActor *master) { AActor *defs; if (self->flags3&MF3_ISMONSTER) @@ -3913,9 +3917,9 @@ int DoSetMaster (AActor *self, AActor *master) { self->FriendPlayer = 0; self->master = master; - level.total_monsters -= self->CountsAsKill(); + Level->total_monsters -= self->CountsAsKill(); self->flags = (self->flags & ~MF_FRIENDLY) | (master->flags & MF_FRIENDLY); - level.total_monsters += self->CountsAsKill(); + Level->total_monsters += self->CountsAsKill(); // Don't attack your new master if (self->target == self->master) self->target = nullptr; if (self->lastenemy == self->master) self->lastenemy = nullptr; @@ -3926,7 +3930,7 @@ int DoSetMaster (AActor *self, AActor *master) { // [KS] Be friendly to this player self->master = nullptr; - level.total_monsters -= self->CountsAsKill(); + Level->total_monsters -= self->CountsAsKill(); self->flags|=MF_FRIENDLY; self->SetFriendPlayer(master->player); @@ -3952,9 +3956,9 @@ int DoSetMaster (AActor *self, AActor *master) self->FriendPlayer = 0; // Go back to whatever friendliness we usually have... defs = self->GetDefault(); - level.total_monsters -= self->CountsAsKill(); + Level->total_monsters -= self->CountsAsKill(); self->flags = (self->flags & ~MF_FRIENDLY) | (defs->flags & MF_FRIENDLY); - level.total_monsters += self->CountsAsKill(); + Level->total_monsters += self->CountsAsKill(); // ...And re-side with our friends. if (self->target && !self->IsHostile (self->target)) self->target = nullptr; if (self->lastenemy && !self->IsHostile (self->lastenemy)) self->lastenemy = nullptr; @@ -3976,18 +3980,6 @@ int DoGetMasterTID (AActor *self) else return 0; } -AActor *SingleActorFromTID (int tid, AActor *defactor) -{ - if (tid == 0) - { - return defactor; - } - else - { - auto iterator = level.GetActorIterator(tid); - return iterator.Next(); - } -} enum { @@ -4069,7 +4061,7 @@ void DLevelScript::SetActorProperty (int tid, int property, int value) else { AActor *actor; - auto iterator = level.GetActorIterator(tid); + auto iterator = Level->GetActorIterator(tid); while ((actor = iterator.Next()) != NULL) { @@ -4167,7 +4159,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) break; case APROP_Friendly: - if (actor->CountsAsKill()) level.total_monsters--; + if (actor->CountsAsKill()) Level->total_monsters--; if (value) { actor->flags |= MF_FRIENDLY; @@ -4176,7 +4168,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) { actor->flags &= ~MF_FRIENDLY; } - if (actor->CountsAsKill()) level.total_monsters++; + if (actor->CountsAsKill()) Level->total_monsters++; break; @@ -4192,27 +4184,27 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) break; case APROP_SeeSound: - actor->SeeSound = level.Behaviors.LookupString(value); + actor->SeeSound = Level->Behaviors.LookupString(value); break; case APROP_AttackSound: - actor->AttackSound = level.Behaviors.LookupString(value); + actor->AttackSound = Level->Behaviors.LookupString(value); break; case APROP_PainSound: - actor->PainSound = level.Behaviors.LookupString(value); + actor->PainSound = Level->Behaviors.LookupString(value); break; case APROP_DeathSound: - actor->DeathSound = level.Behaviors.LookupString(value); + actor->DeathSound = Level->Behaviors.LookupString(value); break; case APROP_ActiveSound: - actor->ActiveSound = level.Behaviors.LookupString(value); + actor->ActiveSound = Level->Behaviors.LookupString(value); break; case APROP_Species: - actor->Species = level.Behaviors.LookupString(value); + actor->Species = Level->Behaviors.LookupString(value); break; case APROP_Score: @@ -4220,7 +4212,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) break; case APROP_NameTag: - actor->SetTag(level.Behaviors.LookupString(value)); + actor->SetTag(Level->Behaviors.LookupString(value)); break; case APROP_DamageFactor: @@ -4233,7 +4225,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) case APROP_MasterTID: AActor *other; - other = SingleActorFromTID (value, NULL); + other = Level->SingleActorFromTID (value, NULL); DoSetMaster (actor, other); break; @@ -4298,7 +4290,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) break; case APROP_DamageType: - actor->DamageType = level.Behaviors.LookupString(value); + actor->DamageType = Level->Behaviors.LookupString(value); break; default: @@ -4309,7 +4301,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) int DLevelScript::GetActorProperty (int tid, int property) { - AActor *actor = SingleActorFromTID (tid, activator); + AActor *actor = Level->SingleActorFromTID (tid, activator); if (actor == NULL) { @@ -4407,7 +4399,7 @@ int DLevelScript::GetActorProperty (int tid, int property) int DLevelScript::CheckActorProperty (int tid, int property, int value) { - AActor *actor = SingleActorFromTID (tid, activator); + AActor *actor = Level->SingleActorFromTID (tid, activator); const char *string = NULL; if (actor == NULL) { @@ -4473,17 +4465,17 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value) case APROP_DamageType: string = actor->DamageType; break; } if (string == NULL) string = ""; - return (!stricmp(string, level.Behaviors.LookupString(value))); + return (!stricmp(string, Level->Behaviors.LookupString(value))); } bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, bool floor) { - AActor *actor = SingleActorFromTID(tid, activator); + AActor *actor = Level->SingleActorFromTID(tid, activator); if (actor == NULL) { return 0; } - FTextureID tex = TexMan.CheckForTexture(level.Behaviors.LookupString(string), ETextureType::Flat, + FTextureID tex = TexMan.CheckForTexture(Level->Behaviors.LookupString(string), ETextureType::Flat, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny|FTextureManager::TEXMAN_DontCreate); if (!tex.Exists()) @@ -4566,7 +4558,7 @@ int DLevelScript::DoClassifyActor(int tid) } else { - auto it = level.GetActorIterator(tid); + auto it = Level->GetActorIterator(tid); actor = it.Next(); } if (actor == NULL) @@ -4802,10 +4794,10 @@ int DLevelScript::SideFromID(int id, int side) } else { - int line = level.FindFirstLineFromID(id); + int line = Level->FindFirstLineFromID(id); if (line == -1) return -1; - if (level.lines[line].sidedef[side] == NULL) return -1; - return level.lines[line].sidedef[side]->UDMFIndex; + if (Level->lines[line].sidedef[side] == NULL) return -1; + return Level->lines[line].sidedef[side]->UDMFIndex; } } @@ -4818,7 +4810,7 @@ int DLevelScript::LineFromID(int id) } else { - return level.FindFirstLineFromID(id); + return Level->FindFirstLineFromID(id); } } @@ -4862,7 +4854,7 @@ bool GetVarAddrType(AActor *self, FName varname, int index, void *&addr, PType * return true; } -static void SetUserVariable(AActor *self, FName varname, int index, int value) +void DLevelScript::SetUserVariable(AActor *self, FName varname, int index, int value) { void *addr; PType *type; @@ -4871,7 +4863,7 @@ static void SetUserVariable(AActor *self, FName varname, int index, int value) { if (type == TypeString) { - FString str = level.Behaviors.LookupString(value); + FString str = Level->Behaviors.LookupString(value); type->InitializeValue(addr, &str); } else if (type->isFloat()) @@ -4913,7 +4905,7 @@ static int GetUserVariable(AActor *self, FName varname, int index) } // Converts fixed- to floating-point as required. -static void DoSetCVar(FBaseCVar *cvar, int value, bool is_string, bool force=false) +void DLevelScript::DoSetCVar(FBaseCVar *cvar, int value, bool is_string, bool force) { UCVarValue val; ECVarType type; @@ -4927,7 +4919,7 @@ static void DoSetCVar(FBaseCVar *cvar, int value, bool is_string, bool force=fal } if (is_string) { - val.String = level.Behaviors.LookupString(value); + val.String = Level->Behaviors.LookupString(value); type = CVAR_String; } else if (cvar->GetRealType() == CVAR_Float) @@ -4976,7 +4968,7 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string) } } -static int SetUserCVar(int playernum, const char *cvarname, int value, bool is_string) +int DLevelScript::SetUserCVar(int playernum, const char *cvarname, int value, bool is_string) { if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum]) { @@ -5006,7 +4998,7 @@ static int SetUserCVar(int playernum, const char *cvarname, int value, bool is_s return 1; } -static int SetCVar(AActor *activator, const char *cvarname, int value, bool is_string) +int DLevelScript::SetCVar(AActor *activator, const char *cvarname, int value, bool is_string) { FBaseCVar *cvar = FindCVar(cvarname, NULL); // Only mod-created cvars may be set. @@ -5038,7 +5030,7 @@ static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, DA angle, distance, !!(flags & SDF_PERMANENT)); } -static void SetActorAngle(AActor *activator, int tid, int angle, bool interpolate) +void DLevelScript::SetActorAngle(AActor *activator, int tid, int angle, bool interpolate) { DAngle an = ACSToAngle(angle); if (tid == 0) @@ -5050,7 +5042,7 @@ static void SetActorAngle(AActor *activator, int tid, int angle, bool interpolat } else { - auto iterator = level.GetActorIterator(tid); + auto iterator = Level->GetActorIterator(tid); AActor *actor; while ((actor = iterator.Next())) @@ -5060,7 +5052,7 @@ static void SetActorAngle(AActor *activator, int tid, int angle, bool interpolat } } -static void SetActorPitch(AActor *activator, int tid, int angle, bool interpolate) +void DLevelScript::SetActorPitch(AActor *activator, int tid, int angle, bool interpolate) { DAngle an = ACSToAngle(angle).Normalized180(); if (tid == 0) @@ -5072,7 +5064,7 @@ static void SetActorPitch(AActor *activator, int tid, int angle, bool interpolat } else { - auto iterator = level.GetActorIterator(tid); + auto iterator = Level->GetActorIterator(tid); AActor *actor; while ((actor = iterator.Next())) @@ -5082,7 +5074,7 @@ static void SetActorPitch(AActor *activator, int tid, int angle, bool interpolat } } -static void SetActorRoll(AActor *activator, int tid, int angle, bool interpolate) +void DLevelScript::SetActorRoll(AActor *activator, int tid, int angle, bool interpolate) { DAngle an = ACSToAngle(angle); if (tid == 0) @@ -5094,7 +5086,7 @@ static void SetActorRoll(AActor *activator, int tid, int angle, bool interpolate } else { - auto iterator = level.GetActorIterator(tid); + auto iterator = Level->GetActorIterator(tid); AActor *actor; while ((actor = iterator.Next())) @@ -5104,7 +5096,7 @@ static void SetActorRoll(AActor *activator, int tid, int angle, bool interpolate } } -static void SetActorTeleFog(AActor *activator, int tid, FString telefogsrc, FString telefogdest) +void DLevelScript::SetActorTeleFog(AActor *activator, int tid, FString telefogsrc, FString telefogdest) { // Set the actor's telefog to the specified actor. Handle "" as "don't // change" since "None" should work just fine for disabling the fog (given @@ -5121,7 +5113,7 @@ static void SetActorTeleFog(AActor *activator, int tid, FString telefogsrc, FStr } else { - auto iterator = level.GetActorIterator(tid); + auto iterator = Level->GetActorIterator(tid); AActor *actor; PClassActor * src = PClass::FindActor(telefogsrc); @@ -5136,7 +5128,7 @@ static void SetActorTeleFog(AActor *activator, int tid, FString telefogsrc, FStr } } -static int SwapActorTeleFog(AActor *activator, int tid) +int DLevelScript::SwapActorTeleFog(AActor *activator, int tid) { int count = 0; if (tid == 0) @@ -5149,7 +5141,7 @@ static int SwapActorTeleFog(AActor *activator, int tid) } else { - auto iterator = level.GetActorIterator(tid); + auto iterator = Level->GetActorIterator(tid); AActor *actor; while ((actor = iterator.Next())) @@ -5164,13 +5156,13 @@ static int SwapActorTeleFog(AActor *activator, int tid) return count; } -static int ScriptCall(AActor *activator, unsigned argc, int32_t *args) + int DLevelScript::ScriptCall(AActor *activator, unsigned argc, int32_t *args) { int retval = 0; if (argc >= 2) { - auto clsname = level.Behaviors.LookupString(args[0]); - auto funcname = level.Behaviors.LookupString(args[1]); + auto clsname = Level->Behaviors.LookupString(args[0]); + auto funcname = Level->Behaviors.LookupString(args[1]); auto cls = PClass::FindClass(clsname); if (!cls) @@ -5219,16 +5211,16 @@ static int ScriptCall(AActor *activator, unsigned argc, int32_t *args) } else if (argtype == TypeName) { - params.Push(FName(level.Behaviors.LookupString(args[i])).GetIndex()); + params.Push(FName(Level->Behaviors.LookupString(args[i])).GetIndex()); } else if (argtype == TypeString) { - strings.Push(level.Behaviors.LookupString(args[i])); + strings.Push(Level->Behaviors.LookupString(args[i])); params.Push(&strings.Last()); } else if (argtype == TypeSound) { - params.Push(int(FSoundID(level.Behaviors.LookupString(args[i])))); + params.Push(int(FSoundID(Level->Behaviors.LookupString(args[i])))); } else { @@ -5294,43 +5286,43 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) switch(funcIndex) { case ACSF_GetLineUDMFInt: - return GetUDMFInt(UDMF_Line, LineFromID(args[0]), level.Behaviors.LookupString(args[1])); + return GetUDMFInt(UDMF_Line, LineFromID(args[0]), Level->Behaviors.LookupString(args[1])); case ACSF_GetLineUDMFFixed: - return DoubleToACS(GetUDMFFloat(UDMF_Line, LineFromID(args[0]), level.Behaviors.LookupString(args[1]))); + return DoubleToACS(GetUDMFFloat(UDMF_Line, LineFromID(args[0]), Level->Behaviors.LookupString(args[1]))); case ACSF_GetThingUDMFInt: case ACSF_GetThingUDMFFixed: return 0; // Not implemented yet case ACSF_GetSectorUDMFInt: - return GetUDMFInt(UDMF_Sector, level.FindFirstSectorFromTag(args[0]), level.Behaviors.LookupString(args[1])); + return GetUDMFInt(UDMF_Sector, Level->FindFirstSectorFromTag(args[0]), Level->Behaviors.LookupString(args[1])); case ACSF_GetSectorUDMFFixed: - return DoubleToACS(GetUDMFFloat(UDMF_Sector, level.FindFirstSectorFromTag(args[0]), level.Behaviors.LookupString(args[1]))); + return DoubleToACS(GetUDMFFloat(UDMF_Sector, Level->FindFirstSectorFromTag(args[0]), Level->Behaviors.LookupString(args[1]))); case ACSF_GetSideUDMFInt: - return GetUDMFInt(UDMF_Side, SideFromID(args[0], args[1]), level.Behaviors.LookupString(args[2])); + return GetUDMFInt(UDMF_Side, SideFromID(args[0], args[1]), Level->Behaviors.LookupString(args[2])); case ACSF_GetSideUDMFFixed: - return DoubleToACS(GetUDMFFloat(UDMF_Side, SideFromID(args[0], args[1]), level.Behaviors.LookupString(args[2]))); + return DoubleToACS(GetUDMFFloat(UDMF_Side, SideFromID(args[0], args[1]), Level->Behaviors.LookupString(args[2]))); case ACSF_GetActorVelX: - actor = SingleActorFromTID(args[0], activator); + actor = Level->SingleActorFromTID(args[0], activator); return actor != NULL? DoubleToACS(actor->Vel.X) : 0; case ACSF_GetActorVelY: - actor = SingleActorFromTID(args[0], activator); + actor = Level->SingleActorFromTID(args[0], activator); return actor != NULL? DoubleToACS(actor->Vel.Y) : 0; case ACSF_GetActorVelZ: - actor = SingleActorFromTID(args[0], activator); + actor = Level->SingleActorFromTID(args[0], activator); return actor != NULL? DoubleToACS(actor->Vel.Z) : 0; case ACSF_SetPointer: if (activator) { - AActor *ptr = SingleActorFromTID(args[1], activator); + AActor *ptr = Level->SingleActorFromTID(args[1], activator); if (argCount > 2) { ptr = COPY_AAPTR(ptr, args[2]); @@ -5344,17 +5336,17 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_SetActivator: if (argCount > 1 && args[1] != AAPTR_DEFAULT) // condition (x != AAPTR_DEFAULT) is essentially condition (x). { - activator = COPY_AAPTR(SingleActorFromTID(args[0], activator), args[1]); + activator = COPY_AAPTR(Level->SingleActorFromTID(args[0], activator), args[1]); } else { - activator = SingleActorFromTID(args[0], NULL); + activator = Level->SingleActorFromTID(args[0], NULL); } return activator != NULL; case ACSF_SetActivatorToTarget: // [KS] I revised this a little bit - actor = SingleActorFromTID(args[0], activator); + actor = Level->SingleActorFromTID(args[0], activator); if (actor != NULL) { if (actor->player != NULL && actor->player->playerstate == PST_LIVE) @@ -5376,7 +5368,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) return 0; case ACSF_GetActorViewHeight: - actor = SingleActorFromTID(args[0], activator); + actor = Level->SingleActorFromTID(args[0], activator); if (actor != NULL) { if (actor->player != NULL) @@ -5392,7 +5384,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_GetChar: { - const char *p = level.Behaviors.LookupString(args[0]); + const char *p = Level->Behaviors.LookupString(args[0]); if (p != NULL && args[1] >= 0 && args[1] < int(strlen(p))) { return p[args[1]]; @@ -5411,7 +5403,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) } else { - return players[args[0]].air_finished - level.time; + return players[args[0]].air_finished - Level->time; } } @@ -5423,15 +5415,15 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) } else { - players[args[0]].air_finished = args[1] + level.time; + players[args[0]].air_finished = args[1] + Level->time; return 1; } } case ACSF_SetSkyScrollSpeed: { - if (args[0] == 1) level.skyspeed1 = ACSToFloat(args[1]); - else if (args[0] == 2) level.skyspeed2 = ACSToFloat(args[1]); + if (args[0] == 1) Level->skyspeed1 = ACSToFloat(args[1]); + else if (args[0] == 2) Level->skyspeed2 = ACSToFloat(args[1]); return 1; } @@ -5443,7 +5435,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) } else { - FName p(level.Behaviors.LookupString(args[0])); + FName p(Level->Behaviors.LookupString(args[0])); auto armor = players[args[1]].mo->FindInventory(NAME_BasicArmor); if (armor && armor->NameVar(NAME_ArmorType) == p) return armor->IntVar(NAME_Amount); } @@ -5503,7 +5495,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) } else { - auto iterator = level.GetActorIterator(args[0]); + auto iterator = Level->GetActorIterator(args[0]); while ((actor = iterator.Next())) { @@ -5516,7 +5508,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_SetUserVariable: { int cnt = 0; - FName varname(level.Behaviors.LookupString(args[1]), true); + FName varname(Level->Behaviors.LookupString(args[1]), true); if (varname != NAME_None) { if (args[0] == 0) @@ -5529,7 +5521,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) } else { - auto iterator = level.GetActorIterator(args[0]); + auto iterator = Level->GetActorIterator(args[0]); while ( (actor = iterator.Next()) ) { @@ -5543,10 +5535,10 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_GetUserVariable: { - FName varname(level.Behaviors.LookupString(args[1]), true); + FName varname(Level->Behaviors.LookupString(args[1]), true); if (varname != NAME_None) { - AActor *a = SingleActorFromTID(args[0], activator); + AActor *a = Level->SingleActorFromTID(args[0], activator); return a != NULL ? GetUserVariable(a, varname, 0) : 0; } return 0; @@ -5555,7 +5547,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_SetUserArray: { int cnt = 0; - FName varname(level.Behaviors.LookupString(args[1]), true); + FName varname(Level->Behaviors.LookupString(args[1]), true); if (varname != NAME_None) { if (args[0] == 0) @@ -5568,7 +5560,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) } else { - auto iterator = level.GetActorIterator(args[0]); + auto iterator = Level->GetActorIterator(args[0]); while ( (actor = iterator.Next()) ) { @@ -5582,34 +5574,34 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_GetUserArray: { - FName varname(level.Behaviors.LookupString(args[1]), true); + FName varname(Level->Behaviors.LookupString(args[1]), true); if (varname != NAME_None) { - AActor *a = SingleActorFromTID(args[0], activator); + AActor *a = Level->SingleActorFromTID(args[0], activator); return a != NULL ? GetUserVariable(a, varname, args[2]) : 0; } return 0; } case ACSF_Radius_Quake2: - P_StartQuake(activator, args[0], args[1], args[2], args[3], args[4], level.Behaviors.LookupString(args[5])); + P_StartQuake(activator, args[0], args[1], args[2], args[3], args[4], Level->Behaviors.LookupString(args[5])); break; case ACSF_CheckActorClass: { - AActor *a = SingleActorFromTID(args[0], activator); - return a == NULL ? false : a->GetClass()->TypeName == FName(level.Behaviors.LookupString(args[1])); + AActor *a = Level->SingleActorFromTID(args[0], activator); + return a == NULL ? false : a->GetClass()->TypeName == FName(Level->Behaviors.LookupString(args[1])); } case ACSF_GetActorClass: { - AActor *a = SingleActorFromTID(args[0], activator); + AActor *a = Level->SingleActorFromTID(args[0], activator); return GlobalACSStrings.AddString(a == NULL ? "None" : a->GetClass()->TypeName.GetChars()); } case ACSF_SoundSequenceOnActor: { - const char *seqname = level.Behaviors.LookupString(args[1]); + const char *seqname = Level->Behaviors.LookupString(args[1]); if (seqname != NULL) { if (args[0] == 0) @@ -5621,7 +5613,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) } else { - auto it = level.GetActorIterator(args[0]); + auto it = Level->GetActorIterator(args[0]); AActor *actor; while ( (actor = it.Next()) ) @@ -5635,15 +5627,15 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_SoundSequenceOnSector: { - const char *seqname = level.Behaviors.LookupString(args[1]); + const char *seqname = Level->Behaviors.LookupString(args[1]); int space = args[2] < CHAN_FLOOR || args[2] > CHAN_INTERIOR ? CHAN_FULLHEIGHT : args[2]; if (seqname != NULL) { - auto it = level.GetSectorTagIterator(args[0]); + auto it = Level->GetSectorTagIterator(args[0]); int s; while ((s = it.Next()) >= 0) { - SN_StartSequence(&level.sectors[s], args[2], seqname, 0); + SN_StartSequence(&Level->sectors[s], args[2], seqname, 0); } } } @@ -5651,10 +5643,10 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_SoundSequenceOnPolyobj: { - const char *seqname = level.Behaviors.LookupString(args[1]); + const char *seqname = Level->Behaviors.LookupString(args[1]); if (seqname != NULL) { - FPolyObj *poly = level.GetPolyobj(args[0]); + FPolyObj *poly = Level->GetPolyobj(args[0]); if (poly != NULL) { SN_StartSequence(poly, seqname, 0); @@ -5665,7 +5657,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_GetPolyobjX: { - FPolyObj *poly = level.GetPolyobj(args[0]); + FPolyObj *poly = Level->GetPolyobj(args[0]); if (poly != NULL) { return DoubleToACS(poly->StartSpot.pos.X); @@ -5675,7 +5667,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_GetPolyobjY: { - FPolyObj *poly = level.GetPolyobj(args[0]); + FPolyObj *poly = Level->GetPolyobj(args[0]); if (poly != NULL) { return DoubleToACS(poly->StartSpot.pos.Y); @@ -5699,7 +5691,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) if (args[1] == 0) return 1; // [KS] I'm sure the activator can see itself. - auto dstiter = level.GetActorIterator(args[1]); + auto dstiter = Level->GetActorIterator(args[1]); while ( (dest = dstiter.Next ()) ) { if (P_CheckSight(source, dest, flags)) return 1; @@ -5707,13 +5699,13 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) } else { - auto srciter = level.GetActorIterator(args[0]); + auto srciter = Level->GetActorIterator(args[0]); while ( (source = srciter.Next ()) ) { if (args[1] != 0) { - auto dstiter = level.GetActorIterator(args[1]); + auto dstiter = Level->GetActorIterator(args[1]); while ( (dest = dstiter.Next ()) ) { if (P_CheckSight(source, dest, flags)) return 1; @@ -5739,7 +5731,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_ACS_NamedExecuteWithResult: case ACSF_ACS_NamedExecuteAlways: { - int scriptnum = -FName(level.Behaviors.LookupString(args[0])); + int scriptnum = -FName(Level->Behaviors.LookupString(args[0])); int arg1 = argCount > 1 ? args[1] : 0; int arg2 = argCount > 2 ? args[2] : 0; int arg3 = argCount > 3 ? args[3] : 0; @@ -5751,10 +5743,10 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) break; case ACSF_UniqueTID: - return level.FindUniqueTID(argCount > 0 ? args[0] : 0, (argCount > 1 && args[1] >= 0) ? args[1] : 0); + return Level->FindUniqueTID(argCount > 0 ? args[0] : 0, (argCount > 1 && args[1] >= 0) ? args[1] : 0); case ACSF_IsTIDUsed: - return level.IsTIDUsed(args[0]); + return Level->IsTIDUsed(args[0]); case ACSF_Sqrt: return xs_FloorToInt(g_sqrt(double(args[0]))); @@ -5781,49 +5773,49 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) case ACSF_GetCVarString: if (argCount == 1) { - return DoGetCVar(GetCVar(activator, level.Behaviors.LookupString(args[0])), true); + return DoGetCVar(GetCVar(activator, Level->Behaviors.LookupString(args[0])), true); } break; case ACSF_SetCVar: if (argCount == 2) { - return SetCVar(activator, level.Behaviors.LookupString(args[0]), args[1], false); + return SetCVar(activator, Level->Behaviors.LookupString(args[0]), args[1], false); } break; case ACSF_SetCVarString: if (argCount == 2) { - return SetCVar(activator, level.Behaviors.LookupString(args[0]), args[1], true); + return SetCVar(activator, Level->Behaviors.LookupString(args[0]), args[1], true); } break; case ACSF_GetUserCVar: if (argCount == 2) { - return DoGetCVar(GetUserCVar(args[0], level.Behaviors.LookupString(args[1])), false); + return DoGetCVar(GetUserCVar(args[0], Level->Behaviors.LookupString(args[1])), false); } break; case ACSF_GetUserCVarString: if (argCount == 2) { - return DoGetCVar(GetUserCVar(args[0], level.Behaviors.LookupString(args[1])), true); + return DoGetCVar(GetUserCVar(args[0], Level->Behaviors.LookupString(args[1])), true); } break; case ACSF_SetUserCVar: if (argCount == 3) { - return SetUserCVar(args[0], level.Behaviors.LookupString(args[1]), args[2], false); + return SetUserCVar(args[0], Level->Behaviors.LookupString(args[1]), args[2], false); } break; case ACSF_SetUserCVarString: if (argCount == 3) { - return SetUserCVar(args[0], level.Behaviors.LookupString(args[1]), args[2], true); + return SetUserCVar(args[0], Level->Behaviors.LookupString(args[1]), args[2], true); } break; @@ -5833,8 +5825,8 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) DAngle angle = ACSToAngle(args[1]); DAngle pitch = ACSToAngle(args[2]); int damage = args[3]; - FName pufftype = argCount > 4 && args[4]? FName(level.Behaviors.LookupString(args[4])) : NAME_BulletPuff; - FName damagetype = argCount > 5 && args[5]? FName(level.Behaviors.LookupString(args[5])) : NAME_None; + FName pufftype = argCount > 4 && args[4]? FName(Level->Behaviors.LookupString(args[4])) : NAME_BulletPuff; + FName damagetype = argCount > 5 && args[5]? FName(Level->Behaviors.LookupString(args[5])) : NAME_None; double range = argCount > 6 && args[6]? ACSToDouble(args[6]) : MISSILERANGE; int flags = argCount > 7 && args[7]? args[7] : 0; int pufftid = argCount > 8 && args[8]? args[8] : 0; @@ -5855,7 +5847,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) else { AActor *source; - auto it = level.GetActorIterator(args[0]); + auto it = Level->GetActorIterator(args[0]); while ((source = it.Next()) != NULL) { @@ -5878,7 +5870,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) if (funcIndex == ACSF_PlaySound) { - const char *lookup = level.Behaviors.LookupString(args[1]); + const char *lookup = Level->Behaviors.LookupString(args[1]); if (lookup != NULL) { sid = lookup; @@ -5886,7 +5878,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) } if (sid != 0 || funcIndex == ACSF_PlayActorSound) { - auto it = level.GetActorIterator(args[0]); + auto it = Level->GetActorIterator(args[0]); AActor *spot; int chan = argCount > 2 ? args[2] : CHAN_BODY; @@ -5932,7 +5924,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) } else { - auto it = level.GetActorIterator(args[0]); + auto it = Level->GetActorIterator(args[0]); AActor *spot; while ((spot = it.Next()) != NULL) @@ -5955,7 +5947,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) } else { - auto it = level.GetActorIterator(args[0]); + auto it = Level->GetActorIterator(args[0]); AActor *spot; while ((spot = it.Next()) != NULL) @@ -5976,8 +5968,8 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) { return 0; } - a = level.Behaviors.LookupString(args[0]); - b = level.Behaviors.LookupString(args[1]); + a = Level->Behaviors.LookupString(args[0]); + b = Level->Behaviors.LookupString(args[1]); // Don't crash on invalid strings. if (a == NULL) a = ""; @@ -5999,7 +5991,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_StrRight: if (argCount >= 2) { - const char *oldstr = level.Behaviors.LookupString(args[0]); + const char *oldstr = Level->Behaviors.LookupString(args[0]); if (oldstr == NULL || *oldstr == '\0') { return GlobalACSStrings.AddString(""); @@ -6019,7 +6011,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_StrMid: if (argCount >= 3) { - const char *oldstr = level.Behaviors.LookupString(args[0]); + const char *oldstr = Level->Behaviors.LookupString(args[0]); if (oldstr == NULL || *oldstr == '\0') { return GlobalACSStrings.AddString(""); @@ -6056,7 +6048,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) // Returns number of decals spawned (not including spreading) { int count = 0; - const FDecalTemplate *tpl = DecalLibrary.GetDecalByName(level.Behaviors.LookupString(args[1])); + const FDecalTemplate *tpl = DecalLibrary.GetDecalByName(Level->Behaviors.LookupString(args[1])); if (tpl != NULL) { int flags = (argCount > 2) ? args[2] : 0; @@ -6073,7 +6065,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) } else { - auto it = level.GetActorIterator(args[0]); + auto it = Level->GetActorIterator(args[0]); AActor *actor; while ((actor = it.Next()) != NULL) @@ -6088,11 +6080,11 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_CheckFont: // bool CheckFont(str fontname) - return V_GetFont(level.Behaviors.LookupString(args[0])) != NULL; + return V_GetFont(Level->Behaviors.LookupString(args[0])) != NULL; case ACSF_DropItem: { - const char *type = level.Behaviors.LookupString(args[1]); + const char *type = Level->Behaviors.LookupString(args[1]); int amount = argCount >= 3? args[2] : -1; int chance = argCount >= 4? args[3] : 256; PClassActor *cls = PClass::FindActor(type); @@ -6109,7 +6101,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) } else { - auto it = level.GetActorIterator(args[0]); + auto it = Level->GetActorIterator(args[0]); AActor *actor; while ((actor = it.Next()) != NULL) @@ -6125,7 +6117,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_DropInventory: { - const char *type = level.Behaviors.LookupString(args[1]); + const char *type = Level->Behaviors.LookupString(args[1]); AActor *inv; if (type != NULL) @@ -6143,7 +6135,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) } else { - auto it = level.GetActorIterator(args[0]); + auto it = Level->GetActorIterator(args[0]); AActor *actor; while ((actor = it.Next()) != NULL) @@ -6161,17 +6153,17 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_CheckFlag: { - AActor *actor = SingleActorFromTID(args[0], activator); + AActor *actor = Level->SingleActorFromTID(args[0], activator); if (actor != NULL) { - return !!CheckActorFlag(actor, level.Behaviors.LookupString(args[1])); + return !!CheckActorFlag(actor, Level->Behaviors.LookupString(args[1])); } break; } case ACSF_QuakeEx: { - return P_StartQuakeXYZ(activator, args[0], args[1], args[2], args[3], args[4], args[5], args[6], level.Behaviors.LookupString(args[7]), + return P_StartQuakeXYZ(activator, args[0], args[1], args[2], args[3], args[4], args[5], args[6], Level->Behaviors.LookupString(args[7]), argCount > 8 ? args[8] : 0, argCount > 9 ? ACSToDouble(args[9]) : 1.0, argCount > 10 ? ACSToDouble(args[10]) : 1.0, @@ -6186,10 +6178,10 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) if (argCount >= 2) { int line; - auto itr = level.GetLineIdIterator(args[0]); + auto itr = Level->GetLineIdIterator(args[0]); while ((line = itr.Next()) >= 0) { - level.lines[line].activation = args[1]; + Level->lines[line].activation = args[1]; } } break; @@ -6197,22 +6189,22 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_GetLineActivation: if (argCount > 0) { - int line = level.FindFirstLineFromID(args[0]); - return line >= 0 ? level.lines[line].activation : 0; + int line = Level->FindFirstLineFromID(args[0]); + return line >= 0 ? Level->lines[line].activation : 0; } break; case ACSF_GetActorPowerupTics: if (argCount >= 2) { - PClassActor *powerupclass = PClass::FindActor(level.Behaviors.LookupString(args[1])); + PClassActor *powerupclass = PClass::FindActor(Level->Behaviors.LookupString(args[1])); if (powerupclass == NULL || !powerupclass->IsDescendantOf(NAME_Powerup)) { - Printf("'%s' is not a type of Powerup.\n", level.Behaviors.LookupString(args[1])); + Printf("'%s' is not a type of Powerup.\n", Level->Behaviors.LookupString(args[1])); return 0; } - AActor *actor = SingleActorFromTID(args[0], activator); + AActor *actor = Level->SingleActorFromTID(args[0], activator); if (actor != NULL) { auto powerup = actor->FindInventory(powerupclass); @@ -6239,7 +6231,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_SetActorTeleFog: if (argCount >= 3) { - SetActorTeleFog(activator, args[0], level.Behaviors.LookupString(args[1]), level.Behaviors.LookupString(args[2])); + SetActorTeleFog(activator, args[0], Level->Behaviors.LookupString(args[1]), Level->Behaviors.LookupString(args[2])); } break; case ACSF_SwapActorTeleFog: @@ -6251,7 +6243,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_PickActor: if (argCount >= 5) { - actor = SingleActorFromTID(args[0], activator); + actor = Level->SingleActorFromTID(args[0], activator); if (actor == NULL) { return 0; @@ -6304,8 +6296,8 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case 3: tid1 = args[2]; } - actor = SingleActorFromTID(tid1, activator); - AActor * actor2 = tid2 == tid1 ? actor : SingleActorFromTID(tid2, activator); + actor = Level->SingleActorFromTID(tid1, activator); + AActor * actor2 = tid2 == tid1 ? actor : Level->SingleActorFromTID(tid2, activator); return COPY_AAPTR(actor, args[0]) == COPY_AAPTR(actor2, args[1]); } @@ -6314,13 +6306,13 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_CanRaiseActor: if (argCount >= 1) { if (args[0] == 0) { - actor = SingleActorFromTID(args[0], activator); + actor = Level->SingleActorFromTID(args[0], activator); if (actor != NULL) { return P_Thing_CanRaise(actor); } } - auto iterator = level.GetActorIterator(args[0]); + auto iterator = Level->GetActorIterator(args[0]); bool canraiseall = true; while ((actor = iterator.Next())) { @@ -6344,7 +6336,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) break; case ACSF_GetActorRoll: - actor = SingleActorFromTID(args[0], activator); + actor = Level->SingleActorFromTID(args[0], activator); return actor != NULL? AngleToACS(actor->Angles.Roll) : 0; // [ZK] A_Warp in ACS @@ -6360,7 +6352,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) AActor* const reference = ((flags & WARPF_USEPTR) && (AAPTR_DEFAULT != dest)) ? COPY_AAPTR(activator, dest) - : SingleActorFromTID(dest, activator); + : Level->SingleActorFromTID(dest, activator); if (nullptr == reference) { @@ -6383,7 +6375,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) if (argCount > 6) { - const char* const statename = level.Behaviors.LookupString(args[6]); + const char* const statename = Level->Behaviors.LookupString(args[6]); if (nullptr != statename) { @@ -6400,24 +6392,24 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) return true; } case ACSF_GetMaxInventory: - actor = SingleActorFromTID(args[0], activator); + actor = Level->SingleActorFromTID(args[0], activator); if (actor != NULL) { - return CheckInventory(actor, level.Behaviors.LookupString(args[1]), true); + return CheckInventory(actor, Level->Behaviors.LookupString(args[1]), true); } break; case ACSF_SetSectorDamage: if (argCount >= 2) { - auto it = level.GetSectorTagIterator(args[0]); + auto it = Level->GetSectorTagIterator(args[0]); int s; while ((s = it.Next()) >= 0) { - sector_t *sec = &level.sectors[s]; + sector_t *sec = &Level->sectors[s]; sec->damageamount = args[1]; - sec->damagetype = argCount >= 3 ? FName(level.Behaviors.LookupString(args[2])) : FName(NAME_None); + sec->damagetype = argCount >= 3 ? FName(Level->Behaviors.LookupString(args[2])) : FName(NAME_None); sec->damageinterval = argCount >= 4 ? clamp(args[3], 1, INT_MAX) : 32; sec->leakydamage = argCount >= 5 ? args[4] : 0; } @@ -6429,12 +6421,12 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) { if (args[1] == sector_t::floor || args[1] == sector_t::ceiling) { - int terrain = P_FindTerrain(level.Behaviors.LookupString(args[2])); - auto it = level.GetSectorTagIterator(args[0]); + int terrain = P_FindTerrain(Level->Behaviors.LookupString(args[2])); + auto it = Level->GetSectorTagIterator(args[0]); int s; while ((s = it.Next()) >= 0) { - level.sectors[s].terrainnum[args[1]] = terrain; + Level->sectors[s].terrainnum[args[1]] = terrain; } } } @@ -6473,14 +6465,14 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) break; case ACSF_SetMusicVolume: - level.SetMusicVolume(ACSToFloat(args[0])); + Level->SetMusicVolume(ACSToFloat(args[0])); break; case ACSF_CheckProximity: { // [zombie] ACS version of A_CheckProximity - actor = SingleActorFromTID(args[0], activator); - PClass *classname = PClass::FindClass(level.Behaviors.LookupString(args[1])); + actor = Level->SingleActorFromTID(args[0], activator); + PClass *classname = PClass::FindClass(Level->Behaviors.LookupString(args[1])); double distance = ACSToDouble(args[2]); int count = argCount >= 4 ? args[3] : 1; int flags = argCount >= 5 ? args[4] : 0; @@ -6490,8 +6482,8 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_CheckActorState: { - actor = SingleActorFromTID(args[0], activator); - const char *statename = level.Behaviors.LookupString(args[1]); + actor = Level->SingleActorFromTID(args[0], activator); + const char *statename = Level->Behaviors.LookupString(args[1]); bool exact = (argCount > 2) ? !!args[2] : false; if (actor && statename) { @@ -6502,23 +6494,23 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_CheckClass: { - const char *clsname = level.Behaviors.LookupString(args[0]); + const char *clsname = Level->Behaviors.LookupString(args[0]); return !!PClass::FindActor(clsname); } case ACSF_DamageActor: // [arookas] wrapper around P_DamageMobj { // (target, ptr_select1, inflictor, ptr_select2, amount, damagetype) - AActor* target = COPY_AAPTR(SingleActorFromTID(args[0], activator), args[1]); - AActor* inflictor = COPY_AAPTR(SingleActorFromTID(args[2], activator), args[3]); - FName damagetype(level.Behaviors.LookupString(args[5])); + AActor* target = COPY_AAPTR(Level->SingleActorFromTID(args[0], activator), args[1]); + AActor* inflictor = COPY_AAPTR(Level->SingleActorFromTID(args[2], activator), args[3]); + FName damagetype(Level->Behaviors.LookupString(args[5])); return P_DamageMobj(target, inflictor, inflictor, args[4], damagetype); } case ACSF_SetActorFlag: { int tid = args[0]; - FString flagname = level.Behaviors.LookupString(args[1]); + FString flagname = Level->Behaviors.LookupString(args[1]); bool flagvalue = !!args[2]; int count = 0; // Return value; number of actors affected if (tid == 0) @@ -6530,7 +6522,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) } else { - auto it = level.GetActorIterator(tid); + auto it = Level->GetActorIterator(tid); while ((actor = it.Next()) != nullptr) { // Don't log errors when affecting many actors because things might share a TID but not share the flag @@ -6546,7 +6538,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_SetTranslation: { int tid = args[0]; - const char *trname = level.Behaviors.LookupString(args[1]); + const char *trname = Level->Behaviors.LookupString(args[1]); if (tid == 0) { if (activator != nullptr) @@ -6554,7 +6546,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) } else { - auto it = level.GetActorIterator(tid); + auto it = Level->GetActorIterator(tid); while ((actor = it.Next()) != nullptr) { actor->SetTranslation(trname); @@ -6571,31 +6563,31 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) float height = float(args[5]); if (args[2] == -1) color = -1; - auto it = level.GetSectorTagIterator(args[0]); + auto it = Level->GetSectorTagIterator(args[0]); int s; while ((s = it.Next()) >= 0) { - level.sectors[s].planes[which].GlowColor = color; - level.sectors[s].planes[which].GlowHeight = height; + Level->sectors[s].planes[which].GlowColor = color; + Level->sectors[s].planes[which].GlowHeight = height; } break; } case ACSF_SetFogDensity: { - auto it = level.GetSectorTagIterator(args[0]); + auto it = Level->GetSectorTagIterator(args[0]); int s; int d = clamp(args[1]/2, 0, 255); while ((s = it.Next()) >= 0) { - level.sectors[s].SetFogDensity(d); + Level->sectors[s].SetFogDensity(d); } break; } case ACSF_GetActorFloorTexture: { - auto a = SingleActorFromTID(args[0], activator); + auto a = Level->SingleActorFromTID(args[0], activator); if (a != nullptr) { return GlobalACSStrings.AddString(TexMan.GetTexture(a->floorpic)->GetName()); @@ -6609,7 +6601,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_GetActorFloorTerrain: { - auto a = SingleActorFromTID(args[0], activator); + auto a = Level->SingleActorFromTID(args[0], activator); if (a != nullptr) { return GlobalACSStrings.AddString(Terrains[a->floorterrain].Name); @@ -6622,7 +6614,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) } case ACSF_StrArg: - return -FName(level.Behaviors.LookupString(args[0])); + return -FName(Level->Behaviors.LookupString(args[0])); case ACSF_Floor: return args[0] & ~0xffff; @@ -6637,17 +6629,17 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) return ScriptCall(activator, argCount, args); case ACSF_StartSlideshow: - G_StartSlideshow(FName(level.Behaviors.LookupString(args[0]))); + G_StartSlideshow(FName(Level->Behaviors.LookupString(args[0]))); break; case ACSF_GetSectorHealth: { int part = args[1]; - auto it = level.GetSectorTagIterator(args[0]); + auto it = Level->GetSectorTagIterator(args[0]); int s = it.Next(); if (s < 0) return 0; - sector_t* ss = &level.sectors[s]; + sector_t* ss = &Level->sectors[s]; FHealthGroup* grp; if (part == SECPART_Ceiling) { @@ -6669,11 +6661,11 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_GetLineHealth: { - auto it = level.GetLineIdIterator(args[0]); + auto it = Level->GetLineIdIterator(args[0]); int l = it.Next(); if (l < 0) return 0; - line_t* ll = &level.lines[l]; + line_t* ll = &Level->lines[l]; if (ll->healthgroup > 0) { FHealthGroup* grp = P_GetHealthGroup(ll->healthgroup); @@ -6686,10 +6678,10 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_GetLineX: case ACSF_GetLineY: { - auto it = level.GetLineIdIterator(args[0]); + auto it = Level->GetLineIdIterator(args[0]); int lineno = it.Next(); if (lineno < 0) return 0; - DVector2 delta = level.lines[lineno].Delta(); + DVector2 delta = Level->lines[lineno].Delta(); double result = delta[funcIndex - ACSF_GetLineX] * ACSToDouble(args[1]); if (args[2]) { @@ -6762,12 +6754,12 @@ static bool CharArrayParms(int &capacity, int &offset, int &a, FACSStackMemory& PClass *DLevelScript::GetClassForIndex(int index) const { - return PClass::FindActor(level.Behaviors.LookupString(index)); + return PClass::FindActor(Level->Behaviors.LookupString(index)); } -int DLevelScript::RunScript () +int DLevelScript::RunScript() { - DACSThinker *controller = level.ACSThinker; + DACSThinker *controller = Level->ACSThinker; ACSLocalVariables locals(Localvars); ACSLocalArrays noarrays; ACSLocalArrays *localarrays = &noarrays; @@ -6786,7 +6778,7 @@ int DLevelScript::RunScript () } // Hexen truncates all special arguments to bytes (only when using an old MAPINFO and old ACS format - const int specialargmask = ((level.flags2 & LEVEL2_HEXENHACK) && activeBehavior->GetFormat() == ACS_Old) ? 255 : ~0; + const int specialargmask = ((Level->flags2 & LEVEL2_HEXENHACK) && activeBehavior->GetFormat() == ACS_Old) ? 255 : ~0; switch (state) { @@ -6802,10 +6794,10 @@ int DLevelScript::RunScript () // state running { int secnum; - auto it = level.GetSectorTagIterator(statedata); + auto it = Level->GetSectorTagIterator(statedata); while ((secnum = it.Next()) >= 0) { - if (level.sectors[secnum].floordata || level.sectors[secnum].ceilingdata) + if (Level->sectors[secnum].floordata || Level->sectors[secnum].ceilingdata) return resultValue; } @@ -7140,7 +7132,7 @@ int DLevelScript::RunScript () if(pcd == PCD_CALLSTACK) { funcnum = STACK(1); - module = level.Behaviors.GetModule(funcnum>>LIBRARYID_SHIFT); + module = Level->Behaviors.GetModule(funcnum>>LIBRARYID_SHIFT); --sp; funcnum &= 0xFFFF; // Clear out tag @@ -8312,7 +8304,7 @@ scriptwait: goto scriptwait; case PCD_SCRIPTWAITNAMED: - statedata = -FName(level.Behaviors.LookupString(STACK(1))); + statedata = -FName(Level->Behaviors.LookupString(STACK(1))); sp--; goto scriptwait; @@ -8375,7 +8367,7 @@ scriptwait: case PCD_PRINTSTRING: case PCD_PRINTLOCALIZED: - lookup = level.Behaviors.LookupString (STACK(1)); + lookup = Level->Behaviors.LookupString (STACK(1)); if (pcd == PCD_PRINTLOCALIZED) { lookup = GStrings(lookup); @@ -8425,12 +8417,12 @@ scriptwait: switch (STACK(1)) { case PRINTNAME_LEVELNAME: - work += level.LevelName; + work += Level->LevelName; break; case PRINTNAME_LEVEL: { - FString uppername = level.MapName; + FString uppername = Level->MapName; uppername.ToUpper(); work += uppername; break; @@ -8438,7 +8430,7 @@ scriptwait: case PRINTNAME_NEXTLEVEL: { - FString uppername = level.NextMap; + FString uppername = Level->NextMap; uppername.ToUpper(); work += uppername; break; @@ -8446,7 +8438,7 @@ scriptwait: case PRINTNAME_NEXTSECRET: { - FString uppername = level.NextSecretMap; + FString uppername = Level->NextSecretMap; uppername.ToUpper(); work += uppername; break; @@ -8563,7 +8555,7 @@ scriptwait: // [GRB] Print key name(s) for a command case PCD_PRINTBIND: - lookup = level.Behaviors.LookupString (STACK(1)); + lookup = Level->Behaviors.LookupString (STACK(1)); if (lookup != NULL) { int key1 = 0, key2 = 0; @@ -8604,7 +8596,7 @@ scriptwait: if (pcd == PCD_ENDPRINTBOLD || screen == NULL || screen->CheckLocalView (consoleplayer)) { - if (pcd == PCD_ENDPRINTBOLD && (gameinfo.correctprintbold || (level.flags2 & LEVEL2_HEXENHACK))) + if (pcd == PCD_ENDPRINTBOLD && (gameinfo.correctprintbold || (Level->flags2 & LEVEL2_HEXENHACK))) C_MidPrintBold(activefont, work); else C_MidPrint (activefont, work); @@ -8650,7 +8642,7 @@ scriptwait: if (type & HUDMSG_COLORSTRING) { - color = V_FindFontColor(level.Behaviors.LookupString(Stack[optstart-4])); + color = V_FindFontColor(Level->Behaviors.LookupString(Stack[optstart-4])); } else { @@ -8795,7 +8787,7 @@ scriptwait: break; case PCD_MUSICCHANGE: - lookup = level.Behaviors.LookupString (STACK(2)); + lookup = Level->Behaviors.LookupString (STACK(2)); if (lookup != NULL) { S_ChangeMusic (lookup, STACK(1)); @@ -8809,11 +8801,11 @@ scriptwait: // [BC] End ST PCD's case PCD_TIMER: - PushToStack (level.time); + PushToStack (Level->time); break; case PCD_SECTORSOUND: - lookup = level.Behaviors.LookupString (STACK(2)); + lookup = Level->Behaviors.LookupString (STACK(2)); if (lookup != NULL) { if (activationline) @@ -8838,7 +8830,7 @@ scriptwait: break; case PCD_AMBIENTSOUND: - lookup = level.Behaviors.LookupString (STACK(2)); + lookup = Level->Behaviors.LookupString (STACK(2)); if (lookup != NULL) { S_Sound (CHAN_AUTO, @@ -8849,7 +8841,7 @@ scriptwait: break; case PCD_LOCALAMBIENTSOUND: - lookup = level.Behaviors.LookupString (STACK(2)); + lookup = Level->Behaviors.LookupString (STACK(2)); if (lookup != NULL && activator->CheckLocalView (consoleplayer)) { S_Sound (CHAN_AUTO, @@ -8860,7 +8852,7 @@ scriptwait: break; case PCD_ACTIVATORSOUND: - lookup = level.Behaviors.LookupString (STACK(2)); + lookup = Level->Behaviors.LookupString (STACK(2)); if (lookup != NULL) { if (activator != NULL) @@ -8880,7 +8872,7 @@ scriptwait: break; case PCD_SOUNDSEQUENCE: - lookup = level.Behaviors.LookupString (STACK(1)); + lookup = Level->Behaviors.LookupString (STACK(1)); if (lookup != NULL) { if (activationline != NULL) @@ -8898,8 +8890,8 @@ scriptwait: case PCD_REPLACETEXTURES: { - const char *fromname = level.Behaviors.LookupString(STACK(3)); - const char *toname = level.Behaviors.LookupString(STACK(2)); + const char *fromname = Level->Behaviors.LookupString(STACK(3)); + const char *toname = Level->Behaviors.LookupString(STACK(2)); P_ReplaceTextures(fromname, toname, STACK(1)); sp -= 3; @@ -8910,10 +8902,10 @@ scriptwait: { int lineno; - auto itr = level.GetLineIdIterator(STACK(2)); + auto itr = Level->GetLineIdIterator(STACK(2)); while ((lineno = itr.Next()) >= 0) { - auto &line = level.lines[lineno]; + auto &line = Level->lines[lineno]; switch (STACK(1)) { case BLOCK_NOTHING: @@ -8947,13 +8939,13 @@ scriptwait: { int line; - auto itr = level.GetLineIdIterator(STACK(2)); + auto itr = Level->GetLineIdIterator(STACK(2)); while ((line = itr.Next()) >= 0) { if (STACK(1)) - level.lines[line].flags |= ML_BLOCKMONSTERS; + Level->lines[line].flags |= ML_BLOCKMONSTERS; else - level.lines[line].flags &= ~ML_BLOCKMONSTERS; + Level->lines[line].flags &= ~ML_BLOCKMONSTERS; } sp -= 2; @@ -8970,13 +8962,13 @@ scriptwait: if (specnum >= -ACSF_ACS_NamedExecuteAlways && specnum <= -ACSF_ACS_NamedExecute) { specnum = NamedACSToNormalACS[-specnum - ACSF_ACS_NamedExecute]; - arg0 = -FName(level.Behaviors.LookupString(arg0)); + arg0 = -FName(Level->Behaviors.LookupString(arg0)); } - auto itr = level.GetLineIdIterator(STACK(7)); + auto itr = Level->GetLineIdIterator(STACK(7)); while ((linenum = itr.Next()) >= 0) { - line_t *line = &level.lines[linenum]; + line_t *line = &Level->lines[linenum]; line->special = specnum; line->args[0] = arg0; line->args[1] = STACK(4); @@ -8999,12 +8991,12 @@ scriptwait: if (specnum >= -ACSF_ACS_NamedExecuteAlways && specnum <= -ACSF_ACS_NamedExecute) { specnum = NamedACSToNormalACS[-specnum - ACSF_ACS_NamedExecute]; - arg0 = -FName(level.Behaviors.LookupString(arg0)); + arg0 = -FName(Level->Behaviors.LookupString(arg0)); } if (STACK(7) != 0) { - auto iterator = level.GetActorIterator(STACK(7)); + auto iterator = Level->GetActorIterator(STACK(7)); AActor *actor; while ( (actor = iterator.Next ()) ) @@ -9031,10 +9023,10 @@ scriptwait: break; case PCD_THINGSOUND: - lookup = level.Behaviors.LookupString (STACK(2)); + lookup = Level->Behaviors.LookupString (STACK(2)); if (lookup != NULL) { - auto iterator = level.GetActorIterator(STACK(3)); + auto iterator = Level->GetActorIterator(STACK(3)); AActor *spot; while ( (spot = iterator.Next ()) ) @@ -9058,23 +9050,23 @@ scriptwait: break; case PCD_SETGRAVITY: - level.gravity = ACSToDouble(STACK(1)); + Level->gravity = ACSToDouble(STACK(1)); sp--; break; case PCD_SETGRAVITYDIRECT: - level.gravity = ACSToDouble(uallong(pc[0])); + Level->gravity = ACSToDouble(uallong(pc[0])); pc++; break; case PCD_SETAIRCONTROL: - level.aircontrol = ACSToDouble(STACK(1)); + Level->aircontrol = ACSToDouble(STACK(1)); sp--; G_AirControlChanged (); break; case PCD_SETAIRCONTROLDIRECT: - level.aircontrol = ACSToDouble(uallong(pc[0])); + Level->aircontrol = ACSToDouble(uallong(pc[0])); pc++; G_AirControlChanged (); break; @@ -9115,7 +9107,7 @@ scriptwait: } else { - auto it = level.GetActorIterator(STACK(1)); + auto it = Level->GetActorIterator(STACK(1)); AActor *actor; for (actor = it.Next(); actor != NULL; actor = it.Next()) { @@ -9127,7 +9119,7 @@ scriptwait: case PCD_GIVEINVENTORY: { - int typeindex = FName(level.Behaviors.LookupString(STACK(2))).GetIndex(); + int typeindex = FName(Level->Behaviors.LookupString(STACK(2))).GetIndex(); ScriptUtil::Exec(NAME_GiveInventory, ScriptUtil::Pointer, activator, ScriptUtil::Int, typeindex, ScriptUtil::Int, STACK(1), ScriptUtil::End); sp -= 2; break; @@ -9135,15 +9127,15 @@ scriptwait: case PCD_GIVEACTORINVENTORY: { - int typeindex = FName(level.Behaviors.LookupString(STACK(2))).GetIndex(); - FName type = FName(level.Behaviors.LookupString(STACK(2))); + int typeindex = FName(Level->Behaviors.LookupString(STACK(2))).GetIndex(); + FName type = FName(Level->Behaviors.LookupString(STACK(2))); if (STACK(3) == 0) { ScriptUtil::Exec(NAME_GiveInventory, ScriptUtil::Pointer, nullptr, ScriptUtil::Int, typeindex, ScriptUtil::Int, STACK(1), ScriptUtil::End); } else { - auto it = level.GetActorIterator(STACK(3)); + auto it = Level->GetActorIterator(STACK(3)); AActor *actor; for (actor = it.Next(); actor != NULL; actor = it.Next()) { @@ -9156,7 +9148,7 @@ scriptwait: case PCD_GIVEINVENTORYDIRECT: { - int typeindex = FName(level.Behaviors.LookupString(TAGSTR(uallong(pc[0])))).GetIndex(); + int typeindex = FName(Level->Behaviors.LookupString(TAGSTR(uallong(pc[0])))).GetIndex(); ScriptUtil::Exec(NAME_GiveInventory, ScriptUtil::Pointer, activator, ScriptUtil::Int, typeindex, ScriptUtil::Int, uallong(pc[1]), ScriptUtil::End); pc += 2; break; @@ -9164,7 +9156,7 @@ scriptwait: case PCD_TAKEINVENTORY: { - int typeindex = FName(level.Behaviors.LookupString(STACK(2))).GetIndex(); + int typeindex = FName(Level->Behaviors.LookupString(STACK(2))).GetIndex(); ScriptUtil::Exec(NAME_TakeInventory, ScriptUtil::Pointer, activator, ScriptUtil::Int, typeindex, ScriptUtil::Int, STACK(1), ScriptUtil::End); sp -= 2; break; @@ -9172,15 +9164,15 @@ scriptwait: case PCD_TAKEACTORINVENTORY: { - int typeindex = FName(level.Behaviors.LookupString(STACK(2))).GetIndex(); - FName type = FName(level.Behaviors.LookupString(STACK(2))); + int typeindex = FName(Level->Behaviors.LookupString(STACK(2))).GetIndex(); + FName type = FName(Level->Behaviors.LookupString(STACK(2))); if (STACK(3) == 0) { ScriptUtil::Exec(NAME_TakeInventory, ScriptUtil::Pointer, nullptr, ScriptUtil::Int, typeindex, ScriptUtil::Int, STACK(1), ScriptUtil::End); } else { - auto it = level.GetActorIterator(STACK(3)); + auto it = Level->GetActorIterator(STACK(3)); AActor *actor; for (actor = it.Next(); actor != NULL; actor = it.Next()) { @@ -9193,42 +9185,42 @@ scriptwait: case PCD_TAKEINVENTORYDIRECT: { - int typeindex = FName(level.Behaviors.LookupString(TAGSTR(uallong(pc[0])))).GetIndex(); + int typeindex = FName(Level->Behaviors.LookupString(TAGSTR(uallong(pc[0])))).GetIndex(); ScriptUtil::Exec(NAME_TakeInventory, ScriptUtil::Pointer, activator, ScriptUtil::Int, typeindex, ScriptUtil::Int, uallong(pc[1]), ScriptUtil::End); pc += 2; break; } case PCD_CHECKINVENTORY: - STACK(1) = CheckInventory (activator, level.Behaviors.LookupString (STACK(1)), false); + STACK(1) = CheckInventory (activator, Level->Behaviors.LookupString (STACK(1)), false); break; case PCD_CHECKACTORINVENTORY: - STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL), - level.Behaviors.LookupString (STACK(1)), false); + STACK(2) = CheckInventory (Level->SingleActorFromTID(STACK(2), NULL), + Level->Behaviors.LookupString (STACK(1)), false); sp--; break; case PCD_CHECKINVENTORYDIRECT: - PushToStack (CheckInventory (activator, level.Behaviors.LookupString (TAGSTR(uallong(pc[0]))), false)); + PushToStack (CheckInventory (activator, Level->Behaviors.LookupString (TAGSTR(uallong(pc[0]))), false)); pc += 1; break; case PCD_USEINVENTORY: - STACK(1) = UseInventory (activator, level.Behaviors.LookupString (STACK(1))); + STACK(1) = UseInventory (activator, Level->Behaviors.LookupString (STACK(1))); break; case PCD_USEACTORINVENTORY: { int ret = 0; - const char *type = level.Behaviors.LookupString(STACK(1)); + const char *type = Level->Behaviors.LookupString(STACK(1)); if (STACK(2) == 0) { ret = UseInventory(NULL, type); } else { - auto it = level.GetActorIterator(STACK(2)); + auto it = Level->GetActorIterator(STACK(2)); AActor *actor; for (actor = it.Next(); actor != NULL; actor = it.Next()) { @@ -9258,7 +9250,7 @@ scriptwait: case PCD_GETAMMOCAPACITY: if (activator != NULL) { - PClass *type = PClass::FindClass (level.Behaviors.LookupString (STACK(1))); + PClass *type = PClass::FindClass (Level->Behaviors.LookupString (STACK(1))); if (type != NULL && type->ParentClass == PClass::FindActor(NAME_Ammo)) { @@ -9286,7 +9278,7 @@ scriptwait: case PCD_SETAMMOCAPACITY: if (activator != NULL) { - PClassActor *type = PClass::FindActor (level.Behaviors.LookupString (STACK(2))); + PClassActor *type = PClass::FindActor (Level->Behaviors.LookupString (STACK(2))); if (type != NULL && type->ParentClass == PClass::FindActor(NAME_Ammo)) { @@ -9310,19 +9302,19 @@ scriptwait: break; case PCD_SETMUSIC: - S_ChangeMusic (level.Behaviors.LookupString (STACK(3)), STACK(2)); + S_ChangeMusic (Level->Behaviors.LookupString (STACK(3)), STACK(2)); sp -= 3; break; case PCD_SETMUSICDIRECT: - S_ChangeMusic (level.Behaviors.LookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1])); + S_ChangeMusic (Level->Behaviors.LookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1])); pc += 3; break; case PCD_LOCALSETMUSIC: if (activator == players[consoleplayer].mo) { - S_ChangeMusic (level.Behaviors.LookupString (STACK(3)), STACK(2)); + S_ChangeMusic (Level->Behaviors.LookupString (STACK(3)), STACK(2)); } sp -= 3; break; @@ -9330,7 +9322,7 @@ scriptwait: case PCD_LOCALSETMUSICDIRECT: if (activator == players[consoleplayer].mo) { - S_ChangeMusic (level.Behaviors.LookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1])); + S_ChangeMusic (Level->Behaviors.LookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1])); } pc += 3; break; @@ -9368,7 +9360,7 @@ scriptwait: case PCD_SETACTORPOSITION: { bool result = false; - AActor *actor = SingleActorFromTID (STACK(5), activator); + AActor *actor = Level->SingleActorFromTID (STACK(5), activator); if (actor != NULL) result = P_MoveThing(actor, DVector3(ACSToDouble(STACK(4)), ACSToDouble(STACK(3)), ACSToDouble(STACK(2))), !!STACK(1)); sp -= 4; @@ -9380,7 +9372,7 @@ scriptwait: case PCD_GETACTORY: case PCD_GETACTORZ: { - AActor *actor = SingleActorFromTID(STACK(1), activator); + AActor *actor = Level->SingleActorFromTID(STACK(1), activator); if (actor == NULL) { STACK(1) = 0; @@ -9398,28 +9390,28 @@ scriptwait: case PCD_GETACTORFLOORZ: { - AActor *actor = SingleActorFromTID(STACK(1), activator); + AActor *actor = Level->SingleActorFromTID(STACK(1), activator); STACK(1) = actor == NULL ? 0 : DoubleToACS(actor->floorz); } break; case PCD_GETACTORCEILINGZ: { - AActor *actor = SingleActorFromTID(STACK(1), activator); + AActor *actor = Level->SingleActorFromTID(STACK(1), activator); STACK(1) = actor == NULL ? 0 : DoubleToACS(actor->ceilingz); } break; case PCD_GETACTORANGLE: { - AActor *actor = SingleActorFromTID(STACK(1), activator); + AActor *actor = Level->SingleActorFromTID(STACK(1), activator); STACK(1) = actor == NULL ? 0 : AngleToACS(actor->Angles.Yaw); } break; case PCD_GETACTORPITCH: { - AActor *actor = SingleActorFromTID(STACK(1), activator); + AActor *actor = Level->SingleActorFromTID(STACK(1), activator); STACK(1) = actor == NULL ? 0 : PitchToACS(actor->Angles.Pitch); } break; @@ -9449,19 +9441,19 @@ scriptwait: double z = 0; if (tag != 0) - secnum = level.FindFirstSectorFromTag (tag); + secnum = Level->FindFirstSectorFromTag (tag); else - secnum = level.PointInSector (DVector2(x, y))->sectornum; + secnum = Level->PointInSector (DVector2(x, y))->sectornum; if (secnum >= 0) { if (pcd == PCD_GETSECTORFLOORZ) { - z = level.sectors[secnum].floorplane.ZatPoint (x, y); + z = Level->sectors[secnum].floorplane.ZatPoint (x, y); } else { - z = level.sectors[secnum].ceilingplane.ZatPoint (x, y); + z = Level->sectors[secnum].ceilingplane.ZatPoint (x, y); } } sp -= 2; @@ -9471,28 +9463,30 @@ scriptwait: case PCD_GETSECTORLIGHTLEVEL: { - int secnum = level.FindFirstSectorFromTag (STACK(1)); + int secnum = Level->FindFirstSectorFromTag (STACK(1)); int z = -1; if (secnum >= 0) { - z = level.sectors[secnum].lightlevel; + z = Level->sectors[secnum].lightlevel; } STACK(1) = z; } break; case PCD_SETFLOORTRIGGER: - Create (activator, activationline, backSide, false, STACK(8), - STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1)); - sp -= 8; - break; - case PCD_SETCEILINGTRIGGER: - Create (activator, activationline, backSide, true, STACK(8), - STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1)); + { + int secnum = Level->FindFirstSectorFromTag(STACK(8)); + if (secnum >= 0) + { + Create(activator, activationline, backSide, pcd == PCD_SETCEILINGTRIGGER, &Level->sectors[secnum], + STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1)); + } + sp -= 8; break; + } case PCD_STARTTRANSLATION: { @@ -9619,7 +9613,7 @@ scriptwait: } else { - STACK(1) = activator->player->ReadyWeapon->GetClass()->TypeName == FName(level.Behaviors.LookupString (STACK(1)), true); + STACK(1) = activator->player->ReadyWeapon->GetClass()->TypeName == FName(Level->Behaviors.LookupString (STACK(1)), true); } break; @@ -9715,14 +9709,14 @@ scriptwait: case PCD_SPAWNPROJECTILE: // Same, but takes an actor name instead of a spawn ID. - P_Thing_Projectile(STACK(7), activator, 0, level.Behaviors.LookupString(STACK(6)), STACK(5) * (360. / 256.), + P_Thing_Projectile(STACK(7), activator, 0, Level->Behaviors.LookupString(STACK(6)), STACK(5) * (360. / 256.), STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false); sp -= 7; break; case PCD_STRLEN: { - const char *str = level.Behaviors.LookupString(STACK(1)); + const char *str = Level->Behaviors.LookupString(STACK(1)); if (str != NULL) { STACK(1) = int32_t(strlen(str)); @@ -9740,7 +9734,7 @@ scriptwait: break; case PCD_GETCVAR: - STACK(1) = DoGetCVar(GetCVar(activator, level.Behaviors.LookupString(STACK(1))), false); + STACK(1) = DoGetCVar(GetCVar(activator, Level->Behaviors.LookupString(STACK(1))), false); break; case PCD_SETHUDSIZE: @@ -9756,16 +9750,16 @@ scriptwait: case PCD_GETLEVELINFO: switch (STACK(1)) { - case LEVELINFO_PAR_TIME: STACK(1) = level.partime; break; - case LEVELINFO_SUCK_TIME: STACK(1) = level.sucktime; break; - case LEVELINFO_CLUSTERNUM: STACK(1) = level.cluster; break; - case LEVELINFO_LEVELNUM: STACK(1) = level.levelnum; break; - case LEVELINFO_TOTAL_SECRETS: STACK(1) = level.total_secrets; break; - case LEVELINFO_FOUND_SECRETS: STACK(1) = level.found_secrets; break; - case LEVELINFO_TOTAL_ITEMS: STACK(1) = level.total_items; break; - case LEVELINFO_FOUND_ITEMS: STACK(1) = level.found_items; break; - case LEVELINFO_TOTAL_MONSTERS: STACK(1) = level.total_monsters; break; - case LEVELINFO_KILLED_MONSTERS: STACK(1) = level.killed_monsters; break; + case LEVELINFO_PAR_TIME: STACK(1) = Level->partime; break; + case LEVELINFO_SUCK_TIME: STACK(1) = Level->sucktime; break; + case LEVELINFO_CLUSTERNUM: STACK(1) = Level->cluster; break; + case LEVELINFO_LEVELNUM: STACK(1) = Level->levelnum; break; + case LEVELINFO_TOTAL_SECRETS: STACK(1) = Level->total_secrets; break; + case LEVELINFO_FOUND_SECRETS: STACK(1) = Level->found_secrets; break; + case LEVELINFO_TOTAL_ITEMS: STACK(1) = Level->total_items; break; + case LEVELINFO_FOUND_ITEMS: STACK(1) = Level->found_items; break; + case LEVELINFO_TOTAL_MONSTERS: STACK(1) = Level->total_monsters; break; + case LEVELINFO_KILLED_MONSTERS: STACK(1) = Level->killed_monsters; break; default: STACK(1) = 0; break; } break; @@ -9774,15 +9768,15 @@ scriptwait: { const char *sky1name, *sky2name; - sky1name = level.Behaviors.LookupString (STACK(2)); - sky2name = level.Behaviors.LookupString (STACK(1)); + sky1name = Level->Behaviors.LookupString (STACK(2)); + sky2name = Level->Behaviors.LookupString (STACK(1)); if (sky1name[0] != 0) { - sky1texture = level.skytexture1 = TexMan.GetTextureID(sky1name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst); + sky1texture = Level->skytexture1 = TexMan.GetTextureID(sky1name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst); } if (sky2name[0] != 0) { - sky2texture = level.skytexture2 = TexMan.GetTextureID(sky2name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst); + sky2texture = Level->skytexture2 = TexMan.GetTextureID(sky2name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst); } R_InitSkyMap (); sp -= 2; @@ -9791,7 +9785,7 @@ scriptwait: case PCD_SETCAMERATOTEXTURE: { - const char *picname = level.Behaviors.LookupString (STACK(2)); + const char *picname = Level->Behaviors.LookupString (STACK(2)); AActor *camera; if (STACK(3) == 0) @@ -9800,7 +9794,7 @@ scriptwait: } else { - auto it = level.GetActorIterator(STACK(3)); + auto it = Level->GetActorIterator(STACK(3)); camera = it.Next (); } @@ -9813,7 +9807,7 @@ scriptwait: } else { - level.canvasTextureInfo.Add(camera, picnum, STACK(1)); + Level->canvasTextureInfo.Add(camera, picnum, STACK(1)); } } sp -= 3; @@ -9832,7 +9826,7 @@ scriptwait: case PCD_SETACTORSTATE: { - const char *statename = level.Behaviors.LookupString (STACK(2)); + const char *statename = Level->Behaviors.LookupString (STACK(2)); FState *state; if (STACK(3) == 0) @@ -9853,7 +9847,7 @@ scriptwait: } else { - auto iterator = level.GetActorIterator(STACK(3)); + auto iterator = Level->GetActorIterator(STACK(3)); AActor *actor; int count = 0; @@ -9912,7 +9906,7 @@ scriptwait: case PCD_CHANGELEVEL: { - G_ChangeLevel(level.Behaviors.LookupString(STACK(4)), STACK(3), STACK(2), STACK(1)); + G_ChangeLevel(Level->Behaviors.LookupString(STACK(4)), STACK(3), STACK(2), STACK(1)); sp -= 4; } break; @@ -9921,8 +9915,8 @@ scriptwait: { int tag = STACK(5); int amount = STACK(4); - FName type = level.Behaviors.LookupString(STACK(3)); - FName protection = FName (level.Behaviors.LookupString(STACK(2)), true); + FName type = Level->Behaviors.LookupString(STACK(3)); + FName protection = FName (Level->Behaviors.LookupString(STACK(2)), true); PClassActor *protectClass = PClass::FindActor (protection); int flags = STACK(1); sp -= 5; @@ -9932,7 +9926,7 @@ scriptwait: break; case PCD_THINGDAMAGE2: - STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(level.Behaviors.LookupString(STACK(1)))); + STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(Level->Behaviors.LookupString(STACK(1)))); sp -= 2; break; @@ -9948,7 +9942,7 @@ scriptwait: case PCD_GETACTORLIGHTLEVEL: { - AActor *actor = SingleActorFromTID(STACK(1), activator); + AActor *actor = Level->SingleActorFromTID(STACK(1), activator); if (actor != NULL) { sector_t *sector = actor->Sector; @@ -9979,7 +9973,7 @@ scriptwait: case PCD_SETMUGSHOTSTATE: if (!multiplayer || (activator != nullptr && activator->CheckLocalView(consoleplayer))) { - StatusBar->SetMugShotState(level.Behaviors.LookupString(STACK(1))); + StatusBar->SetMugShotState(Level->Behaviors.LookupString(STACK(1))); } sp--; break; @@ -10006,15 +10000,15 @@ scriptwait: case PCD_MORPHACTOR: { int tag = STACK(7); - FName playerclass_name = level.Behaviors.LookupString(STACK(6)); + FName playerclass_name = Level->Behaviors.LookupString(STACK(6)); auto playerclass = PClass::FindActor (playerclass_name); - FName monsterclass_name = level.Behaviors.LookupString(STACK(5)); + FName monsterclass_name = Level->Behaviors.LookupString(STACK(5)); PClassActor *monsterclass = PClass::FindActor(monsterclass_name); int duration = STACK(4); int style = STACK(3); - FName morphflash_name = level.Behaviors.LookupString(STACK(2)); + FName morphflash_name = Level->Behaviors.LookupString(STACK(2)); PClassActor *morphflash = PClass::FindActor(morphflash_name); - FName unmorphflash_name = level.Behaviors.LookupString(STACK(1)); + FName unmorphflash_name = Level->Behaviors.LookupString(STACK(1)); PClassActor *unmorphflash = PClass::FindActor(unmorphflash_name); int changes = 0; @@ -10024,7 +10018,7 @@ scriptwait: } else { - auto iterator = level.GetActorIterator(tag); + auto iterator = Level->GetActorIterator(tag); AActor *actor; while ( (actor = iterator.Next ()) ) @@ -10050,7 +10044,7 @@ scriptwait: } else { - auto iterator = level.GetActorIterator(tag); + auto iterator = Level->GetActorIterator(tag); AActor *actor; while ( (actor = iterator.Next ()) ) @@ -10094,7 +10088,7 @@ scriptwait: index += STACK(6); - lookup = level.Behaviors.LookupString (STACK(2)); + lookup = Level->Behaviors.LookupString (STACK(2)); if (!lookup) { // no data, operation complete @@ -10404,6 +10398,7 @@ int P_StartScript (AActor *who, line_t *where, int script, const char *map, cons { if (flags & ACS_WANTRESULT) { + runningScript->Level = &level; return runningScript->RunScript(); } return true; diff --git a/src/p_actionfunctions.cpp b/src/p_actionfunctions.cpp index 546573446..b9bf2603a 100644 --- a/src/p_actionfunctions.cpp +++ b/src/p_actionfunctions.cpp @@ -70,9 +70,6 @@ #include "actorinlines.h" #include "types.h" -AActor *SingleActorFromTID(int tid, AActor *defactor); - - static FRandom pr_camissile ("CustomActorfire"); static FRandom pr_cabullet ("CustomBullet"); static FRandom pr_cwjump ("CustomWpJump"); @@ -3444,7 +3441,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Warp) if ((flags & WARPF_USETID)) { - reference = SingleActorFromTID(destination_selector, self); + reference = level.SingleActorFromTID(destination_selector, self); } else {