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https://github.com/ZDoom/qzdoom.git
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- scriptified A_KeenDie.
- added an 'exact' parameter to FThinkerIterator's Next function. This is mainly for scripting which allows to do a lot more checks natively when running the iterator while looking for one specific class.
This commit is contained in:
parent
b6633bc489
commit
010fd038be
10 changed files with 59 additions and 55 deletions
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@ -837,7 +837,6 @@ set( NOT_COMPILED_SOURCE_FILES
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sc_man_scanner.re
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g_doom/a_bossbrain.cpp
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g_doom/a_doomweaps.cpp
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g_doom/a_keen.cpp
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g_doom/a_lostsoul.cpp
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g_doom/a_painelemental.cpp
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g_doom/a_revenant.cpp
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@ -369,6 +369,12 @@ DEFINE_ACTION_FUNCTION(DObject, Destroy)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DObject, GetClass)
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{
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PARAM_SELF_PROLOGUE(DObject);
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ACTION_RETURN_OBJECT(self->GetClass());
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}
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//==========================================================================
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//
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//
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@ -480,7 +480,7 @@ void FThinkerIterator::Reinit ()
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m_SearchingFresh = false;
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}
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DThinker *FThinkerIterator::Next ()
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DThinker *FThinkerIterator::Next (bool exact)
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{
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if (m_ParentType == NULL)
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{
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@ -496,7 +496,11 @@ DThinker *FThinkerIterator::Next ()
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{
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DThinker *thinker = m_CurrThinker;
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m_CurrThinker = thinker->NextThinker;
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if (thinker->IsKindOf(m_ParentType))
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if (exact)
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{
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if (thinker->IsA(m_ParentType)) return thinker;
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}
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else if (thinker->IsKindOf(m_ParentType))
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{
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return thinker;
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}
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@ -121,7 +121,7 @@ private:
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public:
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FThinkerIterator (const PClass *type, int statnum=MAX_STATNUM+1);
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FThinkerIterator (const PClass *type, int statnum, DThinker *prev);
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DThinker *Next ();
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DThinker *Next (bool exact = false);
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void Reinit ();
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};
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@ -146,9 +146,9 @@ public:
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TThinkerIterator (const char *subclass, int statnum=MAX_STATNUM+1) : FThinkerIterator(PClass::FindClass(subclass), statnum)
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{
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}
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T *Next ()
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T *Next (bool exact = false)
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{
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return static_cast<T *>(FThinkerIterator::Next ());
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return static_cast<T *>(FThinkerIterator::Next (exact));
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}
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};
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@ -24,7 +24,6 @@
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// Include all the other Doom stuff here to reduce compile time
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#include "a_bossbrain.cpp"
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#include "a_doomweaps.cpp"
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#include "a_keen.cpp"
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#include "a_lostsoul.cpp"
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#include "a_painelemental.cpp"
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#include "a_revenant.cpp"
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@ -1,42 +0,0 @@
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/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "vm.h"
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*/
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//
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// A_KeenDie
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// DOOM II special, map 32.
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// Uses special tag 666 by default.
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KeenDie)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT_DEF(doortag);
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A_Unblock(self, false);
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// scan the remaining thinkers to see if all Keens are dead
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AActor *other;
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TThinkerIterator<AActor> iterator;
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const PClass *matchClass = self->GetClass ();
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while ( (other = iterator.Next ()) )
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{
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if (other != self && other->health > 0 && other->IsA (matchClass))
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{
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// other Keen not dead
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return 0;
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}
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}
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EV_DoDoor (DDoor::doorOpen, NULL, NULL, doortag, 2., 0, 0, 0);
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return 0;
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}
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@ -105,7 +105,8 @@ void A_Unblock(AActor *self, bool drop)
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DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
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{
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PARAM_SELF_PROLOGUE(AActor);
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A_Unblock(self, true);
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PARAM_BOOL_DEF(drop);
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A_Unblock(self, drop);
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return 0;
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}
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@ -227,7 +227,7 @@ class Actor : Thinker native
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native void A_MonsterRail();
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native void A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float angle = 90, float distance = 16*64, float vrange = 32, int damage = 0, int flags = 0);
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native void A_Pain();
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native void A_NoBlocking();
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native void A_NoBlocking(bool drop = true);
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void A_Fall() { A_NoBlocking(); }
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native void A_XScream();
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native void A_Look();
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@ -241,7 +241,6 @@ class Actor : Thinker native
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native void A_BossDeath();
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native void A_SkullAttack(float speed = 20);
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native void A_BetaSkullAttack();
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native void A_KeenDie(int doortag = 666);
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native void A_Detonate();
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native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
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@ -1,6 +1,7 @@
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class Object native
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{
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/*virtual*/ native void Destroy();
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native class<Object> GetClass();
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}
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class Thinker : Object native
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@ -14,8 +15,8 @@ class ThinkerIterator : Object native
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MAX_STATNUM = 127
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}
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native static ThinkerIterator Create(class<Actor> type = "Actor", int statnum=MAX_STATNUM+1);
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native Thinker Next();
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native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=MAX_STATNUM+1);
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native Thinker Next(bool exact = false);
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native void Reinit();
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}
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@ -23,7 +24,7 @@ class DropItem : Object native
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{
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/* native fields listed for reference only for now
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native readonly DropItem Next;
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native readonly name ItemName; // internally called 'name' which clashes with the type.
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native readonly name Name;
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native readonly int Probability;
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native readonly int Amount;
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*/
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@ -42,3 +42,40 @@ class CommanderKeen : Actor
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Goto Spawn;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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//
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// A_KeenDie
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// DOOM II special, map 32.
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// Uses special tag 666 by default.
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//
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void A_KeenDie(int doortag = 666)
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{
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A_NoBlocking(false);
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// scan the remaining thinkers to see if all Keens are dead
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ThinkerIterator it = ThinkerIterator.Create(GetClass());
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Actor mo;
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while (mo = Actor(it.Next(true)))
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{
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if (mo.health > 0 && mo != self)
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{
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// other Keen not dead
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return;
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}
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}
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Door_Open(doortag, 16);
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}
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}
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