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303 lines
11 KiB
Text
303 lines
11 KiB
Text
ZDoom 1.19 offers a partial conversion of the Doom code to C++. As such, some
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functions and classes have been encapsulated in classes. This document tries
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to give an overview of those classes and how to use them.
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Command line parameters
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=======================
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Previous versions of ZDoom kept the command line in the myargv and myargc
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global variables. This version uses a single variable, Args, of type DArgs.
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This class is defined in m_argv.h and implemented in m_argv.cpp. The three
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most important functions are:
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int DArgs::CheckParm (const char *check) const;
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Checks to see if a parameter exists. If it does, it's index number is
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returned. Use the GetArg() method to retrieve an arguments specified
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after it.
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char *DArgs::CheckValue (const char *check) const;
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This is similar to CheckParm(), but it returns the value of the argument
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immediately following parameter. If the parameter is not present, or it
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has no argument, NULL is returned.
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char *DArgs::GetArg (int index) const;
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Retrieves the value of an argument. This is similar to argv[index].
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For the other functions, check the implementation in m_argv.cpp to see what
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they do.
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Error messages
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==============
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There are two functions for reporting error conditions: I_Error() and
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I_FatalError(). Use the first for errors that can be recovered from. It will
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drop the user to the fullscreen console and print the message. Use the
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second for error conditions that are much harder to recover from. It will
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terminate the program and display the message.
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Console commands
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================
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Adding new console commands is now very simple, compared to previous
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versions of ZDoom. Registration is now completely automatic if you use the
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BEGIN_COMMAND and END_COMMAND macros defined in c_dispatch.h. A simple
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command could be implemented like this:
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#include "c_dispatch.h"
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BEGIN_COMMAND(hello)
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{
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Printf (PRINT_HIGH, "Hello, world!\n");
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}
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END_COMMAND(hello)
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The parameter to the BEGIN_COMMAND and END_COMMAND macros is the name of
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the command, as typed at the console (in this case, "hello"). You should use
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the same name for both BEGIN_ and END_. You can access the arguments to the
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command using argc and argv. If you want to know who activated the command,
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m_Instigator is a pointer to the actor of the player who called it.
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Console variables
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=================
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Adding new console variables is also similar. The c_cvars.h file contains
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four macros related to using cvars:
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CVAR (name, default, flags)
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Declares a new console variable with the name "name" and default
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value "default" and flags "flags". (See c_cvars.h for the different
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flags). An example:
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CVAR (var_friction, "1", CVAR_SERVERINFO);
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EXTERN_CVAR (name)
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Imports a cvar defined elsewhere. This just generates the code
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"extern cvar_t name;", but you should still use this macro.
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BEGIN_CUSTOM_CVAR (name, default, flags)
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END_CUSTOM_CVAR (name)
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Declares a cvar that performs some special action each time its value
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changes. You should use a compound statement between the BEGIN_ and
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END_ macros, just like with commands above. Any code between these
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two macros can use "var" to access the associated cvar. Example:
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BEGIN_CUSTOM_CVAR (splashfactor, "1.0", CVAR_SERVERINFO)
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{
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if (var.value <= 0.0f)
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var.Set (1.0f);
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else
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selfthrustscale = 1.0f / var.value;
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}
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END_CUSTOM_CVAR (splashfactor)
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This example also illustrates bounds checking for cvars. The basic
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idea is:
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if (variable is within range)
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<do something with it>
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else
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<set it to something that is in range>
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Calling Set() will automatically execute the code block again, so you
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must make sure that you do nothing but reset the value of the cvar if
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it's out of range. The code block will also be executed at program
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startup when the cvar is constructed.
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The DObject class hierarchy
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===========================
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Most classes in ZDoom 1.18 are descendants of the DObject class. This class
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provides basic typechecking and serialization functionality. In a future
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version of ZDoom, it will also provide a means to interface C++ code with
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DoomScript. If you want to be able to perform type-checking on a class, save
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it to disk, or access it from DoomScript (in a later version), it should be
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a descendant of DObject.
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The basic features of DObject require that you use some of the macros in
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dobject.h: DECLARE_CLASS, IMPLEMENT_CLASS, DECLARE_SERIAL, and
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IMPLEMENT_SERIAL. For a class that won't be saved to disk, do this:
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class MyClass : public DObject
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{
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DECLARE_CLASS (MyClass, DObject)
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public:
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...
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Rest of class definition
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...
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}
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Then someplace else, where you define the class, add this line:
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IMPLEMENT_CLASS (MyClass, DObject)
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(You should be sure to replace MyClass with the actual name of your class
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and DObject with the name of your class's superclass.)
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For a class that can be saved to disk (ie, a serializable class), use
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DECLARE_SERIAL and IMPLEMENT_SERIAL instead. Serializable classes require
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default constructors. If you don't want anybody to be able to create an
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instance of the class using the default constructor, you can hide it
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inside the private portion of the class definition:
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...
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private:
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MyClass () {}
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...
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Serializable classes also require that you define a Serialize() method.
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This function should call the superclass's Serialize() method and then
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either store or extract the fields for the class. (Whenever you change
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the contents of a class, be sure to change its accompanying Serialize()
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method.) A generic Serialize() looks like this:
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void MyClass::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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if (arc.IsStoring ())
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{
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arc << m_field1 << m_field2 << m_field3 << ... ;
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}
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else
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{
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arc >> m_field1 >> m_field2 >> m_field3 >> ... ;
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}
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}
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There are also some structs that use some serialization code that you
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should be sure to change if you change the structs. The code for
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serializing sector_t and line_t can be found in P_SerializeWorld() in
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p_saveg.cpp. The code for serializing player_t is in p_user.cpp as
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player_s::Serialize().
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To determine the type of an object, you can use the IsA() and IsKindOf()
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methods of DObject. IsA() tests if the object is an instance of a
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specific type of class, and is probably not what you want. IsKindOf()
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checks if an object is a specific type of class or one of its
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descendants. Example: Suppose anActor points to an instance of AActor.
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(anActor->IsA (RUNTIME_CLASS(DThinker))) will return false because AActor
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is not the same as DThinker, but (anActor->IsKindOf
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(RUNTIME_CLASS(DThinker))) will return true because AActor is a
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descendant of DThinker.
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Pointer cleanup
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===============
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Whenever an object is destroyed, ZDoom will attempt to NULL any pointers that
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pointed to that object. This eliminates various anomalies caused by trying to
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reference stale pointers. This mechanism is not entirely transparent and
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requires some work on your part. When you create a subclass of DObject that
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contains pointers, you should use the IMPLEMENT_POINTY_SERIAL or
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IMPLEMENT_POINTY_CLASS macros instead of IMPLEMENT_SERIAL or IMPLEMENT_CLASS.
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Following the macro, you list each element of the class that points to a
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DObject (or a subclass of it). If the pointer points to something that is not
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a DObject (such as a char *), you do not need to include it in this list.
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After you list all the pointers, use the END_POINTERS macro.
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The implementation for the AActor class looks like this:
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IMPLEMENT_POINTY_SERIAL (AActor, DThinker)
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DECLARE_POINTER (target)
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DECLARE_POINTER (lastenemy)
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DECLARE_POINTER (tracer)
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DECLARE_POINTER (goal)
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END_POINTERS
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If you add pointers to any class, you need to update this list accordingly.
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The player class uses a hack, because it is not derived from DObject, to
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clear pointers. See player_s::FixPointers() in p_user.cpp if you add any
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pointers to player_s.
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When you want to destroy any object derived from DThinker (this includes all
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actors), call that object's Destroy() method. Do not use delete, because it
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is not guaranteed to perform all necessary cleanup. If the object is not
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derived from DThinker, however, you can safely call delete on it.
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As an example, if you have an instance of AActor called actor, and you want
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to get rid of it, use:
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actor->Destroy ();
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If you have an instance of DCanvas called canvas and want to get rid of it,
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either of the following will work (but not both):
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canvas->Destroy (); or
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delete canvas;
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Thinkers
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========
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Almost everything that can affect the appearance of the world is implemented
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as a subclass of DThinker. The important base classes are:
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DPolyAction
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A polyobject that is doing something (DRotatePoly, DMovePoly, or
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DPolyDoor).
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DSectorEffect
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An effect that occurs inside a certain sector. This is further broken
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up into DLighting (for lighting changes) and DMover (for floor/
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ceiling movement). DMover is also subclassed into DMovingFloor (for
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moving floors only) and DMovingCeiling (for moving ceilings only).
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For effects that move both the floor and ceiling, subclass DMover
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and have a look at either DPillar or DElevator.
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AActor
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This is probably the most important. All players, monsters, items,
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ammo, weapons, and anything else that appears as a sprite in the
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world is an instance of AActor. This is nowhere near as encapsulated
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as I would like it to be because of the necessity to maintain
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compatibility with DeHackEd patches until DoomScript is done. This
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means that there is no easy way to subclass AActor and spawn an
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instance of the subclass in the map. I don't like it, but it's a step
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in the right direction.
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To find all instances of a specific type of thinker in a map, you can use the
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TThinkerIterator template class. It's usage is simple:
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TThinkerIterator<TypeOfClass> iterator;
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TypeOfClass *object;
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while ( (object = iterator.Next ()) )
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{
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// do something with the object
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}
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AActor methods
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==============
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A few of the functions that operate on actors have been moved inside the
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AActor class:
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P_ClearTidHashes() -> AActor::ClearTIDHashes()
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P_AddMobjToHash() -> AActor::AddToHash()
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P_RemoveMobjFromHash() -> AActor::RemoveFromHash()
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P_FindMobjByTid() -> AActor::FindByTID()
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P_FindGoal() -> AActor::FindGoal()
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P_UnsetThingPosition() -> AActor::UnlinkFromWorld()
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P_SetThingPosition() -> AActor::LinkToWorld()
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AActor::SetOrigin() has also been introduced. It simply moves the actor to
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a specific location on the map without performing any collision detection.
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A bit more on serialization
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===========================
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The serialization mechanism is a fairly standard, yet powerful, framework
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that can save a bunch of objects to disk and properly maintain pointers
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between them. When you store a pointer to an object, the object will also be
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stored to disk if it hasn't been already. When you read the pointer, the
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object it points to will also be read from disk if it hasn't been already.
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This allows pointers to objects to be preserved without any extra effort on
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your part. Pointers to something other than a DObject or one of its
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descendents need to be implemented specially by overloading operator << (see
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info.h for a few of these). If you're not sure how serialization works, take
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a look at some of the serialization functions for the existing classes by
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grepping through the source for "::Serialize" (without the quotes).
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