This commit is contained in:
Christoph Oelckers 2016-07-30 00:32:29 +02:00
commit 50765f8b79
17 changed files with 830 additions and 46 deletions

View file

@ -382,6 +382,7 @@ enum ActorFlag7
MF7_ALLOWTHRUFLAGS = 0x00400000, // [MC] Allow THRUACTORS and the likes on puffs to prevent mod breakage.
MF7_USEKILLSCRIPTS = 0x00800000, // [JM] Use "KILL" Script on death if not forced by GameInfo.
MF7_NOKILLSCRIPTS = 0x01000000, // [JM] No "KILL" Script on death whatsoever, even if forced by GameInfo.
MF7_SPRITEANGLE = 0x02000000, // [MC] Utilize the SpriteAngle property and lock the rotation to the degrees specified.
};
// --- mobj.renderflags ---
@ -978,6 +979,8 @@ public:
DVector3 __Pos; // double underscores so that it won't get used by accident. Access to this should be exclusively through the designated access functions.
DVector3 OldRenderPos;
DAngle SpriteAngle;
DAngle SpriteRotation;
DRotator Angles;
DVector3 Vel;
double Speed;

View file

@ -214,6 +214,7 @@ xx(Brainexplode)
// Weapon animator names.
xx(Select)
xx(Deselect)
xx(DeadLowered)
xx(Ready)
xx(Fire)
xx(Hold)

View file

@ -161,7 +161,7 @@ PClassActor *P_GetSpawnableType(int spawnnum);
void InitSpawnablesFromMapinfo();
int P_Thing_CheckInputNum(player_t *p, int inputnum);
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr);
int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting = false);
enum
{

View file

@ -383,6 +383,11 @@ void AActor::Serialize(FArchive &arc)
<< RipLevelMin
<< RipLevelMax;
arc << DefThreshold;
if (SaveVersion >= 4549)
{
arc << SpriteAngle;
arc << SpriteRotation;
}
{
FString tagstr;

View file

@ -1087,7 +1087,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
{ // Player is dead, so don't bring up a pending weapon
// Player is dead, so keep the weapon off screen
P_SetPsprite(player, PSP_FLASH, nullptr);
psp->SetState(nullptr);
psp->SetState(player->ReadyWeapon->FindState(NAME_DeadLowered));
return 0;
}
// [RH] Clear the flash state. Only needed for Strife.

View file

@ -696,16 +696,16 @@ int P_Thing_CheckInputNum(player_t *p, int inputnum)
}
return renum;
}
bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr)
int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting)
{
AActor *ref = COPY_AAPTR(self, ptr);
// We need these to check out.
if (!ref || !classname || distance <= 0)
return false;
return 0;
int counter = 0;
bool result = false;
int result = 0;
double closer = distance, farther = 0, current = distance;
const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER));
const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST));
@ -766,19 +766,19 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
{
if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY)))
continue;
counter++;
}
else
{
if (flags & CPXF_DEADONLY)
continue;
counter++;
}
counter++;
// Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal.
if (counter > count)
// Don't abort if calling the counting version CheckProximity non-action function.
if (!counting && counter > count)
{
result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? false : true;
result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? 0 : 1;
// However, if we have one SET* flag and either the closest or farthest flags, keep the function going.
if (ptrWillChange && ptrDistPref)
@ -805,12 +805,14 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
}
}
if (!counting)
{
if (counter == count)
result = true;
result = 1;
else if (counter < count)
result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT));
return result;
result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT)) ? 1 : 0;
}
return counting ? counter : result;
}
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch)

View file

@ -809,11 +809,17 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->Angles.Yaw + 45.0/2*9).BAMs() >> 28;
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
}
else
{
rot = (ang - thing->Angles.Yaw + (45.0/2*9-180.0/16)).BAMs() >> 28;
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
}
picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))
@ -848,11 +854,17 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
}
else
{
rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
}
picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))

View file

@ -395,6 +395,64 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetGibHealth)
return 0;
}
//==========================================================================
//
// GetSpriteAngle
//
// NON-ACTION function returns the sprite angle of a pointer.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetSpriteAngle)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *target = COPY_AAPTR(self, ptr);
if (target == nullptr)
{
ret->SetFloat(0.0);
}
else
{
const double ang = target->SpriteAngle.Degrees;
ret->SetFloat(ang);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetSpriteRotation
//
// NON-ACTION function returns the sprite rotation of a pointer.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetSpriteRotation)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *target = COPY_AAPTR(self, ptr);
if (target == nullptr)
{
ret->SetFloat(0.0);
}
else
{
const double ang = target->SpriteRotation.Degrees;
ret->SetFloat(ang);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetZAt
@ -585,6 +643,38 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetPlayerInput)
return 0;
}
//==========================================================================
//
// CountProximity
//
// NON-ACTION function of A_CheckProximity that returns how much it counts.
// Takes a pointer as anyone may or may not be a player.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, CountProximity)
{
if (numret > 0)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(classname, AActor);
PARAM_FLOAT(distance);
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj == nullptr)
{
ret->SetInt(0);
}
else
{
ret->SetInt(P_Thing_CheckProximity(self, classname, distance, 0, flags, ptr, true));
}
return 1;
}
return 0;
}
//===========================================================================
//
// __decorate_internal_state__
@ -7202,7 +7292,7 @@ enum CPSFFlags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopySpriteFrame)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(from);
PARAM_INT(to);
PARAM_INT_OPT(flags) { flags = 0; }
@ -7219,3 +7309,49 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopySpriteFrame)
if (!(flags & CPSF_NOFRAME)) copyto->frame = copyfrom->frame;
ACTION_RETURN_BOOL(true);
}
//==========================================================================
//
// A_SetSpriteAngle(angle, ptr)
//
// Specifies which angle the actor must always draw its sprite from.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteAngle)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT_OPT(angle) { angle = 0.; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj == nullptr)
{
ACTION_RETURN_BOOL(false);
}
mobj->SpriteAngle = angle;
ACTION_RETURN_BOOL(true);
}
//==========================================================================
//
// A_SetSpriteRotation(angle, ptr)
//
// Specifies how much to fake a sprite rotation.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteRotation)
{
PARAM_ACTION_PROLOGUE;
PARAM_ANGLE_OPT(angle) { angle = 0.; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj == nullptr)
{
ACTION_RETURN_BOOL(false);
}
mobj->SpriteRotation = angle;
ACTION_RETURN_BOOL(true);
}

View file

@ -259,6 +259,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF7, ALLOWTHRUFLAGS, AActor, flags7),
DEFINE_FLAG(MF7, USEKILLSCRIPTS, AActor, flags7),
DEFINE_FLAG(MF7, NOKILLSCRIPTS, AActor, flags7),
DEFINE_FLAG(MF7, SPRITEANGLE, AActor, flags7),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),

View file

@ -48,8 +48,10 @@
#define RESOLVE(p,c) if (p!=NULL) p = p->Resolve(c)
#define ABORT(p) if (!(p)) { delete this; return NULL; }
#define SAFE_RESOLVE(p,c) RESOLVE(p,c); ABORT(p)
#define SAFE_RESOLVE_OPT(p,c) if (p!=NULL) { SAFE_RESOLVE(p,c) }
class VMFunctionBuilder;
class FxJumpStatement;
//==========================================================================
//
@ -59,21 +61,15 @@ class VMFunctionBuilder;
struct FCompileContext
{
PClassActor *cls;
TArray<FxJumpStatement *> Jumps;
PClassActor *Class;
FCompileContext(PClassActor *_cls = NULL)
{
cls = _cls;
}
FCompileContext(PClassActor *cls = nullptr);
PSymbol *FindInClass(FName identifier)
{
return cls ? cls->Symbols.FindSymbol(identifier, true) : NULL;
}
PSymbol *FindGlobal(FName identifier)
{
return GlobalSymbols.FindSymbol(identifier, true);
}
PSymbol *FindInClass(FName identifier);
PSymbol *FindGlobal(FName identifier);
void HandleJumps(int token, FxExpression *handler);
};
//==========================================================================
@ -212,6 +208,8 @@ public:
virtual ExpEmit Emit(VMFunctionBuilder *build);
TArray<FxJumpStatement *> JumpAddresses;
FScriptPosition ScriptPosition;
PType *ValueType;
@ -930,6 +928,80 @@ public:
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxWhileLoop
//
//==========================================================================
class FxWhileLoop : public FxExpression
{
FxExpression *Condition;
FxExpression *Code;
public:
FxWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos);
~FxWhileLoop();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxDoWhileLoop
//
//==========================================================================
class FxDoWhileLoop : public FxExpression
{
FxExpression *Condition;
FxExpression *Code;
public:
FxDoWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos);
~FxDoWhileLoop();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxForLoop
//
//==========================================================================
class FxForLoop : public FxExpression
{
FxExpression *Init;
FxExpression *Condition;
FxExpression *Iteration;
FxExpression *Code;
public:
FxForLoop(FxExpression *init, FxExpression *condition, FxExpression *iteration, FxExpression *code, const FScriptPosition &pos);
~FxForLoop();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxJumpStatement
//
//==========================================================================
class FxJumpStatement : public FxExpression
{
public:
FxJumpStatement(int token, const FScriptPosition &pos);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
int Token;
size_t Address;
FxExpression *AddressResolver;
};
//==========================================================================
//
// FxReturnStatement

View file

@ -85,6 +85,45 @@ static const FLOP FxFlops[] =
{ NAME_TanH, FLOP_TANH, [](double v) { return g_tanh(v); } },
};
//==========================================================================
//
// FCompileContext
//
//==========================================================================
FCompileContext::FCompileContext(PClassActor *cls) : Class(cls)
{
}
PSymbol *FCompileContext::FindInClass(FName identifier)
{
return Class ? Class->Symbols.FindSymbol(identifier, true) : nullptr;
}
PSymbol *FCompileContext::FindGlobal(FName identifier)
{
return GlobalSymbols.FindSymbol(identifier, true);
}
void FCompileContext::HandleJumps(int token, FxExpression *handler)
{
for (unsigned int i = 0; i < Jumps.Size(); i++)
{
if (Jumps[i]->Token == token)
{
Jumps[i]->AddressResolver = handler;
handler->JumpAddresses.Push(Jumps[i]);
Jumps.Delete(i);
i--;
}
}
}
//==========================================================================
//
// ExpEmit
//
//==========================================================================
ExpEmit::ExpEmit(VMFunctionBuilder *build, int type)
: RegNum(build->Registers[type].Get(1)), RegType(type), Konst(false), Fixed(false)
{
@ -2838,14 +2877,14 @@ FxSelf::FxSelf(const FScriptPosition &pos)
FxExpression *FxSelf::Resolve(FCompileContext& ctx)
{
CHECKRESOLVED();
if (!ctx.cls)
if (!ctx.Class)
{
// can't really happen with DECORATE's expression evaluator.
ScriptPosition.Message(MSG_ERROR, "self used outside of a member function");
delete this;
return NULL;
}
ValueType = ctx.cls;
ValueType = ctx.Class;
ValueType = NewPointer(RUNTIME_CLASS(DObject));
return this;
}
@ -3818,6 +3857,369 @@ ExpEmit FxIfStatement::Emit(VMFunctionBuilder *build)
return ExpEmit();
}
//==========================================================================
//
// FxWhileLoop
//
//==========================================================================
FxWhileLoop::FxWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos)
: FxExpression(pos), Condition(condition), Code(code)
{
ValueType = TypeVoid;
}
FxWhileLoop::~FxWhileLoop()
{
SAFE_DELETE(Condition);
SAFE_DELETE(Code);
}
FxExpression *FxWhileLoop::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE(Condition, ctx);
SAFE_RESOLVE_OPT(Code, ctx);
ctx.HandleJumps(TK_Break, this);
ctx.HandleJumps(TK_Continue, this);
if (Condition->ValueType != TypeBool)
{
Condition = new FxBoolCast(Condition);
SAFE_RESOLVE(Condition, ctx);
}
if (Condition->isConstant())
{
if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == false)
{ // Nothing happens
FxExpression *nop = new FxNop(ScriptPosition);
delete this;
return nop;
}
else if (Code == nullptr)
{ // "while (true) { }"
// Someone could be using this for testing.
ScriptPosition.Message(MSG_WARNING, "Infinite empty loop");
}
}
return this;
}
ExpEmit FxWhileLoop::Emit(VMFunctionBuilder *build)
{
assert(Condition->ValueType == TypeBool);
size_t loopstart, loopend;
size_t jumpspot;
// Evaluate the condition and execute/break out of the loop.
loopstart = build->GetAddress();
if (!Condition->isConstant())
{
ExpEmit cond = Condition->Emit(build);
build->Emit(OP_TEST, cond.RegNum, 0);
jumpspot = build->Emit(OP_JMP, 0);
cond.Free(build);
}
else assert(static_cast<FxConstant *>(Condition)->GetValue().GetBool() == true);
// Execute the loop's content.
if (Code != nullptr)
{
ExpEmit code = Code->Emit(build);
code.Free(build);
}
// Loop back.
build->Backpatch(build->Emit(OP_JMP, 0), loopstart);
loopend = build->GetAddress();
if (!Condition->isConstant())
{
build->Backpatch(jumpspot, loopend);
}
// Give a proper address to any break/continue statement within this loop.
for (unsigned int i = 0; i < JumpAddresses.Size(); i++)
{
if (JumpAddresses[i]->Token == TK_Break)
{
build->Backpatch(JumpAddresses[i]->Address, loopend);
}
else
{ // Continue statement.
build->Backpatch(JumpAddresses[i]->Address, loopstart);
}
}
return ExpEmit();
}
//==========================================================================
//
// FxDoWhileLoop
//
//==========================================================================
FxDoWhileLoop::FxDoWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos)
: FxExpression(pos), Condition(condition), Code(code)
{
ValueType = TypeVoid;
}
FxDoWhileLoop::~FxDoWhileLoop()
{
SAFE_DELETE(Condition);
SAFE_DELETE(Code);
}
FxExpression *FxDoWhileLoop::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE(Condition, ctx);
SAFE_RESOLVE_OPT(Code, ctx);
ctx.HandleJumps(TK_Break, this);
ctx.HandleJumps(TK_Continue, this);
if (Condition->ValueType != TypeBool)
{
Condition = new FxBoolCast(Condition);
SAFE_RESOLVE(Condition, ctx);
}
if (Condition->isConstant())
{
if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == false)
{ // The code executes once, if any.
if (JumpAddresses.Size() == 0)
{ // We would still have to handle the jumps however.
FxExpression *e = Code;
if (e == nullptr) e = new FxNop(ScriptPosition);
Code = nullptr;
delete this;
return e;
}
}
else if (Code == nullptr)
{ // "do { } while (true);"
// Someone could be using this for testing.
ScriptPosition.Message(MSG_WARNING, "Infinite empty loop");
}
}
return this;
}
ExpEmit FxDoWhileLoop::Emit(VMFunctionBuilder *build)
{
assert(Condition->ValueType == TypeBool);
size_t loopstart, loopend;
size_t codestart;
// Execute the loop's content.
codestart = build->GetAddress();
if (Code != nullptr)
{
ExpEmit code = Code->Emit(build);
code.Free(build);
}
// Evaluate the condition and execute/break out of the loop.
loopstart = build->GetAddress();
if (!Condition->isConstant())
{
ExpEmit cond = Condition->Emit(build);
build->Emit(OP_TEST, cond.RegNum, 1);
cond.Free(build);
build->Backpatch(build->Emit(OP_JMP, 0), codestart);
}
else if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == true)
{ // Always looping
build->Backpatch(build->Emit(OP_JMP, 0), codestart);
}
loopend = build->GetAddress();
// Give a proper address to any break/continue statement within this loop.
for (unsigned int i = 0; i < JumpAddresses.Size(); i++)
{
if (JumpAddresses[i]->Token == TK_Break)
{
build->Backpatch(JumpAddresses[i]->Address, loopend);
}
else
{ // Continue statement.
build->Backpatch(JumpAddresses[i]->Address, loopstart);
}
}
return ExpEmit();
}
//==========================================================================
//
// FxForLoop
//
//==========================================================================
FxForLoop::FxForLoop(FxExpression *init, FxExpression *condition, FxExpression *iteration, FxExpression *code, const FScriptPosition &pos)
: FxExpression(pos), Init(init), Condition(condition), Iteration(iteration), Code(code)
{
ValueType = TypeVoid;
}
FxForLoop::~FxForLoop()
{
SAFE_DELETE(Init);
SAFE_DELETE(Condition);
SAFE_DELETE(Iteration);
SAFE_DELETE(Code);
}
FxExpression *FxForLoop::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE_OPT(Init, ctx);
SAFE_RESOLVE_OPT(Condition, ctx);
SAFE_RESOLVE_OPT(Iteration, ctx);
SAFE_RESOLVE_OPT(Code, ctx);
ctx.HandleJumps(TK_Break, this);
ctx.HandleJumps(TK_Continue, this);
if (Condition != nullptr)
{
if (Condition->ValueType != TypeBool)
{
Condition = new FxBoolCast(Condition);
SAFE_RESOLVE(Condition, ctx);
}
if (Condition->isConstant())
{
if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == false)
{ // Nothing happens
FxExpression *nop = new FxNop(ScriptPosition);
delete this;
return nop;
}
else
{ // "for (..; true; ..)"
delete Condition;
Condition = nullptr;
}
}
}
if (Condition == nullptr && Code == nullptr)
{ // "for (..; ; ..) { }"
// Someone could be using this for testing.
ScriptPosition.Message(MSG_WARNING, "Infinite empty loop");
}
return this;
}
ExpEmit FxForLoop::Emit(VMFunctionBuilder *build)
{
assert((Condition && Condition->ValueType == TypeBool && !Condition->isConstant()) || Condition == nullptr);
size_t loopstart, loopend;
size_t codestart;
size_t jumpspot;
// Init statement.
if (Init != nullptr)
{
ExpEmit init = Init->Emit(build);
init.Free(build);
}
// Evaluate the condition and execute/break out of the loop.
codestart = build->GetAddress();
if (Condition != nullptr)
{
ExpEmit cond = Condition->Emit(build);
build->Emit(OP_TEST, cond.RegNum, 0);
cond.Free(build);
jumpspot = build->Emit(OP_JMP, 0);
}
// Execute the loop's content.
if (Code != nullptr)
{
ExpEmit code = Code->Emit(build);
code.Free(build);
}
// Iteration statement.
loopstart = build->GetAddress();
if (Iteration != nullptr)
{
ExpEmit iter = Iteration->Emit(build);
iter.Free(build);
}
build->Backpatch(build->Emit(OP_JMP, 0), codestart);
// End of loop.
loopend = build->GetAddress();
if (Condition != nullptr)
{
build->Backpatch(jumpspot, loopend);
}
// Give a proper address to any break/continue statement within this loop.
for (unsigned int i = 0; i < JumpAddresses.Size(); i++)
{
if (JumpAddresses[i]->Token == TK_Break)
{
build->Backpatch(JumpAddresses[i]->Address, loopend);
}
else
{ // Continue statement.
build->Backpatch(JumpAddresses[i]->Address, loopstart);
}
}
return ExpEmit();
}
//==========================================================================
//
// FxJumpStatement
//
//==========================================================================
FxJumpStatement::FxJumpStatement(int token, const FScriptPosition &pos)
: FxExpression(pos), Token(token), AddressResolver(nullptr)
{
ValueType = TypeVoid;
}
FxExpression *FxJumpStatement::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
ctx.Jumps.Push(this);
return this;
}
ExpEmit FxJumpStatement::Emit(VMFunctionBuilder *build)
{
if (AddressResolver == nullptr)
{
ScriptPosition.Message(MSG_ERROR, "Jump statement %s has nowhere to go!", FScanner::TokenName(Token));
}
Address = build->Emit(OP_JMP, 0);
return ExpEmit();
}
//==========================================================================
//
//==========================================================================
@ -4008,19 +4410,19 @@ ExpEmit FxClassTypeCast::Emit(VMFunctionBuilder *build)
FxExpression *FxStateByIndex::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
if (ctx.cls->NumOwnedStates == 0)
if (ctx.Class->NumOwnedStates == 0)
{
// This can't really happen
assert(false);
}
if (ctx.cls->NumOwnedStates <= index)
if (ctx.Class->NumOwnedStates <= index)
{
ScriptPosition.Message(MSG_ERROR, "%s: Attempt to jump to non existing state index %d",
ctx.cls->TypeName.GetChars(), index);
ctx.Class->TypeName.GetChars(), index);
delete this;
return NULL;
}
FxExpression *x = new FxConstant(ctx.cls->OwnedStates + index, ScriptPosition);
FxExpression *x = new FxConstant(ctx.Class->OwnedStates + index, ScriptPosition);
delete this;
return x;
}
@ -4068,7 +4470,7 @@ FxExpression *FxMultiNameState::Resolve(FCompileContext &ctx)
}
else if (names[0] == NAME_Super)
{
scope = dyn_cast<PClassActor>(ctx.cls->ParentClass);
scope = dyn_cast<PClassActor>(ctx.Class->ParentClass);
}
else
{
@ -4079,9 +4481,9 @@ FxExpression *FxMultiNameState::Resolve(FCompileContext &ctx)
delete this;
return NULL;
}
else if (!scope->IsDescendantOf(ctx.cls))
else if (!scope->IsDescendantOf(ctx.Class))
{
ScriptPosition.Message(MSG_ERROR, "'%s' is not an ancestor of '%s'", names[0].GetChars(),ctx.cls->TypeName.GetChars());
ScriptPosition.Message(MSG_ERROR, "'%s' is not an ancestor of '%s'", names[0].GetChars(),ctx.Class->TypeName.GetChars());
delete this;
return NULL;
}

View file

@ -1345,6 +1345,24 @@ DEFINE_PROPERTY(gravity, F, Actor)
defaults->Gravity = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(spriteangle, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->SpriteAngle = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(spriterotation, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->SpriteRotation = i;
}
//==========================================================================
//
//==========================================================================

View file

@ -480,6 +480,93 @@ static FxExpression *ParseIf(FScanner &sc, FState state, FString statestring, Ba
return add;
}
static FxExpression *ParseWhile(FScanner &sc, FState state, FString statestring, Baggage &bag,
PPrototype *&retproto, bool &lastwasret)
{
FxExpression *cond, *code;
PPrototype *proto;
bool ret;
sc.MustGetStringName("(");
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, proto, ret);
sc.MustGetString();
retproto = ReturnCheck(retproto, proto, sc);
lastwasret = false; // A while loop always jumps back.
return new FxWhileLoop(cond, code, sc);
}
static FxExpression *ParseDoWhile(FScanner &sc, FState state, FString statestring, Baggage &bag,
PPrototype *&retproto, bool &lastwasret)
{
FxExpression *cond, *code;
PPrototype *proto;
bool ret;
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, proto, ret);
sc.MustGetStringName("while");
sc.MustGetStringName("(");
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
sc.MustGetStringName(";");
sc.MustGetString();
retproto = ReturnCheck(retproto, proto, sc);
lastwasret = false;
return new FxDoWhileLoop(cond, code, sc);
}
static FxExpression *ParseFor(FScanner &sc, FState state, FString statestring, Baggage &bag,
PPrototype *&retproto, bool &lastwasret)
{
FxExpression *init = nullptr;
FxExpression *cond = nullptr;
FxExpression *iter = nullptr;
FxExpression *code = nullptr;
PPrototype *proto;
bool ret;
// Parse the statements.
sc.MustGetStringName("(");
sc.MustGetString();
if (!sc.Compare(";"))
{
init = ParseAction(sc, state, statestring, bag); // That's all DECORATE can handle for now.
sc.MustGetStringName(";");
}
sc.MustGetString();
if (!sc.Compare(";"))
{
sc.UnGet();
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(";");
}
sc.MustGetString();
if (!sc.Compare(")"))
{
iter = ParseAction(sc, state, statestring, bag);
sc.MustGetStringName(")");
}
// Now parse the loop's content.
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, proto, ret);
sc.MustGetString();
retproto = ReturnCheck(retproto, proto, sc);
lastwasret = false;
return new FxForLoop(init, cond, iter, code, sc);
}
FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag,
PPrototype *&retproto, bool &endswithret)
{
@ -505,9 +592,21 @@ FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Bagg
FxExpression *add;
lastwasret = false;
if (sc.Compare("if"))
{ // Hangle an if statement
{ // Handle an if statement
add = ParseIf(sc, state, statestring, bag, proto, lastwasret);
}
else if (sc.Compare("while"))
{ // Handle a while loop
add = ParseWhile(sc, state, statestring, bag, proto, lastwasret);
}
else if (sc.Compare("do"))
{ // Handle a do-while loop
add = ParseDoWhile(sc, state, statestring, bag, proto, lastwasret);
}
else if (sc.Compare("for"))
{ // Handle a for loop
add = ParseFor(sc, state, statestring, bag, proto, lastwasret);
}
else if (sc.Compare("return"))
{ // Handle a return statement
lastwasret = true;
@ -529,6 +628,18 @@ FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Bagg
sc.MustGetString();
add = new FxReturnStatement(retexp, sc);
}
else if (sc.Compare("break"))
{
add = new FxJumpStatement(TK_Break, sc);
sc.MustGetStringName(";");
sc.MustGetString();
}
else if (sc.Compare("continue"))
{
add = new FxJumpStatement(TK_Continue, sc);
sc.MustGetStringName(";");
sc.MustGetString();
}
else
{ // Handle a regular action function call
add = ParseAction(sc, state, statestring, bag);

View file

@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4548
#define SAVEVER 4549
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

View file

@ -436,6 +436,17 @@ bool VMFunctionBuilder::RegAvailability::Reuse(int reg)
return true;
}
//==========================================================================
//
// VMFunctionBuilder :: GetAddress
//
//==========================================================================
size_t VMFunctionBuilder::GetAddress()
{
return Code.Size();
}
//==========================================================================
//
// VMFunctionBuilder :: Emit

View file

@ -34,6 +34,9 @@ public:
int GetConstantAddress(void *ptr, VM_ATAG tag);
int GetConstantString(FString str);
// Returns the address of the next instruction to be emitted.
size_t GetAddress();
// Returns the address of the newly-emitted instruction.
size_t Emit(int opcode, int opa, int opb, int opc);
size_t Emit(int opcode, int opa, VM_SHALF opbc);

View file

@ -35,6 +35,8 @@ ACTOR Actor native //: Thinker
BloodType "Blood", "BloodSplatter", "AxeBlood"
ExplosionDamage 128
MissileHeight 32
SpriteAngle 0
SpriteRotation 0
// Functions
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
@ -48,6 +50,9 @@ ACTOR Actor native //: Thinker
native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
native float GetCVar(string cvar);
native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
native int CountProximity(class<Actor> classname, float distance, int flags = 0, int ptr = AAPTR_DEFAULT);
native float GetSpriteAngle(int ptr = AAPTR_DEFAULT);
native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
// Action functions
// Meh, MBF redundant functions. Only for DeHackEd support.
@ -331,6 +336,8 @@ ACTOR Actor native //: Thinker
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);