mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
This commit is contained in:
commit
5948c7b0da
79 changed files with 1355 additions and 1439 deletions
|
@ -793,7 +793,7 @@ file( GLOB HEADER_FILES
|
|||
sound/*.h
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textures/*.h
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||||
scripting/*.h
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||||
scripting/codegeneration/*.h
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||||
scripting/backend/*.h
|
||||
scripting/decorate/*.h
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||||
scripting/zscript/*.h
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||||
scripting/vm/*.h
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||||
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@ -1271,17 +1271,18 @@ set (PCH_SOURCES
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|||
r_data/voxels.cpp
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||||
r_data/renderstyle.cpp
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r_data/r_interpolate.cpp
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||||
scripting/symbols.cpp
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||||
scripting/thingdef.cpp
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scripting/thingdef_data.cpp
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||||
scripting/thingdef_properties.cpp
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scripting/codegeneration/codegen.cpp
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||||
scripting/codegeneration/dynarrays.cpp
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||||
scripting/backend/codegen.cpp
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||||
scripting/backend/dynarrays.cpp
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||||
scripting/backend/vmbuilder.cpp
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scripting/backend/vmdisasm.cpp
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||||
scripting/decorate/olddecorations.cpp
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scripting/decorate/thingdef_exp.cpp
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scripting/decorate/thingdef_parse.cpp
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scripting/decorate/thingdef_states.cpp
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scripting/vm/vmbuilder.cpp
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scripting/vm/vmdisasm.cpp
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scripting/vm/vmexec.cpp
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scripting/vm/vmframe.cpp
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scripting/zscript/ast.cpp
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||||
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@ -1526,9 +1527,9 @@ source_group("Platforms\\OS X Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE
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|||
source_group("Platforms\\Unix Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/unix/.+")
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source_group("Platforms\\SDL Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/sdl/.+")
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source_group("Platforms\\Win32 Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/win32/.+")
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source_group("Scripting\\Decorate" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/scripting/decorate/.+")
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source_group("Scripting\\ZScript" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/scripting/zscript/.+" FILES ${CMAKE_CURRENT_BINARY_DIR}/zcc-parse.c ${CMAKE_CURRENT_BINARY_DIR}/zcc-parse.h)
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source_group("Scripting\\Code Generation" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/scripting/codegeneration/.+")
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source_group("Scripting\\Decorate frontend" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/scripting/decorate/.+")
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source_group("Scripting\\ZScript frontend" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/scripting/zscript/.+" FILES ${CMAKE_CURRENT_BINARY_DIR}/zcc-parse.c ${CMAKE_CURRENT_BINARY_DIR}/zcc-parse.h)
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source_group("Scripting\\Compiler backend" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/scripting/backend/.+")
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source_group("Scripting\\VM" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/scripting/vm/.+")
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source_group("Scripting" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/scripting/.+")
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source_group("Shared Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_shared/.+")
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|
13
src/actor.h
13
src/actor.h
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@ -572,12 +572,9 @@ struct FLinkContext
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msecnode_t *render_list = nullptr;
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};
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class DDropItem : public DObject
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struct FDropItem
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{
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DECLARE_CLASS(DDropItem, DObject)
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HAS_OBJECT_POINTERS
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public:
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DDropItem *Next;
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FDropItem *Next;
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FName Name;
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int Probability;
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int Amount;
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|
@ -610,7 +607,7 @@ public:
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return (AActor *)(this->GetClass()->Defaults);
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}
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DDropItem *GetDropItems() const;
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FDropItem *GetDropItems() const;
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// Return true if the monster should use a missile attack, false for melee
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bool SuggestMissileAttack (double dist);
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@ -699,7 +696,7 @@ public:
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|
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// Give an item to the actor and pick it up.
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// Returns true if the item pickup succeeded.
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bool GiveInventory (PClassInventory *type, int amount, bool givecheat = false);
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bool GiveInventory (PClassActor *type, int amount, bool givecheat = false);
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|
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// Removes the item from the inventory list.
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virtual void RemoveInventory (AInventory *item);
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|
@ -736,7 +733,7 @@ public:
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AInventory *FirstInv ();
|
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|
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// Tries to give the actor some ammo.
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bool GiveAmmo (PClassInventory *type, int amount);
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bool GiveAmmo (PClassActor *type, int amount);
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|
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// Destroys all the inventory the actor is holding.
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void DestroyAllInventory ();
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|
|
|
@ -2857,7 +2857,7 @@ void AM_drawThings ()
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// Find the key's own color.
|
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// Only works correctly if single-key locks have lower numbers than any-key locks.
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// That is the case for all default keys, however.
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if (t->IsKindOf(PClass::FindActor(NAME_Key)))
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if (t->IsKindOf(NAME_Key))
|
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{
|
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if (G_SkillProperty(SKILLP_EasyKey))
|
||||
{
|
||||
|
|
|
@ -263,7 +263,7 @@ void InitBotStuff()
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for(unsigned i=0;i<sizeof(botinits)/sizeof(botinits[0]);i++)
|
||||
{
|
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const PClass *cls = PClass::FindClass(botinits[i].type);
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if (cls != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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if (cls != NULL && cls->IsDescendantOf(NAME_Weapon))
|
||||
{
|
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AWeapon *w = (AWeapon*)GetDefaultByType(cls);
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if (w != NULL)
|
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|
|
|
@ -328,7 +328,7 @@ void DBot::WhatToGet (AActor *item)
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//if(pos && !bglobal.thingvis[pos->id][item->id]) continue;
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// if (item->IsKindOf (RUNTIME_CLASS(AArtifact)))
|
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// return; // don't know how to use artifacts
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if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
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if (item->IsKindOf(NAME_Weapon))
|
||||
{
|
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// FIXME
|
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AWeapon *heldWeapon;
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||||
|
|
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@ -1210,7 +1210,7 @@ static void PrintSecretString(const char *string, bool thislevel)
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{
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while ((actor = it.Next()))
|
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{
|
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if (!actor->IsKindOf(PClass::FindClass("SecretTrigger"))) continue;
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if (!actor->IsKindOf("SecretTrigger")) continue;
|
||||
foundone = true;
|
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break;
|
||||
}
|
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|
|
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@ -73,7 +73,7 @@
|
|||
#include "thingdef.h"
|
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#include "info.h"
|
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#include "v_text.h"
|
||||
#include "vmbuilder.h"
|
||||
#include "backend/vmbuilder.h"
|
||||
|
||||
// [SO] Just the way Randy said to do it :)
|
||||
// [RH] Made this CVAR_SERVERINFO
|
||||
|
@ -1658,7 +1658,7 @@ static int PatchWeapon (int weapNum)
|
|||
{
|
||||
val = 5;
|
||||
}
|
||||
info->AmmoType1 = (PClassInventory*)AmmoNames[val];
|
||||
info->AmmoType1 = AmmoNames[val];
|
||||
if (info->AmmoType1 != NULL)
|
||||
{
|
||||
info->AmmoGive1 = ((AInventory*)GetDefaultByType (info->AmmoType1))->Amount * 2;
|
||||
|
@ -1983,7 +1983,7 @@ static int PatchMisc (int dummy)
|
|||
player->health = deh.StartHealth;
|
||||
|
||||
// Hm... I'm not sure that this is the right way to change this info...
|
||||
DDropItem *di = PClass::FindActor(NAME_DoomPlayer)->DropItems;
|
||||
FDropItem *di = PClass::FindActor(NAME_DoomPlayer)->DropItems;
|
||||
while (di != NULL)
|
||||
{
|
||||
if (di->Name == NAME_Clip)
|
||||
|
@ -2916,7 +2916,7 @@ static bool LoadDehSupp ()
|
|||
else
|
||||
{
|
||||
auto cls = PClass::FindActor(sc.String);
|
||||
if (cls == NULL || !cls->IsDescendantOf(PClass::FindActor(NAME_Ammo)))
|
||||
if (cls == NULL || !cls->IsDescendantOf(NAME_Ammo))
|
||||
{
|
||||
sc.ScriptError("Unknown ammo type '%s'", sc.String);
|
||||
}
|
||||
|
@ -2934,7 +2934,7 @@ static bool LoadDehSupp ()
|
|||
{
|
||||
sc.MustGetString();
|
||||
PClass *cls = PClass::FindClass(sc.String);
|
||||
if (cls == NULL || !cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (cls == NULL || !cls->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
sc.ScriptError("Unknown weapon type '%s'", sc.String);
|
||||
}
|
||||
|
|
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@ -2704,6 +2704,8 @@ void D_DoomMain (void)
|
|||
|
||||
// delete all data that cannot be left until reinitialization
|
||||
V_ClearFonts(); // must clear global font pointers
|
||||
ColorSets.Clear();
|
||||
PainFlashes.Clear();
|
||||
R_DeinitTranslationTables(); // some tables are initialized from outside the translation code.
|
||||
gameinfo.~gameinfo_t();
|
||||
new (&gameinfo) gameinfo_t; // Reset gameinfo
|
||||
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@ -2714,7 +2716,7 @@ void D_DoomMain (void)
|
|||
|
||||
GC::FullGC(); // clean up before taking down the object list.
|
||||
|
||||
// Delete the VM functions here. The garbage collector will not do this automatically because they are referenced from the global action function definitions.
|
||||
// Delete the reference to the VM functions here which were deleted and will be recreated after the restart.
|
||||
FAutoSegIterator probe(ARegHead, ARegTail);
|
||||
while (*++probe != NULL)
|
||||
{
|
||||
|
|
|
@ -2539,7 +2539,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
|
|||
case DEM_MORPHEX:
|
||||
{
|
||||
s = ReadString (stream);
|
||||
const char *msg = cht_Morph (players + player, dyn_cast<PClassPlayerPawn>(PClass::FindClass (s)), false);
|
||||
const char *msg = cht_Morph (players + player, PClass::FindActor (s), false);
|
||||
if (player == consoleplayer)
|
||||
{
|
||||
Printf ("%s\n", *msg != '\0' ? msg : "Morph failed.");
|
||||
|
|
|
@ -156,7 +156,7 @@ int D_PlayerClassToInt (const char *classname)
|
|||
{
|
||||
for (unsigned int i = 0; i < PlayerClasses.Size (); ++i)
|
||||
{
|
||||
PClassPlayerPawn *type = PlayerClasses[i].Type;
|
||||
auto type = PlayerClasses[i].Type;
|
||||
|
||||
if (type->DisplayName.IsNotEmpty() && stricmp(type->DisplayName, classname) == 0)
|
||||
{
|
||||
|
@ -180,7 +180,7 @@ void D_GetPlayerColor (int player, float *h, float *s, float *v, FPlayerColorSet
|
|||
|
||||
if (players[player].mo != NULL)
|
||||
{
|
||||
colorset = players[player].mo->GetClass()->GetColorSet(info->GetColorSet());
|
||||
colorset = GetColorSet(players[player].mo->GetClass(), info->GetColorSet());
|
||||
}
|
||||
if (colorset != NULL)
|
||||
{
|
||||
|
|
|
@ -66,39 +66,17 @@ struct FPlayerColorSet
|
|||
ExtraRange Extra[6];
|
||||
};
|
||||
|
||||
typedef TMap<int, FPlayerColorSet> FPlayerColorSetMap;
|
||||
typedef TMap<FName, PalEntry> PainFlashList;
|
||||
typedef TArray<std::tuple<PClass*, FName, PalEntry>> PainFlashList;
|
||||
typedef TArray<std::tuple<PClass*, int, FPlayerColorSet>> ColorSetList;
|
||||
|
||||
class PClassPlayerPawn : public PClassActor
|
||||
{
|
||||
DECLARE_CLASS(PClassPlayerPawn, PClassActor);
|
||||
protected:
|
||||
public:
|
||||
PClassPlayerPawn();
|
||||
virtual void DeriveData(PClass *newclass);
|
||||
void EnumColorSets(TArray<int> *out);
|
||||
FPlayerColorSet *GetColorSet(int setnum) { return ColorSets.CheckKey(setnum); }
|
||||
void SetPainFlash(FName type, PalEntry color);
|
||||
bool GetPainFlash(FName type, PalEntry *color) const;
|
||||
extern PainFlashList PainFlashes;
|
||||
extern ColorSetList ColorSets;
|
||||
|
||||
FString DisplayName; // Display name (used in menus, etc.)
|
||||
FString SoundClass; // Sound class
|
||||
FString Face; // Doom status bar face (when used)
|
||||
FString Portrait;
|
||||
FString Slot[10];
|
||||
FName InvulMode;
|
||||
FName HealingRadiusType;
|
||||
double HexenArmor[5];
|
||||
BYTE ColorRangeStart; // Skin color range
|
||||
BYTE ColorRangeEnd;
|
||||
FPlayerColorSetMap ColorSets;
|
||||
PainFlashList PainFlashes;
|
||||
};
|
||||
FString GetPrintableDisplayName(PClassPlayerPawn *cls);
|
||||
FString GetPrintableDisplayName(PClassActor *cls);
|
||||
|
||||
class APlayerPawn : public AActor
|
||||
{
|
||||
DECLARE_CLASS_WITH_META(APlayerPawn, AActor, PClassPlayerPawn)
|
||||
DECLARE_CLASS(APlayerPawn, AActor)
|
||||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
|
||||
|
@ -119,9 +97,9 @@ public:
|
|||
void TweakSpeeds (double &forwardmove, double &sidemove);
|
||||
void MorphPlayerThink ();
|
||||
void ActivateMorphWeapon ();
|
||||
AWeapon *PickNewWeapon (PClassInventory *ammotype);
|
||||
AWeapon *BestWeapon (PClassInventory *ammotype);
|
||||
void CheckWeaponSwitch(PClassInventory *ammotype);
|
||||
AWeapon *PickNewWeapon (PClassActor *ammotype);
|
||||
AWeapon *BestWeapon (PClassActor *ammotype);
|
||||
void CheckWeaponSwitch(PClassActor *ammotype);
|
||||
void GiveDeathmatchInventory ();
|
||||
void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
|
||||
|
||||
|
@ -176,6 +154,17 @@ public:
|
|||
// [SP] ViewBob Multiplier
|
||||
double ViewBob;
|
||||
|
||||
// Former class properties that were moved into the object to get rid of the meta class.
|
||||
FName SoundClass; // Sound class
|
||||
FName Face; // Doom status bar face (when used)
|
||||
FName Portrait;
|
||||
FName Slot[10];
|
||||
FName InvulMode;
|
||||
FName HealingRadiusType;
|
||||
double HexenArmor[5];
|
||||
BYTE ColorRangeStart; // Skin color range
|
||||
BYTE ColorRangeEnd;
|
||||
|
||||
};
|
||||
|
||||
//
|
||||
|
@ -272,7 +261,7 @@ public:
|
|||
|
||||
bool CheckSkin (int skin);
|
||||
|
||||
PClassPlayerPawn *Type;
|
||||
PClassActor *Type;
|
||||
DWORD Flags;
|
||||
TArray<int> Skins;
|
||||
};
|
||||
|
@ -344,7 +333,7 @@ struct userinfo_t : TMap<FName,FBaseCVar *>
|
|||
{
|
||||
return *static_cast<FIntCVar *>(*CheckKey(NAME_PlayerClass));
|
||||
}
|
||||
PClassPlayerPawn *GetPlayerClassType() const
|
||||
PClassActor *GetPlayerClassType() const
|
||||
{
|
||||
return PlayerClasses[GetPlayerClassNum()].Type;
|
||||
}
|
||||
|
@ -402,7 +391,7 @@ public:
|
|||
|
||||
userinfo_t userinfo; // [RH] who is this?
|
||||
|
||||
PClassPlayerPawn *cls; // class of associated PlayerPawn
|
||||
PClassActor *cls; // class of associated PlayerPawn
|
||||
|
||||
float DesiredFOV; // desired field of vision
|
||||
float FOV; // current field of vision
|
||||
|
@ -460,7 +449,7 @@ public:
|
|||
short fixedcolormap; // can be set to REDCOLORMAP, etc.
|
||||
short fixedlightlevel;
|
||||
int morphTics; // player is a chicken/pig if > 0
|
||||
PClassPlayerPawn *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
|
||||
PClassActor *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
|
||||
int MorphStyle; // which effects to apply for this player instance when morphed
|
||||
PClassActor *MorphExitFlash; // flash to apply when demorphing (cache of value given to P_MorphPlayer)
|
||||
TObjPtr<AWeapon> PremorphWeapon; // ready weapon before morphing
|
||||
|
@ -539,12 +528,16 @@ public:
|
|||
// Make sure that a state is properly set after calling this unless
|
||||
// you are 100% sure the context already implies the layer exists.
|
||||
DPSprite *GetPSprite(PSPLayers layer);
|
||||
|
||||
bool GetPainFlash(FName type, PalEntry *color) const;
|
||||
};
|
||||
|
||||
// Bookkeeping on players - state.
|
||||
extern player_t players[MAXPLAYERS];
|
||||
|
||||
void P_CheckPlayerSprite(AActor *mo, int &spritenum, DVector2 &scale);
|
||||
void EnumColorSets(PClassActor *pc, TArray<int> *out);
|
||||
FPlayerColorSet *GetColorSet(PClassActor *pc, int setnum);
|
||||
|
||||
inline void AActor::SetFriendPlayer(player_t *player)
|
||||
{
|
||||
|
|
|
@ -301,42 +301,17 @@ DObject::~DObject ()
|
|||
PClass *type = GetClass();
|
||||
if (!(ObjectFlags & OF_Cleanup) && !PClass::bShutdown)
|
||||
{
|
||||
DObject **probe;
|
||||
|
||||
if (!(ObjectFlags & OF_YesReallyDelete))
|
||||
if (!(ObjectFlags & (OF_YesReallyDelete|OF_Released)))
|
||||
{
|
||||
Printf("Warning: '%s' is freed outside the GC process.\n",
|
||||
type != NULL ? type->TypeName.GetChars() : "==some object==");
|
||||
}
|
||||
|
||||
// Find all pointers that reference this object and NULL them.
|
||||
StaticPointerSubstitution(this, NULL);
|
||||
|
||||
// Now unlink this object from the GC list.
|
||||
for (probe = &GC::Root; *probe != NULL; probe = &((*probe)->ObjNext))
|
||||
if (!(ObjectFlags & OF_Released))
|
||||
{
|
||||
if (*probe == this)
|
||||
{
|
||||
*probe = ObjNext;
|
||||
if (&ObjNext == GC::SweepPos)
|
||||
{
|
||||
GC::SweepPos = probe;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If it's gray, also unlink it from the gray list.
|
||||
if (this->IsGray())
|
||||
{
|
||||
for (probe = &GC::Gray; *probe != NULL; probe = &((*probe)->GCNext))
|
||||
{
|
||||
if (*probe == this)
|
||||
{
|
||||
*probe = GCNext;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Find all pointers that reference this object and NULL them.
|
||||
StaticPointerSubstitution(this, NULL);
|
||||
Release();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -347,6 +322,41 @@ DObject::~DObject ()
|
|||
}
|
||||
}
|
||||
|
||||
void DObject::Release()
|
||||
{
|
||||
DObject **probe;
|
||||
|
||||
// Unlink this object from the GC list.
|
||||
for (probe = &GC::Root; *probe != NULL; probe = &((*probe)->ObjNext))
|
||||
{
|
||||
if (*probe == this)
|
||||
{
|
||||
*probe = ObjNext;
|
||||
if (&ObjNext == GC::SweepPos)
|
||||
{
|
||||
GC::SweepPos = probe;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If it's gray, also unlink it from the gray list.
|
||||
if (this->IsGray())
|
||||
{
|
||||
for (probe = &GC::Gray; *probe != NULL; probe = &((*probe)->GCNext))
|
||||
{
|
||||
if (*probe == this)
|
||||
{
|
||||
*probe = GCNext;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
ObjNext = nullptr;
|
||||
GCNext = nullptr;
|
||||
ObjectFlags |= OF_Released;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
|
|
@ -93,8 +93,6 @@ enum
|
|||
{
|
||||
CLASSREG_PClass,
|
||||
CLASSREG_PClassActor,
|
||||
CLASSREG_PClassInventory,
|
||||
CLASSREG_PClassPlayerPawn,
|
||||
};
|
||||
|
||||
struct ClassReg
|
||||
|
@ -205,6 +203,7 @@ enum EObjectFlags
|
|||
OF_SerialSuccess = 1 << 9, // For debugging Serialize() calls
|
||||
OF_Sentinel = 1 << 10, // Object is serving as the sentinel in a ring list
|
||||
OF_Transient = 1 << 11, // Object should not be archived (references to it will be nulled on disk)
|
||||
OF_Released = 1 << 12, // Object was released from the GC system and should not be processed by GC function
|
||||
};
|
||||
|
||||
template<class T> class TObjPtr;
|
||||
|
@ -457,6 +456,7 @@ public:
|
|||
virtual ~DObject ();
|
||||
|
||||
inline bool IsKindOf (const PClass *base) const;
|
||||
inline bool IsKindOf(FName base) const;
|
||||
inline bool IsA (const PClass *type) const;
|
||||
|
||||
void SerializeUserVars(FSerializer &arc);
|
||||
|
@ -467,6 +467,9 @@ public:
|
|||
Class = NULL;
|
||||
}
|
||||
|
||||
// Releases the object from the GC, letting the caller care of any maintenance.
|
||||
void Release();
|
||||
|
||||
// For catching Serialize functions in derived classes
|
||||
// that don't call their base class.
|
||||
void CheckIfSerialized () const;
|
||||
|
@ -603,6 +606,7 @@ static inline void GC::WriteBarrier(DObject *pointed)
|
|||
}
|
||||
}
|
||||
|
||||
#include "symbols.h"
|
||||
#include "dobjtype.h"
|
||||
|
||||
inline bool DObject::IsKindOf (const PClass *base) const
|
||||
|
@ -610,6 +614,11 @@ inline bool DObject::IsKindOf (const PClass *base) const
|
|||
return base->IsAncestorOf (GetClass ());
|
||||
}
|
||||
|
||||
inline bool DObject::IsKindOf(FName base) const
|
||||
{
|
||||
return GetClass()->IsDescendantOf(base);
|
||||
}
|
||||
|
||||
inline bool DObject::IsA (const PClass *type) const
|
||||
{
|
||||
return (type == GetClass());
|
||||
|
|
|
@ -254,6 +254,14 @@ static DObject **SweepList(DObject **p, size_t count, size_t *finalize_count)
|
|||
|
||||
curr->Destroy();
|
||||
}
|
||||
/*
|
||||
if (curr->IsKindOf(RUNTIME_CLASS(PSymbol)))
|
||||
Printf("Collecting %s, name = %s\n", curr->GetClass()->TypeName.GetChars(), static_cast<PSymbol*>(curr)->SymbolName.GetChars());
|
||||
else if (curr->IsKindOf(RUNTIME_CLASS(PType)))
|
||||
Printf("Collecting %s, name = %s\n", curr->GetClass()->TypeName.GetChars(), static_cast<PType*>(curr)->DescriptiveName());
|
||||
else
|
||||
Printf("Collecting %s\n", curr->GetClass()->TypeName.GetChars());
|
||||
*/
|
||||
curr->ObjectFlags |= OF_Cleanup;
|
||||
delete curr;
|
||||
finalized++;
|
||||
|
@ -277,7 +285,9 @@ static DObject **SweepList(DObject **p, size_t count, size_t *finalize_count)
|
|||
void Mark(DObject **obj)
|
||||
{
|
||||
DObject *lobj = *obj;
|
||||
if (lobj != NULL)
|
||||
|
||||
assert(lobj == nullptr || !(lobj->ObjectFlags & OF_Released));
|
||||
if (lobj != nullptr && !(lobj->ObjectFlags & OF_Released))
|
||||
{
|
||||
if (lobj->ObjectFlags & OF_EuthanizeMe)
|
||||
{
|
||||
|
@ -361,23 +371,6 @@ static void MarkRoot()
|
|||
}
|
||||
Mark(SectorMarker);
|
||||
Mark(interpolator.Head);
|
||||
// Mark action functions
|
||||
if (!FinalGC)
|
||||
{
|
||||
FAutoSegIterator probe(ARegHead, ARegTail);
|
||||
|
||||
while (*++probe != NULL)
|
||||
{
|
||||
AFuncDesc *afunc = (AFuncDesc *)*probe;
|
||||
Mark(*(afunc->VMPointer));
|
||||
}
|
||||
}
|
||||
// Mark types
|
||||
TypeTable.Mark();
|
||||
for (unsigned int i = 0; i < PClass::AllClasses.Size(); ++i)
|
||||
{
|
||||
Mark(PClass::AllClasses[i]);
|
||||
}
|
||||
// Mark global symbols
|
||||
Namespaces.MarkSymbols();
|
||||
// Mark bot stuff.
|
||||
|
@ -458,8 +451,8 @@ static size_t SingleStep()
|
|||
{ // Nothing more to sweep?
|
||||
State = GCS_Finalize;
|
||||
}
|
||||
assert(old >= AllocBytes);
|
||||
Estimate -= old - AllocBytes;
|
||||
//assert(old >= AllocBytes);
|
||||
Estimate -= MAX<size_t>(0, old - AllocBytes);
|
||||
return (GCSWEEPMAX - finalize_count) * GCSWEEPCOST + finalize_count * GCFINALIZECOST;
|
||||
}
|
||||
|
||||
|
@ -559,9 +552,12 @@ void FullGC()
|
|||
|
||||
void Barrier(DObject *pointing, DObject *pointed)
|
||||
{
|
||||
assert(pointed->GetClass() < (void*)0x1000000000000000);
|
||||
assert(pointing == NULL || (pointing->IsBlack() && !pointing->IsDead()));
|
||||
assert(pointed->IsWhite() && !pointed->IsDead());
|
||||
assert(State != GCS_Finalize && State != GCS_Pause);
|
||||
assert(!(pointed->ObjectFlags & OF_Released)); // if a released object gets here, something must be wrong.
|
||||
if (pointed->ObjectFlags & OF_Released) return; // don't do anything with non-GC'd objects.
|
||||
// The invariant only needs to be maintained in the propagate state.
|
||||
if (State == GCS_Propagate)
|
||||
{
|
||||
|
@ -776,7 +772,7 @@ CCMD(gc)
|
|||
{
|
||||
if (argv.argc() == 1)
|
||||
{
|
||||
Printf ("Usage: gc stop|now|full|pause [size]|stepmul [size]\n");
|
||||
Printf ("Usage: gc stop|now|full|count|pause [size]|stepmul [size]\n");
|
||||
return;
|
||||
}
|
||||
if (stricmp(argv[1], "stop") == 0)
|
||||
|
@ -791,6 +787,12 @@ CCMD(gc)
|
|||
{
|
||||
GC::FullGC();
|
||||
}
|
||||
else if (stricmp(argv[1], "count") == 0)
|
||||
{
|
||||
int cnt = 0;
|
||||
for (DObject *obj = GC::Root; obj; obj = obj->ObjNext, cnt++);
|
||||
Printf("%d active objects counted\n", cnt);
|
||||
}
|
||||
else if (stricmp(argv[1], "pause") == 0)
|
||||
{
|
||||
if (argv.argc() == 2)
|
||||
|
@ -814,3 +816,4 @@ CCMD(gc)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
526
src/dobjtype.cpp
526
src/dobjtype.cpp
|
@ -64,9 +64,7 @@
|
|||
EXTERN_CVAR(Bool, strictdecorate);
|
||||
|
||||
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
||||
|
||||
FMemArena FlatpointerArena; // stores the flat pointers because freeing them individually is rather messy.
|
||||
FNamespaceManager Namespaces;
|
||||
FMemArena ClassDataAllocator(32768); // use this for all static class data that can be released in bulk when the type system is shut down.
|
||||
|
||||
FTypeTable TypeTable;
|
||||
TArray<PClass *> PClass::AllClasses;
|
||||
|
@ -153,11 +151,7 @@ void DumpTypeTable()
|
|||
|
||||
/* PType ******************************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PType, true, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PType)
|
||||
IMPLEMENT_POINTER(HashNext)
|
||||
IMPLEMENT_POINTERS_END
|
||||
IMPLEMENT_CLASS(PType, true, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -186,18 +180,6 @@ PType::~PType()
|
|||
{
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PType :: PropagateMark
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
size_t PType::PropagateMark()
|
||||
{
|
||||
size_t marked = Symbols.MarkSymbols();
|
||||
return marked + Super::PropagateMark();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PType :: WriteValue
|
||||
|
@ -458,11 +440,7 @@ IMPLEMENT_CLASS(PCompoundType, true, false)
|
|||
|
||||
/* PNamedType *************************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PNamedType, true, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PNamedType)
|
||||
IMPLEMENT_POINTER(Outer)
|
||||
IMPLEMENT_POINTERS_END
|
||||
IMPLEMENT_CLASS(PNamedType, true, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -490,20 +468,6 @@ void PNamedType::GetTypeIDs(intptr_t &id1, intptr_t &id2) const
|
|||
id2 = TypeName;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PNamedType :: QualifiedName
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString PNamedType::QualifiedName() const
|
||||
{
|
||||
FString out;
|
||||
if (Outer != nullptr) out = Outer->QualifiedName();
|
||||
out << "::" << TypeName;
|
||||
return out;
|
||||
}
|
||||
|
||||
/* PInt *******************************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PInt, false, false)
|
||||
|
@ -1331,11 +1295,7 @@ PStateLabel::PStateLabel()
|
|||
|
||||
/* PPointer ***************************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PPointer, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PPointer)
|
||||
IMPLEMENT_POINTER(PointedType)
|
||||
IMPLEMENT_POINTERS_END
|
||||
IMPLEMENT_CLASS(PPointer, false, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -1538,11 +1498,7 @@ bool PStatePointer::ReadValue(FSerializer &ar, const char *key, void *addr) cons
|
|||
|
||||
/* PClassPointer **********************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PClassPointer,false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PClassPointer)
|
||||
IMPLEMENT_POINTER(ClassRestriction)
|
||||
IMPLEMENT_POINTERS_END
|
||||
IMPLEMENT_CLASS(PClassPointer,false, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -1623,11 +1579,7 @@ PClassPointer *NewClassPointer(PClass *restrict)
|
|||
|
||||
/* PEnum ******************************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PEnum, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PEnum)
|
||||
IMPLEMENT_POINTER(Outer)
|
||||
IMPLEMENT_POINTERS_END
|
||||
IMPLEMENT_CLASS(PEnum, false, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -1679,11 +1631,7 @@ PEnum *NewEnum(FName name, PTypeBase *outer)
|
|||
|
||||
/* PArray *****************************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PArray, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PArray)
|
||||
IMPLEMENT_POINTER(ElementType)
|
||||
IMPLEMENT_POINTERS_END
|
||||
IMPLEMENT_CLASS(PArray, false, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -1916,11 +1864,7 @@ PResizableArray *NewResizableArray(PType *type)
|
|||
|
||||
/* PDynArray **************************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PDynArray, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PDynArray)
|
||||
IMPLEMENT_POINTER(ElementType)
|
||||
IMPLEMENT_POINTERS_END
|
||||
IMPLEMENT_CLASS(PDynArray, false, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -2056,7 +2000,7 @@ void PDynArray::SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffs
|
|||
|
||||
void PDynArray::SetPointerArray(void *base, unsigned offset, TArray<size_t> *special) const
|
||||
{
|
||||
if (ElementType->IsKindOf(RUNTIME_CLASS(PPointer)) && static_cast<PPointer*>(ElementType)->PointedType->IsKindOf(RUNTIME_CLASS(PClass)))
|
||||
if (ElementType->IsKindOf(RUNTIME_CLASS(PPointer)) && !ElementType->IsKindOf(RUNTIME_CLASS(PClassPointer)) && static_cast<PPointer*>(ElementType)->PointedType->IsKindOf(RUNTIME_CLASS(PClass)))
|
||||
{
|
||||
// Add to the list of pointer arrays for this class.
|
||||
special->Push(offset);
|
||||
|
@ -2171,12 +2115,7 @@ PDynArray *NewDynArray(PType *type)
|
|||
|
||||
/* PMap *******************************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PMap, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PMap)
|
||||
IMPLEMENT_POINTER(KeyType)
|
||||
IMPLEMENT_POINTER(ValueType)
|
||||
IMPLEMENT_POINTERS_END
|
||||
IMPLEMENT_CLASS(PMap, false, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -2428,7 +2367,7 @@ PField *PStruct::AddField(FName name, PType *type, DWORD flags)
|
|||
|
||||
if (Symbols.AddSymbol(field) == nullptr)
|
||||
{ // name is already in use
|
||||
delete field;
|
||||
field->Destroy();
|
||||
return nullptr;
|
||||
}
|
||||
Fields.Push(field);
|
||||
|
@ -2459,18 +2398,6 @@ PField *PStruct::AddNativeField(FName name, PType *type, size_t address, DWORD f
|
|||
return field;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PStruct :: PropagateMark
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
size_t PStruct::PropagateMark()
|
||||
{
|
||||
GC::MarkArray(Fields);
|
||||
return Fields.Size() * sizeof(void*) + Super::PropagateMark();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// NewStruct
|
||||
|
@ -2683,76 +2610,9 @@ PPrototype *NewPrototype(const TArray<PType *> &rettypes, const TArray<PType *>
|
|||
return static_cast<PPrototype *>(proto);
|
||||
}
|
||||
|
||||
/* PFunction **************************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PFunction, false, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PFunction :: PropagataMark
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
size_t PFunction::PropagateMark()
|
||||
{
|
||||
for (unsigned i = 0; i < Variants.Size(); ++i)
|
||||
{
|
||||
GC::Mark(Variants[i].Proto);
|
||||
GC::Mark(Variants[i].Implementation);
|
||||
}
|
||||
return Variants.Size() * sizeof(Variants[0]) + Super::PropagateMark();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PFunction :: AddVariant
|
||||
//
|
||||
// Adds a new variant for this function. Does not check if a matching
|
||||
// variant already exists.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
unsigned PFunction::AddVariant(PPrototype *proto, TArray<DWORD> &argflags, TArray<FName> &argnames, VMFunction *impl, int flags, int useflags)
|
||||
{
|
||||
Variant variant;
|
||||
|
||||
// I do not think we really want to deal with overloading here...
|
||||
assert(Variants.Size() == 0);
|
||||
|
||||
variant.Flags = flags;
|
||||
variant.UseFlags = useflags;
|
||||
variant.Proto = proto;
|
||||
variant.ArgFlags = std::move(argflags);
|
||||
variant.ArgNames = std::move(argnames);
|
||||
variant.Implementation = impl;
|
||||
if (impl != nullptr) impl->Proto = proto;
|
||||
|
||||
// SelfClass can differ from OwningClass, but this is variant-dependent.
|
||||
// Unlike the owner there can be cases where different variants can have different SelfClasses.
|
||||
// (Of course only if this ever gets enabled...)
|
||||
if (flags & VARF_Method)
|
||||
{
|
||||
assert(proto->ArgumentTypes.Size() > 0);
|
||||
auto selftypeptr = dyn_cast<PPointer>(proto->ArgumentTypes[0]);
|
||||
assert(selftypeptr != nullptr);
|
||||
variant.SelfClass = dyn_cast<PStruct>(selftypeptr->PointedType);
|
||||
assert(variant.SelfClass != nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
variant.SelfClass = nullptr;
|
||||
}
|
||||
|
||||
return Variants.Push(variant);
|
||||
}
|
||||
|
||||
/* PClass *****************************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(PClass, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PClass)
|
||||
IMPLEMENT_POINTER(ParentClass)
|
||||
IMPLEMENT_POINTERS_END
|
||||
IMPLEMENT_CLASS(PClass, false, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -2947,6 +2807,7 @@ void PClass::StaticShutdown ()
|
|||
*p = nullptr;
|
||||
}
|
||||
FunctionPtrList.Clear();
|
||||
VMFunction::DeleteAll();
|
||||
|
||||
// Make a full garbage collection here so that all destroyed but uncollected higher level objects
|
||||
// that still exist are properly taken down before the low level data is deleted.
|
||||
|
@ -2957,18 +2818,10 @@ void PClass::StaticShutdown ()
|
|||
bVMOperational = false;
|
||||
|
||||
// Unless something went wrong, anything left here should be class and type objects only, which do not own any scripts.
|
||||
bShutdown = true;
|
||||
TypeTable.Clear();
|
||||
Namespaces.ReleaseSymbols();
|
||||
FlatpointerArena.FreeAllBlocks();
|
||||
bShutdown = true;
|
||||
|
||||
for (unsigned i = 0; i < PClass::AllClasses.Size(); ++i)
|
||||
{
|
||||
PClass *type = PClass::AllClasses[i];
|
||||
PClass::AllClasses[i] = NULL;
|
||||
type->Destroy();
|
||||
}
|
||||
|
||||
ClassDataAllocator.FreeAllBlocks();
|
||||
AllClasses.Clear();
|
||||
PClassActor::AllActorClasses.Clear();
|
||||
|
||||
|
@ -3056,8 +2909,6 @@ PClass *ClassReg::RegisterClass()
|
|||
{
|
||||
&PClass::RegistrationInfo,
|
||||
&PClassActor::RegistrationInfo,
|
||||
&PClassInventory::RegistrationInfo,
|
||||
&PClassPlayerPawn::RegistrationInfo,
|
||||
};
|
||||
|
||||
// Skip classes that have already been registered
|
||||
|
@ -3341,48 +3192,31 @@ void PClass::DeriveData(PClass *newclass)
|
|||
|
||||
PClass *PClass::CreateDerivedClass(FName name, unsigned int size)
|
||||
{
|
||||
assert (size >= Size);
|
||||
assert(size >= Size);
|
||||
PClass *type;
|
||||
bool notnew;
|
||||
size_t bucket;
|
||||
|
||||
PClass *existclass = static_cast<PClass *>(TypeTable.FindType(RUNTIME_CLASS(PClass), /*FIXME:Outer*/0, name, &bucket));
|
||||
const PClass *existclass = FindClass(name);
|
||||
|
||||
// This is a placeholder so fill it in
|
||||
if (existclass != nullptr)
|
||||
if (existclass != NULL && existclass->Size == (unsigned)-1)
|
||||
{
|
||||
if (existclass->Size == TentativeClass)
|
||||
type = const_cast<PClass*>(existclass);
|
||||
if (!IsDescendantOf(type->ParentClass))
|
||||
{
|
||||
if (!IsDescendantOf(existclass->ParentClass))
|
||||
{
|
||||
I_Error("%s must inherit from %s but doesn't.", name.GetChars(), existclass->ParentClass->TypeName.GetChars());
|
||||
}
|
||||
|
||||
if (size == TentativeClass)
|
||||
{
|
||||
// see if we can reuse the existing class. This is only possible if the inheritance is identical. Otherwise it needs to be replaced.
|
||||
if (this == existclass->ParentClass)
|
||||
{
|
||||
existclass->ObjectFlags &= OF_Transient;
|
||||
return existclass;
|
||||
}
|
||||
}
|
||||
notnew = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// a different class with the same name already exists. Let the calling code deal with this.
|
||||
return nullptr;
|
||||
I_Error("%s must inherit from %s but doesn't.", name.GetChars(), type->ParentClass->TypeName.GetChars());
|
||||
}
|
||||
DPrintf(DMSG_SPAMMY, "Defining placeholder class %s\n", name.GetChars());
|
||||
notnew = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
type = static_cast<PClass *>(GetClass()->CreateNew());
|
||||
notnew = false;
|
||||
}
|
||||
|
||||
// Create a new type object of the same type as us. (We may be a derived class of PClass.)
|
||||
type = static_cast<PClass *>(GetClass()->CreateNew());
|
||||
|
||||
type->TypeName = name;
|
||||
type->bRuntimeClass = true;
|
||||
Derive(type, name);
|
||||
type->Size = size;
|
||||
if (size != TentativeClass)
|
||||
|
@ -3391,22 +3225,13 @@ PClass *PClass::CreateDerivedClass(FName name, unsigned int size)
|
|||
type->Virtuals = Virtuals;
|
||||
DeriveData(type);
|
||||
}
|
||||
else
|
||||
type->ObjectFlags &= OF_Transient;
|
||||
|
||||
if (!notnew)
|
||||
{
|
||||
type->InsertIntoHash();
|
||||
}
|
||||
else
|
||||
{
|
||||
TypeTable.ReplaceType(type, existclass, bucket);
|
||||
StaticPointerSubstitution(existclass, type, true); // replace the old one, also in the actor defaults.
|
||||
// Delete the old class from the class lists, both the full one and the actor list.
|
||||
auto index = PClassActor::AllActorClasses.Find(static_cast<PClassActor*>(existclass));
|
||||
if (index < PClassActor::AllActorClasses.Size()) PClassActor::AllActorClasses.Delete(index);
|
||||
index = PClass::AllClasses.Find(existclass);
|
||||
if (index < PClass::AllClasses.Size()) PClass::AllClasses.Delete(index);
|
||||
// Now we can destroy the old class as nothing should reference it anymore
|
||||
existclass->Destroy();
|
||||
}
|
||||
return type;
|
||||
}
|
||||
|
||||
|
@ -3577,7 +3402,7 @@ void PClass::BuildFlatPointers ()
|
|||
{ }
|
||||
|
||||
// Concatenate them into a new array
|
||||
size_t *flat = (size_t*)FlatpointerArena.Alloc(sizeof(size_t) * (numPointers + numSuperPointers + ScriptPointers.Size() + 1));
|
||||
size_t *flat = (size_t*)ClassDataAllocator.Alloc(sizeof(size_t) * (numPointers + numSuperPointers + ScriptPointers.Size() + 1));
|
||||
if (numSuperPointers > 0)
|
||||
{
|
||||
memcpy (flat, ParentClass->FlatPointers, sizeof(size_t)*numSuperPointers);
|
||||
|
@ -3643,7 +3468,7 @@ void PClass::BuildArrayPointers()
|
|||
}
|
||||
|
||||
// Concatenate them into a new array
|
||||
size_t *flat = (size_t*)FlatpointerArena.Alloc(sizeof(size_t) * (numSuperPointers + ScriptPointers.Size() + 1));
|
||||
size_t *flat = (size_t*)ClassDataAllocator.Alloc(sizeof(size_t) * (numSuperPointers + ScriptPointers.Size() + 1));
|
||||
if (numSuperPointers > 0)
|
||||
{
|
||||
memcpy(flat, ParentClass->ArrayPointers, sizeof(size_t)*numSuperPointers);
|
||||
|
@ -3721,31 +3546,6 @@ PType *FTypeTable::FindType(PClass *metatype, intptr_t parm1, intptr_t parm2, si
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FTypeTable :: ReplaceType
|
||||
//
|
||||
// Replaces an existing type in the table with a new version of the same
|
||||
// type. For use when redefining actors in DECORATE. Does nothing if the
|
||||
// old version is not in the table.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FTypeTable::ReplaceType(PType *newtype, PType *oldtype, size_t bucket)
|
||||
{
|
||||
for (PType **type_p = &TypeHash[bucket]; *type_p != nullptr; type_p = &(*type_p)->HashNext)
|
||||
{
|
||||
PType *type = *type_p;
|
||||
if (type == oldtype)
|
||||
{
|
||||
newtype->HashNext = type->HashNext;
|
||||
type->HashNext = nullptr;
|
||||
*type_p = newtype;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FTypeTable :: AddType - Fully Parameterized Version
|
||||
|
@ -3762,7 +3562,7 @@ void FTypeTable::AddType(PType *type, PClass *metatype, intptr_t parm1, intptr_t
|
|||
type->TypeTableType = metatype;
|
||||
type->HashNext = TypeHash[bucket];
|
||||
TypeHash[bucket] = type;
|
||||
GC::WriteBarrier(type);
|
||||
type->Release();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -3785,7 +3585,7 @@ void FTypeTable::AddType(PType *type)
|
|||
|
||||
type->HashNext = TypeHash[bucket];
|
||||
TypeHash[bucket] = type;
|
||||
GC::WriteBarrier(type);
|
||||
type->Release();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -3824,36 +3624,23 @@ size_t FTypeTable::Hash(const PClass *p1, intptr_t p2, intptr_t p3)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FTypeTable :: Mark
|
||||
//
|
||||
// Mark all types in this table for the garbage collector.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FTypeTable::Mark()
|
||||
{
|
||||
for (int i = HASH_SIZE - 1; i >= 0; --i)
|
||||
{
|
||||
if (TypeHash[i] != nullptr)
|
||||
{
|
||||
GC::Mark(TypeHash[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FTypeTable :: Clear
|
||||
//
|
||||
// Removes everything from the table. We let the garbage collector worry
|
||||
// about deleting them.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FTypeTable::Clear()
|
||||
{
|
||||
for (size_t i = 0; i < countof(TypeTable.TypeHash); ++i)
|
||||
{
|
||||
for (PType *ty = TypeTable.TypeHash[i]; ty != nullptr;)
|
||||
{
|
||||
auto next = ty->HashNext;
|
||||
delete ty;
|
||||
ty = next;
|
||||
}
|
||||
}
|
||||
memset(TypeHash, 0, sizeof(TypeHash));
|
||||
}
|
||||
|
||||
|
@ -3863,232 +3650,3 @@ CCMD(typetable)
|
|||
DumpTypeTable();
|
||||
}
|
||||
|
||||
// Symbol tables ------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(PTypeBase, true, false);
|
||||
IMPLEMENT_CLASS(PSymbol, true, false);
|
||||
IMPLEMENT_CLASS(PSymbolConst, false, false);
|
||||
IMPLEMENT_CLASS(PSymbolConstNumeric, false, false);
|
||||
IMPLEMENT_CLASS(PSymbolConstString, false, false);
|
||||
IMPLEMENT_CLASS(PSymbolTreeNode, false, false)
|
||||
IMPLEMENT_CLASS(PSymbolType, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PSymbolType)
|
||||
IMPLEMENT_POINTER(Type)
|
||||
IMPLEMENT_POINTERS_END
|
||||
|
||||
IMPLEMENT_CLASS(PSymbolVMFunction, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PSymbolVMFunction)
|
||||
IMPLEMENT_POINTER(Function)
|
||||
IMPLEMENT_POINTERS_END
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PSymbol::~PSymbol()
|
||||
{
|
||||
}
|
||||
|
||||
PSymbolTable::PSymbolTable()
|
||||
: ParentSymbolTable(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
PSymbolTable::PSymbolTable(PSymbolTable *parent)
|
||||
: ParentSymbolTable(parent)
|
||||
{
|
||||
}
|
||||
|
||||
PSymbolTable::~PSymbolTable ()
|
||||
{
|
||||
ReleaseSymbols();
|
||||
}
|
||||
|
||||
size_t PSymbolTable::MarkSymbols()
|
||||
{
|
||||
size_t count = 0;
|
||||
MapType::Iterator it(Symbols);
|
||||
MapType::Pair *pair;
|
||||
|
||||
while (it.NextPair(pair))
|
||||
{
|
||||
GC::Mark(pair->Value);
|
||||
count++;
|
||||
}
|
||||
return count * sizeof(*pair);
|
||||
}
|
||||
|
||||
void PSymbolTable::ReleaseSymbols()
|
||||
{
|
||||
// The GC will take care of deleting the symbols. We just need to
|
||||
// clear our references to them.
|
||||
Symbols.Clear();
|
||||
}
|
||||
|
||||
void PSymbolTable::SetParentTable (PSymbolTable *parent)
|
||||
{
|
||||
ParentSymbolTable = parent;
|
||||
}
|
||||
|
||||
PSymbol *PSymbolTable::FindSymbol (FName symname, bool searchparents) const
|
||||
{
|
||||
PSymbol * const *value = Symbols.CheckKey(symname);
|
||||
if (value == nullptr && searchparents && ParentSymbolTable != nullptr)
|
||||
{
|
||||
return ParentSymbolTable->FindSymbol(symname, searchparents);
|
||||
}
|
||||
return value != nullptr ? *value : nullptr;
|
||||
}
|
||||
|
||||
PSymbol *PSymbolTable::FindSymbolInTable(FName symname, PSymbolTable *&symtable)
|
||||
{
|
||||
PSymbol * const *value = Symbols.CheckKey(symname);
|
||||
if (value == nullptr)
|
||||
{
|
||||
if (ParentSymbolTable != nullptr)
|
||||
{
|
||||
return ParentSymbolTable->FindSymbolInTable(symname, symtable);
|
||||
}
|
||||
symtable = nullptr;
|
||||
return nullptr;
|
||||
}
|
||||
symtable = this;
|
||||
return *value;
|
||||
}
|
||||
|
||||
PSymbol *PSymbolTable::AddSymbol (PSymbol *sym)
|
||||
{
|
||||
// Symbols that already exist are not inserted.
|
||||
if (Symbols.CheckKey(sym->SymbolName) != nullptr)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
Symbols.Insert(sym->SymbolName, sym);
|
||||
return sym;
|
||||
}
|
||||
|
||||
void PSymbolTable::RemoveSymbol(PSymbol *sym)
|
||||
{
|
||||
auto mysym = Symbols.CheckKey(sym->SymbolName);
|
||||
if (mysym == nullptr || *mysym != sym) return;
|
||||
Symbols.Remove(sym->SymbolName);
|
||||
}
|
||||
|
||||
PSymbol *PSymbolTable::ReplaceSymbol(PSymbol *newsym)
|
||||
{
|
||||
// If a symbol with a matching name exists, take its place and return it.
|
||||
PSymbol **symslot = Symbols.CheckKey(newsym->SymbolName);
|
||||
if (symslot != nullptr)
|
||||
{
|
||||
PSymbol *oldsym = *symslot;
|
||||
*symslot = newsym;
|
||||
return oldsym;
|
||||
}
|
||||
// Else, just insert normally and return nullptr since there was no
|
||||
// symbol to replace.
|
||||
Symbols.Insert(newsym->SymbolName, newsym);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
IMPLEMENT_CLASS(PNamespace, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PNamespace)
|
||||
IMPLEMENT_POINTER(Parent)
|
||||
IMPLEMENT_POINTERS_END
|
||||
|
||||
PNamespace::PNamespace(int filenum, PNamespace *parent)
|
||||
{
|
||||
Parent = parent;
|
||||
if (parent) Symbols.SetParentTable(&parent->Symbols);
|
||||
FileNum = filenum;
|
||||
}
|
||||
|
||||
size_t PNamespace::PropagateMark()
|
||||
{
|
||||
GC::Mark(Parent);
|
||||
return Symbols.MarkSymbols() + 1;
|
||||
}
|
||||
|
||||
FNamespaceManager::FNamespaceManager()
|
||||
{
|
||||
GlobalNamespace = nullptr;
|
||||
}
|
||||
|
||||
PNamespace *FNamespaceManager::NewNamespace(int filenum)
|
||||
{
|
||||
PNamespace *parent = nullptr;
|
||||
// The parent will be the last namespace with this or a lower filenum.
|
||||
// This ensures that DECORATE won't see the symbols of later files.
|
||||
for (int i = AllNamespaces.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
if (AllNamespaces[i]->FileNum <= filenum)
|
||||
{
|
||||
parent = AllNamespaces[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
auto newns = new PNamespace(filenum, parent);
|
||||
AllNamespaces.Push(newns);
|
||||
return newns;
|
||||
}
|
||||
|
||||
size_t FNamespaceManager::MarkSymbols()
|
||||
{
|
||||
for (auto ns : AllNamespaces)
|
||||
{
|
||||
GC::Mark(ns);
|
||||
}
|
||||
return AllNamespaces.Size();
|
||||
}
|
||||
|
||||
void FNamespaceManager::ReleaseSymbols()
|
||||
{
|
||||
GlobalNamespace = nullptr;
|
||||
AllNamespaces.Clear();
|
||||
}
|
||||
|
||||
// removes all symbols from the symbol tables.
|
||||
// After running the compiler these are not needed anymore.
|
||||
// Only the namespaces themselves are kept because the type table references them.
|
||||
int FNamespaceManager::RemoveSymbols()
|
||||
{
|
||||
int count = 0;
|
||||
for (auto ns : AllNamespaces)
|
||||
{
|
||||
count += ns->Symbols.Symbols.CountUsed();
|
||||
ns->Symbols.ReleaseSymbols();
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
void RemoveUnusedSymbols()
|
||||
{
|
||||
// Global symbols are not needed anymore after running the compiler.
|
||||
int count = Namespaces.RemoveSymbols();
|
||||
|
||||
// We do not need any non-field and non-function symbols in structs and classes anymore.
|
||||
for (size_t i = 0; i < countof(TypeTable.TypeHash); ++i)
|
||||
{
|
||||
for (PType *ty = TypeTable.TypeHash[i]; ty != nullptr; ty = ty->HashNext)
|
||||
{
|
||||
if (ty->IsKindOf(RUNTIME_CLASS(PStruct)))
|
||||
{
|
||||
auto it = ty->Symbols.GetIterator();
|
||||
PSymbolTable::MapType::Pair *pair;
|
||||
while (it.NextPair(pair))
|
||||
{
|
||||
if (!pair->Value->IsKindOf(RUNTIME_CLASS(PField)) && !pair->Value->IsKindOf(RUNTIME_CLASS(PFunction)))
|
||||
{
|
||||
ty->Symbols.RemoveSymbol(pair->Value);
|
||||
count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
DPrintf(DMSG_SPAMMY, "%d symbols removed after compilation\n", count);
|
||||
}
|
||||
|
|
307
src/dobjtype.h
307
src/dobjtype.h
|
@ -39,36 +39,6 @@ enum
|
|||
VARF_VarArg = (1<<19), // [ZZ] vararg: don't typecheck values after ... in function signature
|
||||
};
|
||||
|
||||
// Symbol information -------------------------------------------------------
|
||||
|
||||
class PTypeBase : public DObject
|
||||
{
|
||||
DECLARE_ABSTRACT_CLASS(PTypeBase, DObject)
|
||||
|
||||
public:
|
||||
virtual FString QualifiedName() const
|
||||
{
|
||||
return "";
|
||||
}
|
||||
};
|
||||
|
||||
class PSymbol : public PTypeBase
|
||||
{
|
||||
DECLARE_ABSTRACT_CLASS(PSymbol, PTypeBase);
|
||||
public:
|
||||
virtual ~PSymbol();
|
||||
|
||||
virtual FString QualifiedName() const
|
||||
{
|
||||
return SymbolName.GetChars();
|
||||
}
|
||||
|
||||
FName SymbolName;
|
||||
|
||||
protected:
|
||||
PSymbol(FName name) { SymbolName = name; }
|
||||
};
|
||||
|
||||
// An action function -------------------------------------------------------
|
||||
|
||||
struct FState;
|
||||
|
@ -79,101 +49,6 @@ struct VMReturn;
|
|||
class VMFunction;
|
||||
struct FNamespaceManager;
|
||||
|
||||
// A VM function ------------------------------------------------------------
|
||||
|
||||
class PSymbolVMFunction : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PSymbolVMFunction, PSymbol);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
VMFunction *Function;
|
||||
|
||||
PSymbolVMFunction(FName name) : PSymbol(name) {}
|
||||
PSymbolVMFunction() : PSymbol(NAME_None) {}
|
||||
};
|
||||
|
||||
// A symbol for a type ------------------------------------------------------
|
||||
|
||||
class PSymbolType : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PSymbolType, PSymbol);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
class PType *Type;
|
||||
|
||||
PSymbolType(FName name, class PType *ty) : PSymbol(name), Type(ty) {}
|
||||
PSymbolType() : PSymbol(NAME_None) {}
|
||||
};
|
||||
|
||||
// A symbol table -----------------------------------------------------------
|
||||
|
||||
struct PSymbolTable
|
||||
{
|
||||
PSymbolTable();
|
||||
PSymbolTable(PSymbolTable *parent);
|
||||
~PSymbolTable();
|
||||
|
||||
size_t MarkSymbols();
|
||||
|
||||
// Sets the table to use for searches if this one doesn't contain the
|
||||
// requested symbol.
|
||||
void SetParentTable (PSymbolTable *parent);
|
||||
PSymbolTable *GetParentTable() const
|
||||
{
|
||||
return ParentSymbolTable;
|
||||
}
|
||||
|
||||
// Finds a symbol in the table, optionally searching parent tables
|
||||
// as well.
|
||||
PSymbol *FindSymbol (FName symname, bool searchparents) const;
|
||||
|
||||
// Like FindSymbol with searchparents set true, but also returns the
|
||||
// specific symbol table the symbol was found in.
|
||||
PSymbol *FindSymbolInTable(FName symname, PSymbolTable *&symtable);
|
||||
|
||||
|
||||
// Places the symbol in the table and returns a pointer to it or NULL if
|
||||
// a symbol with the same name is already in the table. This symbol is
|
||||
// not copied and will be freed when the symbol table is destroyed.
|
||||
PSymbol *AddSymbol (PSymbol *sym);
|
||||
|
||||
// Similar to AddSymbol but always succeeds. Returns the symbol that used
|
||||
// to be in the table with this name, if any.
|
||||
PSymbol *ReplaceSymbol(PSymbol *sym);
|
||||
|
||||
void RemoveSymbol(PSymbol *sym);
|
||||
|
||||
// Frees all symbols from this table.
|
||||
void ReleaseSymbols();
|
||||
|
||||
typedef TMap<FName, PSymbol *> MapType;
|
||||
|
||||
MapType::Iterator GetIterator()
|
||||
{
|
||||
return MapType::Iterator(Symbols);
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
PSymbolTable *ParentSymbolTable;
|
||||
MapType Symbols;
|
||||
|
||||
friend class DObject;
|
||||
friend struct FNamespaceManager;
|
||||
};
|
||||
|
||||
// A symbol for a compiler tree node ----------------------------------------
|
||||
|
||||
class PSymbolTreeNode : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PSymbolTreeNode, PSymbol);
|
||||
public:
|
||||
struct ZCC_TreeNode *Node;
|
||||
|
||||
PSymbolTreeNode(FName name, struct ZCC_TreeNode *node) : PSymbol(name), Node(node) {}
|
||||
PSymbolTreeNode() : PSymbol(NAME_None) {}
|
||||
};
|
||||
|
||||
// Basic information shared by all types ------------------------------------
|
||||
|
||||
// Only one copy of a type is ever instantiated at one time.
|
||||
|
@ -202,7 +77,6 @@ struct ZCC_ExprConstant;
|
|||
class PType : public PTypeBase
|
||||
{
|
||||
DECLARE_ABSTRACT_CLASS(PType, PTypeBase)
|
||||
HAS_OBJECT_POINTERS;
|
||||
protected:
|
||||
|
||||
public:
|
||||
|
@ -296,8 +170,6 @@ public:
|
|||
|
||||
const char *DescriptiveName() const;
|
||||
|
||||
size_t PropagateMark();
|
||||
|
||||
static void StaticInit();
|
||||
};
|
||||
|
||||
|
@ -335,7 +207,6 @@ class PCompoundType : public PType
|
|||
class PNamedType : public PCompoundType
|
||||
{
|
||||
DECLARE_ABSTRACT_CLASS(PNamedType, PCompoundType);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
PTypeBase *Outer; // object this type is contained within
|
||||
FName TypeName; // this type's name
|
||||
|
@ -349,7 +220,6 @@ public:
|
|||
|
||||
virtual bool IsMatch(intptr_t id1, intptr_t id2) const;
|
||||
virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
|
||||
virtual FString QualifiedName() const;
|
||||
};
|
||||
|
||||
// Basic types --------------------------------------------------------------
|
||||
|
@ -492,7 +362,6 @@ public:
|
|||
class PPointer : public PBasicType
|
||||
{
|
||||
DECLARE_CLASS(PPointer, PBasicType);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
PPointer();
|
||||
PPointer(PType *pointsat, bool isconst = false);
|
||||
|
@ -525,7 +394,6 @@ public:
|
|||
class PClassPointer : public PPointer
|
||||
{
|
||||
DECLARE_CLASS(PClassPointer, PPointer);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
PClassPointer(class PClass *restrict = nullptr);
|
||||
|
||||
|
@ -537,58 +405,11 @@ public:
|
|||
virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
|
||||
};
|
||||
|
||||
// Struct/class fields ------------------------------------------------------
|
||||
|
||||
// A PField describes a symbol that takes up physical space in the struct.
|
||||
class PField : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PField, PSymbol);
|
||||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
PField(FName name, PType *type, DWORD flags = 0, size_t offset = 0, int bitvalue = 0);
|
||||
|
||||
size_t Offset;
|
||||
PType *Type;
|
||||
DWORD Flags;
|
||||
int BitValue;
|
||||
protected:
|
||||
PField();
|
||||
};
|
||||
|
||||
// Struct/class fields ------------------------------------------------------
|
||||
|
||||
// A PField describes a symbol that takes up physical space in the struct.
|
||||
class PProperty : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PProperty, PSymbol);
|
||||
public:
|
||||
PProperty(FName name, TArray<PField *> &variables);
|
||||
|
||||
TArray<PField *> Variables;
|
||||
|
||||
protected:
|
||||
PProperty();
|
||||
};
|
||||
|
||||
class PPropFlag : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PPropFlag, PSymbol);
|
||||
public:
|
||||
PPropFlag(FName name, PField *offset, int bitval);
|
||||
|
||||
PField *Offset;
|
||||
int bitval;
|
||||
|
||||
protected:
|
||||
PPropFlag();
|
||||
};
|
||||
|
||||
// Compound types -----------------------------------------------------------
|
||||
|
||||
class PEnum : public PInt
|
||||
{
|
||||
DECLARE_CLASS(PEnum, PInt);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
PEnum(FName name, PTypeBase *outer);
|
||||
|
||||
|
@ -601,7 +422,6 @@ protected:
|
|||
class PArray : public PCompoundType
|
||||
{
|
||||
DECLARE_CLASS(PArray, PCompoundType);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
PArray(PType *etype, unsigned int ecount);
|
||||
|
||||
|
@ -625,7 +445,6 @@ protected:
|
|||
class PResizableArray : public PArray
|
||||
{
|
||||
DECLARE_CLASS(PResizableArray, PArray);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
PResizableArray(PType *etype);
|
||||
|
||||
|
@ -639,7 +458,6 @@ protected:
|
|||
class PDynArray : public PCompoundType
|
||||
{
|
||||
DECLARE_CLASS(PDynArray, PCompoundType);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
PDynArray(PType *etype, PStruct *backing);
|
||||
|
||||
|
@ -663,7 +481,6 @@ protected:
|
|||
class PMap : public PCompoundType
|
||||
{
|
||||
DECLARE_CLASS(PMap, PCompoundType);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
PMap(PType *keytype, PType *valtype);
|
||||
|
||||
|
@ -692,8 +509,6 @@ public:
|
|||
virtual PField *AddField(FName name, PType *type, DWORD flags=0);
|
||||
virtual PField *AddNativeField(FName name, PType *type, size_t address, DWORD flags = 0, int bitvalue = 0);
|
||||
|
||||
size_t PropagateMark();
|
||||
|
||||
void WriteValue(FSerializer &ar, const char *key,const void *addr) const override;
|
||||
bool ReadValue(FSerializer &ar, const char *key,void *addr) const override;
|
||||
void SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset> *specials) const override;
|
||||
|
@ -730,36 +545,6 @@ protected:
|
|||
PPrototype();
|
||||
};
|
||||
|
||||
// TBD: Should we really support overloading?
|
||||
class PFunction : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PFunction, PSymbol);
|
||||
public:
|
||||
struct Variant
|
||||
{
|
||||
PPrototype *Proto;
|
||||
VMFunction *Implementation;
|
||||
TArray<DWORD> ArgFlags; // Should be the same length as Proto->ArgumentTypes
|
||||
TArray<FName> ArgNames; // we need the names to access them later when the function gets compiled.
|
||||
uint32_t Flags;
|
||||
int UseFlags;
|
||||
PStruct *SelfClass;
|
||||
};
|
||||
TArray<Variant> Variants;
|
||||
PStruct *OwningClass = nullptr;
|
||||
|
||||
unsigned AddVariant(PPrototype *proto, TArray<DWORD> &argflags, TArray<FName> &argnames, VMFunction *impl, int flags, int useflags);
|
||||
int GetImplicitArgs()
|
||||
{
|
||||
if (Variants[0].Flags & VARF_Action) return 3;
|
||||
else if (Variants[0].Flags & VARF_Method) return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
size_t PropagateMark();
|
||||
|
||||
PFunction(PStruct *owner = nullptr, FName name = NAME_None) : PSymbol(name), OwningClass(owner) {}
|
||||
};
|
||||
|
||||
// Meta-info for every class derived from DObject ---------------------------
|
||||
|
||||
|
@ -771,7 +556,6 @@ enum
|
|||
class PClass : public PNativeStruct
|
||||
{
|
||||
DECLARE_CLASS(PClass, PNativeStruct);
|
||||
HAS_OBJECT_POINTERS;
|
||||
protected:
|
||||
// We unravel _WITH_META here just as we did for PType.
|
||||
TArray<FTypeAndOffset> SpecialInits;
|
||||
|
@ -828,11 +612,24 @@ public:
|
|||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
inline bool IsDescendantOf(const PClass *ti) const
|
||||
{
|
||||
return ti->IsAncestorOf(this);
|
||||
}
|
||||
|
||||
inline bool IsDescendantOf(FName ti) const
|
||||
{
|
||||
auto me = this;
|
||||
while (me)
|
||||
{
|
||||
if (me->TypeName == ti)
|
||||
return true;
|
||||
me = me->ParentClass;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Find a type, given its name.
|
||||
const PClass *FindParentClass(FName name) const;
|
||||
PClass *FindParentClass(FName name) { return const_cast<PClass *>(const_cast<const PClass *>(this)->FindParentClass(name)); }
|
||||
|
@ -865,10 +662,8 @@ struct FTypeTable
|
|||
PType *TypeHash[HASH_SIZE];
|
||||
|
||||
PType *FindType(PClass *metatype, intptr_t parm1, intptr_t parm2, size_t *bucketnum);
|
||||
void ReplaceType(PType *newtype, PType *oldtype, size_t bucket);
|
||||
void AddType(PType *type, PClass *metatype, intptr_t parm1, intptr_t parm2, size_t bucket);
|
||||
void AddType(PType *type);
|
||||
void Mark();
|
||||
void Clear();
|
||||
|
||||
static size_t Hash(const PClass *p1, intptr_t p2, intptr_t p3);
|
||||
|
@ -915,82 +710,6 @@ extern PStateLabel *TypeStateLabel;
|
|||
extern PPointer *TypeNullPtr;
|
||||
extern PPointer *TypeVoidPtr;
|
||||
|
||||
// A constant value ---------------------------------------------------------
|
||||
|
||||
class PSymbolConst : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PSymbolConst, PSymbol);
|
||||
public:
|
||||
PType *ValueType;
|
||||
|
||||
PSymbolConst(FName name, PType *type=NULL) : PSymbol(name), ValueType(type) {}
|
||||
PSymbolConst() : PSymbol(NAME_None), ValueType(NULL) {}
|
||||
};
|
||||
|
||||
// A constant numeric value -------------------------------------------------
|
||||
|
||||
class PSymbolConstNumeric : public PSymbolConst
|
||||
{
|
||||
DECLARE_CLASS(PSymbolConstNumeric, PSymbolConst);
|
||||
public:
|
||||
union
|
||||
{
|
||||
int Value;
|
||||
double Float;
|
||||
void *Pad;
|
||||
};
|
||||
|
||||
PSymbolConstNumeric(FName name, PType *type=NULL) : PSymbolConst(name, type) {}
|
||||
PSymbolConstNumeric(FName name, PType *type, int val) : PSymbolConst(name, type), Value(val) {}
|
||||
PSymbolConstNumeric(FName name, PType *type, unsigned int val) : PSymbolConst(name, type), Value((int)val) {}
|
||||
PSymbolConstNumeric(FName name, PType *type, double val) : PSymbolConst(name, type), Float(val) {}
|
||||
PSymbolConstNumeric() {}
|
||||
};
|
||||
|
||||
// A constant string value --------------------------------------------------
|
||||
|
||||
class PSymbolConstString : public PSymbolConst
|
||||
{
|
||||
DECLARE_CLASS(PSymbolConstString, PSymbolConst);
|
||||
public:
|
||||
FString Str;
|
||||
|
||||
PSymbolConstString(FName name, const FString &str) : PSymbolConst(name, TypeString), Str(str) {}
|
||||
PSymbolConstString() {}
|
||||
};
|
||||
|
||||
// Namespaces --------------------------------------------------
|
||||
|
||||
class PNamespace : public PTypeBase
|
||||
{
|
||||
DECLARE_CLASS(PNamespace, PTypeBase)
|
||||
HAS_OBJECT_POINTERS;
|
||||
|
||||
public:
|
||||
PSymbolTable Symbols;
|
||||
PNamespace *Parent;
|
||||
int FileNum; // This is for blocking DECORATE access to later files.
|
||||
|
||||
PNamespace() {}
|
||||
PNamespace(int filenum, PNamespace *parent);
|
||||
size_t PropagateMark();
|
||||
};
|
||||
|
||||
struct FNamespaceManager
|
||||
{
|
||||
PNamespace *GlobalNamespace;
|
||||
TArray<PNamespace *> AllNamespaces;
|
||||
|
||||
FNamespaceManager();
|
||||
PNamespace *NewNamespace(int filenum);
|
||||
size_t MarkSymbols();
|
||||
void ReleaseSymbols();
|
||||
int RemoveSymbols();
|
||||
};
|
||||
|
||||
extern FNamespaceManager Namespaces;
|
||||
|
||||
|
||||
// Enumerations for serializing types in an archive -------------------------
|
||||
|
||||
inline bool &DObject::BoolVar(FName field)
|
||||
|
|
|
@ -41,6 +41,8 @@
|
|||
#endif
|
||||
|
||||
#include <limits.h>
|
||||
#include <tuple>
|
||||
#include <algorithm>
|
||||
#include "tarray.h"
|
||||
#include "name.h"
|
||||
#include "zstring.h"
|
||||
|
@ -155,12 +157,9 @@ struct PalEntry
|
|||
#endif
|
||||
};
|
||||
|
||||
class PClassInventory;
|
||||
|
||||
class FTextureID
|
||||
{
|
||||
friend class FTextureManager;
|
||||
friend FTextureID GetHUDIcon(PClassInventory *cls);
|
||||
friend void R_InitSpriteDefs();
|
||||
|
||||
public:
|
||||
|
|
|
@ -340,7 +340,7 @@ inline int T_FindFirstSectorFromTag(int tagnum)
|
|||
// Doom index is only supported for the 4 original ammo types
|
||||
//
|
||||
//==========================================================================
|
||||
static PClassInventory * T_GetAmmo(const svalue_t &t)
|
||||
static PClassActor * T_GetAmmo(const svalue_t &t)
|
||||
{
|
||||
const char * p;
|
||||
|
||||
|
@ -361,8 +361,8 @@ static PClassInventory * T_GetAmmo(const svalue_t &t)
|
|||
}
|
||||
p=DefAmmo[ammonum];
|
||||
}
|
||||
PClassInventory * am=dyn_cast<PClassInventory>(PClass::FindActor(p));
|
||||
if (am == NULL)
|
||||
auto am = PClass::FindActor(p);
|
||||
if (am == NULL || !am->IsKindOf(PClass::FindClass(NAME_Ammo)))
|
||||
{
|
||||
script_error("unknown ammo type : %s", p);
|
||||
return NULL;
|
||||
|
@ -2434,8 +2434,8 @@ static void FS_GiveInventory (AActor *actor, const char * type, int amount)
|
|||
{
|
||||
type = "BasicArmorPickup";
|
||||
}
|
||||
PClassInventory * info = dyn_cast<PClassInventory>(PClass::FindActor (type));
|
||||
if (info == NULL)
|
||||
auto info = PClass::FindActor (type);
|
||||
if (info == NULL || !info->IsKindOf(RUNTIME_CLASS(AInventory)))
|
||||
{
|
||||
Printf ("Unknown inventory item: %s\n", type);
|
||||
return;
|
||||
|
@ -2564,7 +2564,7 @@ void FParser::SF_PlayerKeys(void)
|
|||
void FParser::SF_PlayerAmmo(void)
|
||||
{
|
||||
int playernum, amount;
|
||||
PClassInventory * ammotype;
|
||||
PClassActor * ammotype;
|
||||
|
||||
if (CheckArgs(2))
|
||||
{
|
||||
|
@ -2600,7 +2600,7 @@ void FParser::SF_PlayerAmmo(void)
|
|||
void FParser::SF_MaxPlayerAmmo()
|
||||
{
|
||||
int playernum, amount;
|
||||
PClassInventory * ammotype;
|
||||
PClassActor * ammotype;
|
||||
|
||||
if (CheckArgs(2))
|
||||
{
|
||||
|
@ -2629,7 +2629,7 @@ void FParser::SF_MaxPlayerAmmo()
|
|||
|
||||
for (AInventory *item = players[playernum].mo->Inventory; item != NULL; item = item->Inventory)
|
||||
{
|
||||
if (item->IsKindOf(PClass::FindClass(NAME_BackpackItem)))
|
||||
if (item->IsKindOf(NAME_BackpackItem))
|
||||
{
|
||||
if (t_argc>=4) amount = intvalue(t_argv[3]);
|
||||
else amount*=2;
|
||||
|
@ -2676,7 +2676,7 @@ void FParser::SF_PlayerWeapon()
|
|||
return;
|
||||
}
|
||||
auto ti = PClass::FindActor(WeaponNames[weaponnum]);
|
||||
if (!ti || !ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (!ti || !ti->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
script_error("incompatibility in playerweapon %d\n", weaponnum);
|
||||
return;
|
||||
|
@ -2712,7 +2712,7 @@ void FParser::SF_PlayerWeapon()
|
|||
{
|
||||
if (!wp)
|
||||
{
|
||||
AWeapon * pw=players[playernum].PendingWeapon;
|
||||
auto pw=players[playernum].PendingWeapon;
|
||||
players[playernum].mo->GiveInventoryType(ti);
|
||||
players[playernum].PendingWeapon=pw;
|
||||
}
|
||||
|
@ -2757,7 +2757,7 @@ void FParser::SF_PlayerSelectedWeapon()
|
|||
return;
|
||||
}
|
||||
auto ti = PClass::FindActor(WeaponNames[weaponnum]);
|
||||
if (!ti || !ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (!ti || !ti->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
script_error("incompatibility in playerweapon %d\n", weaponnum);
|
||||
return;
|
||||
|
@ -2862,7 +2862,7 @@ void FParser::SF_SetWeapon()
|
|||
{
|
||||
AInventory *item = players[playernum].mo->FindInventory (PClass::FindActor (stringvalue(t_argv[1])));
|
||||
|
||||
if (item == NULL || !item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
||||
if (item == NULL || !item->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
}
|
||||
else if (players[playernum].ReadyWeapon == item)
|
||||
|
@ -2874,7 +2874,7 @@ void FParser::SF_SetWeapon()
|
|||
}
|
||||
else
|
||||
{
|
||||
AWeapon *weap = static_cast<AWeapon *> (item);
|
||||
auto weap = static_cast<AWeapon *> (item);
|
||||
|
||||
if (weap->CheckAmmo (AWeapon::EitherFire, false))
|
||||
{
|
||||
|
|
|
@ -1361,7 +1361,7 @@ void G_PlayerReborn (int player)
|
|||
BYTE currclass;
|
||||
userinfo_t userinfo; // [RH] Save userinfo
|
||||
APlayerPawn *actor;
|
||||
PClassPlayerPawn *cls;
|
||||
PClassActor *cls;
|
||||
FString log;
|
||||
DBot *Bot; //Added by MC:
|
||||
|
||||
|
|
|
@ -187,7 +187,7 @@ static void AddOneKey(Keygroup *keygroup, PClassActor *mi, FScanner &sc)
|
|||
keygroup->anykeylist.Push (k);
|
||||
|
||||
//... but only keys get key numbers!
|
||||
if (mi->IsDescendantOf(PClass::FindActor(NAME_Key)))
|
||||
if (mi->IsDescendantOf(NAME_Key))
|
||||
{
|
||||
if (!ignorekey &&
|
||||
GetDefaultByType(mi)->special1 == 0)
|
||||
|
|
|
@ -25,54 +25,6 @@
|
|||
|
||||
EXTERN_CVAR(Bool, sv_unlimited_pickup)
|
||||
|
||||
IMPLEMENT_CLASS(PClassInventory, false, false)
|
||||
|
||||
PClassInventory::PClassInventory()
|
||||
{
|
||||
GiveQuest = 0;
|
||||
AltHUDIcon.SetNull();
|
||||
}
|
||||
|
||||
void PClassInventory::DeriveData(PClass *newclass)
|
||||
{
|
||||
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassInventory)));
|
||||
Super::DeriveData(newclass);
|
||||
PClassInventory *newc = static_cast<PClassInventory *>(newclass);
|
||||
|
||||
newc->PickupMsg = PickupMsg;
|
||||
newc->GiveQuest = GiveQuest;
|
||||
newc->AltHUDIcon = AltHUDIcon;
|
||||
newc->ForbiddenToPlayerClass = ForbiddenToPlayerClass;
|
||||
newc->RestrictedToPlayerClass = RestrictedToPlayerClass;
|
||||
}
|
||||
|
||||
size_t PClassInventory::PointerSubstitution(DObject *oldclass, DObject *newclass)
|
||||
{
|
||||
size_t changed = Super::PointerSubstitution(oldclass, newclass);
|
||||
AInventory *def = (AInventory*)Defaults;
|
||||
if (def != NULL)
|
||||
{
|
||||
if (def->PickupFlash == oldclass) def->PickupFlash = static_cast<PClassActor *>(newclass);
|
||||
for (unsigned i = 0; i < ForbiddenToPlayerClass.Size(); i++)
|
||||
{
|
||||
if (ForbiddenToPlayerClass[i] == oldclass)
|
||||
{
|
||||
ForbiddenToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
|
||||
changed++;
|
||||
}
|
||||
}
|
||||
for (unsigned i = 0; i < RestrictedToPlayerClass.Size(); i++)
|
||||
{
|
||||
if (RestrictedToPlayerClass[i] == oldclass)
|
||||
{
|
||||
RestrictedToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
|
||||
changed++;
|
||||
}
|
||||
}
|
||||
}
|
||||
return changed;
|
||||
}
|
||||
|
||||
void AInventory::Finalize(FStateDefinitions &statedef)
|
||||
{
|
||||
Super::Finalize(statedef);
|
||||
|
@ -98,8 +50,8 @@ DEFINE_FIELD(AInventory, DropTime)
|
|||
DEFINE_FIELD(AInventory, SpawnPointClass)
|
||||
DEFINE_FIELD(AInventory, PickupFlash)
|
||||
DEFINE_FIELD(AInventory, PickupSound)
|
||||
DEFINE_FIELD(PClassInventory, PickupMsg)
|
||||
DEFINE_FIELD(PClassInventory, GiveQuest)
|
||||
DEFINE_FIELD(AInventory, GiveQuest)
|
||||
DEFINE_FIELD(PClassActor, PickupMsg)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
|
@ -163,7 +115,8 @@ void AInventory::Serialize(FSerializer &arc)
|
|||
("icon", Icon, def->Icon)
|
||||
("pickupsound", PickupSound, def->PickupSound)
|
||||
("spawnpointclass", SpawnPointClass, def->SpawnPointClass)
|
||||
("droptime", DropTime, def->DropTime);
|
||||
("droptime", DropTime, def->DropTime)
|
||||
("givequest", GiveQuest, def->GiveQuest);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -548,7 +501,7 @@ DEFINE_ACTION_FUNCTION(AInventory, CanPickup)
|
|||
if (!toucher)
|
||||
ACTION_RETURN_BOOL(false);
|
||||
|
||||
PClassInventory *ai = self->GetClass();
|
||||
auto ai = self->GetClass();
|
||||
// Is the item restricted to certain player classes?
|
||||
if (ai->RestrictedToPlayerClass.Size() != 0)
|
||||
{
|
||||
|
|
|
@ -9,7 +9,6 @@
|
|||
|
||||
class player_t;
|
||||
class FConfigFile;
|
||||
class PClassPlayerPawn;
|
||||
struct visstyle_t;
|
||||
|
||||
/************************************************************************/
|
||||
|
@ -50,25 +49,9 @@ enum
|
|||
};
|
||||
|
||||
|
||||
class PClassInventory : public PClassActor
|
||||
{
|
||||
DECLARE_CLASS(PClassInventory, PClassActor)
|
||||
public:
|
||||
PClassInventory();
|
||||
virtual void DeriveData(PClass *newclass);
|
||||
virtual size_t PointerSubstitution(DObject *oldclass, DObject *newclass);
|
||||
void Finalize(FStateDefinitions &statedef);
|
||||
|
||||
FString PickupMsg;
|
||||
int GiveQuest; // Optionally give one of the quest items.
|
||||
FTextureID AltHUDIcon;
|
||||
TArray<PClassPlayerPawn *> RestrictedToPlayerClass;
|
||||
TArray<PClassPlayerPawn *> ForbiddenToPlayerClass;
|
||||
};
|
||||
|
||||
class AInventory : public AActor
|
||||
{
|
||||
DECLARE_CLASS_WITH_META(AInventory, AActor, PClassInventory)
|
||||
DECLARE_CLASS(AInventory, AActor)
|
||||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
|
||||
|
@ -104,6 +87,8 @@ public:
|
|||
FTextureID Icon; // Icon to show on status bar or HUD
|
||||
int DropTime; // Countdown after dropping
|
||||
PClassActor *SpawnPointClass; // For respawning like Heretic's mace
|
||||
int GiveQuest; // Optionally give one of the quest items.
|
||||
FTextureID AltHUDIcon;
|
||||
|
||||
DWORD ItemFlags;
|
||||
PClassActor *PickupFlash; // actor to spawn as pickup flash
|
||||
|
|
|
@ -64,9 +64,6 @@ IMPLEMENT_POINTERS_START(AWeapon)
|
|||
IMPLEMENT_POINTER(Ammo1)
|
||||
IMPLEMENT_POINTER(Ammo2)
|
||||
IMPLEMENT_POINTER(SisterWeapon)
|
||||
IMPLEMENT_POINTER(AmmoType1)
|
||||
IMPLEMENT_POINTER(AmmoType2)
|
||||
IMPLEMENT_POINTER(SisterWeaponType)
|
||||
IMPLEMENT_POINTERS_END
|
||||
|
||||
DEFINE_FIELD(AWeapon, WeaponFlags)
|
||||
|
@ -528,7 +525,7 @@ bool FWeaponSlot::AddWeapon(PClassActor *type)
|
|||
return false;
|
||||
}
|
||||
|
||||
if (!type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (!type->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
Printf("Can't add non-weapon %s to weapon slots\n", type->TypeName.GetChars());
|
||||
return false;
|
||||
|
@ -635,7 +632,7 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
|
|||
{
|
||||
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[j].Type));
|
||||
|
||||
if (weap != nullptr && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (weap != nullptr && weap->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
|
||||
{
|
||||
|
@ -650,7 +647,7 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
|
|||
{
|
||||
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[i].Type));
|
||||
|
||||
if (weap != nullptr && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (weap != nullptr && weap->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
|
||||
{
|
||||
|
@ -982,7 +979,7 @@ void FWeaponSlots::AddExtraWeapons()
|
|||
{
|
||||
PClassActor *cls = PClassActor::AllActorClasses[i];
|
||||
|
||||
if (!cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (!cls->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
@ -1058,7 +1055,7 @@ void FWeaponSlots::SetFromGameInfo()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FWeaponSlots::StandardSetup(PClassPlayerPawn *type)
|
||||
void FWeaponSlots::StandardSetup(PClassActor *type)
|
||||
{
|
||||
SetFromPlayer(type);
|
||||
AddExtraWeapons();
|
||||
|
@ -1151,14 +1148,15 @@ void FWeaponSlots::SendDifferences(int playernum, const FWeaponSlots &other)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FWeaponSlots::SetFromPlayer(PClassPlayerPawn *type)
|
||||
void FWeaponSlots::SetFromPlayer(PClassActor *type)
|
||||
{
|
||||
Clear();
|
||||
auto Slot = ((APlayerPawn*)GetDefaultByType(type))->Slot;
|
||||
for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
|
||||
{
|
||||
if (!type->Slot[i].IsEmpty())
|
||||
if (Slot[i] != NAME_None)
|
||||
{
|
||||
Slots[i].AddWeaponList(type->Slot[i], false);
|
||||
Slots[i].AddWeaponList(Slot[i], false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1342,7 +1340,7 @@ CCMD (weaponsection)
|
|||
//===========================================================================
|
||||
void FWeaponSlots::AddSlotDefault(int slot, PClassActor *type, bool feedback)
|
||||
{
|
||||
if (type != nullptr && type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (type != nullptr && type->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
switch (AddDefaultWeapon(slot, type))
|
||||
{
|
||||
|
@ -1441,7 +1439,7 @@ void P_SetupWeapons_ntohton()
|
|||
{
|
||||
PClassActor *cls = PClassActor::AllActorClasses[i];
|
||||
|
||||
if (cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (cls->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
Weapons_ntoh.Push(static_cast<PClassActor *>(cls));
|
||||
}
|
||||
|
|
|
@ -65,8 +65,8 @@ struct FWeaponSlots
|
|||
ESlotDef AddDefaultWeapon (int slot, PClassActor *type);
|
||||
void AddExtraWeapons();
|
||||
void SetFromGameInfo();
|
||||
void SetFromPlayer(PClassPlayerPawn *type);
|
||||
void StandardSetup(PClassPlayerPawn *type);
|
||||
void SetFromPlayer(PClassActor *type);
|
||||
void StandardSetup(PClassActor *type);
|
||||
void LocalSetup(PClassActor *type);
|
||||
void SendDifferences(int playernum, const FWeaponSlots &other);
|
||||
int RestoreSlots (FConfigFile *config, const char *section);
|
||||
|
@ -92,7 +92,7 @@ class AWeapon : public AStateProvider
|
|||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
DWORD WeaponFlags;
|
||||
PClassInventory *AmmoType1, *AmmoType2; // Types of ammo used by this weapon
|
||||
PClassActor *AmmoType1, *AmmoType2; // Types of ammo used by this weapon
|
||||
int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
|
||||
int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
|
||||
int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
|
||||
|
|
|
@ -20,3 +20,4 @@
|
|||
#include <io.h>
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <tuple>
|
||||
|
|
|
@ -42,7 +42,7 @@ void A_Unblock(AActor *self, bool drop)
|
|||
// If the actor has attached metadata for items to drop, drop those.
|
||||
if (drop && !self->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
|
||||
{
|
||||
DDropItem *di = self->GetDropItems();
|
||||
auto di = self->GetDropItems();
|
||||
|
||||
if (di != NULL)
|
||||
{
|
||||
|
|
|
@ -33,7 +33,7 @@ void InitAllPowerupEffects(AInventory *item);
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
|
||||
bool P_MorphPlayer (player_t *activator, player_t *p, PClassActor *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
|
||||
{
|
||||
AInventory *item;
|
||||
APlayerPawn *morphed;
|
||||
|
@ -290,8 +290,8 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
|||
// and for the original DOOM status bar.
|
||||
if (player == &players[consoleplayer])
|
||||
{
|
||||
FString face = pmo->GetClass()->Face;
|
||||
if (face.IsNotEmpty() && strcmp(face, "None") != 0)
|
||||
FName face = pmo->Face;
|
||||
if (face != NAME_None)
|
||||
{
|
||||
// Assume root-level base skin to begin with
|
||||
size_t skinindex = 0;
|
||||
|
@ -337,7 +337,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
|||
if (correctweapon)
|
||||
{ // Better "lose morphed weapon" semantics
|
||||
PClassActor *morphweapon = PClass::FindActor(pmo->MorphWeapon);
|
||||
if (morphweapon != nullptr && morphweapon->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (morphweapon != nullptr && morphweapon->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
AWeapon *OriginalMorphWeapon = static_cast<AWeapon *>(mo->FindInventory (morphweapon));
|
||||
if ((OriginalMorphWeapon != nullptr) && (OriginalMorphWeapon->GivenAsMorphWeapon))
|
||||
|
@ -367,7 +367,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
|||
if (hxarmor != nullptr)
|
||||
{
|
||||
double *Slots = (double*)hxarmor->ScriptVar(NAME_Slots, nullptr);
|
||||
Slots[4] = mo->GetClass()->HexenArmor[0];
|
||||
Slots[4] = mo->HexenArmor[0];
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -35,7 +35,7 @@ class AActor;
|
|||
class player_t;
|
||||
class AMorphedMonster;
|
||||
|
||||
bool P_MorphPlayer (player_t *activator, player_t *player, PClassPlayerPawn *morphclass, int duration = 0, int style = 0,
|
||||
bool P_MorphPlayer (player_t *activator, player_t *player, PClassActor *morphclass, int duration = 0, int style = 0,
|
||||
PClassActor *enter_flash = NULL, PClassActor *exit_flash = NULL);
|
||||
bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag = 0, bool force = false);
|
||||
bool P_MorphMonster (AActor *actor, PClassActor *morphclass, int duration = 0, int style = 0,
|
||||
|
|
|
@ -122,16 +122,6 @@ static int statspace;
|
|||
DVector2 AM_GetPosition();
|
||||
int active_con_scaletext();
|
||||
|
||||
FTextureID GetHUDIcon(PClassInventory *cls)
|
||||
{
|
||||
return cls->AltHUDIcon;
|
||||
}
|
||||
|
||||
void SetHUDIcon(PClassInventory *cls, FTextureID tex)
|
||||
{
|
||||
cls->AltHUDIcon = tex;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Draws an image into a box with its bottom center at the bottom
|
||||
|
@ -437,7 +427,7 @@ static void SetKeyTypes()
|
|||
static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
|
||||
{
|
||||
FTextureID icon = FNullTextureID();
|
||||
FTextureID AltIcon = GetHUDIcon(inv->GetClass());
|
||||
FTextureID AltIcon = inv->AltHUDIcon;
|
||||
|
||||
if (!AltIcon.Exists()) return;
|
||||
|
||||
|
@ -516,27 +506,27 @@ static int DrawKeys(player_t * CPlayer, int x, int y)
|
|||
// Drawing Ammo
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
static TArray<PClassInventory *> orderedammos;
|
||||
static TArray<PClassActor *> orderedammos;
|
||||
|
||||
static void AddAmmoToList(AWeapon * weapdef)
|
||||
{
|
||||
|
||||
for(int i=0; i<2;i++)
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
PClassInventory * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
|
||||
auto ti = i == 0 ? weapdef->AmmoType1 : weapdef->AmmoType2;
|
||||
if (ti)
|
||||
{
|
||||
auto ammodef=(AInventory*)GetDefaultByType(ti);
|
||||
auto ammodef = (AInventory*)GetDefaultByType(ti);
|
||||
|
||||
if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
|
||||
{
|
||||
unsigned int j;
|
||||
|
||||
for(j=0;j<orderedammos.Size();j++)
|
||||
for (j = 0; j < orderedammos.Size(); j++)
|
||||
{
|
||||
if (ti == orderedammos[j]) break;
|
||||
}
|
||||
if (j==orderedammos.Size()) orderedammos.Push(ti);
|
||||
if (j == orderedammos.Size()) orderedammos.Push(ti);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -612,7 +602,7 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
|
|||
// Now check for the remaining weapons that are in the inventory but not in the weapon slots
|
||||
for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
|
||||
{
|
||||
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (inv->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
AddAmmoToList((AWeapon*)inv);
|
||||
}
|
||||
|
@ -646,11 +636,11 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
|
|||
for(i=orderedammos.Size()-1;i>=0;i--)
|
||||
{
|
||||
|
||||
PClassInventory * type = orderedammos[i];
|
||||
auto type = orderedammos[i];
|
||||
auto ammoitem = CPlayer->mo->FindInventory(type);
|
||||
|
||||
auto inv = ammoitem? ammoitem : (AInventory*)GetDefaultByType(orderedammos[i]);
|
||||
FTextureID AltIcon = GetHUDIcon(type);
|
||||
FTextureID AltIcon = inv->AltHUDIcon;
|
||||
FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
|
||||
if (!icon.isValid()) continue;
|
||||
|
||||
|
@ -682,7 +672,7 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
|
|||
//---------------------------------------------------------------------------
|
||||
FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale=NULL) // This function is also used by SBARINFO
|
||||
{
|
||||
FTextureID picnum, AltIcon = GetHUDIcon(item->GetClass());
|
||||
FTextureID picnum, AltIcon = item->AltHUDIcon;
|
||||
FState * state=NULL, *ReadyState;
|
||||
|
||||
picnum.SetNull();
|
||||
|
@ -713,7 +703,7 @@ FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale=NULL
|
|||
}
|
||||
}
|
||||
// no spawn state - now try the ready state if it's weapon
|
||||
else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(RUNTIME_CLASS(AWeapon)) && (ReadyState = item->FindState(NAME_Ready)) && ReadyState->sprite!=0)
|
||||
else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(NAME_Weapon) && (ReadyState = item->FindState(NAME_Ready)) && ReadyState->sprite!=0)
|
||||
{
|
||||
state = ReadyState;
|
||||
}
|
||||
|
@ -767,7 +757,7 @@ static void DrawWeapons(player_t *CPlayer, int x, int y)
|
|||
// First draw all weapons in the inventory that are not assigned to a weapon slot
|
||||
for(inv = CPlayer->mo->Inventory; inv; inv = inv->Inventory)
|
||||
{
|
||||
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)) &&
|
||||
if (inv->IsKindOf(NAME_Weapon) &&
|
||||
!CPlayer->weapons.LocateWeapon(static_cast<AWeapon*>(inv)->GetClass(), NULL, NULL))
|
||||
{
|
||||
DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(inv));
|
||||
|
@ -816,7 +806,7 @@ static void DrawInventory(player_t * CPlayer, int x,int y)
|
|||
{
|
||||
if (rover->Amount>0)
|
||||
{
|
||||
FTextureID AltIcon = GetHUDIcon(rover->GetClass());
|
||||
FTextureID AltIcon = rover->AltHUDIcon;
|
||||
|
||||
if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) )
|
||||
{
|
||||
|
@ -1285,7 +1275,7 @@ void HUD_InitHud()
|
|||
}
|
||||
else tex.SetInvalid();
|
||||
|
||||
if (ti) SetHUDIcon(static_cast<PClassInventory*>(ti), tex);
|
||||
if (ti) ((AInventory*)GetDefaultByType(ti))->AltHUDIcon = tex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -489,7 +489,7 @@ FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accu
|
|||
if (CurrentState != NULL)
|
||||
{
|
||||
int skin = player->userinfo.GetSkin();
|
||||
const char *skin_face = (stateflags & FMugShot::CUSTOM) ? nullptr : (player->morphTics ? player->MorphedPlayerClass->Face.GetChars() : skins[skin].face);
|
||||
const char *skin_face = (stateflags & FMugShot::CUSTOM) ? nullptr : (player->morphTics ? ((APlayerPawn*)GetDefaultByType(player->MorphedPlayerClass))->Face.GetChars() : skins[skin].face);
|
||||
return CurrentState->GetCurrentFrameTexture(default_face, skin_face, level, angle);
|
||||
}
|
||||
return NULL;
|
||||
|
|
|
@ -148,7 +148,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
|
|||
{
|
||||
type = INVENTORYICON;
|
||||
const PClass* item = PClass::FindClass(sc.String);
|
||||
if(item == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(item)) //must be a kind of Inventory
|
||||
if(item == NULL || !item->IsDescendantOf(NAME_Inventory)) //must be a kind of Inventory
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
||||
}
|
||||
|
@ -418,7 +418,7 @@ class CommandDrawSwitchableImage : public CommandDrawImage
|
|||
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
||||
{
|
||||
PClassActor *cls = PClassActor::AllActorClasses[i];
|
||||
if (cls->IsDescendantOf(PClass::FindActor(NAME_Key)))
|
||||
if (cls->IsDescendantOf(NAME_Key))
|
||||
{
|
||||
auto key = GetDefaultByType(cls);
|
||||
if (key->special1 == keynum)
|
||||
|
@ -471,7 +471,7 @@ class CommandDrawSwitchableImage : public CommandDrawImage
|
|||
{
|
||||
inventoryItem[0] = sc.String;
|
||||
const PClass* item = PClass::FindClass(sc.String);
|
||||
if(item == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(item)) //must be a kind of Inventory
|
||||
if(item == NULL || !item->IsDescendantOf(NAME_Inventory)) //must be a kind of Inventory
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
||||
}
|
||||
|
@ -498,7 +498,7 @@ class CommandDrawSwitchableImage : public CommandDrawImage
|
|||
sc.MustGetToken(TK_Identifier);
|
||||
inventoryItem[1] = sc.String;
|
||||
const PClass* item = PClass::FindClass(sc.String);
|
||||
if(item == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(item)) //must be a kind of Inventory
|
||||
if(item == NULL || !item->IsDescendantOf(NAME_Inventory)) //must be a kind of Inventory
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
||||
}
|
||||
|
@ -556,7 +556,7 @@ class CommandDrawSwitchableImage : public CommandDrawImage
|
|||
|
||||
for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
|
||||
{
|
||||
if(item->IsKindOf(PClass::FindActor(NAME_Key)))
|
||||
if(item->IsKindOf(NAME_Key))
|
||||
{
|
||||
int keynum = item->special1;
|
||||
if(keynum)
|
||||
|
@ -1078,7 +1078,7 @@ class CommandDrawNumber : public CommandDrawString
|
|||
if(!parenthesized || !sc.CheckToken(TK_StringConst))
|
||||
sc.MustGetToken(TK_Identifier);
|
||||
inventoryItem = PClass::FindActor(sc.String);
|
||||
if(inventoryItem == NULL || !PClass::FindActor(NAME_Ammo)->IsAncestorOf(inventoryItem)) //must be a kind of ammo
|
||||
if(inventoryItem == NULL || !inventoryItem->IsDescendantOf(NAME_Ammo)) //must be a kind of ammo
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
|
||||
inventoryItem = PClass::FindActor(NAME_Ammo);
|
||||
|
@ -1094,7 +1094,7 @@ class CommandDrawNumber : public CommandDrawString
|
|||
if(!parenthesized || !sc.CheckToken(TK_StringConst))
|
||||
sc.MustGetToken(TK_Identifier);
|
||||
inventoryItem = PClass::FindActor(sc.String);
|
||||
if(inventoryItem == NULL || !PClass::FindActor(NAME_Ammo)->IsAncestorOf(inventoryItem)) //must be a kind of ammo
|
||||
if (inventoryItem == NULL || !inventoryItem->IsDescendantOf(NAME_Ammo)) //must be a kind of ammo
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
|
||||
inventoryItem = PClass::FindActor(NAME_Ammo);
|
||||
|
@ -1160,7 +1160,7 @@ class CommandDrawNumber : public CommandDrawString
|
|||
if(!parenthesized || !sc.CheckToken(TK_StringConst))
|
||||
sc.MustGetToken(TK_Identifier);
|
||||
inventoryItem = PClass::FindActor(sc.String);
|
||||
if(inventoryItem == NULL || !PClass::FindActor(NAME_PowerupGiver)->IsAncestorOf(inventoryItem))
|
||||
if (inventoryItem == NULL || !inventoryItem->IsDescendantOf(NAME_PowerupGiver))
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of PowerupGiver.", sc.String);
|
||||
inventoryItem = PClass::FindActor(NAME_PowerupGiver);
|
||||
|
@ -1203,7 +1203,7 @@ class CommandDrawNumber : public CommandDrawString
|
|||
if(value == INVENTORY)
|
||||
{
|
||||
inventoryItem = PClass::FindActor(sc.String);
|
||||
if(inventoryItem == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(inventoryItem)) //must be a kind of ammo
|
||||
if (inventoryItem == NULL || !inventoryItem->IsDescendantOf(NAME_Inventory))
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
||||
inventoryItem = RUNTIME_CLASS(AInventory);
|
||||
|
@ -1476,7 +1476,7 @@ class CommandDrawNumber : public CommandDrawString
|
|||
num = 0;
|
||||
for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
|
||||
{
|
||||
if(item->IsKindOf(PClass::FindActor(NAME_Key)))
|
||||
if(item->IsKindOf(NAME_Key))
|
||||
num++;
|
||||
}
|
||||
break;
|
||||
|
@ -2431,7 +2431,7 @@ class CommandDrawKeyBar : public SBarInfoCommand
|
|||
int rowWidth = 0;
|
||||
for(unsigned int i = 0;i < number+keyOffset;i++)
|
||||
{
|
||||
while(!item->Icon.isValid() || !item->IsKindOf(PClass::FindActor(NAME_Key)))
|
||||
while(!item->Icon.isValid() || !item->IsKindOf(NAME_Key))
|
||||
{
|
||||
item = item->Inventory;
|
||||
if(item == NULL)
|
||||
|
@ -2632,7 +2632,7 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
sc.MustGetToken(TK_Identifier);
|
||||
type = AMMO;
|
||||
data.inventoryItem = PClass::FindActor(sc.String);
|
||||
if(data.inventoryItem == NULL || !PClass::FindActor(NAME_Ammo)->IsAncestorOf(data.inventoryItem)) //must be a kind of ammo
|
||||
if (data.inventoryItem == NULL || !data.inventoryItem->IsDescendantOf(NAME_Ammo)) //must be a kind of ammo
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
|
||||
data.inventoryItem = PClass::FindActor(NAME_Ammo);
|
||||
|
@ -2660,7 +2660,7 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
if(!parenthesized || !sc.CheckToken(TK_StringConst))
|
||||
sc.MustGetToken(TK_Identifier);
|
||||
data.inventoryItem = PClass::FindActor(sc.String);
|
||||
if(data.inventoryItem == NULL || !PClass::FindActor(NAME_PowerupGiver)->IsAncestorOf(data.inventoryItem))
|
||||
if(data.inventoryItem == NULL || !data.inventoryItem->IsDescendantOf(NAME_PowerupGiver))
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of PowerupGiver.", sc.String);
|
||||
data.inventoryItem = PClass::FindActor(NAME_PowerupGiver);
|
||||
|
@ -2672,7 +2672,7 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
{
|
||||
type = INVENTORY;
|
||||
data.inventoryItem = PClass::FindActor(sc.String);
|
||||
if(data.inventoryItem == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(data.inventoryItem))
|
||||
if(data.inventoryItem == NULL || !data.inventoryItem->IsDescendantOf(NAME_Inventory))
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
||||
data.inventoryItem = RUNTIME_CLASS(AInventory);
|
||||
|
@ -2894,7 +2894,7 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
if(sc.CheckToken(TK_Identifier) || (extendedSyntax && sc.CheckToken(TK_StringConst))) //comparing reference
|
||||
{
|
||||
data.inventoryItem = PClass::FindActor(sc.String);
|
||||
if(data.inventoryItem == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(data.inventoryItem)) //must be a kind of inventory
|
||||
if(data.inventoryItem == NULL || !data.inventoryItem->IsDescendantOf(NAME_Inventory)) //must be a kind of inventory
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
||||
data.inventoryItem = RUNTIME_CLASS(AInventory);
|
||||
|
@ -2977,7 +2977,7 @@ class CommandIsSelected : public SBarInfoNegatableFlowControl
|
|||
for(int i = 0;i < 2;i++)
|
||||
{
|
||||
weapon[i] = PClass::FindClass(sc.String);
|
||||
if(weapon[i] == NULL || !RUNTIME_CLASS(AWeapon)->IsAncestorOf(weapon[i]))
|
||||
if(weapon[i] == NULL || !weapon[i]->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of weapon.", sc.String);
|
||||
weapon[i] = RUNTIME_CLASS(AWeapon);
|
||||
|
@ -3130,7 +3130,7 @@ class CommandHasWeaponPiece : public SBarInfoCommandFlowControl
|
|||
if(!sc.CheckToken(TK_StringConst))
|
||||
sc.MustGetToken(TK_Identifier);
|
||||
weapon = PClass::FindClass(sc.String);
|
||||
if(weapon == NULL || !RUNTIME_CLASS(AWeapon)->IsAncestorOf(weapon)) //must be a weapon
|
||||
if (weapon == NULL || !weapon->IsDescendantOf(NAME_Weapon)) //must be a weapon
|
||||
{
|
||||
sc.ScriptMessage("%s is not a kind of weapon.", sc.String);
|
||||
weapon = RUNTIME_CLASS(AWeapon);
|
||||
|
@ -3317,7 +3317,7 @@ class CommandWeaponAmmo : public SBarInfoNegatableFlowControl
|
|||
for(int i = 0;i < 2;i++)
|
||||
{
|
||||
ammo[i] = PClass::FindClass(sc.String);
|
||||
if(ammo[i] == NULL || !PClass::FindActor(NAME_Ammo)->IsAncestorOf(ammo[i])) //must be a kind of ammo
|
||||
if(ammo[i] == NULL || !ammo[i]->IsDescendantOf(NAME_Ammo)) //must be a kind of ammo
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
|
||||
ammo[i] = PClass::FindActor(NAME_Ammo);
|
||||
|
@ -3400,7 +3400,7 @@ class CommandInInventory : public SBarInfoNegatableFlowControl
|
|||
for(int i = 0;i < 2;i++)
|
||||
{
|
||||
item[i] = PClass::FindActor(sc.String);
|
||||
if(item[i] == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(item[i]))
|
||||
if (item[i] == NULL || !item[i]->IsDescendantOf(NAME_Inventory)) //must be a kind of ammo
|
||||
{
|
||||
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
||||
item[i] = RUNTIME_CLASS(AInventory);
|
||||
|
|
|
@ -77,7 +77,7 @@ void gl_ParseVavoomSkybox();
|
|||
inline PClassActor * GetRealType(PClassActor * ti)
|
||||
{
|
||||
PClassActor *rep = ti->GetReplacement(false);
|
||||
if (rep != ti && rep != NULL && rep->IsDescendantOf(PClass::FindActor(NAME_DehackedPickup)))
|
||||
if (rep != ti && rep != NULL && rep->IsDescendantOf(NAME_DehackedPickup))
|
||||
{
|
||||
return rep;
|
||||
}
|
||||
|
|
66
src/info.cpp
66
src/info.cpp
|
@ -110,7 +110,7 @@ bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info,
|
|||
const char *callinfo = "";
|
||||
if (info != nullptr && info->mStateType == STATE_Psprite)
|
||||
{
|
||||
if (stateowner->IsKindOf(RUNTIME_CLASS(AWeapon)) && stateowner != self) callinfo = "weapon ";
|
||||
if (stateowner->IsKindOf(NAME_Weapon) && stateowner != self) callinfo = "weapon ";
|
||||
else callinfo = "overlay ";
|
||||
}
|
||||
err.stacktrace.AppendFormat("Called from %sstate %s.%d in %s\n", callinfo, owner->TypeName.GetChars(), offs, stateowner->GetClass()->TypeName.GetChars());
|
||||
|
@ -176,11 +176,7 @@ DEFINE_ACTION_FUNCTION(AActor, GetSpriteIndex)
|
|||
ACTION_RETURN_INT(GetSpriteIndex(sprt.GetChars(), false));
|
||||
}
|
||||
|
||||
IMPLEMENT_CLASS(PClassActor, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PClassActor)
|
||||
IMPLEMENT_POINTER(DropItems)
|
||||
IMPLEMENT_POINTERS_END
|
||||
IMPLEMENT_CLASS(PClassActor, false, false)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -349,32 +345,12 @@ void PClassActor::DeriveData(PClass *newclass)
|
|||
*newa->PainChances = *PainChances;
|
||||
}
|
||||
|
||||
}
|
||||
// Inventory stuff
|
||||
newa->PickupMsg = PickupMsg;
|
||||
newa->ForbiddenToPlayerClass = ForbiddenToPlayerClass;
|
||||
newa->RestrictedToPlayerClass = RestrictedToPlayerClass;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PClassActor :: PropagateMark
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
size_t PClassActor::PropagateMark()
|
||||
{
|
||||
// Mark state functions
|
||||
for (int i = 0; i < NumOwnedStates; ++i)
|
||||
{
|
||||
if (OwnedStates[i].ActionFunc != NULL)
|
||||
{
|
||||
GC::Mark(OwnedStates[i].ActionFunc);
|
||||
}
|
||||
}
|
||||
// Mark damage function
|
||||
if (Defaults != NULL)
|
||||
{
|
||||
GC::Mark(((AActor *)Defaults)->DamageFunc);
|
||||
}
|
||||
|
||||
// marked += ActorInfo->NumOwnedStates * sizeof(FState);
|
||||
return Super::PropagateMark();
|
||||
newa->DisplayName = DisplayName;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -414,10 +390,9 @@ bool PClassActor::SetReplacement(FName replaceName)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void PClassActor::SetDropItems(DDropItem *drops)
|
||||
void PClassActor::SetDropItems(FDropItem *drops)
|
||||
{
|
||||
DropItems = drops;
|
||||
GC::WriteBarrier(this, DropItems);
|
||||
}
|
||||
|
||||
|
||||
|
@ -659,10 +634,33 @@ size_t PClassActor::PointerSubstitution(DObject *oldclass, DObject *newclass)
|
|||
{
|
||||
if (VisibleToPlayerClass[i] == oldclass)
|
||||
{
|
||||
VisibleToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
|
||||
VisibleToPlayerClass[i] = static_cast<PClassActor*>(newclass);
|
||||
changed++;
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < ForbiddenToPlayerClass.Size(); i++)
|
||||
{
|
||||
if (ForbiddenToPlayerClass[i] == oldclass)
|
||||
{
|
||||
ForbiddenToPlayerClass[i] = static_cast<PClassActor*>(newclass);
|
||||
changed++;
|
||||
}
|
||||
}
|
||||
for (unsigned i = 0; i < RestrictedToPlayerClass.Size(); i++)
|
||||
{
|
||||
if (RestrictedToPlayerClass[i] == oldclass)
|
||||
{
|
||||
RestrictedToPlayerClass[i] = static_cast<PClassActor*>(newclass);
|
||||
changed++;
|
||||
}
|
||||
}
|
||||
AInventory *def = dyn_cast<AInventory>((AActor*)Defaults);
|
||||
if (def != NULL)
|
||||
{
|
||||
if (def->PickupFlash == oldclass) def->PickupFlash = static_cast<PClassActor *>(newclass);
|
||||
}
|
||||
|
||||
return changed;
|
||||
}
|
||||
|
||||
|
|
19
src/info.h
19
src/info.h
|
@ -234,13 +234,11 @@ private:
|
|||
static DamageTypeDefinition *Get(FName type);
|
||||
};
|
||||
|
||||
class DDropItem;
|
||||
class PClassPlayerPawn;
|
||||
struct FDropItem;
|
||||
|
||||
class PClassActor : public PClass
|
||||
{
|
||||
DECLARE_CLASS(PClassActor, PClass);
|
||||
HAS_OBJECT_POINTERS;
|
||||
protected:
|
||||
public:
|
||||
static void StaticInit ();
|
||||
|
@ -256,9 +254,8 @@ public:
|
|||
void RegisterIDs();
|
||||
void SetDamageFactor(FName type, double factor);
|
||||
void SetPainChance(FName type, int chance);
|
||||
size_t PropagateMark();
|
||||
bool SetReplacement(FName replaceName);
|
||||
void SetDropItems(DDropItem *drops);
|
||||
void SetDropItems(FDropItem *drops);
|
||||
|
||||
FState *FindState(int numnames, FName *names, bool exact=false) const;
|
||||
FState *FindStateByString(const char *name, bool exact=false);
|
||||
|
@ -288,7 +285,7 @@ public:
|
|||
DmgFactors *DamageFactors;
|
||||
PainChanceList *PainChances;
|
||||
|
||||
TArray<PClassPlayerPawn *> VisibleToPlayerClass;
|
||||
TArray<PClassActor *> VisibleToPlayerClass;
|
||||
|
||||
FString Obituary; // Player was killed by this actor
|
||||
FString HitObituary; // Player was killed by this actor in melee
|
||||
|
@ -305,7 +302,7 @@ public:
|
|||
FName BloodType2; // Bloopsplatter replacement type
|
||||
FName BloodType3; // AxeBlood replacement type
|
||||
|
||||
DDropItem *DropItems;
|
||||
FDropItem *DropItems;
|
||||
FString SourceLumpName;
|
||||
FIntCVar *distancecheck;
|
||||
|
||||
|
@ -318,6 +315,14 @@ public:
|
|||
FName MissileName;
|
||||
double MissileHeight;
|
||||
|
||||
// These are only valid for inventory items.
|
||||
FString PickupMsg;
|
||||
TArray<PClassActor *> RestrictedToPlayerClass;
|
||||
TArray<PClassActor *> ForbiddenToPlayerClass;
|
||||
|
||||
// This is from PClassPlayerPawn
|
||||
FString DisplayName;
|
||||
|
||||
// For those times when being able to scan every kind of actor is convenient
|
||||
static TArray<PClassActor *> AllActorClasses;
|
||||
};
|
||||
|
|
|
@ -170,7 +170,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
break;
|
||||
|
||||
case CHT_MORPH:
|
||||
msg = cht_Morph (player, static_cast<PClassPlayerPawn *>(PClass::FindClass (gameinfo.gametype == GAME_Heretic ? NAME_ChickenPlayer : NAME_PigPlayer)), true);
|
||||
msg = cht_Morph (player, PClass::FindActor (gameinfo.gametype == GAME_Heretic ? NAME_ChickenPlayer : NAME_PigPlayer), true);
|
||||
break;
|
||||
|
||||
case CHT_NOTARGET:
|
||||
|
@ -317,7 +317,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
case CHT_RESSURECT:
|
||||
if (player->playerstate != PST_LIVE && player->mo != nullptr)
|
||||
{
|
||||
if (player->mo->IsKindOf(PClass::FindActor("PlayerChunk")))
|
||||
if (player->mo->IsKindOf("PlayerChunk"))
|
||||
{
|
||||
Printf("Unable to resurrect. Player is no longer connected to its body.\n");
|
||||
}
|
||||
|
@ -421,7 +421,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
{
|
||||
lastinvp = invp;
|
||||
invp = &(*invp)->Inventory;
|
||||
if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
||||
if (item->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
AWeapon *weap = static_cast<AWeapon *> (item);
|
||||
if (!(weap->WeaponFlags & WIF_WIMPY_WEAPON) ||
|
||||
|
@ -548,13 +548,13 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
Printf ("%s cheats: %s\n", player->userinfo.GetName(), msg);
|
||||
}
|
||||
|
||||
const char *cht_Morph (player_t *player, PClassPlayerPawn *morphclass, bool quickundo)
|
||||
const char *cht_Morph (player_t *player, PClassActor *morphclass, bool quickundo)
|
||||
{
|
||||
if (player->mo == NULL)
|
||||
{
|
||||
return "";
|
||||
}
|
||||
PClassPlayerPawn *oldclass = player->mo->GetClass();
|
||||
auto oldclass = player->mo->GetClass();
|
||||
|
||||
// Set the standard morph style for the current game
|
||||
int style = MORPH_UNDOBYTOMEOFPOWER;
|
||||
|
|
|
@ -29,12 +29,12 @@
|
|||
|
||||
// [RH] Functions that actually perform the cheating
|
||||
class player_t;
|
||||
class PClassPlayerPawn;
|
||||
class PClassActor;
|
||||
|
||||
void cht_DoCheat (player_t *player, int cheat);
|
||||
void cht_Give (player_t *player, const char *item, int amount=1);
|
||||
void cht_Take (player_t *player, const char *item, int amount=1);
|
||||
void cht_Suicide (player_t *player);
|
||||
const char *cht_Morph (player_t *player, PClassPlayerPawn *morphclass, bool quickundo);
|
||||
const char *cht_Morph (player_t *player, PClassActor *morphclass, bool quickundo);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -146,6 +146,26 @@ void FMemArena::FreeAllBlocks()
|
|||
FreeBlockChain(FreeBlocks);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FMemArena :: DumpInfo
|
||||
//
|
||||
// Prints some info about this arena
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FMemArena::DumpInfo()
|
||||
{
|
||||
size_t allocated = 0;
|
||||
size_t used = 0;
|
||||
for (auto block = TopBlock; block != NULL; block = block->NextBlock)
|
||||
{
|
||||
allocated += BlockSize;
|
||||
used += BlockSize - ((char*)block->Limit - (char*)block->Avail);
|
||||
}
|
||||
Printf("%zu bytes allocated, %zu bytes in use\n", allocated, used);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FMemArena :: FreeBlockChain
|
||||
|
|
|
@ -46,6 +46,7 @@ public:
|
|||
void *Alloc(size_t size);
|
||||
void FreeAll();
|
||||
void FreeAllBlocks();
|
||||
void DumpInfo();
|
||||
|
||||
protected:
|
||||
struct Block;
|
||||
|
|
|
@ -430,7 +430,7 @@ void DListMenuItemPlayerDisplay::UpdateTranslation()
|
|||
if (mPlayerClass != NULL)
|
||||
{
|
||||
PlayerSkin = R_FindSkin (skins[PlayerSkin].name, int(mPlayerClass - &PlayerClasses[0]));
|
||||
R_GetPlayerTranslation(PlayerColor, mPlayerClass->Type->GetColorSet(PlayerColorset),
|
||||
R_GetPlayerTranslation(PlayerColor, GetColorSet(mPlayerClass->Type, PlayerColorset),
|
||||
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
|
||||
}
|
||||
}
|
||||
|
@ -552,11 +552,11 @@ void DListMenuItemPlayerDisplay::Drawer(bool selected)
|
|||
return;
|
||||
}
|
||||
|
||||
FString portrait = mPlayerClass->Type->Portrait;
|
||||
FName portrait = ((APlayerPawn*)GetDefaultByType(mPlayerClass->Type))->Portrait;
|
||||
|
||||
if (portrait.IsNotEmpty() && !mNoportrait)
|
||||
if (portrait != NAME_None && !mNoportrait)
|
||||
{
|
||||
FTextureID texid = TexMan.CheckForTexture(portrait, FTexture::TEX_MiscPatch);
|
||||
FTextureID texid = TexMan.CheckForTexture(portrait.GetChars(), FTexture::TEX_MiscPatch);
|
||||
if (texid.isValid())
|
||||
{
|
||||
FTexture *tex = TexMan(texid);
|
||||
|
|
|
@ -680,7 +680,7 @@ void DPlayerMenu::UpdateTranslation()
|
|||
if (PlayerClass != NULL)
|
||||
{
|
||||
PlayerSkin = R_FindSkin (skins[PlayerSkin].name, int(PlayerClass - &PlayerClasses[0]));
|
||||
R_GetPlayerTranslation(PlayerColor, PlayerClass->Type->GetColorSet(PlayerColorset),
|
||||
R_GetPlayerTranslation(PlayerColor, GetColorSet(PlayerClass->Type, PlayerColorset),
|
||||
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
|
||||
}
|
||||
}
|
||||
|
@ -749,11 +749,11 @@ void DPlayerMenu::UpdateColorsets()
|
|||
if (li != NULL)
|
||||
{
|
||||
int sel = 0;
|
||||
PlayerClass->Type->EnumColorSets(&PlayerColorSets);
|
||||
EnumColorSets(PlayerClass->Type, &PlayerColorSets);
|
||||
li->SetString(0, "Custom");
|
||||
for(unsigned i=0;i<PlayerColorSets.Size(); i++)
|
||||
{
|
||||
FPlayerColorSet *colorset = PlayerClass->Type->GetColorSet(PlayerColorSets[i]);
|
||||
FPlayerColorSet *colorset = GetColorSet(PlayerClass->Type, PlayerColorSets[i]);
|
||||
li->SetString(i+1, colorset->Name);
|
||||
}
|
||||
int mycolorset = players[consoleplayer].userinfo.GetColorSet();
|
||||
|
@ -899,7 +899,7 @@ void DPlayerMenu::ClassChanged (DMenuItemBase *li)
|
|||
players[consoleplayer].userinfo.PlayerClassNumChanged(gameinfo.norandomplayerclass ? sel : sel-1);
|
||||
PickPlayerClass();
|
||||
|
||||
cvar_set ("playerclass", sel == 0 && !gameinfo.norandomplayerclass ? "Random" : PlayerClass->Type->DisplayName.GetChars());
|
||||
cvar_set ("playerclass", sel == 0 && !gameinfo.norandomplayerclass ? "Random" : GetPrintableDisplayName(PlayerClass->Type).GetChars());
|
||||
|
||||
UpdateSkins();
|
||||
UpdateColorsets();
|
||||
|
|
|
@ -1193,12 +1193,12 @@ static void GiveInventory (AActor *activator, const char *type, int amount)
|
|||
for (int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (playeringame[i])
|
||||
players[i].mo->GiveInventory(static_cast<PClassInventory *>(info), amount);
|
||||
players[i].mo->GiveInventory(info, amount);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
activator->GiveInventory(static_cast<PClassInventory *>(info), amount);
|
||||
activator->GiveInventory(info, amount);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5716,7 +5716,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
if (argCount >= 2)
|
||||
{
|
||||
PClassActor *powerupclass = PClass::FindActor(FBehavior::StaticLookupString(args[1]));
|
||||
if (powerupclass == NULL || !powerupclass->IsDescendantOf(PClass::FindActor(NAME_Powerup)))
|
||||
if (powerupclass == NULL || !powerupclass->IsDescendantOf(NAME_Powerup))
|
||||
{
|
||||
Printf("'%s' is not a type of Powerup.\n", FBehavior::StaticLookupString(args[1]));
|
||||
return 0;
|
||||
|
@ -9042,7 +9042,7 @@ scriptwait:
|
|||
AInventory *item = activator->FindInventory (dyn_cast<PClassActor>(
|
||||
PClass::FindClass (FBehavior::StaticLookupString (STACK(1)))));
|
||||
|
||||
if (item == NULL || !item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
||||
if (item == NULL || !item->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
STACK(1) = 0;
|
||||
}
|
||||
|
@ -9110,7 +9110,7 @@ scriptwait:
|
|||
}
|
||||
else
|
||||
{
|
||||
if (activator != nullptr && activator->IsKindOf(PClass::FindClass("ScriptedMarine")))
|
||||
if (activator != nullptr && activator->IsKindOf("ScriptedMarine"))
|
||||
{
|
||||
SetMarineSprite(activator, type);
|
||||
}
|
||||
|
@ -9491,7 +9491,7 @@ scriptwait:
|
|||
{
|
||||
int tag = STACK(7);
|
||||
FName playerclass_name = FBehavior::StaticLookupString(STACK(6));
|
||||
PClassPlayerPawn *playerclass = dyn_cast<PClassPlayerPawn>(PClass::FindClass (playerclass_name));
|
||||
auto playerclass = PClass::FindActor (playerclass_name);
|
||||
FName monsterclass_name = FBehavior::StaticLookupString(STACK(5));
|
||||
PClassActor *monsterclass = PClass::FindActor(monsterclass_name);
|
||||
int duration = STACK(4);
|
||||
|
|
|
@ -2387,7 +2387,7 @@ static bool DoGiveInventory(AActor *receiver, bool orresult, VM_ARGS)
|
|||
{
|
||||
return false;
|
||||
}
|
||||
if (item->IsKindOf(PClass::FindActor(NAME_Health)))
|
||||
if (item->IsKindOf(NAME_Health))
|
||||
{
|
||||
item->Amount *= amount;
|
||||
}
|
||||
|
@ -3123,7 +3123,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectWeapon)
|
|||
|
||||
AWeapon *weaponitem = static_cast<AWeapon*>(self->FindInventory(cls));
|
||||
|
||||
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (weaponitem != NULL && weaponitem->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
if (self->player->ReadyWeapon != weaponitem)
|
||||
{
|
||||
|
@ -5668,7 +5668,7 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
|
|||
if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
||||
{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
|
||||
AInventory *gift = static_cast<AInventory *>(Spawn(item));
|
||||
if (gift->IsKindOf(PClass::FindActor(NAME_Health)))
|
||||
if (gift->IsKindOf(NAME_Health))
|
||||
{
|
||||
gift->Amount *= amount;
|
||||
}
|
||||
|
@ -6923,18 +6923,18 @@ DEFINE_ACTION_FUNCTION(AActor, SetCamera)
|
|||
|
||||
if (self->player == nullptr || self->player->mo != self) return 0;
|
||||
|
||||
if (camera == nullptr)
|
||||
if (cam == nullptr)
|
||||
{
|
||||
camera = self;
|
||||
cam = self;
|
||||
revert = false;
|
||||
}
|
||||
AActor *oldcamera = self->player->camera;
|
||||
self->player->camera = camera;
|
||||
self->player->camera = cam;
|
||||
if (revert) self->player->cheats |= CF_REVERTPLEASE;
|
||||
|
||||
if (oldcamera != camera)
|
||||
if (oldcamera != cam)
|
||||
{
|
||||
R_ClearPastViewer(camera);
|
||||
R_ClearPastViewer(cam);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -369,7 +369,9 @@ static FStrifeDialogueNode *ReadRetailNode (FileReader *lump, DWORD &prevSpeaker
|
|||
node->ItemCheck.Resize(3);
|
||||
for (j = 0; j < 3; ++j)
|
||||
{
|
||||
node->ItemCheck[j].Item = dyn_cast<PClassInventory>(GetStrifeType(speech.ItemCheck[j]));
|
||||
auto inv = GetStrifeType(speech.ItemCheck[j]);
|
||||
if (!inv->IsDescendantOf(RUNTIME_CLASS(AInventory))) inv = nullptr;
|
||||
node->ItemCheck[j].Item = inv;
|
||||
node->ItemCheck[j].Amount = -1;
|
||||
}
|
||||
node->ItemCheckNode = speech.Link;
|
||||
|
@ -513,7 +515,9 @@ static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses)
|
|||
reply->ItemCheck.Resize(3);
|
||||
for (k = 0; k < 3; ++k)
|
||||
{
|
||||
reply->ItemCheck[k].Item = dyn_cast<PClassInventory>(GetStrifeType(rsp->Item[k]));
|
||||
auto inv = GetStrifeType(rsp->Item[k]);
|
||||
if (!inv->IsDescendantOf(RUNTIME_CLASS(AInventory))) inv = nullptr;
|
||||
reply->ItemCheck[k].Item = inv;
|
||||
reply->ItemCheck[k].Amount = rsp->Count[k];
|
||||
}
|
||||
reply->ItemCheckRequire.Clear();
|
||||
|
@ -1331,7 +1335,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
|
|||
{
|
||||
if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AInventory)))
|
||||
{
|
||||
if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (reply->GiveType->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
if (player->mo->FindInventory(reply->GiveType) != NULL)
|
||||
{
|
||||
|
@ -1357,7 +1361,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
|
|||
}
|
||||
}
|
||||
|
||||
if (reply->GiveType->IsDescendantOf(PClass::FindActor("SlideshowStarter")))
|
||||
if (reply->GiveType->IsDescendantOf("SlideshowStarter"))
|
||||
gameaction = ga_slideshow;
|
||||
}
|
||||
else
|
||||
|
|
|
@ -12,7 +12,7 @@ struct FBrokenLines;
|
|||
|
||||
struct FStrifeDialogueItemCheck
|
||||
{
|
||||
PClassInventory *Item;
|
||||
PClassActor *Item;
|
||||
int Amount;
|
||||
};
|
||||
|
||||
|
|
|
@ -3226,7 +3226,7 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
|
|||
|
||||
if (dropamount > 0)
|
||||
{
|
||||
if (flagmask != 0 && inv->IsKindOf(PClass::FindActor(NAME_Ammo)))
|
||||
if (flagmask != 0 && inv->IsKindOf(NAME_Ammo))
|
||||
{
|
||||
inv->Amount = int(dropamount * dropammofactor);
|
||||
inv->ItemFlags |= IF_IGNORESKILL;
|
||||
|
@ -3252,7 +3252,7 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
|
|||
inv->FloatVar("AmmoFactor") = dropammofactor;
|
||||
inv->ItemFlags |= flagmask;
|
||||
}
|
||||
else if (inv->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
||||
else if (inv->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
// The same goes for ammo from a weapon.
|
||||
static_cast<AWeapon *>(inv)->AmmoGive1 = int(static_cast<AWeapon *>(inv)->AmmoGive1 * dropammofactor);
|
||||
|
|
|
@ -767,10 +767,12 @@ DEFINE_ACTION_FUNCTION(AActor, AddInventory)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
bool AActor::GiveInventory(PClassInventory *type, int amount, bool givecheat)
|
||||
bool AActor::GiveInventory(PClassActor *type, int amount, bool givecheat)
|
||||
{
|
||||
bool result = true;
|
||||
|
||||
if (type != nullptr || !type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return false;
|
||||
|
||||
AWeapon *savedPendingWeap = player != NULL ? player->PendingWeapon : NULL;
|
||||
bool hadweap = player != NULL ? player->ReadyWeapon != NULL : true;
|
||||
|
||||
|
@ -903,7 +905,7 @@ bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate
|
|||
// and infinite ammo is on
|
||||
if (notakeinfinite &&
|
||||
((dmflags & DF_INFINITE_AMMO) || (player && player->cheats & CF_INFINITEAMMO)) &&
|
||||
item->IsKindOf(PClass::FindActor(NAME_Ammo)))
|
||||
item->IsKindOf(NAME_Ammo))
|
||||
{
|
||||
// Nothing to do here, except maybe res = false;? Would it make sense?
|
||||
result = false;
|
||||
|
@ -1146,10 +1148,12 @@ DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
bool AActor::GiveAmmo (PClassInventory *type, int amount)
|
||||
bool AActor::GiveAmmo (PClassActor *type, int amount)
|
||||
{
|
||||
if (type != NULL)
|
||||
{
|
||||
if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return false;
|
||||
|
||||
AInventory *item = static_cast<AInventory *>(Spawn (type));
|
||||
if (item)
|
||||
{
|
||||
|
@ -1542,7 +1546,7 @@ bool AActor::IsVisibleToPlayer() const
|
|||
bool visible = false;
|
||||
for(unsigned int i = 0;i < GetClass()->VisibleToPlayerClass.Size();++i)
|
||||
{
|
||||
PClassPlayerPawn *cls = GetClass()->VisibleToPlayerClass[i];
|
||||
auto cls = GetClass()->VisibleToPlayerClass[i];
|
||||
if (cls && pPlayer->mo->GetClass()->IsDescendantOf(cls))
|
||||
{
|
||||
visible = true;
|
||||
|
@ -7488,7 +7492,7 @@ DEFINE_ACTION_FUNCTION(AActor, GetCameraHeight)
|
|||
}
|
||||
|
||||
|
||||
DDropItem *AActor::GetDropItems() const
|
||||
FDropItem *AActor::GetDropItems() const
|
||||
{
|
||||
return GetClass()->DropItems;
|
||||
}
|
||||
|
@ -8096,16 +8100,10 @@ DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
|
|||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(DDropItem, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(DDropItem)
|
||||
IMPLEMENT_POINTER(Next)
|
||||
IMPLEMENT_POINTERS_END
|
||||
|
||||
DEFINE_FIELD(DDropItem, Next)
|
||||
DEFINE_FIELD(DDropItem, Name)
|
||||
DEFINE_FIELD(DDropItem, Probability)
|
||||
DEFINE_FIELD(DDropItem, Amount)
|
||||
DEFINE_FIELD(FDropItem, Next)
|
||||
DEFINE_FIELD(FDropItem, Name)
|
||||
DEFINE_FIELD(FDropItem, Probability)
|
||||
DEFINE_FIELD(FDropItem, Amount)
|
||||
|
||||
void PrintMiscActorInfo(AActor *query)
|
||||
{
|
||||
|
|
|
@ -170,7 +170,7 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
|
|||
if (Next && Next->ID == ID && ID != 0)
|
||||
Next->Destroy(); // Replace it.
|
||||
|
||||
if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) || Caller->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
if (Caller->IsKindOf(NAME_Weapon) || Caller->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST);
|
||||
}
|
||||
|
||||
|
@ -357,7 +357,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
|
|||
}
|
||||
else if (!(newstate->UseFlags & SUF_WEAPON))
|
||||
{
|
||||
if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (Caller->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
auto so = FState::StaticFindStateOwner(newstate);
|
||||
Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates));
|
||||
|
@ -1399,7 +1399,7 @@ void player_t::TickPSprites()
|
|||
// or if it's from an inventory item that the player no longer owns.
|
||||
if ((pspr->Caller == nullptr ||
|
||||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AInventory)) && barrier_cast<AInventory *>(pspr->Caller)->Owner != pspr->Owner->mo) ||
|
||||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && pspr->Caller != pspr->Owner->ReadyWeapon)))
|
||||
(pspr->Caller->IsKindOf(NAME_Weapon) && pspr->Caller != pspr->Owner->ReadyWeapon)))
|
||||
{
|
||||
pspr->Destroy();
|
||||
}
|
||||
|
|
|
@ -57,21 +57,23 @@ class USDFParser : public UDMFParserBase
|
|||
|
||||
PClassActor *CheckActorType(const char *key)
|
||||
{
|
||||
PClassActor *type = nullptr;
|
||||
if (namespace_bits == St)
|
||||
{
|
||||
return GetStrifeType(CheckInt(key));
|
||||
type = GetStrifeType(CheckInt(key));
|
||||
}
|
||||
else if (namespace_bits == Zd)
|
||||
{
|
||||
PClassActor *cls = PClass::FindActor(CheckString(key));
|
||||
if (cls == NULL)
|
||||
if (cls == nullptr)
|
||||
{
|
||||
sc.ScriptMessage("Unknown actor class '%s'", key);
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
return cls;
|
||||
type = cls;
|
||||
}
|
||||
return NULL;
|
||||
if (type && type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return type;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -92,7 +94,7 @@ class USDFParser : public UDMFParserBase
|
|||
switch(key)
|
||||
{
|
||||
case NAME_Item:
|
||||
check.Item = dyn_cast<PClassInventory>(CheckActorType(key));
|
||||
check.Item = CheckActorType(key);
|
||||
break;
|
||||
|
||||
case NAME_Amount:
|
||||
|
@ -266,7 +268,7 @@ class USDFParser : public UDMFParserBase
|
|||
switch(key)
|
||||
{
|
||||
case NAME_Item:
|
||||
check.Item = dyn_cast<PClassInventory>(CheckActorType(key));
|
||||
check.Item = CheckActorType(key);
|
||||
break;
|
||||
|
||||
case NAME_Count:
|
||||
|
|
183
src/p_user.cpp
183
src/p_user.cpp
|
@ -84,6 +84,9 @@ CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCO
|
|||
P_PredictionLerpReset();
|
||||
}
|
||||
|
||||
ColorSetList ColorSets;
|
||||
PainFlashList PainFlashes;
|
||||
|
||||
struct PredictPos
|
||||
{
|
||||
int gametic;
|
||||
|
@ -145,7 +148,7 @@ bool FPlayerClass::CheckSkin (int skin)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
FString GetPrintableDisplayName(PClassPlayerPawn *cls)
|
||||
FString GetPrintableDisplayName(PClassActor *cls)
|
||||
{
|
||||
// Fixme; This needs a decent way to access the string table without creating a mess.
|
||||
// [RH] ????
|
||||
|
@ -164,7 +167,7 @@ bool ValidatePlayerClass(PClassActor *ti, const char *name)
|
|||
Printf("Invalid player class '%s'\n", name);
|
||||
return false;
|
||||
}
|
||||
else if (static_cast<PClassPlayerPawn *>(ti)->DisplayName.IsEmpty())
|
||||
else if (ti->DisplayName.IsEmpty())
|
||||
{
|
||||
Printf ("Missing displayname for player class '%s'\n", name);
|
||||
return false;
|
||||
|
@ -183,7 +186,7 @@ void SetupPlayerClasses ()
|
|||
if (ValidatePlayerClass(cls, gameinfo.PlayerClasses[i]))
|
||||
{
|
||||
newclass.Flags = 0;
|
||||
newclass.Type = static_cast<PClassPlayerPawn *>(cls);
|
||||
newclass.Type = cls;
|
||||
if ((GetDefaultByType(cls)->flags6 & MF6_NOMENU))
|
||||
{
|
||||
newclass.Flags |= PCF_NOMENU;
|
||||
|
@ -211,7 +214,7 @@ CCMD (addplayerclass)
|
|||
{
|
||||
FPlayerClass newclass;
|
||||
|
||||
newclass.Type = static_cast<PClassPlayerPawn *>(ti);
|
||||
newclass.Type = ti;
|
||||
newclass.Flags = 0;
|
||||
|
||||
int arg = 2;
|
||||
|
@ -534,61 +537,34 @@ int player_t::GetSpawnClass()
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// PClassPlayerPawn
|
||||
// EnumColorsets
|
||||
//
|
||||
// Only used by the menu so it doesn't really matter that it's a bit
|
||||
// inefficient.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
IMPLEMENT_CLASS(PClassPlayerPawn, false, false)
|
||||
|
||||
PClassPlayerPawn::PClassPlayerPawn()
|
||||
{
|
||||
for (size_t i = 0; i < countof(HexenArmor); ++i)
|
||||
{
|
||||
HexenArmor[i] = 0;
|
||||
}
|
||||
ColorRangeStart = 0;
|
||||
ColorRangeEnd = 0;
|
||||
}
|
||||
|
||||
void PClassPlayerPawn::DeriveData(PClass *newclass)
|
||||
{
|
||||
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
Super::DeriveData(newclass);
|
||||
PClassPlayerPawn *newp = static_cast<PClassPlayerPawn *>(newclass);
|
||||
size_t i;
|
||||
|
||||
newp->DisplayName = DisplayName;
|
||||
newp->SoundClass = SoundClass;
|
||||
newp->Face = Face;
|
||||
newp->InvulMode = InvulMode;
|
||||
newp->HealingRadiusType = HealingRadiusType;
|
||||
newp->ColorRangeStart = ColorRangeStart;
|
||||
newp->ColorRangeEnd = ColorRangeEnd;
|
||||
newp->ColorSets = ColorSets;
|
||||
for (i = 0; i < countof(HexenArmor); ++i)
|
||||
{
|
||||
newp->HexenArmor[i] = HexenArmor[i];
|
||||
}
|
||||
for (i = 0; i < countof(Slot); ++i)
|
||||
{
|
||||
newp->Slot[i] = Slot[i];
|
||||
}
|
||||
}
|
||||
|
||||
static int intcmp(const void *a, const void *b)
|
||||
{
|
||||
return *(const int *)a - *(const int *)b;
|
||||
}
|
||||
|
||||
void PClassPlayerPawn::EnumColorSets(TArray<int> *out)
|
||||
void EnumColorSets(PClassActor *cls, TArray<int> *out)
|
||||
{
|
||||
out->Clear();
|
||||
FPlayerColorSetMap::Iterator it(ColorSets);
|
||||
FPlayerColorSetMap::Pair *pair;
|
||||
TArray<int> deleteds;
|
||||
|
||||
while (it.NextPair(pair))
|
||||
out->Clear();
|
||||
for (int i = ColorSets.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
out->Push(pair->Key);
|
||||
if (std::get<0>(ColorSets[i])->IsAncestorOf(cls))
|
||||
{
|
||||
int v = std::get<1>(ColorSets[i]);
|
||||
if (out->Find(v) == out->Size() && deleteds.Find(v) == deleteds.Size())
|
||||
{
|
||||
if (std::get<2>(ColorSets[i]).Name == NAME_None) deleteds.Push(v);
|
||||
else out->Push(v);
|
||||
}
|
||||
}
|
||||
}
|
||||
qsort(&(*out)[0], out->Size(), sizeof(int), intcmp);
|
||||
}
|
||||
|
@ -598,20 +574,41 @@ void PClassPlayerPawn::EnumColorSets(TArray<int> *out)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool PClassPlayerPawn::GetPainFlash(FName type, PalEntry *color) const
|
||||
FPlayerColorSet *GetColorSet(PClassActor *cls, int setnum)
|
||||
{
|
||||
const PClassPlayerPawn *info = this;
|
||||
|
||||
while (info != NULL)
|
||||
for (int i = ColorSets.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
const PalEntry *flash = info->PainFlashes.CheckKey(type);
|
||||
if (flash != NULL)
|
||||
if (std::get<1>(ColorSets[i]) == setnum &&
|
||||
std::get<0>(ColorSets[i])->IsAncestorOf(cls))
|
||||
{
|
||||
*color = *flash;
|
||||
auto c = &std::get<2>(ColorSets[i]);
|
||||
return c->Name != NAME_None ? c : nullptr;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool player_t::GetPainFlash(FName type, PalEntry *color) const
|
||||
{
|
||||
PClass *info = mo->GetClass();
|
||||
|
||||
// go backwards through the list and return the first item with a
|
||||
// matching damage type for an ancestor of our class.
|
||||
// This will always return the best fit because any parent class
|
||||
// must be processed before its children.
|
||||
for (int i = PainFlashes.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
if (std::get<1>(PainFlashes[i]) == type &&
|
||||
std::get<0>(PainFlashes[i])->IsAncestorOf(info))
|
||||
{
|
||||
*color = std::get<2>(PainFlashes[i]);
|
||||
return true;
|
||||
}
|
||||
// Try parent class
|
||||
info = dyn_cast<PClassPlayerPawn>(info->ParentClass);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -660,7 +657,6 @@ IMPLEMENT_CLASS(APlayerPawn, false, true)
|
|||
IMPLEMENT_POINTERS_START(APlayerPawn)
|
||||
IMPLEMENT_POINTER(InvFirst)
|
||||
IMPLEMENT_POINTER(InvSel)
|
||||
IMPLEMENT_POINTER(FlechetteType)
|
||||
IMPLEMENT_POINTERS_END
|
||||
|
||||
void APlayerPawn::Serialize(FSerializer &arc)
|
||||
|
@ -952,7 +948,7 @@ bool APlayerPawn::UseInventory (AInventory *item)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
AWeapon *APlayerPawn::BestWeapon(PClassInventory *ammotype)
|
||||
AWeapon *APlayerPawn::BestWeapon(PClassActor *ammotype)
|
||||
{
|
||||
AWeapon *bestMatch = NULL;
|
||||
int bestOrder = INT_MAX;
|
||||
|
@ -963,7 +959,7 @@ AWeapon *APlayerPawn::BestWeapon(PClassInventory *ammotype)
|
|||
// Find the best weapon the player has.
|
||||
for (item = Inventory; item != NULL; item = item->Inventory)
|
||||
{
|
||||
if (!item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
||||
if (!item->IsKindOf(NAME_Weapon))
|
||||
continue;
|
||||
|
||||
weap = static_cast<AWeapon *> (item);
|
||||
|
@ -1014,7 +1010,7 @@ AWeapon *APlayerPawn::BestWeapon(PClassInventory *ammotype)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
AWeapon *APlayerPawn::PickNewWeapon(PClassInventory *ammotype)
|
||||
AWeapon *APlayerPawn::PickNewWeapon(PClassActor *ammotype)
|
||||
{
|
||||
AWeapon *best = BestWeapon (ammotype);
|
||||
|
||||
|
@ -1042,7 +1038,7 @@ AWeapon *APlayerPawn::PickNewWeapon(PClassInventory *ammotype)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void APlayerPawn::CheckWeaponSwitch(PClassInventory *ammotype)
|
||||
void APlayerPawn::CheckWeaponSwitch(PClassActor *ammotype)
|
||||
{
|
||||
if (!player->userinfo.GetNeverSwitch() &&
|
||||
player->PendingWeapon == WP_NOCHANGE &&
|
||||
|
@ -1061,7 +1057,7 @@ void APlayerPawn::CheckWeaponSwitch(PClassInventory *ammotype)
|
|||
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponSwitch)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(APlayerPawn);
|
||||
PARAM_OBJECT(ammotype, PClassInventory);
|
||||
PARAM_OBJECT(ammotype, PClassActor);
|
||||
self->CheckWeaponSwitch(ammotype);
|
||||
return 0;
|
||||
}
|
||||
|
@ -1136,29 +1132,29 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
|
|||
|
||||
if ((dmflags & DF_COOP_LOSE_KEYS) &&
|
||||
defitem == NULL &&
|
||||
item->IsKindOf(PClass::FindActor(NAME_Key)))
|
||||
item->IsKindOf(NAME_Key))
|
||||
{
|
||||
item->Destroy();
|
||||
}
|
||||
else if ((dmflags & DF_COOP_LOSE_WEAPONS) &&
|
||||
defitem == NULL &&
|
||||
item->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
item->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
item->Destroy();
|
||||
}
|
||||
else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
|
||||
item->IsKindOf(PClass::FindActor(NAME_Armor)))
|
||||
item->IsKindOf(NAME_Armor))
|
||||
{
|
||||
if (defitem == NULL)
|
||||
{
|
||||
item->Destroy();
|
||||
}
|
||||
else if (item->IsKindOf(PClass::FindActor(NAME_BasicArmor)))
|
||||
else if (item->IsKindOf(NAME_BasicArmor))
|
||||
{
|
||||
item->IntVar(NAME_SavePercent) = defitem->IntVar(NAME_SavePercent);
|
||||
item->Amount = defitem->Amount;
|
||||
}
|
||||
else if (item->IsKindOf(PClass::FindActor(NAME_HexenArmor)))
|
||||
else if (item->IsKindOf(NAME_HexenArmor))
|
||||
{
|
||||
double *SlotsTo = (double*)item->ScriptVar(NAME_Slots, nullptr);
|
||||
double *SlotsFrom = (double*)defitem->ScriptVar(NAME_Slots, nullptr);
|
||||
|
@ -1167,12 +1163,12 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
|
|||
}
|
||||
else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
|
||||
defitem == NULL &&
|
||||
item->IsKindOf(PClass::FindActor(NAME_PowerupGiver)))
|
||||
item->IsKindOf(NAME_PowerupGiver))
|
||||
{
|
||||
item->Destroy();
|
||||
}
|
||||
else if ((dmflags & (DF_COOP_LOSE_AMMO | DF_COOP_HALVE_AMMO)) &&
|
||||
item->IsKindOf(PClass::FindActor(NAME_Ammo)))
|
||||
item->IsKindOf(NAME_Ammo))
|
||||
{
|
||||
if (defitem == NULL)
|
||||
{
|
||||
|
@ -1229,8 +1225,8 @@ const char *APlayerPawn::GetSoundClass() const
|
|||
}
|
||||
|
||||
// [GRB]
|
||||
PClassPlayerPawn *pclass = GetClass();
|
||||
return pclass->SoundClass.IsNotEmpty() ? pclass->SoundClass.GetChars() : "player";
|
||||
auto pclass = GetClass();
|
||||
return SoundClass != NAME_None? SoundClass.GetChars() : "player";
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -1367,16 +1363,16 @@ void APlayerPawn::GiveDefaultInventory ()
|
|||
// HexenArmor must always be the first item in the inventory because
|
||||
// it provides player class based protection that should not affect
|
||||
// any other protection item.
|
||||
PClassPlayerPawn *myclass = GetClass();
|
||||
auto myclass = GetClass();
|
||||
GiveInventoryType(PClass::FindActor(NAME_HexenArmor));
|
||||
auto harmor = FindInventory(NAME_HexenArmor);
|
||||
|
||||
double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
|
||||
double *SlotsIncrement = (double*)harmor->ScriptVar(NAME_SlotsIncrement, nullptr);
|
||||
Slots[4] = myclass->HexenArmor[0];
|
||||
Slots[4] = HexenArmor[0];
|
||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
SlotsIncrement[i] = myclass->HexenArmor[i + 1];
|
||||
SlotsIncrement[i] = HexenArmor[i + 1];
|
||||
}
|
||||
|
||||
// BasicArmor must come right after that. It should not affect any
|
||||
|
@ -1387,7 +1383,7 @@ void APlayerPawn::GiveDefaultInventory ()
|
|||
AddInventory (barmor);
|
||||
|
||||
// Now add the items from the DECORATE definition
|
||||
DDropItem *di = GetDropItems();
|
||||
auto di = GetDropItems();
|
||||
|
||||
while (di)
|
||||
{
|
||||
|
@ -1412,7 +1408,7 @@ void APlayerPawn::GiveDefaultInventory ()
|
|||
item = static_cast<AInventory *>(Spawn(ti));
|
||||
item->ItemFlags |= IF_IGNORESKILL; // no skill multiplicators here
|
||||
item->Amount = di->Amount;
|
||||
if (item->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (item->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
// To allow better control any weapon is emptied of
|
||||
// ammo before being given to the player.
|
||||
|
@ -1432,7 +1428,7 @@ void APlayerPawn::GiveDefaultInventory ()
|
|||
item = NULL;
|
||||
}
|
||||
}
|
||||
if (item != NULL && item->IsKindOf(RUNTIME_CLASS(AWeapon)) &&
|
||||
if (item != NULL && item->IsKindOf(NAME_Weapon) &&
|
||||
static_cast<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
|
||||
{
|
||||
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
|
||||
|
@ -1517,7 +1513,7 @@ void APlayerPawn::Die (AActor *source, AActor *inflictor, int dmgflags)
|
|||
AInventory *item;
|
||||
|
||||
// kgDROP - start - modified copy from a_action.cpp
|
||||
DDropItem *di = weap->GetDropItems();
|
||||
auto di = weap->GetDropItems();
|
||||
|
||||
if (di != NULL)
|
||||
{
|
||||
|
@ -1536,7 +1532,7 @@ void APlayerPawn::Die (AActor *source, AActor *inflictor, int dmgflags)
|
|||
weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
|
||||
{
|
||||
item = P_DropItem (this, weap->GetClass(), -1, 256);
|
||||
if (item != NULL && item->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (item != NULL && item->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
if (weap->AmmoGive1 && weap->Ammo1)
|
||||
{
|
||||
|
@ -1709,9 +1705,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullPop)
|
|||
player_t *player;
|
||||
|
||||
// [GRB] Parameterized version
|
||||
if (spawntype == NULL || !spawntype->IsDescendantOf(PClass::FindActor("PlayerChunk")))
|
||||
if (spawntype == NULL || !spawntype->IsDescendantOf("PlayerChunk"))
|
||||
{
|
||||
spawntype = dyn_cast<PClassPlayerPawn>(PClass::FindClass("BloodySkull"));
|
||||
spawntype = PClass::FindActor("BloodySkull");
|
||||
if (spawntype == NULL)
|
||||
return 0;
|
||||
}
|
||||
|
@ -3249,18 +3245,17 @@ DEFINE_FIELD(APlayerPawn, DamageFade)
|
|||
DEFINE_FIELD(APlayerPawn, ViewBob)
|
||||
DEFINE_FIELD(APlayerPawn, FullHeight)
|
||||
|
||||
DEFINE_FIELD(PClassPlayerPawn, HealingRadiusType)
|
||||
DEFINE_FIELD(PClassPlayerPawn, DisplayName)
|
||||
DEFINE_FIELD(PClassPlayerPawn, SoundClass)
|
||||
DEFINE_FIELD(PClassPlayerPawn, Face)
|
||||
DEFINE_FIELD(PClassPlayerPawn, Portrait)
|
||||
DEFINE_FIELD(PClassPlayerPawn, Slot)
|
||||
DEFINE_FIELD(PClassPlayerPawn, InvulMode)
|
||||
DEFINE_FIELD(PClassPlayerPawn, HexenArmor)
|
||||
DEFINE_FIELD(PClassPlayerPawn, ColorRangeStart)
|
||||
DEFINE_FIELD(PClassPlayerPawn, ColorRangeEnd)
|
||||
DEFINE_FIELD(PClassPlayerPawn, ColorSets)
|
||||
DEFINE_FIELD(PClassPlayerPawn, PainFlashes)
|
||||
DEFINE_FIELD(APlayerPawn, HealingRadiusType)
|
||||
DEFINE_FIELD(APlayerPawn, SoundClass)
|
||||
DEFINE_FIELD(APlayerPawn, Face)
|
||||
DEFINE_FIELD(APlayerPawn, Portrait)
|
||||
DEFINE_FIELD(APlayerPawn, Slot)
|
||||
DEFINE_FIELD(APlayerPawn, InvulMode)
|
||||
DEFINE_FIELD(APlayerPawn, HexenArmor)
|
||||
DEFINE_FIELD(APlayerPawn, ColorRangeStart)
|
||||
DEFINE_FIELD(APlayerPawn, ColorRangeEnd)
|
||||
|
||||
DEFINE_FIELD(PClassActor, DisplayName)
|
||||
|
||||
DEFINE_FIELD_X(PlayerInfo, player_t, mo)
|
||||
DEFINE_FIELD_X(PlayerInfo, player_t, playerstate)
|
||||
|
|
|
@ -670,7 +670,7 @@ unsigned P_GetSkyboxPortal(AActor *actor)
|
|||
unsigned i = level.sectorPortals.Reserve(1);
|
||||
memset(&level.sectorPortals[i], 0, sizeof(level.sectorPortals[i]));
|
||||
level.sectorPortals[i].mType = PORTS_SKYVIEWPOINT;
|
||||
level.sectorPortals[i].mFlags = actor->GetClass()->IsDescendantOf(PClass::FindActor("SkyCamCompat")) ? 0 : PORTSF_SKYFLATONLY;
|
||||
level.sectorPortals[i].mFlags = actor->GetClass()->IsDescendantOf("SkyCamCompat") ? 0 : PORTSF_SKYFLATONLY;
|
||||
level.sectorPortals[i].mSkybox = actor;
|
||||
level.sectorPortals[i].mDestination = actor->Sector;
|
||||
return i;
|
||||
|
|
|
@ -517,7 +517,7 @@ void R_InitSkins (void)
|
|||
int lastlump;
|
||||
int aliasid;
|
||||
bool remove;
|
||||
PClassPlayerPawn *basetype, *transtype;
|
||||
PClassActor *basetype, *transtype;
|
||||
|
||||
key[sizeof(key)-1] = 0;
|
||||
i = PlayerClasses.Size () - 1;
|
||||
|
@ -602,11 +602,11 @@ void R_InitSkins (void)
|
|||
else if (0 == stricmp (key, "game"))
|
||||
{
|
||||
if (gameinfo.gametype == GAME_Heretic)
|
||||
basetype = dyn_cast<PClassPlayerPawn>(PClass::FindActor(NAME_HereticPlayer));
|
||||
basetype = PClass::FindActor(NAME_HereticPlayer);
|
||||
else if (gameinfo.gametype == GAME_Strife)
|
||||
basetype = dyn_cast<PClassPlayerPawn>(PClass::FindActor(NAME_StrifePlayer));
|
||||
basetype = PClass::FindActor(NAME_StrifePlayer);
|
||||
else
|
||||
basetype = dyn_cast<PClassPlayerPawn>(PClass::FindActor(NAME_DoomPlayer));
|
||||
basetype = PClass::FindActor(NAME_DoomPlayer);
|
||||
|
||||
transtype = basetype;
|
||||
|
||||
|
@ -614,7 +614,7 @@ void R_InitSkins (void)
|
|||
{
|
||||
if (gameinfo.gametype & GAME_DoomChex)
|
||||
{
|
||||
transtype = dyn_cast<PClassPlayerPawn>(PClass::FindActor(NAME_HereticPlayer));
|
||||
transtype = PClass::FindActor(NAME_HereticPlayer);
|
||||
skins[i].othergame = true;
|
||||
}
|
||||
else if (gameinfo.gametype != GAME_Heretic)
|
||||
|
@ -633,7 +633,7 @@ void R_InitSkins (void)
|
|||
{
|
||||
if (gameinfo.gametype == GAME_Heretic)
|
||||
{
|
||||
transtype = dyn_cast<PClassPlayerPawn>(PClass::FindActor(NAME_DoomPlayer));
|
||||
transtype = PClass::FindActor(NAME_DoomPlayer);
|
||||
skins[i].othergame = true;
|
||||
}
|
||||
else if (!(gameinfo.gametype & GAME_DoomChex))
|
||||
|
@ -709,12 +709,12 @@ void R_InitSkins (void)
|
|||
{
|
||||
if (gameinfo.gametype & GAME_DoomChex)
|
||||
{
|
||||
basetype = transtype = dyn_cast<PClassPlayerPawn>(PClass::FindActor(NAME_DoomPlayer));
|
||||
basetype = transtype = PClass::FindActor(NAME_DoomPlayer);
|
||||
}
|
||||
else if (gameinfo.gametype == GAME_Heretic)
|
||||
{
|
||||
basetype = dyn_cast<PClassPlayerPawn>(PClass::FindActor(NAME_HereticPlayer));
|
||||
transtype = dyn_cast<PClassPlayerPawn>(PClass::FindActor(NAME_DoomPlayer));
|
||||
basetype = PClass::FindActor(NAME_HereticPlayer);
|
||||
transtype = PClass::FindActor(NAME_DoomPlayer);
|
||||
skins[i].othergame = true;
|
||||
}
|
||||
else
|
||||
|
@ -725,18 +725,22 @@ void R_InitSkins (void)
|
|||
|
||||
if (!remove)
|
||||
{
|
||||
skins[i].range0start = transtype->ColorRangeStart;
|
||||
skins[i].range0end = transtype->ColorRangeEnd;
|
||||
auto transdef = ((APlayerPawn*)GetDefaultByType(transtype));
|
||||
auto basedef = ((APlayerPawn*)GetDefaultByType(basetype));
|
||||
|
||||
skins[i].range0start = transdef->ColorRangeStart;
|
||||
skins[i].range0end = transdef->ColorRangeEnd;
|
||||
|
||||
remove = true;
|
||||
for (j = 0; j < (int)PlayerClasses.Size (); j++)
|
||||
{
|
||||
PClassPlayerPawn *type = PlayerClasses[j].Type;
|
||||
auto type = PlayerClasses[j].Type;
|
||||
auto type_def = ((APlayerPawn*)GetDefaultByType(type));
|
||||
|
||||
if (type->IsDescendantOf (basetype) &&
|
||||
GetDefaultByType(type)->SpawnState->sprite == GetDefaultByType(basetype)->SpawnState->sprite &&
|
||||
type->ColorRangeStart == basetype->ColorRangeStart &&
|
||||
type->ColorRangeEnd == basetype->ColorRangeEnd)
|
||||
type_def->ColorRangeStart == basedef->ColorRangeStart &&
|
||||
type_def->ColorRangeEnd == basedef->ColorRangeEnd)
|
||||
{
|
||||
PlayerClasses[j].Skins.Push ((int)i);
|
||||
remove = false;
|
||||
|
@ -935,10 +939,10 @@ void R_InitSprites ()
|
|||
memset (skins, 0, sizeof(*skins) * numskins);
|
||||
for (i = 0; i < numskins; i++)
|
||||
{ // Assume Doom skin by default
|
||||
PClassPlayerPawn *type = PlayerClasses[0].Type;
|
||||
auto type = ((APlayerPawn*)GetDefaultByType(PlayerClasses[0].Type));
|
||||
skins[i].range0start = type->ColorRangeStart;
|
||||
skins[i].range0end = type->ColorRangeEnd;
|
||||
skins[i].Scale = GetDefaultByType (type)->Scale;
|
||||
skins[i].Scale = type->Scale;
|
||||
}
|
||||
|
||||
R_InitSpriteDefs ();
|
||||
|
@ -950,11 +954,10 @@ void R_InitSprites ()
|
|||
// [GRB] Each player class has its own base skin
|
||||
for (i = 0; i < PlayerClasses.Size (); i++)
|
||||
{
|
||||
PClassPlayerPawn *basetype = PlayerClasses[i].Type;
|
||||
FString classface = basetype->Face;
|
||||
auto basetype = ((APlayerPawn*)GetDefaultByType(PlayerClasses[i].Type));
|
||||
|
||||
strcpy (skins[i].name, "Base");
|
||||
if (classface.IsEmpty() || strcmp(classface, "None") == 0)
|
||||
if (basetype->Face == NAME_None)
|
||||
{
|
||||
skins[i].face[0] = 'S';
|
||||
skins[i].face[1] = 'T';
|
||||
|
@ -963,12 +966,12 @@ void R_InitSprites ()
|
|||
}
|
||||
else
|
||||
{
|
||||
strcpy(skins[i].face, classface);
|
||||
strcpy(skins[i].face, basetype->Face);
|
||||
}
|
||||
skins[i].range0start = basetype->ColorRangeStart;
|
||||
skins[i].range0end = basetype->ColorRangeEnd;
|
||||
skins[i].Scale = GetDefaultByType (basetype)->Scale;
|
||||
skins[i].sprite = GetDefaultByType (basetype)->SpawnState->sprite;
|
||||
skins[i].Scale = basetype->Scale;
|
||||
skins[i].sprite = basetype->SpawnState->sprite;
|
||||
skins[i].namespc = ns_global;
|
||||
|
||||
PlayerClasses[i].Skins.Push (i);
|
||||
|
|
|
@ -711,6 +711,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
|
|||
{
|
||||
case SOURCE_None:
|
||||
default:
|
||||
pos->Zero();
|
||||
break;
|
||||
|
||||
case SOURCE_Actor:
|
||||
|
|
|
@ -6558,23 +6558,10 @@ FxStackVariable::FxStackVariable(PType *type, int offset, const FScriptPosition
|
|||
|
||||
FxStackVariable::~FxStackVariable()
|
||||
{
|
||||
// Q: Is this good or bad? Needs testing if this is fine or better left to the GC anyway. DObject's destructor is anything but cheap.
|
||||
membervar->ObjectFlags |= OF_YesReallyDelete;
|
||||
delete membervar;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FxStackVariable::ReplaceField(PField *newfield)
|
||||
{
|
||||
membervar->ObjectFlags |= OF_YesReallyDelete;
|
||||
delete membervar;
|
||||
membervar = newfield;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -6730,7 +6717,7 @@ FxExpression *FxStructMember::Resolve(FCompileContext &ctx)
|
|||
{
|
||||
auto parentfield = static_cast<FxMemberBase *>(classx)->membervar;
|
||||
// PFields are garbage collected so this will be automatically taken care of later.
|
||||
auto newfield = new PField(membervar->SymbolName, membervar->Type, membervar->Flags | parentfield->Flags, membervar->Offset + parentfield->Offset);
|
||||
auto newfield = new PField(NAME_None, membervar->Type, membervar->Flags | parentfield->Flags, membervar->Offset + parentfield->Offset);
|
||||
newfield->BitValue = membervar->BitValue;
|
||||
static_cast<FxMemberBase *>(classx)->membervar = newfield;
|
||||
classx->isresolved = false; // re-resolve the parent so it can also check if it can be optimized away.
|
|
@ -1417,7 +1417,6 @@ class FxStackVariable : public FxMemberBase
|
|||
public:
|
||||
FxStackVariable(PType *type, int offset, const FScriptPosition&);
|
||||
~FxStackVariable();
|
||||
void ReplaceField(PField *newfield);
|
||||
FxExpression *Resolve(FCompileContext&);
|
||||
bool RequestAddress(FCompileContext &ctx, bool *writable);
|
||||
ExpEmit Emit(VMFunctionBuilder *build);
|
|
@ -1,10 +1,10 @@
|
|||
/*
|
||||
** dynarray.cpp
|
||||
**
|
||||
** Compiler backend / code generation for dynamic arrays
|
||||
** internal data types for dynamic arrays
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2016 Christoph Oelckers
|
||||
** Copyright 2016-2017 Christoph Oelckers
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
|
@ -32,7 +32,7 @@
|
|||
*/
|
||||
|
||||
#include "vmbuilder.h"
|
||||
#include "codegeneration/codegen.h"
|
||||
#include "codegen.h"
|
||||
#include "info.h"
|
||||
#include "m_argv.h"
|
||||
#include "thingdef.h"
|
|
@ -47,7 +47,7 @@
|
|||
#include "decallib.h"
|
||||
#include "i_system.h"
|
||||
#include "thingdef.h"
|
||||
#include "codegeneration/codegen.h"
|
||||
#include "backend/codegen.h"
|
||||
#include "r_data/r_translate.h"
|
||||
|
||||
// TYPES -------------------------------------------------------------------
|
||||
|
@ -541,7 +541,7 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
|
|||
else if (def == DEF_Pickup && sc.Compare ("PickupMessage"))
|
||||
{
|
||||
sc.MustGetString ();
|
||||
static_cast<PClassInventory *>(bag.Info)->PickupMsg = sc.String;
|
||||
bag.Info->PickupMsg = sc.String;
|
||||
}
|
||||
else if (def == DEF_Pickup && sc.Compare ("Respawns"))
|
||||
{
|
||||
|
|
|
@ -49,7 +49,7 @@
|
|||
#include "thingdef.h"
|
||||
#include "p_lnspec.h"
|
||||
#include "doomstat.h"
|
||||
#include "codegeneration/codegen.h"
|
||||
#include "backend/codegen.h"
|
||||
|
||||
FRandom pr_exrandom ("EX_Random");
|
||||
|
||||
|
|
|
@ -49,7 +49,7 @@
|
|||
#include "v_palette.h"
|
||||
#include "doomerrors.h"
|
||||
#include "i_system.h"
|
||||
#include "codegeneration/codegen.h"
|
||||
#include "backend/codegen.h"
|
||||
#include "w_wad.h"
|
||||
#include "v_video.h"
|
||||
#include "version.h"
|
||||
|
|
|
@ -53,10 +53,10 @@
|
|||
#include "s_sound.h"
|
||||
#include "i_system.h"
|
||||
#include "colormatcher.h"
|
||||
#include "codegeneration/codegen.h"
|
||||
#include "backend/codegen.h"
|
||||
#include "version.h"
|
||||
#include "templates.h"
|
||||
#include "vmbuilder.h"
|
||||
#include "backend/vmbuilder.h"
|
||||
|
||||
//==========================================================================
|
||||
//***
|
||||
|
|
406
src/scripting/symbols.cpp
Normal file
406
src/scripting/symbols.cpp
Normal file
|
@ -0,0 +1,406 @@
|
|||
/*
|
||||
** symbols.cpp
|
||||
** Implements the symbol types and symbol table
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 1998-2016 Randy Heit
|
||||
** Copyright 2006-2017 Christoph Oelckers
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include <float.h>
|
||||
#include "dobject.h"
|
||||
#include "i_system.h"
|
||||
|
||||
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
||||
|
||||
FNamespaceManager Namespaces;
|
||||
|
||||
// Symbol tables ------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(PTypeBase, true, false);
|
||||
IMPLEMENT_CLASS(PSymbol, true, false);
|
||||
IMPLEMENT_CLASS(PSymbolConst, false, false);
|
||||
IMPLEMENT_CLASS(PSymbolConstNumeric, false, false);
|
||||
IMPLEMENT_CLASS(PSymbolConstString, false, false);
|
||||
IMPLEMENT_CLASS(PSymbolTreeNode, false, false)
|
||||
IMPLEMENT_CLASS(PSymbolType, false, false)
|
||||
IMPLEMENT_CLASS(PSymbolVMFunction, false, false)
|
||||
IMPLEMENT_CLASS(PFunction, false, false)
|
||||
IMPLEMENT_CLASS(PNamespace, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(PNamespace)
|
||||
IMPLEMENT_POINTER(Parent)
|
||||
IMPLEMENT_POINTERS_END
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PSymbolConstString::PSymbolConstString(FName name, const FString &str)
|
||||
: PSymbolConst(name, TypeString), Str(str)
|
||||
{
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PFunction :: AddVariant
|
||||
//
|
||||
// Adds a new variant for this function. Does not check if a matching
|
||||
// variant already exists.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
unsigned PFunction::AddVariant(PPrototype *proto, TArray<DWORD> &argflags, TArray<FName> &argnames, VMFunction *impl, int flags, int useflags)
|
||||
{
|
||||
Variant variant;
|
||||
|
||||
// I do not think we really want to deal with overloading here...
|
||||
assert(Variants.Size() == 0);
|
||||
|
||||
variant.Flags = flags;
|
||||
variant.UseFlags = useflags;
|
||||
variant.Proto = proto;
|
||||
variant.ArgFlags = std::move(argflags);
|
||||
variant.ArgNames = std::move(argnames);
|
||||
variant.Implementation = impl;
|
||||
if (impl != nullptr) impl->Proto = proto;
|
||||
|
||||
// SelfClass can differ from OwningClass, but this is variant-dependent.
|
||||
// Unlike the owner there can be cases where different variants can have different SelfClasses.
|
||||
// (Of course only if this ever gets enabled...)
|
||||
if (flags & VARF_Method)
|
||||
{
|
||||
assert(proto->ArgumentTypes.Size() > 0);
|
||||
auto selftypeptr = dyn_cast<PPointer>(proto->ArgumentTypes[0]);
|
||||
assert(selftypeptr != nullptr);
|
||||
variant.SelfClass = dyn_cast<PStruct>(selftypeptr->PointedType);
|
||||
assert(variant.SelfClass != nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
variant.SelfClass = nullptr;
|
||||
}
|
||||
|
||||
return Variants.Push(variant);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int PFunction::GetImplicitArgs()
|
||||
{
|
||||
if (Variants[0].Flags & VARF_Action) return 3;
|
||||
else if (Variants[0].Flags & VARF_Method) return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PSymbolTable::PSymbolTable()
|
||||
: ParentSymbolTable(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
PSymbolTable::PSymbolTable(PSymbolTable *parent)
|
||||
: ParentSymbolTable(parent)
|
||||
{
|
||||
}
|
||||
|
||||
PSymbolTable::~PSymbolTable ()
|
||||
{
|
||||
ReleaseSymbols();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// this must explicitly delete all content because the symbols have
|
||||
// been released from the GC.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void PSymbolTable::ReleaseSymbols()
|
||||
{
|
||||
auto it = GetIterator();
|
||||
MapType::Pair *pair;
|
||||
while (it.NextPair(pair))
|
||||
{
|
||||
delete pair->Value;
|
||||
}
|
||||
Symbols.Clear();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void PSymbolTable::SetParentTable (PSymbolTable *parent)
|
||||
{
|
||||
ParentSymbolTable = parent;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PSymbol *PSymbolTable::FindSymbol (FName symname, bool searchparents) const
|
||||
{
|
||||
PSymbol * const *value = Symbols.CheckKey(symname);
|
||||
if (value == nullptr && searchparents && ParentSymbolTable != nullptr)
|
||||
{
|
||||
return ParentSymbolTable->FindSymbol(symname, searchparents);
|
||||
}
|
||||
return value != nullptr ? *value : nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PSymbol *PSymbolTable::FindSymbolInTable(FName symname, PSymbolTable *&symtable)
|
||||
{
|
||||
PSymbol * const *value = Symbols.CheckKey(symname);
|
||||
if (value == nullptr)
|
||||
{
|
||||
if (ParentSymbolTable != nullptr)
|
||||
{
|
||||
return ParentSymbolTable->FindSymbolInTable(symname, symtable);
|
||||
}
|
||||
symtable = nullptr;
|
||||
return nullptr;
|
||||
}
|
||||
symtable = this;
|
||||
return *value;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PSymbol *PSymbolTable::AddSymbol (PSymbol *sym)
|
||||
{
|
||||
// Symbols that already exist are not inserted.
|
||||
if (Symbols.CheckKey(sym->SymbolName) != nullptr)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
Symbols.Insert(sym->SymbolName, sym);
|
||||
sym->Release(); // no more GC, please!
|
||||
return sym;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void PSymbolTable::RemoveSymbol(PSymbol *sym)
|
||||
{
|
||||
auto mysym = Symbols.CheckKey(sym->SymbolName);
|
||||
if (mysym == nullptr || *mysym != sym) return;
|
||||
Symbols.Remove(sym->SymbolName);
|
||||
delete sym;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void PSymbolTable::ReplaceSymbol(PSymbol *newsym)
|
||||
{
|
||||
// If a symbol with a matching name exists, take its place and return it.
|
||||
PSymbol **symslot = Symbols.CheckKey(newsym->SymbolName);
|
||||
if (symslot != nullptr)
|
||||
{
|
||||
PSymbol *oldsym = *symslot;
|
||||
delete oldsym;
|
||||
*symslot = newsym;
|
||||
}
|
||||
// Else, just insert normally and return nullptr since there was no
|
||||
// symbol to replace.
|
||||
newsym->Release(); // no more GC, please!
|
||||
Symbols.Insert(newsym->SymbolName, newsym);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PNamespace::PNamespace(int filenum, PNamespace *parent)
|
||||
{
|
||||
Parent = parent;
|
||||
if (parent) Symbols.SetParentTable(&parent->Symbols);
|
||||
FileNum = filenum;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FNamespaceManager::FNamespaceManager()
|
||||
{
|
||||
GlobalNamespace = nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
PNamespace *FNamespaceManager::NewNamespace(int filenum)
|
||||
{
|
||||
PNamespace *parent = nullptr;
|
||||
// The parent will be the last namespace with this or a lower filenum.
|
||||
// This ensures that DECORATE won't see the symbols of later files.
|
||||
for (int i = AllNamespaces.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
if (AllNamespaces[i]->FileNum <= filenum)
|
||||
{
|
||||
parent = AllNamespaces[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
auto newns = new PNamespace(filenum, parent);
|
||||
AllNamespaces.Push(newns);
|
||||
return newns;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
size_t FNamespaceManager::MarkSymbols()
|
||||
{
|
||||
for (auto ns : AllNamespaces)
|
||||
{
|
||||
GC::Mark(ns);
|
||||
}
|
||||
return AllNamespaces.Size();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FNamespaceManager::ReleaseSymbols()
|
||||
{
|
||||
RemoveSymbols();
|
||||
GlobalNamespace = nullptr;
|
||||
AllNamespaces.Clear();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// removes all symbols from the symbol tables.
|
||||
// After running the compiler these are not needed anymore.
|
||||
// Only the namespaces themselves are kept because the type table references them.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int FNamespaceManager::RemoveSymbols()
|
||||
{
|
||||
int count = 0;
|
||||
for (auto ns : AllNamespaces)
|
||||
{
|
||||
count += ns->Symbols.Symbols.CountUsed();
|
||||
ns->Symbols.ReleaseSymbols();
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Clean out all compiler-only data from the symbol tables
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void RemoveUnusedSymbols()
|
||||
{
|
||||
// Global symbols are not needed anymore after running the compiler.
|
||||
int count = Namespaces.RemoveSymbols();
|
||||
|
||||
// We do not need any non-field and non-function symbols in structs and classes anymore.
|
||||
// struct/class fields and functions are still needed so that the game can access the script data,
|
||||
// but all the rest serves no purpose anymore and can be entirely removed.
|
||||
for (size_t i = 0; i < countof(TypeTable.TypeHash); ++i)
|
||||
{
|
||||
for (PType *ty = TypeTable.TypeHash[i]; ty != nullptr; ty = ty->HashNext)
|
||||
{
|
||||
if (ty->IsKindOf(RUNTIME_CLASS(PStruct)))
|
||||
{
|
||||
auto it = ty->Symbols.GetIterator();
|
||||
PSymbolTable::MapType::Pair *pair;
|
||||
while (it.NextPair(pair))
|
||||
{
|
||||
if (!pair->Value->IsKindOf(RUNTIME_CLASS(PField)) && !pair->Value->IsKindOf(RUNTIME_CLASS(PFunction)))
|
||||
{
|
||||
ty->Symbols.RemoveSymbol(pair->Value);
|
||||
count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
DPrintf(DMSG_SPAMMY, "%d symbols removed after compilation\n", count);
|
||||
}
|
272
src/scripting/symbols.h
Normal file
272
src/scripting/symbols.h
Normal file
|
@ -0,0 +1,272 @@
|
|||
// Note: This must not be included by anything but dobject.h!
|
||||
#pragma once
|
||||
|
||||
#ifndef __DOBJECT_H__
|
||||
#error You must #include "dobject.h" to get symbols.h
|
||||
#endif
|
||||
|
||||
|
||||
class VMFunction;
|
||||
class PType;
|
||||
class PPrototype;
|
||||
struct ZCC_TreeNode;
|
||||
class PStruct;
|
||||
|
||||
// Symbol information -------------------------------------------------------
|
||||
|
||||
class PTypeBase : public DObject
|
||||
{
|
||||
DECLARE_ABSTRACT_CLASS(PTypeBase, DObject)
|
||||
|
||||
public:
|
||||
};
|
||||
|
||||
class PSymbol : public DObject
|
||||
{
|
||||
DECLARE_ABSTRACT_CLASS(PSymbol, DObject);
|
||||
public:
|
||||
FName SymbolName;
|
||||
|
||||
protected:
|
||||
PSymbol(FName name) { SymbolName = name; }
|
||||
};
|
||||
|
||||
// A VM function ------------------------------------------------------------
|
||||
|
||||
class PSymbolVMFunction : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PSymbolVMFunction, PSymbol);
|
||||
public:
|
||||
VMFunction *Function;
|
||||
|
||||
PSymbolVMFunction(FName name) : PSymbol(name) {}
|
||||
PSymbolVMFunction() : PSymbol(NAME_None) {}
|
||||
};
|
||||
|
||||
// A symbol for a type ------------------------------------------------------
|
||||
|
||||
class PSymbolType : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PSymbolType, PSymbol);
|
||||
public:
|
||||
PType *Type;
|
||||
|
||||
PSymbolType(FName name, class PType *ty) : PSymbol(name), Type(ty) {}
|
||||
PSymbolType() : PSymbol(NAME_None) {}
|
||||
};
|
||||
|
||||
// A symbol for a compiler tree node ----------------------------------------
|
||||
|
||||
class PSymbolTreeNode : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PSymbolTreeNode, PSymbol);
|
||||
public:
|
||||
struct ZCC_TreeNode *Node;
|
||||
|
||||
PSymbolTreeNode(FName name, struct ZCC_TreeNode *node) : PSymbol(name), Node(node) {}
|
||||
PSymbolTreeNode() : PSymbol(NAME_None) {}
|
||||
};
|
||||
|
||||
// Struct/class fields ------------------------------------------------------
|
||||
|
||||
// A PField describes a symbol that takes up physical space in the struct.
|
||||
class PField : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PField, PSymbol);
|
||||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
PField(FName name, PType *type, uint32_t flags = 0, size_t offset = 0, int bitvalue = 0);
|
||||
|
||||
size_t Offset;
|
||||
PType *Type;
|
||||
uint32_t Flags;
|
||||
int BitValue;
|
||||
protected:
|
||||
PField();
|
||||
};
|
||||
|
||||
// Properties ------------------------------------------------------
|
||||
|
||||
// For setting properties in class defaults.
|
||||
class PProperty : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PProperty, PSymbol);
|
||||
public:
|
||||
PProperty(FName name, TArray<PField *> &variables);
|
||||
|
||||
TArray<PField *> Variables;
|
||||
|
||||
protected:
|
||||
PProperty();
|
||||
};
|
||||
|
||||
class PPropFlag : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PPropFlag, PSymbol);
|
||||
public:
|
||||
PPropFlag(FName name, PField *offset, int bitval);
|
||||
|
||||
PField *Offset;
|
||||
int bitval;
|
||||
|
||||
protected:
|
||||
PPropFlag();
|
||||
};
|
||||
|
||||
// A constant value ---------------------------------------------------------
|
||||
|
||||
class PSymbolConst : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PSymbolConst, PSymbol);
|
||||
public:
|
||||
PType *ValueType;
|
||||
|
||||
PSymbolConst(FName name, PType *type=NULL) : PSymbol(name), ValueType(type) {}
|
||||
PSymbolConst() : PSymbol(NAME_None), ValueType(NULL) {}
|
||||
};
|
||||
|
||||
// A constant numeric value -------------------------------------------------
|
||||
|
||||
class PSymbolConstNumeric : public PSymbolConst
|
||||
{
|
||||
DECLARE_CLASS(PSymbolConstNumeric, PSymbolConst);
|
||||
public:
|
||||
union
|
||||
{
|
||||
int Value;
|
||||
double Float;
|
||||
void *Pad;
|
||||
};
|
||||
|
||||
PSymbolConstNumeric(FName name, PType *type=NULL) : PSymbolConst(name, type) {}
|
||||
PSymbolConstNumeric(FName name, PType *type, int val) : PSymbolConst(name, type), Value(val) {}
|
||||
PSymbolConstNumeric(FName name, PType *type, unsigned int val) : PSymbolConst(name, type), Value((int)val) {}
|
||||
PSymbolConstNumeric(FName name, PType *type, double val) : PSymbolConst(name, type), Float(val) {}
|
||||
PSymbolConstNumeric() {}
|
||||
};
|
||||
|
||||
// A constant string value --------------------------------------------------
|
||||
|
||||
class PSymbolConstString : public PSymbolConst
|
||||
{
|
||||
DECLARE_CLASS(PSymbolConstString, PSymbolConst);
|
||||
public:
|
||||
FString Str;
|
||||
|
||||
PSymbolConstString(FName name, const FString &str);
|
||||
PSymbolConstString() {}
|
||||
};
|
||||
|
||||
|
||||
// A function for the VM --------------------------------------------------
|
||||
|
||||
// TBD: Should we really support overloading?
|
||||
class PFunction : public PSymbol
|
||||
{
|
||||
DECLARE_CLASS(PFunction, PSymbol);
|
||||
public:
|
||||
struct Variant
|
||||
{
|
||||
PPrototype *Proto;
|
||||
VMFunction *Implementation;
|
||||
TArray<uint32_t> ArgFlags; // Should be the same length as Proto->ArgumentTypes
|
||||
TArray<FName> ArgNames; // we need the names to access them later when the function gets compiled.
|
||||
uint32_t Flags;
|
||||
int UseFlags;
|
||||
PStruct *SelfClass;
|
||||
};
|
||||
TArray<Variant> Variants;
|
||||
PStruct *OwningClass = nullptr;
|
||||
|
||||
unsigned AddVariant(PPrototype *proto, TArray<uint32_t> &argflags, TArray<FName> &argnames, VMFunction *impl, int flags, int useflags);
|
||||
int GetImplicitArgs();
|
||||
|
||||
PFunction(PStruct *owner = nullptr, FName name = NAME_None) : PSymbol(name), OwningClass(owner) {}
|
||||
};
|
||||
|
||||
// A symbol table -----------------------------------------------------------
|
||||
|
||||
struct PSymbolTable
|
||||
{
|
||||
PSymbolTable();
|
||||
PSymbolTable(PSymbolTable *parent);
|
||||
~PSymbolTable();
|
||||
|
||||
// Sets the table to use for searches if this one doesn't contain the
|
||||
// requested symbol.
|
||||
void SetParentTable (PSymbolTable *parent);
|
||||
PSymbolTable *GetParentTable() const
|
||||
{
|
||||
return ParentSymbolTable;
|
||||
}
|
||||
|
||||
// Finds a symbol in the table, optionally searching parent tables
|
||||
// as well.
|
||||
PSymbol *FindSymbol (FName symname, bool searchparents) const;
|
||||
|
||||
// Like FindSymbol with searchparents set true, but also returns the
|
||||
// specific symbol table the symbol was found in.
|
||||
PSymbol *FindSymbolInTable(FName symname, PSymbolTable *&symtable);
|
||||
|
||||
|
||||
// Places the symbol in the table and returns a pointer to it or NULL if
|
||||
// a symbol with the same name is already in the table. This symbol is
|
||||
// not copied and will be freed when the symbol table is destroyed.
|
||||
PSymbol *AddSymbol (PSymbol *sym);
|
||||
|
||||
// Similar to AddSymbol but always succeeds. Returns the symbol that used
|
||||
// to be in the table with this name, if any.
|
||||
void ReplaceSymbol(PSymbol *sym);
|
||||
|
||||
void RemoveSymbol(PSymbol *sym);
|
||||
|
||||
// Frees all symbols from this table.
|
||||
void ReleaseSymbols();
|
||||
|
||||
typedef TMap<FName, PSymbol *> MapType;
|
||||
|
||||
MapType::Iterator GetIterator()
|
||||
{
|
||||
return MapType::Iterator(Symbols);
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
PSymbolTable *ParentSymbolTable;
|
||||
MapType Symbols;
|
||||
|
||||
friend class DObject;
|
||||
friend struct FNamespaceManager;
|
||||
};
|
||||
|
||||
// Namespaces --------------------------------------------------
|
||||
|
||||
class PNamespace : public PTypeBase
|
||||
{
|
||||
DECLARE_CLASS(PNamespace, PTypeBase)
|
||||
HAS_OBJECT_POINTERS;
|
||||
|
||||
public:
|
||||
PSymbolTable Symbols;
|
||||
PNamespace *Parent;
|
||||
int FileNum; // This is for blocking DECORATE access to later files.
|
||||
|
||||
PNamespace() {}
|
||||
PNamespace(int filenum, PNamespace *parent);
|
||||
};
|
||||
|
||||
struct FNamespaceManager
|
||||
{
|
||||
PNamespace *GlobalNamespace;
|
||||
TArray<PNamespace *> AllNamespaces;
|
||||
|
||||
FNamespaceManager();
|
||||
PNamespace *NewNamespace(int filenum);
|
||||
size_t MarkSymbols();
|
||||
void ReleaseSymbols();
|
||||
int RemoveSymbols();
|
||||
};
|
||||
|
||||
extern FNamespaceManager Namespaces;
|
||||
|
||||
|
|
@ -60,9 +60,9 @@
|
|||
#include "p_conversation.h"
|
||||
#include "v_text.h"
|
||||
#include "thingdef.h"
|
||||
#include "codegeneration/codegen.h"
|
||||
#include "backend/codegen.h"
|
||||
#include "a_sharedglobal.h"
|
||||
#include "vmbuilder.h"
|
||||
#include "backend/vmbuilder.h"
|
||||
#include "stats.h"
|
||||
|
||||
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
|
||||
|
@ -246,7 +246,7 @@ static void CheckForUnsafeStates(PClassActor *obj)
|
|||
TMap<FState *, bool> checked;
|
||||
ENamedName *test;
|
||||
|
||||
if (obj->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (obj->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
if (obj->Size == RUNTIME_CLASS(AWeapon)->Size) return; // This class cannot have user variables.
|
||||
test = weaponstates;
|
||||
|
@ -336,11 +336,11 @@ static void CheckStates(PClassActor *obj)
|
|||
|
||||
CheckStateLabels(obj, actorstates, SUF_ACTOR, "actor sprites");
|
||||
|
||||
if (obj->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
if (obj->IsDescendantOf(NAME_Weapon))
|
||||
{
|
||||
CheckStateLabels(obj, weaponstates, SUF_WEAPON, "weapon sprites");
|
||||
}
|
||||
else if (obj->IsDescendantOf(PClass::FindActor(NAME_CustomInventory)))
|
||||
else if (obj->IsDescendantOf(NAME_CustomInventory))
|
||||
{
|
||||
CheckStateLabels(obj, pickupstates, SUF_ITEM, "CustomInventory state chain");
|
||||
}
|
||||
|
@ -396,8 +396,9 @@ void LoadActors()
|
|||
{
|
||||
Printf(TEXTCOLOR_ORANGE "Class %s referenced but not defined\n", ti->TypeName.GetChars());
|
||||
FScriptPosition::WarnCounter++;
|
||||
DObject::StaticPointerSubstitution(ti, nullptr);
|
||||
PClassActor::AllActorClasses.Delete(i);
|
||||
// the class must be rendered harmless so that it won't cause problems.
|
||||
ti->ParentClass = RUNTIME_CLASS(AActor);
|
||||
ti->Size = sizeof(AActor);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -110,7 +110,7 @@ FScriptPosition & GetStateSource(FState *state);
|
|||
// Extra info maintained while defining an actor.
|
||||
//
|
||||
//==========================================================================
|
||||
class DDropItem;
|
||||
struct FDropItem;
|
||||
|
||||
struct Baggage
|
||||
{
|
||||
|
@ -126,7 +126,7 @@ struct Baggage
|
|||
int Lumpnum;
|
||||
FStateDefinitions statedef;
|
||||
|
||||
DDropItem *DropItemList;
|
||||
FDropItem *DropItemList;
|
||||
|
||||
FScriptPosition ScriptPosition;
|
||||
};
|
||||
|
|
|
@ -66,9 +66,10 @@
|
|||
#include "teaminfo.h"
|
||||
#include "v_video.h"
|
||||
#include "r_data/colormaps.h"
|
||||
#include "vmbuilder.h"
|
||||
#include "backend/vmbuilder.h"
|
||||
#include "a_keys.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "d_player.h"
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -97,7 +98,7 @@ static PClassActor *FindClassTentative(const char *name, PClass *ancestor, bool
|
|||
}
|
||||
static AInventory::MetaClass *FindClassTentativeAmmo(const char *name, bool optional = false)
|
||||
{
|
||||
return static_cast<PClassInventory *>(FindClassTentative(name, PClass::FindActor(NAME_Ammo), optional));
|
||||
return static_cast<AInventory::MetaClass *>(FindClassTentative(name, PClass::FindActor(NAME_Ammo), optional));
|
||||
}
|
||||
static AWeapon::MetaClass *FindClassTentativeWeapon(const char *name, bool optional = false)
|
||||
{
|
||||
|
@ -920,7 +921,7 @@ DEFINE_PROPERTY(dropitem, S_i_i, Actor)
|
|||
bag.DropItemList = NULL;
|
||||
}
|
||||
|
||||
DDropItem *di = new DDropItem;
|
||||
FDropItem *di = (FDropItem*)ClassDataAllocator.Alloc(sizeof(FDropItem));
|
||||
|
||||
di->Name = type;
|
||||
di->Probability = 255;
|
||||
|
@ -938,7 +939,6 @@ DEFINE_PROPERTY(dropitem, S_i_i, Actor)
|
|||
}
|
||||
di->Next = bag.DropItemList;
|
||||
bag.DropItemList = di;
|
||||
GC::WriteBarrier(di);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1699,12 +1699,12 @@ DEFINE_PROPERTY(distancecheck, S, Actor)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
|
||||
{
|
||||
static_cast<PClassInventory*>(info)->RestrictedToPlayerClass.Clear();
|
||||
static_cast<PClassActor*>(info)->RestrictedToPlayerClass.Clear();
|
||||
for(int i = 0;i < PROP_PARM_COUNT;++i)
|
||||
{
|
||||
PROP_STRING_PARM(n, i);
|
||||
if (*n != 0)
|
||||
static_cast<PClassInventory*>(info)->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n));
|
||||
static_cast<PClassActor*>(info)->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1713,12 +1713,12 @@ DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
|
||||
{
|
||||
static_cast<PClassInventory*>(info)->ForbiddenToPlayerClass.Clear();
|
||||
static_cast<PClassActor*>(info)->ForbiddenToPlayerClass.Clear();
|
||||
for(int i = 0;i < PROP_PARM_COUNT;++i)
|
||||
{
|
||||
PROP_STRING_PARM(n, i);
|
||||
if (*n != 0)
|
||||
static_cast<PClassInventory*>(info)->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n));
|
||||
static_cast<PClassActor*>(info)->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1734,31 +1734,47 @@ DEFINE_CLASS_PROPERTY(amount, I, Inventory)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(icon, S, Inventory)
|
||||
static void SetIcon(FTextureID &icon, Baggage &bag, const char *i)
|
||||
{
|
||||
PROP_STRING_PARM(i, 0);
|
||||
|
||||
if (i == NULL || i[0] == '\0')
|
||||
{
|
||||
defaults->Icon.SetNull();
|
||||
icon.SetNull();
|
||||
}
|
||||
else
|
||||
{
|
||||
defaults->Icon = TexMan.CheckForTexture(i, FTexture::TEX_MiscPatch);
|
||||
if (!defaults->Icon.isValid())
|
||||
icon = TexMan.CheckForTexture(i, FTexture::TEX_MiscPatch);
|
||||
if (!icon.isValid())
|
||||
{
|
||||
// Don't print warnings if the item is for another game or if this is a shareware IWAD.
|
||||
// Strife's teaser doesn't contain all the icon graphics of the full game.
|
||||
if ((info->GameFilter == GAME_Any || info->GameFilter & gameinfo.gametype) &&
|
||||
if ((bag.Info->GameFilter == GAME_Any || bag.Info->GameFilter & gameinfo.gametype) &&
|
||||
!(gameinfo.flags&GI_SHAREWARE) && Wads.GetLumpFile(bag.Lumpnum) != 0)
|
||||
{
|
||||
bag.ScriptPosition.Message(MSG_WARNING,
|
||||
"Icon '%s' for '%s' not found\n", i, info->TypeName.GetChars());
|
||||
"Icon '%s' for '%s' not found\n", i, bag.Info->TypeName.GetChars());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(icon, S, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(i, 0);
|
||||
SetIcon(defaults->Icon, bag, i);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(althudicon, S, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(i, 0);
|
||||
SetIcon(defaults->AltHUDIcon, bag, i);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -1801,8 +1817,8 @@ DEFINE_CLASS_PROPERTY(pickupflash, S, Inventory)
|
|||
DEFINE_CLASS_PROPERTY(pickupmessage, T, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassInventory)));
|
||||
static_cast<PClassInventory *>(info)->PickupMsg = str;
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
|
||||
static_cast<PClassActor *>(info)->PickupMsg = str;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1845,8 +1861,7 @@ DEFINE_CLASS_PROPERTY(usesound, S, Inventory)
|
|||
DEFINE_CLASS_PROPERTY(givequest, I, Inventory)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassInventory)));
|
||||
static_cast<PClassInventory *>(info)->GiveQuest = i;
|
||||
defaults->GiveQuest = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2096,9 +2111,9 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
|
|||
|
||||
int alpha;
|
||||
PalEntry *pBlendColor;
|
||||
bool isgiver = info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver));
|
||||
bool isgiver = info->IsDescendantOf(NAME_PowerupGiver);
|
||||
|
||||
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || isgiver)
|
||||
if (info->IsDescendantOf(NAME_Powerup) || isgiver)
|
||||
{
|
||||
pBlendColor = &defaults->ColorVar(NAME_BlendColor);
|
||||
}
|
||||
|
@ -2148,7 +2163,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
|
|||
{
|
||||
PalEntry BlendColor;
|
||||
|
||||
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
|
||||
if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
|
||||
{
|
||||
I_Error("\"powerup.colormap\" requires an actor of type \"Powerup\"\n");
|
||||
return;
|
||||
|
@ -2183,7 +2198,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
|
||||
{
|
||||
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
|
||||
if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
|
||||
{
|
||||
I_Error("\"powerup.duration\" requires an actor of type \"Powerup\"\n");
|
||||
return;
|
||||
|
@ -2198,7 +2213,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
|
||||
{
|
||||
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
|
||||
if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
|
||||
{
|
||||
I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n");
|
||||
return;
|
||||
|
@ -2214,7 +2229,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, mode, S, Inventory)
|
|||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
|
||||
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
|
||||
if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
|
||||
{
|
||||
I_Error("\"powerup.mode\" requires an actor of type \"Powerup\"\n");
|
||||
return;
|
||||
|
@ -2261,8 +2276,7 @@ DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, type, S, PowerupGiver)
|
|||
DEFINE_CLASS_PROPERTY_PREFIX(player, displayname, S, PlayerPawn)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
static_cast<PClassPlayerPawn *>(info)->DisplayName = str;
|
||||
info->DisplayName = str;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2274,8 +2288,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, soundclass, S, PlayerPawn)
|
|||
|
||||
FString tmp = str;
|
||||
tmp.ReplaceChars (' ', '_');
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
static_cast<PClassPlayerPawn *>(info)->SoundClass = tmp;
|
||||
defaults->SoundClass = tmp.IsNotEmpty()? FName(tmp) : NAME_None;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2286,21 +2299,23 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
|
|||
PROP_STRING_PARM(str, 0);
|
||||
FString tmp = str;
|
||||
|
||||
tmp.ToUpper();
|
||||
bool valid = (tmp.Len() == 3 &&
|
||||
(((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) &&
|
||||
(((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) &&
|
||||
(((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9')))
|
||||
);
|
||||
if (!valid)
|
||||
if (tmp.Len() == 0) defaults->Face = NAME_None;
|
||||
else
|
||||
{
|
||||
bag.ScriptPosition.Message(MSG_OPTERROR,
|
||||
"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 alphanumeric characters.\n",
|
||||
tmp.GetChars(), info->TypeName.GetChars ());
|
||||
tmp.ToUpper();
|
||||
bool valid = (tmp.Len() == 3 &&
|
||||
(((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) &&
|
||||
(((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) &&
|
||||
(((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9')))
|
||||
);
|
||||
if (!valid)
|
||||
{
|
||||
bag.ScriptPosition.Message(MSG_OPTERROR,
|
||||
"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 alphanumeric characters.\n",
|
||||
tmp.GetChars(), info->TypeName.GetChars());
|
||||
}
|
||||
defaults->Face = tmp;
|
||||
}
|
||||
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
static_cast<PClassPlayerPawn *>(info)->Face = tmp;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2314,9 +2329,8 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn)
|
|||
if (start > end)
|
||||
swapvalues (start, end);
|
||||
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
static_cast<PClassPlayerPawn *>(info)->ColorRangeStart = start;
|
||||
static_cast<PClassPlayerPawn *>(info)->ColorRangeEnd = end;
|
||||
defaults->ColorRangeStart = start;
|
||||
defaults->ColorRangeEnd = end;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2371,8 +2385,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, colorset, ISIIIiiiiiiiiiiiiiiiiiiiiiiii, Pl
|
|||
}
|
||||
else
|
||||
{
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
static_cast<PClassPlayerPawn *>(info)->ColorSets.Insert(setnum, color);
|
||||
ColorSets.Push(std::make_tuple(info, setnum, color));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2398,8 +2411,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, colorsetfile, ISSI, PlayerPawn)
|
|||
}
|
||||
else if (color.Lump >= 0)
|
||||
{
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
static_cast<PClassPlayerPawn *>(info)->ColorSets.Insert(setnum, color);
|
||||
ColorSets.Push(std::make_tuple(info, setnum, color));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2416,8 +2428,9 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, clearcolorset, I, PlayerPawn)
|
|||
}
|
||||
else
|
||||
{
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
static_cast<PClassPlayerPawn *>(info)->ColorSets.Remove(setnum);
|
||||
FPlayerColorSet color;
|
||||
memset(&color, 0, sizeof(color));
|
||||
ColorSets.Push(std::make_tuple(info, setnum, color));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2651,8 +2664,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, damagescreencolor, Cfs, PlayerPawn)
|
|||
PROP_STRING_PARM(type, 3);
|
||||
|
||||
color.a = BYTE(255 * clamp<double>(a, 0.f, 1.f));
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
static_cast<PClassPlayerPawn *>(info)->PainFlashes.Insert(type, color);
|
||||
PainFlashes.Push(std::make_tuple(info, type, color));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2672,7 +2684,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn)
|
|||
bag.DropItemList = NULL;
|
||||
}
|
||||
|
||||
DDropItem *di = new DDropItem;
|
||||
FDropItem *di = (FDropItem*)ClassDataAllocator.Alloc(sizeof(FDropItem));
|
||||
|
||||
di->Name = str;
|
||||
di->Probability = 255;
|
||||
|
@ -2684,7 +2696,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn)
|
|||
}
|
||||
di->Next = bag.DropItemList;
|
||||
bag.DropItemList = di;
|
||||
GC::WriteBarrier(di);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2693,8 +2704,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn)
|
|||
DEFINE_CLASS_PROPERTY_PREFIX(player, invulnerabilitymode, S, PlayerPawn)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
static_cast<PClassPlayerPawn *>(info)->InvulMode = str;
|
||||
defaults->InvulMode = str;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2703,8 +2713,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, invulnerabilitymode, S, PlayerPawn)
|
|||
DEFINE_CLASS_PROPERTY_PREFIX(player, healradiustype, S, PlayerPawn)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
static_cast<PClassPlayerPawn *>(info)->HealingRadiusType = str;
|
||||
defaults->HealingRadiusType = str;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2712,11 +2721,10 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, healradiustype, S, PlayerPawn)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn)
|
||||
{
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
PROP_DOUBLE_PARM(val, i);
|
||||
static_cast<PClassPlayerPawn *>(info)->HexenArmor[i] = val;
|
||||
defaults->HexenArmor[i] = val;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2725,9 +2733,8 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, portrait, S, PlayerPawn)
|
||||
{
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
PROP_STRING_PARM(val, 0);
|
||||
static_cast<PClassPlayerPawn *>(info)->Portrait = val;
|
||||
defaults->Portrait = val;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2737,7 +2744,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssss
|
|||
{
|
||||
PROP_INT_PARM(slot, 0);
|
||||
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
|
||||
if (slot < 0 || slot > 9)
|
||||
{
|
||||
I_Error("Slot must be between 0 and 9.");
|
||||
|
@ -2751,7 +2757,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssss
|
|||
PROP_STRING_PARM(str, i);
|
||||
weapons << ' ' << str;
|
||||
}
|
||||
static_cast<PClassPlayerPawn *>(info)->Slot[slot] = &weapons[1];
|
||||
defaults->Slot[slot] = weapons.IsEmpty()? NAME_None : FName(weapons);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -6,6 +6,9 @@
|
|||
#include "vectors.h"
|
||||
#include "cmdlib.h"
|
||||
#include "doomerrors.h"
|
||||
#include "memarena.h"
|
||||
|
||||
extern FMemArena ClassDataAllocator;
|
||||
|
||||
#define MAX_RETURNS 8 // Maximum number of results a function called by script code can return
|
||||
#define MAX_TRY_DEPTH 8 // Maximum number of nested TRYs in a single function
|
||||
|
@ -693,10 +696,8 @@ do_double: if (inexact)
|
|||
}
|
||||
};
|
||||
|
||||
class VMFunction : public DObject
|
||||
class VMFunction
|
||||
{
|
||||
DECLARE_ABSTRACT_CLASS(VMFunction, DObject);
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
bool Native;
|
||||
bool Final = false; // cannot be overridden
|
||||
|
@ -709,7 +710,29 @@ public:
|
|||
|
||||
class PPrototype *Proto;
|
||||
|
||||
VMFunction(FName name = NAME_None) : Native(false), ImplicitArgs(0), Name(name), Proto(NULL) {}
|
||||
VMFunction(FName name = NAME_None) : Native(false), ImplicitArgs(0), Name(name), Proto(NULL)
|
||||
{
|
||||
AllFunctions.Push(this);
|
||||
}
|
||||
virtual ~VMFunction() {}
|
||||
|
||||
void *operator new(size_t size)
|
||||
{
|
||||
return ClassDataAllocator.Alloc(size);
|
||||
}
|
||||
|
||||
void operator delete(void *block) {}
|
||||
void operator delete[](void *block) {}
|
||||
static void DeleteAll()
|
||||
{
|
||||
for (auto f : AllFunctions)
|
||||
{
|
||||
f->~VMFunction();
|
||||
}
|
||||
AllFunctions.Clear();
|
||||
}
|
||||
static TArray<VMFunction *> AllFunctions;
|
||||
protected:
|
||||
};
|
||||
|
||||
// VM frame layout:
|
||||
|
@ -838,11 +861,9 @@ struct FStatementInfo
|
|||
|
||||
class VMScriptFunction : public VMFunction
|
||||
{
|
||||
DECLARE_CLASS(VMScriptFunction, VMFunction);
|
||||
public:
|
||||
VMScriptFunction(FName name=NAME_None);
|
||||
~VMScriptFunction();
|
||||
size_t PropagateMark();
|
||||
void Alloc(int numops, int numkonstd, int numkonstf, int numkonsts, int numkonsta, int numlinenumbers);
|
||||
|
||||
VM_ATAG *KonstATags() { return (VM_UBYTE *)(KonstA + NumKonstA); }
|
||||
|
@ -910,7 +931,6 @@ private:
|
|||
|
||||
class VMNativeFunction : public VMFunction
|
||||
{
|
||||
DECLARE_CLASS(VMNativeFunction, VMFunction);
|
||||
public:
|
||||
typedef int (*NativeCallType)(VMValue *param, TArray<VMValue> &defaultparam, int numparam, VMReturn *ret, int numret);
|
||||
|
||||
|
|
|
@ -42,14 +42,9 @@ cycle_t VMCycles[10];
|
|||
int VMCalls[10];
|
||||
|
||||
IMPLEMENT_CLASS(VMException, false, false)
|
||||
IMPLEMENT_CLASS(VMFunction, true, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(VMFunction)
|
||||
IMPLEMENT_POINTER(Proto)
|
||||
IMPLEMENT_POINTERS_END
|
||||
TArray<VMFunction *> VMFunction::AllFunctions;
|
||||
|
||||
IMPLEMENT_CLASS(VMScriptFunction, false, false)
|
||||
IMPLEMENT_CLASS(VMNativeFunction, false, false)
|
||||
|
||||
VMScriptFunction::VMScriptFunction(FName name)
|
||||
{
|
||||
|
@ -87,7 +82,6 @@ VMScriptFunction::~VMScriptFunction()
|
|||
KonstS[i].~FString();
|
||||
}
|
||||
}
|
||||
M_Free(Code);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -100,7 +94,7 @@ void VMScriptFunction::Alloc(int numops, int numkonstd, int numkonstf, int numko
|
|||
assert(numkonsts >= 0 && numkonsts <= 65535);
|
||||
assert(numkonsta >= 0 && numkonsta <= 65535);
|
||||
assert(numlinenumbers >= 0 && numlinenumbers <= 65535);
|
||||
void *mem = M_Malloc(numops * sizeof(VMOP) +
|
||||
void *mem = ClassDataAllocator.Alloc(numops * sizeof(VMOP) +
|
||||
numkonstd * sizeof(int) +
|
||||
numkonstf * sizeof(double) +
|
||||
numkonsts * sizeof(FString) +
|
||||
|
@ -166,24 +160,6 @@ void VMScriptFunction::Alloc(int numops, int numkonstd, int numkonstf, int numko
|
|||
NumKonstA = numkonsta;
|
||||
}
|
||||
|
||||
size_t VMScriptFunction::PropagateMark()
|
||||
{
|
||||
if (KonstA != NULL)
|
||||
{
|
||||
FVoidObj *konsta = KonstA;
|
||||
VM_UBYTE *atag = KonstATags();
|
||||
for (int count = NumKonstA; count > 0; --count)
|
||||
{
|
||||
if (*atag++ == ATAG_OBJECT)
|
||||
{
|
||||
GC::Mark(konsta->o);
|
||||
}
|
||||
konsta++;
|
||||
}
|
||||
}
|
||||
return NumKonstA * sizeof(void *) + Super::PropagateMark();
|
||||
}
|
||||
|
||||
void VMScriptFunction::InitExtra(void *addr)
|
||||
{
|
||||
char *caddr = (char*)addr;
|
||||
|
|
|
@ -48,7 +48,7 @@
|
|||
#include "p_lnspec.h"
|
||||
#include "i_system.h"
|
||||
#include "gdtoa.h"
|
||||
#include "vmbuilder.h"
|
||||
#include "backend/vmbuilder.h"
|
||||
#include "version.h"
|
||||
|
||||
static int GetIntConst(FxExpression *ex, FCompileContext &ctx)
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
#define ZCC_COMPILE_H
|
||||
|
||||
#include <memory>
|
||||
#include "codegeneration/codegen.h"
|
||||
#include "backend/codegen.h"
|
||||
|
||||
struct Baggage;
|
||||
struct FPropertyInfo;
|
||||
|
|
|
@ -246,11 +246,6 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, FDoorAnimat
|
|||
template<> FSerializer &Serialize(FSerializer &arc, const char *key, char *&pstr, char **def);
|
||||
template<> FSerializer &Serialize(FSerializer &arc, const char *key, FFont *&font, FFont **def);
|
||||
|
||||
template<> inline FSerializer &Serialize(FSerializer &arc, const char *key, PClassPlayerPawn *&clst, PClassPlayerPawn **def)
|
||||
{
|
||||
return Serialize(arc, key, (PClassActor *&)clst, (PClassActor **)def);
|
||||
}
|
||||
|
||||
FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def, bool *retcode);
|
||||
template<> inline FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def)
|
||||
{
|
||||
|
|
|
@ -123,7 +123,7 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
|
|||
}
|
||||
|
||||
PalEntry painFlash = CPlayer->mo->DamageFade;
|
||||
CPlayer->mo->GetClass()->GetPainFlash(CPlayer->mo->DamageTypeReceived, &painFlash);
|
||||
CPlayer->GetPainFlash(CPlayer->mo->DamageTypeReceived, &painFlash);
|
||||
|
||||
if (painFlash.a != 0)
|
||||
{
|
||||
|
|
|
@ -449,4 +449,14 @@ template<> struct THashTraits<FString>
|
|||
// Compares two keys, returning zero if they are the same.
|
||||
int Compare(const FString &left, const FString &right) { return left.Compare(right); }
|
||||
};
|
||||
|
||||
class FStringNoInit
|
||||
{
|
||||
char mem[sizeof(FString)];
|
||||
operator FString&()
|
||||
{
|
||||
return *reinterpret_cast<FString*>(&mem);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -498,7 +498,7 @@ class Actor : Thinker native
|
|||
native bool UsePuzzleItem(int PuzzleItemType);
|
||||
native float AccuracyFactor();
|
||||
native bool MorphMonster (Class<Actor> spawntype, int duration, int style, Class<Actor> enter_flash, Class<Actor> exit_flash);
|
||||
native void SetCamera(Actor cam, bool revert = false);
|
||||
action native void SetCamera(Actor cam, bool revert = false);
|
||||
|
||||
// DECORATE compatible functions
|
||||
native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
|
||||
|
|
|
@ -256,7 +256,7 @@ class BlockThingsIterator : Object native
|
|||
native bool Next();
|
||||
}
|
||||
|
||||
class DropItem : Object native
|
||||
struct DropItem native
|
||||
{
|
||||
native readonly DropItem Next;
|
||||
native readonly name Name;
|
||||
|
|
|
@ -24,7 +24,7 @@ class Inventory : Actor native
|
|||
native bool bCreateCopyMoved;
|
||||
native bool bInitEffectFailed;
|
||||
native meta String PickupMsg;
|
||||
native meta int GiveQuest;
|
||||
native /*meta*/ int GiveQuest;
|
||||
|
||||
Default
|
||||
{
|
||||
|
|
|
@ -252,7 +252,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: TryPickup
|
||||
// Weapon :: TryPickup
|
||||
//
|
||||
// If you can't see the weapon when it's active, then you can't pick it up.
|
||||
//
|
||||
|
@ -277,7 +277,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: TryPickup
|
||||
// Weapon :: TryPickup
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -293,7 +293,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: Use
|
||||
// Weapon :: Use
|
||||
//
|
||||
// Make the player switch to self weapon.
|
||||
//
|
||||
|
@ -324,7 +324,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: Destroy
|
||||
// Weapon :: Destroy
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -347,7 +347,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: HandlePickup
|
||||
// Weapon :: HandlePickup
|
||||
//
|
||||
// Try to leach ammo from the weapon if you have it already.
|
||||
//
|
||||
|
@ -372,7 +372,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: PickupForAmmo
|
||||
// Weapon :: PickupForAmmo
|
||||
//
|
||||
// The player already has self weapon, so try to pick it up for ammo.
|
||||
//
|
||||
|
@ -411,7 +411,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: CreateCopy
|
||||
// Weapon :: CreateCopy
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -428,7 +428,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: CreateTossable
|
||||
// Weapon :: CreateTossable
|
||||
//
|
||||
// A weapon that's tossed out should contain no ammo, so you can't cheat
|
||||
// by dropping it and then picking it back up.
|
||||
|
@ -464,7 +464,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: AttachToOwner
|
||||
// Weapon :: AttachToOwner
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -491,7 +491,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: AddAmmo
|
||||
// Weapon :: AddAmmo
|
||||
//
|
||||
// Give some ammo to the owner, even if it's just 0.
|
||||
//
|
||||
|
@ -536,7 +536,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: AddExistingAmmo
|
||||
// Weapon :: AddExistingAmmo
|
||||
//
|
||||
// Give the owner some more ammo he already has.
|
||||
//
|
||||
|
@ -563,7 +563,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: AddWeapon
|
||||
// Weapon :: AddWeapon
|
||||
//
|
||||
// Give the owner a weapon if they don't have it already.
|
||||
//
|
||||
|
@ -588,7 +588,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: ShouldStay
|
||||
// Weapon :: ShouldStay
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -606,7 +606,7 @@ class Weapon : StateProvider native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// AWeapon :: EndPowerUp
|
||||
// Weapon :: EndPowerUp
|
||||
//
|
||||
// The Tome of Power just expired.
|
||||
//
|
||||
|
|
|
@ -9,17 +9,16 @@ class PlayerPawn : Actor native
|
|||
native Inventory InvFirst; // first inventory item displayed on inventory bar
|
||||
native Inventory InvSel; // selected inventory item
|
||||
native meta String DisplayName; // Display name (used in menus, etc.)
|
||||
native meta String SoundClass; // Sound class
|
||||
native meta String Face; // Doom status bar face (when used)
|
||||
native meta String Portrait;
|
||||
native meta String Slot[10];
|
||||
native meta Name InvulMode;
|
||||
native meta Name HealingRadiusType;
|
||||
native meta double HexenArmor[5];
|
||||
native meta uint8 ColorRangeStart; // Skin color range
|
||||
native meta uint8 ColorRangeEnd;
|
||||
//FPlayerColorSetMap ColorSets;
|
||||
//PainFlashList PainFlashes;
|
||||
|
||||
native /*meta*/ Name SoundClass; // Sound class
|
||||
native /*meta*/ Name Face; // Doom status bar face (when used)
|
||||
native /*meta*/ Name Portrait;
|
||||
native /*meta*/ Name Slot[10];
|
||||
native /*meta*/ Name InvulMode;
|
||||
native /*meta*/ Name HealingRadiusType;
|
||||
native /*meta*/ double HexenArmor[5];
|
||||
native /*meta*/ uint8 ColorRangeStart; // Skin color range
|
||||
native /*meta*/ uint8 ColorRangeEnd;
|
||||
|
||||
// [GRB] Player class properties
|
||||
native double JumpZ;
|
||||
|
|
Loading…
Reference in a new issue