mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
- moved the per-level ACS state into FLevelLocals.
This commit is contained in:
parent
131eef9eb9
commit
7b235ea13e
18 changed files with 213 additions and 206 deletions
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@ -92,6 +92,7 @@ Everything that is changed is marked (maybe commented) with "Added by MC"
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#include "d_player.h"
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#include "events.h"
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#include "vm.h"
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#include "g_levellocals.h"
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static FRandom pr_botspawn ("BotSpawn");
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@ -447,7 +448,7 @@ void FCajunMaster::RemoveAllBots (bool fromlist)
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// [ZZ] run event hook
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E_PlayerDisconnected(i);
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//
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FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, players[i].mo, true, i, true);
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level.Behaviors.StartTypedScripts (SCRIPT_Disconnect, players[i].mo, true, i, true);
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ClearPlayer (i, !fromlist);
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}
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}
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@ -1682,11 +1682,11 @@ void G_DoPlayerPop(int playernum)
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}
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// [RH] Make the player disappear
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FBehavior::StaticStopMyScripts(players[playernum].mo);
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level.Behaviors.StopMyScripts(players[playernum].mo);
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// [ZZ] fire player disconnect hook
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E_PlayerDisconnected(playernum);
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// [RH] Let the scripts know the player left
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FBehavior::StaticStartTypedScripts(SCRIPT_Disconnect, players[playernum].mo, true, playernum, true);
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level.Behaviors.StartTypedScripts(SCRIPT_Disconnect, players[playernum].mo, true, playernum, true);
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if (players[playernum].mo != NULL)
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{
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P_DisconnectEffect(players[playernum].mo);
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@ -641,7 +641,7 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
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// [RH] Give scripts a chance to do something
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unloading = true;
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FBehavior::StaticStartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
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level.Behaviors.StartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
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// [ZZ] safe world unload
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E_WorldUnloaded();
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// [ZZ] unsafe world unload (changemap != map)
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@ -854,7 +854,7 @@ void G_DoCompleted (void)
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G_SnapshotLevel ();
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// Do not free any global strings this level might reference
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// while it's not loaded.
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FBehavior::StaticLockLevelVarStrings();
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level.Behaviors.LockLevelVarStrings();
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}
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else
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{ // Make sure we don't have a snapshot lying around from before.
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@ -1089,7 +1089,7 @@ void G_DoLoadLevel (int position, bool autosave, bool newGame)
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if (fromSnapshot)
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{
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// ENTER scripts are being handled when the player gets spawned, this cannot be changed due to its effect on voodoo dolls.
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FBehavior::StaticStartTypedScripts(SCRIPT_Return, players[ii].mo, true);
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level.Behaviors.StartTypedScripts(SCRIPT_Return, players[ii].mo, true);
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}
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}
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}
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@ -1097,7 +1097,7 @@ void G_DoLoadLevel (int position, bool autosave, bool newGame)
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if (level.FromSnapshot)
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{
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// [Nash] run REOPEN scripts upon map re-entry
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FBehavior::StaticStartTypedScripts(SCRIPT_Reopen, NULL, false);
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level.Behaviors.StartTypedScripts(SCRIPT_Reopen, NULL, false);
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}
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StatusBar->AttachToPlayer (&players[consoleplayer]);
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@ -1718,7 +1718,7 @@ void G_UnSnapshotLevel (bool hubLoad)
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if (hubLoad)
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{
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// Unlock ACS global strings that were locked when the snapshot was made.
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FBehavior::StaticUnlockLevelVarStrings();
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level.Behaviors.UnlockLevelVarStrings();
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}
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}
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@ -43,6 +43,7 @@
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#include "p_blockmap.h"
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#include "p_local.h"
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#include "po_man.h"
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#include "p_acs.h"
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#include "p_destructible.h"
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#include "r_data/r_sections.h"
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#include "r_data/r_canvastexture.h"
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@ -98,6 +99,7 @@ struct FLevelData
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FPlayerStart playerstarts[MAXPLAYERS];
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TArray<FPlayerStart> AllPlayerStarts;
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FBehaviorContainer Behaviors;
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};
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struct FLevelLocals : public FLevelData
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@ -157,7 +157,7 @@ void DLightningThinker::LightningFlash ()
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// [ZZ] just in case
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E_WorldLightning();
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// start LIGHTNING scripts
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FBehavior::StaticStartTypedScripts (SCRIPT_Lightning, NULL, false); // [RH] Run lightning scripts
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level.Behaviors.StartTypedScripts (SCRIPT_Lightning, NULL, false); // [RH] Run lightning scripts
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// Calculate the next lighting flash
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if (!NextLightningFlash)
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@ -904,7 +904,7 @@ class CommandDrawString : public SBarInfoCommand
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if(ACS_GlobalVars[valueArgument] != cache)
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{
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cache = ACS_GlobalVars[valueArgument];
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str = FBehavior::StaticLookupString(ACS_GlobalVars[valueArgument]);
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str = level.Behaviors.LookupString(ACS_GlobalVars[valueArgument]);
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RealignString();
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}
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break;
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@ -912,7 +912,7 @@ class CommandDrawString : public SBarInfoCommand
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if(ACS_GlobalArrays[valueArgument][consoleplayer] != cache)
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{
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cache = ACS_GlobalArrays[valueArgument][consoleplayer];
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str = FBehavior::StaticLookupString(ACS_GlobalArrays[valueArgument][consoleplayer]);
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str = level.Behaviors.LookupString(ACS_GlobalArrays[valueArgument][consoleplayer]);
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RealignString();
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}
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break;
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@ -660,6 +660,6 @@ void MapLoader::LoadMapinfoACSLump()
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if (Level->info->acsName.IsNotEmpty())
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{
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int lump = Wads.CheckNumForName(Level->info->acsName);
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if (lump >= 0) FBehavior::StaticLoadModule(lump);
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if (lump >= 0) Level->Behaviors.LoadModule(lump);
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}
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}
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@ -2825,12 +2825,12 @@ void MapLoader::LoadBehavior(MapData * map)
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{
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if (map->Size(ML_BEHAVIOR) > 0)
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{
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FBehavior::StaticLoadModule(-1, &map->Reader(ML_BEHAVIOR), map->Size(ML_BEHAVIOR));
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Level->Behaviors.LoadModule(-1, &map->Reader(ML_BEHAVIOR), map->Size(ML_BEHAVIOR));
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}
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if (!FBehavior::StaticCheckAllGood())
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if (!Level->Behaviors.CheckAllGood())
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{
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Printf("ACS scripts unloaded.\n");
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FBehavior::StaticUnloadModules();
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Level->Behaviors.UnloadModules();
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}
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}
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@ -2881,7 +2881,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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ForceNodeBuild = gennodes;
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// [RH] Load in the BEHAVIOR lump
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FBehavior::StaticUnloadModules();
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Level->Behaviors.UnloadModules();
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if (map->HasBehavior)
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{
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LoadBehavior(map);
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@ -2941,7 +2941,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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Level->flags2 |= LEVEL2_DUMMYSWITCHES;
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}
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FBehavior::StaticLoadDefaultModules();
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Level->Behaviors.LoadDefaultModules();
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LoadMapinfoACSLump();
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@ -3174,7 +3174,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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node.len = (float)g_sqrt(fdx * fdx + fdy * fdy);
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}
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InitRenderInfo(); // create hardware independent renderer resources for the level. This must be done BEFORE the PolyObj Spawn!!!
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InitRenderInfo(); // create hardware independent renderer resources for the Level-> This must be done BEFORE the PolyObj Spawn!!!
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P_ClearDynamic3DFloorData(); // CreateVBO must be run on the plain 3D floor data.
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screen->mVertexData->CreateVBO();
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307
src/p_acs.cpp
307
src/p_acs.cpp
File diff suppressed because it is too large
Load diff
41
src/p_acs.h
41
src/p_acs.h
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@ -344,6 +344,7 @@ enum
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enum ACSFormat { ACS_Old, ACS_Enhanced, ACS_LittleEnhanced, ACS_Unknown };
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class FBehavior
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{
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public:
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@ -381,20 +382,6 @@ public:
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BoundsCheckingArray<int32_t *, NUM_MAPVARS> MapVars;
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static FBehavior *StaticLoadModule (int lumpnum, FileReader *fr = nullptr, int len=0);
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static void StaticLoadDefaultModules ();
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static void StaticUnloadModules ();
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static bool StaticCheckAllGood ();
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static FBehavior *StaticGetModule (int lib);
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static void StaticSerializeModuleStates (FSerializer &arc);
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static void StaticMarkLevelVarStrings();
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static void StaticLockLevelVarStrings();
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static void StaticUnlockLevelVarStrings();
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static const ScriptPtr *StaticFindScript (int script, FBehavior *&module);
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static const char *StaticLookupString (uint32_t index);
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static void StaticStartTypedScripts (uint16_t type, AActor *activator, bool always, int arg1=0, bool runNow=false);
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static void StaticStopMyScripts (AActor *actor);
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private:
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struct ArrayInfo;
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char ModuleName[9];
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TArray<int> JumpPoints;
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static TArray<FBehavior *> StaticModules;
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void LoadScriptsDirectory ();
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static int SortScripts (const void *a, const void *b);
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friend void ArrangeScriptProfiles(TArray<ProfileCollector> &profiles);
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friend void ArrangeFunctionProfiles(TArray<ProfileCollector> &profiles);
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friend struct FBehaviorContainer;
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};
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struct FBehaviorContainer
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{
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TArray<FBehavior *> StaticModules;
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FBehavior *LoadModule(int lumpnum, FileReader *fr = nullptr, int len = 0);
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void LoadDefaultModules();
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void UnloadModules();
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bool CheckAllGood();
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FBehavior *GetModule(int lib);
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void SerializeModuleStates(FSerializer &arc);
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void MarkLevelVarStrings();
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void LockLevelVarStrings();
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void UnlockLevelVarStrings();
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const ScriptPtr *FindScript(int script, FBehavior *&module);
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const char *LookupString(uint32_t index);
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void StartTypedScripts(uint16_t type, AActor *activator, bool always, int arg1 = 0, bool runNow = false);
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void StopMyScripts(AActor *actor);
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};
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#endif //__P_ACS_H__
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@ -352,7 +352,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
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// [JM] Fire KILL type scripts for actor. Not needed for players, since they have the "DEATH" script type.
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if (!player && !(flags7 & MF7_NOKILLSCRIPTS) && ((flags7 & MF7_USEKILLSCRIPTS) || gameinfo.forcekillscripts))
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{
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FBehavior::StaticStartTypedScripts(SCRIPT_Kill, this, true, 0, true);
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level.Behaviors.StartTypedScripts(SCRIPT_Kill, this, true, 0, true);
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}
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flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
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E_PlayerDied(int(player - players));
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// Death script execution, care of Skull Tag
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FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);
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level.Behaviors.StartTypedScripts (SCRIPT_Death, this, true);
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// [RH] Force a delay between death and respawn
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player->respawn_time = level.time + TICRATE;
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@ -5018,7 +5018,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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VMValue params[] = { mobj, oldactor };
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VMCall(func, params, 2, nullptr, 0);
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}
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FBehavior::StaticStopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
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level.Behaviors.StopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
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}
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// [GRB] Reset skin
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{
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if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
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{
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FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
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level.Behaviors.StartTypedScripts (SCRIPT_Enter, p->mo, true);
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}
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else if (state == PST_REBORN)
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{
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DObject::StaticPointerSubstitution (oldactor, p->mo);
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E_PlayerRespawned(int(p - players));
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FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true);
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level.Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);
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}
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}
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return mobj;
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@ -992,11 +992,7 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
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G_AirControlChanged();
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}
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// fixme: This needs to ensure it reads from the correct place. Should be one once there's enough of this code converted to JSON
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FBehavior::StaticSerializeModuleStates(arc);
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level.Behaviors.SerializeModuleStates(arc);
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// The order here is important: First world state, then portal state, then thinkers, and last polyobjects.
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arc("linedefs", level.lines, level.loadlines);
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arc("sidedefs", level.sides, level.loadsides);
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@ -340,7 +340,7 @@ void P_FreeLevelData ()
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DThinker::DestroyAllThinkers ();
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tagManager.Clear();
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FBehavior::StaticUnloadModules ();
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level.Behaviors.UnloadModules ();
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P_FreeStrifeConversations ();
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level.ClearLevelData();
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@ -1505,7 +1505,7 @@ void P_SpawnSpecials (MapLoader *ml)
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}
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}
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// [RH] Start running any open scripts on this map
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FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false);
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level.Behaviors.StartTypedScripts (SCRIPT_Open, NULL, false);
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}
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////////////////////////////////////////////////////////////////////////////
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@ -693,7 +693,7 @@ bool player_t::Resurrect()
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// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
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E_PlayerRespawned(int(this - players));
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//
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FBehavior::StaticStartTypedScripts(SCRIPT_Respawn, mo, true);
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level.Behaviors.StartTypedScripts(SCRIPT_Respawn, mo, true);
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return true;
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}
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@ -2368,19 +2368,19 @@ DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, SetClipRect, SBar_SetClipRect)
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static void GetGlobalACSString(int index, FString *result)
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{
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*result = FBehavior::StaticLookupString(ACS_GlobalVars[index]);
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*result = level.Behaviors.LookupString(ACS_GlobalVars[index]);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSString, GetGlobalACSString)
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{
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PARAM_PROLOGUE;
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PARAM_INT(index);
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ACTION_RETURN_STRING(FBehavior::StaticLookupString(ACS_GlobalVars[index]));
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ACTION_RETURN_STRING(level.Behaviors.LookupString(ACS_GlobalVars[index]));
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}
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static void GetGlobalACSArrayString(int arrayno, int index, FString *result)
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{
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*result = FBehavior::StaticLookupString(ACS_GlobalVars[index]);
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*result = level.Behaviors.LookupString(ACS_GlobalVars[index]);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSArrayString, GetGlobalACSArrayString)
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PARAM_PROLOGUE;
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PARAM_INT(arrayno);
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PARAM_INT(index);
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ACTION_RETURN_STRING(FBehavior::StaticLookupString(ACS_GlobalArrays[arrayno][index]));
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ACTION_RETURN_STRING(level.Behaviors.LookupString(ACS_GlobalArrays[arrayno][index]));
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}
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static int GetGlobalACSValue(int index)
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@ -62,7 +62,7 @@ void ScriptUtil::BuildParameters(va_list ap)
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break;
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case ACSClass:
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parameters.Push(VMValue(PClass::FindActor(FBehavior::StaticLookupString(va_arg(ap, int)))));
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parameters.Push(VMValue(PClass::FindActor(level.Behaviors.LookupString(va_arg(ap, int)))));
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break;
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}
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}
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