- fixed: ACS calls need to explicitly pass the level into COPY_AAPTR.

Unlike from an action function, this can be called with a null actor, which for the player constants still needs to return something valid.
This commit is contained in:
Christoph Oelckers 2019-02-07 15:41:35 +01:00
parent 5af5717cf1
commit bcc1aa95b2
6 changed files with 19 additions and 13 deletions

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@ -62,13 +62,12 @@
Only one selector of each type can be used. Only one selector of each type can be used.
*/ */
AActor *COPY_AAPTR(AActor *origin, int selector) AActor *COPY_AAPTREX(FLevelLocals *Level, AActor *origin, int selector)
{ {
if (selector == AAPTR_DEFAULT) return origin; if (selector == AAPTR_DEFAULT) return origin;
FTranslatedLineTarget t; FTranslatedLineTarget t;
auto Level = origin->Level;
auto AAPTR_RESOLVE_PLAYERNUM = [=](int playernum) -> AActor* auto AAPTR_RESOLVE_PLAYERNUM = [=](int playernum) -> AActor*
{ {
return (Level->PlayerInGame(playernum) ? Level->Players[playernum]->mo : nullptr); return (Level->PlayerInGame(playernum) ? Level->Players[playernum]->mo : nullptr);
@ -119,6 +118,11 @@ AActor *COPY_AAPTR(AActor *origin, int selector)
return origin; return origin;
} }
AActor *COPY_AAPTR(AActor *origin, int selector)
{
if (origin == nullptr) return nullptr;
return COPY_AAPTREX(origin->Level, origin, selector);
}
// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains. // [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
// It is called from multiple locations. // It is called from multiple locations.

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@ -64,8 +64,9 @@ enum AAPTR
Only one selector of each type can be used. Only one selector of each type can be used.
*/ */
struct FLevelLocals;
AActor *COPY_AAPTR(AActor *origin, int selector); AActor *COPY_AAPTR(AActor *origin, int selector);
AActor *COPY_AAPTREX(FLevelLocals *Level, AActor *origin, int selector);
enum PTROP enum PTROP
{ {
PTROP_UNSAFETARGET = 1, PTROP_UNSAFETARGET = 1,

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@ -5352,7 +5352,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
AActor *ptr = Level->SingleActorFromTID(args[1], activator); AActor *ptr = Level->SingleActorFromTID(args[1], activator);
if (argCount > 2) if (argCount > 2)
{ {
ptr = COPY_AAPTR(ptr, args[2]); ptr = COPY_AAPTREX(Level, ptr, args[2]);
} }
if (ptr == activator) ptr = NULL; if (ptr == activator) ptr = NULL;
ASSIGN_AAPTR(activator, args[0], ptr, (argCount > 3) ? args[3] : 0); ASSIGN_AAPTR(activator, args[0], ptr, (argCount > 3) ? args[3] : 0);
@ -6326,7 +6326,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
actor = Level->SingleActorFromTID(tid1, activator); actor = Level->SingleActorFromTID(tid1, activator);
AActor * actor2 = tid2 == tid1 ? actor : Level->SingleActorFromTID(tid2, activator); AActor * actor2 = tid2 == tid1 ? actor : Level->SingleActorFromTID(tid2, activator);
return COPY_AAPTR(actor, args[0]) == COPY_AAPTR(actor2, args[1]); return COPY_AAPTREX(Level, actor, args[0]) == COPY_AAPTREX(Level, actor2, args[1]);
} }
break; break;
@ -6504,7 +6504,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
int count = argCount >= 4 ? args[3] : 1; int count = argCount >= 4 ? args[3] : 1;
int flags = argCount >= 5 ? args[4] : 0; int flags = argCount >= 5 ? args[4] : 0;
int ptr = argCount >= 6 ? args[5] : AAPTR_DEFAULT; int ptr = argCount >= 6 ? args[5] : AAPTR_DEFAULT;
return P_Thing_CheckProximity(actor, classname, distance, count, flags, ptr); return P_Thing_CheckProximity(Level, actor, classname, distance, count, flags, ptr);
} }
case ACSF_CheckActorState: case ACSF_CheckActorState:
@ -6528,8 +6528,8 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_DamageActor: // [arookas] wrapper around P_DamageMobj case ACSF_DamageActor: // [arookas] wrapper around P_DamageMobj
{ {
// (target, ptr_select1, inflictor, ptr_select2, amount, damagetype) // (target, ptr_select1, inflictor, ptr_select2, amount, damagetype)
AActor* target = COPY_AAPTR(Level->SingleActorFromTID(args[0], activator), args[1]); AActor* target = COPY_AAPTREX(Level, Level->SingleActorFromTID(args[0], activator), args[1]);
AActor* inflictor = COPY_AAPTR(Level->SingleActorFromTID(args[2], activator), args[3]); AActor* inflictor = COPY_AAPTREX(Level, Level->SingleActorFromTID(args[2], activator), args[3]);
FName damagetype(Level->Behaviors.LookupString(args[5])); FName damagetype(Level->Behaviors.LookupString(args[5]));
return P_DamageMobj(target, inflictor, inflictor, args[4], damagetype); return P_DamageMobj(target, inflictor, inflictor, args[4], damagetype);
} }

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@ -485,7 +485,7 @@ DEFINE_ACTION_FUNCTION(AActor, CountProximity)
} }
else else
{ {
ret->SetInt(P_Thing_CheckProximity(self, classname, distance, 0, flags, ptr, true)); ret->SetInt(P_Thing_CheckProximity(self->Level, self, classname, distance, 0, flags, ptr, true));
} }
return 1; return 1;
} }
@ -4520,7 +4520,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckProximity)
PARAM_INT(flags); PARAM_INT(flags);
PARAM_INT(ptr); PARAM_INT(ptr);
ACTION_RETURN_BOOL(!!P_Thing_CheckProximity(self, classname, distance, count, flags, ptr)); ACTION_RETURN_BOOL(!!P_Thing_CheckProximity(self->Level, self, classname, distance, count, flags, ptr));
} }
/*=========================================================================== /*===========================================================================

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@ -148,7 +148,8 @@ PClassActor *P_GetSpawnableType(int spawnnum);
void InitSpawnablesFromMapinfo(); void InitSpawnablesFromMapinfo();
int P_Thing_CheckInputNum(player_t *p, int inputnum); int P_Thing_CheckInputNum(player_t *p, int inputnum);
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch); int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting = false); struct FLevelLocals;
int P_Thing_CheckProximity(FLevelLocals *Level, AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting = false);
enum enum
{ {

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@ -567,9 +567,9 @@ int P_Thing_CheckInputNum(player_t *p, int inputnum)
} }
return renum; return renum;
} }
int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting) int P_Thing_CheckProximity(FLevelLocals *Level, AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting)
{ {
AActor *ref = COPY_AAPTR(self, ptr); AActor *ref = COPY_AAPTREX(Level, self, ptr);
// We need these to check out. // We need these to check out.
if (!ref || !classname || distance <= 0) if (!ref || !classname || distance <= 0)