Add SetActorFlag ACS function

int SetActorFlag(int tid, str flagname, bool value);

- Mimics DECORATE's A_ChangeFlag
- Returns number of actors affected (number of things with the flag)
- Affects activator if TID is 0

# Conflicts:
#	src/p_acs.cpp
This commit is contained in:
yqco 2016-08-24 04:21:46 -06:00 committed by Christoph Oelckers
parent f536523fbd
commit 2e8aa53e6a
4 changed files with 96 additions and 84 deletions

View file

@ -4451,6 +4451,7 @@ enum EACSFunctions
ACSF_CheckClass = 200,
ACSF_DamageActor, // [arookas]
ACSF_SetActorFlag,
// ZDaemon
ACSF_GetTeamScore = 19620, // (int team)
@ -6046,6 +6047,34 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
return P_DamageMobj(target, inflictor, inflictor, args[4], damagetype);
}
case ACSF_SetActorFlag:
{
int tid = args[0];
FString flagname = FBehavior::StaticLookupString(args[1]);
bool flagvalue = !!args[2];
int count = 0; // Return value; number of actors affected
if (tid == 0)
{
if (ModActorFlag(activator, flagname, flagvalue))
{
++count;
}
}
else
{
FActorIterator it(tid);
while ((actor = it.Next()) != nullptr)
{
// Don't log errors when affecting many actors because things might share a TID but not share the flag
if (ModActorFlag(actor, flagname, flagvalue, false))
{
++count;
}
}
}
return count;
}
default:
break;
}

View file

@ -30,6 +30,7 @@ void HandleDeprecatedFlags(AActor *defaults, PClassActor *info, bool set, int in
bool CheckDeprecatedFlags(const AActor *actor, PClassActor *info, int index);
const char *GetFlagName(unsigned int flagnum, int flagoffset);
void ModActorFlag(AActor *actor, FFlagDef *fd, bool set);
bool ModActorFlag(AActor *actor, FString &flagname, bool set, bool printerror = true);
INTBOOL CheckActorFlag(const AActor *actor, FFlagDef *fd);
INTBOOL CheckActorFlag(const AActor *owner, const char *flagname, bool printerror = true);

View file

@ -4681,90 +4681,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
PARAM_STRING (flagname);
PARAM_BOOL (value);
const char *dot = strchr(flagname, '.');
FFlagDef *fd;
PClassActor *cls = self->GetClass();
if (dot != NULL)
{
FString part1(flagname.GetChars(), dot - flagname);
fd = FindFlag(cls, part1, dot + 1);
}
else
{
fd = FindFlag(cls, flagname, NULL);
}
if (fd != NULL)
{
bool kill_before, kill_after;
INTBOOL item_before, item_after;
INTBOOL secret_before, secret_after;
kill_before = self->CountsAsKill();
item_before = self->flags & MF_COUNTITEM;
secret_before = self->flags5 & MF5_COUNTSECRET;
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(self, cls, value, fd->flagbit);
}
else
{
ActorFlags *flagp = (ActorFlags*) (((char*)self) + fd->structoffset);
// If these 2 flags get changed we need to update the blockmap and sector links.
bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
if (linkchange) self->UnlinkFromWorld();
ModActorFlag(self, fd, value);
if (linkchange) self->LinkToWorld();
}
kill_after = self->CountsAsKill();
item_after = self->flags & MF_COUNTITEM;
secret_after = self->flags5 & MF5_COUNTSECRET;
// Was this monster previously worth a kill but no longer is?
// Or vice versa?
if (kill_before != kill_after)
{
if (kill_after)
{ // It counts as a kill now.
level.total_monsters++;
}
else
{ // It no longer counts as a kill.
level.total_monsters--;
}
}
// same for items
if (item_before != item_after)
{
if (item_after)
{ // It counts as an item now.
level.total_items++;
}
else
{ // It no longer counts as an item
level.total_items--;
}
}
// and secretd
if (secret_before != secret_after)
{
if (secret_after)
{ // It counts as an secret now.
level.total_secrets++;
}
else
{ // It no longer counts as an secret
level.total_secrets--;
}
}
}
else
{
Printf("Unknown flag '%s' in '%s'\n", flagname.GetChars(), cls->TypeName.GetChars());
}
ModActorFlag(self, flagname, value);
return 0;
}

View file

@ -162,6 +162,71 @@ void ModActorFlag(AActor *actor, FFlagDef *fd, bool set)
#endif
}
//==========================================================================
//
// Finds a flag by name and sets or clears it
//
// Returns true if the flag was found for the actor; else returns false
//
//==========================================================================
bool ModActorFlag(AActor *actor, FString &flagname, bool set, bool printerror)
{
bool found = false;
if (actor != NULL)
{
const char *dot = strchr(flagname, '.');
FFlagDef *fd;
PClassActor *cls = actor->GetClass();
if (dot != NULL)
{
FString part1(flagname.GetChars(), dot - flagname);
fd = FindFlag(cls, part1, dot + 1);
}
else
{
fd = FindFlag(cls, flagname, NULL);
}
if (fd != NULL)
{
found = true;
if (actor->CountsAsKill() && actor->health > 0) --level.total_monsters;
if (actor->flags & MF_COUNTITEM) --level.total_items;
if (actor->flags5 & MF5_COUNTSECRET) --level.total_secrets;
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(actor, cls, set, fd->flagbit);
}
else
{
ActorFlags *flagp = (ActorFlags*)(((char*)actor) + fd->structoffset);
// If these 2 flags get changed we need to update the blockmap and sector links.
bool linkchange = flagp == &actor->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
if (linkchange) actor->UnlinkFromWorld();
ModActorFlag(actor, fd, set);
if (linkchange) actor->LinkToWorld();
}
if (actor->CountsAsKill() && actor->health > 0) ++level.total_monsters;
if (actor->flags & MF_COUNTITEM) ++level.total_items;
if (actor->flags5 & MF5_COUNTSECRET) ++level.total_secrets;
}
else if (printerror)
{
DPrintf(DMSG_ERROR, "ACS/DECORATE: '%s' is not a flag in '%s'\n", flagname.GetChars(), cls->TypeName.GetChars());
}
}
return found;
}
//==========================================================================
//
// Returns whether an actor flag is true or not.