- cleaned up setPointer interface.

- ZDoom part of setPointer/setActivator, submitted by FDARI.


SVN r3230 (trunk)
This commit is contained in:
Christoph Oelckers 2011-06-13 10:22:47 +00:00
parent 61dfb608f4
commit 5d65ab6e6c
7 changed files with 257 additions and 170 deletions

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@ -616,6 +616,7 @@ add_executable( zdoom WIN32
${SYSTEM_SOURCES}
${X86_SOURCES}
x86.cpp
actorptrselect.cpp
am_map.cpp
b_bot.cpp
b_func.cpp

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@ -715,6 +715,11 @@ public:
int SpawnHealth();
int GibHealth();
inline bool isMissile(bool precise=true)
{
return (flags&MF_MISSILE) || (precise && GetDefault()->flags&MF_MISSILE);
}
// Check for monsters that count as kill but excludes all friendlies.
bool CountsAsKill() const
{
@ -1046,6 +1051,7 @@ inline T *Spawn (fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
return static_cast<T *>(AActor::StaticSpawn (RUNTIME_CLASS(T), x, y, z, allowreplacement));
}
void PrintMiscActorInfo(AActor * query);
#define S_FREETARGMOBJ 1

179
src/actorptrselect.cpp Normal file
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@ -0,0 +1,179 @@
#include "actorptrselect.h"
#include "actor.h"
#include "d_player.h"
#include "p_pspr.h"
//==========================================================================
//
// Standard pointer acquisition functions
//
// Possible effective results at run-time
// assigntovariable = NULL (or a RETURN statement is issued)
// P_BulletSlope(pointer_owner, &temporary), assigntovariable = temporary
// assigntovariable = pointer_owner->target or ...->master or ...->tracer
//
//==========================================================================
/*
COPY_AAPTR
Result overview in order of priority:
1. Caller is player and a player specific selector is specified: Player specific selector is used.
2. Caller is non-null and a general actor selector is specified: General actor selector is used.
3. A static actor selector is specified: Static actor selector is used.
4. The origin actor is used.
Only one selector of each type can be used.
*/
#define AAPTR_RESOLVE_PLAYERNUM(playernum) (playeringame[playernum] ? players[playernum].mo : NULL)
AActor *COPY_AAPTR(AActor *origin, int selector)
{
if (origin)
{
if (origin->player)
{
switch (selector & AAPTR_PLAYER_SELECTORS)
{
case AAPTR_PLAYER_GETTARGET:
{
AActor *gettarget = NULL;
P_BulletSlope(origin, &gettarget);
return gettarget;
}
case AAPTR_PLAYER_GETCONVERSATION:
return origin->player->ConversationNPC;
}
}
switch (selector & AAPTR_GENERAL_SELECTORS)
{
case AAPTR_TARGET: return origin->target;
case AAPTR_MASTER: return origin->master;
case AAPTR_TRACER: return origin->tracer;
case AAPTR_FRIENDPLAYER:
return origin->FriendPlayer ? AAPTR_RESOLVE_PLAYERNUM(origin->FriendPlayer - 1) : NULL;
}
}
switch (selector & AAPTR_STATIC_SELECTORS)
{
case AAPTR_PLAYER1: return AAPTR_RESOLVE_PLAYERNUM(0);
case AAPTR_PLAYER2: return AAPTR_RESOLVE_PLAYERNUM(1);
case AAPTR_PLAYER3: return AAPTR_RESOLVE_PLAYERNUM(2);
case AAPTR_PLAYER4: return AAPTR_RESOLVE_PLAYERNUM(3);
case AAPTR_PLAYER5: return AAPTR_RESOLVE_PLAYERNUM(4);
case AAPTR_PLAYER6: return AAPTR_RESOLVE_PLAYERNUM(5);
case AAPTR_PLAYER7: return AAPTR_RESOLVE_PLAYERNUM(6);
case AAPTR_PLAYER8: return AAPTR_RESOLVE_PLAYERNUM(7);
case AAPTR_NULL: return NULL;
}
return origin;
}
// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
// It is called from multiple locations.
// The code may be in need of optimisation.
//==========================================================================
//
// Checks whether this actor is a missile
// Unfortunately this was buggy in older versions of the code and many
// released DECORATE monsters rely on this bug so it can only be fixed
// with an optional flag
//
//==========================================================================
void VerifyTargetChain(AActor *self, bool preciseMissileCheck)
{
if (!self || !self->isMissile(preciseMissileCheck)) return;
AActor *origin = self;
AActor *next = origin->target;
// origin: the most recent actor that has been verified as appearing only once
// next: the next actor to be verified; will be "origin" in the next iteration
while (next && next->isMissile(preciseMissileCheck)) // we only care when there are missiles involved
{
AActor *compare = self;
// every new actor must prove not to be the first actor in the chain, or any subsequent actor
// any actor up to and including "origin" has only appeared once
for (;;)
{
if (compare == next)
{
// if any of the actors from self to (inclusive) origin match the next actor,
// self has reached/created a loop
self->target = NULL;
return;
}
if (compare == origin) break; // when "compare" = origin, we know that the next actor is, and should be "next"
compare = compare->target;
}
origin = next;
next = next->target;
}
}
void VerifyMasterChain(AActor *self)
{
// See VerifyTargetChain for detailed comments.
if (!self) return;
AActor *origin = self;
AActor *next = origin->master;
while (next) // We always care (See "VerifyTargetChain")
{
AActor *compare = self;
for (;;)
{
if (compare == next)
{
self->master = NULL;
return;
}
if (compare == origin) break;
compare = compare->master;
}
origin = next;
next = next->master;
}
}
//==========================================================================
//
// Checks whether this actor is a missile
// Unfortunately this was buggy in older versions of the code and many
// released DECORATE monsters rely on this bug so it can only be fixed
// with an optional flag
//
//==========================================================================
void ASSIGN_AAPTR(AActor *toActor, int toSlot, AActor *ptr, int flags)
{
switch (toSlot)
{
case AAPTR_TARGET:
toActor->target = ptr;
if (!(PTROP_UNSAFETARGET & (flags))) VerifyTargetChain(toActor);
break;
case AAPTR_MASTER:
toActor->master = ptr;
if (!(PTROP_UNSAFEMASTER & (flags))) VerifyMasterChain(toActor);
break;
case AAPTR_TRACER:
toActor->tracer = ptr;
break;
}
}

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@ -1,14 +1,9 @@
#pragma once
#include "p_pspr.h"
//==========================================================================
//
// Standard pointer acquisition functions
//
// Use COPY_AAPTR(pointer_owner, AActor *assigntovariable, AAPTR selector)
// Use COPY_AAPTR_NOT_NULL to return from a function if the pointer is NULL
//
// Possible effective results at run-time
// assigntovariable = NULL (or a RETURN statement is issued)
// P_BulletSlope(pointer_owner, &temporary), assigntovariable = temporary
@ -16,6 +11,7 @@
//
//==========================================================================
class AActor;
// Pointer selectors (enum)
@ -55,7 +51,7 @@ enum AAPTR
};
/*
PROCESS_AAPTR
COPY_AAPTR
Result overview in order of priority:
@ -67,52 +63,36 @@ enum AAPTR
Only one selector of each type can be used.
*/
#define AAPTR_RESOLVE_PLAYERNUM(playernum) (playeringame[playernum] ? players[playernum].mo : NULL)
AActor *COPY_AAPTR(AActor *origin, int selector);
static AActor *PROCESS_AAPTR(AActor *origin, int selector)
{
if (origin)
{
if (origin->player)
{
switch (selector & AAPTR_PLAYER_SELECTORS)
{
case AAPTR_PLAYER_GETTARGET:
{
AActor *gettarget = NULL;
P_BulletSlope(origin, &gettarget);
return gettarget;
}
case AAPTR_PLAYER_GETCONVERSATION:
return origin->player->ConversationNPC;
}
}
// Use COPY_AAPTR_NOT_NULL to return from a function if the pointer is NULL
#define COPY_AAPTR_NOT_NULL(source, destination, selector) { destination = COPY_AAPTR(source, selector); if (!destination) return; }
switch (selector & AAPTR_GENERAL_SELECTORS)
{
case AAPTR_TARGET: return origin->target;
case AAPTR_MASTER: return origin->master;
case AAPTR_TRACER: return origin->tracer;
case AAPTR_FRIENDPLAYER:
return origin->FriendPlayer ? AAPTR_RESOLVE_PLAYERNUM(origin->FriendPlayer - 1) : NULL;
}
}
switch (selector & AAPTR_STATIC_SELECTORS)
{
case AAPTR_PLAYER1: return AAPTR_RESOLVE_PLAYERNUM(0);
case AAPTR_PLAYER2: return AAPTR_RESOLVE_PLAYERNUM(1);
case AAPTR_PLAYER3: return AAPTR_RESOLVE_PLAYERNUM(2);
case AAPTR_PLAYER4: return AAPTR_RESOLVE_PLAYERNUM(3);
case AAPTR_PLAYER5: return AAPTR_RESOLVE_PLAYERNUM(4);
case AAPTR_PLAYER6: return AAPTR_RESOLVE_PLAYERNUM(5);
case AAPTR_PLAYER7: return AAPTR_RESOLVE_PLAYERNUM(6);
case AAPTR_PLAYER8: return AAPTR_RESOLVE_PLAYERNUM(7);
case AAPTR_NULL: return NULL;
}
return origin;
}
enum PTROP
{
PTROP_UNSAFETARGET = 1,
PTROP_UNSAFEMASTER = 2,
PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER
};
// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
// It is called from multiple locations.
// The code may be in need of optimisation.
//==========================================================================
//
// Checks whether this actor is a missile
// Unfortunately this was buggy in older versions of the code and many
// released DECORATE monsters rely on this bug so it can only be fixed
// with an optional flag
//
//==========================================================================
void VerifyTargetChain(AActor *self, bool preciseMissileCheck=true);
void VerifyMasterChain(AActor *self);
void ASSIGN_AAPTR(AActor *toActor, int toSlot, AActor *ptr, int flags) ;
#define COPY_AAPTR_NOT_NULL(source, destination, selector) { destination = PROCESS_AAPTR(source, selector); if (!destination) return; }
#define COPY_AAPTR(source, destination, selector) { destination = PROCESS_AAPTR(source, selector); }

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@ -71,6 +71,7 @@
#include "m_png.h"
#include "p_setup.h"
#include "po_man.h"
#include "actorptrselect.h"
#include "g_shared/a_pickups.h"
@ -3114,6 +3115,7 @@ enum EACSFunctions
ACSF_CheckSight,
ACSF_SpawnForced,
ACSF_AnnouncerSound, // Skulltag
ACSF_SetPointer,
};
int DLevelScript::SideFromID(int id, int side)
@ -3248,8 +3250,29 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
actor = SingleActorFromTID(args[0], activator);
return actor != NULL? actor->velz : 0;
case ACSF_SetPointer:
if (activator)
{
AActor *ptr = SingleActorFromTID(args[1], activator);
if (argCount > 2)
{
ptr = COPY_AAPTR(ptr, args[2]);
}
if (ptr == activator) ptr = NULL;
ASSIGN_AAPTR(activator, args[0], ptr, (argCount > 3) ? args[3] : 0);
return ptr != NULL;
}
return 0;
case ACSF_SetActivator:
activator = SingleActorFromTID(args[0], NULL);
if (argCount > 1 && args[1] != AAPTR_DEFAULT) // condition (x != AAPTR_DEFAULT) is essentially condition (x).
{
activator = COPY_AAPTR(SingleActorFromTID(args[0], activator), args[1]);
}
else
{
activator = SingleActorFromTID(args[0], NULL);
}
return activator != NULL;
case ACSF_SetActivatorToTarget:
@ -3265,16 +3288,16 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
{
actor = actor->target;
}
}
if (actor != NULL)
{
activator = actor;
return 1;
if (actor != NULL) // [FDARI] moved this (actor != NULL)-branch inside the other, so that it is only tried when it can be true
{
activator = actor;
return 1;
}
}
return 0;
case ACSF_GetActorViewHeight:
actor = SingleActorFromTID(args[0], NULL);
actor = SingleActorFromTID(args[0], activator);
if (actor != NULL)
{
if (actor->player != NULL)

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@ -137,99 +137,6 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
return result;
}
//==========================================================================
//
// Checks whether this actor is a missile
// Unfortunately this was buggy in older versions of the code and many
// released DECORATE monsters rely on this bug so it can only be fixed
// with an optional flag
//
//==========================================================================
inline static bool isMissile(AActor * self, bool precise=true)
{
return self->flags&MF_MISSILE || (precise && self->GetDefault()->flags&MF_MISSILE);
}
//==========================================================================
//
// Pointer-based operations
//
//==========================================================================
enum PTROP
{
PTROP_UNSAFETARGET = 1,
PTROP_UNSAFEMASTER = 2,
PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER
};
// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
// It is called from multiple locations.
// The code may be in need of optimisation.
void VerifyTargetChain(AActor *self, bool preciseMissileCheck=true)
{
if (!(self && isMissile(self, preciseMissileCheck))) return;
AActor *origin = self;
AActor *next = origin->target;
// origin: the most recent actor that has been verified as appearing only once
// next: the next actor to be verified; will be "origin" in the next iteration
while (next && isMissile(next, preciseMissileCheck)) // we only care when there are missiles involved
{
AActor *compare = self;
// every new actor must prove not to be the first actor in the chain, or any subsequent actor
// any actor up to and including "origin" has only appeared once
for (;;)
{
if (compare == next)
{
// if any of the actors from self to (inclusive) origin match the next actor,
// self has reached/created a loop
self->target = NULL;
return;
}
if (compare == origin) break; // when "compare" = origin, we know that the next actor is, and should be "next"
compare = compare->target;
}
origin = next;
next = next->target;
}
}
void VerifyMasterChain(AActor *self)
{
// See VerifyTargetChain for detailed comments.
if (!self) return;
AActor *origin = self;
AActor *next = origin->master;
while (next) // We always care (See "VerifyTargetChain")
{
AActor *compare = self;
for (;;)
{
if (compare == next)
{
self->master = NULL;
return;
}
if (compare == origin) break;
compare = compare->master;
}
origin = next;
next = next->master;
}
}
//==========================================================================
//
// A_RearrangePointers
@ -308,7 +215,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers)
// A_TransferPointer
//
// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF),
// or from an this actor's MASTER, TARGET or TRACER.
// or from this actor's MASTER, TARGET or TRACER.
//
// You can copy any one of that actor's pointers
//
@ -333,31 +240,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
// Exchange pointers with actors to whom you have pointers (or with yourself, if you must)
COPY_AAPTR(self, source, ptr_source);
source = COPY_AAPTR(self, ptr_source);
COPY_AAPTR_NOT_NULL(self, recepient, ptr_recepient); // pick an actor to store the provided pointer value
// convert source from dataprovider to data
COPY_AAPTR(source, source, ptr_sourcefield);
source = COPY_AAPTR(source, ptr_sourcefield);
if (source == recepient) source = NULL; // The recepient should not acquire a pointer to itself; will write NULL
if (ptr_recepientfield == AAPTR_DEFAULT) ptr_recepientfield = ptr_sourcefield; // If default: Write to same field as data was read from
switch (ptr_recepientfield) // assignment and safeguards (optional)
{
case AAPTR_TARGET:
recepient->target = source;
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(recepient);
break;
case AAPTR_MASTER:
recepient->master = source;
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(recepient);
break;
case AAPTR_TRACER:
recepient->tracer = source;
break;
}
ASSIGN_AAPTR(recepient, ptr_recepientfield, source, flags);
}
//==========================================================================
@ -1033,10 +927,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
// handle projectile shooting projectiles - track the
// links back to a real owner
if (isMissile(self, !!(flags & CMF_TRACKOWNER)))
if (self->isMissile(!!(flags & CMF_TRACKOWNER)))
{
AActor * owner=self ;//->target;
while (isMissile(owner, !!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
targ=owner;
missile->target=owner;
// automatic handling of seeker missiles
@ -1777,7 +1671,7 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
mo->angle=self->angle;
if (flags & SIXF_TRANSFERPITCH) mo->pitch = self->pitch;
while (originator && isMissile(originator)) originator = originator->target;
while (originator && originator->isMissile()) originator = originator->target;
if (flags & SIXF_TELEFRAG)
{

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@ -472,6 +472,10 @@
Name="!Source Files"
Filter="c;cpp"
>
<File
RelativePath=".\src\actorptrselect.cpp"
>
</File>
<File
RelativePath=".\src\am_map.cpp"
>