# Conflicts:
#	src/r_draw.cpp
This commit is contained in:
Rachael Alexanderson 2017-02-07 17:09:13 -05:00
commit c76c65d3f7
25 changed files with 534 additions and 498 deletions

View file

@ -596,6 +596,7 @@ public:
AActor &operator= (const AActor &other);
~AActor ();
virtual void Finalize(FStateDefinitions &statedef);
virtual void OnDestroy() override;
virtual void Serialize(FSerializer &arc) override;
virtual void PostSerialize() override;

View file

@ -2638,7 +2638,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
}
for(i = 0; i < count; ++i)
{
PClassWeapon *wpn = Net_ReadWeapon(stream);
PClassActor *wpn = Net_ReadWeapon(stream);
players[pnum].weapons.AddSlot(slot, wpn, pnum == consoleplayer);
}
}
@ -2647,7 +2647,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
case DEM_ADDSLOT:
{
int slot = ReadByte(stream);
PClassWeapon *wpn = Net_ReadWeapon(stream);
PClassActor *wpn = Net_ReadWeapon(stream);
players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
}
break;
@ -2655,7 +2655,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
case DEM_ADDSLOTDEFAULT:
{
int slot = ReadByte(stream);
PClassWeapon *wpn = Net_ReadWeapon(stream);
PClassActor *wpn = Net_ReadWeapon(stream);
players[player].weapons.AddSlotDefault(slot, wpn, player == consoleplayer);
}
break;

View file

@ -397,6 +397,23 @@ size_t DObject::PropagateMark()
GC::Mark((DObject **)((BYTE *)this + *offsets));
offsets++;
}
offsets = info->ArrayPointers;
if (offsets == NULL)
{
const_cast<PClass *>(info)->BuildArrayPointers();
offsets = info->ArrayPointers;
}
while (*offsets != ~(size_t)0)
{
auto aray = (TArray<DObject*>*)((BYTE *)this + *offsets);
for (auto &p : *aray)
{
GC::Mark(&p);
}
offsets++;
}
return info->Size;
}
return 0;
@ -427,6 +444,28 @@ size_t DObject::PointerSubstitution (DObject *old, DObject *notOld)
}
offsets++;
}
offsets = info->ArrayPointers;
if (offsets == NULL)
{
const_cast<PClass *>(info)->BuildArrayPointers();
offsets = info->ArrayPointers;
}
while (*offsets != ~(size_t)0)
{
auto aray = (TArray<DObject*>*)((BYTE *)this + *offsets);
for (auto &p : *aray)
{
if (p == old)
{
p = notOld;
changed++;
}
}
offsets++;
}
return changed;
}

View file

@ -94,10 +94,7 @@ enum
CLASSREG_PClass,
CLASSREG_PClassActor,
CLASSREG_PClassInventory,
CLASSREG_PClassWeapon,
CLASSREG_PClassPlayerPawn,
CLASSREG_PClassType,
CLASSREG_PClassClass,
};
struct ClassReg

File diff suppressed because it is too large Load diff

View file

@ -199,22 +199,14 @@ public:
// Prototype *+ *+
struct ZCC_ExprConstant;
class PClassType;
class PType : public PTypeBase
{
//DECLARE_ABSTRACT_CLASS_WITH_META(PType, DObject, PClassType);
// We need to unravel the _WITH_META macro, since PClassType isn't defined yet,
// and we can't define it until we've defined PClass. But we can't define that
// without defining PType.
DECLARE_ABSTRACT_CLASS(PType, PTypeBase)
HAS_OBJECT_POINTERS;
protected:
enum { MetaClassNum = CLASSREG_PClassType };
public:
typedef PClassType MetaClass;
MetaClass *GetClass() const;
PClass *TypeTableType; // The type to use for hashing into the type table
unsigned int Size; // this type's size
unsigned int Align; // this type's preferred alignment
PType *HashNext; // next type in this type table
@ -247,6 +239,7 @@ public:
// object is destroyed.
virtual void SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset> *special=NULL) const;
virtual void SetPointer(void *base, unsigned offset, TArray<size_t> *ptrofs = NULL) const;
virtual void SetPointerArray(void *base, unsigned offset, TArray<size_t> *ptrofs = NULL) const;
// Initialize the value, if needed (e.g. strings)
virtual void InitializeValue(void *addr, const void *def) const;
@ -534,7 +527,7 @@ class PClassPointer : public PPointer
DECLARE_CLASS(PClassPointer, PPointer);
HAS_OBJECT_POINTERS;
public:
PClassPointer(class PClass *restrict);
PClassPointer(class PClass *restrict = nullptr);
class PClass *ClassRestriction;
@ -542,8 +535,6 @@ public:
virtual bool IsMatch(intptr_t id1, intptr_t id2) const;
virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
protected:
PClassPointer();
};
// Struct/class fields ------------------------------------------------------
@ -657,6 +648,14 @@ public:
virtual bool IsMatch(intptr_t id1, intptr_t id2) const;
virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
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;
void InitializeValue(void *addr, const void *def) const override;
void DestroyValue(void *addr) const override;
void SetPointerArray(void *base, unsigned offset, TArray<size_t> *ptrofs = NULL) const override;
protected:
PDynArray();
};
@ -769,22 +768,17 @@ enum
TentativeClass = UINT_MAX,
};
class PClassClass;
class PClass : public PNativeStruct
{
DECLARE_CLASS(PClass, PNativeStruct);
HAS_OBJECT_POINTERS;
protected:
// We unravel _WITH_META here just as we did for PType.
enum { MetaClassNum = CLASSREG_PClassClass };
TArray<FTypeAndOffset> SpecialInits;
void Derive(PClass *newclass, FName name);
void InitializeSpecials(void *addr, void *defaults) const;
void SetSuper();
public:
typedef PClassClass MetaClass;
MetaClass *GetClass() const;
void WriteValue(FSerializer &ar, const char *key,const void *addr) const override;
void WriteAllFields(FSerializer &ar, const void *addr) const;
bool ReadValue(FSerializer &ar, const char *key,void *addr) const override;
@ -801,6 +795,7 @@ public:
PClass *ParentClass; // the class this class derives from
const size_t *Pointers; // object pointers defined by this class *only*
const size_t *FlatPointers; // object pointers defined by this class and all its superclasses; not initialized by default
const size_t *ArrayPointers; // dynamic arrays containing object pointers.
BYTE *Defaults;
bool bRuntimeClass; // class was defined at run-time, not compile-time
bool bExported; // This type has been declared in a script
@ -818,6 +813,7 @@ public:
PField *AddField(FName name, PType *type, DWORD flags=0) override;
void InitializeActorInfo();
void BuildFlatPointers();
void BuildArrayPointers();
void DestroySpecials(void *addr) const;
const PClass *NativeClass() const;
@ -860,34 +856,6 @@ public:
static bool bVMOperational;
};
class PClassType : public PClass
{
DECLARE_CLASS(PClassType, PClass);
protected:
public:
PClassType();
virtual void DeriveData(PClass *newclass);
PClass *TypeTableType; // The type to use for hashing into the type table
};
inline PType::MetaClass *PType::GetClass() const
{
return static_cast<MetaClass *>(DObject::GetClass());
}
class PClassClass : public PClassType
{
DECLARE_CLASS(PClassClass, PClassType);
public:
PClassClass();
};
inline PClass::MetaClass *PClass::GetClass() const
{
return static_cast<MetaClass *>(DObject::GetClass());
}
// Type tables --------------------------------------------------------------
struct FTypeTable

View file

@ -2675,8 +2675,8 @@ void FParser::SF_PlayerWeapon()
script_error("weaponnum out of range! %d\n", weaponnum);
return;
}
PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum]));
if (!ti)
auto ti = PClass::FindActor(WeaponNames[weaponnum]);
if (!ti || !ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
script_error("incompatibility in playerweapon %d\n", weaponnum);
return;
@ -2686,7 +2686,7 @@ void FParser::SF_PlayerWeapon()
{
AActor * wp = players[playernum].mo->FindInventory(ti);
t_return.type = svt_int;
t_return.value.i = wp!=NULL;;
t_return.value.i = wp!=NULL;
return;
}
else
@ -2756,8 +2756,8 @@ void FParser::SF_PlayerSelectedWeapon()
script_error("weaponnum out of range! %d\n", weaponnum);
return;
}
PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum]));
if (!ti)
auto ti = PClass::FindActor(WeaponNames[weaponnum]);
if (!ti || !ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
script_error("incompatibility in playerweapon %d\n", weaponnum);
return;

View file

@ -73,10 +73,10 @@ size_t PClassInventory::PointerSubstitution(DObject *oldclass, DObject *newclass
return changed;
}
void PClassInventory::Finalize(FStateDefinitions &statedef)
void AInventory::Finalize(FStateDefinitions &statedef)
{
Super::Finalize(statedef);
((AActor*)Defaults)->flags |= MF_SPECIAL;
flags |= MF_SPECIAL;
}
IMPLEMENT_CLASS(AInventory, false, true)

View file

@ -72,6 +72,7 @@ class AInventory : public AActor
HAS_OBJECT_POINTERS
public:
virtual void Finalize(FStateDefinitions &statedef) override;
virtual void Serialize(FSerializer &arc) override;
virtual void MarkPrecacheSounds() const override;
virtual void OnDestroy() override;

View file

@ -113,55 +113,25 @@ FString WeaponSection;
TArray<FString> KeyConfWeapons;
FWeaponSlots *PlayingKeyConf;
TArray<PClassWeapon *> Weapons_ntoh;
TMap<PClassWeapon *, int> Weapons_hton;
TArray<PClassActor *> Weapons_ntoh;
TMap<PClassActor *, int> Weapons_hton;
static int ntoh_cmp(const void *a, const void *b);
IMPLEMENT_CLASS(PClassWeapon, false, false)
//===========================================================================
//
//
//
//===========================================================================
PClassWeapon::PClassWeapon()
{
SlotNumber = -1;
SlotPriority = INT_MAX;
}
//===========================================================================
//
//
//
//===========================================================================
void PClassWeapon::DeriveData(PClass *newclass)
{
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassWeapon)));
Super::DeriveData(newclass);
PClassWeapon *newc = static_cast<PClassWeapon *>(newclass);
newc->SlotNumber = SlotNumber;
newc->SlotPriority = SlotPriority;
}
//===========================================================================
//
//
//
//===========================================================================
void PClassWeapon::Finalize(FStateDefinitions &statedef)
void AWeapon::Finalize(FStateDefinitions &statedef)
{
Super::Finalize(statedef);
FState *ready = FindState(NAME_Ready);
FState *select = FindState(NAME_Select);
FState *deselect = FindState(NAME_Deselect);
FState *fire = FindState(NAME_Fire);
auto TypeName = GetClass()->TypeName;
// 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.
@ -272,7 +242,7 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am
bool gotSome = CheckAmmo (PrimaryFire, false) || CheckAmmo (AltFire, false);
if (!gotSome && autoSwitch)
{
barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (NULL);
barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (nullptr);
}
return gotSome;
}
@ -281,10 +251,10 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am
{
return true;
}
count1 = (Ammo1 != NULL) ? Ammo1->Amount : 0;
count2 = (Ammo2 != NULL) ? Ammo2->Amount : 0;
count1 = (Ammo1 != nullptr) ? Ammo1->Amount : 0;
count2 = (Ammo2 != nullptr) ? Ammo2->Amount : 0;
if ((WeaponFlags & WIF_DEHAMMO) && (Ammo1 == NULL))
if ((WeaponFlags & WIF_DEHAMMO) && (Ammo1 == nullptr))
{
lAmmoUse1 = 0;
}
@ -306,7 +276,7 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am
{
enoughmask = 1 << altFire;
}
if (altFire && FindState(NAME_AltFire) == NULL)
if (altFire && FindState(NAME_AltFire) == nullptr)
{ // If this weapon has no alternate fire, then there is never enough ammo for it
enough &= 1;
}
@ -317,7 +287,7 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am
// out of ammo, pick a weapon to change to
if (autoSwitch)
{
barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (NULL);
barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (nullptr);
}
return false;
}
@ -352,7 +322,7 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse)
}
if (!altFire)
{
if (Ammo1 != NULL)
if (Ammo1 != nullptr)
{
if (ammouse >= 0 && (WeaponFlags & WIF_DEHAMMO))
{
@ -363,25 +333,25 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse)
Ammo1->Amount -= AmmoUse1;
}
}
if ((WeaponFlags & WIF_PRIMARY_USES_BOTH) && Ammo2 != NULL)
if ((WeaponFlags & WIF_PRIMARY_USES_BOTH) && Ammo2 != nullptr)
{
Ammo2->Amount -= AmmoUse2;
}
}
else
{
if (Ammo2 != NULL)
if (Ammo2 != nullptr)
{
Ammo2->Amount -= AmmoUse2;
}
if ((WeaponFlags & WIF_ALT_USES_BOTH) && Ammo1 != NULL)
if ((WeaponFlags & WIF_ALT_USES_BOTH) && Ammo1 != nullptr)
{
Ammo1->Amount -= AmmoUse1;
}
}
if (Ammo1 != NULL && Ammo1->Amount < 0)
if (Ammo1 != nullptr && Ammo1->Amount < 0)
Ammo1->Amount = 0;
if (Ammo2 != NULL && Ammo2->Amount < 0)
if (Ammo2 != nullptr && Ammo2->Amount < 0)
Ammo2->Amount = 0;
}
return true;
@ -546,14 +516,14 @@ FState *AWeapon::GetStateForButtonName (FName button)
bool FWeaponSlot::AddWeapon(const char *type)
{
return AddWeapon(static_cast<PClassWeapon *>(PClass::FindClass(type)));
return AddWeapon(static_cast<PClassActor *>(PClass::FindClass(type)));
}
bool FWeaponSlot::AddWeapon(PClassWeapon *type)
bool FWeaponSlot::AddWeapon(PClassActor *type)
{
unsigned int i;
if (type == NULL)
if (type == nullptr)
{
return false;
}
@ -594,10 +564,10 @@ void FWeaponSlot :: AddWeaponList(const char *list, bool clear)
Clear();
}
tok = strtok(buff, " ");
while (tok != NULL)
while (tok != nullptr)
{
AddWeapon(tok);
tok = strtok(NULL, " ");
tok = strtok(nullptr, " ");
}
}
@ -610,7 +580,7 @@ void FWeaponSlot :: AddWeaponList(const char *list, bool clear)
//
//===========================================================================
int FWeaponSlot::LocateWeapon(PClassWeapon *type)
int FWeaponSlot::LocateWeapon(PClassActor *type)
{
unsigned int i;
@ -641,22 +611,22 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
{
int i, j;
if (player->mo == NULL)
if (player->mo == nullptr)
{
return NULL;
return nullptr;
}
// Does this slot even have any weapons?
if (Weapons.Size() == 0)
{
return player->ReadyWeapon;
}
if (player->ReadyWeapon != NULL)
if (player->ReadyWeapon != nullptr)
{
for (i = 0; (unsigned)i < Weapons.Size(); i++)
{
if (Weapons[i].Type == player->ReadyWeapon->GetClass() ||
(player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP &&
player->ReadyWeapon->SisterWeapon != NULL &&
player->ReadyWeapon->SisterWeapon != nullptr &&
player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i].Type))
{
for (j = (i == 0 ? Weapons.Size() - 1 : i - 1);
@ -665,7 +635,7 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
{
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[j].Type));
if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
if (weap != nullptr && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
{
@ -680,7 +650,7 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
{
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[i].Type));
if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
if (weap != nullptr && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
{
@ -736,7 +706,7 @@ void FWeaponSlot::Sort()
for (i = 1; i < (int)Weapons.Size(); ++i)
{
int pos = Weapons[i].Position;
PClassWeapon *type = Weapons[i].Type;
PClassActor *type = Weapons[i].Type;
for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j)
{
Weapons[j + 1] = Weapons[j];
@ -785,7 +755,7 @@ void FWeaponSlots::Clear()
//
//===========================================================================
ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, PClassWeapon *type)
ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, PClassActor *type)
{
int currSlot, index;
@ -810,7 +780,7 @@ ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, PClassWeapon *type)
//
//===========================================================================
bool FWeaponSlots::LocateWeapon (PClassWeapon *type, int *const slot, int *const index)
bool FWeaponSlots::LocateWeapon (PClassActor *type, int *const slot, int *const index)
{
int i, j;
@ -819,8 +789,8 @@ bool FWeaponSlots::LocateWeapon (PClassWeapon *type, int *const slot, int *const
j = Slots[i].LocateWeapon(type);
if (j >= 0)
{
if (slot != NULL) *slot = i;
if (index != NULL) *index = j;
if (slot != nullptr) *slot = i;
if (index != nullptr) *index = j;
return true;
}
}
@ -857,14 +827,14 @@ static bool FindMostRecentWeapon(player_t *player, int *slot, int *index)
{
return player->weapons.LocateWeapon(player->PendingWeapon->GetClass(), slot, index);
}
else if (player->ReadyWeapon != NULL)
else if (player->ReadyWeapon != nullptr)
{
AWeapon *weap = player->ReadyWeapon;
if (!player->weapons.LocateWeapon(weap->GetClass(), slot, index))
{
// If the current weapon wasn't found and is powered up,
// look for its non-powered up version.
if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != NULL)
if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != nullptr)
{
return player->weapons.LocateWeapon(weap->SisterWeaponType, slot, index);
}
@ -893,16 +863,16 @@ AWeapon *FWeaponSlots::PickNextWeapon(player_t *player)
int startslot, startindex;
int slotschecked = 0;
if (player->mo == NULL)
if (player->mo == nullptr)
{
return NULL;
return nullptr;
}
if (player->ReadyWeapon == NULL || FindMostRecentWeapon(player, &startslot, &startindex))
if (player->ReadyWeapon == nullptr || FindMostRecentWeapon(player, &startslot, &startindex))
{
int slot;
int index;
if (player->ReadyWeapon == NULL)
if (player->ReadyWeapon == nullptr)
{
startslot = NUM_WEAPON_SLOTS - 1;
startindex = Slots[startslot].Size() - 1;
@ -921,9 +891,9 @@ AWeapon *FWeaponSlots::PickNextWeapon(player_t *player)
slot = 0;
}
}
PClassWeapon *type = Slots[slot].GetWeapon(index);
PClassActor *type = Slots[slot].GetWeapon(index);
AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false))
if (weap != nullptr && weap->CheckAmmo(AWeapon::EitherFire, false))
{
return weap;
}
@ -948,16 +918,16 @@ AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player)
int startslot, startindex;
int slotschecked = 0;
if (player->mo == NULL)
if (player->mo == nullptr)
{
return NULL;
return nullptr;
}
if (player->ReadyWeapon == NULL || FindMostRecentWeapon (player, &startslot, &startindex))
if (player->ReadyWeapon == nullptr || FindMostRecentWeapon (player, &startslot, &startindex))
{
int slot;
int index;
if (player->ReadyWeapon == NULL)
if (player->ReadyWeapon == nullptr)
{
startslot = 0;
startindex = 0;
@ -976,9 +946,9 @@ AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player)
}
index = Slots[slot].Size() - 1;
}
PClassWeapon *type = Slots[slot].GetWeapon(index);
PClassActor *type = Slots[slot].GetWeapon(index);
AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false))
if (weap != nullptr && weap->CheckAmmo(AWeapon::EitherFire, false))
{
return weap;
}
@ -1010,23 +980,23 @@ void FWeaponSlots::AddExtraWeapons()
// Append extra weapons to the slots.
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
PClass *cls = PClassActor::AllActorClasses[i];
PClassActor *cls = PClassActor::AllActorClasses[i];
if (!cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
continue;
}
PClassWeapon *acls = static_cast<PClassWeapon *>(cls);
if ((acls->GameFilter == GAME_Any || (acls->GameFilter & gameinfo.gametype)) &&
acls->Replacement == NULL && // Replaced weapons don't get slotted.
!(((AWeapon *)(acls->Defaults))->WeaponFlags & WIF_POWERED_UP) &&
!LocateWeapon(acls, NULL, NULL) // Don't duplicate it if it's already present.
auto weapdef = ((AWeapon*)GetDefaultByType(cls));
if ((cls->GameFilter == GAME_Any || (cls->GameFilter & gameinfo.gametype)) &&
cls->Replacement == nullptr && // Replaced weapons don't get slotted.
!(weapdef->WeaponFlags & WIF_POWERED_UP) &&
!LocateWeapon(cls, nullptr, nullptr) // Don't duplicate it if it's already present.
)
{
int slot = acls->SlotNumber;
int slot = weapdef->SlotNumber;
if ((unsigned)slot < NUM_WEAPON_SLOTS)
{
FWeaponSlot::WeaponInfo info = { acls, acls->SlotPriority };
FWeaponSlot::WeaponInfo info = { cls, weapdef->SlotPriority };
Slots[slot].Weapons.Push(info);
}
}
@ -1063,8 +1033,8 @@ void FWeaponSlots::SetFromGameInfo()
{
for (unsigned j = 0; j < gameinfo.DefaultWeaponSlots[i].Size(); j++)
{
PClassWeapon *cls = dyn_cast<PClassWeapon>(PClass::FindClass(gameinfo.DefaultWeaponSlots[i][j]));
if (cls == NULL)
PClassActor *cls = PClass::FindActor(gameinfo.DefaultWeaponSlots[i][j]);
if (cls == nullptr)
{
Printf("Unknown weapon class '%s' found in default weapon slot assignments\n",
gameinfo.DefaultWeaponSlots[i][j].GetChars());
@ -1260,7 +1230,7 @@ CCMD (setslot)
if (argv.argc() < 2 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
{
Printf("Usage: setslot [slot] [weapons]\nCurrent slot assignments:\n");
if (players[consoleplayer].mo != NULL)
if (players[consoleplayer].mo != nullptr)
{
FString config(GameConfig->GetConfigPath(false));
Printf(TEXTCOLOR_BLUE "Add the following to " TEXTCOLOR_ORANGE "%s" TEXTCOLOR_BLUE
@ -1279,7 +1249,7 @@ CCMD (setslot)
{
KeyConfWeapons.Push(argv.args());
}
else if (PlayingKeyConf != NULL)
else if (PlayingKeyConf != nullptr)
{
PlayingKeyConf->Slots[slot].Clear();
for (int i = 2; i < argv.argc(); ++i)
@ -1299,7 +1269,7 @@ CCMD (setslot)
Net_WriteByte(argv.argc()-2);
for (int i = 2; i < argv.argc(); i++)
{
Net_WriteWeapon(dyn_cast<PClassWeapon>(PClass::FindClass(argv[i])));
Net_WriteWeapon(dyn_cast<PClassActor>(PClass::FindClass(argv[i])));
}
}
}
@ -1310,9 +1280,9 @@ CCMD (setslot)
//
//===========================================================================
void FWeaponSlots::AddSlot(int slot, PClassWeapon *type, bool feedback)
void FWeaponSlots::AddSlot(int slot, PClassActor *type, bool feedback)
{
if (type != NULL && !Slots[slot].AddWeapon(type) && feedback)
if (type != nullptr && !Slots[slot].AddWeapon(type) && feedback)
{
Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot);
}
@ -1328,8 +1298,8 @@ CCMD (addslot)
return;
}
PClassWeapon *type= dyn_cast<PClassWeapon>(PClass::FindClass(argv[2]));
if (type == NULL)
PClassActor *type= dyn_cast<PClassActor>(PClass::FindClass(argv[2]));
if (type == nullptr)
{
Printf("%s is not a weapon\n", argv[2]);
return;
@ -1339,7 +1309,7 @@ CCMD (addslot)
{
KeyConfWeapons.Push(argv.args());
}
else if (PlayingKeyConf != NULL)
else if (PlayingKeyConf != nullptr)
{
PlayingKeyConf->AddSlot(int(slot), type, false);
}
@ -1370,9 +1340,9 @@ CCMD (weaponsection)
// CCMD addslotdefault
//
//===========================================================================
void FWeaponSlots::AddSlotDefault(int slot, PClassWeapon *type, bool feedback)
void FWeaponSlots::AddSlotDefault(int slot, PClassActor *type, bool feedback)
{
if (type != NULL && type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
if (type != nullptr && type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
switch (AddDefaultWeapon(slot, type))
{
@ -1395,7 +1365,7 @@ void FWeaponSlots::AddSlotDefault(int slot, PClassWeapon *type, bool feedback)
CCMD (addslotdefault)
{
PClassWeapon *type;
PClassActor *type;
unsigned int slot;
if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
@ -1404,8 +1374,8 @@ CCMD (addslotdefault)
return;
}
type = dyn_cast<PClassWeapon>(PClass::FindClass(argv[2]));
if (type == NULL)
type = dyn_cast<PClassActor>(PClass::FindClass(argv[2]));
if (type == nullptr)
{
Printf ("%s is not a weapon\n", argv[2]);
return;
@ -1415,7 +1385,7 @@ CCMD (addslotdefault)
{
KeyConfWeapons.Push(argv.args());
}
else if (PlayingKeyConf != NULL)
else if (PlayingKeyConf != nullptr)
{
PlayingKeyConf->AddSlotDefault(int(slot), type, false);
}
@ -1443,7 +1413,7 @@ void P_PlaybackKeyConfWeapons(FWeaponSlots *slots)
FString cmd(KeyConfWeapons[i]);
AddCommandString(cmd.LockBuffer());
}
PlayingKeyConf = NULL;
PlayingKeyConf = nullptr;
}
//===========================================================================
@ -1460,20 +1430,20 @@ void P_PlaybackKeyConfWeapons(FWeaponSlots *slots)
void P_SetupWeapons_ntohton()
{
unsigned int i;
PClassWeapon *cls;
PClassActor *cls;
Weapons_ntoh.Clear();
Weapons_hton.Clear();
cls = NULL;
Weapons_ntoh.Push(cls); // Index 0 is always NULL.
cls = nullptr;
Weapons_ntoh.Push(cls); // Index 0 is always nullptr.
for (i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
PClassActor *cls = PClassActor::AllActorClasses[i];
if (cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
Weapons_ntoh.Push(static_cast<PClassWeapon *>(cls));
Weapons_ntoh.Push(static_cast<PClassActor *>(cls));
}
}
qsort(&Weapons_ntoh[1], Weapons_ntoh.Size() - 1, sizeof(Weapons_ntoh[0]), ntoh_cmp);
@ -1499,8 +1469,8 @@ void P_SetupWeapons_ntohton()
static int ntoh_cmp(const void *a, const void *b)
{
PClassWeapon *c1 = *(PClassWeapon **)a;
PClassWeapon *c2 = *(PClassWeapon **)b;
PClassActor *c1 = *(PClassActor **)a;
PClassActor *c2 = *(PClassActor **)b;
int g1 = c1->GameFilter == GAME_Any ? 1 : (c1->GameFilter & gameinfo.gametype) ? 0 : 2;
int g2 = c2->GameFilter == GAME_Any ? 1 : (c2->GameFilter & gameinfo.gametype) ? 0 : 2;
if (g1 != g2)
@ -1540,24 +1510,24 @@ void P_WriteDemoWeaponsChunk(BYTE **demo)
void P_ReadDemoWeaponsChunk(BYTE **demo)
{
int count, i;
PClassWeapon *type;
PClassActor *type;
const char *s;
count = ReadWord(demo);
Weapons_ntoh.Resize(count);
Weapons_hton.Clear(count);
Weapons_ntoh[0] = type = NULL;
Weapons_ntoh[0] = type = nullptr;
Weapons_hton[type] = 0;
for (i = 1; i < count; ++i)
{
s = ReadStringConst(demo);
type = dyn_cast<PClassWeapon>(PClass::FindClass(s));
type = dyn_cast<PClassActor>(PClass::FindClass(s));
// If a demo was recorded with a weapon that is no longer present,
// should we report it?
Weapons_ntoh[i] = type;
if (type != NULL)
if (type != nullptr)
{
Weapons_hton[type] = i;
}
@ -1570,12 +1540,12 @@ void P_ReadDemoWeaponsChunk(BYTE **demo)
//
//===========================================================================
void Net_WriteWeapon(PClassWeapon *type)
void Net_WriteWeapon(PClassActor *type)
{
int index, *index_p;
index_p = Weapons_hton.CheckKey(type);
if (index_p == NULL)
if (index_p == nullptr)
{
index = 0;
}
@ -1602,7 +1572,7 @@ void Net_WriteWeapon(PClassWeapon *type)
//
//===========================================================================
PClassWeapon *Net_ReadWeapon(BYTE **stream)
PClassActor *Net_ReadWeapon(BYTE **stream)
{
int index;
@ -1613,7 +1583,7 @@ PClassWeapon *Net_ReadWeapon(BYTE **stream)
}
if ((unsigned)index >= Weapons_ntoh.Size())
{
return NULL;
return nullptr;
}
return Weapons_ntoh[index];
}

View file

@ -1,7 +1,7 @@
#pragma once
#include "a_pickups.h"
class PClassWeapon;
class PClassActor;
class AWeapon;
class FWeaponSlot
@ -12,13 +12,13 @@ public:
FWeaponSlot &operator= (const FWeaponSlot &other) { Weapons = other.Weapons; return *this; }
void Clear() { Weapons.Clear(); }
bool AddWeapon (const char *type);
bool AddWeapon (PClassWeapon *type);
bool AddWeapon (PClassActor *type);
void AddWeaponList (const char *list, bool clear);
AWeapon *PickWeapon (player_t *player, bool checkammo = false);
int Size () const { return (int)Weapons.Size(); }
int LocateWeapon (PClassWeapon *type);
int LocateWeapon (PClassActor *type);
inline PClassWeapon *GetWeapon (int index) const
inline PClassActor *GetWeapon (int index) const
{
if ((unsigned)index < Weapons.Size())
{
@ -35,7 +35,7 @@ public:
private:
struct WeaponInfo
{
PClassWeapon *Type;
PClassActor *Type;
int Position;
};
void SetInitialPositions();
@ -61,8 +61,8 @@ struct FWeaponSlots
AWeapon *PickPrevWeapon (player_t *player);
void Clear ();
bool LocateWeapon (PClassWeapon *type, int *const slot, int *const index);
ESlotDef AddDefaultWeapon (int slot, PClassWeapon *type);
bool LocateWeapon (PClassActor *type, int *const slot, int *const index);
ESlotDef AddDefaultWeapon (int slot, PClassActor *type);
void AddExtraWeapons();
void SetFromGameInfo();
void SetFromPlayer(PClassPlayerPawn *type);
@ -72,37 +72,23 @@ struct FWeaponSlots
int RestoreSlots (FConfigFile *config, const char *section);
void PrintSettings();
void AddSlot(int slot, PClassWeapon *type, bool feedback);
void AddSlotDefault(int slot, PClassWeapon *type, bool feedback);
void AddSlot(int slot, PClassActor *type, bool feedback);
void AddSlotDefault(int slot, PClassActor *type, bool feedback);
};
void P_PlaybackKeyConfWeapons(FWeaponSlots *slots);
void Net_WriteWeapon(PClassWeapon *type);
PClassWeapon *Net_ReadWeapon(BYTE **stream);
void Net_WriteWeapon(PClassActor *type);
PClassActor *Net_ReadWeapon(BYTE **stream);
void P_SetupWeapons_ntohton();
void P_WriteDemoWeaponsChunk(BYTE **demo);
void P_ReadDemoWeaponsChunk(BYTE **demo);
// A weapon is just that.
class PClassWeapon : public PClassInventory
{
DECLARE_CLASS(PClassWeapon, PClassInventory);
protected:
virtual void DeriveData(PClass *newclass);
public:
PClassWeapon();
void Finalize(FStateDefinitions &statedef);
int SlotNumber;
int SlotPriority;
};
class AWeapon : public AStateProvider
{
DECLARE_CLASS_WITH_META(AWeapon, AStateProvider, PClassWeapon)
DECLARE_CLASS(AWeapon, AStateProvider)
HAS_OBJECT_POINTERS
public:
DWORD WeaponFlags;
@ -113,7 +99,7 @@ public:
int Kickback;
float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle
PClassWeapon *SisterWeaponType; // Another weapon to pick up with this one
PClassActor *SisterWeaponType; // Another weapon to pick up with this one
PClassActor *ProjectileType; // Projectile used by primary attack
PClassActor *AltProjectileType; // Projectile used by alternate attack
int SelectionOrder; // Lower-numbered weapons get picked first
@ -123,6 +109,8 @@ public:
int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
int SlotNumber;
int SlotPriority;
// In-inventory instance variables
TObjPtr<AInventory> Ammo1, Ammo2;
@ -135,7 +123,8 @@ public:
virtual void MarkPrecacheSounds() const;
virtual void Serialize(FSerializer &arc) override;
void Finalize(FStateDefinitions &statedef) override;
void Serialize(FSerializer &arc) override;
void PostMorphWeapon();

View file

@ -429,20 +429,20 @@ void PClassActor::SetDropItems(DDropItem *drops)
//
//==========================================================================
void PClassActor::Finalize(FStateDefinitions &statedef)
void AActor::Finalize(FStateDefinitions &statedef)
{
AActor *defaults = (AActor*)Defaults;
AActor *defaults = this;
try
{
statedef.FinishStates(this, defaults);
statedef.FinishStates(GetClass(), defaults);
}
catch (CRecoverableError &)
{
statedef.MakeStateDefines(NULL);
throw;
}
statedef.InstallStates(this, defaults);
statedef.InstallStates(GetClass(), defaults);
statedef.MakeStateDefines(NULL);
}

View file

@ -259,7 +259,6 @@ public:
size_t PropagateMark();
bool SetReplacement(FName replaceName);
void SetDropItems(DDropItem *drops);
virtual void Finalize(FStateDefinitions &statedef);
FState *FindState(int numnames, FName *names, bool exact=false) const;
FState *FindStateByString(const char *name, bool exact=false);

View file

@ -83,26 +83,9 @@ class FileReader;
/* Global Definitions */
#define MLVERSION 0x0175
#define MLVERSIONSTR "1.75"
extern char MLversion[];
extern char MLcopyright[];
#define CHANNELS 16 // total channels 0..CHANNELS-1
#define PERCUSSION 15 // percussion channel
/* MUS file header structure */
struct MUSheader {
char ID[4]; // identifier "MUS" 0x1A
WORD scoreLen; // score length
WORD scoreStart; // score start
WORD channels; // primary channels
WORD sec_channels; // secondary channels (??)
WORD instrCnt; // used instrument count
WORD dummy;
// WORD instruments[...]; // table of used instruments
};
/* OPL2 instrument */
struct OPL2instrument {
/*00*/ BYTE trem_vibr_1; /* OP 1: tremolo/vibrato/sustain/KSR/multi */
@ -131,7 +114,6 @@ struct OP2instrEntry {
};
#define FL_FIXED_PITCH 0x0001 // note has fixed pitch (see below)
#define FL_UNKNOWN 0x0002 // ??? (used in instrument #65 only)
#define FL_DOUBLE_VOICE 0x0004 // use two voices instead of one

View file

@ -103,7 +103,7 @@ double GetAlpha(int type, double alpha)
switch (type)
{
case STYLEALPHA_Zero: return 0;
case STYLEALPHA_One: return OPAQUE;
case STYLEALPHA_One: return 1.;
case STYLEALPHA_Src: return alpha;
case STYLEALPHA_InvSrc: return 1. - alpha;
default: return 0;

View file

@ -44,10 +44,6 @@
enum
{
OPAQUE = 65536,
TRANSLUC25 = (OPAQUE / 4),
TRANSLUC33 = (OPAQUE / 3),
TRANSLUC66 = ((OPAQUE * 2) / 3),
TRANSLUC75 = ((OPAQUE * 3) / 4),
};
// Legacy render styles

View file

@ -542,7 +542,7 @@ ExpEmit FxConstant::Emit(VMFunctionBuilder *build)
{
tag = ATAG_STATE;
}
else if (value.Type->GetLoadOp() == OP_LO)
else if (value.Type->GetLoadOp() != OP_LP)
{
tag = ATAG_OBJECT;
}
@ -6356,7 +6356,7 @@ ExpEmit FxClassDefaults::Emit(VMFunctionBuilder *build)
ob.Free(build);
ExpEmit meta(build, REGT_POINTER);
build->Emit(OP_META, meta.RegNum, ob.RegNum);
build->Emit(OP_LO, meta.RegNum, meta.RegNum, build->GetConstantInt(myoffsetof(PClass, Defaults)));
build->Emit(OP_LOS, meta.RegNum, meta.RegNum, build->GetConstantInt(myoffsetof(PClass, Defaults)));
return meta;
}
@ -8874,7 +8874,7 @@ ExpEmit FxGetParentClass::Emit(VMFunctionBuilder *build)
op.Free(build);
}
ExpEmit to(build, REGT_POINTER);
build->Emit(OP_LO, to.RegNum, op.RegNum, build->GetConstantInt(myoffsetof(PClass, ParentClass)));
build->Emit(OP_LOS, to.RegNum, op.RegNum, build->GetConstantInt(myoffsetof(PClass, ParentClass)));
return to;
}
@ -8946,7 +8946,7 @@ ExpEmit FxGetDefaultByType::Emit(VMFunctionBuilder *build)
build->Emit(OP_LKP, to.RegNum, op.RegNum);
op = to;
}
build->Emit(OP_LO, to.RegNum, op.RegNum, build->GetConstantInt(myoffsetof(PClass, Defaults)));
build->Emit(OP_LOS, to.RegNum, op.RegNum, build->GetConstantInt(myoffsetof(PClass, Defaults)));
return to;
}
@ -10683,8 +10683,7 @@ ExpEmit FxLocalVariableDeclaration::Emit(VMFunctionBuilder *build)
case REGT_POINTER:
{
bool isobject = ValueType->IsKindOf(RUNTIME_CLASS(PClassPointer)) || (ValueType->IsKindOf(RUNTIME_CLASS(PPointer)) && static_cast<PPointer*>(ValueType)->PointedType->IsKindOf(RUNTIME_CLASS(PClass)));
build->Emit(OP_LKP, RegNum, build->GetConstantAddress(constval->GetValue().GetPointer(), isobject ? ATAG_OBJECT : ATAG_GENERIC));
build->Emit(OP_LKP, RegNum, build->GetConstantAddress(constval->GetValue().GetPointer(), ValueType->GetLoadOp() != OP_LP ? ATAG_OBJECT : ATAG_GENERIC));
break;
}
case REGT_STRING:
@ -10824,7 +10823,7 @@ ExpEmit FxStaticArray::Emit(VMFunctionBuilder *build)
{
TArray<void*> cvalues;
for (auto v : values) cvalues.Push(static_cast<FxConstant *>(v)->GetValue().GetPointer());
StackOffset = build->AllocConstantsAddress(cvalues.Size(), &cvalues[0], ElementType->GetLoadOp() == OP_LO ? ATAG_OBJECT : ATAG_GENERIC);
StackOffset = build->AllocConstantsAddress(cvalues.Size(), &cvalues[0], ElementType->GetLoadOp() != OP_LP ? ATAG_OBJECT : ATAG_GENERIC);
break;
}
}

View file

@ -1155,7 +1155,7 @@ static void ParseActor(FScanner &sc, PNamespace *ns)
}
try
{
info->Finalize(bag.statedef);
GetDefaultByType(info)->Finalize(bag.statedef);
}
catch (CRecoverableError &err)
{

View file

@ -1141,19 +1141,8 @@ DEFINE_ACTION_FUNCTION(FStringStruct, AppendFormat)
DEFINE_ACTION_FUNCTION(FStringStruct, Mid)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(ipos);
PARAM_INT(ilen);
// validate. we don't want to crash if someone passes negative values.
// with size_t it's handled naturally I think, as it's unsigned, but not in ZScript.
if (ipos < 0) ipos = 0;
if (ilen < 0) ilen = 0;
// convert to size_t to prevent overflows here
size_t slen = self->Len();
size_t pos = (size_t)ipos;
size_t len = (size_t)ilen;
if (pos > slen) pos = slen - 1;
if (pos + len > slen)
len = slen - pos;
PARAM_UINT(pos);
PARAM_UINT(len);
FString s = self->Mid(pos, len);
ACTION_RETURN_STRING(s);
}
@ -1161,7 +1150,7 @@ DEFINE_ACTION_FUNCTION(FStringStruct, Mid)
DEFINE_ACTION_FUNCTION(FStringStruct, Len)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
ACTION_RETURN_INT(self->Len());
ACTION_RETURN_INT((int)self->Len());
}
// CharAt and CharCodeAt is how JS does it, and JS is similar here in that it doesn't have char type as int.
@ -1169,7 +1158,7 @@ DEFINE_ACTION_FUNCTION(FStringStruct, CharAt)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(pos);
int slen = self->Len();
int slen = (int)self->Len();
if (pos < 0 || pos >= slen)
ACTION_RETURN_STRING("");
ACTION_RETURN_STRING(FString((*self)[pos]));
@ -1179,7 +1168,7 @@ DEFINE_ACTION_FUNCTION(FStringStruct, CharCodeAt)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(pos);
int slen = self->Len();
int slen = (int)self->Len();
if (pos < 0 || pos >= slen)
ACTION_RETURN_INT(0);
ACTION_RETURN_INT((*self)[pos]);

View file

@ -560,7 +560,7 @@ DEFINE_PROPERTY(skip_super, 0, Actor)
return;
}
memcpy ((void *)defaults, (void *)GetDefault<AActor>(), sizeof(AActor));
*defaults = *GetDefault<AActor>();
ResetBaggage (&bag, RUNTIME_CLASS(AActor));
}
@ -2065,8 +2065,7 @@ DEFINE_CLASS_PROPERTY(bobrangey, F, Weapon)
DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon)
{
PROP_INT_PARM(i, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassWeapon)));
static_cast<PClassWeapon *>(info)->SlotNumber = i;
defaults->SlotNumber = i;
}
//==========================================================================
@ -2075,8 +2074,7 @@ DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon)
DEFINE_CLASS_PROPERTY(slotpriority, F, Weapon)
{
PROP_DOUBLE_PARM(i, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassWeapon)));
static_cast<PClassWeapon *>(info)->SlotPriority = int(i*65536);
defaults->SlotPriority = int(i*65536);
}
//==========================================================================

View file

@ -997,6 +997,7 @@ void NullParam(const char *varname);
// For required parameters.
#define PARAM_INT_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); int x = param[p].i;
#define PARAM_UINT_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); unsigned x = param[p].i;
#define PARAM_BOOL_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); bool x = !!param[p].i;
#define PARAM_NAME_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); FName x = ENamedName(param[p].i);
#define PARAM_SOUND_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); FSoundID x = param[p].i;
@ -1040,6 +1041,7 @@ void NullParam(const char *varname);
#define PARAM_PROLOGUE int paramnum = -1;
#define PARAM_INT(x) ++paramnum; PARAM_INT_AT(paramnum,x)
#define PARAM_UINT(x) ++paramnum; PARAM_UINT_AT(paramnum,x)
#define PARAM_BOOL(x) ++paramnum; PARAM_BOOL_AT(paramnum,x)
#define PARAM_NAME(x) ++paramnum; PARAM_NAME_AT(paramnum,x)
#define PARAM_SOUND(x) ++paramnum; PARAM_SOUND_AT(paramnum,x)

View file

@ -347,6 +347,17 @@ begin:
GETADDR(PA,RC,X_WRITE_NIL);
*(void **)ptr = reg.a[B];
NEXTOP;
OP(SO):
ASSERTA(a); ASSERTA(B); ASSERTKD(C);
GETADDR(PA,KC,X_WRITE_NIL);
*(void **)ptr = reg.a[B];
GC::WriteBarrier((DObject*)*(void **)ptr);
NEXTOP;
OP(SO_R):
ASSERTA(a); ASSERTA(B); ASSERTD(C);
GETADDR(PA,RC,X_WRITE_NIL);
GC::WriteBarrier((DObject*)*(void **)ptr);
NEXTOP;
OP(SV2):
ASSERTA(a); ASSERTF(B+1); ASSERTKD(C);
GETADDR(PA,KC,X_WRITE_NIL);

View file

@ -70,6 +70,8 @@ xx(SS, ss, RPRSKI, SS_R, 4, REGT_INT), // store string
xx(SS_R, ss, RPRSRI, NOP, 0, 0),
xx(SP, sp, RPRPKI, SP_R, 4, REGT_INT), // store pointer
xx(SP_R, sp, RPRPRI, NOP, 0, 0),
xx(SO, sp, RPRPKI, SO_R, 4, REGT_INT), // store object pointer with write barrier (only needed for non thinkers and non types
xx(SO_R, sp, RPRPRI, NOP, 0, 0),
xx(SV2, sv2, RPRVKI, SV2_R, 4, REGT_INT), // store vector2
xx(SV2_R, sv2, RPRVRI, NOP, 0, 0),
xx(SV3, sv3, RPRVKI, SV3_R, 4, REGT_INT), // store vector3

View file

@ -2447,19 +2447,6 @@ void ZCCCompiler::CompileStates()
continue;
}
// Same here, hack in the DVMObject as they weren't in the list originally
// TODO: process them in a non hackish way obviously
if (c->Type()->bRuntimeClass == true && c->Type()->ParentClass->bRuntimeClass == false)
{
auto vmtype = static_cast<PClassActor *>(c->Type()->ParentClass);
if (vmtype->StateList == nullptr)
{
FStateDefinitions vmstates;
vmstates.MakeStateDefines(dyn_cast<PClassActor>(vmtype->ParentClass));
vmtype->Finalize(vmstates);
}
}
FString statename; // The state builder wants the label as one complete string, not separated into tokens.
FStateDefinitions statedef;
statedef.MakeStateDefines(dyn_cast<PClassActor>(c->Type()->ParentClass));
@ -2658,7 +2645,7 @@ void ZCCCompiler::CompileStates()
}
try
{
static_cast<PClassActor *>(c->Type())->Finalize(statedef);
GetDefaultByType(c->Type())->Finalize(statedef);
}
catch (CRecoverableError &err)
{

View file

@ -43,6 +43,8 @@ class Weapon : StateProvider native
Weapon.BobSpeed 1.0;
Weapon.BobRangeX 1.0;
Weapon.BobRangeY 1.0;
Weapon.SlotNumber -1;
Weapon.SlotPriority 32767;
+WEAPONSPAWN
DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
}