From c18e8952722ffc50229ae8aa762e31649f532984 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Thu, 3 Jan 2019 18:01:58 +0100 Subject: [PATCH] - exported all native components of APlayerPawn. Only the class definition itself remains and needs to be taken care of. --- src/actor.h | 1 + src/actorinlines.h | 14 +++++ src/d_player.h | 61 +++--------------- src/fragglescript/t_cmd.cpp | 2 +- src/g_game.cpp | 8 +-- src/g_level.cpp | 2 +- src/g_statusbar/sbar_mugshot.cpp | 2 +- src/g_statusbar/sbarinfo_commands.cpp | 22 +++---- src/hu_scores.cpp | 10 +-- src/namedef.h | 14 +++++ src/p_acs.cpp | 15 ++--- src/p_actionfunctions.cpp | 12 +--- src/p_interaction.cpp | 2 +- src/p_map.cpp | 50 +++------------ src/p_mobj.cpp | 24 +++---- src/p_user.cpp | 84 +++---------------------- src/scripting/thingdef_data.cpp | 9 --- src/scripting/thingdef_properties.cpp | 16 ++--- wadsrc/static/zscript/actor_actions.txt | 1 - wadsrc/static/zscript/shared/player.txt | 62 +++++++++--------- 20 files changed, 139 insertions(+), 272 deletions(-) diff --git a/src/actor.h b/src/actor.h index 10dd4c871e..904544a0a4 100644 --- a/src/actor.h +++ b/src/actor.h @@ -821,6 +821,7 @@ public: void Crash(); // Return starting health adjusted by skill level + double AttackOffset(double offset = 0); int SpawnHealth() const; virtual int GetMaxHealth(bool withupgrades = false) const; int GetGibHealth() const; diff --git a/src/actorinlines.h b/src/actorinlines.h index 7eb3bbd303..091160fca4 100644 --- a/src/actorinlines.h +++ b/src/actorinlines.h @@ -3,6 +3,7 @@ #include "actor.h" #include "r_defs.h" #include "g_levellocals.h" +#include "d_player.h" // These depend on both actor.h and r_defs.h so they cannot be in either file without creating a circular dependency. inline DVector3 AActor::PosRelative(int portalgroup) const @@ -79,3 +80,16 @@ inline double AActor::GetGravity() const if (flags & MF_NOGRAVITY) return 0; return level.gravity * Sector->gravity * Gravity * 0.00125; } + +inline double AActor::AttackOffset(double offset) +{ + if (player != NULL) + { + return (FloatVar(NAME_AttackZOffset) + offset) * player->crouchfactor; + } + else + { + return 8 + offset; + } + +} \ No newline at end of file diff --git a/src/d_player.h b/src/d_player.h index 0df4b32a76..0132800dca 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -82,55 +82,6 @@ FString GetPrintableDisplayName(PClassActor *cls); class APlayerPawn : public AActor { DECLARE_CLASS(APlayerPawn, AActor) - HAS_OBJECT_POINTERS -public: - - virtual void Serialize(FSerializer &arc); - - int BonusHealth; - - int MugShotMaxHealth; - int PlayerFlags; - double FullHeight; - TObjPtr InvSel; // selected inventory item - - // [GRB] Player class properties - double JumpZ; - double GruntSpeed; - double FallingScreamMinSpeed, FallingScreamMaxSpeed; - double ViewHeight; - FTextureID ScoreIcon; - int SpawnMask; - FName MorphWeapon; - double AttackZOffset; // attack height, relative to player center - double UseRange; // [NS] Distance at which player can +use - - // Everything below this point is only used by scripted code or through the scripted variable interface. - int crouchsprite; - int MaxHealth; - int RunHealth; - TObjPtr InvFirst; // first inventory item displayed on inventory bar - - // [GRB] Player class properties - double ForwardMove1, ForwardMove2; - double SideMove1, SideMove2; - double AirCapacity; // Multiplier for air supply underwater. - double HexenArmor[5]; - - - // [CW] Fades for when you are being damaged. - PalEntry DamageFade; - - // [SP] ViewBob Multiplier - double ViewBob; - double curBob; - - // Former class properties that were moved into the object to get rid of the meta class. - FName SoundClass; // Sound class - FName Portrait; - FName Slot[10]; - PClassActor *FlechetteType; - }; void PlayIdle(AActor *player); @@ -142,8 +93,6 @@ void PlayIdle(AActor *player); enum { PPF_NOTHRUSTWHENINVUL = 1, // Attacks do not thrust the player if they are invulnerable. - PPF_CANSUPERMORPH = 2, // Being remorphed into this class can give you a Tome of Power - PPF_CROUCHABLEMORPH = 4, // This morphed player can crouch }; // @@ -461,9 +410,15 @@ public: double GetDeltaViewHeight() const { - return (mo->ViewHeight + crouchviewdelta - viewheight) / 8; + return (mo->FloatVar(NAME_ViewHeight) + crouchviewdelta - viewheight) / 8; } + double DefaultViewHeight() const + { + return mo->FloatVar(NAME_ViewHeight); + } + + void Uncrouch() { if (crouchfactor != 1) @@ -473,7 +428,7 @@ public: crouchdir = 0; crouching = 0; crouchviewdelta = 0; - viewheight = mo ? mo->ViewHeight : 0; + viewheight = mo ? mo->FloatVar(NAME_ViewHeight) : 0; } } diff --git a/src/fragglescript/t_cmd.cpp b/src/fragglescript/t_cmd.cpp index 3579d704a1..04f5c85c91 100644 --- a/src/fragglescript/t_cmd.cpp +++ b/src/fragglescript/t_cmd.cpp @@ -157,7 +157,7 @@ void FS_EmulateCmd(char * string) for(int i=0;iViewHeight = playerviewheight; + if (players[i].mo != NULL) players[i].mo->FloatVar(NAME_ViewHeight) = playerviewheight; players[i].viewheight = playerviewheight; players[i].Uncrouch(); } diff --git a/src/g_game.cpp b/src/g_game.cpp index 2477ed58aa..4edec607c8 100644 --- a/src/g_game.cpp +++ b/src/g_game.cpp @@ -421,14 +421,14 @@ CCMD (invuse) { if (players[consoleplayer].inventorytics == 0) { - if (players[consoleplayer].mo) SendItemUse = players[consoleplayer].mo->InvSel; + if (players[consoleplayer].mo) SendItemUse = players[consoleplayer].mo->PointerVar(NAME_InvSel); } players[consoleplayer].inventorytics = 0; } CCMD(invquery) { - AActor *inv = players[consoleplayer].mo->InvSel; + AActor *inv = players[consoleplayer].mo->PointerVar(NAME_InvSel); if (inv != NULL) { Printf(PRINT_HIGH, "%s (%dx)\n", inv->GetTag(), inv->IntVar(NAME_Amount)); @@ -447,7 +447,7 @@ CCMD (invdrop) { if (players[consoleplayer].mo) { - SendItemDrop = players[consoleplayer].mo->InvSel; + SendItemDrop = players[consoleplayer].mo->PointerVar(NAME_InvSel); SendItemDropAmount = -1; } } @@ -488,7 +488,7 @@ CCMD (select) auto item = who->FindInventory(argv[1]); if (item != NULL) { - who->InvSel = item; + who->PointerVar(NAME_InvSel) = item; } } who->player->inventorytics = 5*TICRATE; diff --git a/src/g_level.cpp b/src/g_level.cpp index 962a68a31a..d5bafd79eb 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -1393,7 +1393,7 @@ int G_FinishTravel () pawn->lastenemy = NULL; pawn->player->mo = pawn; pawn->player->camera = pawn; - pawn->player->viewheight = pawn->ViewHeight; + pawn->player->viewheight = pawn->player->DefaultViewHeight(); pawn->flags2 &= ~MF2_BLASTED; if (oldpawn != nullptr) { diff --git a/src/g_statusbar/sbar_mugshot.cpp b/src/g_statusbar/sbar_mugshot.cpp index d46523b4b5..69d367bda6 100644 --- a/src/g_statusbar/sbar_mugshot.cpp +++ b/src/g_statusbar/sbar_mugshot.cpp @@ -461,7 +461,7 @@ FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accu { int angle = UpdateState(player, stateflags); int level = 0; - int max = player->mo->MugShotMaxHealth; + int max = player->mo->IntVar(NAME_MugShotMaxHealth); if (max < 0) { max = player->mo->GetMaxHealth(); diff --git a/src/g_statusbar/sbarinfo_commands.cpp b/src/g_statusbar/sbarinfo_commands.cpp index 0a1e049e8e..cd28d85800 100644 --- a/src/g_statusbar/sbarinfo_commands.cpp +++ b/src/g_statusbar/sbarinfo_commands.cpp @@ -241,7 +241,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl applyscale = false; } if(type == PLAYERICON) - texture = TexMan.GetTexture(statusBar->CPlayer->mo->ScoreIcon, true); + texture = TexMan.ByIndex(statusBar->CPlayer->mo->IntVar(NAME_ScoreIcon), true); else if(type == AMMO1) { auto ammo = statusBar->ammo1; @@ -293,8 +293,8 @@ class CommandDrawImage : public SBarInfoCommandFlowControl } else if(type == INVENTORYICON) texture = TexMan.GetTexture(sprite, true); - else if(type == SELECTEDINVENTORYICON && statusBar->CPlayer->mo->InvSel != NULL) - texture = TexMan.GetTexture(statusBar->CPlayer->mo->InvSel->TextureIDVar(NAME_Icon), true); + else if(type == SELECTEDINVENTORYICON && statusBar->CPlayer->mo->PointerVar(NAME_InvSel) != NULL) + texture = TexMan.GetTexture(statusBar->CPlayer->mo->PointerVar(NAME_InvSel)->TextureIDVar(NAME_Icon), true); else if(image >= 0) texture = statusBar->Images[image]; @@ -892,7 +892,7 @@ class CommandDrawString : public SBarInfoCommand SetStringToTag(statusBar->CPlayer->ReadyWeapon); break; case INVENTORYTAG: - SetStringToTag(statusBar->CPlayer->mo->InvSel); + SetStringToTag(statusBar->CPlayer->mo->PointerVar(NAME_InvSel)); break; case PLAYERNAME: // Can't think of a good way to detect changes to this, so @@ -1465,8 +1465,8 @@ class CommandDrawNumber : public CommandDrawString break; } case SELECTEDINVENTORY: - if(statusBar->CPlayer->mo->InvSel != NULL) - num = statusBar->CPlayer->mo->InvSel->IntVar(NAME_Amount); + if(statusBar->CPlayer->mo->PointerVar(NAME_InvSel) != NULL) + num = statusBar->CPlayer->mo->PointerVar(NAME_InvSel)->IntVar(NAME_Amount); break; case ACCURACY: num = statusBar->CPlayer->mo->accuracy; @@ -1691,7 +1691,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra if(alternateOnEmpty) SBarInfoCommandFlowControl::Draw(block, statusBar); - if(statusBar->CPlayer->mo->InvSel != NULL && !(level.flags & LEVEL_NOINVENTORYBAR)) + if(statusBar->CPlayer->mo->PointerVar(NAME_InvSel) != NULL && !(level.flags & LEVEL_NOINVENTORYBAR)) { if(artiflash && statusBar->wrapper->artiflashTick) { @@ -1708,7 +1708,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra } CommandDrawImage::Draw(block, statusBar); } - if(alwaysShowCounter || statusBar->CPlayer->mo->InvSel->IntVar(NAME_Amount) != 1) + if(alwaysShowCounter || statusBar->CPlayer->mo->PointerVar(NAME_InvSel)->IntVar(NAME_Amount) != 1) CommandDrawNumber::Draw(block, statusBar); } } @@ -1791,7 +1791,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra { SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged); - SetTruth(statusBar->CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR), block, statusBar); + SetTruth(statusBar->CPlayer->mo->PointerVar(NAME_InvSel) == NULL || (level.flags & LEVEL_NOINVENTORYBAR), block, statusBar); CommandDrawImage::Tick(block, statusBar, hudChanged); CommandDrawNumber::Tick(block, statusBar, hudChanged); @@ -2133,7 +2133,7 @@ class CommandDrawInventoryBar : public SBarInfoCommand if(style != STYLE_Strife) //Strife draws the cursor before the icons statusBar->DrawGraphic(TexMan.GetTexture(item->TextureIDVar(NAME_Icon), true), rx - (style == STYLE_HexenStrict ? 2 : 0), ry - (style == STYLE_HexenStrict ? 1 : 0), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, item->IntVar(NAME_Amount) <= 0); - if(item == statusBar->CPlayer->mo->InvSel) + if(item == statusBar->CPlayer->mo->PointerVar(NAME_InvSel)) { if(style == STYLE_Heretic) statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx, ry+29, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); @@ -2158,7 +2158,7 @@ class CommandDrawInventoryBar : public SBarInfoCommand statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgARTIBOX], x + (!vertical ? (i*spacing) : 0), y + (vertical ? (i*spacing) : 0), block->XOffset(), block->YOffset(), bgalpha, block->FullScreenOffsets()); // Is there something to the left? - if (!noArrows && InvFirst && PrevInv(statusBar->CPlayer->mo->InvFirst)) + if (!noArrows && InvFirst && PrevInv(statusBar->CPlayer->mo->PointerVar(NAME_InvFirst))) { int offset = (style != STYLE_Strife ? (style != STYLE_HexenStrict ? -12 : -10) : 14); int yOffset = style != STYLE_HexenStrict ? 0 : -1; diff --git a/src/hu_scores.cpp b/src/hu_scores.cpp index c9ed444aff..a4a261a77d 100644 --- a/src/hu_scores.cpp +++ b/src/hu_scores.cpp @@ -207,9 +207,10 @@ void HU_GetPlayerWidths(int &maxnamewidth, int &maxscorewidth, int &maxiconheigh { maxnamewidth = width; } - if (players[i].mo->ScoreIcon.isValid()) + auto icon = FSetTextureID(players[i].mo->IntVar(NAME_ScoreIcon)); + if (icon.isValid()) { - FTexture *pic = TexMan.GetTexture(players[i].mo->ScoreIcon); + FTexture *pic = TexMan.GetTexture(icon); width = pic->GetDisplayWidth() - pic->GetDisplayLeftOffset() + 2; if (width > maxscorewidth) { @@ -420,9 +421,10 @@ static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, screen->DrawText (SmallFont, color, col2, y + ypadding, player->playerstate == PST_DEAD && !deathmatch ? "DEAD" : str, DTA_CleanNoMove, true, TAG_DONE); - if (player->mo->ScoreIcon.isValid()) + auto icon = FSetTextureID(player->mo->IntVar(NAME_ScoreIcon)); + if (icon.isValid()) { - FTexture *pic = TexMan.GetTexture(player->mo->ScoreIcon); + FTexture *pic = TexMan.GetTexture(icon); screen->DrawTexture (pic, col3, y, DTA_CleanNoMove, true, TAG_DONE); diff --git a/src/namedef.h b/src/namedef.h index 771e26028f..efef8af6d2 100644 --- a/src/namedef.h +++ b/src/namedef.h @@ -1043,6 +1043,20 @@ xx(ViewBob) xx(DamageFade) xx(MaxHealth) xx(crouchsprite) +xx(UseRange) +xx(AttackZOffset) +xx(SpawnMask) +xx(ScoreIcon) +xx(ViewHeight) +xx(FallingScreamMinSpeed) +xx(FallingScreamMaxSpeed) +xx(GruntSpeed) +xx(JumpZ) +xx(MugShotMaxHealth) +xx(BonusHealth) +xx(PlayerFlags) +xx(InvSel) +xx(FullHeight) xx(BlueCard) xx(YellowCard) diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 02a24b93f7..4246ad9230 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -4231,7 +4231,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) - static_cast(actor)->JumpZ = ACSToDouble(value); + actor->FloatVar(NAME_JumpZ) = ACSToDouble(value); break; // [GRB] case APROP_ChaseGoal: @@ -4350,7 +4350,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) case APROP_ViewHeight: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) { - static_cast(actor)->ViewHeight = ACSToDouble(value); + actor->FloatVar(NAME_ViewHeight) = ACSToDouble(value); if (actor->player != NULL) { actor->player->viewheight = ACSToDouble(value); @@ -4360,7 +4360,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value) case APROP_AttackZOffset: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) - static_cast(actor)->AttackZOffset = ACSToDouble(value); + actor->FloatVar(NAME_AttackZOffset) = ACSToDouble(value); break; case APROP_StencilColor: @@ -4429,7 +4429,7 @@ int DLevelScript::GetActorProperty (int tid, int property) case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) { - return DoubleToACS(static_cast(actor)->JumpZ); // [GRB] + return DoubleToACS(actor->FloatVar(NAME_JumpZ)); } else { @@ -4451,16 +4451,17 @@ int DLevelScript::GetActorProperty (int tid, int property) case APROP_MeleeRange: return DoubleToACS(actor->meleerange); case APROP_ViewHeight: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) { - return DoubleToACS(static_cast(actor)->ViewHeight); + return DoubleToACS(actor->player->DefaultViewHeight()); } else { return 0; } case APROP_AttackZOffset: + // Note that this is inconsistent with every other place, where the return for monsters is 8, not 0! if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) { - return DoubleToACS(static_cast(actor)->AttackZOffset); + return DoubleToACS(actor->FloatVar(NAME_AttackZOffset)); } else { @@ -5462,7 +5463,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args) { if (actor->player != NULL) { - return DoubleToACS(actor->player->mo->ViewHeight + actor->player->crouchviewdelta); + return DoubleToACS(actor->player->DefaultViewHeight() + actor->player->crouchviewdelta); } else { diff --git a/src/p_actionfunctions.cpp b/src/p_actionfunctions.cpp index f2384e8326..25b1d8fa2d 100644 --- a/src/p_actionfunctions.cpp +++ b/src/p_actionfunctions.cpp @@ -2218,15 +2218,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckLOF) { // default to hitscan origin // Synced with hitscan: self->Height is strangely NON-conscientious about getting the right actor for player - pos.Z += self->Height *0.5; - if (self->player != NULL) - { - pos.Z += self->player->mo->AttackZOffset * self->player->crouchfactor; - } - else - { - pos.Z += 8; - } + pos.Z += self->Height *0.5 + self->AttackOffset(); } if (target) @@ -4872,7 +4864,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetSize) } if (self->player && self->player->mo == self) { - self->player->mo->FullHeight = newheight; + self->player->mo->FloatVar(NAME_FullHeight) = newheight; } ACTION_RETURN_BOOL(true); diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 348aeae8de..e1ddba3bab 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -1066,7 +1066,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da else { // Players are optionally excluded from getting thrust by damage. - if (static_cast(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL) + if (target->IntVar(NAME_PlayerFlags) & PPF_NOTHRUSTWHENINVUL) { return 0; } diff --git a/src/p_map.cpp b/src/p_map.cpp index 19936aa10d..3b819c69ab 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -4264,15 +4264,7 @@ struct aim_t DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLineTarget *pLineTarget, DAngle vrange, int flags, AActor *target, AActor *friender) { - double shootz = t1->Center() - t1->Floorclip; - if (t1->player != NULL) - { - shootz += t1->player->mo->AttackZOffset * t1->player->crouchfactor; - } - else - { - shootz += 8; - } + double shootz = t1->Center() - t1->Floorclip + t1->AttackOffset(); // can't shoot outside view angles if (vrange == 0) @@ -4409,21 +4401,13 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, double pc = pitch.Cos(); direction = { pc * angle.Cos(), pc * angle.Sin(), -pitch.Sin() }; - shootz = t1->Center() - t1->Floorclip; + shootz = t1->Center() - t1->Floorclip + t1->AttackOffset(); if (t1->player != NULL) { - shootz += t1->player->mo->AttackZOffset * t1->player->crouchfactor; - if (damageType == NAME_Melee || damageType == NAME_Hitscan) - { - // this is coming from a weapon attack function which needs to transfer information to the obituary code, - // We need to preserve this info from the damage type because the actual damage type can get overridden by the puff - pflag = DMG_PLAYERATTACK; - } - } - else - { - shootz += 8; + // this is coming from a weapon attack function which needs to transfer information to the obituary code, + // We need to preserve this info from the damage type because the actual damage type can get overridden by the puff + pflag = DMG_PLAYERATTACK; } // [MC] If overriding, set it to the base of the actor. @@ -4866,16 +4850,7 @@ AActor *P_LinePickActor(AActor *t1, DAngle angle, double distance, DAngle pitch, double pc = pitch.Cos(); direction = { pc * angle.Cos(), pc * angle.Sin(), -pitch.Sin() }; - shootz = t1->Center() - t1->Floorclip; - - if (t1->player != NULL) - { - shootz += t1->player->mo->AttackZOffset * t1->player->crouchfactor; - } - else - { - shootz += 8; - } + shootz = t1->Center() - t1->Floorclip + t1->AttackOffset(); FTraceResults trace; Origin TData; @@ -5165,14 +5140,7 @@ void P_RailAttack(FRailParams *p) if (!(p->flags & RAF_CENTERZ)) { - if (source->player != NULL) - { - shootz += source->player->mo->AttackZOffset * source->player->crouchfactor; - } - else - { - shootz += 8; - } + shootz += source->AttackOffset(); } int puffflags = 0; @@ -5587,7 +5555,7 @@ void P_UseLines(player_t *player) // If the player is transitioning a portal, use the group that is at its vertical center. DVector2 start = player->mo->GetPortalTransition(player->mo->Height / 2); // [NS] Now queries the Player's UseRange. - DVector2 end = start + player->mo->Angles.Yaw.ToVector(player->mo->UseRange); + DVector2 end = start + player->mo->Angles.Yaw.ToVector(player->mo->FloatVar(NAME_UseRange)); // old code: // This added test makes the "oof" sound work on 2s lines -- killough: @@ -5621,7 +5589,7 @@ int P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType) // [NS] If it's a Player, get their UseRange. if (PuzzleItemUser->player) - usedist = PuzzleItemUser->player->mo->UseRange; + usedist = PuzzleItemUser->player->mo->FloatVar(NAME_UseRange); else usedist = USERANGE; diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index f00e003358..dce9919725 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -836,7 +836,7 @@ int P_GetRealMaxHealth(APlayerPawn *actor, int max) { if (!(player->MorphStyle & MORPH_ADDSTAMINA)) { - max -= actor->stamina + actor->BonusHealth; + max -= actor->stamina + actor->IntVar(NAME_BonusHealth); } } else // old health behaviour @@ -844,7 +844,7 @@ int P_GetRealMaxHealth(APlayerPawn *actor, int max) max = MAXMORPHHEALTH; if (player->MorphStyle & MORPH_ADDSTAMINA) { - max += actor->stamina + actor->BonusHealth; + max += actor->stamina + actor->IntVar(NAME_BonusHealth); } } } @@ -854,7 +854,7 @@ int P_GetRealMaxHealth(APlayerPawn *actor, int max) // Bonus health should be added on top of the item's limit. if (player->morphTics == 0 || (player->MorphStyle & MORPH_ADDSTAMINA)) { - max += actor->BonusHealth; + max += actor->IntVar(NAME_BonusHealth); } } return max; @@ -1760,9 +1760,9 @@ bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise double dist = MAX(1., actor->Distance2D(target)); // Aim at a player's eyes and at the middle of the actor for everything else. double aimheight = target->Height/2; - if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn))) + if (target->player) { - aimheight = static_cast(target)->ViewHeight; + aimheight = target->player->DefaultViewHeight(); } pitch = DVector2(dist, target->Z() + aimheight - actor->Center()).Angle(); } @@ -2781,7 +2781,7 @@ static void PlayerLandedOnThing (AActor *mo, AActor *onmobj) { grunted = false; // Why should this number vary by gravity? - if (mo->health > 0 && mo->Vel.Z < -mo->player->mo->GruntSpeed) + if (mo->health > 0 && mo->Vel.Z < -mo->player->mo->FloatVar(NAME_GruntSpeed)) { S_Sound (mo, CHAN_VOICE, "*grunt", 1, ATTN_NORM); grunted = true; @@ -5057,7 +5057,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags) p->extralight = 0; p->fixedcolormap = NOFIXEDCOLORMAP; p->fixedlightlevel = -1; - p->viewheight = mobj->ViewHeight; + p->viewheight = p->DefaultViewHeight(); p->inconsistant = 0; p->attacker = NULL; p->spreecount = 0; @@ -6711,15 +6711,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z, if (z != ONFLOORZ && z != ONCEILINGZ) { // Doom spawns missiles 4 units lower than hitscan attacks for players. - z += source->Center() - source->Floorclip; - if (source->player != NULL) // Considering this is for player missiles, it better not be NULL. - { - z += ((source->player->mo->AttackZOffset - 4) * source->player->crouchfactor); - } - else - { - z += 4; - } + z += source->Center() - source->Floorclip + source->AttackOffset(4); // Do not fire beneath the floor. if (z < source->floorz) { diff --git a/src/p_user.cpp b/src/p_user.cpp index 7b7105f5a7..e457ebd390 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -456,7 +456,7 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, SetLogText) int player_t::GetSpawnClass() { const PClass * type = PlayerClasses[CurrentPlayerClass].Type; - return static_cast(GetDefaultByType(type))->SpawnMask; + return GetDefaultByType(type)->IntVar(NAME_SpawnMask); } // [Nash] Set FOV @@ -666,7 +666,7 @@ bool player_t::Resurrect() mo->Revive(); playerstate = PST_LIVE; health = mo->health = mo->GetDefault()->health; - viewheight = ((APlayerPawn *)mo->GetDefault())->ViewHeight; + viewheight = DefaultViewHeight(); mo->renderflags &= ~RF_INVISIBLE; mo->Height = mo->GetDefault()->Height; mo->radius = mo->GetDefault()->radius; @@ -793,43 +793,7 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, GetStillBob) // //=========================================================================== -IMPLEMENT_CLASS(APlayerPawn, false, true) - -IMPLEMENT_POINTERS_START(APlayerPawn) - IMPLEMENT_POINTER(InvFirst) - IMPLEMENT_POINTER(InvSel) -IMPLEMENT_POINTERS_END - -void APlayerPawn::Serialize(FSerializer &arc) -{ - Super::Serialize (arc); - auto def = (APlayerPawn*)GetDefault(); - - arc("jumpz", JumpZ, def->JumpZ) - ("maxhealth", MaxHealth, def->MaxHealth) - ("bonushealth", BonusHealth, def->BonusHealth) - ("runhealth", RunHealth, def->RunHealth) - ("spawnmask", SpawnMask, def->SpawnMask) - ("forwardmove1", ForwardMove1, def->ForwardMove1) - ("forwardmove2", ForwardMove2, def->ForwardMove2) - ("sidemove1", SideMove1, def->SideMove1) - ("sidemove2", SideMove2, def->SideMove2) - ("scoreicon", ScoreIcon, def->ScoreIcon) - ("invfirst", InvFirst) - ("invsel", InvSel) - ("morphweapon", MorphWeapon, def->MorphWeapon) - ("damagefade", DamageFade, def->DamageFade) - ("playerflags", PlayerFlags, def->PlayerFlags) - ("flechettetype", FlechetteType, def->FlechetteType) - ("gruntspeed", GruntSpeed, def->GruntSpeed) - ("fallingscreammin", FallingScreamMinSpeed, def->FallingScreamMinSpeed) - ("fallingscreammaxn", FallingScreamMaxSpeed, def->FallingScreamMaxSpeed) - ("userange", UseRange, def->UseRange) - ("aircapacity", AirCapacity, def->AirCapacity) - ("viewheight", ViewHeight, def->ViewHeight) - ("viewbob", ViewBob, def->ViewBob) - ("fullheight", FullHeight, def->FullHeight); -} +IMPLEMENT_CLASS(APlayerPawn, false, false) //=========================================================================== // @@ -1193,8 +1157,8 @@ void P_CheckEnvironment(player_t *player) // Player must be touching the floor P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo)); } - if (player->mo->Vel.Z <= -player->mo->FallingScreamMinSpeed && - player->mo->Vel.Z >= -player->mo->FallingScreamMaxSpeed && !player->morphTics && + if (player->mo->Vel.Z <= -player->mo->FloatVar(NAME_FallingScreamMinSpeed) && + player->mo->Vel.Z >= -player->mo->FloatVar(NAME_FallingScreamMaxSpeed) && !player->morphTics && player->mo->waterlevel == 0) { int id = S_FindSkinnedSound(player->mo, "*falling"); @@ -1537,7 +1501,8 @@ void P_UnPredictPlayer () APlayerPawn *act = player->mo; AActor *savedcamera = player->camera; - TObjPtr InvSel = act->InvSel; + auto &actInvSel = act->PointerVar(NAME_InvSel); + auto InvSel = actInvSel; int inventorytics = player->inventorytics; const bool settings_controller = player->settings_controller; @@ -1602,7 +1567,7 @@ void P_UnPredictPlayer () block = block->NextBlock; } - act->InvSel = InvSel; + actInvSel = InvSel; player->inventorytics = inventorytics; } } @@ -1726,39 +1691,6 @@ bool P_IsPlayerTotallyFrozen(const player_t *player) // //========================================================================== -DEFINE_FIELD(APlayerPawn, crouchsprite) -DEFINE_FIELD(APlayerPawn, MaxHealth) -DEFINE_FIELD(APlayerPawn, BonusHealth) -DEFINE_FIELD(APlayerPawn, MugShotMaxHealth) -DEFINE_FIELD(APlayerPawn, RunHealth) -DEFINE_FIELD(APlayerPawn, PlayerFlags) -DEFINE_FIELD(APlayerPawn, InvFirst) -DEFINE_FIELD(APlayerPawn, InvSel) -DEFINE_FIELD(APlayerPawn, JumpZ) -DEFINE_FIELD(APlayerPawn, GruntSpeed) -DEFINE_FIELD(APlayerPawn, FallingScreamMinSpeed) -DEFINE_FIELD(APlayerPawn, FallingScreamMaxSpeed) -DEFINE_FIELD(APlayerPawn, ViewHeight) -DEFINE_FIELD(APlayerPawn, ForwardMove1) -DEFINE_FIELD(APlayerPawn, ForwardMove2) -DEFINE_FIELD(APlayerPawn, SideMove1) -DEFINE_FIELD(APlayerPawn, SideMove2) -DEFINE_FIELD(APlayerPawn, ScoreIcon) -DEFINE_FIELD(APlayerPawn, SpawnMask) -DEFINE_FIELD(APlayerPawn, MorphWeapon) -DEFINE_FIELD(APlayerPawn, AttackZOffset) -DEFINE_FIELD(APlayerPawn, UseRange) -DEFINE_FIELD(APlayerPawn, AirCapacity) -DEFINE_FIELD(APlayerPawn, FlechetteType) -DEFINE_FIELD(APlayerPawn, DamageFade) -DEFINE_FIELD(APlayerPawn, ViewBob) -DEFINE_FIELD(APlayerPawn, curBob) -DEFINE_FIELD(APlayerPawn, FullHeight) -DEFINE_FIELD(APlayerPawn, SoundClass) -DEFINE_FIELD(APlayerPawn, Portrait) -DEFINE_FIELD(APlayerPawn, Slot) -DEFINE_FIELD(APlayerPawn, HexenArmor) - DEFINE_FIELD_X(PlayerInfo, player_t, mo) DEFINE_FIELD_X(PlayerInfo, player_t, playerstate) DEFINE_FIELD_X(PlayerInfo, player_t, original_oldbuttons) diff --git a/src/scripting/thingdef_data.cpp b/src/scripting/thingdef_data.cpp index 2e500efb31..a2990c615a 100644 --- a/src/scripting/thingdef_data.cpp +++ b/src/scripting/thingdef_data.cpp @@ -411,20 +411,11 @@ static FFlagDef MoreFlagDefs[] = DEFINE_DUMMY_FLAG(SERVERSIDEONLY, false), }; -static FFlagDef PlayerPawnFlagDefs[] = -{ - // PlayerPawn flags - DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags), - DEFINE_FLAG(PPF, CANSUPERMORPH, APlayerPawn, PlayerFlags), - DEFINE_FLAG(PPF, CROUCHABLEMORPH, APlayerPawn, PlayerFlags), -}; - static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; int Use; } FlagLists[] = { { &RUNTIME_CLASS_CASTLESS(AActor), ActorFlagDefs, countof(ActorFlagDefs), 3 }, // -1 to account for the terminator { &RUNTIME_CLASS_CASTLESS(AActor), MoreFlagDefs, countof(MoreFlagDefs), 1 }, { &RUNTIME_CLASS_CASTLESS(AActor), InternalActorFlagDefs, countof(InternalActorFlagDefs), 2 }, - { &RUNTIME_CLASS_CASTLESS(APlayerPawn), PlayerPawnFlagDefs, countof(PlayerPawnFlagDefs), 3 }, }; #define NUM_FLAG_LISTS (countof(FlagLists)) diff --git a/src/scripting/thingdef_properties.cpp b/src/scripting/thingdef_properties.cpp index 102c2c838a..0e3206cda1 100644 --- a/src/scripting/thingdef_properties.cpp +++ b/src/scripting/thingdef_properties.cpp @@ -1511,10 +1511,11 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, spawnclass, L, PlayerPawn) { PROP_INT_PARM(type, 0); + int &SpawnMask = defaults->IntVar(NAME_SpawnMask); if (type == 0) { PROP_INT_PARM(val, 1); - if (val > 0) defaults->SpawnMask |= 1<<(val-1); + if (val > 0) SpawnMask |= 1<<(val-1); } else { @@ -1523,13 +1524,13 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, spawnclass, L, PlayerPawn) PROP_STRING_PARM(str, i); if (!stricmp(str, "Any")) - defaults->SpawnMask = 0; + SpawnMask = 0; else if (!stricmp(str, "Fighter")) - defaults->SpawnMask |= 1; + SpawnMask |= 1; else if (!stricmp(str, "Cleric")) - defaults->SpawnMask |= 2; + SpawnMask |= 2; else if (!stricmp(str, "Mage")) - defaults->SpawnMask |= 4; + SpawnMask |= 4; } } @@ -1569,8 +1570,9 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, sidemove, F_f, PlayerPawn) DEFINE_CLASS_PROPERTY_PREFIX(player, scoreicon, S, PlayerPawn) { PROP_STRING_PARM(z, 0); - defaults->ScoreIcon = TexMan.CheckForTexture(z, ETextureType::MiscPatch); - if (!defaults->ScoreIcon.isValid()) + auto icon = TexMan.CheckForTexture(z, ETextureType::MiscPatch); + defaults->IntVar(NAME_ScoreIcon) = icon.GetIndex(); + if (!icon.isValid()) { bag.ScriptPosition.Message(MSG_WARNING, "Icon '%s' for '%s' not found\n", z, info->TypeName.GetChars ()); diff --git a/wadsrc/static/zscript/actor_actions.txt b/wadsrc/static/zscript/actor_actions.txt index e3ab15900a..8e27a46d20 100644 --- a/wadsrc/static/zscript/actor_actions.txt +++ b/wadsrc/static/zscript/actor_actions.txt @@ -95,5 +95,4 @@ extend class Actor } } - } diff --git a/wadsrc/static/zscript/shared/player.txt b/wadsrc/static/zscript/shared/player.txt index 68fbb03a31..63497400b8 100644 --- a/wadsrc/static/zscript/shared/player.txt +++ b/wadsrc/static/zscript/shared/player.txt @@ -18,37 +18,37 @@ class PlayerPawn : Actor native // 16 pixels of bob const MAXBOB = 16.; - native int crouchsprite; - native int MaxHealth; - native int BonusHealth; - native int MugShotMaxHealth; - native int RunHealth; - native int PlayerFlags; - native clearscope Inventory InvFirst; // first inventory item displayed on inventory bar - native clearscope Inventory InvSel; // selected inventory item - native Name SoundClass; // Sound class - native Name Portrait; - native Name Slot[10]; - native double HexenArmor[5]; + int crouchsprite; + int MaxHealth; + int BonusHealth; + int MugShotMaxHealth; + int RunHealth; + private int PlayerFlags; + clearscope Inventory InvFirst; // first inventory item displayed on inventory bar + clearscope Inventory InvSel; // selected inventory item + Name SoundClass; // Sound class + Name Portrait; + Name Slot[10]; + double HexenArmor[5]; // [GRB] Player class properties - native double JumpZ; - native double GruntSpeed; - native double FallingScreamMinSpeed, FallingScreamMaxSpeed; - native double ViewHeight; - native double ForwardMove1, ForwardMove2; - native double SideMove1, SideMove2; - native TextureID ScoreIcon; - native int SpawnMask; - native Name MorphWeapon; - native double AttackZOffset; // attack height, relative to player center - native double UseRange; // [NS] Distance at which player can +use - native double AirCapacity; // Multiplier for air supply underwater. - native Class FlechetteType; - native color DamageFade; // [CW] Fades for when you are being damaged. - native double ViewBob; // [SP] ViewBob Multiplier - native double FullHeight; - native double curBob; + double JumpZ; + double GruntSpeed; + double FallingScreamMinSpeed, FallingScreamMaxSpeed; + double ViewHeight; + double ForwardMove1, ForwardMove2; + double SideMove1, SideMove2; + TextureID ScoreIcon; + int SpawnMask; + Name MorphWeapon; + double AttackZOffset; // attack height, relative to player center + double UseRange; // [NS] Distance at which player can +use + double AirCapacity; // Multiplier for air supply underwater. + Class FlechetteType; + color DamageFade; // [CW] Fades for when you are being damaged. + double ViewBob; // [SP] ViewBob Multiplier + double FullHeight; + double curBob; meta Name HealingRadiusType; meta Name InvulMode; @@ -76,6 +76,10 @@ class PlayerPawn : Actor native property TeleportFreezeTime: TeleportFreezeTime; property ViewBob: ViewBob; + flagdef NoThrustWhenInvul: PlayerFlags, 0; + flagdef CanSuperMorph: PlayerFlags, 1; + flagdef CrouchableMorph: PlayerFlags, 2; + Default { Health 100;