This commit is contained in:
Rachael Alexanderson 2017-01-13 09:15:22 -05:00
commit 2583c94444
13 changed files with 141 additions and 187 deletions

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@ -1216,7 +1216,6 @@ set (PCH_SOURCES
g_shared/a_movingcamera.cpp g_shared/a_movingcamera.cpp
g_shared/a_quake.cpp g_shared/a_quake.cpp
g_shared/a_randomspawner.cpp g_shared/a_randomspawner.cpp
g_shared/a_sectoraction.cpp
g_shared/a_skies.cpp g_shared/a_skies.cpp
g_shared/a_soundenvironment.cpp g_shared/a_soundenvironment.cpp
g_shared/a_soundsequence.cpp g_shared/a_soundsequence.cpp

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@ -2228,11 +2228,13 @@ bool AM_Check3DFloors(line_t *line)
// If needUseActivated is true, the special must be activated by use. // If needUseActivated is true, the special must be activated by use.
bool AM_checkSectorActions (sector_t *sector, bool (*function)(int, int *), int *specialptr, int **argsptr, bool needUseActivated) bool AM_checkSectorActions (sector_t *sector, bool (*function)(int, int *), int *specialptr, int **argsptr, bool needUseActivated)
{ {
for (ASectorAction* action = sector->SecActTarget; action; action = barrier_cast<ASectorAction *>(action->tracer)) // This code really stands in the way of a more generic and flexible implementation of sector actions because it makes far too many assumptions
// about their internal workings. Well, it can't be helped. Let's just hope that nobody abuses the special and the health field in a way that breaks this.
for (AActor* action = sector->SecActTarget; action; action = action->tracer)
{ {
if ((action->IsActivatedByUse() || false == needUseActivated) if (((action->health & (SECSPAC_Use | SECSPAC_UseWall)) || false == needUseActivated)
&& (*function)(action->special, action->args) && (*function)(action->special, action->args)
&& action->CanTrigger (players[consoleplayer].mo)) && !(action->flags & MF_FRIENDLY))
{ {
*specialptr = action->special; *specialptr = action->special;
*argsptr = action->args; *argsptr = action->args;

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@ -2726,7 +2726,7 @@ void D_DoomMain (void)
restart++; restart++;
PClass::bShutdown = false; PClass::bShutdown = false;
PClass::bShuttingDown = false; PClass::bVMOperational = false;
} }
while (1); while (1);
} }

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@ -354,7 +354,7 @@ DObject::~DObject ()
void DObject:: Destroy () void DObject:: Destroy ()
{ {
// We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted. // We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted.
if (!PClass::bShuttingDown) if (PClass::bVMOperational)
{ {
IFVIRTUAL(DObject, OnDestroy) IFVIRTUAL(DObject, OnDestroy)
{ {
@ -495,7 +495,7 @@ size_t DObject::StaticPointerSubstitution (DObject *old, DObject *notOld, bool s
#define SECTOR_CHECK(f,t) \ #define SECTOR_CHECK(f,t) \
if (sec.f.p == static_cast<t *>(old)) { sec.f = static_cast<t *>(notOld); changed++; } if (sec.f.p == static_cast<t *>(old)) { sec.f = static_cast<t *>(notOld); changed++; }
SECTOR_CHECK( SoundTarget, AActor ); SECTOR_CHECK( SoundTarget, AActor );
SECTOR_CHECK( SecActTarget, ASectorAction ); SECTOR_CHECK( SecActTarget, AActor );
SECTOR_CHECK( floordata, DSectorEffect ); SECTOR_CHECK( floordata, DSectorEffect );
SECTOR_CHECK( ceilingdata, DSectorEffect ); SECTOR_CHECK( ceilingdata, DSectorEffect );
SECTOR_CHECK( lightingdata, DSectorEffect ); SECTOR_CHECK( lightingdata, DSectorEffect );

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@ -72,7 +72,7 @@ FTypeTable TypeTable;
PSymbolTable GlobalSymbols; PSymbolTable GlobalSymbols;
TArray<PClass *> PClass::AllClasses; TArray<PClass *> PClass::AllClasses;
bool PClass::bShutdown; bool PClass::bShutdown;
bool PClass::bShuttingDown; bool PClass::bVMOperational;
PErrorType *TypeError; PErrorType *TypeError;
PErrorType *TypeAuto; PErrorType *TypeAuto;
@ -2962,7 +2962,7 @@ void PClass::StaticShutdown ()
// From this point onward no scripts may be called anymore because the data needed by the VM is getting deleted now. // From this point onward no scripts may be called anymore because the data needed by the VM is getting deleted now.
// This flags DObject::Destroy not to call any scripted OnDestroy methods anymore. // This flags DObject::Destroy not to call any scripted OnDestroy methods anymore.
bShuttingDown = true; bVMOperational = false;
// Unless something went wrong, anything left here should be class and type objects only, which do not own any scripts. // Unless something went wrong, anything left here should be class and type objects only, which do not own any scripts.
TypeTable.Clear(); TypeTable.Clear();

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@ -883,7 +883,7 @@ public:
static TArray<PClass *> AllClasses; static TArray<PClass *> AllClasses;
static bool bShutdown; static bool bShutdown;
static bool bShuttingDown; static bool bVMOperational;
}; };
class PClassType : public PClass class PClassType : public PClass

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@ -1,117 +0,0 @@
/*
** a_sectoraction.cpp
** Actors that hold specials to be executed upon conditions in a sector
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "r_defs.h"
#include "p_lnspec.h"
// The base class for sector actions ----------------------------------------
IMPLEMENT_CLASS(ASectorAction, false, false)
bool ASectorAction::IsActivatedByUse() const
{
return !!(health & (SECSPAC_Use|SECSPAC_UseWall));
}
void ASectorAction::OnDestroy ()
{
if (Sector != nullptr)
{
// Remove ourself from this sector's list of actions
AActor *probe = Sector->SecActTarget;
union
{
AActor **act;
ASectorAction **secact;
} prev;
prev.secact = &Sector->SecActTarget;
while (probe && probe != this)
{
prev.act = &probe->tracer;
probe = probe->tracer;
}
if (probe != nullptr)
{
*prev.act = probe->tracer;
}
Sector = nullptr;
}
Super::OnDestroy();
}
void ASectorAction::BeginPlay ()
{
Super::BeginPlay ();
// Add ourself to this sector's list of actions
tracer = Sector->SecActTarget;
Sector->SecActTarget = this;
}
void ASectorAction::Activate (AActor *source)
{
flags2 &= ~MF2_DORMANT; // Projectiles cannot trigger
}
void ASectorAction::Deactivate (AActor *source)
{
flags2 |= MF2_DORMANT; // Projectiles can trigger
}
bool ASectorAction::DoTriggerAction (AActor *triggerer, int activationType)
{
return (activationType & health) ? CheckTrigger(triggerer) : false;
}
bool ASectorAction::CanTrigger (AActor *triggerer) const
{
return special &&
((triggerer->player && !(flags & MF_FRIENDLY)) ||
((flags & MF_AMBUSH) && (triggerer->flags2 & MF2_MCROSS)) ||
((flags2 & MF2_DORMANT) && (triggerer->flags2 & MF2_PCROSS)));
}
bool ASectorAction::CheckTrigger (AActor *triggerer) const
{
if (CanTrigger(triggerer))
{
bool res = !!P_ExecuteSpecial(special, NULL, triggerer, false, args[0], args[1],
args[2], args[3], args[4]);
return res;
}
return false;
}

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@ -36,6 +36,7 @@
#include "r_sky.h" #include "r_sky.h"
#include "r_data/colormaps.h" #include "r_data/colormaps.h"
#include "g_levellocals.h" #include "g_levellocals.h"
#include "virtual.h"
// [RH] // [RH]
@ -1461,7 +1462,14 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
{ {
AActor *next = act->tracer; AActor *next = act->tracer;
bool didit = act->DoTriggerAction(thing, activation); IFVIRTUALPTRNAME(act, "SectorAction", TriggerAction)
{
VMValue params[3] = { act, thing, activation };
VMReturn ret;
int didit;
ret.IntAt(&didit);
GlobalVMStack.Call(func, params, 3, &ret, 1, nullptr);
if (didit) if (didit)
{ {
if (act->flags4 & MF4_STANDSTILL) if (act->flags4 & MF4_STANDSTILL)
@ -1469,8 +1477,9 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
act->Destroy(); act->Destroy();
} }
} }
act = static_cast<ASectorAction*>(next); act = next;
res |= didit; res |= !!didit;
}
} }
return res; return res;
} }

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@ -286,7 +286,6 @@ public:
void Activate (AActor *source); void Activate (AActor *source);
void Deactivate (AActor *source); void Deactivate (AActor *source);
bool CanTrigger (AActor *triggerer) const; bool CanTrigger (AActor *triggerer) const;
bool IsActivatedByUse() const;
virtual bool DoTriggerAction(AActor *triggerer, int activationType); virtual bool DoTriggerAction(AActor *triggerer, int activationType);
protected: protected:
bool CheckTrigger(AActor *triggerer) const; bool CheckTrigger(AActor *triggerer) const;
@ -1067,7 +1066,7 @@ public:
// flexible in a Bloody way. SecActTarget forms a list of actors // flexible in a Bloody way. SecActTarget forms a list of actors
// joined by their tracer fields. When a potential sector action // joined by their tracer fields. When a potential sector action
// occurs, SecActTarget's TriggerAction method is called. // occurs, SecActTarget's TriggerAction method is called.
TObjPtr<ASectorAction> SecActTarget; TObjPtr<AActor> SecActTarget;
// [RH] The portal or skybox to render for this sector. // [RH] The portal or skybox to render for this sector.
unsigned Portals[2]; unsigned Portals[2];

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@ -2457,45 +2457,3 @@ void S_ParseMusInfo()
} }
//==========================================================================
//
// Music changer. Uses the sector action class to do its job
//
//==========================================================================
class AMusicChanger : public ASectorAction
{
DECLARE_CLASS (AMusicChanger, ASectorAction)
public:
virtual bool DoTriggerAction (AActor *triggerer, int activationType);
virtual void PostBeginPlay();
};
IMPLEMENT_CLASS(AMusicChanger, false, false)
bool AMusicChanger::DoTriggerAction (AActor *triggerer, int activationType)
{
if (activationType & SECSPAC_Enter && triggerer->player != NULL)
{
if (triggerer->player->MUSINFOactor != this)
{
triggerer->player->MUSINFOactor = this;
triggerer->player->MUSINFOtics = 30;
}
}
return false;
}
void AMusicChanger::PostBeginPlay()
{
// The music changer should consider itself activated if the player
// spawns in its sector as well as if it enters the sector during a P_TryMove.
Super::PostBeginPlay();
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo && players[i].mo->Sector == this->Sector)
{
DoTriggerAction(players[i].mo, SECSPAC_Enter);
}
}
}

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@ -443,6 +443,8 @@ void LoadActors()
timer.Unclock(); timer.Unclock();
if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS()); if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS());
// Now we may call the scripted OnDestroy method.
PClass::bVMOperational = true;
// Since these are defined in DECORATE now the table has to be initialized here. // Since these are defined in DECORATE now the table has to be initialized here.
for (int i = 0; i < 31; i++) for (int i = 0; i < 31; i++)
{ {

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@ -18,3 +18,13 @@ inline unsigned GetVirtualIndex(PClass *cls, const char *funcname)
if (func != nullptr) if (func != nullptr)
#define IFVIRTUAL(cls, funcname) IFVIRTUALPTR(this, cls, funcname) #define IFVIRTUAL(cls, funcname) IFVIRTUALPTR(this, cls, funcname)
#define IFVIRTUALPTRNAME(self, cls, funcname) \
static unsigned VIndex = ~0u; \
if (VIndex == ~0u) { \
VIndex = GetVirtualIndex(PClass::FindActor(cls), #funcname); \
assert(VIndex != ~0u); \
} \
auto clss = self->GetClass(); \
VMFunction *func = clss->Virtuals.Size() > VIndex? clss->Virtuals[VIndex] : nullptr; \
if (func != nullptr)

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@ -1,7 +1,7 @@
class SectorAction : Actor native class SectorAction : Actor
{ {
// this class uses health to define the activation type. // self class uses health to define the activation type.
enum EActivation enum EActivation
{ {
SECSPAC_Enter = 1, SECSPAC_Enter = 1,
@ -24,9 +24,70 @@ class SectorAction : Actor native
+NOGRAVITY +NOGRAVITY
+DONTSPLASH +DONTSPLASH
} }
override void OnDestroy ()
{
if (CurSector != null)
{
// Remove ourself from self CurSector's list of actions
if (CurSector.SecActTarget == self)
{
CurSector.SecActTarget = SectorAction(tracer);
}
else
{
Actor probe = CurSector.SecActTarget;
while (probe.tracer != self && probe.tracer != null)
{
probe = probe.tracer;
}
if (probe.tracer == self)
{
probe.tracer = tracer;
}
}
}
Super.OnDestroy();
}
override void BeginPlay ()
{
Super.BeginPlay ();
// Add ourself to self CurSector's list of actions
tracer = CurSector.SecActTarget;
CurSector.SecActTarget = self;
}
override void Activate (Actor source)
{
bDormant = false; // Projectiles cannot trigger
}
override void Deactivate (Actor source)
{
bDormant = true; // Projectiles can trigger
}
virtual bool TriggerAction (Actor triggerer, int activationType)
{
if ((activationType & health) && CanTrigger(triggerer))
{
return triggerer.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
}
return false;
}
virtual bool CanTrigger (Actor triggerer)
{
return special &&
((triggerer.player && !bFriendly) ||
(bAmbush && triggerer.bActivateMCross) ||
(bDormant && triggerer.bActivatePCross));
}
} }
// Triggered when entering sector ------------------------------------------- // Triggered when entering CurSector -------------------------------------------
class SecActEnter : SectorAction class SecActEnter : SectorAction
{ {
@ -36,7 +97,7 @@ class SecActEnter : SectorAction
} }
} }
// Triggered when leaving sector -------------------------------------------- // Triggered when leaving CurSector --------------------------------------------
class SecActExit : SectorAction class SecActExit : SectorAction
{ {
@ -46,7 +107,7 @@ class SecActExit : SectorAction
} }
} }
// Triggered when hitting sector's floor ------------------------------------ // Triggered when hitting CurSector's floor ------------------------------------
class SecActHitFloor : SectorAction class SecActHitFloor : SectorAction
{ {
@ -56,7 +117,7 @@ class SecActHitFloor : SectorAction
} }
} }
// Triggered when hitting sector's ceiling ---------------------------------- // Triggered when hitting CurSector's ceiling ----------------------------------
class SecActHitCeil : SectorAction class SecActHitCeil : SectorAction
{ {
@ -66,7 +127,7 @@ class SecActHitCeil : SectorAction
} }
} }
// Triggered when using inside sector --------------------------------------- // Triggered when using inside CurSector ---------------------------------------
class SecActUse : SectorAction class SecActUse : SectorAction
{ {
@ -76,7 +137,7 @@ class SecActUse : SectorAction
} }
} }
// Triggered when using a sector's wall ------------------------------------- // Triggered when using a CurSector's wall -------------------------------------
class SecActUseWall : SectorAction class SecActUseWall : SectorAction
{ {
@ -136,9 +197,40 @@ class SecActHitFakeFloor : SectorAction
} }
} }
// Music changer ---------------------------------- //==========================================================================
//
// Music changer. Uses the sector action class to do its job
//
//==========================================================================
class MusicChanger : SectorAction native class MusicChanger : SectorAction
{ {
override bool TriggerAction (Actor triggerer, int activationType)
{
if (activationType & SECSPAC_Enter && triggerer.player != null)
{
if (triggerer.player.MUSINFOactor != self)
{
triggerer.player.MUSINFOactor = self;
triggerer.player.MUSINFOtics = 30;
}
}
return false;
}
override void PostBeginPlay()
{
// The music changer should consider itself activated if the player
// spawns in its sector as well as if it enters the sector during a P_TryMove.
Super.PostBeginPlay();
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo && players[i].mo.CurSector == self.CurSector)
{
TriggerAction(players[i].mo, SECSPAC_Enter);
}
}
}
} }