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- dsdehacked: allow dynamic creation of new states.
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parent
99983b37ca
commit
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6 changed files with 85 additions and 23 deletions
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@ -150,7 +150,7 @@ struct MBFArgs
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int argsused;
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};
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static TMap<FState*, MBFArgs> stateargs;
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static FState* FindState(int statenum);
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static FState* FindState(int statenum, bool mustexist = false);
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// DeHackEd trickery to support MBF-style parameters
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// List of states that are hacked to use a codepointer
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@ -341,7 +341,7 @@ FString PatchName;
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static int PatchSize;
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static char *Line1, *Line2;
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static int dversion, pversion;
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static bool including, includenotext;
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static bool including, includenotext, dsdhacked = false;
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static int LumpFileNum;
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static const char *unknown_str = "Unknown key %s encountered in %s %d.\n";
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@ -373,6 +373,8 @@ static int PatchPars (int);
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static int PatchCodePtrs (int);
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static int PatchMusic (int);
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static int DoInclude (int);
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static int PatchSpriteNames (int);
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static int PatchSoundNames(int) {} // todo
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static bool DoDehPatch();
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static const struct {
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@ -396,6 +398,8 @@ static const struct {
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{ "[PARS]", PatchPars },
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{ "[CODEPTR]", PatchCodePtrs },
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{ "[MUSIC]", PatchMusic },
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{ "[SPRITES]", PatchSpriteNames },
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{ "[SOUNDS]", PatchSoundNames },
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{ NULL, NULL },
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};
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@ -456,12 +460,12 @@ static int FindSprite (const char *sprname)
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return f == UnchangedSpriteNames.Size() ? -1 : f;
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}
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static FState *FindState (int statenum)
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static FState *FindState (int statenum, bool mustexist)
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{
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int stateacc;
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unsigned i;
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if (statenum == 0)
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if (statenum <= 0)
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return NULL;
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for (i = 0, stateacc = 1; i < StateMap.Size(); i++)
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@ -480,6 +484,18 @@ static FState *FindState (int statenum)
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}
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stateacc += StateMap[i].StateSpan;
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}
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if (dsdhacked && !mustexist)
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{
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auto p = dehExtStates.CheckKey(statenum);
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if (p) return *p;
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auto state = (FState*)ClassDataAllocator.Alloc(sizeof(FState));
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dehExtStates.Insert(statenum, state);
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memset(state, 0, sizeof(*state));
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state->Tics = -1;
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state->NextState = state;
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state->DehIndex = statenum;
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}
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return NULL;
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}
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@ -745,7 +761,7 @@ static void CreatePlaySoundFunc(FunctionCallEmitter &emitters, int value1, int v
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// misc1 = state, misc2 = probability
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static void CreateRandomJumpFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
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{ // A_Jump
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auto symlabel = StateLabels.AddPointer(FindState(value1));
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auto symlabel = StateLabels.AddPointer(FindState(value1, true));
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emitters.AddParameterIntConst(value2); // maxchance
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emitters.AddParameterIntConst(symlabel); // jumpto
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@ -2288,7 +2304,7 @@ static int PatchPointer (int ptrNum)
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{
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if ((unsigned)ptrNum < CodePConv.Size() && (!stricmp (Line1, "Codep Frame")))
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{
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FState *state = FindState (CodePConv[ptrNum]);
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FState *state = FindState (CodePConv[ptrNum], true);
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if (state)
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{
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int index = atoi(Line2);
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@ -3112,6 +3128,11 @@ static bool DoDehPatch()
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dversion = 1;
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else if (dversion == 21)
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dversion = 4;
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else if (dversion == 2021)
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{
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dversion = 4;
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dsdhacked = true;
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}
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else
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{
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Printf ("Patch created with unknown DOOM version.\nAssuming version 1.9.\n");
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@ -3319,6 +3340,7 @@ static bool LoadDehSupp ()
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else if (sc.Compare("StateMap"))
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{
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bool addit = StateMap.Size() == 0;
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int dehcount = 0;
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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@ -3360,6 +3382,13 @@ static bool LoadDehSupp ()
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if (sc.CheckString("}")) break;
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sc.MustGetStringName(",");
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// This mapping is mainly for P_SetSafeFlash.
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for (int i = 0; i < s.StateSpan; i++)
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{
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dehExtStates.Insert(dehcount, s.State + i);
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s.State[i].DehIndex = dehcount;
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dehcount++;
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}
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}
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}
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else if (sc.Compare("SoundMap"))
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@ -112,6 +112,7 @@ struct FState
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uint8_t DefineFlags;
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int32_t Misc1; // Was changed to int8_t, reverted to long for MBF compat
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int32_t Misc2; // Was changed to uint8_t, reverted to long for MBF compat
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int32_t DehIndex; // we need this to resolve offsets in P_SetSafeFlash.
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public:
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inline int GetFrame() const
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{
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@ -178,6 +179,8 @@ public:
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};
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extern TMap<int, FState*> dehExtStates;
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struct FStateLabels;
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struct FStateLabel
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{
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@ -44,6 +44,7 @@
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// stores indices for symbolic state labels for some old-style DECORATE functions.
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FStateLabelStorage StateLabels;
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TMap<int, FState*> dehExtStates;
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// Each state is owned by an actor. Actors can own any number of
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// states, but a single state cannot be owned by more than one
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@ -138,6 +139,7 @@ FString FState::StaticGetStateName(const FState *state, PClassActor *info)
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}
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if (so == nullptr)
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{
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if (state->DehIndex > 0) return FStringf("DehExtraState.%d", state->DehIndex);
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return "<unknown>";
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}
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return FStringf("%s.%d", so->TypeName.GetChars(), int(state - so->GetStates()));
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@ -1029,6 +1031,7 @@ int FStateDefinitions::FinishStates(PClassActor *actor)
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for (i = 0; i < count; i++)
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{
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realstates[i].DehIndex = -1;
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// resolve labels and jumps
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switch (realstates[i].DefineFlags)
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{
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@ -1074,16 +1077,20 @@ void DumpStateHelper(FStateLabels *StateList, const FString &prefix)
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{
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for (int i = 0; i < StateList->NumLabels; i++)
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{
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if (StateList->Labels[i].State != NULL)
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auto state = StateList->Labels[i].State;
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if (state != NULL)
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{
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const PClassActor *owner = FState::StaticFindStateOwner(StateList->Labels[i].State);
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const PClassActor *owner = FState::StaticFindStateOwner(state);
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if (owner == NULL)
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{
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Printf(PRINT_LOG, "%s%s: invalid\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars());
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if (state->DehIndex >= 0)
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Printf(PRINT_LOG, "%s%s: DehExtra %d\n", prefix.GetChars(), state->DehIndex);
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else
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Printf(PRINT_LOG, "%s%s: invalid\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars());
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}
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else
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{
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Printf(PRINT_LOG, "%s%s: %s\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(), FState::StaticGetStateName(StateList->Labels[i].State).GetChars());
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Printf(PRINT_LOG, "%s%s: %s\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(), FState::StaticGetStateName(state).GetChars());
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}
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}
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if (StateList->Labels[i].Children != NULL)
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@ -1135,7 +1142,7 @@ DEFINE_ACTION_FUNCTION(FState, DistanceTo)
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{
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// Safely calculate the distance between two states.
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auto o1 = FState::StaticFindStateOwner(self);
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if (o1->OwnsState(other)) retv = int(other - self);
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if (o1 && o1->OwnsState(other)) retv = int(other - self);
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}
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ACTION_RETURN_INT(retv);
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}
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@ -128,7 +128,6 @@ static int CallStateChain (AActor *self, AActor *actor, FState *state)
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if (state->ActionFunc->Unsafe)
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{
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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auto owner = FState::StaticFindStateOwner(state);
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Printf(TEXTCOLOR_RED "Unsafe state call in state %s to %s which accesses user variables. The action function has been removed from this state\n",
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FState::StaticGetStateName(state).GetChars(), state->ActionFunc->PrintableName);
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state->ActionFunc = nullptr;
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@ -1352,25 +1352,35 @@ void P_SetSafeFlash(AActor *weapon, player_t *player, FState *flashstate, int in
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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return;
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}
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else
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else if (flashstate->DehIndex < 0)
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{
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// oh, no! The state is beyond the end of the state table so use the original flash state.
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// oh, no! The state is beyond the end of the state table so use the original flash state if it does not have a Dehacked index.
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P_SetPsprite(player, PSP_FLASH, flashstate, true);
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return;
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}
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else break; // no need to continue.
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}
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// try again with parent class
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cls = static_cast<PClassActor *>(cls->ParentClass);
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}
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// if we get here the state doesn't seem to belong to any class in the inheritance chain
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// This can happen with Dehacked if the flash states are remapped.
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// The only way to check this would be to go through all Dehacked modifiable actors, convert
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// their states into a single flat array and find the correct one.
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// Rather than that, just check to make sure it belongs to something.
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if (FState::StaticFindStateOwner(flashstate + index) == NULL)
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{ // Invalid state. With no index offset, it should at least be valid.
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index = 0;
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// if we get here the target state doesn't belong to any class in the inheritance chain.
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// This can happen with Dehacked if the flash states are remapped.
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// In this case we should check the Dehacked state map to get the proper state.
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if (flashstate->DehIndex >= 0)
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{
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auto pTargetstate = dehExtStates.CheckKey(flashstate->DehIndex + index);
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if (pTargetstate)
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{
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P_SetPsprite(player, PSP_FLASH, *pTargetstate, true);
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return;
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}
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}
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// If we still haven't found anything here, just use the base flash state.
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// Normally this code should not be reachable.
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index = 0;
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}
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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}
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@ -346,6 +346,13 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState
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arc.w->Uint((uint32_t)(state - info->GetStates()));
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arc.w->EndArray();
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}
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else if (state->DehIndex >= 0)
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{
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arc.w->StartArray();
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arc.w->String("@DehExtraState@");
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arc.w->Uint(state->DehIndex);
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arc.w->EndArray();
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}
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else
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{
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arc.w->Null();
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@ -373,11 +380,18 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState
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assert(cls.IsString() && ndx.IsUint());
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if (cls.IsString() && ndx.IsUint())
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{
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PClassActor *clas = PClass::FindActor(UnicodeToString(cls.GetString()));
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auto str = UnicodeToString(cls.GetString());
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PClassActor *clas = PClass::FindActor(str);
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if (clas && ndx.GetUint() < (unsigned)clas->GetStateCount())
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{
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state = clas->GetStates() + ndx.GetUint();
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}
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else if (!strcmp(str, "@DehExtraState@"))
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{
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state = nullptr;
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auto pState = dehExtStates.CheckKey(ndx.GetInt());
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if (pState) state = *pState;
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}
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else
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{
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// this can actually happen by changing the DECORATE so treat it as a warning, not an error.
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