Merge remote-tracking branch 'gzdoom/master' into qzdoom

# Conflicts:
#	src/r_draw.cpp
This commit is contained in:
Magnus Norddahl 2017-02-08 00:34:19 +01:00
commit 4f73a722af
26 changed files with 536 additions and 500 deletions

View file

@ -596,6 +596,7 @@ public:
AActor &operator= (const AActor &other); AActor &operator= (const AActor &other);
~AActor (); ~AActor ();
virtual void Finalize(FStateDefinitions &statedef);
virtual void OnDestroy() override; virtual void OnDestroy() override;
virtual void Serialize(FSerializer &arc) override; virtual void Serialize(FSerializer &arc) override;
virtual void PostSerialize() override; virtual void PostSerialize() override;

View file

@ -2638,7 +2638,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
} }
for(i = 0; i < count; ++i) for(i = 0; i < count; ++i)
{ {
PClassWeapon *wpn = Net_ReadWeapon(stream); PClassActor *wpn = Net_ReadWeapon(stream);
players[pnum].weapons.AddSlot(slot, wpn, pnum == consoleplayer); players[pnum].weapons.AddSlot(slot, wpn, pnum == consoleplayer);
} }
} }
@ -2647,7 +2647,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
case DEM_ADDSLOT: case DEM_ADDSLOT:
{ {
int slot = ReadByte(stream); int slot = ReadByte(stream);
PClassWeapon *wpn = Net_ReadWeapon(stream); PClassActor *wpn = Net_ReadWeapon(stream);
players[player].weapons.AddSlot(slot, wpn, player == consoleplayer); players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
} }
break; break;
@ -2655,7 +2655,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
case DEM_ADDSLOTDEFAULT: case DEM_ADDSLOTDEFAULT:
{ {
int slot = ReadByte(stream); int slot = ReadByte(stream);
PClassWeapon *wpn = Net_ReadWeapon(stream); PClassActor *wpn = Net_ReadWeapon(stream);
players[player].weapons.AddSlotDefault(slot, wpn, player == consoleplayer); players[player].weapons.AddSlotDefault(slot, wpn, player == consoleplayer);
} }
break; break;

View file

@ -397,6 +397,23 @@ size_t DObject::PropagateMark()
GC::Mark((DObject **)((BYTE *)this + *offsets)); GC::Mark((DObject **)((BYTE *)this + *offsets));
offsets++; offsets++;
} }
offsets = info->ArrayPointers;
if (offsets == NULL)
{
const_cast<PClass *>(info)->BuildArrayPointers();
offsets = info->ArrayPointers;
}
while (*offsets != ~(size_t)0)
{
auto aray = (TArray<DObject*>*)((BYTE *)this + *offsets);
for (auto &p : *aray)
{
GC::Mark(&p);
}
offsets++;
}
return info->Size; return info->Size;
} }
return 0; return 0;
@ -427,6 +444,28 @@ size_t DObject::PointerSubstitution (DObject *old, DObject *notOld)
} }
offsets++; offsets++;
} }
offsets = info->ArrayPointers;
if (offsets == NULL)
{
const_cast<PClass *>(info)->BuildArrayPointers();
offsets = info->ArrayPointers;
}
while (*offsets != ~(size_t)0)
{
auto aray = (TArray<DObject*>*)((BYTE *)this + *offsets);
for (auto &p : *aray)
{
if (p == old)
{
p = notOld;
changed++;
}
}
offsets++;
}
return changed; return changed;
} }

View file

@ -94,10 +94,7 @@ enum
CLASSREG_PClass, CLASSREG_PClass,
CLASSREG_PClassActor, CLASSREG_PClassActor,
CLASSREG_PClassInventory, CLASSREG_PClassInventory,
CLASSREG_PClassWeapon,
CLASSREG_PClassPlayerPawn, CLASSREG_PClassPlayerPawn,
CLASSREG_PClassType,
CLASSREG_PClassClass,
}; };
struct ClassReg struct ClassReg

File diff suppressed because it is too large Load diff

View file

@ -199,22 +199,14 @@ public:
// Prototype *+ *+ // Prototype *+ *+
struct ZCC_ExprConstant; struct ZCC_ExprConstant;
class PClassType;
class PType : public PTypeBase class PType : public PTypeBase
{ {
//DECLARE_ABSTRACT_CLASS_WITH_META(PType, DObject, PClassType);
// We need to unravel the _WITH_META macro, since PClassType isn't defined yet,
// and we can't define it until we've defined PClass. But we can't define that
// without defining PType.
DECLARE_ABSTRACT_CLASS(PType, PTypeBase) DECLARE_ABSTRACT_CLASS(PType, PTypeBase)
HAS_OBJECT_POINTERS; HAS_OBJECT_POINTERS;
protected: protected:
enum { MetaClassNum = CLASSREG_PClassType };
public: public:
typedef PClassType MetaClass; PClass *TypeTableType; // The type to use for hashing into the type table
MetaClass *GetClass() const;
unsigned int Size; // this type's size unsigned int Size; // this type's size
unsigned int Align; // this type's preferred alignment unsigned int Align; // this type's preferred alignment
PType *HashNext; // next type in this type table PType *HashNext; // next type in this type table
@ -247,6 +239,7 @@ public:
// object is destroyed. // object is destroyed.
virtual void SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset> *special=NULL) const; virtual void SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset> *special=NULL) const;
virtual void SetPointer(void *base, unsigned offset, TArray<size_t> *ptrofs = NULL) const; virtual void SetPointer(void *base, unsigned offset, TArray<size_t> *ptrofs = NULL) const;
virtual void SetPointerArray(void *base, unsigned offset, TArray<size_t> *ptrofs = NULL) const;
// Initialize the value, if needed (e.g. strings) // Initialize the value, if needed (e.g. strings)
virtual void InitializeValue(void *addr, const void *def) const; virtual void InitializeValue(void *addr, const void *def) const;
@ -534,7 +527,7 @@ class PClassPointer : public PPointer
DECLARE_CLASS(PClassPointer, PPointer); DECLARE_CLASS(PClassPointer, PPointer);
HAS_OBJECT_POINTERS; HAS_OBJECT_POINTERS;
public: public:
PClassPointer(class PClass *restrict); PClassPointer(class PClass *restrict = nullptr);
class PClass *ClassRestriction; class PClass *ClassRestriction;
@ -542,8 +535,6 @@ public:
virtual bool IsMatch(intptr_t id1, intptr_t id2) const; virtual bool IsMatch(intptr_t id1, intptr_t id2) const;
virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const; virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
protected:
PClassPointer();
}; };
// Struct/class fields ------------------------------------------------------ // Struct/class fields ------------------------------------------------------
@ -657,6 +648,14 @@ public:
virtual bool IsMatch(intptr_t id1, intptr_t id2) const; virtual bool IsMatch(intptr_t id1, intptr_t id2) const;
virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const; virtual void GetTypeIDs(intptr_t &id1, intptr_t &id2) const;
void WriteValue(FSerializer &ar, const char *key, const void *addr) const override;
bool ReadValue(FSerializer &ar, const char *key, void *addr) const override;
void SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset> *specials) const override;
void InitializeValue(void *addr, const void *def) const override;
void DestroyValue(void *addr) const override;
void SetPointerArray(void *base, unsigned offset, TArray<size_t> *ptrofs = NULL) const override;
protected: protected:
PDynArray(); PDynArray();
}; };
@ -769,22 +768,17 @@ enum
TentativeClass = UINT_MAX, TentativeClass = UINT_MAX,
}; };
class PClassClass;
class PClass : public PNativeStruct class PClass : public PNativeStruct
{ {
DECLARE_CLASS(PClass, PNativeStruct); DECLARE_CLASS(PClass, PNativeStruct);
HAS_OBJECT_POINTERS; HAS_OBJECT_POINTERS;
protected: protected:
// We unravel _WITH_META here just as we did for PType. // We unravel _WITH_META here just as we did for PType.
enum { MetaClassNum = CLASSREG_PClassClass };
TArray<FTypeAndOffset> SpecialInits; TArray<FTypeAndOffset> SpecialInits;
void Derive(PClass *newclass, FName name); void Derive(PClass *newclass, FName name);
void InitializeSpecials(void *addr, void *defaults) const; void InitializeSpecials(void *addr, void *defaults) const;
void SetSuper(); void SetSuper();
public: public:
typedef PClassClass MetaClass;
MetaClass *GetClass() const;
void WriteValue(FSerializer &ar, const char *key,const void *addr) const override; void WriteValue(FSerializer &ar, const char *key,const void *addr) const override;
void WriteAllFields(FSerializer &ar, const void *addr) const; void WriteAllFields(FSerializer &ar, const void *addr) const;
bool ReadValue(FSerializer &ar, const char *key,void *addr) const override; bool ReadValue(FSerializer &ar, const char *key,void *addr) const override;
@ -801,6 +795,7 @@ public:
PClass *ParentClass; // the class this class derives from PClass *ParentClass; // the class this class derives from
const size_t *Pointers; // object pointers defined by this class *only* const size_t *Pointers; // object pointers defined by this class *only*
const size_t *FlatPointers; // object pointers defined by this class and all its superclasses; not initialized by default const size_t *FlatPointers; // object pointers defined by this class and all its superclasses; not initialized by default
const size_t *ArrayPointers; // dynamic arrays containing object pointers.
BYTE *Defaults; BYTE *Defaults;
bool bRuntimeClass; // class was defined at run-time, not compile-time bool bRuntimeClass; // class was defined at run-time, not compile-time
bool bExported; // This type has been declared in a script bool bExported; // This type has been declared in a script
@ -818,6 +813,7 @@ public:
PField *AddField(FName name, PType *type, DWORD flags=0) override; PField *AddField(FName name, PType *type, DWORD flags=0) override;
void InitializeActorInfo(); void InitializeActorInfo();
void BuildFlatPointers(); void BuildFlatPointers();
void BuildArrayPointers();
void DestroySpecials(void *addr) const; void DestroySpecials(void *addr) const;
const PClass *NativeClass() const; const PClass *NativeClass() const;
@ -860,34 +856,6 @@ public:
static bool bVMOperational; static bool bVMOperational;
}; };
class PClassType : public PClass
{
DECLARE_CLASS(PClassType, PClass);
protected:
public:
PClassType();
virtual void DeriveData(PClass *newclass);
PClass *TypeTableType; // The type to use for hashing into the type table
};
inline PType::MetaClass *PType::GetClass() const
{
return static_cast<MetaClass *>(DObject::GetClass());
}
class PClassClass : public PClassType
{
DECLARE_CLASS(PClassClass, PClassType);
public:
PClassClass();
};
inline PClass::MetaClass *PClass::GetClass() const
{
return static_cast<MetaClass *>(DObject::GetClass());
}
// Type tables -------------------------------------------------------------- // Type tables --------------------------------------------------------------
struct FTypeTable struct FTypeTable

View file

@ -2675,8 +2675,8 @@ void FParser::SF_PlayerWeapon()
script_error("weaponnum out of range! %d\n", weaponnum); script_error("weaponnum out of range! %d\n", weaponnum);
return; return;
} }
PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum])); auto ti = PClass::FindActor(WeaponNames[weaponnum]);
if (!ti) if (!ti || !ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{ {
script_error("incompatibility in playerweapon %d\n", weaponnum); script_error("incompatibility in playerweapon %d\n", weaponnum);
return; return;
@ -2686,7 +2686,7 @@ void FParser::SF_PlayerWeapon()
{ {
AActor * wp = players[playernum].mo->FindInventory(ti); AActor * wp = players[playernum].mo->FindInventory(ti);
t_return.type = svt_int; t_return.type = svt_int;
t_return.value.i = wp!=NULL;; t_return.value.i = wp!=NULL;
return; return;
} }
else else
@ -2756,8 +2756,8 @@ void FParser::SF_PlayerSelectedWeapon()
script_error("weaponnum out of range! %d\n", weaponnum); script_error("weaponnum out of range! %d\n", weaponnum);
return; return;
} }
PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum])); auto ti = PClass::FindActor(WeaponNames[weaponnum]);
if (!ti) if (!ti || !ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{ {
script_error("incompatibility in playerweapon %d\n", weaponnum); script_error("incompatibility in playerweapon %d\n", weaponnum);
return; return;

View file

@ -73,10 +73,10 @@ size_t PClassInventory::PointerSubstitution(DObject *oldclass, DObject *newclass
return changed; return changed;
} }
void PClassInventory::Finalize(FStateDefinitions &statedef) void AInventory::Finalize(FStateDefinitions &statedef)
{ {
Super::Finalize(statedef); Super::Finalize(statedef);
((AActor*)Defaults)->flags |= MF_SPECIAL; flags |= MF_SPECIAL;
} }
IMPLEMENT_CLASS(AInventory, false, true) IMPLEMENT_CLASS(AInventory, false, true)

View file

@ -72,6 +72,7 @@ class AInventory : public AActor
HAS_OBJECT_POINTERS HAS_OBJECT_POINTERS
public: public:
virtual void Finalize(FStateDefinitions &statedef) override;
virtual void Serialize(FSerializer &arc) override; virtual void Serialize(FSerializer &arc) override;
virtual void MarkPrecacheSounds() const override; virtual void MarkPrecacheSounds() const override;
virtual void OnDestroy() override; virtual void OnDestroy() override;

View file

@ -113,55 +113,25 @@ FString WeaponSection;
TArray<FString> KeyConfWeapons; TArray<FString> KeyConfWeapons;
FWeaponSlots *PlayingKeyConf; FWeaponSlots *PlayingKeyConf;
TArray<PClassWeapon *> Weapons_ntoh; TArray<PClassActor *> Weapons_ntoh;
TMap<PClassWeapon *, int> Weapons_hton; TMap<PClassActor *, int> Weapons_hton;
static int ntoh_cmp(const void *a, const void *b); static int ntoh_cmp(const void *a, const void *b);
IMPLEMENT_CLASS(PClassWeapon, false, false)
//=========================================================================== //===========================================================================
// //
// //
// //
//=========================================================================== //===========================================================================
PClassWeapon::PClassWeapon() void AWeapon::Finalize(FStateDefinitions &statedef)
{
SlotNumber = -1;
SlotPriority = INT_MAX;
}
//===========================================================================
//
//
//
//===========================================================================
void PClassWeapon::DeriveData(PClass *newclass)
{
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassWeapon)));
Super::DeriveData(newclass);
PClassWeapon *newc = static_cast<PClassWeapon *>(newclass);
newc->SlotNumber = SlotNumber;
newc->SlotPriority = SlotPriority;
}
//===========================================================================
//
//
//
//===========================================================================
void PClassWeapon::Finalize(FStateDefinitions &statedef)
{ {
Super::Finalize(statedef); Super::Finalize(statedef);
FState *ready = FindState(NAME_Ready); FState *ready = FindState(NAME_Ready);
FState *select = FindState(NAME_Select); FState *select = FindState(NAME_Select);
FState *deselect = FindState(NAME_Deselect); FState *deselect = FindState(NAME_Deselect);
FState *fire = FindState(NAME_Fire); FState *fire = FindState(NAME_Fire);
auto TypeName = GetClass()->TypeName;
// Consider any weapon without any valid state abstract and don't output a warning // Consider any weapon without any valid state abstract and don't output a warning
// This is for creating base classes for weapon groups that only set up some properties. // This is for creating base classes for weapon groups that only set up some properties.
@ -272,7 +242,7 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am
bool gotSome = CheckAmmo (PrimaryFire, false) || CheckAmmo (AltFire, false); bool gotSome = CheckAmmo (PrimaryFire, false) || CheckAmmo (AltFire, false);
if (!gotSome && autoSwitch) if (!gotSome && autoSwitch)
{ {
barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (NULL); barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (nullptr);
} }
return gotSome; return gotSome;
} }
@ -281,10 +251,10 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am
{ {
return true; return true;
} }
count1 = (Ammo1 != NULL) ? Ammo1->Amount : 0; count1 = (Ammo1 != nullptr) ? Ammo1->Amount : 0;
count2 = (Ammo2 != NULL) ? Ammo2->Amount : 0; count2 = (Ammo2 != nullptr) ? Ammo2->Amount : 0;
if ((WeaponFlags & WIF_DEHAMMO) && (Ammo1 == NULL)) if ((WeaponFlags & WIF_DEHAMMO) && (Ammo1 == nullptr))
{ {
lAmmoUse1 = 0; lAmmoUse1 = 0;
} }
@ -306,7 +276,7 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am
{ {
enoughmask = 1 << altFire; enoughmask = 1 << altFire;
} }
if (altFire && FindState(NAME_AltFire) == NULL) if (altFire && FindState(NAME_AltFire) == nullptr)
{ // If this weapon has no alternate fire, then there is never enough ammo for it { // If this weapon has no alternate fire, then there is never enough ammo for it
enough &= 1; enough &= 1;
} }
@ -317,7 +287,7 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am
// out of ammo, pick a weapon to change to // out of ammo, pick a weapon to change to
if (autoSwitch) if (autoSwitch)
{ {
barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (NULL); barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (nullptr);
} }
return false; return false;
} }
@ -352,7 +322,7 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse)
} }
if (!altFire) if (!altFire)
{ {
if (Ammo1 != NULL) if (Ammo1 != nullptr)
{ {
if (ammouse >= 0 && (WeaponFlags & WIF_DEHAMMO)) if (ammouse >= 0 && (WeaponFlags & WIF_DEHAMMO))
{ {
@ -363,25 +333,25 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse)
Ammo1->Amount -= AmmoUse1; Ammo1->Amount -= AmmoUse1;
} }
} }
if ((WeaponFlags & WIF_PRIMARY_USES_BOTH) && Ammo2 != NULL) if ((WeaponFlags & WIF_PRIMARY_USES_BOTH) && Ammo2 != nullptr)
{ {
Ammo2->Amount -= AmmoUse2; Ammo2->Amount -= AmmoUse2;
} }
} }
else else
{ {
if (Ammo2 != NULL) if (Ammo2 != nullptr)
{ {
Ammo2->Amount -= AmmoUse2; Ammo2->Amount -= AmmoUse2;
} }
if ((WeaponFlags & WIF_ALT_USES_BOTH) && Ammo1 != NULL) if ((WeaponFlags & WIF_ALT_USES_BOTH) && Ammo1 != nullptr)
{ {
Ammo1->Amount -= AmmoUse1; Ammo1->Amount -= AmmoUse1;
} }
} }
if (Ammo1 != NULL && Ammo1->Amount < 0) if (Ammo1 != nullptr && Ammo1->Amount < 0)
Ammo1->Amount = 0; Ammo1->Amount = 0;
if (Ammo2 != NULL && Ammo2->Amount < 0) if (Ammo2 != nullptr && Ammo2->Amount < 0)
Ammo2->Amount = 0; Ammo2->Amount = 0;
} }
return true; return true;
@ -546,14 +516,14 @@ FState *AWeapon::GetStateForButtonName (FName button)
bool FWeaponSlot::AddWeapon(const char *type) bool FWeaponSlot::AddWeapon(const char *type)
{ {
return AddWeapon(static_cast<PClassWeapon *>(PClass::FindClass(type))); return AddWeapon(static_cast<PClassActor *>(PClass::FindClass(type)));
} }
bool FWeaponSlot::AddWeapon(PClassWeapon *type) bool FWeaponSlot::AddWeapon(PClassActor *type)
{ {
unsigned int i; unsigned int i;
if (type == NULL) if (type == nullptr)
{ {
return false; return false;
} }
@ -594,10 +564,10 @@ void FWeaponSlot :: AddWeaponList(const char *list, bool clear)
Clear(); Clear();
} }
tok = strtok(buff, " "); tok = strtok(buff, " ");
while (tok != NULL) while (tok != nullptr)
{ {
AddWeapon(tok); AddWeapon(tok);
tok = strtok(NULL, " "); tok = strtok(nullptr, " ");
} }
} }
@ -610,7 +580,7 @@ void FWeaponSlot :: AddWeaponList(const char *list, bool clear)
// //
//=========================================================================== //===========================================================================
int FWeaponSlot::LocateWeapon(PClassWeapon *type) int FWeaponSlot::LocateWeapon(PClassActor *type)
{ {
unsigned int i; unsigned int i;
@ -641,22 +611,22 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
{ {
int i, j; int i, j;
if (player->mo == NULL) if (player->mo == nullptr)
{ {
return NULL; return nullptr;
} }
// Does this slot even have any weapons? // Does this slot even have any weapons?
if (Weapons.Size() == 0) if (Weapons.Size() == 0)
{ {
return player->ReadyWeapon; return player->ReadyWeapon;
} }
if (player->ReadyWeapon != NULL) if (player->ReadyWeapon != nullptr)
{ {
for (i = 0; (unsigned)i < Weapons.Size(); i++) for (i = 0; (unsigned)i < Weapons.Size(); i++)
{ {
if (Weapons[i].Type == player->ReadyWeapon->GetClass() || if (Weapons[i].Type == player->ReadyWeapon->GetClass() ||
(player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP && (player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP &&
player->ReadyWeapon->SisterWeapon != NULL && player->ReadyWeapon->SisterWeapon != nullptr &&
player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i].Type)) player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i].Type))
{ {
for (j = (i == 0 ? Weapons.Size() - 1 : i - 1); for (j = (i == 0 ? Weapons.Size() - 1 : i - 1);
@ -665,7 +635,7 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
{ {
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[j].Type)); AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[j].Type));
if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon))) if (weap != nullptr && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
{ {
if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false)) if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
{ {
@ -680,7 +650,7 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
{ {
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[i].Type)); AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[i].Type));
if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon))) if (weap != nullptr && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
{ {
if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false)) if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
{ {
@ -736,7 +706,7 @@ void FWeaponSlot::Sort()
for (i = 1; i < (int)Weapons.Size(); ++i) for (i = 1; i < (int)Weapons.Size(); ++i)
{ {
int pos = Weapons[i].Position; int pos = Weapons[i].Position;
PClassWeapon *type = Weapons[i].Type; PClassActor *type = Weapons[i].Type;
for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j) for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j)
{ {
Weapons[j + 1] = Weapons[j]; Weapons[j + 1] = Weapons[j];
@ -785,7 +755,7 @@ void FWeaponSlots::Clear()
// //
//=========================================================================== //===========================================================================
ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, PClassWeapon *type) ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, PClassActor *type)
{ {
int currSlot, index; int currSlot, index;
@ -810,7 +780,7 @@ ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, PClassWeapon *type)
// //
//=========================================================================== //===========================================================================
bool FWeaponSlots::LocateWeapon (PClassWeapon *type, int *const slot, int *const index) bool FWeaponSlots::LocateWeapon (PClassActor *type, int *const slot, int *const index)
{ {
int i, j; int i, j;
@ -819,8 +789,8 @@ bool FWeaponSlots::LocateWeapon (PClassWeapon *type, int *const slot, int *const
j = Slots[i].LocateWeapon(type); j = Slots[i].LocateWeapon(type);
if (j >= 0) if (j >= 0)
{ {
if (slot != NULL) *slot = i; if (slot != nullptr) *slot = i;
if (index != NULL) *index = j; if (index != nullptr) *index = j;
return true; return true;
} }
} }
@ -857,14 +827,14 @@ static bool FindMostRecentWeapon(player_t *player, int *slot, int *index)
{ {
return player->weapons.LocateWeapon(player->PendingWeapon->GetClass(), slot, index); return player->weapons.LocateWeapon(player->PendingWeapon->GetClass(), slot, index);
} }
else if (player->ReadyWeapon != NULL) else if (player->ReadyWeapon != nullptr)
{ {
AWeapon *weap = player->ReadyWeapon; AWeapon *weap = player->ReadyWeapon;
if (!player->weapons.LocateWeapon(weap->GetClass(), slot, index)) if (!player->weapons.LocateWeapon(weap->GetClass(), slot, index))
{ {
// If the current weapon wasn't found and is powered up, // If the current weapon wasn't found and is powered up,
// look for its non-powered up version. // look for its non-powered up version.
if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != NULL) if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != nullptr)
{ {
return player->weapons.LocateWeapon(weap->SisterWeaponType, slot, index); return player->weapons.LocateWeapon(weap->SisterWeaponType, slot, index);
} }
@ -893,16 +863,16 @@ AWeapon *FWeaponSlots::PickNextWeapon(player_t *player)
int startslot, startindex; int startslot, startindex;
int slotschecked = 0; int slotschecked = 0;
if (player->mo == NULL) if (player->mo == nullptr)
{ {
return NULL; return nullptr;
} }
if (player->ReadyWeapon == NULL || FindMostRecentWeapon(player, &startslot, &startindex)) if (player->ReadyWeapon == nullptr || FindMostRecentWeapon(player, &startslot, &startindex))
{ {
int slot; int slot;
int index; int index;
if (player->ReadyWeapon == NULL) if (player->ReadyWeapon == nullptr)
{ {
startslot = NUM_WEAPON_SLOTS - 1; startslot = NUM_WEAPON_SLOTS - 1;
startindex = Slots[startslot].Size() - 1; startindex = Slots[startslot].Size() - 1;
@ -921,9 +891,9 @@ AWeapon *FWeaponSlots::PickNextWeapon(player_t *player)
slot = 0; slot = 0;
} }
} }
PClassWeapon *type = Slots[slot].GetWeapon(index); PClassActor *type = Slots[slot].GetWeapon(index);
AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type)); AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false)) if (weap != nullptr && weap->CheckAmmo(AWeapon::EitherFire, false))
{ {
return weap; return weap;
} }
@ -948,16 +918,16 @@ AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player)
int startslot, startindex; int startslot, startindex;
int slotschecked = 0; int slotschecked = 0;
if (player->mo == NULL) if (player->mo == nullptr)
{ {
return NULL; return nullptr;
} }
if (player->ReadyWeapon == NULL || FindMostRecentWeapon (player, &startslot, &startindex)) if (player->ReadyWeapon == nullptr || FindMostRecentWeapon (player, &startslot, &startindex))
{ {
int slot; int slot;
int index; int index;
if (player->ReadyWeapon == NULL) if (player->ReadyWeapon == nullptr)
{ {
startslot = 0; startslot = 0;
startindex = 0; startindex = 0;
@ -976,9 +946,9 @@ AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player)
} }
index = Slots[slot].Size() - 1; index = Slots[slot].Size() - 1;
} }
PClassWeapon *type = Slots[slot].GetWeapon(index); PClassActor *type = Slots[slot].GetWeapon(index);
AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type)); AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false)) if (weap != nullptr && weap->CheckAmmo(AWeapon::EitherFire, false))
{ {
return weap; return weap;
} }
@ -1010,23 +980,23 @@ void FWeaponSlots::AddExtraWeapons()
// Append extra weapons to the slots. // Append extra weapons to the slots.
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i) for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{ {
PClass *cls = PClassActor::AllActorClasses[i]; PClassActor *cls = PClassActor::AllActorClasses[i];
if (!cls->IsDescendantOf(RUNTIME_CLASS(AWeapon))) if (!cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{ {
continue; continue;
} }
PClassWeapon *acls = static_cast<PClassWeapon *>(cls); auto weapdef = ((AWeapon*)GetDefaultByType(cls));
if ((acls->GameFilter == GAME_Any || (acls->GameFilter & gameinfo.gametype)) && if ((cls->GameFilter == GAME_Any || (cls->GameFilter & gameinfo.gametype)) &&
acls->Replacement == NULL && // Replaced weapons don't get slotted. cls->Replacement == nullptr && // Replaced weapons don't get slotted.
!(((AWeapon *)(acls->Defaults))->WeaponFlags & WIF_POWERED_UP) && !(weapdef->WeaponFlags & WIF_POWERED_UP) &&
!LocateWeapon(acls, NULL, NULL) // Don't duplicate it if it's already present. !LocateWeapon(cls, nullptr, nullptr) // Don't duplicate it if it's already present.
) )
{ {
int slot = acls->SlotNumber; int slot = weapdef->SlotNumber;
if ((unsigned)slot < NUM_WEAPON_SLOTS) if ((unsigned)slot < NUM_WEAPON_SLOTS)
{ {
FWeaponSlot::WeaponInfo info = { acls, acls->SlotPriority }; FWeaponSlot::WeaponInfo info = { cls, weapdef->SlotPriority };
Slots[slot].Weapons.Push(info); Slots[slot].Weapons.Push(info);
} }
} }
@ -1063,8 +1033,8 @@ void FWeaponSlots::SetFromGameInfo()
{ {
for (unsigned j = 0; j < gameinfo.DefaultWeaponSlots[i].Size(); j++) for (unsigned j = 0; j < gameinfo.DefaultWeaponSlots[i].Size(); j++)
{ {
PClassWeapon *cls = dyn_cast<PClassWeapon>(PClass::FindClass(gameinfo.DefaultWeaponSlots[i][j])); PClassActor *cls = PClass::FindActor(gameinfo.DefaultWeaponSlots[i][j]);
if (cls == NULL) if (cls == nullptr)
{ {
Printf("Unknown weapon class '%s' found in default weapon slot assignments\n", Printf("Unknown weapon class '%s' found in default weapon slot assignments\n",
gameinfo.DefaultWeaponSlots[i][j].GetChars()); gameinfo.DefaultWeaponSlots[i][j].GetChars());
@ -1260,7 +1230,7 @@ CCMD (setslot)
if (argv.argc() < 2 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS) if (argv.argc() < 2 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
{ {
Printf("Usage: setslot [slot] [weapons]\nCurrent slot assignments:\n"); Printf("Usage: setslot [slot] [weapons]\nCurrent slot assignments:\n");
if (players[consoleplayer].mo != NULL) if (players[consoleplayer].mo != nullptr)
{ {
FString config(GameConfig->GetConfigPath(false)); FString config(GameConfig->GetConfigPath(false));
Printf(TEXTCOLOR_BLUE "Add the following to " TEXTCOLOR_ORANGE "%s" TEXTCOLOR_BLUE Printf(TEXTCOLOR_BLUE "Add the following to " TEXTCOLOR_ORANGE "%s" TEXTCOLOR_BLUE
@ -1279,7 +1249,7 @@ CCMD (setslot)
{ {
KeyConfWeapons.Push(argv.args()); KeyConfWeapons.Push(argv.args());
} }
else if (PlayingKeyConf != NULL) else if (PlayingKeyConf != nullptr)
{ {
PlayingKeyConf->Slots[slot].Clear(); PlayingKeyConf->Slots[slot].Clear();
for (int i = 2; i < argv.argc(); ++i) for (int i = 2; i < argv.argc(); ++i)
@ -1299,7 +1269,7 @@ CCMD (setslot)
Net_WriteByte(argv.argc()-2); Net_WriteByte(argv.argc()-2);
for (int i = 2; i < argv.argc(); i++) for (int i = 2; i < argv.argc(); i++)
{ {
Net_WriteWeapon(dyn_cast<PClassWeapon>(PClass::FindClass(argv[i]))); Net_WriteWeapon(dyn_cast<PClassActor>(PClass::FindClass(argv[i])));
} }
} }
} }
@ -1310,9 +1280,9 @@ CCMD (setslot)
// //
//=========================================================================== //===========================================================================
void FWeaponSlots::AddSlot(int slot, PClassWeapon *type, bool feedback) void FWeaponSlots::AddSlot(int slot, PClassActor *type, bool feedback)
{ {
if (type != NULL && !Slots[slot].AddWeapon(type) && feedback) if (type != nullptr && !Slots[slot].AddWeapon(type) && feedback)
{ {
Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot); Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot);
} }
@ -1328,8 +1298,8 @@ CCMD (addslot)
return; return;
} }
PClassWeapon *type= dyn_cast<PClassWeapon>(PClass::FindClass(argv[2])); PClassActor *type= dyn_cast<PClassActor>(PClass::FindClass(argv[2]));
if (type == NULL) if (type == nullptr)
{ {
Printf("%s is not a weapon\n", argv[2]); Printf("%s is not a weapon\n", argv[2]);
return; return;
@ -1339,7 +1309,7 @@ CCMD (addslot)
{ {
KeyConfWeapons.Push(argv.args()); KeyConfWeapons.Push(argv.args());
} }
else if (PlayingKeyConf != NULL) else if (PlayingKeyConf != nullptr)
{ {
PlayingKeyConf->AddSlot(int(slot), type, false); PlayingKeyConf->AddSlot(int(slot), type, false);
} }
@ -1370,9 +1340,9 @@ CCMD (weaponsection)
// CCMD addslotdefault // CCMD addslotdefault
// //
//=========================================================================== //===========================================================================
void FWeaponSlots::AddSlotDefault(int slot, PClassWeapon *type, bool feedback) void FWeaponSlots::AddSlotDefault(int slot, PClassActor *type, bool feedback)
{ {
if (type != NULL && type->IsDescendantOf(RUNTIME_CLASS(AWeapon))) if (type != nullptr && type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{ {
switch (AddDefaultWeapon(slot, type)) switch (AddDefaultWeapon(slot, type))
{ {
@ -1395,7 +1365,7 @@ void FWeaponSlots::AddSlotDefault(int slot, PClassWeapon *type, bool feedback)
CCMD (addslotdefault) CCMD (addslotdefault)
{ {
PClassWeapon *type; PClassActor *type;
unsigned int slot; unsigned int slot;
if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS) if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
@ -1404,8 +1374,8 @@ CCMD (addslotdefault)
return; return;
} }
type = dyn_cast<PClassWeapon>(PClass::FindClass(argv[2])); type = dyn_cast<PClassActor>(PClass::FindClass(argv[2]));
if (type == NULL) if (type == nullptr)
{ {
Printf ("%s is not a weapon\n", argv[2]); Printf ("%s is not a weapon\n", argv[2]);
return; return;
@ -1415,7 +1385,7 @@ CCMD (addslotdefault)
{ {
KeyConfWeapons.Push(argv.args()); KeyConfWeapons.Push(argv.args());
} }
else if (PlayingKeyConf != NULL) else if (PlayingKeyConf != nullptr)
{ {
PlayingKeyConf->AddSlotDefault(int(slot), type, false); PlayingKeyConf->AddSlotDefault(int(slot), type, false);
} }
@ -1443,7 +1413,7 @@ void P_PlaybackKeyConfWeapons(FWeaponSlots *slots)
FString cmd(KeyConfWeapons[i]); FString cmd(KeyConfWeapons[i]);
AddCommandString(cmd.LockBuffer()); AddCommandString(cmd.LockBuffer());
} }
PlayingKeyConf = NULL; PlayingKeyConf = nullptr;
} }
//=========================================================================== //===========================================================================
@ -1460,20 +1430,20 @@ void P_PlaybackKeyConfWeapons(FWeaponSlots *slots)
void P_SetupWeapons_ntohton() void P_SetupWeapons_ntohton()
{ {
unsigned int i; unsigned int i;
PClassWeapon *cls; PClassActor *cls;
Weapons_ntoh.Clear(); Weapons_ntoh.Clear();
Weapons_hton.Clear(); Weapons_hton.Clear();
cls = NULL; cls = nullptr;
Weapons_ntoh.Push(cls); // Index 0 is always NULL. Weapons_ntoh.Push(cls); // Index 0 is always nullptr.
for (i = 0; i < PClassActor::AllActorClasses.Size(); ++i) for (i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{ {
PClassActor *cls = PClassActor::AllActorClasses[i]; PClassActor *cls = PClassActor::AllActorClasses[i];
if (cls->IsDescendantOf(RUNTIME_CLASS(AWeapon))) if (cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{ {
Weapons_ntoh.Push(static_cast<PClassWeapon *>(cls)); Weapons_ntoh.Push(static_cast<PClassActor *>(cls));
} }
} }
qsort(&Weapons_ntoh[1], Weapons_ntoh.Size() - 1, sizeof(Weapons_ntoh[0]), ntoh_cmp); qsort(&Weapons_ntoh[1], Weapons_ntoh.Size() - 1, sizeof(Weapons_ntoh[0]), ntoh_cmp);
@ -1499,8 +1469,8 @@ void P_SetupWeapons_ntohton()
static int ntoh_cmp(const void *a, const void *b) static int ntoh_cmp(const void *a, const void *b)
{ {
PClassWeapon *c1 = *(PClassWeapon **)a; PClassActor *c1 = *(PClassActor **)a;
PClassWeapon *c2 = *(PClassWeapon **)b; PClassActor *c2 = *(PClassActor **)b;
int g1 = c1->GameFilter == GAME_Any ? 1 : (c1->GameFilter & gameinfo.gametype) ? 0 : 2; int g1 = c1->GameFilter == GAME_Any ? 1 : (c1->GameFilter & gameinfo.gametype) ? 0 : 2;
int g2 = c2->GameFilter == GAME_Any ? 1 : (c2->GameFilter & gameinfo.gametype) ? 0 : 2; int g2 = c2->GameFilter == GAME_Any ? 1 : (c2->GameFilter & gameinfo.gametype) ? 0 : 2;
if (g1 != g2) if (g1 != g2)
@ -1540,24 +1510,24 @@ void P_WriteDemoWeaponsChunk(BYTE **demo)
void P_ReadDemoWeaponsChunk(BYTE **demo) void P_ReadDemoWeaponsChunk(BYTE **demo)
{ {
int count, i; int count, i;
PClassWeapon *type; PClassActor *type;
const char *s; const char *s;
count = ReadWord(demo); count = ReadWord(demo);
Weapons_ntoh.Resize(count); Weapons_ntoh.Resize(count);
Weapons_hton.Clear(count); Weapons_hton.Clear(count);
Weapons_ntoh[0] = type = NULL; Weapons_ntoh[0] = type = nullptr;
Weapons_hton[type] = 0; Weapons_hton[type] = 0;
for (i = 1; i < count; ++i) for (i = 1; i < count; ++i)
{ {
s = ReadStringConst(demo); s = ReadStringConst(demo);
type = dyn_cast<PClassWeapon>(PClass::FindClass(s)); type = dyn_cast<PClassActor>(PClass::FindClass(s));
// If a demo was recorded with a weapon that is no longer present, // If a demo was recorded with a weapon that is no longer present,
// should we report it? // should we report it?
Weapons_ntoh[i] = type; Weapons_ntoh[i] = type;
if (type != NULL) if (type != nullptr)
{ {
Weapons_hton[type] = i; Weapons_hton[type] = i;
} }
@ -1570,12 +1540,12 @@ void P_ReadDemoWeaponsChunk(BYTE **demo)
// //
//=========================================================================== //===========================================================================
void Net_WriteWeapon(PClassWeapon *type) void Net_WriteWeapon(PClassActor *type)
{ {
int index, *index_p; int index, *index_p;
index_p = Weapons_hton.CheckKey(type); index_p = Weapons_hton.CheckKey(type);
if (index_p == NULL) if (index_p == nullptr)
{ {
index = 0; index = 0;
} }
@ -1602,7 +1572,7 @@ void Net_WriteWeapon(PClassWeapon *type)
// //
//=========================================================================== //===========================================================================
PClassWeapon *Net_ReadWeapon(BYTE **stream) PClassActor *Net_ReadWeapon(BYTE **stream)
{ {
int index; int index;
@ -1613,7 +1583,7 @@ PClassWeapon *Net_ReadWeapon(BYTE **stream)
} }
if ((unsigned)index >= Weapons_ntoh.Size()) if ((unsigned)index >= Weapons_ntoh.Size())
{ {
return NULL; return nullptr;
} }
return Weapons_ntoh[index]; return Weapons_ntoh[index];
} }

View file

@ -1,7 +1,7 @@
#pragma once #pragma once
#include "a_pickups.h" #include "a_pickups.h"
class PClassWeapon; class PClassActor;
class AWeapon; class AWeapon;
class FWeaponSlot class FWeaponSlot
@ -12,13 +12,13 @@ public:
FWeaponSlot &operator= (const FWeaponSlot &other) { Weapons = other.Weapons; return *this; } FWeaponSlot &operator= (const FWeaponSlot &other) { Weapons = other.Weapons; return *this; }
void Clear() { Weapons.Clear(); } void Clear() { Weapons.Clear(); }
bool AddWeapon (const char *type); bool AddWeapon (const char *type);
bool AddWeapon (PClassWeapon *type); bool AddWeapon (PClassActor *type);
void AddWeaponList (const char *list, bool clear); void AddWeaponList (const char *list, bool clear);
AWeapon *PickWeapon (player_t *player, bool checkammo = false); AWeapon *PickWeapon (player_t *player, bool checkammo = false);
int Size () const { return (int)Weapons.Size(); } int Size () const { return (int)Weapons.Size(); }
int LocateWeapon (PClassWeapon *type); int LocateWeapon (PClassActor *type);
inline PClassWeapon *GetWeapon (int index) const inline PClassActor *GetWeapon (int index) const
{ {
if ((unsigned)index < Weapons.Size()) if ((unsigned)index < Weapons.Size())
{ {
@ -35,7 +35,7 @@ public:
private: private:
struct WeaponInfo struct WeaponInfo
{ {
PClassWeapon *Type; PClassActor *Type;
int Position; int Position;
}; };
void SetInitialPositions(); void SetInitialPositions();
@ -61,8 +61,8 @@ struct FWeaponSlots
AWeapon *PickPrevWeapon (player_t *player); AWeapon *PickPrevWeapon (player_t *player);
void Clear (); void Clear ();
bool LocateWeapon (PClassWeapon *type, int *const slot, int *const index); bool LocateWeapon (PClassActor *type, int *const slot, int *const index);
ESlotDef AddDefaultWeapon (int slot, PClassWeapon *type); ESlotDef AddDefaultWeapon (int slot, PClassActor *type);
void AddExtraWeapons(); void AddExtraWeapons();
void SetFromGameInfo(); void SetFromGameInfo();
void SetFromPlayer(PClassPlayerPawn *type); void SetFromPlayer(PClassPlayerPawn *type);
@ -72,37 +72,23 @@ struct FWeaponSlots
int RestoreSlots (FConfigFile *config, const char *section); int RestoreSlots (FConfigFile *config, const char *section);
void PrintSettings(); void PrintSettings();
void AddSlot(int slot, PClassWeapon *type, bool feedback); void AddSlot(int slot, PClassActor *type, bool feedback);
void AddSlotDefault(int slot, PClassWeapon *type, bool feedback); void AddSlotDefault(int slot, PClassActor *type, bool feedback);
}; };
void P_PlaybackKeyConfWeapons(FWeaponSlots *slots); void P_PlaybackKeyConfWeapons(FWeaponSlots *slots);
void Net_WriteWeapon(PClassWeapon *type); void Net_WriteWeapon(PClassActor *type);
PClassWeapon *Net_ReadWeapon(BYTE **stream); PClassActor *Net_ReadWeapon(BYTE **stream);
void P_SetupWeapons_ntohton(); void P_SetupWeapons_ntohton();
void P_WriteDemoWeaponsChunk(BYTE **demo); void P_WriteDemoWeaponsChunk(BYTE **demo);
void P_ReadDemoWeaponsChunk(BYTE **demo); void P_ReadDemoWeaponsChunk(BYTE **demo);
// A weapon is just that.
class PClassWeapon : public PClassInventory
{
DECLARE_CLASS(PClassWeapon, PClassInventory);
protected:
virtual void DeriveData(PClass *newclass);
public:
PClassWeapon();
void Finalize(FStateDefinitions &statedef);
int SlotNumber;
int SlotPriority;
};
class AWeapon : public AStateProvider class AWeapon : public AStateProvider
{ {
DECLARE_CLASS_WITH_META(AWeapon, AStateProvider, PClassWeapon) DECLARE_CLASS(AWeapon, AStateProvider)
HAS_OBJECT_POINTERS HAS_OBJECT_POINTERS
public: public:
DWORD WeaponFlags; DWORD WeaponFlags;
@ -113,7 +99,7 @@ public:
int Kickback; int Kickback;
float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double) float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle
PClassWeapon *SisterWeaponType; // Another weapon to pick up with this one PClassActor *SisterWeaponType; // Another weapon to pick up with this one
PClassActor *ProjectileType; // Projectile used by primary attack PClassActor *ProjectileType; // Projectile used by primary attack
PClassActor *AltProjectileType; // Projectile used by alternate attack PClassActor *AltProjectileType; // Projectile used by alternate attack
int SelectionOrder; // Lower-numbered weapons get picked first int SelectionOrder; // Lower-numbered weapons get picked first
@ -123,6 +109,8 @@ public:
int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double) int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs. float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction. float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
int SlotNumber;
int SlotPriority;
// In-inventory instance variables // In-inventory instance variables
TObjPtr<AInventory> Ammo1, Ammo2; TObjPtr<AInventory> Ammo1, Ammo2;
@ -135,7 +123,8 @@ public:
virtual void MarkPrecacheSounds() const; virtual void MarkPrecacheSounds() const;
virtual void Serialize(FSerializer &arc) override; void Finalize(FStateDefinitions &statedef) override;
void Serialize(FSerializer &arc) override;
void PostMorphWeapon(); void PostMorphWeapon();

View file

@ -429,20 +429,20 @@ void PClassActor::SetDropItems(DDropItem *drops)
// //
//========================================================================== //==========================================================================
void PClassActor::Finalize(FStateDefinitions &statedef) void AActor::Finalize(FStateDefinitions &statedef)
{ {
AActor *defaults = (AActor*)Defaults; AActor *defaults = this;
try try
{ {
statedef.FinishStates(this, defaults); statedef.FinishStates(GetClass(), defaults);
} }
catch (CRecoverableError &) catch (CRecoverableError &)
{ {
statedef.MakeStateDefines(NULL); statedef.MakeStateDefines(NULL);
throw; throw;
} }
statedef.InstallStates(this, defaults); statedef.InstallStates(GetClass(), defaults);
statedef.MakeStateDefines(NULL); statedef.MakeStateDefines(NULL);
} }

View file

@ -259,7 +259,6 @@ public:
size_t PropagateMark(); size_t PropagateMark();
bool SetReplacement(FName replaceName); bool SetReplacement(FName replaceName);
void SetDropItems(DDropItem *drops); void SetDropItems(DDropItem *drops);
virtual void Finalize(FStateDefinitions &statedef);
FState *FindState(int numnames, FName *names, bool exact=false) const; FState *FindState(int numnames, FName *names, bool exact=false) const;
FState *FindStateByString(const char *name, bool exact=false); FState *FindStateByString(const char *name, bool exact=false);

View file

@ -83,26 +83,9 @@ class FileReader;
/* Global Definitions */ /* Global Definitions */
#define MLVERSION 0x0175
#define MLVERSIONSTR "1.75"
extern char MLversion[];
extern char MLcopyright[];
#define CHANNELS 16 // total channels 0..CHANNELS-1 #define CHANNELS 16 // total channels 0..CHANNELS-1
#define PERCUSSION 15 // percussion channel #define PERCUSSION 15 // percussion channel
/* MUS file header structure */
struct MUSheader {
char ID[4]; // identifier "MUS" 0x1A
WORD scoreLen; // score length
WORD scoreStart; // score start
WORD channels; // primary channels
WORD sec_channels; // secondary channels (??)
WORD instrCnt; // used instrument count
WORD dummy;
// WORD instruments[...]; // table of used instruments
};
/* OPL2 instrument */ /* OPL2 instrument */
struct OPL2instrument { struct OPL2instrument {
/*00*/ BYTE trem_vibr_1; /* OP 1: tremolo/vibrato/sustain/KSR/multi */ /*00*/ BYTE trem_vibr_1; /* OP 1: tremolo/vibrato/sustain/KSR/multi */
@ -131,7 +114,6 @@ struct OP2instrEntry {
}; };
#define FL_FIXED_PITCH 0x0001 // note has fixed pitch (see below) #define FL_FIXED_PITCH 0x0001 // note has fixed pitch (see below)
#define FL_UNKNOWN 0x0002 // ??? (used in instrument #65 only)
#define FL_DOUBLE_VOICE 0x0004 // use two voices instead of one #define FL_DOUBLE_VOICE 0x0004 // use two voices instead of one

View file

@ -103,7 +103,7 @@ double GetAlpha(int type, double alpha)
switch (type) switch (type)
{ {
case STYLEALPHA_Zero: return 0; case STYLEALPHA_Zero: return 0;
case STYLEALPHA_One: return OPAQUE; case STYLEALPHA_One: return 1.;
case STYLEALPHA_Src: return alpha; case STYLEALPHA_Src: return alpha;
case STYLEALPHA_InvSrc: return 1. - alpha; case STYLEALPHA_InvSrc: return 1. - alpha;
default: return 0; default: return 0;

View file

@ -44,10 +44,6 @@
enum enum
{ {
OPAQUE = 65536, OPAQUE = 65536,
TRANSLUC25 = (OPAQUE / 4),
TRANSLUC33 = (OPAQUE / 3),
TRANSLUC66 = ((OPAQUE * 2) / 3),
TRANSLUC75 = ((OPAQUE * 3) / 4),
}; };
// Legacy render styles // Legacy render styles

View file

@ -542,7 +542,7 @@ ExpEmit FxConstant::Emit(VMFunctionBuilder *build)
{ {
tag = ATAG_STATE; tag = ATAG_STATE;
} }
else if (value.Type->GetLoadOp() == OP_LO) else if (value.Type->GetLoadOp() != OP_LP)
{ {
tag = ATAG_OBJECT; tag = ATAG_OBJECT;
} }
@ -6356,7 +6356,7 @@ ExpEmit FxClassDefaults::Emit(VMFunctionBuilder *build)
ob.Free(build); ob.Free(build);
ExpEmit meta(build, REGT_POINTER); ExpEmit meta(build, REGT_POINTER);
build->Emit(OP_META, meta.RegNum, ob.RegNum); build->Emit(OP_META, meta.RegNum, ob.RegNum);
build->Emit(OP_LO, meta.RegNum, meta.RegNum, build->GetConstantInt(myoffsetof(PClass, Defaults))); build->Emit(OP_LOS, meta.RegNum, meta.RegNum, build->GetConstantInt(myoffsetof(PClass, Defaults)));
return meta; return meta;
} }
@ -8874,7 +8874,7 @@ ExpEmit FxGetParentClass::Emit(VMFunctionBuilder *build)
op.Free(build); op.Free(build);
} }
ExpEmit to(build, REGT_POINTER); ExpEmit to(build, REGT_POINTER);
build->Emit(OP_LO, to.RegNum, op.RegNum, build->GetConstantInt(myoffsetof(PClass, ParentClass))); build->Emit(OP_LOS, to.RegNum, op.RegNum, build->GetConstantInt(myoffsetof(PClass, ParentClass)));
return to; return to;
} }
@ -8946,7 +8946,7 @@ ExpEmit FxGetDefaultByType::Emit(VMFunctionBuilder *build)
build->Emit(OP_LKP, to.RegNum, op.RegNum); build->Emit(OP_LKP, to.RegNum, op.RegNum);
op = to; op = to;
} }
build->Emit(OP_LO, to.RegNum, op.RegNum, build->GetConstantInt(myoffsetof(PClass, Defaults))); build->Emit(OP_LOS, to.RegNum, op.RegNum, build->GetConstantInt(myoffsetof(PClass, Defaults)));
return to; return to;
} }
@ -10683,8 +10683,7 @@ ExpEmit FxLocalVariableDeclaration::Emit(VMFunctionBuilder *build)
case REGT_POINTER: case REGT_POINTER:
{ {
bool isobject = ValueType->IsKindOf(RUNTIME_CLASS(PClassPointer)) || (ValueType->IsKindOf(RUNTIME_CLASS(PPointer)) && static_cast<PPointer*>(ValueType)->PointedType->IsKindOf(RUNTIME_CLASS(PClass))); build->Emit(OP_LKP, RegNum, build->GetConstantAddress(constval->GetValue().GetPointer(), ValueType->GetLoadOp() != OP_LP ? ATAG_OBJECT : ATAG_GENERIC));
build->Emit(OP_LKP, RegNum, build->GetConstantAddress(constval->GetValue().GetPointer(), isobject ? ATAG_OBJECT : ATAG_GENERIC));
break; break;
} }
case REGT_STRING: case REGT_STRING:
@ -10824,7 +10823,7 @@ ExpEmit FxStaticArray::Emit(VMFunctionBuilder *build)
{ {
TArray<void*> cvalues; TArray<void*> cvalues;
for (auto v : values) cvalues.Push(static_cast<FxConstant *>(v)->GetValue().GetPointer()); for (auto v : values) cvalues.Push(static_cast<FxConstant *>(v)->GetValue().GetPointer());
StackOffset = build->AllocConstantsAddress(cvalues.Size(), &cvalues[0], ElementType->GetLoadOp() == OP_LO ? ATAG_OBJECT : ATAG_GENERIC); StackOffset = build->AllocConstantsAddress(cvalues.Size(), &cvalues[0], ElementType->GetLoadOp() != OP_LP ? ATAG_OBJECT : ATAG_GENERIC);
break; break;
} }
} }

View file

@ -1155,7 +1155,7 @@ static void ParseActor(FScanner &sc, PNamespace *ns)
} }
try try
{ {
info->Finalize(bag.statedef); GetDefaultByType(info)->Finalize(bag.statedef);
} }
catch (CRecoverableError &err) catch (CRecoverableError &err)
{ {

View file

@ -1141,19 +1141,8 @@ DEFINE_ACTION_FUNCTION(FStringStruct, AppendFormat)
DEFINE_ACTION_FUNCTION(FStringStruct, Mid) DEFINE_ACTION_FUNCTION(FStringStruct, Mid)
{ {
PARAM_SELF_STRUCT_PROLOGUE(FString); PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(ipos); PARAM_UINT(pos);
PARAM_INT(ilen); PARAM_UINT(len);
// validate. we don't want to crash if someone passes negative values.
// with size_t it's handled naturally I think, as it's unsigned, but not in ZScript.
if (ipos < 0) ipos = 0;
if (ilen < 0) ilen = 0;
// convert to size_t to prevent overflows here
size_t slen = self->Len();
size_t pos = (size_t)ipos;
size_t len = (size_t)ilen;
if (pos > slen) pos = slen - 1;
if (pos + len > slen)
len = slen - pos;
FString s = self->Mid(pos, len); FString s = self->Mid(pos, len);
ACTION_RETURN_STRING(s); ACTION_RETURN_STRING(s);
} }
@ -1161,7 +1150,7 @@ DEFINE_ACTION_FUNCTION(FStringStruct, Mid)
DEFINE_ACTION_FUNCTION(FStringStruct, Len) DEFINE_ACTION_FUNCTION(FStringStruct, Len)
{ {
PARAM_SELF_STRUCT_PROLOGUE(FString); PARAM_SELF_STRUCT_PROLOGUE(FString);
ACTION_RETURN_INT(self->Len()); ACTION_RETURN_INT((int)self->Len());
} }
// CharAt and CharCodeAt is how JS does it, and JS is similar here in that it doesn't have char type as int. // CharAt and CharCodeAt is how JS does it, and JS is similar here in that it doesn't have char type as int.
@ -1169,7 +1158,7 @@ DEFINE_ACTION_FUNCTION(FStringStruct, CharAt)
{ {
PARAM_SELF_STRUCT_PROLOGUE(FString); PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(pos); PARAM_INT(pos);
int slen = self->Len(); int slen = (int)self->Len();
if (pos < 0 || pos >= slen) if (pos < 0 || pos >= slen)
ACTION_RETURN_STRING(""); ACTION_RETURN_STRING("");
ACTION_RETURN_STRING(FString((*self)[pos])); ACTION_RETURN_STRING(FString((*self)[pos]));
@ -1179,7 +1168,7 @@ DEFINE_ACTION_FUNCTION(FStringStruct, CharCodeAt)
{ {
PARAM_SELF_STRUCT_PROLOGUE(FString); PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(pos); PARAM_INT(pos);
int slen = self->Len(); int slen = (int)self->Len();
if (pos < 0 || pos >= slen) if (pos < 0 || pos >= slen)
ACTION_RETURN_INT(0); ACTION_RETURN_INT(0);
ACTION_RETURN_INT((*self)[pos]); ACTION_RETURN_INT((*self)[pos]);

View file

@ -560,7 +560,7 @@ DEFINE_PROPERTY(skip_super, 0, Actor)
return; return;
} }
memcpy ((void *)defaults, (void *)GetDefault<AActor>(), sizeof(AActor)); *defaults = *GetDefault<AActor>();
ResetBaggage (&bag, RUNTIME_CLASS(AActor)); ResetBaggage (&bag, RUNTIME_CLASS(AActor));
} }
@ -2065,8 +2065,7 @@ DEFINE_CLASS_PROPERTY(bobrangey, F, Weapon)
DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon) DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon)
{ {
PROP_INT_PARM(i, 0); PROP_INT_PARM(i, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassWeapon))); defaults->SlotNumber = i;
static_cast<PClassWeapon *>(info)->SlotNumber = i;
} }
//========================================================================== //==========================================================================
@ -2075,8 +2074,7 @@ DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon)
DEFINE_CLASS_PROPERTY(slotpriority, F, Weapon) DEFINE_CLASS_PROPERTY(slotpriority, F, Weapon)
{ {
PROP_DOUBLE_PARM(i, 0); PROP_DOUBLE_PARM(i, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassWeapon))); defaults->SlotPriority = int(i*65536);
static_cast<PClassWeapon *>(info)->SlotPriority = int(i*65536);
} }
//========================================================================== //==========================================================================

View file

@ -997,6 +997,7 @@ void NullParam(const char *varname);
// For required parameters. // For required parameters.
#define PARAM_INT_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); int x = param[p].i; #define PARAM_INT_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); int x = param[p].i;
#define PARAM_UINT_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); unsigned x = param[p].i;
#define PARAM_BOOL_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); bool x = !!param[p].i; #define PARAM_BOOL_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); bool x = !!param[p].i;
#define PARAM_NAME_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); FName x = ENamedName(param[p].i); #define PARAM_NAME_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); FName x = ENamedName(param[p].i);
#define PARAM_SOUND_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); FSoundID x = param[p].i; #define PARAM_SOUND_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); FSoundID x = param[p].i;
@ -1040,6 +1041,7 @@ void NullParam(const char *varname);
#define PARAM_PROLOGUE int paramnum = -1; #define PARAM_PROLOGUE int paramnum = -1;
#define PARAM_INT(x) ++paramnum; PARAM_INT_AT(paramnum,x) #define PARAM_INT(x) ++paramnum; PARAM_INT_AT(paramnum,x)
#define PARAM_UINT(x) ++paramnum; PARAM_UINT_AT(paramnum,x)
#define PARAM_BOOL(x) ++paramnum; PARAM_BOOL_AT(paramnum,x) #define PARAM_BOOL(x) ++paramnum; PARAM_BOOL_AT(paramnum,x)
#define PARAM_NAME(x) ++paramnum; PARAM_NAME_AT(paramnum,x) #define PARAM_NAME(x) ++paramnum; PARAM_NAME_AT(paramnum,x)
#define PARAM_SOUND(x) ++paramnum; PARAM_SOUND_AT(paramnum,x) #define PARAM_SOUND(x) ++paramnum; PARAM_SOUND_AT(paramnum,x)

View file

@ -347,6 +347,17 @@ begin:
GETADDR(PA,RC,X_WRITE_NIL); GETADDR(PA,RC,X_WRITE_NIL);
*(void **)ptr = reg.a[B]; *(void **)ptr = reg.a[B];
NEXTOP; NEXTOP;
OP(SO):
ASSERTA(a); ASSERTA(B); ASSERTKD(C);
GETADDR(PA,KC,X_WRITE_NIL);
*(void **)ptr = reg.a[B];
GC::WriteBarrier((DObject*)*(void **)ptr);
NEXTOP;
OP(SO_R):
ASSERTA(a); ASSERTA(B); ASSERTD(C);
GETADDR(PA,RC,X_WRITE_NIL);
GC::WriteBarrier((DObject*)*(void **)ptr);
NEXTOP;
OP(SV2): OP(SV2):
ASSERTA(a); ASSERTF(B+1); ASSERTKD(C); ASSERTA(a); ASSERTF(B+1); ASSERTKD(C);
GETADDR(PA,KC,X_WRITE_NIL); GETADDR(PA,KC,X_WRITE_NIL);

View file

@ -70,6 +70,8 @@ xx(SS, ss, RPRSKI, SS_R, 4, REGT_INT), // store string
xx(SS_R, ss, RPRSRI, NOP, 0, 0), xx(SS_R, ss, RPRSRI, NOP, 0, 0),
xx(SP, sp, RPRPKI, SP_R, 4, REGT_INT), // store pointer xx(SP, sp, RPRPKI, SP_R, 4, REGT_INT), // store pointer
xx(SP_R, sp, RPRPRI, NOP, 0, 0), xx(SP_R, sp, RPRPRI, NOP, 0, 0),
xx(SO, sp, RPRPKI, SO_R, 4, REGT_INT), // store object pointer with write barrier (only needed for non thinkers and non types
xx(SO_R, sp, RPRPRI, NOP, 0, 0),
xx(SV2, sv2, RPRVKI, SV2_R, 4, REGT_INT), // store vector2 xx(SV2, sv2, RPRVKI, SV2_R, 4, REGT_INT), // store vector2
xx(SV2_R, sv2, RPRVRI, NOP, 0, 0), xx(SV2_R, sv2, RPRVRI, NOP, 0, 0),
xx(SV3, sv3, RPRVKI, SV3_R, 4, REGT_INT), // store vector3 xx(SV3, sv3, RPRVKI, SV3_R, 4, REGT_INT), // store vector3

View file

@ -2447,19 +2447,6 @@ void ZCCCompiler::CompileStates()
continue; continue;
} }
// Same here, hack in the DVMObject as they weren't in the list originally
// TODO: process them in a non hackish way obviously
if (c->Type()->bRuntimeClass == true && c->Type()->ParentClass->bRuntimeClass == false)
{
auto vmtype = static_cast<PClassActor *>(c->Type()->ParentClass);
if (vmtype->StateList == nullptr)
{
FStateDefinitions vmstates;
vmstates.MakeStateDefines(dyn_cast<PClassActor>(vmtype->ParentClass));
vmtype->Finalize(vmstates);
}
}
FString statename; // The state builder wants the label as one complete string, not separated into tokens. FString statename; // The state builder wants the label as one complete string, not separated into tokens.
FStateDefinitions statedef; FStateDefinitions statedef;
statedef.MakeStateDefines(dyn_cast<PClassActor>(c->Type()->ParentClass)); statedef.MakeStateDefines(dyn_cast<PClassActor>(c->Type()->ParentClass));
@ -2658,7 +2645,7 @@ void ZCCCompiler::CompileStates()
} }
try try
{ {
static_cast<PClassActor *>(c->Type())->Finalize(statedef); GetDefaultByType(c->Type())->Finalize(statedef);
} }
catch (CRecoverableError &err) catch (CRecoverableError &err)
{ {

View file

@ -387,7 +387,7 @@ namespace swrenderer
if (style.BlendOp == STYLEOP_Shadow) if (style.BlendOp == STYLEOP_Shadow)
{ {
style = LegacyRenderStyles[STYLE_TranslucentStencil]; style = LegacyRenderStyles[STYLE_TranslucentStencil];
alpha = TRANSLUC33; alpha = OPAQUE / 3;
color = 0; color = 0;
} }
@ -401,7 +401,7 @@ namespace swrenderer
} }
else if (style.Flags & STYLEF_Alpha1) else if (style.Flags & STYLEF_Alpha1)
{ {
alpha = FRACUNIT; alpha = OPAQUE;
} }
else else
{ {

View file

@ -43,6 +43,8 @@ class Weapon : StateProvider native
Weapon.BobSpeed 1.0; Weapon.BobSpeed 1.0;
Weapon.BobRangeX 1.0; Weapon.BobRangeX 1.0;
Weapon.BobRangeY 1.0; Weapon.BobRangeY 1.0;
Weapon.SlotNumber -1;
Weapon.SlotPriority 32767;
+WEAPONSPAWN +WEAPONSPAWN
DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON; DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
} }