- 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:
Christoph Oelckers 2017-01-18 10:33:03 +01:00
parent b41d4d9f84
commit 534b2ebbfb
15 changed files with 65 additions and 172 deletions

View file

@ -1928,7 +1928,7 @@ static int PatchMisc (int dummy)
}
else if (a > 0)
{
static_cast<APowerup *>(GetDefaultByName (types[i]))->BlendColor = PalEntry(
GetDefaultByName (types[i])->ColorVar(NAME_BlendColor) = PalEntry(
BYTE(clamp(a,0.f,1.f)*255.f),
clamp(r,0,255),
clamp(g,0,255),
@ -1936,7 +1936,7 @@ static int PatchMisc (int dummy)
}
else
{
static_cast<APowerup *>(GetDefaultByName (types[i]))->BlendColor = 0;
GetDefaultByName (types[i])->ColorVar(NAME_BlendColor) = 0;
}
}
}

View file

@ -275,6 +275,7 @@ DObject::DObject ()
{
ObjectFlags = GC::CurrentWhite & OF_WhiteBits;
ObjNext = GC::Root;
GCNext = nullptr;
GC::Root = this;
}
@ -283,6 +284,7 @@ DObject::DObject (PClass *inClass)
{
ObjectFlags = GC::CurrentWhite & OF_WhiteBits;
ObjNext = GC::Root;
GCNext = nullptr;
GC::Root = this;
}

View file

@ -479,6 +479,8 @@ public:
// Add other types as needed.
int &IntVar(FName field);
PalEntry &ColorVar(FName field);
FName &NameVar(FName field);
double &FloatVar(FName field);
// If you need to replace one object with another and want to

View file

@ -3347,7 +3347,7 @@ void PClass::InitializeDefaults()
Defaults = (BYTE *)M_Malloc(Size);
// run the constructor on the defaults to set the vtbl pointer which is needed to run class-aware functions on them.
// bSerialOverride prevents linking into the thinker chains.
// Temporarily setting bSerialOverride prevents linking into the thinker chains.
auto s = DThinker::bSerialOverride;
DThinker::bSerialOverride = true;
ConstructNative(Defaults);
@ -3359,9 +3359,10 @@ void PClass::InitializeDefaults()
optr->SetClass(this);
// Copy the defaults from the parent but leave the DObject part alone because it contains important data.
if (ParentClass->Defaults != NULL)
{
memcpy(Defaults, ParentClass->Defaults, ParentClass->Size);
memcpy(Defaults + sizeof(DObject), ParentClass->Defaults + sizeof(DObject), ParentClass->Size - sizeof(DObject));
if (Size > ParentClass->Size)
{
memset(Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
@ -3369,7 +3370,7 @@ void PClass::InitializeDefaults()
}
else
{
memset(Defaults, 0, Size);
memset(Defaults + sizeof(DObject), 0, Size - sizeof(DObject));
}
if (bRuntimeClass)

View file

@ -1078,6 +1078,16 @@ inline int &DObject::IntVar(FName field)
return *(int*)ScriptVar(field, TypeSInt32);
}
inline PalEntry &DObject::ColorVar(FName field)
{
return *(PalEntry*)ScriptVar(field, TypeColor);
}
inline FName &DObject::NameVar(FName field)
{
return *(FName*)ScriptVar(field, TypeName);
}
inline double &DObject::FloatVar(FName field)
{
return *(double*)ScriptVar(field, TypeFloat64);

View file

@ -1,74 +0,0 @@
#include "info.h"
#include "a_pickups.h"
#include "d_player.h"
#include "p_local.h"
#include "c_dispatch.h"
#include "gi.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_spec.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "a_artifacts.h"
#include "sbar.h"
#include "d_player.h"
#include "m_random.h"
#include "v_video.h"
#include "templates.h"
#include "a_morph.h"
#include "g_level.h"
#include "doomstat.h"
#include "v_palette.h"
#include "serializer.h"
#include "r_utility.h"
#include "virtual.h"
#include "g_levellocals.h"
#include "r_data/colormaps.h"
static FRandom pr_torch ("Torch");
/* Those are no longer needed, except maybe as reference?
* They're not used anywhere in the code anymore, except
* MAULATORTICS as redefined in a_minotaur.cpp...
#define INVULNTICS (30*TICRATE)
#define INVISTICS (60*TICRATE)
#define INFRATICS (120*TICRATE)
#define IRONTICS (60*TICRATE)
#define WPNLEV2TICS (40*TICRATE)
#define FLIGHTTICS (60*TICRATE)
#define SPEEDTICS (45*TICRATE)
#define MAULATORTICS (25*TICRATE)
#define TIMEFREEZE_TICS ( 12 * TICRATE )
*/
IMPLEMENT_CLASS(APowerup, false, false)
// Powerup-Giver -------------------------------------------------------------
// Powerup -------------------------------------------------------------------
DEFINE_FIELD(APowerup, EffectTics)
DEFINE_FIELD(APowerup, BlendColor)
DEFINE_FIELD(APowerup, Mode)
DEFINE_FIELD(APowerup, Strength)
DEFINE_FIELD(APowerup, Colormap)
//===========================================================================
//
// APowerup :: Serialize
//
//===========================================================================
void APowerup::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
auto def = (APowerup*)GetDefault();
arc("effecttics", EffectTics, def->EffectTics)
("blendcolor", BlendColor, def->BlendColor)
("mode", Mode, def->Mode)
("strength", Strength, def->Strength)
("colormap", Colormap, def->Colormap);
}

View file

@ -3,24 +3,4 @@
#include "a_pickups.h"
class player_t;
// A powerup is a pseudo-inventory item that applies an effect to its
// owner while it is present.
class APowerup : public AInventory
{
DECLARE_CLASS (APowerup, AInventory)
public:
virtual void Serialize(FSerializer &arc) override;
int EffectTics;
PalEntry BlendColor;
FNameNoInit Mode;
double Strength;
int Colormap;
public:
friend void EndAllPowerupEffects(AInventory *item);
friend void InitAllPowerupEffects(AInventory *item);
};
#endif //__A_ARTIFACTS_H__

View file

@ -341,22 +341,11 @@ bool AInventory::Grind(bool items)
// AInventory :: DoEffect
//
// Handles any effect an item might apply to its owner
// Normally only used by subclasses of APowerup
// Normally only used by subclasses of Powerup
//
//===========================================================================
void AInventory::DoEffect ()
{
}
DEFINE_ACTION_FUNCTION(AInventory, DoEffect)
{
PARAM_SELF_PROLOGUE(AInventory);
self->DoEffect();
return 0;
}
void AInventory::CallDoEffect()
void AInventory::DoEffect()
{
IFVIRTUAL(AInventory, DoEffect)
{
@ -364,7 +353,6 @@ void AInventory::CallDoEffect()
VMFrameStack stack;
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
else DoEffect();
}

View file

@ -115,8 +115,7 @@ public:
virtual bool ShouldStay();
bool CallShouldStay();
virtual void DoEffect();
void CallDoEffect();
void DoEffect();
virtual void PlayPickupSound(AActor *toucher);
void CallPlayPickupSound(AActor *toucher);

View file

@ -5728,9 +5728,9 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
AActor *actor = SingleActorFromTID(args[0], activator);
if (actor != NULL)
{
APowerup* powerup = (APowerup*)actor->FindInventory(powerupclass);
auto powerup = actor->FindInventory(powerupclass);
if (powerup != NULL)
return powerup->EffectTics;
return powerup->IntVar(NAME_EffectTics);
}
return 0;
}

View file

@ -2868,10 +2868,10 @@ FUNC(LS_SetPlayerProperty)
{ // Give power to activator
if (power != 4)
{
APowerup *item = static_cast<APowerup*>(it->GiveInventoryType(PClass::FindActor(powers[power])));
auto item = it->GiveInventoryType(PClass::FindActor(powers[power]));
if (item != NULL && power == 0 && arg1 == 1)
{
item->BlendColor = MakeSpecialColormap(INVERSECOLORMAP);
item->ColorVar(NAME_BlendColor) = MakeSpecialColormap(INVERSECOLORMAP);
}
}
else if (it->player - players == consoleplayer)
@ -2908,10 +2908,10 @@ FUNC(LS_SetPlayerProperty)
{ // Give power
if (power != 4)
{
APowerup *item = static_cast<APowerup*>(players[i].mo->GiveInventoryType ((PClass::FindActor(powers[power]))));
auto item = players[i].mo->GiveInventoryType ((PClass::FindActor(powers[power])));
if (item != NULL && power == 0 && arg1 == 1)
{
item->BlendColor = MakeSpecialColormap(INVERSECOLORMAP);
item->ColorVar(NAME_BlendColor) = MakeSpecialColormap(INVERSECOLORMAP);
}
}
else if (i == consoleplayer)

View file

@ -3954,7 +3954,7 @@ void AActor::Tick ()
// by the order in the inventory, not the order in the thinker table
while (item != NULL && item->Owner == this)
{
item->CallDoEffect();
item->DoEffect();
item = item->Inventory;
}

View file

@ -107,10 +107,6 @@ static AWeapon::MetaClass *FindClassTentativeWeapon(const char *name, bool optio
{
return static_cast<AWeapon::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(AWeapon), optional));
}
static APowerup::MetaClass *FindClassTentativePowerup(const char *name, bool optional = false)
{
return static_cast<APowerup::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(APowerup), optional));
}
static APlayerPawn::MetaClass *FindClassTentativePlayerPawn(const char *name, bool optional = false)
{
return static_cast<APlayerPawn::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(APlayerPawn), optional));
@ -458,9 +454,8 @@ int MatchString (const char *in, const char **strings)
//==========================================================================
//
// Get access to scripted fields.
// Fortunately there's only a handful that cannot be done with a
// scripted property definition, most notably the powerup and morph stuff.
// Get access to scripted pointers.
// They need a bit more work than other variables.
//
//==========================================================================
@ -2289,7 +2284,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || isgiver)
{
pBlendColor = &TypedScriptVar<PalEntry>(defaults, info, NAME_BlendColor, TypeColor);
pBlendColor = &defaults->ColorVar(NAME_BlendColor);
}
else
{
@ -2335,13 +2330,9 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
{
PalEntry * pBlendColor;
PalEntry BlendColor;
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
pBlendColor = &TypedScriptVar<PalEntry>(defaults, info, NAME_BlendColor, TypeColor);
}
else
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
I_Error("\"powerup.colormap\" requires an actor of type \"Powerup\"\n");
return;
@ -2352,7 +2343,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
PROP_FLOAT_PARM(r, 0);
PROP_FLOAT_PARM(g, 1);
PROP_FLOAT_PARM(b, 2);
*pBlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
BlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
}
else if (PROP_PARM_COUNT == 6)
{
@ -2362,12 +2353,13 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
PROP_FLOAT_PARM(r2, 3);
PROP_FLOAT_PARM(g2, 4);
PROP_FLOAT_PARM(b2, 5);
*pBlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
BlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
}
else
{
I_Error("\"power.colormap\" must have either 3 or 6 parameters\n");
}
defaults->ColorVar(NAME_BlendColor) = BlendColor;
}
//==========================================================================
@ -2375,20 +2367,14 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
{
int *pEffectTics;
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
pEffectTics = &TypedScriptVar<int>(defaults, info, NAME_EffectTics, TypeSInt32);
}
else
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
I_Error("\"powerup.duration\" requires an actor of type \"Powerup\"\n");
return;
}
PROP_INT_PARM(i, 0);
*pEffectTics = (i >= 0) ? i : -i * TICRATE;
defaults->IntVar(NAME_EffectTics) = (i >= 0) ? i : -i * TICRATE;
}
//==========================================================================
@ -2396,19 +2382,13 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
{
double *pStrength;
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
pStrength = &TypedScriptVar<double>(defaults, info, NAME_Strength, TypeFloat64);
}
else
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n");
return;
}
PROP_DOUBLE_PARM(f, 0);
*pStrength = f;
defaults->FloatVar(NAME_Strength) = f;
}
//==========================================================================
@ -2417,18 +2397,13 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
DEFINE_CLASS_PROPERTY_PREFIX(powerup, mode, S, Inventory)
{
PROP_STRING_PARM(str, 0);
FName *pMode;
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
pMode = &TypedScriptVar<FName>(defaults, info, NAME_Mode, TypeName);
}
else
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
I_Error("\"powerup.mode\" requires an actor of type \"Powerup\"\n");
return;
}
*pMode = (FName)str;
defaults->NameVar(NAME_Mode) = (FName)str;
}
//==========================================================================
@ -2441,13 +2416,14 @@ DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, type, S, PowerupGiver)
// Yuck! What was I thinking when I decided to prepend "Power" to the name?
// Now it's too late to change it...
PClassActor *cls = PClass::FindActor(str);
if (cls == nullptr || !cls->IsDescendantOf(RUNTIME_CLASS(APowerup)))
auto pow = PClass::FindActor(NAME_Powerup);
if (cls == nullptr || !cls->IsDescendantOf(pow))
{
if (bag.fromDecorate)
{
FString st;
st.Format("%s%s", strnicmp(str, "power", 5) ? "Power" : "", str);
cls = FindClassTentativePowerup(st);
cls = FindClassTentative(st, pow);
}
else
{

View file

@ -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; }

View file

@ -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.