- deprecated a few functions that depend on AAPTR_* to be useful.

This commit is contained in:
Christoph Oelckers 2018-12-05 18:33:59 +01:00
parent b8c4a506a7
commit de5ab0b4b6
4 changed files with 137 additions and 230 deletions

View file

@ -98,7 +98,7 @@ FRandom pr_cajump("CustomJump");
extern TArray<VMValue> actionParams; // this can use the same storage as CallAction extern TArray<VMValue> actionParams; // this can use the same storage as CallAction
static bool CallStateChain (AActor *self, AActor *actor, FState *state) static int CallStateChain (AActor *self, AActor *actor, FState *state)
{ {
INTBOOL result = false; INTBOOL result = false;
int counter = 0; int counter = 0;
@ -235,7 +235,7 @@ static bool CallStateChain (AActor *self, AActor *actor, FState *state)
return !!result; return !!result;
} }
DEFINE_ACTION_FUNCTION(ACustomInventory, CallStateChain) DEFINE_ACTION_FUNCTION_NATIVE(ACustomInventory, CallStateChain, CallStateChain)
{ {
PARAM_SELF_PROLOGUE(AActor); PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(affectee, AActor); PARAM_OBJECT(affectee, AActor);
@ -243,226 +243,6 @@ DEFINE_ACTION_FUNCTION(ACustomInventory, CallStateChain)
ACTION_RETURN_BOOL(CallStateChain(self, affectee, state)); ACTION_RETURN_BOOL(CallStateChain(self, affectee, state));
} }
//==========================================================================
//
// CheckClass
//
// NON-ACTION function to check a pointer's class.
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, CheckClass)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS (checktype, AActor);
PARAM_INT (pick_pointer);
PARAM_BOOL (match_superclass);
self = COPY_AAPTR(self, pick_pointer);
if (self == nullptr || checktype == nullptr)
{
ret->SetInt(false);
}
else if (match_superclass)
{
ret->SetInt(self->IsKindOf(checktype));
}
else
{
ret->SetInt(self->GetClass() == checktype);
}
return 1;
}
return 0;
}
//==========================================================================
//
// CheckClass
//
// NON-ACTION function to calculate missile damage for the given actor
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, GetMissileDamage)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(mask);
PARAM_INT(add);
PARAM_INT(pick_pointer);
self = COPY_AAPTR(self, pick_pointer);
if (self == NULL)
{
ret->SetInt(0);
}
else
{
ret->SetInt(self->GetMissileDamage(mask, add));
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetDistance
//
// NON-ACTION function to get the distance in double.
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, GetDistance)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL(checkz);
PARAM_INT(ptr);
AActor *target = COPY_AAPTR(self, ptr);
if (!target || target == self)
{
ret->SetFloat(0);
}
else
{
DVector3 diff = self->Vec3To(target);
if (checkz)
diff.Z += (target->Height - self->Height) / 2;
else
diff.Z = 0.;
ret->SetFloat(diff.Length());
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetAngle
//
// NON-ACTION function to get the angle in degrees (normalized to -180..180)
//
//==========================================================================
enum GAFlags
{
GAF_RELATIVE = 1,
GAF_SWITCH = 1 << 1,
};
DEFINE_ACTION_FUNCTION(AActor, GetAngle)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
PARAM_INT(ptr)
AActor *target = COPY_AAPTR(self, ptr);
if (!target || target == self)
{
ret->SetFloat(0);
}
else
{
DVector3 diff = (flags & GAF_SWITCH) ? target->Vec3To(self) : self->Vec3To(target);
DAngle angto = diff.Angle();
DAngle yaw = (flags & GAF_SWITCH) ? target->Angles.Yaw : self->Angles.Yaw;
if (flags & GAF_RELATIVE) angto = deltaangle(yaw, angto);
ret->SetFloat(angto.Degrees);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetSpawnHealth
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, GetSpawnHealth)
{
if (numret > 0)
{
PARAM_SELF_PROLOGUE(AActor);
ret->SetInt(self->SpawnHealth());
return 1;
}
return 0;
}
//==========================================================================
//
// GetSpriteAngle
//
// NON-ACTION function returns the sprite angle of a pointer.
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, GetSpriteAngle)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(ptr);
AActor *target = COPY_AAPTR(self, ptr);
if (target == nullptr)
{
ret->SetFloat(0.0);
}
else
{
const double ang = target->SpriteAngle.Degrees;
ret->SetFloat(ang);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetSpriteRotation
//
// NON-ACTION function returns the sprite rotation of a pointer.
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, GetSpriteRotation)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(ptr);
AActor *target = COPY_AAPTR(self, ptr);
if (target == nullptr)
{
ret->SetFloat(0.0);
}
else
{
const double ang = target->SpriteRotation.Degrees;
ret->SetFloat(ang);
}
return 1;
}
return 0;
}
//========================================================================== //==========================================================================
// //
// GetZAt // GetZAt

View file

@ -267,7 +267,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, SetZ, SetZ)
return 0; return 0;
} }
static void SetDamage(AActor *self, double dmg) static void SetDamage(AActor *self, int dmg)
{ {
self->SetDamage(dmg); self->SetDamage(dmg);
} }
@ -698,6 +698,15 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, SpawnHealth, SpawnHealth)
ACTION_RETURN_INT(self->SpawnHealth()); ACTION_RETURN_INT(self->SpawnHealth());
} }
// Why does this exist twice?
DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetSpawnHealth, SpawnHealth)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(self->SpawnHealth());
}
void Revive(AActor *self) void Revive(AActor *self)
{ {
self->Revive(); self->Revive();
@ -1061,7 +1070,7 @@ static AActor *ZS_LineAttack(AActor *self, double angle, double distance, double
return P_LineAttack(self, angle, distance, pitch, damage, ENamedName(damageType), puffType, flags, victim, actualdamage, offsetz, offsetforward, offsetside); return P_LineAttack(self, angle, distance, pitch, damage, ENamedName(damageType), puffType, flags, victim, actualdamage, offsetz, offsetforward, offsetside);
} }
DEFINE_ACTION_FUNCTION_NATIVE(AActor, LineAttac, ZS_LineAttack) DEFINE_ACTION_FUNCTION_NATIVE(AActor, LineAttack, ZS_LineAttack)
{ {
PARAM_SELF_PROLOGUE(AActor); PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(angle); PARAM_FLOAT(angle);
@ -1321,8 +1330,21 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, GiveSecret, GiveSecret)
return 0; return 0;
} }
static int ZS_GetMissileDamage(AActor *self, int mask, int add, int pick_pointer)
{
self = COPY_AAPTR(self, pick_pointer);
return self ? self->GetMissileDamage(mask, add) : 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetMissileDamage, ZS_GetMissileDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(mask);
PARAM_INT(add);
PARAM_INT(pick_pointer);
ACTION_RETURN_INT(ZS_GetMissileDamage(self, mask, add, pick_pointer));
}
//===================================================================================== //=====================================================================================
// //
// Inventory exports // Inventory exports

View file

@ -771,7 +771,6 @@ class Actor : Thinker native
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
protected native void DestroyAllInventory(); // This is not supposed to be called by user code! protected native void DestroyAllInventory(); // This is not supposed to be called by user code!
native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const; native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
native Inventory GiveInventoryType(class<Inventory> itemtype); native Inventory GiveInventoryType(class<Inventory> itemtype);
@ -782,8 +781,6 @@ class Actor : Thinker native
native bool Warp(Actor dest, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0, int flags = 0, double heightoffset = 0, double radiusoffset = 0, double pitch = 0); native bool Warp(Actor dest, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0, int flags = 0, double heightoffset = 0, double radiusoffset = 0, double pitch = 0);
// DECORATE compatible functions // DECORATE compatible functions
native double GetDistance(bool checkz, int ptr = AAPTR_TARGET) const;
native double GetAngle(int flags, int ptr = AAPTR_TARGET) const;
native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT); native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
native clearscope int GetSpawnHealth() const; native clearscope int GetSpawnHealth() const;
native double GetCrouchFactor(int ptr = AAPTR_PLAYER1); native double GetCrouchFactor(int ptr = AAPTR_PLAYER1);
@ -791,8 +788,6 @@ class Actor : Thinker native
native double GetCVarString(string cvar); native double GetCVarString(string cvar);
native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT); native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
native int CountProximity(class<Actor> classname, double distance, int flags = 0, int ptr = AAPTR_DEFAULT); native int CountProximity(class<Actor> classname, double distance, int flags = 0, int ptr = AAPTR_DEFAULT);
native double GetSpriteAngle(int ptr = AAPTR_DEFAULT);
native double GetSpriteRotation(int ptr = AAPTR_DEFAULT);
native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT); native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
action native int OverlayID(); action native int OverlayID();
action native double OverlayX(int layer = 0); action native double OverlayX(int layer = 0);

View file

@ -18,6 +18,116 @@ extend class Object
extend class Actor extend class Actor
{ {
//==========================================================================
//
// CheckClass
//
// NON-ACTION function to check a pointer's class.
// deprecated because functionality is directly accessible.
//
//==========================================================================
deprecated("3.7") bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false)
{
let check = GetPointer(ptr_select);
if (check == null || checkclass == null)
{
return false;
}
else if (match_superclass)
{
return check is checkclass;
}
else
{
return check.GetClass() == checkclass;
}
}
//==========================================================================
//
// GetDistance
//
// NON-ACTION function to get the distance in double.
// deprecated because it requires AAPTR to work.
//
//==========================================================================
deprecated("3.7") double GetDistance(bool checkz, int ptr = AAPTR_TARGET) const
{
let target = GetPointer(ptr);
if (!target || target == self)
{
return 0;
}
else
{
let diff = Vec3To(target);
if (checkz)
diff.Z += (target.Height - self.Height) / 2;
else
diff.Z = 0.;
return diff.Length();
}
}
//==========================================================================
//
// GetAngle
//
// NON-ACTION function to get the angle in degrees (normalized to -180..180)
// deprecated because it requires AAPTR to work.
//
//==========================================================================
deprecated("3.7") double GetAngle(int flags, int ptr = AAPTR_TARGET)
{
let target = GetPointer(ptr);
if (!target || target == self)
{
return 0;
}
else
{
let angto = (flags & GAF_SWITCH) ? target.AngleTo(self) : self.AngleTo(target);
let yaw = (flags & GAF_SWITCH) ? target.Angle : self.Angle;
if (flags & GAF_RELATIVE) angto = deltaangle(yaw, angto);
return angto;
}
}
//==========================================================================
//
// GetSpriteAngle
//
// NON-ACTION function returns the sprite angle of a pointer.
// deprecated because direct access to the data is now possible.
//
//==========================================================================
deprecated("3.7") double GetSpriteAngle(int ptr = AAPTR_DEFAULT)
{
let target = GetPointer(ptr);
return target? target.SpriteAngle : 0;
}
//==========================================================================
//
// GetSpriteRotation
//
// NON-ACTION function returns the sprite rotation of a pointer.
// deprecated because direct access to the data is now possible.
//
//==========================================================================
deprecated("3.7") double GetSpriteRotation(int ptr = AAPTR_DEFAULT)
{
let target = GetPointer(ptr);
return target? target.SpriteRotation : 0;
}
deprecated("2.3") void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET) deprecated("2.3") void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
{ {
A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr); A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);