diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 6976873c66..cd552e74dd 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,6 @@ August 12, 2008 (Changes by Graf Zahl) +- Restructured the action function interface to remove the dependence on + the global CallingState variable. - Changed handling of AUTOPAGE texture so that it is properly inserted into the texture manager even if it is from Raven's IWADs. - Removed code related to internal ActorInfo definitions from dobjtype.cpp. diff --git a/src/d_dehacked.cpp b/src/d_dehacked.cpp index 40ff7a7421..2b26e8f1f8 100644 --- a/src/d_dehacked.cpp +++ b/src/d_dehacked.cpp @@ -1457,24 +1457,20 @@ static void SetPointer(FState *state, PSymbol *sym) { if (sym==NULL) { - state->Action = NULL; - state->ParameterIndex=0; + state->SetAction(NULL); } else switch (sym->SymbolType) { case SYM_ActionFunction: - state->Action = static_cast(sym)->Function; - state->ParameterIndex=0; // No parameters for patched code pointers + state->SetAction(static_cast(sym)); break; /* case SYM_ExternalFunction: state->Action = A_CallExtFunction; - state->ParameterIndex = static_cast(sym->Data); break; */ default: - state->Action = NULL; - state->ParameterIndex=0; + state->SetAction(NULL); } } @@ -1498,7 +1494,7 @@ static int PatchPointer (int ptrNum) { int index = atoi(Line2); if ((unsigned)(index) >= (unsigned)NumActions) - state->Action = NULL; + state->SetAction(NULL); else { SetPointer(state, CodePtrSymbols[ActionList[index]]); @@ -1800,7 +1796,7 @@ static int PatchCodePtrs (int dummy) if (name == -1) { - state->Action = NULL; + state->SetAction(NULL); Printf ("Frame %d: Unknown code pointer: %s\n", frame, Line2); } else @@ -1821,7 +1817,7 @@ static int PatchCodePtrs (int dummy) } if (min > max) { - state->Action = NULL; + state->SetAction(NULL); Printf ("Frame %d: Unknown code pointer: %s\n", frame, Line2); } else diff --git a/src/dobjtype.h b/src/dobjtype.h index 5ea7c34ef3..b83ea3eb68 100644 --- a/src/dobjtype.h +++ b/src/dobjtype.h @@ -46,11 +46,14 @@ struct PSymbolConst : public PSymbol // If the final character is a +, the previous parameter is repeated indefinitely, // and an "imaginary" first parameter is inserted containing the total number of // parameters passed. +struct FState; +typedef void (*actionf_p)(AActor *self, FState *state, int parameters); struct PSymbolActionFunction : public PSymbol { FString Arguments; - void (*Function)(AActor*); + actionf_p Function; + int defaultparameterindex; }; // A symbol table ----------------------------------------------------------- diff --git a/src/dthinker.h b/src/dthinker.h index a77d7f28bb..e501414750 100644 --- a/src/dthinker.h +++ b/src/dthinker.h @@ -40,8 +40,7 @@ class AActor; class player_t; struct pspdef_s; - -typedef void (*actionf_p)( AActor* ); +struct FState; class FThinkerIterator; diff --git a/src/g_doom/a_bossbrain.cpp b/src/g_doom/a_bossbrain.cpp index aaed408e7e..4421bc7be3 100644 --- a/src/g_doom/a_bossbrain.cpp +++ b/src/g_doom/a_bossbrain.cpp @@ -76,7 +76,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BrainDie) G_ExitLevel (0, false); } -DEFINE_ACTION_FUNCTION(AActor, A_BrainSpit) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit) { DSpotState *state = DSpotState::GetSpotState(); AActor *targ; @@ -88,7 +88,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BrainSpit) if (targ != NULL) { const PClass *spawntype = NULL; - int index = CheckIndex (1, NULL); + int index = CheckIndex (1); if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]); if (spawntype == NULL) spawntype = PClass::FindClass("SpawnShot"); @@ -129,7 +129,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BrainSpit) } } -DEFINE_ACTION_FUNCTION(AActor, A_SpawnFly) +static void SpawnFly(AActor *self, const PClass *spawntype, FSoundID sound) { AActor *newmobj; AActor *fog; @@ -143,22 +143,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnFly) targ = self->target; - const PClass *spawntype = NULL; - int index = CheckIndex (1, NULL); - // First spawn teleport fire. - if (index >= 0) + if (spawntype != NULL) { - spawntype = PClass::FindClass ((ENamedName)StateParameters[index]); - if (spawntype != NULL) - { - fog = Spawn (spawntype, targ->x, targ->y, targ->z, ALLOW_REPLACE); - if (fog != NULL) S_Sound (fog, CHAN_BODY, fog->SeeSound, 1, ATTN_NORM); - } - } - else - { - fog = Spawn("SpawnFire", targ->x, targ->y, targ->z, ALLOW_REPLACE); - if (fog != NULL) S_Sound (fog, CHAN_BODY, "brain/spawn", 1, ATTN_NORM); + fog = Spawn (spawntype, targ->x, targ->y, targ->z, ALLOW_REPLACE); + if (fog != NULL) S_Sound (fog, CHAN_BODY, sound, 1, ATTN_NORM); } FName SpawnName; @@ -245,9 +233,29 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnFly) self->Destroy (); } +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly) +{ + const PClass *spawntype = NULL; + FSoundID sound; + + int index = CheckIndex (1); + // First spawn teleport fire. + if (index >= 0) + { + spawntype = PClass::FindClass ((ENamedName)StateParameters[index]); + if (spawntype != NULL) sound = GetDefaultByType(spawntype)->SeeSound; + } + else + { + spawntype = PClass::FindClass ("SpawnFire"); + sound = "brain/spawn"; + } + SpawnFly(self, spawntype, sound); +} + // travelling cube sound DEFINE_ACTION_FUNCTION(AActor, A_SpawnSound) { S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE); - CALL_ACTION(A_SpawnFly, self); + SpawnFly(self, PClass::FindClass("SpawnFire"), "brain/spawn"); } diff --git a/src/g_doom/a_doomweaps.cpp b/src/g_doom/a_doomweaps.cpp index b28a5ce7c0..73ae5b23c9 100644 --- a/src/g_doom/a_doomweaps.cpp +++ b/src/g_doom/a_doomweaps.cpp @@ -96,7 +96,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol) // // A_Saw // -DEFINE_ACTION_FUNCTION(AActor, A_Saw) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw) { angle_t angle; int damage=0; @@ -119,7 +119,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Saw) return; } - int index = CheckIndex (4, NULL); + int index = CheckIndex (4); if (index >= 0) { fullsound = FSoundID(StateParameters[index]); @@ -487,7 +487,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG) // A_BFGSpray // Spawn a BFG explosion on every monster in view // -DEFINE_ACTION_FUNCTION(AActor, A_BFGSpray) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray) { int i; int j; @@ -499,7 +499,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BFGSpray) int damagecnt = 15; AActor *linetarget; - int index = CheckIndex (3, NULL); + int index = CheckIndex (3); if (index >= 0) { spraytype = PClass::FindClass ((ENamedName)StateParameters[index]); diff --git a/src/g_doom/a_fatso.cpp b/src/g_doom/a_fatso.cpp index 588030a646..044f2de711 100644 --- a/src/g_doom/a_fatso.cpp +++ b/src/g_doom/a_fatso.cpp @@ -21,7 +21,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FatRaise) S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM); } -DEFINE_ACTION_FUNCTION(AActor, A_FatAttack1) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack1) { AActor *missile; angle_t an; @@ -30,7 +30,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FatAttack1) return; const PClass *spawntype = NULL; - int index = CheckIndex (1, NULL); + int index = CheckIndex (1); if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]); if (spawntype == NULL) spawntype = PClass::FindClass("FatShot"); @@ -49,7 +49,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FatAttack1) } } -DEFINE_ACTION_FUNCTION(AActor, A_FatAttack2) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack2) { AActor *missile; angle_t an; @@ -58,7 +58,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FatAttack2) return; const PClass *spawntype = NULL; - int index = CheckIndex (1, NULL); + int index = CheckIndex (1); if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]); if (spawntype == NULL) spawntype = PClass::FindClass("FatShot"); @@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FatAttack2) } } -DEFINE_ACTION_FUNCTION(AActor, A_FatAttack3) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack3) { AActor *missile; angle_t an; @@ -86,7 +86,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FatAttack3) return; const PClass *spawntype = NULL; - int index = CheckIndex (1, NULL); + int index = CheckIndex (1); if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]); if (spawntype == NULL) spawntype = PClass::FindClass("FatShot"); @@ -116,12 +116,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FatAttack3) // Original idea: Linguica // -DEFINE_ACTION_FUNCTION(AActor, A_Mushroom) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom) { int i, j, n = self->GetMissileDamage (0, 1); const PClass *spawntype = NULL; - int index = CheckIndex (2, NULL); + int index = CheckIndex (2); if (index >= 0) { spawntype = PClass::FindClass((ENamedName)StateParameters[index]); diff --git a/src/g_doom/a_lostsoul.cpp b/src/g_doom/a_lostsoul.cpp index 83d200d715..2eaec1ea2b 100644 --- a/src/g_doom/a_lostsoul.cpp +++ b/src/g_doom/a_lostsoul.cpp @@ -19,17 +19,35 @@ // #define SKULLSPEED (20*FRACUNIT) -DEFINE_ACTION_FUNCTION(AActor, A_SkullAttack) +void A_SkullAttack(AActor *self, fixed_t speed) { AActor *dest; angle_t an; int dist; - int n; if (!self->target) return; - int index = CheckIndex (1, NULL); + dest = self->target; + self->flags |= MF_SKULLFLY; + + S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM); + A_FaceTarget (self); + an = self->angle >> ANGLETOFINESHIFT; + self->momx = FixedMul (speed, finecosine[an]); + self->momy = FixedMul (speed, finesine[an]); + dist = P_AproxDistance (dest->x - self->x, dest->y - self->y); + dist = dist / speed; + + if (dist < 1) + dist = 1; + self->momz = (dest->z+(dest->height>>1) - self->z) / dist; +} + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack) +{ + int n; + int index = CheckIndex (1); if (index >= 0) { n = FLOAT2FIXED(EvalExpressionF (StateParameters[index], self)); @@ -37,20 +55,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullAttack) } else n = SKULLSPEED; - dest = self->target; - self->flags |= MF_SKULLFLY; - - S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM); - A_FaceTarget (self); - an = self->angle >> ANGLETOFINESHIFT; - self->momx = FixedMul (n, finecosine[an]); - self->momy = FixedMul (n, finesine[an]); - dist = P_AproxDistance (dest->x - self->x, dest->y - self->y); - dist = dist / n; - - if (dist < 1) - dist = 1; - self->momz = (dest->z+(dest->height>>1) - self->z) / dist; + A_SkullAttack(self, n); } //========================================================================== diff --git a/src/g_doom/a_painelemental.cpp b/src/g_doom/a_painelemental.cpp index 14e1208ed6..8da1ce0489 100644 --- a/src/g_doom/a_painelemental.cpp +++ b/src/g_doom/a_painelemental.cpp @@ -10,10 +10,10 @@ DECLARE_ACTION(A_SkullAttack) -static const PClass *GetSpawnType() +static const PClass *GetSpawnType(DECLARE_PARAMINFO) { const PClass *spawntype = NULL; - int index=CheckIndex(1, NULL); + int index=CheckIndex(1); if (index>=0) { spawntype = PClass::FindClass((ENamedName)StateParameters[index]); @@ -23,6 +23,9 @@ static const PClass *GetSpawnType() } +#define SKULLSPEED (20*FRACUNIT) +void A_SkullAttack(AActor *self, fixed_t speed); + // // A_PainShootSkull // Spawn a lost soul and launch it at the target @@ -127,7 +130,7 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype) // [RH] Lost souls hate the same things as their pain elementals other->CopyFriendliness (self, true); - CALL_ACTION(A_SkullAttack, other); + A_SkullAttack(other, SKULLSPEED); } @@ -135,34 +138,34 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype) // A_PainAttack // Spawn a lost soul and launch it at the target // -DEFINE_ACTION_FUNCTION(AActor, A_PainAttack) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainAttack) { if (!self->target) return; - const PClass *spawntype = GetSpawnType(); + const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO); A_FaceTarget (self); A_PainShootSkull (self, self->angle, spawntype); } -DEFINE_ACTION_FUNCTION(AActor, A_DualPainAttack) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack) { if (!self->target) return; - const PClass *spawntype = GetSpawnType(); + const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO); A_FaceTarget (self); A_PainShootSkull (self, self->angle + ANG45, spawntype); A_PainShootSkull (self, self->angle - ANG45, spawntype); } -DEFINE_ACTION_FUNCTION(AActor, A_PainDie) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainDie) { if (self->target != NULL && self->IsFriend (self->target)) { // And I thought you were my friend! self->flags &= ~MF_FRIENDLY; } - const PClass *spawntype = GetSpawnType(); + const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO); CALL_ACTION(A_NoBlocking, self); A_PainShootSkull (self, self->angle + ANG90, spawntype); A_PainShootSkull (self, self->angle + ANG180, spawntype); diff --git a/src/g_doom/a_scriptedmarine.cpp b/src/g_doom/a_scriptedmarine.cpp index 82f2802bf5..6ed27685fe 100644 --- a/src/g_doom/a_scriptedmarine.cpp +++ b/src/g_doom/a_scriptedmarine.cpp @@ -325,7 +325,7 @@ static void MarinePunch(AActor *self, int damagemul) } } -DEFINE_ACTION_FUNCTION(AActor, A_M_Punch) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Punch) { int index=CheckIndex(1); if (index<0) return; @@ -361,7 +361,7 @@ void P_GunShot2 (AActor *mo, bool accurate, int pitch, const PClass *pufftype) // //============================================================================ -DEFINE_ACTION_FUNCTION(AActor, A_M_FirePistol) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FirePistol) { if (self->target == NULL) return; @@ -451,7 +451,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun2) // //============================================================================ -DEFINE_ACTION_FUNCTION(AActor, A_M_FireCGun) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FireCGun) { if (self->target == NULL) return; diff --git a/src/g_heretic/a_hereticartifacts.cpp b/src/g_heretic/a_hereticartifacts.cpp index 59b44b00a5..d19c9713d1 100644 --- a/src/g_heretic/a_hereticartifacts.cpp +++ b/src/g_heretic/a_hereticartifacts.cpp @@ -49,7 +49,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb) self->z += 32*FRACUNIT; self->RenderStyle = STYLE_Add; self->alpha = FRACUNIT; - CALL_ACTION(A_Explode, self); + P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true); + if (self->z <= self->floorz + (128<=0) { balltype = PClass::FindClass((ENamedName)StateParameters[index]); @@ -114,7 +114,7 @@ static const PClass *GetBallType() -DEFINE_ACTION_FUNCTION(AActor, A_BridgeInit) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit) { angle_t startangle; AActor *ball; @@ -128,7 +128,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeInit) // Spawn triad into world -- may be more than a triad now. int ballcount = self->args[2]==0 ? 3 : self->args[2]; - const PClass *balltype = GetBallType(); + const PClass *balltype = GetBallType(PUSH_PARAMINFO); for (int i = 0; i < ballcount; i++) { ball = Spawn(balltype, cx, cy, cz, ALLOW_REPLACE); diff --git a/src/g_shared/a_specialspot.cpp b/src/g_shared/a_specialspot.cpp index 13d70a0fef..ab2a5ce1c9 100644 --- a/src/g_shared/a_specialspot.cpp +++ b/src/g_shared/a_specialspot.cpp @@ -381,7 +381,7 @@ void ASpecialSpot::Destroy() // will build a list of all mace spots in the level and spawn a // mace. The rest of the spots will do nothing. -DEFINE_ACTION_FUNCTION(AActor, A_SpawnSingleItem) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnSingleItem) { AActor *spot = NULL; DSpotState *state = DSpotState::GetSpotState(); diff --git a/src/g_shared/a_weapons.cpp b/src/g_shared/a_weapons.cpp index 6d2e34f391..cea9374425 100644 --- a/src/g_shared/a_weapons.cpp +++ b/src/g_shared/a_weapons.cpp @@ -751,19 +751,7 @@ static bool FindMostRecentWeapon (player_t *player, int *slot, int *index) { if (player->PendingWeapon != WP_NOCHANGE) { - if (player->psprites[ps_weapon].state != NULL && - player->psprites[ps_weapon].state->GetAction() == GET_ACTION(A_Raise)) - { - if (LocalWeapons.LocateWeapon (player->PendingWeapon->GetClass(), slot, index)) - { - return true; - } - return false; - } - else - { - return LocalWeapons.LocateWeapon (player->PendingWeapon->GetClass(), slot, index); - } + return LocalWeapons.LocateWeapon (player->PendingWeapon->GetClass(), slot, index); } else if (player->ReadyWeapon != NULL) { diff --git a/src/g_strife/a_strifeweapons.cpp b/src/g_strife/a_strifeweapons.cpp index 02e0b0b306..ab98a5b347 100644 --- a/src/g_strife/a_strifeweapons.cpp +++ b/src/g_strife/a_strifeweapons.cpp @@ -211,7 +211,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash) // //============================================================================ -DEFINE_ACTION_FUNCTION(AActor, A_FireArrow) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow) { angle_t savedangle; @@ -632,7 +632,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Burnination) // //============================================================================ -DEFINE_ACTION_FUNCTION(AActor, A_FireGrenade) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade) { const PClass *grenadetype; player_t *player = self->player; diff --git a/src/g_strife/a_thingstoblowup.cpp b/src/g_strife/a_thingstoblowup.cpp index 335ee861ae..dbedab3474 100644 --- a/src/g_strife/a_thingstoblowup.cpp +++ b/src/g_strife/a_thingstoblowup.cpp @@ -25,7 +25,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Bang4Cloud) // ------------------------------------------------------------------- -DEFINE_ACTION_FUNCTION(AActor, A_GiveQuestItem) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveQuestItem) { int index=CheckIndex(1); if (index<0) return; diff --git a/src/info.h b/src/info.h index a783c05730..5bd30ca33f 100644 --- a/src/info.h +++ b/src/info.h @@ -81,6 +81,10 @@ const BYTE SF_FULLBRIGHT = 0x40; +struct Baggage; +class FScanner; +struct FActorInfo; + struct FState { WORD sprite; @@ -88,8 +92,8 @@ struct FState SBYTE Misc1; BYTE Misc2; BYTE Frame; - actionf_p Action; FState *NextState; + actionf_p ActionFunc; int ParameterIndex; inline int GetFrame() const @@ -116,15 +120,35 @@ struct FState { return NextState; } - inline actionf_p GetAction() const - { - return Action; - } inline void SetFrame(BYTE frame) { Frame = (Frame & SF_FULLBRIGHT) | (frame-'A'); } - + void SetAction(PSymbolActionFunction *func, bool setdefaultparams = true) + { + if (func != NULL) + { + ActionFunc = func->Function; + if (setdefaultparams) ParameterIndex = func->defaultparameterindex+1; + } + else + { + ActionFunc = NULL; + if (setdefaultparams) ParameterIndex = 0; + } + } + inline bool CallAction(AActor *self) + { + if (ActionFunc != NULL) + { + ActionFunc(self, this, ParameterIndex); + return true; + } + else + { + return false; + } + } static const PClass *StaticFindStateOwner (const FState *state); static const PClass *StaticFindStateOwner (const FState *state, const FActorInfo *info); }; diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index 5b870dcd4b..2128761d01 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -2231,9 +2231,9 @@ enum ChaseFlags CHF_DONTMOVE = 16, }; -DEFINE_ACTION_FUNCTION(AActor, A_Chase) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Chase) { - int index=CheckIndex(3, &CallingState); + int index=CheckIndex(3); if (index>=0) { int flags = EvalExpressionI (StateParameters[index+2], self); @@ -2262,10 +2262,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileChase) A_DoChase (self, false, self->MeleeState, self->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false); } -DEFINE_ACTION_FUNCTION(AActor, A_ExtChase) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ExtChase) { // Now that A_Chase can handle state label parameters, this function has become rather useless... - int index=CheckIndex(4, &CallingState); + int index=CheckIndex(4); if (index<0) return; A_DoChase(self, false, @@ -2378,6 +2378,44 @@ DEFINE_ACTION_FUNCTION(AActor, A_XScream) S_Sound (self, CHAN_VOICE, "misc/gibbed", 1, ATTN_NORM); } +//=========================================================================== +// +// A_ScreamAndUnblock +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION(AActor, A_ScreamAndUnblock) +{ + CALL_ACTION(A_Scream, self); + CALL_ACTION(A_NoBlocking, self); +} + +//=========================================================================== +// +// A_ActiveSound +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound) +{ + if (self->ActiveSound) + { + S_Sound (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM); + } +} + +//=========================================================================== +// +// A_ActiveAndUnblock +// +//=========================================================================== + +DEFINE_ACTION_FUNCTION(AActor, A_ActiveAndUnblock) +{ + CALL_ACTION(A_ActiveSound, self); + CALL_ACTION(A_NoBlocking, self); +} + //--------------------------------------------------------------------------- // // Modifies the drop amount of this item according to the current skill's @@ -2549,11 +2587,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_Pain) } // killough 11/98: kill an object -DEFINE_ACTION_FUNCTION(AActor, A_Die) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die) { ENamedName name; - int index=CheckIndex(1, &CallingState); + int index=CheckIndex(1); if (index<0) { name = NAME_None; diff --git a/src/p_enemy.h b/src/p_enemy.h index c6b3a6f383..7bb11faec4 100644 --- a/src/p_enemy.h +++ b/src/p_enemy.h @@ -41,7 +41,6 @@ DECLARE_ACTION(A_BossDeath) DECLARE_ACTION(A_Pain) DECLARE_ACTION(A_MonsterRail) DECLARE_ACTION(A_NoBlocking) -DECLARE_ACTION(A_Explode) DECLARE_ACTION(A_Scream) DECLARE_ACTION(A_FreezeDeath) DECLARE_ACTION(A_FreezeDeathChunks) diff --git a/src/p_enemy_a_lookex.cpp b/src/p_enemy_a_lookex.cpp index 645eb4f50e..1b29289e1d 100644 --- a/src/p_enemy_a_lookex.cpp +++ b/src/p_enemy_a_lookex.cpp @@ -713,9 +713,9 @@ enum LO_Flags LOF_FULLVOLSEESOUND = 16, }; -DEFINE_ACTION_FUNCTION(AActor, A_LookEx) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx) { - int index=CheckIndex(6, &CallingState); + int index=CheckIndex(6); if (index<0) return; int flags = EvalExpressionI (StateParameters[index], self); diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 68c9a9b7c9..81d369dd33 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -517,17 +517,8 @@ bool AActor::SetState (FState *newstate) } } - if (newstate->GetAction()) + if (newstate->CallAction(this)) { - // The parameterized action functions need access to the current state and - // if a function is supposed to work with both actors and weapons - // there is no real means to get to it reliably so I store it in a global variable here. - // Yes, I know this is truly awful but it is the only method I can think of - // that does not involve changing stuff throughout the code. - // Of course this should be rewritten ASAP. - CallingState = newstate; - newstate->GetAction() (this); - // Check whether the called action function resulted in destroying the actor if (ObjectFlags & OF_EuthanizeMe) return false; diff --git a/src/p_pspr.cpp b/src/p_pspr.cpp index 0b7057d175..ea744a8eb8 100644 --- a/src/p_pspr.cpp +++ b/src/p_pspr.cpp @@ -83,7 +83,7 @@ void P_SetPsprite (player_t *player, int position, FState *state) psp->state = state; if (sv_fastweapons >= 2 && position == ps_weapon) - psp->tics = (state->Action == NULL) ? 0 : 1; + psp->tics = state->ActionFunc == NULL? 0 : 1; else if (sv_fastweapons) psp->tics = 1; // great for producing decals :) else @@ -98,25 +98,17 @@ void P_SetPsprite (player_t *player, int position, FState *state) psp->sy = state->GetMisc2()<GetAction()) - { - // The parameterized action functions need access to the current state and - // if a function is supposed to work with both actors and weapons - // there is no real means to get to it reliably so I store it in a global variable here. - // Yes, I know this is truly awful but it is the only method I can think of - // that does not involve changing stuff throughout the code. - // Of course this should be rewritten ASAP. - CallingState = state; - // Call action routine. - if (player->mo != NULL) + if (player->mo != NULL) + { + if (state->CallAction(player->mo)) { - state->GetAction() (player->mo); - } - if (!psp->state) - { - break; + if (!psp->state) + { + break; + } } } + state = psp->state->GetNextState(); } while (!psp->tics); // An initial state of 0 could cycle through. } @@ -713,9 +705,9 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Light2) } } -DEFINE_ACTION_FUNCTION(AInventory, A_Light) +DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light) { - int index=CheckIndex(1, &CallingState); + int index=CheckIndex(1); if (self->player != NULL && index > 0) { diff --git a/src/p_user.cpp b/src/p_user.cpp index d8373df96c..8947880c69 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -1237,14 +1237,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream) // //---------------------------------------------------------------------------- -DEFINE_ACTION_FUNCTION(AActor, A_SkullPop) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop) { APlayerPawn *mo; player_t *player; // [GRB] Parameterized version const PClass *spawntype = NULL; - int index = CheckIndex (1, NULL); + int index = CheckIndex (1); if (index >= 0) spawntype = PClass::FindClass((ENamedName)StateParameters[index]); if (!spawntype || !spawntype->IsDescendantOf (RUNTIME_CLASS (APlayerChunk))) diff --git a/src/thingdef/olddecorations.cpp b/src/thingdef/olddecorations.cpp index 3c40765c68..984def2c6d 100644 --- a/src/thingdef/olddecorations.cpp +++ b/src/thingdef/olddecorations.cpp @@ -100,9 +100,7 @@ IMPLEMENT_CLASS (AFakeInventory) // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- -DECLARE_ACTION(A_ScreamAndUnblock) -DECLARE_ACTION(A_ActiveAndUnblock) -DECLARE_ACTION(A_ActiveSound) +PSymbolActionFunction *FindGlobalActionFunction(const char *name); // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- @@ -367,24 +365,24 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def) { if (extra.bExplosive) { - info->OwnedStates[extra.DeathStart].Action = GET_ACTION(A_Explode); + info->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_Explode")); } } else { // The first frame plays the death sound and // the second frame makes it nonsolid. - info->OwnedStates[extra.DeathStart].Action= GET_ACTION(A_Scream); + info->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_Scream")); if (extra.bSolidOnDeath) { } else if (extra.DeathStart + 1 < extra.DeathEnd) { - info->OwnedStates[extra.DeathStart+1].Action = GET_ACTION(A_NoBlocking); + info->OwnedStates[extra.DeathStart+1].SetAction(FindGlobalActionFunction("A_NoBlocking")); } else { - info->OwnedStates[extra.DeathStart].Action = GET_ACTION(A_ScreamAndUnblock); + info->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_ScreamAndUnblock")); } if (extra.DeathHeight == 0) extra.DeathHeight = ((AActor*)(type->Defaults))->height; @@ -412,17 +410,17 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def) // The first frame plays the burn sound and // the second frame makes it nonsolid. - info->OwnedStates[extra.FireDeathStart].Action = GET_ACTION(A_ActiveSound); + info->OwnedStates[extra.FireDeathStart].SetAction(FindGlobalActionFunction("A_ActiveSound")); if (extra.bSolidOnBurn) { } else if (extra.FireDeathStart + 1 < extra.FireDeathEnd) { - info->OwnedStates[extra.FireDeathStart+1].Action = GET_ACTION(A_NoBlocking); + info->OwnedStates[extra.FireDeathStart+1].SetAction(FindGlobalActionFunction("A_NoBlocking")); } else { - info->OwnedStates[extra.FireDeathStart].Action = GET_ACTION(A_ActiveAndUnblock); + info->OwnedStates[extra.FireDeathStart].SetAction(FindGlobalActionFunction("A_ActiveAndUnblock")); } if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(type->Defaults))->height; @@ -442,13 +440,13 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def) info->OwnedStates[i].NextState = &info->OwnedStates[info->NumOwnedStates-1]; info->OwnedStates[i].Tics = 5; info->OwnedStates[i].Misc1 = 0; - info->OwnedStates[i].Action = GET_ACTION(A_FreezeDeath); + info->OwnedStates[i].SetAction(FindGlobalActionFunction("A_FreezeDeath")); i = info->NumOwnedStates - 1; info->OwnedStates[i].NextState = &info->OwnedStates[i]; info->OwnedStates[i].Tics = 1; info->OwnedStates[i].Misc1 = 0; - info->OwnedStates[i].Action = GET_ACTION(A_FreezeDeathChunks); + info->OwnedStates[i].SetAction(FindGlobalActionFunction("A_FreezeDeathChunks")); AddState("Ice", &info->OwnedStates[extra.IceDeathStart]); } else if (extra.bGenericIceDeath) @@ -859,40 +857,3 @@ static void ParseSpriteFrames (FActorInfo *info, TArray &states, FScanne } } -//=========================================================================== -// -// A_ScreamAndUnblock -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION(AActor, A_ScreamAndUnblock) -{ - CALL_ACTION(A_Scream, self); - CALL_ACTION(A_NoBlocking, self); -} - -//=========================================================================== -// -// A_ActiveAndUnblock -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION(AActor, A_ActiveAndUnblock) -{ - CALL_ACTION(A_ActiveSound, self); - CALL_ACTION(A_NoBlocking, self); -} - -//=========================================================================== -// -// A_ActiveSound -// -//=========================================================================== - -DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound) -{ - if (self->ActiveSound) - { - S_Sound (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM); - } -} diff --git a/src/thingdef/thingdef.cpp b/src/thingdef/thingdef.cpp index c956c287cd..8d664b8937 100644 --- a/src/thingdef/thingdef.cpp +++ b/src/thingdef/thingdef.cpp @@ -265,6 +265,7 @@ static void ParseActionDef (FScanner &sc, PClass *cls) sym->SymbolType = SYM_ActionFunction; sym->Arguments = args; sym->Function = afd->Function; + sym->defaultparameterindex = -1; if (cls->Symbols.AddSymbol (sym) == NULL) { delete sym; diff --git a/src/thingdef/thingdef.h b/src/thingdef/thingdef.h index 2ea1908a48..cf6443a02b 100644 --- a/src/thingdef/thingdef.h +++ b/src/thingdef/thingdef.h @@ -84,6 +84,7 @@ struct AFuncDesc AFuncDesc * FindFunction(const char * string); + //========================================================================== // // State parser @@ -125,11 +126,6 @@ float EvalExpressionF (int id, AActor *self, const PClass *cls=NULL); bool EvalExpressionN (int id, AActor *self, const PClass *cls=NULL); -// A truly awful hack to get to the state that called an action function -// without knowing whether it has been called from a weapon or actor. -extern FState * CallingState; -int CheckIndex(int paramsize, FState ** pcallstate=NULL); - enum { ACMETA_BASE = 0x83000, @@ -167,42 +163,53 @@ enum EDefinitionType // Macros to handle action functions. These are here so that I don't have to // change every single use in case the parameters change. -#define DECLARE_ACTION(name) void AF_##name(AActor *self); +#define DECLARE_ACTION(name) void AF_##name(AActor *self, FState *, int); +// This distinction is here so that CALL_ACTION produces errors when trying to +// access a function that requires parameters. #define DEFINE_ACTION_FUNCTION(cls, name) \ - void AF_##name (AActor *); \ + void AF_##name (AActor *self, FState *, int); \ AFuncDesc info_##cls##_##name = { #name, AF_##name }; \ MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \ - void AF_##name (AActor *self) + void AF_##name (AActor *self, FState *, int) -#define CALL_ACTION(name,self) AF_##name(self) -#define GET_ACTION(name) AF_##name +#define DEFINE_ACTION_FUNCTION_PARAMS(cls, name) \ + void AFP_##name (AActor *self, FState *CallingState, int ParameterIndex); \ + AFuncDesc info_##cls##_##name = { #name, AFP_##name }; \ + MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \ + void AFP_##name (AActor *self, FState *CallingState, int ParameterIndex) + +#define DECLARE_PARAMINFO FState *CallingState, int ParameterIndex +#define PUSH_PARAMINFO CallingState, ParameterIndex + +#define CALL_ACTION(name,self) AF_##name(self, NULL, 0) + +#define CheckIndex(count) (ParameterIndex-1) #define ACTION_PARAM_START(count) \ - int index = CheckIndex(count); \ - if (index <= 0) return; + int ap_index_ = CheckIndex(count); \ + if (ap_index_ <= 0) return; #define ACTION_PARAM_START_OPTIONAL(count) \ - int index = CheckIndex(count); - -#define ACTION_INT_PARAM(var) \ - int var = EvalExpressionI(StateParameters[index++], self); -#define ACTION_BOOL_PARAM(var) \ - bool var = !!EvalExpressionI(StateParameters[index++], self); -#define ACTION_NOT_BOOL_PARAM(var) \ - bool var = EvalExpressionN(StateParameters[index++], self); -#define ACTION_FIXED_PARAM(var) \ - fixed_t var = fixed_t(EvalExpressionF(StateParameters[index++], self)*65536.f); -#define ACTION_FLOAT_PARAM(var) \ - float var = EvalExpressionF(StateParameters[index++], self); -#define ACTION_CLASS_PARAM(var) \ - const PClass *var = PClass::FindClass(ENamedName(StateParameters[index++])); -#define ACTION_STATE_PARAM(var) \ - int var = StateParameters[index++]; -#define ACTION_SOUND_PARAM(var) \ - FSoundID var = StateParameters[index++]; -#define ACTION_STRING_PARAM(var) \ - const char *var = FName(ENamedName(StateParameters[index++])); + int ap_index_ = CheckIndex(count); +#define ACTION_PARAM_INT(var) \ + int var = EvalExpressionI(StateParameters[ap_index_++], self); +#define ACTION_PARAM_BOOL(var) \ + bool var = !!EvalExpressionI(StateParameters[ap_index_++], self); +#define ACTION_PARAM_NOT_BOOL(var) \ + bool var = EvalExpressionN(StateParameters[ap_index_++], self); +#define ACTION_PARAM_FIXED(var) \ + fixed_t var = fixed_t(EvalExpressionF(StateParameters[ap_index_++], self)*65536.f); +#define ACTION_PARAM_FLOAT(var) \ + float var = EvalExpressionF(StateParameters[ap_index_++], self); +#define ACTION_PARAM_CLASS(var) \ + const PClass *var = PClass::FindClass(ENamedName(StateParameters[ap_index_++])); +#define ACTION_PARAM_STATE(var) \ + int var = StateParameters[ap_index_++]; +#define ACTION_PARAM_SOUND(var) \ + FSoundID var = StateParameters[ap_index_++]; +#define ACTION_PARAM_STRING(var) \ + const char *var = FName(ENamedName(StateParameters[ap_index_++])); #endif diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 07744821c9..ca8ddee1ce 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -82,7 +82,6 @@ static FRandom pr_burst ("Burst"); // A truly awful hack to get to the state that called an action function // without knowing whether it has been called from a weapon or actor. -FState * CallingState; struct StateCallData { @@ -114,11 +113,10 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State) while (State != NULL) { // Assume success. The code pointer will set this to false if necessary - CallingState = StateCall.State = State; - if (State->GetAction() != NULL) + StateCall.State = State; + StateCall.Result = true; + if (State->CallAction(actor)) { - StateCall.Result = true; - State->GetAction() (actor); // collect all the results. Even one successful call signifies overall success. result |= StateCall.Result; } @@ -150,23 +148,6 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State) return result; } -//========================================================================== -// -// Let's isolate all handling of CallingState in this one place -// so that removing it later becomes easier -// -//========================================================================== -int CheckIndex(int paramsize, FState ** pcallstate) -{ - if (CallingState->ParameterIndex == 0) return -1; - - unsigned int index = (unsigned int) CallingState->ParameterIndex-1; - if (index > StateParameters.Size()-paramsize) return -1; - if (pcallstate) *pcallstate=CallingState; - return index; -} - - //========================================================================== // // Simple flag changers @@ -195,34 +176,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat) //========================================================================== // // Customizable attack functions which use actor parameters. -// I think this is among the most requested stuff ever ;-) // //========================================================================== -static void DoAttack (AActor *self, bool domelee, bool domissile) +static void DoAttack (AActor *self, bool domelee, bool domissile, + int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight) { - int index=CheckIndex(4); - int MeleeDamage; - int MeleeSound; - FName MissileName; - fixed_t MissileHeight; - if (self->target == NULL) return; - if (index > 0) - { - MeleeDamage=EvalExpressionI(StateParameters[index], self); - MeleeSound=StateParameters[index+1]; - MissileName=(ENamedName)StateParameters[index+2]; - MissileHeight=fixed_t(EvalExpressionF(StateParameters[index+3], self)/65536.f); - } - else - { - MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0); - MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0); - MissileName=(ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None); - MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT); - } - A_FaceTarget (self); if (domelee && MeleeDamage>0 && self->CheckMeleeRange ()) { @@ -231,52 +191,65 @@ static void DoAttack (AActor *self, bool domelee, bool domissile) P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (damage, self->target, self); } - else if (domissile && MissileName != NAME_None) + else if (domissile && MissileType != NULL) { - const PClass * ti=PClass::FindClass(MissileName); - if (ti) - { - // This seemingly senseless code is needed for proper aiming. - self->z+=MissileHeight-32*FRACUNIT; - AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false); - self->z-=MissileHeight-32*FRACUNIT; + // This seemingly senseless code is needed for proper aiming. + self->z+=MissileHeight-32*FRACUNIT; + AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false); + self->z-=MissileHeight-32*FRACUNIT; - if (missile) + if (missile) + { + // automatic handling of seeker missiles + if (missile->flags2&MF2_SEEKERMISSILE) { - // automatic handling of seeker missiles - if (missile->flags2&MF2_SEEKERMISSILE) - { - missile->tracer=self->target; - } - // set the health value so that the missile works properly - if (missile->flags4&MF4_SPECTRAL) - { - missile->health=-2; - } - P_CheckMissileSpawn(missile); + missile->tracer=self->target; } + // set the health value so that the missile works properly + if (missile->flags4&MF4_SPECTRAL) + { + missile->health=-2; + } + P_CheckMissileSpawn(missile); } } } DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack) { - DoAttack(self, true, false); + int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0); + FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0); + DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0); } DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack) { - DoAttack(self, false, true); + const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None)); + fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT); + DoAttack(self, false, true, 0, 0, MissileType, MissileHeight); } DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack) { - DoAttack(self, true, true); + int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0); + FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0); + const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None)); + fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT); + DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight); } -DEFINE_ACTION_FUNCTION(AActor, A_BasicAttack) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack) { - DoAttack(self, true, true); + int index=CheckIndex(4); + if (index > 0) + { + int MeleeDamage=EvalExpressionI(StateParameters[index], self); + FSoundID MeleeSound=StateParameters[index+1]; + const PClass *MissileType=PClass::FindClass((ENamedName)StateParameters[index+2]); + fixed_t MissileHeight=fixed_t(EvalExpressionF(StateParameters[index+3], self)/65536.f); + + DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight); + } } //========================================================================== @@ -286,23 +259,23 @@ DEFINE_ACTION_FUNCTION(AActor, A_BasicAttack) // misc field directly so they can be used in weapon states // //========================================================================== -static void DoPlaySound(AActor * self, int channel) + +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound) { int index=CheckIndex(1); if (index<0) return; int soundid = StateParameters[index]; - S_Sound (self, channel, soundid, 1, ATTN_NORM); + S_Sound (self, CHAN_BODY, soundid, 1, ATTN_NORM); } -DEFINE_ACTION_FUNCTION(AActor, A_PlaySound) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound) { - DoPlaySound(self, CHAN_BODY); -} + int index=CheckIndex(1); + if (index<0) return; -DEFINE_ACTION_FUNCTION(AActor, A_PlayWeaponSound) -{ - DoPlaySound(self, CHAN_WEAPON); + int soundid = StateParameters[index]; + S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM); } DEFINE_ACTION_FUNCTION(AActor, A_StopSound) @@ -310,7 +283,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_StopSound) S_StopSound(self, CHAN_VOICE); } -DEFINE_ACTION_FUNCTION(AActor, A_PlaySoundEx) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx) { int index = CheckIndex(4); if (index < 0) return; @@ -348,7 +321,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlaySoundEx) } } -DEFINE_ACTION_FUNCTION(AActor, A_StopSoundEx) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx) { int index = CheckIndex (1); if (index < 0) return; @@ -366,7 +339,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_StopSoundEx) // Generic seeker missile function // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_SeekerMissile) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile) { int index=CheckIndex(2); if (index<0) return; @@ -381,7 +354,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SeekerMissile) // Hitscan attack with a customizable amount of bullets (specified in damage) // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BulletAttack) { int i; int bangle; @@ -488,10 +461,9 @@ static void DoJump(AActor * self, FState * CallingState, int offset) // State jump function // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_Jump) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump) { - FState * CallingState; - int index = CheckIndex(3, &CallingState); + int index = CheckIndex(3); int maxchance; if (index >= 0 && @@ -516,10 +488,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Jump) // State jump function // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_JumpIfHealthLower) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower) { - FState * CallingState; - int index=CheckIndex(2, &CallingState); + int index=CheckIndex(2); if (index>=0 && self->health < EvalExpressionI (StateParameters[index], self)) DoJump(self, CallingState, StateParameters[index+1]); @@ -532,10 +503,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_JumpIfHealthLower) // State jump function // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_JumpIfCloser) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser) { - FState * CallingState = NULL; - int index = CheckIndex(2, &CallingState); + int index = CheckIndex(2); AActor * target; if (!self->player) @@ -567,10 +537,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_JumpIfCloser) // State jump function // //========================================================================== -void DoJumpIfInventory(AActor * self, AActor * owner) +void DoJumpIfInventory(AActor * self, AActor * owner, DECLARE_PARAMINFO) { - FState * CallingState; - int index=CheckIndex(3, &CallingState); + int index=CheckIndex(3); if (index<0) return; ENamedName ItemType=(ENamedName)StateParameters[index]; @@ -591,14 +560,14 @@ void DoJumpIfInventory(AActor * self, AActor * owner) } } -DEFINE_ACTION_FUNCTION(AActor, A_JumpIfInventory) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory) { - DoJumpIfInventory(self, self); + DoJumpIfInventory(self, self, PUSH_PARAMINFO); } -DEFINE_ACTION_FUNCTION(AActor, A_JumpIfInTargetInventory) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory) { - DoJumpIfInventory(self, self->target); + DoJumpIfInventory(self, self->target, PUSH_PARAMINFO); } //========================================================================== @@ -607,7 +576,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_JumpIfInTargetInventory) // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_Explode) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) { int damage; int distance; @@ -650,7 +619,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Explode) // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_RadiusThrust) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust) { int force = 0; int distance = 0; @@ -678,7 +647,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RadiusThrust) // Execute a line special / script // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_CallSpecial) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial) { int index=CheckIndex(6); if (index<0) return; @@ -718,7 +687,7 @@ enum CM_Flags CMF_CHECKTARGETDEAD = 8, }; -DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) { int index=CheckIndex(6); if (index<0) return; @@ -840,7 +809,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile) // An even more customizable hitscan attack // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_CustomBulletAttack) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) { int index=CheckIndex(7); if (index<0) return; @@ -887,7 +856,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomBulletAttack) // A fully customizable melee attack // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_CustomMeleeAttack) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack) { int index=CheckIndex(5); if (index<0) return; @@ -921,7 +890,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomMeleeAttack) // A fully customizable combo attack // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_CustomComboAttack) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack) { int index=CheckIndex(6); if (index<0) return; @@ -978,10 +947,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomComboAttack) // State jump function // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_JumpIfNoAmmo) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo) { - FState * CallingState = NULL; - int index=CheckIndex(1, &CallingState); + int index=CheckIndex(1); if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains! if (index<0 || !self->player || !self->player->ReadyWeapon || pStateCall != NULL) return; // only for weapons! @@ -997,7 +965,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_JumpIfNoAmmo) // An even more customizable hitscan attack // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_FireBullets) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) { int index=CheckIndex(7); if (index<0 || !self->player) return; @@ -1060,7 +1028,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBullets) // A_FireProjectile // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_FireCustomMissile) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile) { int index=CheckIndex(6); if (index<0 || !self->player) return; @@ -1120,7 +1088,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCustomMissile) // Berserk is not handled here. That can be done with A_CheckIfInventory // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_CustomPunch) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) { int index=CheckIndex(5); if (index<0 || !self->player) return; @@ -1177,7 +1145,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomPunch) // customizable railgun attack function // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_RailAttack) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack) { int index=CheckIndex(7); if (index<0 || !self->player) return; @@ -1208,7 +1176,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RailAttack) // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) { int index = CheckIndex(7); if (index < 0) return; @@ -1267,7 +1235,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun) // //=========================================================================== -static void DoGiveInventory(AActor * self, AActor * receiver) +static void DoGiveInventory(AActor * self, AActor * receiver, DECLARE_PARAMINFO) { int index=CheckIndex(2); bool res=true; @@ -1307,14 +1275,14 @@ static void DoGiveInventory(AActor * self, AActor * receiver) } -DEFINE_ACTION_FUNCTION(AActor, A_GiveInventory) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory) { - DoGiveInventory(self, self); + DoGiveInventory(self, self, PUSH_PARAMINFO); } -DEFINE_ACTION_FUNCTION(AActor, A_GiveToTarget) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget) { - DoGiveInventory(self, self->target); + DoGiveInventory(self, self->target, PUSH_PARAMINFO); } //=========================================================================== @@ -1323,7 +1291,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GiveToTarget) // //=========================================================================== -void DoTakeInventory(AActor * self, AActor * receiver) +void DoTakeInventory(AActor * self, AActor * receiver, DECLARE_PARAMINFO) { int index=CheckIndex(2); if (index<0 || receiver == NULL) return; @@ -1347,14 +1315,14 @@ void DoTakeInventory(AActor * self, AActor * receiver) } } -DEFINE_ACTION_FUNCTION(AActor, A_TakeInventory) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory) { - DoTakeInventory(self, self); + DoTakeInventory(self, self, PUSH_PARAMINFO); } -DEFINE_ACTION_FUNCTION(AActor, A_TakeFromTarget) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget) { - DoTakeInventory(self, self->target); + DoTakeInventory(self, self->target, PUSH_PARAMINFO); } //=========================================================================== @@ -1450,10 +1418,9 @@ static void InitSpawnedItem(AActor *self, AActor *mo, int flags) // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_SpawnItem) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem) { - FState * CallingState; - int index=CheckIndex(5, &CallingState); + int index=CheckIndex(5); if (index<0) return; const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]); @@ -1502,10 +1469,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnItem) // Enhanced spawning function // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_SpawnItemEx) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx) { - FState * CallingState; - int index=CheckIndex(9, &CallingState); + int index=CheckIndex(9); if (index<0) return; const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]); @@ -1579,10 +1545,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnItemEx) // Throws a grenade (like Hexen's fighter flechette) // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_ThrowGrenade) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade) { - FState * CallingState; - int index=CheckIndex(5, &CallingState); + int index=CheckIndex(5); if (index<0) return; const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]); @@ -1635,9 +1600,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_ThrowGrenade) // A_Recoil // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_Recoil) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil) { - int index=CheckIndex(1, NULL); + int index=CheckIndex(1); if (index<0) return; fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT); @@ -1653,9 +1618,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Recoil) // A_SelectWeapon // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_SelectWeapon) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon) { - int index=CheckIndex(1, NULL); + int index=CheckIndex(1); if (index<0 || self->player == NULL) return; AWeapon * weaponitem = static_cast(self->FindInventory((ENamedName)StateParameters[index])); @@ -1678,9 +1643,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectWeapon) //=========================================================================== EXTERN_CVAR(Float, con_midtime) -DEFINE_ACTION_FUNCTION(AActor, A_Print) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print) { - int index=CheckIndex(3, NULL); + int index=CheckIndex(3); if (index<0) return; if (self->CheckLocalView (consoleplayer) || @@ -1714,9 +1679,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Print) // A_SetTranslucent // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_SetTranslucent) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent) { - int index=CheckIndex(2, NULL); + int index=CheckIndex(2); if (index<0) return; fixed_t alpha = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT); @@ -1735,11 +1700,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetTranslucent) // Fades the actor in // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_FadeIn) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn) { fixed_t reduce = 0; - int index=CheckIndex(1, NULL); + int index=CheckIndex(1); if (index>=0) { reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT); @@ -1759,11 +1724,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_FadeIn) // fades the actor out and destroys it when done // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_FadeOut) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut) { fixed_t reduce = 0; - int index=CheckIndex(1, NULL); + int index=CheckIndex(1); if (index>=0) { reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT); @@ -1781,13 +1746,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FadeOut) // A_SpawnDebris // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_SpawnDebris) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris) { int i; AActor * mo; const PClass * debris; - int index=CheckIndex(4, NULL); + int index=CheckIndex(4); if (index<0) return; debris = PClass::FindClass((ENamedName)StateParameters[index]); @@ -1827,7 +1792,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnDebris) // jumps if no player can see this actor // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_CheckSight) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight) { if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains! @@ -1836,8 +1801,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckSight) if (playeringame[i] && P_CheckSight(players[i].camera,self,true)) return; } - FState * CallingState; - int index=CheckIndex(1, &CallingState); + int index=CheckIndex(1); if (index>=0) DoJump(self, CallingState, StateParameters[index]); @@ -1849,9 +1813,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckSight) // Inventory drop // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_DropInventory) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory) { - int index=CheckIndex(1, &CallingState); + int index=CheckIndex(1); if (index<0) return; AInventory * inv = self->FindInventory((ENamedName)StateParameters[index]); @@ -1867,7 +1831,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DropInventory) // A_SetBlend // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_SetBlend) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend) { int index=CheckIndex(3); if (index<0) return; @@ -1892,10 +1856,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetBlend) // A_JumpIf // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_JumpIf) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf) { - FState * CallingState; - int index=CheckIndex(2, &CallingState); + int index=CheckIndex(2); if (index<0) return; INTBOOL expression = EvalExpressionI (StateParameters[index], self); @@ -1941,7 +1904,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KillChildren) // A_CountdownArg // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_CountdownArg) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg) { int index=CheckIndex(1); if (index<0) return; @@ -1972,11 +1935,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_CountdownArg) // //============================================================================ -DEFINE_ACTION_FUNCTION(AActor, A_Burst) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst) { int i, numChunks; AActor * mo; - int index=CheckIndex(1, NULL); + int index=CheckIndex(1); if (index<0) return; const PClass * chunk = PClass::FindClass((ENamedName)StateParameters[index]); if (chunk == NULL) return; @@ -2025,10 +1988,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Burst) // [GRB] Jumps if actor is standing on floor // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_CheckFloor) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor) { - FState *CallingState = NULL; - int index = CheckIndex (1, &CallingState); + int index = CheckIndex (1); if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains! if (self->z <= self->floorz && index >= 0) @@ -2060,7 +2022,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Stop) // A_Respawn // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_Respawn) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn) { fixed_t x = self->SpawnPoint[0]; fixed_t y = self->SpawnPoint[1]; @@ -2083,7 +2045,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Respawn) self->SetState (self->SpawnState); self->renderflags &= ~RF_INVISIBLE; - int index=CheckIndex(1, NULL); + int index=CheckIndex(1); if (index<0 || EvalExpressionN (StateParameters[index], self)) { Spawn (x, y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE); @@ -2103,13 +2065,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_Respawn) // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_PlayerSkinCheck) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck) { if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains! if (self->player != NULL && skins[self->player->userinfo.skin].othergame) { - int index = CheckIndex(1, &CallingState); + int index = CheckIndex(1); if (index >= 0) { @@ -2123,7 +2085,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerSkinCheck) // A_SetGravity // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_SetGravity) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity) { int index=CheckIndex(1); if (index<0) return; @@ -2160,10 +2122,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget) // //========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_JumpIfTargetInLOS) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) { - FState * CallingState = NULL; - int index = CheckIndex(3, &CallingState); + int index = CheckIndex(3); angle_t an; angle_t fov = angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1); INTBOOL projtarg = EvalExpressionI (StateParameters[index+2], self); @@ -2222,7 +2183,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_JumpIfTargetInLOS) // Damages the master of this child by the specified amount. Negative values heal. // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_DamageMaster) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster) { int index = CheckIndex(2); if (index<0) return; @@ -2250,7 +2211,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DamageMaster) // Damages the children of this master by the specified amount. Negative values heal. // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_DamageChildren) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren) { TThinkerIterator it; AActor * mo; @@ -2286,7 +2247,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DamageChildren) // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_CheckForReload) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload) { if ( self->player == NULL || self->player->ReadyWeapon == NULL ) return; diff --git a/src/thingdef/thingdef_properties.cpp b/src/thingdef/thingdef_properties.cpp index 5b8704c53a..87aec2d752 100644 --- a/src/thingdef/thingdef_properties.cpp +++ b/src/thingdef/thingdef_properties.cpp @@ -456,7 +456,7 @@ static void HandleDeprecatedFlags(AActor *defaults, bool set, int index) // This cannot be placed in thingdef_codeptr because it needs the flag table // //=========================================================================== -DEFINE_ACTION_FUNCTION(AActor, A_ChangeFlag) +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag) { int index=CheckIndex(2); const char * flagname = FName((ENamedName)StateParameters[index]).GetChars(); diff --git a/src/thingdef/thingdef_states.cpp b/src/thingdef/thingdef_states.cpp index 28c92172c9..b58da5c366 100644 --- a/src/thingdef/thingdef_states.cpp +++ b/src/thingdef/thingdef_states.cpp @@ -119,6 +119,21 @@ AFuncDesc * FindFunction(const char * string) } +//========================================================================== +// +// Find an action function in AActor's table +// +//========================================================================== + +PSymbolActionFunction *FindGlobalActionFunction(const char *name) +{ + PSymbol *sym = RUNTIME_CLASS(AActor)->Symbols.FindSymbol(name, false); + if (sym != NULL && sym->SymbolType == SYM_ActionFunction) + return static_cast(sym); + else + return NULL; +} + //========================================================================== // // Find a state address @@ -371,7 +386,6 @@ int PrepareStateParameters(FState * state, int numparams) return paramindex; } -void A_CallSpecial(AActor * self); //========================================================================== // // DoActionSpecials @@ -414,7 +428,8 @@ bool DoActionSpecials(FScanner &sc, FState & state, bool multistate, int * state { sc.ScriptError ("Too many arguments to %s", specname.GetChars()); } - state.Action = GET_ACTION(A_CallSpecial); + + state.SetAction(FindGlobalActionFunction("A_CallSpecial"), false); return true; } return false; @@ -650,7 +665,7 @@ do_stop: if (sym != NULL && sym->SymbolType == SYM_ActionFunction) { PSymbolActionFunction *afd = static_cast(sym); - state.Action = afd->Function; + state.SetAction(afd, false); if (!afd->Arguments.IsEmpty()) { const char *params = afd->Arguments.GetChars(); @@ -664,7 +679,11 @@ do_stop: } else { - if (!sc.CheckString("(")) goto endofstate; + if (!sc.CheckString("(")) + { + state.ParameterIndex = afd->defaultparameterindex+1; + goto endofstate; + } } int paramindex = PrepareStateParameters(&state, numparams); @@ -680,19 +699,6 @@ do_stop: { switch(*params) { - case 'I': - case 'i': // Integer - sc.MustGetNumber(); - v = sc.Number; - break; - - case 'F': - case 'f': // Fixed point - sc.MustGetFloat(); - v = fixed_t(sc.Float*FRACUNIT); - break; - - case 'S': case 's': // Sound name sc.MustGetString(); diff --git a/wadsrc/sources/dehsupp.txt b/wadsrc/sources/dehsupp.txt index c05bd18363..2b86a76fae 100644 --- a/wadsrc/sources/dehsupp.txt +++ b/wadsrc/sources/dehsupp.txt @@ -329,7 +329,7 @@ OrgSprNames StateMap { // S_NULL is implicit - DoomWeapon, FirstState, 1, // S_LIGHTDONE + Weapon, FirstState, 1, // S_LIGHTDONE Fist, FirstState, 8, // S_PUNCH - S_PUNCH5 Pistol, FirstState, 8, // S_PISTOL - S_PISTOLFLASH Shotgun, FirstState, 14, // S_SGUN - S_SGUNFLASH2 diff --git a/wadsrc/static/actors/doom/doomweapons.txt b/wadsrc/static/actors/doom/doomweapons.txt index 0e2918794a..aff27e4587 100644 --- a/wadsrc/static/actors/doom/doomweapons.txt +++ b/wadsrc/static/actors/doom/doomweapons.txt @@ -7,12 +7,6 @@ ACTOR DoomWeapon : Weapon { Weapon.Kickback 100 - States - { - LightDone: - SHTG E 0 A_Light0 - Stop - } } // -------------------------------------------------------------------------- diff --git a/wadsrc/static/actors/strife/strifeweapons.txt b/wadsrc/static/actors/strife/strifeweapons.txt index 2b3876dfb3..87562bcdbc 100644 --- a/wadsrc/static/actors/strife/strifeweapons.txt +++ b/wadsrc/static/actors/strife/strifeweapons.txt @@ -1,6 +1,7 @@ -ACTOR StrifeWeapon : DoomWeapon +ACTOR StrifeWeapon : Weapon { + Weapon.Kickback 100 } // Same as the bullet puff for Doom -----------------------------------------