Merge remote-tracking branch 'remotes/origin/master' into new_level_refactor

This commit is contained in:
Christoph Oelckers 2019-01-31 20:43:24 +01:00
commit ff903da19a
7 changed files with 107 additions and 11 deletions

View File

@ -536,6 +536,14 @@ bool E_CheckReplacement( PClassActor *replacee, PClassActor **replacement )
return final;
}
bool E_CheckReplacee(PClassActor **replacee, PClassActor *replacement)
{
bool final = false;
for (DStaticEventHandler *handler = E_FirstEventHandler; handler; handler = handler->next)
handler->CheckReplacee(replacee, replacement, &final);
return final;
}
void E_NewGame(EventHandlerType handlerType)
{
bool isStatic = handlerType == EventHandlerType::Global;
@ -627,6 +635,10 @@ DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacee)
DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacement)
DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, IsFinal)
DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, Replacee)
DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, Replacement)
DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, IsFinal)
DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
{
PARAM_SELF_PROLOGUE(DStaticEventHandler);
@ -1193,6 +1205,21 @@ void DStaticEventHandler::CheckReplacement( PClassActor *replacee, PClassActor *
}
}
void DStaticEventHandler::CheckReplacee(PClassActor **replacee, PClassActor *replacement, bool *final)
{
IFVIRTUAL(DStaticEventHandler, CheckReplacee)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
FReplacedEvent e = { *replacee, replacement, *final };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
if (e.Replacee != replacement) // prevent infinite recursion
*replacee = e.Replacee;
*final = e.IsFinal;
}
}
void DStaticEventHandler::NewGame()
{
IFVIRTUAL(DStaticEventHandler, NewGame)

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@ -81,6 +81,8 @@ void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manu
// called when looking up the replacement for an actor class
bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
// called when looking up the replaced for an actor class
bool E_CheckReplacee(PClassActor** replacee, PClassActor* replacement);
// called on new game
void E_NewGame(EventHandlerType handlerType);
@ -187,6 +189,7 @@ public:
//
void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
void CheckReplacee(PClassActor** replacee, PClassActor* replacement, bool* final);
//
void NewGame();
@ -301,4 +304,11 @@ struct FReplaceEvent
bool IsFinal;
};
struct FReplacedEvent
{
PClassActor* Replacee;
PClassActor* Replacement;
bool IsFinal;
};
#endif

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@ -834,15 +834,18 @@ void FLevelLocals::RecreateAllAttachedLights()
while ((a=it.Next()))
{
if (a->IsKindOf(NAME_DynamicLight))
{
::AttachLight(a);
::ActivateLight(a);
}
else
if (!a->IsKindOf(NAME_DynamicLight))
{
a->SetDynamicLights();
}
else if (a->AttachedLights.Size() == 0)
{
::AttachLight(a);
if (!(a->flags2 & MF2_DORMANT))
{
::ActivateLight(a);
}
}
}
}

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@ -593,6 +593,16 @@ PClassActor *PClassActor::GetReplacee(bool lookskill)
}
}
PClassActor *savedrep = ActorInfo()->Replacee;
// [MC] Same code as CheckReplacement but turned around so modders can indicate
// what monsters spawn from which entity. I.e. instead of a randomspawner
// showing up, one can assign an Arachnotron as the one being replaced
// so functions like CheckReplacee and A_BossDeath can actually work, given
// modders set it up that way.
if (E_CheckReplacee(&savedrep, this))
{
// [MK] the replacement is final, so don't continue with the chain
return savedrep ? savedrep : this;
}
if (savedrep == nullptr && (!lookskill || skillrepname == NAME_None))
{
return this;

View File

@ -300,6 +300,13 @@ struct ReplaceEvent native version("2.4")
native bool IsFinal;
}
struct ReplacedEvent native version("3.7")
{
native Class<Actor> Replacee;
native readonly Class<Actor> Replacement;
native bool IsFinal;
}
class StaticEventHandler : Object native play version("2.4")
{
// static event handlers CAN register other static event handlers.
@ -312,7 +319,7 @@ class StaticEventHandler : Object native play version("2.4")
virtual void OnUnregister() {}
// actual handlers are here
virtual void WorldLoaded(WorldEvent e) {}
virtual void WorldLoaded(WorldEvent e) {}
virtual void WorldUnloaded(WorldEvent e) {}
virtual void WorldThingSpawned(WorldEvent e) {}
virtual void WorldThingDied(WorldEvent e) {}
@ -348,6 +355,7 @@ virtual void WorldLoaded(WorldEvent e) {}
//
virtual void CheckReplacement(ReplaceEvent e) {}
virtual void CheckReplacee(ReplacedEvent e) {}
//
virtual void NewGame() {}

View File

@ -358,6 +358,10 @@ class LevelCompatibility native play
SetWallTexture(865, Line.back, Side.bottom, "STEP5");
SetWallTexture(1062, Line.front, Side.top, "GSTVINE1");
SetWallTexture(1071, Line.front, Side.top, "MARBLE1");
// Door requiring yellow keycard can only be opened once,
// change other side to one-shot Door_Open
SetLineSpecial(165, Door_Open, 0, 16);
SetLineFlags(165, 0, Line.ML_REPEAT_SPECIAL);
break;
}
@ -367,6 +371,11 @@ class LevelCompatibility native play
SetWallTexture(590, Line.back, Side.top, "GRAYBIG");
SetWallTexture(590, Line.front, Side.bottom, "BROWN1");
SetWallTexture(1027, Line.back, Side.top, "SP_HOT1");
// Replace tag for eastern secret at level start to not
// cause any action to the two-Baron trap
AddSectorTag(127, 100);
SetLineSpecial(382, Door_Open, 100, 16);
SetLineSpecial(388, Door_Open, 100, 16);
break;
}
@ -393,6 +402,13 @@ class LevelCompatibility native play
break;
}
case 'BBDC4253AE277DA5FCE2F19561627496': // Doom E3M2
{
// Switch at index finger repeatable in case of being stuck
SetLineFlags(368, Line.ML_REPEAT_SPECIAL);
break;
}
case '2B65CB046EA40D2E44576949381769CA': // Commercial Doom e3m4
{
// This line is erroneously specified as Door_Raise that monsters
@ -428,14 +444,29 @@ class LevelCompatibility native play
case 'FE97DCB9E6235FB3C52AE7C143160D73': // Doom E3M9
{
// Missing texture
// Missing textures
SetWallTexture(102, Line.back, Side.bottom, "STONE3");
SetWallTexture(445, Line.back, Side.bottom, "GRAY4");
// First door cannot be opened from inside and can stop you
// from finishing the level if somehow locked in.
SetLineSpecial(24, Door_Open, 0, 16);
SetLineActivation(24, SPAC_Use);
SetLineFlags(24, Line.ML_REPEAT_SPECIAL);
// Door that requires blue skull can only be opened once,
// make it repeatable in case of being locked
SetLineFlags(194, Line.ML_REPEAT_SPECIAL);
break;
}
case 'DA0C8281AC70EEC31127C228BCD7FE2C': // doom.wad e4m1
{
// missing texture
// missing textures
TextureID support3 = TexMan.CheckForTexture("SUPPORT3", TexMan.Type_Wall);
for(int i=0; i<4; i++)
{
SetWallTextureID(252+i, Line.back, Side.top, SUPPORT3);
}
SetWallTexture(322, Line.back, Side.bottom, "GSTONE1");
SetWallTexture(470, Line.front, Side.top, "GSTONE1");
break;
}
@ -471,6 +502,13 @@ class LevelCompatibility native play
SetSectorSpecial(151, 0);
SetSectorSpecial(152, 0);
SetSectorSpecial(155, 0);
// Stuck Imp
SetThingXY(69, -656, -1696);
// One line special at the northern lifts is incorrect, change
// to a repeatable line you can walk over to lower lift
SetLineSpecial(46, Plat_DownWaitUpStayLip, 1, 32, 105, 0);
SetLineActivation(46, SPAC_AnyCross);
SetLineFlags(46, Line.ML_REPEAT_SPECIAL);
break;
}

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@ -37,13 +37,13 @@
struct SaveGameNode native
{
native String SaveTitle;
native String Filename;
native readonly String Filename;
native bool bOldVersion;
native bool bMissingWads;
native bool bNoDelete;
}
struct SavegameManager native
struct SavegameManager native ui
{
native int WindowSize;
native SaveGameNode quickSaveSlot;