mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- resorted some of thingdef.cpp's contents into more appropriate files.
- split FinishActor into several functions. While DECORATE can, ZSCRIPT cannot do all this in one go. - split the state finalization into several class-specific virtual functions.
This commit is contained in:
parent
b1a83bfd26
commit
59ed26c0b6
10 changed files with 286 additions and 220 deletions
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@ -65,6 +65,12 @@ void PClassInventory::ReplaceClassRef(PClass *oldclass, PClass *newclass)
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}
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}
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void PClassInventory::Finalize(FStateDefinitions &statedef)
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{
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Super::Finalize(statedef);
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((AActor*)Defaults)->flags |= MF_SPECIAL;
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}
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IMPLEMENT_CLASS(PClassAmmo)
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PClassAmmo::PClassAmmo()
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@ -139,6 +139,7 @@ public:
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PClassInventory();
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virtual void DeriveData(PClass *newclass);
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virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
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void Finalize(FStateDefinitions &statedef);
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FString PickupMessage;
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int GiveQuest; // Optionally give one of the quest items.
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@ -274,6 +275,7 @@ protected:
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public:
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PClassWeapon();
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virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
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void Finalize(FStateDefinitions &statedef);
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int SlotNumber;
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int SlotPriority;
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@ -67,6 +67,38 @@ void PClassWeapon::ReplaceClassRef(PClass *oldclass, PClass *newclass)
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}
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}
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void PClassWeapon::Finalize(FStateDefinitions &statedef)
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{
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Super::Finalize(statedef);
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FState *ready = FindState(NAME_Ready);
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FState *select = FindState(NAME_Select);
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FState *deselect = FindState(NAME_Deselect);
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FState *fire = FindState(NAME_Fire);
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// Consider any weapon without any valid state abstract and don't output a warning
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// This is for creating base classes for weapon groups that only set up some properties.
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if (ready || select || deselect || fire)
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{
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if (!ready)
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{
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I_Error("Weapon %s doesn't define a ready state.", TypeName.GetChars());
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}
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if (!select)
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{
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I_Error("Weapon %s doesn't define a select state.", TypeName.GetChars());
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}
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if (!deselect)
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{
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I_Error("Weapon %s doesn't define a deselect state.", TypeName.GetChars());
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}
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if (!fire)
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{
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I_Error("Weapon %s doesn't define a fire state.", TypeName.GetChars());
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}
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}
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}
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//===========================================================================
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//
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// AWeapon :: Serialize
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71
src/info.cpp
71
src/info.cpp
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@ -53,7 +53,9 @@
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#include "g_level.h"
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#include "stats.h"
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#include "vm.h"
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#include "thingdef.h"
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#include "d_player.h"
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#include "doomerrors.h"
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extern void LoadActors ();
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extern void InitBotStuff();
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@ -380,6 +382,75 @@ void PClassActor::InitializeNativeDefaults()
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}
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}
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//==========================================================================
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//
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// PClassActor :: SetReplacement
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//
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// Sets as a replacement class for another class.
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//
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//==========================================================================
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bool PClassActor::SetReplacement(FName replaceName)
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{
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// Check for "replaces"
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if (replaceName != NAME_None)
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{
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// Get actor name
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PClassActor *replacee = PClass::FindActor(replaceName);
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if (replacee == nullptr)
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{
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return false;
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}
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if (replacee != nullptr)
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{
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replacee->Replacement = this;
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Replacee = replacee;
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}
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}
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return true;
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}
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//==========================================================================
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//
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// PClassActor :: SetDropItems
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//
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// Sets a new drop item list
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//
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//==========================================================================
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void PClassActor::SetDropItems(DDropItem *drops)
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{
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DropItems = drops;
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GC::WriteBarrier(this, DropItems);
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}
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//==========================================================================
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//
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// PClassActor :: Finalize
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//
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// Installs the parsed states and does some sanity checking
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//
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//==========================================================================
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void PClassActor::Finalize(FStateDefinitions &statedef)
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{
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AActor *defaults = (AActor*)Defaults;
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try
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{
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statedef.FinishStates(this, defaults);
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}
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catch (CRecoverableError &)
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{
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statedef.MakeStateDefines(NULL);
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throw;
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}
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statedef.InstallStates(this, defaults);
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statedef.MakeStateDefines(NULL);
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}
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//==========================================================================
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//
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// PClassActor :: RegisterIDs
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@ -53,6 +53,7 @@ struct Baggage;
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class FScanner;
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struct FActorInfo;
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class FIntCVar;
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class FStateDefinitions;
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enum EStateDefineFlags
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{
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@ -234,6 +235,9 @@ public:
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void SetPainChance(FName type, int chance);
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size_t PropagateMark();
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void InitializeNativeDefaults();
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bool SetReplacement(FName replaceName);
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void SetDropItems(DDropItem *drops);
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virtual void Finalize(FStateDefinitions &statedef);
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FState *FindState(int numnames, FName *names, bool exact=false) const;
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FState *FindStateByString(const char *name, bool exact=false);
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@ -57,6 +57,45 @@
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#include "m_argv.h"
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void ParseOldDecoration(FScanner &sc, EDefinitionType def);
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EXTERN_CVAR(Bool, strictdecorate);
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//==========================================================================
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//
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// DecoDerivedClass
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//
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// Create a derived class and performs some additional sanity checks
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//
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//==========================================================================
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PClassActor *DecoDerivedClass(const FScriptPosition &sc, PClassActor *parent, FName typeName)
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{
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PClassActor *type = static_cast<PClassActor *>(parent->CreateDerivedClass(typeName, parent->Size));
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if (type == nullptr)
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{
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FString newname = typeName.GetChars();
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FString sourcefile = sc.FileName;
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sourcefile.Substitute(":", "@");
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newname << '@' << sourcefile;
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if (strictdecorate)
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{
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sc.Message(MSG_ERROR, "Tried to define class '%s' more than once.", typeName.GetChars());
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}
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else
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{
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// Due to backwards compatibility issues this cannot be an unconditional error.
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sc.Message(MSG_WARNING, "Tried to define class '%s' more than once. Renaming class to '%s'", typeName.GetChars(), newname.GetChars());
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}
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type = static_cast<PClassActor *>(parent->CreateDerivedClass(newname, parent->Size));
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if (type == nullptr)
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{
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// This we cannot handle cleanly anymore. Let's just abort and forget about the odd mod out that was this careless.
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sc.Message(MSG_FATAL, "Tried to define class '%s' more than twice in the same file.", typeName.GetChars());
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}
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}
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return type;
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}
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//==========================================================================
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//
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@ -1126,6 +1165,80 @@ static void ParseActionDef (FScanner &sc, PClassActor *cls)
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ParseFunctionDef(sc, cls, funcname, rets, VARF_Method | VARF_Action);
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}
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//==========================================================================
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//
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// Starts a new actor definition
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//
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//==========================================================================
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PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native)
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{
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PClassActor *replacee = NULL;
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PClassActor *ti = NULL;
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PClassActor *parent = RUNTIME_CLASS(AActor);
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if (parentName != NAME_None)
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{
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parent = PClass::FindActor(parentName);
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PClassActor *p = parent;
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while (p != NULL)
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{
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if (p->TypeName == typeName)
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{
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sc.Message(MSG_ERROR, "'%s' inherits from a class with the same name", typeName.GetChars());
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break;
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}
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p = dyn_cast<PClassActor>(p->ParentClass);
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}
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if (parent == NULL)
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{
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sc.Message(MSG_ERROR, "Parent type '%s' not found in %s", parentName.GetChars(), typeName.GetChars());
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parent = RUNTIME_CLASS(AActor);
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}
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else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor)))
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{
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sc.Message(MSG_ERROR, "Parent type '%s' is not an actor in %s", parentName.GetChars(), typeName.GetChars());
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parent = RUNTIME_CLASS(AActor);
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}
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}
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if (native)
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{
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ti = PClass::FindActor(typeName);
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if (ti == NULL)
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{
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extern void DumpTypeTable();
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DumpTypeTable();
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sc.Message(MSG_ERROR, "Unknown native actor '%s'", typeName.GetChars());
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goto create;
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}
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else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass())
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{
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sc.Message(MSG_ERROR, "Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars());
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parent = RUNTIME_CLASS(AActor);
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goto create;
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}
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else if (ti->Defaults != NULL)
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{
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sc.Message(MSG_ERROR, "Redefinition of internal class '%s'", typeName.GetChars());
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goto create;
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}
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ti->InitializeNativeDefaults();
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ti->ParentClass->DeriveData(ti);
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}
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else
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{
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create:
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ti = DecoDerivedClass(sc, parent, typeName);
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}
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ti->Replacee = ti->Replacement = NULL;
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ti->DoomEdNum = -1;
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return ti;
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}
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//==========================================================================
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//
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// Starts a new actor definition
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@ -1216,7 +1329,10 @@ static PClassActor *ParseActorHeader(FScanner &sc, Baggage *bag)
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info->DoomEdNum = DoomEdNum > 0 ? DoomEdNum : -1;
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info->SourceLumpName = Wads.GetLumpFullPath(sc.LumpNum);
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SetReplacement(sc, info, replaceName);
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if (!info->SetReplacement(replaceName))
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{
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sc.ScriptMessage("Replaced type '%s' not found for %s", replaceName.GetChars(), info->TypeName.GetChars());
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}
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ResetBaggage (bag, info == RUNTIME_CLASS(AActor) ? NULL : static_cast<PClassActor *>(info->ParentClass));
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bag->Info = info;
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@ -1293,7 +1409,18 @@ static void ParseActor(FScanner &sc)
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break;
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}
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}
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FinishActor(sc, info, bag);
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if (bag.DropItemSet)
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{
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bag.Info->SetDropItems(bag.DropItemList);
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}
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try
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{
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info->Finalize(bag.statedef);
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}
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catch (CRecoverableError &err)
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{
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sc.ScriptError("%s", err.GetMessage());
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}
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sc.SetCMode (false);
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}
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@ -76,202 +76,6 @@ void ParseDecorate(FScanner &ctx);
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// STATIC FUNCTION PROTOTYPES --------------------------------------------
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PClassActor *QuestItemClasses[31];
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EXTERN_CVAR(Bool, strictdecorate);
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PClassActor *DecoDerivedClass(const FScriptPosition &sc, PClassActor *parent, FName typeName)
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{
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PClassActor *type = static_cast<PClassActor *>(parent->CreateDerivedClass(typeName, parent->Size));
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if (type == nullptr)
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{
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FString newname = typeName.GetChars();
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FString sourcefile = sc.FileName;
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sourcefile.Substitute(":", "@");
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newname << '@' << sourcefile;
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if (strictdecorate)
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{
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sc.Message(MSG_ERROR, "Tried to define class '%s' more than once.", typeName.GetChars());
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}
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else
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{
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// Due to backwards compatibility issues this cannot be an unconditional error.
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sc.Message(MSG_WARNING, "Tried to define class '%s' more than once. Renaming class to '%s'", typeName.GetChars(), newname.GetChars());
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}
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type = static_cast<PClassActor *>(parent->CreateDerivedClass(newname, parent->Size));
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if (type == nullptr)
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{
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// This we cannot handle cleanly anymore. Let's just abort and forget about the odd mod out that was this careless.
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sc.Message(MSG_FATAL, "Tried to define class '%s' more than twice in the same file.", typeName.GetChars());
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}
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}
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return type;
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}
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//==========================================================================
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//
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// Starts a new actor definition
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//
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//==========================================================================
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PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native)
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{
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PClassActor *replacee = NULL;
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PClassActor *ti = NULL;
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PClassActor *parent = RUNTIME_CLASS(AActor);
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if (parentName != NAME_None)
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{
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parent = PClass::FindActor(parentName);
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PClassActor *p = parent;
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while (p != NULL)
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{
|
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if (p->TypeName == typeName)
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{
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sc.Message(MSG_ERROR, "'%s' inherits from a class with the same name", typeName.GetChars());
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break;
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}
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p = dyn_cast<PClassActor>(p->ParentClass);
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}
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|
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if (parent == NULL)
|
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{
|
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sc.Message(MSG_ERROR, "Parent type '%s' not found in %s", parentName.GetChars(), typeName.GetChars());
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parent = RUNTIME_CLASS(AActor);
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}
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else if (!parent->IsDescendantOf(RUNTIME_CLASS(AActor)))
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{
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sc.Message(MSG_ERROR, "Parent type '%s' is not an actor in %s", parentName.GetChars(), typeName.GetChars());
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parent = RUNTIME_CLASS(AActor);
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}
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}
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if (native)
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{
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ti = PClass::FindActor(typeName);
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if (ti == NULL)
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{
|
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extern void DumpTypeTable();
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DumpTypeTable();
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sc.Message(MSG_ERROR, "Unknown native actor '%s'", typeName.GetChars());
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goto create;
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}
|
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else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass())
|
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{
|
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sc.Message(MSG_ERROR, "Native class '%s' does not inherit from '%s'", typeName.GetChars(), parentName.GetChars());
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parent = RUNTIME_CLASS(AActor);
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goto create;
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}
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else if (ti->Defaults != NULL)
|
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{
|
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sc.Message(MSG_ERROR, "Redefinition of internal class '%s'", typeName.GetChars());
|
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goto create;
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}
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ti->InitializeNativeDefaults();
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ti->ParentClass->DeriveData(ti);
|
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}
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else
|
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{
|
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create:
|
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ti = DecoDerivedClass(sc, parent, typeName);
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}
|
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|
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ti->Replacee = ti->Replacement = NULL;
|
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ti->DoomEdNum = -1;
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return ti;
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||||
}
|
||||
|
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//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
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|
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void SetReplacement(FScanner &sc, PClassActor *info, FName replaceName)
|
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{
|
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// Check for "replaces"
|
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if (replaceName != NAME_None)
|
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{
|
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// Get actor name
|
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PClassActor *replacee = PClass::FindActor(replaceName);
|
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|
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if (replacee == NULL)
|
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{
|
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sc.ScriptMessage("Replaced type '%s' not found for %s", replaceName.GetChars(), info->TypeName.GetChars());
|
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return;
|
||||
}
|
||||
if (replacee != NULL)
|
||||
{
|
||||
replacee->Replacement = info;
|
||||
info->Replacee = replacee;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Finalizes an actor definition
|
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//
|
||||
//==========================================================================
|
||||
|
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void FinishActor(const FScriptPosition &sc, PClassActor *info, Baggage &bag)
|
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{
|
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AActor *defaults = (AActor*)info->Defaults;
|
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|
||||
try
|
||||
{
|
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bag.statedef.FinishStates (info, defaults);
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}
|
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catch (CRecoverableError &err)
|
||||
{
|
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sc.Message(MSG_ERROR, "%s", err.GetMessage());
|
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bag.statedef.MakeStateDefines(NULL);
|
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return;
|
||||
}
|
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bag.statedef.InstallStates (info, defaults);
|
||||
bag.statedef.MakeStateDefines(NULL);
|
||||
if (bag.DropItemSet)
|
||||
{
|
||||
info->DropItems = bag.DropItemList;
|
||||
GC::WriteBarrier(info, info->DropItems);
|
||||
}
|
||||
if (info->IsDescendantOf (RUNTIME_CLASS(AInventory)))
|
||||
{
|
||||
defaults->flags |= MF_SPECIAL;
|
||||
}
|
||||
|
||||
// Weapons must be checked for all relevant states. They may crash the game otherwise.
|
||||
if (info->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
{
|
||||
FState *ready = info->FindState(NAME_Ready);
|
||||
FState *select = info->FindState(NAME_Select);
|
||||
FState *deselect = info->FindState(NAME_Deselect);
|
||||
FState *fire = info->FindState(NAME_Fire);
|
||||
|
||||
// Consider any weapon without any valid state abstract and don't output a warning
|
||||
// This is for creating base classes for weapon groups that only set up some properties.
|
||||
if (ready || select || deselect || fire)
|
||||
{
|
||||
if (!ready)
|
||||
{
|
||||
sc.Message(MSG_ERROR, "Weapon %s doesn't define a ready state.\n", info->TypeName.GetChars());
|
||||
}
|
||||
if (!select)
|
||||
{
|
||||
sc.Message(MSG_ERROR, "Weapon %s doesn't define a select state.\n", info->TypeName.GetChars());
|
||||
}
|
||||
if (!deselect)
|
||||
{
|
||||
sc.Message(MSG_ERROR, "Weapon %s doesn't define a deselect state.\n", info->TypeName.GetChars());
|
||||
}
|
||||
if (!fire)
|
||||
{
|
||||
sc.Message(MSG_ERROR, "Weapon %s doesn't define a fire state.\n", info->TypeName.GetChars());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Do some postprocessing after everything has been defined
|
||||
|
@ -426,14 +230,6 @@ static void FinishThingdef()
|
|||
|
||||
ActorDamageFuncs.DeleteAndClear();
|
||||
StateTempCalls.DeleteAndClear();
|
||||
|
||||
// Since these are defined in DECORATE now the table has to be initialized here.
|
||||
for(int i = 0; i < 31; i++)
|
||||
{
|
||||
char fmt[20];
|
||||
mysnprintf(fmt, countof(fmt), "QuestItem%d", i+1);
|
||||
QuestItemClasses[i] = PClass::FindActor(fmt);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -454,10 +250,11 @@ void LoadActors ()
|
|||
|
||||
timer.Reset(); timer.Clock();
|
||||
ActorDamageFuncs.Clear();
|
||||
FScriptPosition::ResetErrorCounter();
|
||||
InitThingdef();
|
||||
lastlump = 0;
|
||||
ParseScripts();
|
||||
|
||||
FScriptPosition::ResetErrorCounter();
|
||||
while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1)
|
||||
{
|
||||
FScanner sc(lump);
|
||||
|
@ -471,4 +268,12 @@ void LoadActors ()
|
|||
timer.Unclock();
|
||||
if (!batchrun) Printf("DECORATE parsing took %.2f ms\n", timer.TimeMS());
|
||||
// Base time: ~52 ms
|
||||
|
||||
// Since these are defined in DECORATE now the table has to be initialized here.
|
||||
for (int i = 0; i < 31; i++)
|
||||
{
|
||||
char fmt[20];
|
||||
mysnprintf(fmt, countof(fmt), "QuestItem%d", i + 1);
|
||||
QuestItemClasses[i] = PClass::FindActor(fmt);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -178,10 +178,8 @@ void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, PClass *cls
|
|||
//==========================================================================
|
||||
|
||||
PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native);
|
||||
void SetReplacement(FScanner &sc, PClassActor *info, FName replaceName);
|
||||
|
||||
void HandleActorFlag(FScanner &sc, Baggage &bag, const char *part1, const char *part2, int mod);
|
||||
void FinishActor(const FScriptPosition &sc, PClassActor *info, Baggage &bag);
|
||||
FxExpression *ParseParameter(FScanner &sc, PClassActor *cls, PType *type, bool constant);
|
||||
|
||||
|
||||
|
|
|
@ -69,6 +69,10 @@ void ZCCCompiler::ProcessClass(ZCC_Class *cnode, PSymbolTreeNode *treenode)
|
|||
name << "nodes - " << FName(cnode->NodeName);
|
||||
cls->TreeNodes.SetName(name);
|
||||
|
||||
if (!static_cast<PClassActor *>(cnode->Type)->SetReplacement(cnode->Replaces->Id))
|
||||
{
|
||||
Warn(cnode, "Replaced type '%s' not found for %s", FName(cnode->Replaces->Id).GetChars(), cnode->Type->TypeName.GetChars());
|
||||
}
|
||||
|
||||
// Need to check if the class actually has a body.
|
||||
if (node != nullptr) do
|
||||
|
@ -1836,6 +1840,10 @@ void ZCCCompiler::InitDefaults()
|
|||
content = static_cast<decltype(content)>(content->SiblingNext);
|
||||
} while (content != d->Content);
|
||||
}
|
||||
if (bag.DropItemSet)
|
||||
{
|
||||
bag.Info->SetDropItems(bag.DropItemList);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2239,5 +2247,13 @@ void ZCCCompiler::CompileStates()
|
|||
st = static_cast<decltype(st)>(st->SiblingNext);
|
||||
} while (st != s->Body);
|
||||
}
|
||||
try
|
||||
{
|
||||
static_cast<PClassActor *>(c->Type())->Finalize(statedef);
|
||||
}
|
||||
catch (CRecoverableError &err)
|
||||
{
|
||||
Error(c->cls, "%s", err.GetMessage());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -371,25 +371,30 @@ class Actor : Thinker native
|
|||
native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
|
||||
native void ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
|
||||
|
||||
/*
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A -1
|
||||
Stop
|
||||
TNT1 A -1;
|
||||
Stop;
|
||||
Null:
|
||||
TNT1 A 1
|
||||
Stop
|
||||
TNT1 A 1;
|
||||
Stop;
|
||||
GenericFreezeDeath:
|
||||
// Generic freeze death frames. Woo!
|
||||
"####" "#" 5 A_GenericFreezeDeath
|
||||
"----" A 1 A_FreezeDeathChunks
|
||||
Wait
|
||||
#### # 5 A_GenericFreezeDeath;
|
||||
---- A 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
GenericCrush:
|
||||
POL5 A -1
|
||||
Stop
|
||||
POL5 A -1;
|
||||
Stop;
|
||||
Test.State:
|
||||
&&&& A[\] 5 offset(4,4*2);
|
||||
&&&& A[\] DEFAULT_HEALTH;
|
||||
abcd efgh random(3, 6);
|
||||
lght blahblah 5*3 light("furz", "bläh", "rülps");
|
||||
lght blahblah 5 light("boing");
|
||||
goto Actor::Spawn+1;
|
||||
}
|
||||
*/
|
||||
|
||||
// Internal functions
|
||||
deprecated private native state __decorate_internal_state__(state s);
|
||||
|
|
Loading…
Reference in a new issue