Exported Trace() interface to ZScript

This commit is contained in:
ZZYZX 2018-01-20 15:37:03 +02:00 committed by Christoph Oelckers
parent 15e7d9daba
commit a7ff62316d
3 changed files with 165 additions and 0 deletions

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@ -42,6 +42,7 @@
#include "p_spec.h" #include "p_spec.h"
#include "g_levellocals.h" #include "g_levellocals.h"
#include "p_terrain.h" #include "p_terrain.h"
#include "vm.h"
//========================================================================== //==========================================================================
// //
@ -948,3 +949,76 @@ static bool EditTraceResult (uint32_t flags, FTraceResults &res)
} }
return true; return true;
} }
//==========================================================================
//
// [ZZ] here go the methods for the ZScript interface
//
//==========================================================================
IMPLEMENT_CLASS(DTracer, false, false)
DEFINE_FIELD_X(Tracer, DTracer, Results)
// define TraceResults fields
DEFINE_FIELD_NAMED_X(TraceResults, FTraceResults, Sector, Sec)
DEFINE_FIELD_X(TraceResults, FTraceResults, HitTexture)
DEFINE_FIELD_X(TraceResults, FTraceResults, HitPos)
DEFINE_FIELD_X(TraceResults, FTraceResults, HitVector)
DEFINE_FIELD_X(TraceResults, FTraceResults, SrcFromTarget)
DEFINE_FIELD_X(TraceResults, FTraceResults, SrcAngleFromTarget)
DEFINE_FIELD_X(TraceResults, FTraceResults, Distance)
DEFINE_FIELD_X(TraceResults, FTraceResults, Fraction)
DEFINE_FIELD_NAMED_X(TraceResults, FTraceResults, Actor, Thing)
DEFINE_FIELD_NAMED_X(TraceResults, FTraceResults, Line, Linedef)
DEFINE_FIELD_X(TraceResults, FTraceResults, Side)
DEFINE_FIELD_X(TraceResults, FTraceResults, Tier)
DEFINE_FIELD_X(TraceResults, FTraceResults, unlinked)
DEFINE_FIELD_X(TraceResults, FTraceResults, HitType)
DEFINE_FIELD_X(TraceResults, FTraceResults, CrossedWater)
DEFINE_FIELD_X(TraceResults, FTraceResults, CrossedWaterPos)
DEFINE_FIELD_X(TraceResults, FTraceResults, Crossed3DWater)
DEFINE_FIELD_X(TraceResults, FTraceResults, Crossed3DWaterPos)
DEFINE_ACTION_FUNCTION(DTracer, Trace)
{
PARAM_SELF_PROLOGUE(DTracer);
/*bool Trace(const DVector3 &start, sector_t *sector, const DVector3 &direction, double maxDist,
ActorFlags ActorMask, uint32_t WallMask, AActor *ignore, FTraceResults &res, uint32_t traceFlags = 0,
ETraceStatus(*callback)(FTraceResults &res, void *) = NULL, void *callbackdata = NULL);*/
PARAM_FLOAT(start_x);
PARAM_FLOAT(start_y);
PARAM_FLOAT(start_z);
PARAM_POINTER(sector, sector_t);
PARAM_FLOAT(direction_x);
PARAM_FLOAT(direction_y);
PARAM_FLOAT(direction_z);
PARAM_FLOAT(maxDist);
// actor flags and wall flags are not supported due to how flags are implemented on the ZScript side.
// say thanks to oversimplifying the user API.
PARAM_INT(traceFlags);
// Trace(vector3 start, Sector sector, vector3 direction, double maxDist, ETraceFlags traceFlags)
bool res = Trace(DVector3(start_x, start_y, start_z), sector, DVector3(direction_x, direction_y, direction_z), maxDist,
(ActorFlag)0xFFFFFFFF, 0xFFFFFFFF, nullptr, self->Results, traceFlags, &DTracer::TraceCallback, self);
ACTION_RETURN_BOOL(res);
}
ETraceStatus DTracer::TraceCallback(FTraceResults& res, void* pthis)
{
DTracer* self = (DTracer*)pthis;
// "res" here should refer to self->Results anyway.
return self->CallZScriptCallback();
}
ETraceStatus DTracer::CallZScriptCallback()
{
IFVIRTUAL(DTracer, TraceCallback)
{
int status;
VMReturn results[1] = { &status };
VMValue params[1] = { (DTracer*)this };
VMCall(func, params, 1, results, 1);
return (ETraceStatus)status;
}
return TRACE_Stop;
}

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@ -112,4 +112,14 @@ bool Trace(const DVector3 &start, sector_t *sector, const DVector3 &direction, d
ActorFlags ActorMask, uint32_t WallMask, AActor *ignore, FTraceResults &res, uint32_t traceFlags = 0, ActorFlags ActorMask, uint32_t WallMask, AActor *ignore, FTraceResults &res, uint32_t traceFlags = 0,
ETraceStatus(*callback)(FTraceResults &res, void *) = NULL, void *callbackdata = NULL); ETraceStatus(*callback)(FTraceResults &res, void *) = NULL, void *callbackdata = NULL);
// [ZZ] this is the object that's used for ZScript
class DTracer : public DObject
{
DECLARE_CLASS(DTracer, DObject)
public:
FTraceResults Results;
static ETraceStatus TraceCallback(FTraceResults& res, void* pthis);
ETraceStatus CallZScriptCallback();
};
#endif //__P_TRACE_H__ #endif //__P_TRACE_H__

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@ -460,6 +460,87 @@ class BlockLinesIterator : Object native
native bool Next(); native bool Next();
} }
enum ETraceStatus
{
TRACE_Stop, // stop the trace, returning this hit
TRACE_Continue, // continue the trace, returning this hit if there are none further along
TRACE_Skip, // continue the trace; do not return this hit
TRACE_Abort // stop the trace, returning no hits
}
enum ETraceFlags
{
TRACE_NoSky = 1, // Hitting the sky returns TRACE_HitNone
TRACE_PCross = 2, // Trigger SPAC_PCROSS lines
TRACE_Impact = 4, // Trigger SPAC_IMPACT lines
TRACE_PortalRestrict = 8, // Cannot go through portals without a static link offset.
TRACE_ReportPortals = 16 // Report any portal crossing to the TraceCallback
}
enum ETraceResult
{
TRACE_HitNone,
TRACE_HitFloor,
TRACE_HitCeiling,
TRACE_HitWall,
TRACE_HitActor,
TRACE_CrossingPortal
}
enum ELineTier
{
TIER_Middle,
TIER_Upper,
TIER_Lower,
TIER_FFloor
}
struct TraceResults native
{
native Sector Sec; // originally called "Sector". cannot be named like this in ZScript.
native TextureID HitTexture;
native vector3 HitPos;
native vector3 HitVector;
native vector3 SrcFromTarget;
native double SrcAngleFromTarget;
native double Distance;
native double Fraction;
native Actor Thing; // valid if hit an actor. // originally called "Actor".
native Line Linedef; // valid if hit a line // originally called "Line".
native uint8 Side;
native uint8 Tier; // see Tracer.ELineTier
native bool unlinked; // passed through a portal without static offset.
native ETraceResult HitType;
// F3DFloor *ffloor;
native Sector CrossedWater; // For Boom-style, Transfer_Heights-based deep water
native vector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
native Sector Crossed3DWater; // For 3D floor-based deep water
native vector3 Crossed3DWaterPos;
}
class Tracer : Object native
{
native @TraceResults Results;
native bool Trace(vector3 start, Sector sec, vector3 direction, double maxDist, ETraceFlags traceFlags);
virtual ETraceStatus TraceCallback()
{
// Normally you would examine Results.HitType (for ETraceResult), and determine either:
// - stop tracing and return the entity that was found (return TRACE_Stop)
// - ignore some object, like noclip, e.g. only count solid walls and floors, and ignore actors (return TRACE_Skip)
// - find last object of some type (return TRACE_Continue)
// - stop tracing entirely and assume we found nothing (return TRACE_Abort)
// TRACE_Abort and TRACE_Continue are of limited use in scripting.
return TRACE_Stop; // default callback returns first hit, whatever it is.
}
}
struct DropItem native struct DropItem native
{ {