Reimplement MBF code pointer parameters

- Where the old code mucked about with parameter lists to convert misc1
  and misc2 values to action function parameters, we now create new script
  functions using a VMFunctionBuilder to pass the parameters to an action
  function. This code is completely untested, as I have no BEX patches to
  test it with, but at least it compiles without error.
This commit is contained in:
Randy Heit 2013-07-27 22:00:44 -05:00
parent 6cf0916f72
commit 9485752b55
1 changed files with 157 additions and 100 deletions

View File

@ -62,8 +62,6 @@
#include "decallib.h"
#include "v_palette.h"
#include "a_sharedglobal.h"
#include "thingdef/thingdef.h"
#include "thingdef/thingdef_exp.h"
#include "vectors.h"
#include "dobject.h"
#include "r_data/r_translate.h"
@ -72,6 +70,7 @@
#include "doomerrors.h"
#include "p_effect.h"
#include "farchive.h"
#include "vmbuilder.h"
// [SO] Just the way Randy said to do it :)
// [RH] Made this CVAR_SERVERINFO
@ -635,26 +634,149 @@ static int GetLine (void)
}
}
// This enum must be in sync with the Aliases array in DEHSUPP.
enum MBFCodePointers
// misc1 = vrange (arg +3), misc2 = hrange (arg+4)
static int CreateMushroomFunc(VMFunctionBuilder &buildit, int value1, int value2)
{ // A_Mushroom
buildit.Emit(OP_PARAM, 0, REGT_NIL, 0); // spawntype
buildit.Emit(OP_PARAM, 0, REGT_NIL, 0); // numspawns
buildit.Emit(OP_PARAMI, 1); // flag
// vrange
if (value1 == 0)
{
buildit.Emit(OP_PARAM, 0, REGT_NIL, 0);
}
else
{
buildit.Emit(OP_PARAM, 0, REGT_FLOAT | REGT_KONST, buildit.GetConstantFloat(FIXED2DBL(value1)));
}
// hrange
if (value2 == 0)
{
buildit.Emit(OP_PARAM, 0, REGT_NIL, 0);
}
else
{
buildit.Emit(OP_PARAM, 0, REGT_FLOAT | REGT_KONST, buildit.GetConstantFloat(FIXED2DBL(value2)));
}
return 5;
}
// misc1 = type (arg +0), misc2 = Z-pos (arg +2)
static int CreateSpawnFunc(VMFunctionBuilder &buildit, int value1, int value2)
{ // A_SpawnItem
if (InfoNames[value1-1] == NULL)
{
I_Error("No class found for dehackednum %d!\n", value1+1);
return 0;
}
int typereg = buildit.GetConstantAddress(InfoNames[value1-1], ATAG_OBJECT);
int heightreg = buildit.GetConstantFloat(value2);
buildit.Emit(OP_PARAM, 0, REGT_POINTER | REGT_KONST, typereg); // itemtype
buildit.Emit(OP_PARAM, 0, REGT_NIL, 0); // distance
buildit.Emit(OP_PARAM, 0, REGT_FLOAT | REGT_KONST, heightreg); // height
// The rest of the parameters to A_SpawnItem can just keep their defaults
return 3;
}
// misc1 = angle (in degrees) (arg +0 but factor in current actor angle too)
static int CreateTurnFunc(VMFunctionBuilder &buildit, int value1, int value2)
{ // A_Turn
buildit.Emit(OP_PARAM, 0, REGT_FLOAT | REGT_KONST, buildit.GetConstantFloat(value1)); // angle
return 1;
}
// misc1 = angle (in degrees) (arg +0)
static int CreateFaceFunc(VMFunctionBuilder &buildit, int value1, int value2)
{ // A_FaceTarget
buildit.Emit(OP_PARAM, 0, REGT_FLOAT | REGT_KONST, buildit.GetConstantFloat(value1)); // angle
return 1;
}
// misc1 = damage, misc 2 = sound
static int CreateScratchFunc(VMFunctionBuilder &buildit, int value1, int value2)
{ // A_CustomMeleeAttack
buildit.EmitParamInt(value1); // damage
if (value2)
{
buildit.EmitParamInt(SoundMap[value2-1]); // hit sound
return 2;
}
return 1;
}
// misc1 = sound, misc2 = attenuation none (true) or normal (false)
static int CreatePlaySoundFunc(VMFunctionBuilder &buildit, int value1, int value2)
{ // A_PlaySound
int float1 = buildit.GetConstantFloat(1);
int attenreg = buildit.GetConstantFloat(value2 ? ATTN_NONE : ATTN_NORM);
buildit.EmitParamInt(SoundMap[value1-1]); // soundid
buildit.Emit(OP_PARAMI, CHAN_BODY); // channel
buildit.Emit(OP_PARAM, 0, REGT_FLOAT | REGT_KONST, float1); // volume
buildit.Emit(OP_PARAMI, false); // looping
buildit.Emit(OP_PARAM, 0, REGT_FLOAT | REGT_KONST, attenreg); // attenuation
return 5;
}
// misc1 = state, misc2 = probability
static int CreateRandomJumpFunc(VMFunctionBuilder &buildit, int value1, int value2)
{ // A_Jump
int statereg = buildit.GetConstantAddress(FindState(value1), ATAG_STATE);
buildit.EmitParamInt(value2); // maxchance
buildit.Emit(OP_PARAM, 0, REGT_POINTER | REGT_KONST, statereg); // jumpto
return 2;
}
// misc1 = Boom linedef type, misc2 = sector tag
static int CreateLineEffectFunc(VMFunctionBuilder &buildit, int value1, int value2)
{ // A_LineEffect
// This is the second MBF codepointer that couldn't be translated easily.
// Calling P_TranslateLineDef() here was a simple matter, as was adding an
// extra parameter to A_CallSpecial so as to replicate the LINEDONE stuff,
// but unfortunately DEHACKED lumps are processed before the map translation
// arrays are initialized so this didn't work.
buildit.EmitParamInt(value1); // special
buildit.EmitParamInt(value2); // tag
return 2;
}
// No misc, but it's basically A_Explode with an added effect
static int CreateNailBombFunc(VMFunctionBuilder &buildit, int value1, int value2)
{ // A_Explode
// This one does not actually have MBF-style parameters. But since
// we're aliasing it to an extension of A_Explode...
buildit.Emit(OP_PARAM, 0, REGT_NIL, 0); // damage
buildit.Emit(OP_PARAM, 0, REGT_NIL, 0); // distance
buildit.Emit(OP_PARAM, 0, REGT_NIL, 0); // flags
buildit.Emit(OP_PARAM, 0, REGT_NIL, 0); // alert
buildit.Emit(OP_PARAM, 0, REGT_NIL, 0); // fulldamagedistance
buildit.Emit(OP_PARAMI, 30); // nails
buildit.Emit(OP_PARAMI, 10); // naildamage
return 7;
}
// This array must be in sync with the Aliases array in DEHSUPP.
static int (*MBFCodePointerFactories[])(VMFunctionBuilder&, int, int) =
{
// Die and Detonate are not in this list because these codepointers have
// no dehacked arguments and therefore do not need special handling.
// NailBomb has no argument but is implemented as new parameters for A_Explode.
MBF_Mushroom, // misc1 = vrange (arg +3), misc2 = hrange (arg+4)
MBF_Spawn, // misc1 = type (arg +0), misc2 = Z-pos (arg +2)
MBF_Turn, // misc1 = angle (in degrees) (arg +0 but factor in current actor angle too)
MBF_Face, // misc1 = angle (in degrees) (arg +0)
MBF_Scratch, // misc1 = damage, misc 2 = sound
MBF_PlaySound, // misc1 = sound, misc2 = attenuation none (true) or normal (false)
MBF_RandomJump, // misc1 = state, misc2 = probability
MBF_LineEffect, // misc1 = Boom linedef type, misc2 = sector tag
SMMU_NailBomb, // No misc, but it's basically A_Explode with an added effect
CreateMushroomFunc,
CreateSpawnFunc,
CreateTurnFunc,
CreateFaceFunc,
CreateScratchFunc,
CreatePlaySoundFunc,
CreateRandomJumpFunc,
CreateLineEffectFunc,
CreateNailBombFunc
};
// Hacks the parameter list for the given state so as to convert MBF-args (misc1 and misc2) into real args.
// Creates new functions for the given state so as to convert MBF-args (misc1 and misc2) into real args.
void SetDehParams(FState * state, int codepointer)
void SetDehParams(FState *state, int codepointer)
{
int value1 = state->GetMisc1();
int value2 = state->GetMisc2();
@ -663,101 +785,36 @@ void SetDehParams(FState * state, int codepointer)
// Fakey fake script position thingamajig. Because NULL cannot be used instead.
// Even if the lump was parsed by an FScanner, there would hardly be a way to
// identify which line is troublesome.
FScriptPosition * pos = new FScriptPosition(FString("DEHACKED"), 0);
FScriptPosition *pos = new FScriptPosition(FString("DEHACKED"), 0);
// Let's identify the codepointer we're dealing with.
PSymbolActionFunction *sym;
sym = dyn_cast<PSymbolActionFunction>(RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(FName(MBFCodePointers[codepointer].name), true));
if (sym == NULL) return;
// Bleargh! This will all have to be redone once scripting works
// Not sure exactly why the index for a state is greater by one point than the index for a symbol.
#if 0
DPrintf("SetDehParams: Paramindex is %d, default is %d.\n",
state->ParameterIndex-1, sym->defaultparameterindex);
if (state->ParameterIndex-1 == sym->defaultparameterindex)
if (codepointer < 0 || codepointer >= countof(MBFCodePointerFactories))
{
int a = PrepareStateParameters(state, MBFCodePointers[codepointer].params+1,
FState::StaticFindStateOwner(state)) -1;
int b = sym->defaultparameterindex;
// StateParams.Copy(a, b, MBFParams[codepointer]);
// Meh, function doesn't work. For some reason it resets the paramindex to the default value.
// For instance, a dehacked Commander Keen calling A_Explode would result in a crash as
// ACTION_PARAM_INT(damage, 0) would properly evaluate at paramindex 1377, but then
// ACTION_PARAM_INT(distance, 1) would improperly evaluate at paramindex 148! Now I'm not sure
// whether it's a genuine problem or working as intended and merely not appropriate for the
// task at hand here. So rather than modify it, I use a simple for loop of Set()s and Get()s,
// with a small modification to Set() that I know will have no repercussion anywhere else.
for (int i = 0; i<MBFCodePointers[codepointer].params; i++)
{
StateParams.Set(a+i, StateParams.Get(b+i), true);
}
DPrintf("New paramindex is %d.\n", state->ParameterIndex-1);
}
int ParamIndex = state->ParameterIndex - 1;
switch (codepointer)
{
case MBF_Mushroom:
StateParams.Set(ParamIndex+2, new FxConstant(1, *pos)); // Flag
// NOTE: Do not convert to float here because it will lose precision. It must be double.
if (value1) StateParams.Set(ParamIndex+3, new FxConstant(value1/65536., *pos)); // vrange
if (value2) StateParams.Set(ParamIndex+4, new FxConstant(value2/65536., *pos)); // hrange
break;
case MBF_Spawn:
if (InfoNames[value1-1] == NULL)
{
I_Error("No class found for dehackednum %d!\n", value1+1);
return;
}
StateParams.Set(ParamIndex+0, new FxConstant(InfoNames[value1-1], *pos)); // type
StateParams.Set(ParamIndex+2, new FxConstant(value2, *pos)); // height
break;
case MBF_Turn:
// Intentional fall through. I tried something more complicated by creating an
// FxExpression that corresponded to "variable angle + angle" so as to use A_SetAngle
// as well, but it became an overcomplicated mess that didn't even work as I had to
// create a compile context as well and couldn't get it right.
case MBF_Face:
StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // angle
break;
case MBF_Scratch: // misc1 = damage, misc 2 = sound
StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // damage
if (value2) StateParams.Set(ParamIndex+1, new FxConstant(SoundMap[value2-1], *pos)); // hit sound
break;
case MBF_PlaySound:
StateParams.Set(ParamIndex+0, new FxConstant(SoundMap[value1-1], *pos)); // soundid
StateParams.Set(ParamIndex+1, new FxConstant(CHAN_BODY, *pos)); // channel
StateParams.Set(ParamIndex+2, new FxConstant(1.0, *pos)); // volume
StateParams.Set(ParamIndex+3, new FxConstant(false, *pos)); // looping
StateParams.Set(ParamIndex+4, new FxConstant((value2 ? ATTN_NONE : ATTN_NORM), *pos)); // attenuation
break;
case MBF_RandomJump:
StateParams.Set(ParamIndex+0, new FxConstant(2, *pos)); // count
StateParams.Set(ParamIndex+1, new FxConstant(value2, *pos)); // maxchance
StateParams.Set(ParamIndex+2, new FxConstant(FindState(value1), *pos)); // jumpto
break;
case MBF_LineEffect:
// This is the second MBF codepointer that couldn't be translated easily.
// Calling P_TranslateLineDef() here was a simple matter, as was adding an
// extra parameter to A_CallSpecial so as to replicate the LINEDONE stuff,
// but unfortunately DEHACKED lumps are processed before the map translation
// arrays are initialized so this didn't work.
StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // special
StateParams.Set(ParamIndex+1, new FxConstant(value2, *pos)); // tag
break;
case SMMU_NailBomb:
// That one does not actually have MBF-style parameters. But since
// we're aliasing it to an extension of A_Explode...
StateParams.Set(ParamIndex+5, new FxConstant(30, *pos)); // nails
StateParams.Set(ParamIndex+6, new FxConstant(10, *pos)); // naildamage
break;
default:
// This simply should not happen.
Printf("Unmanaged dehacked codepointer alias num %i\n", codepointer);
}
#endif
else
{
VMFunctionBuilder buildit;
// Allocate registers used to pass parameters in.
// self, stateowner, state (all are pointers)
buildit.Registers[REGT_POINTER].Get(3);
// Emit code to pass the standard action function parameters.
buildit.Emit(OP_PARAM, 0, REGT_POINTER, 0);
buildit.Emit(OP_PARAM, 0, REGT_POINTER, 1);
buildit.Emit(OP_PARAM, 0, REGT_POINTER, 2);
// Emit code for action parameters.
int argcount = MBFCodePointerFactories[codepointer](buildit, value1, value2);
buildit.Emit(OP_TAIL_K, buildit.GetConstantAddress(sym->Function, ATAG_OBJECT), NAP + argcount, 0);
// Attach it to the state.
VMScriptFunction *sfunc = buildit.MakeFunction();
sfunc->NumArgs = NAP;
state->SetAction(sfunc);
}
}
static int PatchThing (int thingy)