mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- scriptified the remains of APowerup.
- ensure that actor defaults contain a valid virtual table and class pointer so that they can actually use virtual and class-dependent method functions. This is needed for retrieving script variables from them.
This commit is contained in:
parent
b41d4d9f84
commit
534b2ebbfb
15 changed files with 65 additions and 172 deletions
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@ -1928,7 +1928,7 @@ static int PatchMisc (int dummy)
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}
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else if (a > 0)
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{
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static_cast<APowerup *>(GetDefaultByName (types[i]))->BlendColor = PalEntry(
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GetDefaultByName (types[i])->ColorVar(NAME_BlendColor) = PalEntry(
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BYTE(clamp(a,0.f,1.f)*255.f),
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clamp(r,0,255),
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clamp(g,0,255),
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@ -1936,7 +1936,7 @@ static int PatchMisc (int dummy)
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}
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else
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{
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static_cast<APowerup *>(GetDefaultByName (types[i]))->BlendColor = 0;
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GetDefaultByName (types[i])->ColorVar(NAME_BlendColor) = 0;
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}
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}
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}
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@ -275,6 +275,7 @@ DObject::DObject ()
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{
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ObjectFlags = GC::CurrentWhite & OF_WhiteBits;
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ObjNext = GC::Root;
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GCNext = nullptr;
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GC::Root = this;
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}
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@ -283,6 +284,7 @@ DObject::DObject (PClass *inClass)
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{
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ObjectFlags = GC::CurrentWhite & OF_WhiteBits;
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ObjNext = GC::Root;
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GCNext = nullptr;
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GC::Root = this;
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}
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@ -479,6 +479,8 @@ public:
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// Add other types as needed.
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int &IntVar(FName field);
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PalEntry &ColorVar(FName field);
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FName &NameVar(FName field);
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double &FloatVar(FName field);
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// If you need to replace one object with another and want to
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@ -3347,7 +3347,7 @@ void PClass::InitializeDefaults()
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Defaults = (BYTE *)M_Malloc(Size);
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// run the constructor on the defaults to set the vtbl pointer which is needed to run class-aware functions on them.
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// bSerialOverride prevents linking into the thinker chains.
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// Temporarily setting bSerialOverride prevents linking into the thinker chains.
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auto s = DThinker::bSerialOverride;
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DThinker::bSerialOverride = true;
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ConstructNative(Defaults);
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@ -3359,9 +3359,10 @@ void PClass::InitializeDefaults()
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optr->SetClass(this);
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// Copy the defaults from the parent but leave the DObject part alone because it contains important data.
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if (ParentClass->Defaults != NULL)
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{
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memcpy(Defaults, ParentClass->Defaults, ParentClass->Size);
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memcpy(Defaults + sizeof(DObject), ParentClass->Defaults + sizeof(DObject), ParentClass->Size - sizeof(DObject));
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if (Size > ParentClass->Size)
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{
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memset(Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
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@ -3369,7 +3370,7 @@ void PClass::InitializeDefaults()
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}
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else
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{
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memset(Defaults, 0, Size);
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memset(Defaults + sizeof(DObject), 0, Size - sizeof(DObject));
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}
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if (bRuntimeClass)
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@ -1078,6 +1078,16 @@ inline int &DObject::IntVar(FName field)
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return *(int*)ScriptVar(field, TypeSInt32);
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}
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inline PalEntry &DObject::ColorVar(FName field)
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{
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return *(PalEntry*)ScriptVar(field, TypeColor);
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}
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inline FName &DObject::NameVar(FName field)
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{
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return *(FName*)ScriptVar(field, TypeName);
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}
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inline double &DObject::FloatVar(FName field)
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{
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return *(double*)ScriptVar(field, TypeFloat64);
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@ -1,74 +0,0 @@
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#include "info.h"
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#include "a_pickups.h"
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#include "d_player.h"
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#include "p_local.h"
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#include "c_dispatch.h"
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#include "gi.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "a_artifacts.h"
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#include "sbar.h"
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#include "d_player.h"
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#include "m_random.h"
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#include "v_video.h"
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#include "templates.h"
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#include "a_morph.h"
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#include "g_level.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "serializer.h"
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#include "r_utility.h"
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#include "virtual.h"
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#include "g_levellocals.h"
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#include "r_data/colormaps.h"
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static FRandom pr_torch ("Torch");
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/* Those are no longer needed, except maybe as reference?
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* They're not used anywhere in the code anymore, except
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* MAULATORTICS as redefined in a_minotaur.cpp...
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#define INVULNTICS (30*TICRATE)
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#define INVISTICS (60*TICRATE)
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#define INFRATICS (120*TICRATE)
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#define IRONTICS (60*TICRATE)
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#define WPNLEV2TICS (40*TICRATE)
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#define FLIGHTTICS (60*TICRATE)
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#define SPEEDTICS (45*TICRATE)
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#define MAULATORTICS (25*TICRATE)
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#define TIMEFREEZE_TICS ( 12 * TICRATE )
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*/
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IMPLEMENT_CLASS(APowerup, false, false)
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// Powerup-Giver -------------------------------------------------------------
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// Powerup -------------------------------------------------------------------
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DEFINE_FIELD(APowerup, EffectTics)
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DEFINE_FIELD(APowerup, BlendColor)
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DEFINE_FIELD(APowerup, Mode)
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DEFINE_FIELD(APowerup, Strength)
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DEFINE_FIELD(APowerup, Colormap)
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//===========================================================================
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//
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// APowerup :: Serialize
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//
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//===========================================================================
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void APowerup::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (APowerup*)GetDefault();
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arc("effecttics", EffectTics, def->EffectTics)
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("blendcolor", BlendColor, def->BlendColor)
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("mode", Mode, def->Mode)
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("strength", Strength, def->Strength)
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("colormap", Colormap, def->Colormap);
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}
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@ -3,24 +3,4 @@
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#include "a_pickups.h"
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class player_t;
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// A powerup is a pseudo-inventory item that applies an effect to its
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// owner while it is present.
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class APowerup : public AInventory
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{
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DECLARE_CLASS (APowerup, AInventory)
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public:
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virtual void Serialize(FSerializer &arc) override;
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int EffectTics;
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PalEntry BlendColor;
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FNameNoInit Mode;
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double Strength;
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int Colormap;
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public:
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friend void EndAllPowerupEffects(AInventory *item);
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friend void InitAllPowerupEffects(AInventory *item);
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};
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#endif //__A_ARTIFACTS_H__
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@ -341,22 +341,11 @@ bool AInventory::Grind(bool items)
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// AInventory :: DoEffect
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//
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// Handles any effect an item might apply to its owner
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// Normally only used by subclasses of APowerup
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// Normally only used by subclasses of Powerup
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//
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//===========================================================================
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void AInventory::DoEffect ()
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{
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}
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DEFINE_ACTION_FUNCTION(AInventory, DoEffect)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->DoEffect();
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return 0;
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}
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void AInventory::CallDoEffect()
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void AInventory::DoEffect()
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{
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IFVIRTUAL(AInventory, DoEffect)
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{
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@ -364,7 +353,6 @@ void AInventory::CallDoEffect()
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VMFrameStack stack;
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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else DoEffect();
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}
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@ -115,8 +115,7 @@ public:
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virtual bool ShouldStay();
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bool CallShouldStay();
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virtual void DoEffect();
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void CallDoEffect();
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void DoEffect();
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virtual void PlayPickupSound(AActor *toucher);
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void CallPlayPickupSound(AActor *toucher);
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@ -5728,9 +5728,9 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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AActor *actor = SingleActorFromTID(args[0], activator);
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if (actor != NULL)
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{
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APowerup* powerup = (APowerup*)actor->FindInventory(powerupclass);
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auto powerup = actor->FindInventory(powerupclass);
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if (powerup != NULL)
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return powerup->EffectTics;
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return powerup->IntVar(NAME_EffectTics);
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}
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return 0;
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}
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@ -2868,10 +2868,10 @@ FUNC(LS_SetPlayerProperty)
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{ // Give power to activator
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if (power != 4)
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{
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APowerup *item = static_cast<APowerup*>(it->GiveInventoryType(PClass::FindActor(powers[power])));
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auto item = it->GiveInventoryType(PClass::FindActor(powers[power]));
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if (item != NULL && power == 0 && arg1 == 1)
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{
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item->BlendColor = MakeSpecialColormap(INVERSECOLORMAP);
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item->ColorVar(NAME_BlendColor) = MakeSpecialColormap(INVERSECOLORMAP);
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}
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}
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else if (it->player - players == consoleplayer)
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{ // Give power
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if (power != 4)
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{
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APowerup *item = static_cast<APowerup*>(players[i].mo->GiveInventoryType ((PClass::FindActor(powers[power]))));
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auto item = players[i].mo->GiveInventoryType ((PClass::FindActor(powers[power])));
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if (item != NULL && power == 0 && arg1 == 1)
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{
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item->BlendColor = MakeSpecialColormap(INVERSECOLORMAP);
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item->ColorVar(NAME_BlendColor) = MakeSpecialColormap(INVERSECOLORMAP);
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}
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}
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else if (i == consoleplayer)
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@ -3954,7 +3954,7 @@ void AActor::Tick ()
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// by the order in the inventory, not the order in the thinker table
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while (item != NULL && item->Owner == this)
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{
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item->CallDoEffect();
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item->DoEffect();
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item = item->Inventory;
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}
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@ -107,10 +107,6 @@ static AWeapon::MetaClass *FindClassTentativeWeapon(const char *name, bool optio
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{
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return static_cast<AWeapon::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(AWeapon), optional));
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}
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static APowerup::MetaClass *FindClassTentativePowerup(const char *name, bool optional = false)
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{
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return static_cast<APowerup::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(APowerup), optional));
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}
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static APlayerPawn::MetaClass *FindClassTentativePlayerPawn(const char *name, bool optional = false)
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{
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return static_cast<APlayerPawn::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(APlayerPawn), optional));
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@ -458,9 +454,8 @@ int MatchString (const char *in, const char **strings)
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//==========================================================================
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//
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// Get access to scripted fields.
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// Fortunately there's only a handful that cannot be done with a
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// scripted property definition, most notably the powerup and morph stuff.
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// Get access to scripted pointers.
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// They need a bit more work than other variables.
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//
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//==========================================================================
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@ -2289,7 +2284,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
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if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || isgiver)
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{
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pBlendColor = &TypedScriptVar<PalEntry>(defaults, info, NAME_BlendColor, TypeColor);
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pBlendColor = &defaults->ColorVar(NAME_BlendColor);
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}
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else
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{
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@ -2335,13 +2330,9 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
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{
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PalEntry * pBlendColor;
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PalEntry BlendColor;
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if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
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{
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pBlendColor = &TypedScriptVar<PalEntry>(defaults, info, NAME_BlendColor, TypeColor);
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}
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else
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if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
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{
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I_Error("\"powerup.colormap\" requires an actor of type \"Powerup\"\n");
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return;
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@ -2352,7 +2343,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
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PROP_FLOAT_PARM(r, 0);
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PROP_FLOAT_PARM(g, 1);
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PROP_FLOAT_PARM(b, 2);
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*pBlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
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BlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
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}
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else if (PROP_PARM_COUNT == 6)
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{
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@ -2362,12 +2353,13 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
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PROP_FLOAT_PARM(r2, 3);
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PROP_FLOAT_PARM(g2, 4);
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PROP_FLOAT_PARM(b2, 5);
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*pBlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
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BlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
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}
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else
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{
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I_Error("\"power.colormap\" must have either 3 or 6 parameters\n");
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}
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defaults->ColorVar(NAME_BlendColor) = BlendColor;
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}
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//==========================================================================
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@ -2375,20 +2367,14 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
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{
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int *pEffectTics;
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if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
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{
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pEffectTics = &TypedScriptVar<int>(defaults, info, NAME_EffectTics, TypeSInt32);
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}
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else
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if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
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{
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I_Error("\"powerup.duration\" requires an actor of type \"Powerup\"\n");
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return;
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}
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PROP_INT_PARM(i, 0);
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*pEffectTics = (i >= 0) ? i : -i * TICRATE;
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defaults->IntVar(NAME_EffectTics) = (i >= 0) ? i : -i * TICRATE;
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}
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//==========================================================================
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@ -2396,19 +2382,13 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
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{
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double *pStrength;
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if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
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{
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pStrength = &TypedScriptVar<double>(defaults, info, NAME_Strength, TypeFloat64);
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}
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else
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if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
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{
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I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n");
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return;
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}
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PROP_DOUBLE_PARM(f, 0);
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*pStrength = f;
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defaults->FloatVar(NAME_Strength) = f;
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}
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//==========================================================================
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@ -2417,18 +2397,13 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
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DEFINE_CLASS_PROPERTY_PREFIX(powerup, mode, S, Inventory)
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{
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PROP_STRING_PARM(str, 0);
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FName *pMode;
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if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
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{
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pMode = &TypedScriptVar<FName>(defaults, info, NAME_Mode, TypeName);
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}
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else
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if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
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{
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I_Error("\"powerup.mode\" requires an actor of type \"Powerup\"\n");
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return;
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}
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*pMode = (FName)str;
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defaults->NameVar(NAME_Mode) = (FName)str;
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}
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//==========================================================================
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@ -2441,13 +2416,14 @@ DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, type, S, PowerupGiver)
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// Yuck! What was I thinking when I decided to prepend "Power" to the name?
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// Now it's too late to change it...
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PClassActor *cls = PClass::FindActor(str);
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if (cls == nullptr || !cls->IsDescendantOf(RUNTIME_CLASS(APowerup)))
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auto pow = PClass::FindActor(NAME_Powerup);
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if (cls == nullptr || !cls->IsDescendantOf(pow))
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{
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if (bag.fromDecorate)
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{
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FString st;
|
||||
st.Format("%s%s", strnicmp(str, "power", 5) ? "Power" : "", str);
|
||||
cls = FindClassTentativePowerup(st);
|
||||
cls = FindClassTentative(st, pow);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -41,7 +41,6 @@ class Inventory : Actor native
|
|||
virtual native bool SpecialDropAction (Actor dropper);
|
||||
virtual native String PickupMessage();
|
||||
virtual native bool ShouldStay();
|
||||
virtual native void DoEffect();
|
||||
virtual native void PlayPickupSound(Actor user);
|
||||
virtual native void AttachToOwner(Actor user);
|
||||
virtual native void DetachFromOwner();
|
||||
|
@ -57,8 +56,18 @@ class Inventory : Actor native
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual void Travelled()
|
||||
{}
|
||||
virtual void Travelled() {}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: DoEffect
|
||||
//
|
||||
// Handles any effect an item might apply to its owner
|
||||
// Normally only used by subclasses of Powerup
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual void DoEffect() {}
|
||||
|
||||
virtual double GetSpeedFactor() { return 1; }
|
||||
virtual bool GetNoTeleportFreeze() { return false; }
|
||||
|
|
|
@ -58,13 +58,13 @@ class PowerupGiver : Inventory
|
|||
}
|
||||
}
|
||||
|
||||
class Powerup : Inventory native
|
||||
class Powerup : Inventory
|
||||
{
|
||||
native int EffectTics;
|
||||
native color BlendColor;
|
||||
native Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
|
||||
native double Strength; // Meaning depends on powerup - currently used only by Invisibility
|
||||
native int Colormap;
|
||||
int EffectTics;
|
||||
color BlendColor;
|
||||
Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
|
||||
double Strength; // Meaning depends on powerup - currently used only by Invisibility
|
||||
int Colormap;
|
||||
const SPECIALCOLORMAP_MASK = 0x00b60000;
|
||||
|
||||
// Note, that while this is an inventory flag, it only has meaning on an active powerup.
|
||||
|
|
Loading…
Reference in a new issue