mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 06:12:19 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
50765f8b79
17 changed files with 830 additions and 46 deletions
|
@ -382,6 +382,7 @@ enum ActorFlag7
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MF7_ALLOWTHRUFLAGS = 0x00400000, // [MC] Allow THRUACTORS and the likes on puffs to prevent mod breakage.
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MF7_USEKILLSCRIPTS = 0x00800000, // [JM] Use "KILL" Script on death if not forced by GameInfo.
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MF7_NOKILLSCRIPTS = 0x01000000, // [JM] No "KILL" Script on death whatsoever, even if forced by GameInfo.
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MF7_SPRITEANGLE = 0x02000000, // [MC] Utilize the SpriteAngle property and lock the rotation to the degrees specified.
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};
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// --- mobj.renderflags ---
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@ -978,6 +979,8 @@ public:
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DVector3 __Pos; // double underscores so that it won't get used by accident. Access to this should be exclusively through the designated access functions.
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DVector3 OldRenderPos;
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DAngle SpriteAngle;
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DAngle SpriteRotation;
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DRotator Angles;
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DVector3 Vel;
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double Speed;
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@ -214,6 +214,7 @@ xx(Brainexplode)
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// Weapon animator names.
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xx(Select)
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xx(Deselect)
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xx(DeadLowered)
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xx(Ready)
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xx(Fire)
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xx(Hold)
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@ -161,7 +161,7 @@ PClassActor *P_GetSpawnableType(int spawnnum);
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void InitSpawnablesFromMapinfo();
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int P_Thing_CheckInputNum(player_t *p, int inputnum);
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int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
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bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr);
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int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting = false);
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enum
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{
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|
|
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@ -383,6 +383,11 @@ void AActor::Serialize(FArchive &arc)
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<< RipLevelMin
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<< RipLevelMax;
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arc << DefThreshold;
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if (SaveVersion >= 4549)
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{
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arc << SpriteAngle;
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arc << SpriteRotation;
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}
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{
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FString tagstr;
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@ -1087,7 +1087,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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{ // Player is dead, so don't bring up a pending weapon
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// Player is dead, so keep the weapon off screen
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P_SetPsprite(player, PSP_FLASH, nullptr);
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psp->SetState(nullptr);
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psp->SetState(player->ReadyWeapon->FindState(NAME_DeadLowered));
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return 0;
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}
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// [RH] Clear the flash state. Only needed for Strife.
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@ -696,16 +696,16 @@ int P_Thing_CheckInputNum(player_t *p, int inputnum)
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}
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return renum;
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}
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bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr)
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int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting)
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{
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AActor *ref = COPY_AAPTR(self, ptr);
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// We need these to check out.
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if (!ref || !classname || distance <= 0)
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return false;
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return 0;
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int counter = 0;
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bool result = false;
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int result = 0;
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double closer = distance, farther = 0, current = distance;
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const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER));
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const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST));
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@ -740,7 +740,7 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
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if ((ref->Distance2D(mo) < distance &&
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((flags & CPXF_NOZ) ||
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((ref->Z() > mo->Z() && ref->Z() - mo->Top() < distance) ||
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(ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance)))))
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(ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance)))))
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{
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if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)))
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continue;
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@ -766,19 +766,19 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
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{
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if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY)))
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continue;
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counter++;
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}
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else
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{
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if (flags & CPXF_DEADONLY)
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continue;
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counter++;
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}
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counter++;
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// Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal.
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if (counter > count)
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{
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result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? false : true;
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// Don't abort if calling the counting version CheckProximity non-action function.
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if (!counting && counter > count)
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{
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result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? 0 : 1;
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// However, if we have one SET* flag and either the closest or farthest flags, keep the function going.
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if (ptrWillChange && ptrDistPref)
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@ -805,12 +805,14 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
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}
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}
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if (counter == count)
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result = true;
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else if (counter < count)
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result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT));
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return result;
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if (!counting)
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{
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if (counter == count)
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result = 1;
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else if (counter < count)
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result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT)) ? 1 : 0;
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}
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return counting ? counter : result;
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}
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int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch)
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|
|
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@ -809,11 +809,17 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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rot = (ang - thing->Angles.Yaw + 45.0/2*9).BAMs() >> 28;
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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rot = (ang - thing->Angles.Yaw + (45.0/2*9-180.0/16)).BAMs() >> 28;
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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@ -848,11 +854,17 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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||||
else
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{
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||||
rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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|
|
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@ -395,6 +395,64 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetGibHealth)
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return 0;
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}
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//==========================================================================
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//
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// GetSpriteAngle
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//
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// NON-ACTION function returns the sprite angle of a pointer.
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetSpriteAngle)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
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AActor *target = COPY_AAPTR(self, ptr);
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if (target == nullptr)
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{
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ret->SetFloat(0.0);
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}
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else
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{
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const double ang = target->SpriteAngle.Degrees;
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ret->SetFloat(ang);
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}
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//
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// GetSpriteRotation
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//
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// NON-ACTION function returns the sprite rotation of a pointer.
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetSpriteRotation)
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{
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if (numret > 0)
|
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
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AActor *target = COPY_AAPTR(self, ptr);
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if (target == nullptr)
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{
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ret->SetFloat(0.0);
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}
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else
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{
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const double ang = target->SpriteRotation.Degrees;
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ret->SetFloat(ang);
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}
|
||||
return 1;
|
||||
}
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||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// GetZAt
|
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|
@ -585,6 +643,38 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetPlayerInput)
|
|||
return 0;
|
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}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// CountProximity
|
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//
|
||||
// NON-ACTION function of A_CheckProximity that returns how much it counts.
|
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// Takes a pointer as anyone may or may not be a player.
|
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//==========================================================================
|
||||
|
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, CountProximity)
|
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{
|
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if (numret > 0)
|
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{
|
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PARAM_SELF_PROLOGUE(AActor);
|
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PARAM_CLASS(classname, AActor);
|
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PARAM_FLOAT(distance);
|
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PARAM_INT_OPT(flags) { flags = 0; }
|
||||
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
|
||||
|
||||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||
if (mobj == nullptr)
|
||||
{
|
||||
ret->SetInt(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
ret->SetInt(P_Thing_CheckProximity(self, classname, distance, 0, flags, ptr, true));
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// __decorate_internal_state__
|
||||
|
@ -7202,7 +7292,7 @@ enum CPSFFlags
|
|||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopySpriteFrame)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_INT(from);
|
||||
PARAM_INT(to);
|
||||
PARAM_INT_OPT(flags) { flags = 0; }
|
||||
|
@ -7219,3 +7309,49 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopySpriteFrame)
|
|||
if (!(flags & CPSF_NOFRAME)) copyto->frame = copyfrom->frame;
|
||||
ACTION_RETURN_BOOL(true);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_SetSpriteAngle(angle, ptr)
|
||||
//
|
||||
// Specifies which angle the actor must always draw its sprite from.
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteAngle)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_FLOAT_OPT(angle) { angle = 0.; }
|
||||
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
|
||||
|
||||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||
|
||||
if (mobj == nullptr)
|
||||
{
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
mobj->SpriteAngle = angle;
|
||||
ACTION_RETURN_BOOL(true);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_SetSpriteRotation(angle, ptr)
|
||||
//
|
||||
// Specifies how much to fake a sprite rotation.
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteRotation)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_ANGLE_OPT(angle) { angle = 0.; }
|
||||
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
|
||||
|
||||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||
|
||||
if (mobj == nullptr)
|
||||
{
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
mobj->SpriteRotation = angle;
|
||||
ACTION_RETURN_BOOL(true);
|
||||
}
|
||||
|
|
|
@ -259,6 +259,7 @@ static FFlagDef ActorFlagDefs[]=
|
|||
DEFINE_FLAG(MF7, ALLOWTHRUFLAGS, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, USEKILLSCRIPTS, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, NOKILLSCRIPTS, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, SPRITEANGLE, AActor, flags7),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
|
|
|
@ -48,8 +48,10 @@
|
|||
#define RESOLVE(p,c) if (p!=NULL) p = p->Resolve(c)
|
||||
#define ABORT(p) if (!(p)) { delete this; return NULL; }
|
||||
#define SAFE_RESOLVE(p,c) RESOLVE(p,c); ABORT(p)
|
||||
#define SAFE_RESOLVE_OPT(p,c) if (p!=NULL) { SAFE_RESOLVE(p,c) }
|
||||
|
||||
class VMFunctionBuilder;
|
||||
class FxJumpStatement;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -59,21 +61,15 @@ class VMFunctionBuilder;
|
|||
|
||||
struct FCompileContext
|
||||
{
|
||||
PClassActor *cls;
|
||||
TArray<FxJumpStatement *> Jumps;
|
||||
PClassActor *Class;
|
||||
|
||||
FCompileContext(PClassActor *_cls = NULL)
|
||||
{
|
||||
cls = _cls;
|
||||
}
|
||||
FCompileContext(PClassActor *cls = nullptr);
|
||||
|
||||
PSymbol *FindInClass(FName identifier)
|
||||
{
|
||||
return cls ? cls->Symbols.FindSymbol(identifier, true) : NULL;
|
||||
}
|
||||
PSymbol *FindGlobal(FName identifier)
|
||||
{
|
||||
return GlobalSymbols.FindSymbol(identifier, true);
|
||||
}
|
||||
PSymbol *FindInClass(FName identifier);
|
||||
PSymbol *FindGlobal(FName identifier);
|
||||
|
||||
void HandleJumps(int token, FxExpression *handler);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
|
@ -212,6 +208,8 @@ public:
|
|||
|
||||
virtual ExpEmit Emit(VMFunctionBuilder *build);
|
||||
|
||||
TArray<FxJumpStatement *> JumpAddresses;
|
||||
|
||||
FScriptPosition ScriptPosition;
|
||||
PType *ValueType;
|
||||
|
||||
|
@ -930,6 +928,80 @@ public:
|
|||
ExpEmit Emit(VMFunctionBuilder *build);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxWhileLoop
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class FxWhileLoop : public FxExpression
|
||||
{
|
||||
FxExpression *Condition;
|
||||
FxExpression *Code;
|
||||
|
||||
public:
|
||||
FxWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos);
|
||||
~FxWhileLoop();
|
||||
FxExpression *Resolve(FCompileContext&);
|
||||
ExpEmit Emit(VMFunctionBuilder *build);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxDoWhileLoop
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class FxDoWhileLoop : public FxExpression
|
||||
{
|
||||
FxExpression *Condition;
|
||||
FxExpression *Code;
|
||||
|
||||
public:
|
||||
FxDoWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos);
|
||||
~FxDoWhileLoop();
|
||||
FxExpression *Resolve(FCompileContext&);
|
||||
ExpEmit Emit(VMFunctionBuilder *build);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxForLoop
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class FxForLoop : public FxExpression
|
||||
{
|
||||
FxExpression *Init;
|
||||
FxExpression *Condition;
|
||||
FxExpression *Iteration;
|
||||
FxExpression *Code;
|
||||
|
||||
public:
|
||||
FxForLoop(FxExpression *init, FxExpression *condition, FxExpression *iteration, FxExpression *code, const FScriptPosition &pos);
|
||||
~FxForLoop();
|
||||
FxExpression *Resolve(FCompileContext&);
|
||||
ExpEmit Emit(VMFunctionBuilder *build);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxJumpStatement
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class FxJumpStatement : public FxExpression
|
||||
{
|
||||
public:
|
||||
FxJumpStatement(int token, const FScriptPosition &pos);
|
||||
FxExpression *Resolve(FCompileContext&);
|
||||
ExpEmit Emit(VMFunctionBuilder *build);
|
||||
|
||||
int Token;
|
||||
size_t Address;
|
||||
FxExpression *AddressResolver;
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxReturnStatement
|
||||
|
|
|
@ -85,6 +85,45 @@ static const FLOP FxFlops[] =
|
|||
{ NAME_TanH, FLOP_TANH, [](double v) { return g_tanh(v); } },
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FCompileContext
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FCompileContext::FCompileContext(PClassActor *cls) : Class(cls)
|
||||
{
|
||||
}
|
||||
|
||||
PSymbol *FCompileContext::FindInClass(FName identifier)
|
||||
{
|
||||
return Class ? Class->Symbols.FindSymbol(identifier, true) : nullptr;
|
||||
}
|
||||
PSymbol *FCompileContext::FindGlobal(FName identifier)
|
||||
{
|
||||
return GlobalSymbols.FindSymbol(identifier, true);
|
||||
}
|
||||
|
||||
void FCompileContext::HandleJumps(int token, FxExpression *handler)
|
||||
{
|
||||
for (unsigned int i = 0; i < Jumps.Size(); i++)
|
||||
{
|
||||
if (Jumps[i]->Token == token)
|
||||
{
|
||||
Jumps[i]->AddressResolver = handler;
|
||||
handler->JumpAddresses.Push(Jumps[i]);
|
||||
Jumps.Delete(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ExpEmit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
ExpEmit::ExpEmit(VMFunctionBuilder *build, int type)
|
||||
: RegNum(build->Registers[type].Get(1)), RegType(type), Konst(false), Fixed(false)
|
||||
{
|
||||
|
@ -2838,14 +2877,14 @@ FxSelf::FxSelf(const FScriptPosition &pos)
|
|||
FxExpression *FxSelf::Resolve(FCompileContext& ctx)
|
||||
{
|
||||
CHECKRESOLVED();
|
||||
if (!ctx.cls)
|
||||
if (!ctx.Class)
|
||||
{
|
||||
// can't really happen with DECORATE's expression evaluator.
|
||||
ScriptPosition.Message(MSG_ERROR, "self used outside of a member function");
|
||||
delete this;
|
||||
return NULL;
|
||||
}
|
||||
ValueType = ctx.cls;
|
||||
ValueType = ctx.Class;
|
||||
ValueType = NewPointer(RUNTIME_CLASS(DObject));
|
||||
return this;
|
||||
}
|
||||
|
@ -3818,6 +3857,369 @@ ExpEmit FxIfStatement::Emit(VMFunctionBuilder *build)
|
|||
return ExpEmit();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxWhileLoop
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FxWhileLoop::FxWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos)
|
||||
: FxExpression(pos), Condition(condition), Code(code)
|
||||
{
|
||||
ValueType = TypeVoid;
|
||||
}
|
||||
|
||||
FxWhileLoop::~FxWhileLoop()
|
||||
{
|
||||
SAFE_DELETE(Condition);
|
||||
SAFE_DELETE(Code);
|
||||
}
|
||||
|
||||
FxExpression *FxWhileLoop::Resolve(FCompileContext &ctx)
|
||||
{
|
||||
CHECKRESOLVED();
|
||||
SAFE_RESOLVE(Condition, ctx);
|
||||
SAFE_RESOLVE_OPT(Code, ctx);
|
||||
|
||||
ctx.HandleJumps(TK_Break, this);
|
||||
ctx.HandleJumps(TK_Continue, this);
|
||||
|
||||
if (Condition->ValueType != TypeBool)
|
||||
{
|
||||
Condition = new FxBoolCast(Condition);
|
||||
SAFE_RESOLVE(Condition, ctx);
|
||||
}
|
||||
|
||||
if (Condition->isConstant())
|
||||
{
|
||||
if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == false)
|
||||
{ // Nothing happens
|
||||
FxExpression *nop = new FxNop(ScriptPosition);
|
||||
delete this;
|
||||
return nop;
|
||||
}
|
||||
else if (Code == nullptr)
|
||||
{ // "while (true) { }"
|
||||
// Someone could be using this for testing.
|
||||
ScriptPosition.Message(MSG_WARNING, "Infinite empty loop");
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
ExpEmit FxWhileLoop::Emit(VMFunctionBuilder *build)
|
||||
{
|
||||
assert(Condition->ValueType == TypeBool);
|
||||
|
||||
size_t loopstart, loopend;
|
||||
size_t jumpspot;
|
||||
|
||||
// Evaluate the condition and execute/break out of the loop.
|
||||
loopstart = build->GetAddress();
|
||||
if (!Condition->isConstant())
|
||||
{
|
||||
ExpEmit cond = Condition->Emit(build);
|
||||
build->Emit(OP_TEST, cond.RegNum, 0);
|
||||
jumpspot = build->Emit(OP_JMP, 0);
|
||||
cond.Free(build);
|
||||
}
|
||||
else assert(static_cast<FxConstant *>(Condition)->GetValue().GetBool() == true);
|
||||
|
||||
// Execute the loop's content.
|
||||
if (Code != nullptr)
|
||||
{
|
||||
ExpEmit code = Code->Emit(build);
|
||||
code.Free(build);
|
||||
}
|
||||
|
||||
// Loop back.
|
||||
build->Backpatch(build->Emit(OP_JMP, 0), loopstart);
|
||||
loopend = build->GetAddress();
|
||||
|
||||
if (!Condition->isConstant())
|
||||
{
|
||||
build->Backpatch(jumpspot, loopend);
|
||||
}
|
||||
|
||||
// Give a proper address to any break/continue statement within this loop.
|
||||
for (unsigned int i = 0; i < JumpAddresses.Size(); i++)
|
||||
{
|
||||
if (JumpAddresses[i]->Token == TK_Break)
|
||||
{
|
||||
build->Backpatch(JumpAddresses[i]->Address, loopend);
|
||||
}
|
||||
else
|
||||
{ // Continue statement.
|
||||
build->Backpatch(JumpAddresses[i]->Address, loopstart);
|
||||
}
|
||||
}
|
||||
|
||||
return ExpEmit();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxDoWhileLoop
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FxDoWhileLoop::FxDoWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos)
|
||||
: FxExpression(pos), Condition(condition), Code(code)
|
||||
{
|
||||
ValueType = TypeVoid;
|
||||
}
|
||||
|
||||
FxDoWhileLoop::~FxDoWhileLoop()
|
||||
{
|
||||
SAFE_DELETE(Condition);
|
||||
SAFE_DELETE(Code);
|
||||
}
|
||||
|
||||
FxExpression *FxDoWhileLoop::Resolve(FCompileContext &ctx)
|
||||
{
|
||||
CHECKRESOLVED();
|
||||
SAFE_RESOLVE(Condition, ctx);
|
||||
SAFE_RESOLVE_OPT(Code, ctx);
|
||||
|
||||
ctx.HandleJumps(TK_Break, this);
|
||||
ctx.HandleJumps(TK_Continue, this);
|
||||
|
||||
if (Condition->ValueType != TypeBool)
|
||||
{
|
||||
Condition = new FxBoolCast(Condition);
|
||||
SAFE_RESOLVE(Condition, ctx);
|
||||
}
|
||||
|
||||
if (Condition->isConstant())
|
||||
{
|
||||
if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == false)
|
||||
{ // The code executes once, if any.
|
||||
if (JumpAddresses.Size() == 0)
|
||||
{ // We would still have to handle the jumps however.
|
||||
FxExpression *e = Code;
|
||||
if (e == nullptr) e = new FxNop(ScriptPosition);
|
||||
Code = nullptr;
|
||||
delete this;
|
||||
return e;
|
||||
}
|
||||
}
|
||||
else if (Code == nullptr)
|
||||
{ // "do { } while (true);"
|
||||
// Someone could be using this for testing.
|
||||
ScriptPosition.Message(MSG_WARNING, "Infinite empty loop");
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
ExpEmit FxDoWhileLoop::Emit(VMFunctionBuilder *build)
|
||||
{
|
||||
assert(Condition->ValueType == TypeBool);
|
||||
|
||||
size_t loopstart, loopend;
|
||||
size_t codestart;
|
||||
|
||||
// Execute the loop's content.
|
||||
codestart = build->GetAddress();
|
||||
if (Code != nullptr)
|
||||
{
|
||||
ExpEmit code = Code->Emit(build);
|
||||
code.Free(build);
|
||||
}
|
||||
|
||||
// Evaluate the condition and execute/break out of the loop.
|
||||
loopstart = build->GetAddress();
|
||||
if (!Condition->isConstant())
|
||||
{
|
||||
ExpEmit cond = Condition->Emit(build);
|
||||
build->Emit(OP_TEST, cond.RegNum, 1);
|
||||
cond.Free(build);
|
||||
build->Backpatch(build->Emit(OP_JMP, 0), codestart);
|
||||
}
|
||||
else if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == true)
|
||||
{ // Always looping
|
||||
build->Backpatch(build->Emit(OP_JMP, 0), codestart);
|
||||
}
|
||||
loopend = build->GetAddress();
|
||||
|
||||
// Give a proper address to any break/continue statement within this loop.
|
||||
for (unsigned int i = 0; i < JumpAddresses.Size(); i++)
|
||||
{
|
||||
if (JumpAddresses[i]->Token == TK_Break)
|
||||
{
|
||||
build->Backpatch(JumpAddresses[i]->Address, loopend);
|
||||
}
|
||||
else
|
||||
{ // Continue statement.
|
||||
build->Backpatch(JumpAddresses[i]->Address, loopstart);
|
||||
}
|
||||
}
|
||||
|
||||
return ExpEmit();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxForLoop
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FxForLoop::FxForLoop(FxExpression *init, FxExpression *condition, FxExpression *iteration, FxExpression *code, const FScriptPosition &pos)
|
||||
: FxExpression(pos), Init(init), Condition(condition), Iteration(iteration), Code(code)
|
||||
{
|
||||
ValueType = TypeVoid;
|
||||
}
|
||||
|
||||
FxForLoop::~FxForLoop()
|
||||
{
|
||||
SAFE_DELETE(Init);
|
||||
SAFE_DELETE(Condition);
|
||||
SAFE_DELETE(Iteration);
|
||||
SAFE_DELETE(Code);
|
||||
}
|
||||
|
||||
FxExpression *FxForLoop::Resolve(FCompileContext &ctx)
|
||||
{
|
||||
CHECKRESOLVED();
|
||||
SAFE_RESOLVE_OPT(Init, ctx);
|
||||
SAFE_RESOLVE_OPT(Condition, ctx);
|
||||
SAFE_RESOLVE_OPT(Iteration, ctx);
|
||||
SAFE_RESOLVE_OPT(Code, ctx);
|
||||
|
||||
ctx.HandleJumps(TK_Break, this);
|
||||
ctx.HandleJumps(TK_Continue, this);
|
||||
|
||||
if (Condition != nullptr)
|
||||
{
|
||||
if (Condition->ValueType != TypeBool)
|
||||
{
|
||||
Condition = new FxBoolCast(Condition);
|
||||
SAFE_RESOLVE(Condition, ctx);
|
||||
}
|
||||
|
||||
if (Condition->isConstant())
|
||||
{
|
||||
if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == false)
|
||||
{ // Nothing happens
|
||||
FxExpression *nop = new FxNop(ScriptPosition);
|
||||
delete this;
|
||||
return nop;
|
||||
}
|
||||
else
|
||||
{ // "for (..; true; ..)"
|
||||
delete Condition;
|
||||
Condition = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Condition == nullptr && Code == nullptr)
|
||||
{ // "for (..; ; ..) { }"
|
||||
// Someone could be using this for testing.
|
||||
ScriptPosition.Message(MSG_WARNING, "Infinite empty loop");
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
ExpEmit FxForLoop::Emit(VMFunctionBuilder *build)
|
||||
{
|
||||
assert((Condition && Condition->ValueType == TypeBool && !Condition->isConstant()) || Condition == nullptr);
|
||||
|
||||
size_t loopstart, loopend;
|
||||
size_t codestart;
|
||||
size_t jumpspot;
|
||||
|
||||
// Init statement.
|
||||
if (Init != nullptr)
|
||||
{
|
||||
ExpEmit init = Init->Emit(build);
|
||||
init.Free(build);
|
||||
}
|
||||
|
||||
// Evaluate the condition and execute/break out of the loop.
|
||||
codestart = build->GetAddress();
|
||||
if (Condition != nullptr)
|
||||
{
|
||||
ExpEmit cond = Condition->Emit(build);
|
||||
build->Emit(OP_TEST, cond.RegNum, 0);
|
||||
cond.Free(build);
|
||||
jumpspot = build->Emit(OP_JMP, 0);
|
||||
}
|
||||
|
||||
// Execute the loop's content.
|
||||
if (Code != nullptr)
|
||||
{
|
||||
ExpEmit code = Code->Emit(build);
|
||||
code.Free(build);
|
||||
}
|
||||
|
||||
// Iteration statement.
|
||||
loopstart = build->GetAddress();
|
||||
if (Iteration != nullptr)
|
||||
{
|
||||
ExpEmit iter = Iteration->Emit(build);
|
||||
iter.Free(build);
|
||||
}
|
||||
build->Backpatch(build->Emit(OP_JMP, 0), codestart);
|
||||
|
||||
// End of loop.
|
||||
loopend = build->GetAddress();
|
||||
if (Condition != nullptr)
|
||||
{
|
||||
build->Backpatch(jumpspot, loopend);
|
||||
}
|
||||
|
||||
// Give a proper address to any break/continue statement within this loop.
|
||||
for (unsigned int i = 0; i < JumpAddresses.Size(); i++)
|
||||
{
|
||||
if (JumpAddresses[i]->Token == TK_Break)
|
||||
{
|
||||
build->Backpatch(JumpAddresses[i]->Address, loopend);
|
||||
}
|
||||
else
|
||||
{ // Continue statement.
|
||||
build->Backpatch(JumpAddresses[i]->Address, loopstart);
|
||||
}
|
||||
}
|
||||
|
||||
return ExpEmit();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxJumpStatement
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FxJumpStatement::FxJumpStatement(int token, const FScriptPosition &pos)
|
||||
: FxExpression(pos), Token(token), AddressResolver(nullptr)
|
||||
{
|
||||
ValueType = TypeVoid;
|
||||
}
|
||||
|
||||
FxExpression *FxJumpStatement::Resolve(FCompileContext &ctx)
|
||||
{
|
||||
CHECKRESOLVED();
|
||||
|
||||
ctx.Jumps.Push(this);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
ExpEmit FxJumpStatement::Emit(VMFunctionBuilder *build)
|
||||
{
|
||||
if (AddressResolver == nullptr)
|
||||
{
|
||||
ScriptPosition.Message(MSG_ERROR, "Jump statement %s has nowhere to go!", FScanner::TokenName(Token));
|
||||
}
|
||||
|
||||
Address = build->Emit(OP_JMP, 0);
|
||||
|
||||
return ExpEmit();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -4008,19 +4410,19 @@ ExpEmit FxClassTypeCast::Emit(VMFunctionBuilder *build)
|
|||
FxExpression *FxStateByIndex::Resolve(FCompileContext &ctx)
|
||||
{
|
||||
CHECKRESOLVED();
|
||||
if (ctx.cls->NumOwnedStates == 0)
|
||||
if (ctx.Class->NumOwnedStates == 0)
|
||||
{
|
||||
// This can't really happen
|
||||
assert(false);
|
||||
}
|
||||
if (ctx.cls->NumOwnedStates <= index)
|
||||
if (ctx.Class->NumOwnedStates <= index)
|
||||
{
|
||||
ScriptPosition.Message(MSG_ERROR, "%s: Attempt to jump to non existing state index %d",
|
||||
ctx.cls->TypeName.GetChars(), index);
|
||||
ctx.Class->TypeName.GetChars(), index);
|
||||
delete this;
|
||||
return NULL;
|
||||
}
|
||||
FxExpression *x = new FxConstant(ctx.cls->OwnedStates + index, ScriptPosition);
|
||||
FxExpression *x = new FxConstant(ctx.Class->OwnedStates + index, ScriptPosition);
|
||||
delete this;
|
||||
return x;
|
||||
}
|
||||
|
@ -4068,7 +4470,7 @@ FxExpression *FxMultiNameState::Resolve(FCompileContext &ctx)
|
|||
}
|
||||
else if (names[0] == NAME_Super)
|
||||
{
|
||||
scope = dyn_cast<PClassActor>(ctx.cls->ParentClass);
|
||||
scope = dyn_cast<PClassActor>(ctx.Class->ParentClass);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4079,9 +4481,9 @@ FxExpression *FxMultiNameState::Resolve(FCompileContext &ctx)
|
|||
delete this;
|
||||
return NULL;
|
||||
}
|
||||
else if (!scope->IsDescendantOf(ctx.cls))
|
||||
else if (!scope->IsDescendantOf(ctx.Class))
|
||||
{
|
||||
ScriptPosition.Message(MSG_ERROR, "'%s' is not an ancestor of '%s'", names[0].GetChars(),ctx.cls->TypeName.GetChars());
|
||||
ScriptPosition.Message(MSG_ERROR, "'%s' is not an ancestor of '%s'", names[0].GetChars(),ctx.Class->TypeName.GetChars());
|
||||
delete this;
|
||||
return NULL;
|
||||
}
|
||||
|
|
|
@ -1345,6 +1345,24 @@ DEFINE_PROPERTY(gravity, F, Actor)
|
|||
defaults->Gravity = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_PROPERTY(spriteangle, F, Actor)
|
||||
{
|
||||
PROP_DOUBLE_PARM(i, 0);
|
||||
defaults->SpriteAngle = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_PROPERTY(spriterotation, F, Actor)
|
||||
{
|
||||
PROP_DOUBLE_PARM(i, 0);
|
||||
defaults->SpriteRotation = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
|
|
@ -480,6 +480,93 @@ static FxExpression *ParseIf(FScanner &sc, FState state, FString statestring, Ba
|
|||
return add;
|
||||
}
|
||||
|
||||
static FxExpression *ParseWhile(FScanner &sc, FState state, FString statestring, Baggage &bag,
|
||||
PPrototype *&retproto, bool &lastwasret)
|
||||
{
|
||||
FxExpression *cond, *code;
|
||||
PPrototype *proto;
|
||||
bool ret;
|
||||
|
||||
sc.MustGetStringName("(");
|
||||
cond = ParseExpression(sc, bag.Info);
|
||||
sc.MustGetStringName(")");
|
||||
sc.MustGetStringName("{"); // Enforce braces like for if statements.
|
||||
|
||||
code = ParseActions(sc, state, statestring, bag, proto, ret);
|
||||
sc.MustGetString();
|
||||
|
||||
retproto = ReturnCheck(retproto, proto, sc);
|
||||
lastwasret = false; // A while loop always jumps back.
|
||||
|
||||
return new FxWhileLoop(cond, code, sc);
|
||||
}
|
||||
|
||||
static FxExpression *ParseDoWhile(FScanner &sc, FState state, FString statestring, Baggage &bag,
|
||||
PPrototype *&retproto, bool &lastwasret)
|
||||
{
|
||||
FxExpression *cond, *code;
|
||||
PPrototype *proto;
|
||||
bool ret;
|
||||
|
||||
sc.MustGetStringName("{"); // Enforce braces like for if statements.
|
||||
code = ParseActions(sc, state, statestring, bag, proto, ret);
|
||||
|
||||
sc.MustGetStringName("while");
|
||||
sc.MustGetStringName("(");
|
||||
cond = ParseExpression(sc, bag.Info);
|
||||
sc.MustGetStringName(")");
|
||||
sc.MustGetStringName(";");
|
||||
sc.MustGetString();
|
||||
|
||||
retproto = ReturnCheck(retproto, proto, sc);
|
||||
lastwasret = false;
|
||||
|
||||
return new FxDoWhileLoop(cond, code, sc);
|
||||
}
|
||||
|
||||
static FxExpression *ParseFor(FScanner &sc, FState state, FString statestring, Baggage &bag,
|
||||
PPrototype *&retproto, bool &lastwasret)
|
||||
{
|
||||
FxExpression *init = nullptr;
|
||||
FxExpression *cond = nullptr;
|
||||
FxExpression *iter = nullptr;
|
||||
FxExpression *code = nullptr;
|
||||
PPrototype *proto;
|
||||
bool ret;
|
||||
|
||||
// Parse the statements.
|
||||
sc.MustGetStringName("(");
|
||||
sc.MustGetString();
|
||||
if (!sc.Compare(";"))
|
||||
{
|
||||
init = ParseAction(sc, state, statestring, bag); // That's all DECORATE can handle for now.
|
||||
sc.MustGetStringName(";");
|
||||
}
|
||||
sc.MustGetString();
|
||||
if (!sc.Compare(";"))
|
||||
{
|
||||
sc.UnGet();
|
||||
cond = ParseExpression(sc, bag.Info);
|
||||
sc.MustGetStringName(";");
|
||||
}
|
||||
sc.MustGetString();
|
||||
if (!sc.Compare(")"))
|
||||
{
|
||||
iter = ParseAction(sc, state, statestring, bag);
|
||||
sc.MustGetStringName(")");
|
||||
}
|
||||
|
||||
// Now parse the loop's content.
|
||||
sc.MustGetStringName("{"); // Enforce braces like for if statements.
|
||||
code = ParseActions(sc, state, statestring, bag, proto, ret);
|
||||
sc.MustGetString();
|
||||
|
||||
retproto = ReturnCheck(retproto, proto, sc);
|
||||
lastwasret = false;
|
||||
|
||||
return new FxForLoop(init, cond, iter, code, sc);
|
||||
}
|
||||
|
||||
FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag,
|
||||
PPrototype *&retproto, bool &endswithret)
|
||||
{
|
||||
|
@ -505,9 +592,21 @@ FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Bagg
|
|||
FxExpression *add;
|
||||
lastwasret = false;
|
||||
if (sc.Compare("if"))
|
||||
{ // Hangle an if statement
|
||||
{ // Handle an if statement
|
||||
add = ParseIf(sc, state, statestring, bag, proto, lastwasret);
|
||||
}
|
||||
else if (sc.Compare("while"))
|
||||
{ // Handle a while loop
|
||||
add = ParseWhile(sc, state, statestring, bag, proto, lastwasret);
|
||||
}
|
||||
else if (sc.Compare("do"))
|
||||
{ // Handle a do-while loop
|
||||
add = ParseDoWhile(sc, state, statestring, bag, proto, lastwasret);
|
||||
}
|
||||
else if (sc.Compare("for"))
|
||||
{ // Handle a for loop
|
||||
add = ParseFor(sc, state, statestring, bag, proto, lastwasret);
|
||||
}
|
||||
else if (sc.Compare("return"))
|
||||
{ // Handle a return statement
|
||||
lastwasret = true;
|
||||
|
@ -529,6 +628,18 @@ FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Bagg
|
|||
sc.MustGetString();
|
||||
add = new FxReturnStatement(retexp, sc);
|
||||
}
|
||||
else if (sc.Compare("break"))
|
||||
{
|
||||
add = new FxJumpStatement(TK_Break, sc);
|
||||
sc.MustGetStringName(";");
|
||||
sc.MustGetString();
|
||||
}
|
||||
else if (sc.Compare("continue"))
|
||||
{
|
||||
add = new FxJumpStatement(TK_Continue, sc);
|
||||
sc.MustGetStringName(";");
|
||||
sc.MustGetString();
|
||||
}
|
||||
else
|
||||
{ // Handle a regular action function call
|
||||
add = ParseAction(sc, state, statestring, bag);
|
||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
|||
|
||||
// Use 4500 as the base git save version, since it's higher than the
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4548
|
||||
#define SAVEVER 4549
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
|
@ -436,6 +436,17 @@ bool VMFunctionBuilder::RegAvailability::Reuse(int reg)
|
|||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// VMFunctionBuilder :: GetAddress
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
size_t VMFunctionBuilder::GetAddress()
|
||||
{
|
||||
return Code.Size();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// VMFunctionBuilder :: Emit
|
||||
|
|
|
@ -34,6 +34,9 @@ public:
|
|||
int GetConstantAddress(void *ptr, VM_ATAG tag);
|
||||
int GetConstantString(FString str);
|
||||
|
||||
// Returns the address of the next instruction to be emitted.
|
||||
size_t GetAddress();
|
||||
|
||||
// Returns the address of the newly-emitted instruction.
|
||||
size_t Emit(int opcode, int opa, int opb, int opc);
|
||||
size_t Emit(int opcode, int opa, VM_SHALF opbc);
|
||||
|
|
|
@ -35,6 +35,8 @@ ACTOR Actor native //: Thinker
|
|||
BloodType "Blood", "BloodSplatter", "AxeBlood"
|
||||
ExplosionDamage 128
|
||||
MissileHeight 32
|
||||
SpriteAngle 0
|
||||
SpriteRotation 0
|
||||
|
||||
// Functions
|
||||
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
|
||||
|
@ -48,6 +50,9 @@ ACTOR Actor native //: Thinker
|
|||
native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
|
||||
native float GetCVar(string cvar);
|
||||
native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
|
||||
native int CountProximity(class<Actor> classname, float distance, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
native float GetSpriteAngle(int ptr = AAPTR_DEFAULT);
|
||||
native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
|
||||
|
||||
// Action functions
|
||||
// Meh, MBF redundant functions. Only for DeHackEd support.
|
||||
|
@ -331,6 +336,8 @@ ACTOR Actor native //: Thinker
|
|||
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
|
||||
action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
|
||||
action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
|
||||
|
||||
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
|
||||
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
|
||||
|
|
Loading…
Reference in a new issue