- scriptified PowerProtection and PowerDamage.

- made ModifyDamage calls iterative instead of recursive. With going through the VM they'd be too costly otherwise.
- small optimization: Detect empty VM functions right when entering the VM and shortcut them. This is to reduce the overhead of virtual placeholders, which in a few cases (e.g. CanCollideWith and ModifyDamage) can be called quite frequently.
This commit is contained in:
Christoph Oelckers 2017-01-01 23:11:48 +01:00
parent 1d3afce59b
commit 9948189193
10 changed files with 206 additions and 179 deletions

View File

@ -1608,140 +1608,6 @@ void APowerTimeFreezer::EndEffect()
}
}
// Damage powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerDamage, false, false)
//===========================================================================
//
// APowerDamage :: InitEffect
//
//===========================================================================
void APowerDamage::InitEffect( )
{
Super::InitEffect();
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_Sound(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerDamage :: EndEffect
//
//===========================================================================
void APowerDamage::EndEffect( )
{
Super::EndEffect();
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_Sound(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerDamage :: ModifyDamage
//
//===========================================================================
void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
{
if (!passive && damage > 0)
{
int newdam;
DmgFactors *df = GetClass()->DamageFactors;
if (df != NULL && df->CountUsed() != 0)
{
newdam = MAX(1, df->Apply(damageType, damage));// don't allow zero damage as result of an underflow
}
else
{
newdam = damage * 4;
}
if (Owner != NULL && newdam > damage) S_Sound(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
newdamage = damage = newdam;
}
if (Inventory != NULL) Inventory->ModifyDamage(damage, damageType, newdamage, passive);
}
// Quarter damage powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerProtection, false, false)
#define PROTECTION_FLAGS3 (MF3_NORADIUSDMG | MF3_DONTMORPH | MF3_DONTSQUASH | MF3_DONTBLAST | MF3_NOTELEOTHER)
#define PROTECTION_FLAGS5 (MF5_NOPAIN | MF5_DONTRIP)
//===========================================================================
//
// APowerProtection :: InitEffect
//
//===========================================================================
void APowerProtection::InitEffect( )
{
Super::InitEffect();
if (Owner != NULL)
{
S_Sound(Owner, CHAN_AUTO, SeeSound, 1.0f, ATTN_NONE);
// Transfer various protection flags if owner does not already have them.
// If the owner already has the flag, clear it from the powerup.
// If the powerup still has a flag set, add it to the owner.
flags3 &= ~(Owner->flags3 & PROTECTION_FLAGS3);
Owner->flags3 |= flags3 & PROTECTION_FLAGS3;
flags5 &= ~(Owner->flags5 & PROTECTION_FLAGS5);
Owner->flags5 |= flags5 & PROTECTION_FLAGS5;
}
}
//===========================================================================
//
// APowerProtection :: EndEffect
//
//===========================================================================
void APowerProtection::EndEffect( )
{
Super::EndEffect();
if (Owner != NULL)
{
S_Sound(Owner, CHAN_AUTO, DeathSound, 1.0f, ATTN_NONE);
Owner->flags3 &= ~(flags3 & PROTECTION_FLAGS3);
Owner->flags5 &= ~(flags5 & PROTECTION_FLAGS5);
}
}
//===========================================================================
//
// APowerProtection :: AbsorbDamage
//
//===========================================================================
void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
{
if (passive && damage > 0)
{
int newdam;
DmgFactors *df = GetClass()->DamageFactors;
if (df != NULL && df->CountUsed() != 0)
{
newdam = MAX(0, df->Apply(damageType, damage));
}
else
{
newdam = damage / 4;
}
if (Owner != NULL && newdam < damage) S_Sound(Owner, CHAN_AUTO, ActiveSound, 1.0f, ATTN_NONE);
newdamage = damage = newdam;
}
if (Inventory != NULL)
{
Inventory->ModifyDamage(damage, damageType, newdamage, passive);
}
}
// Morph powerup ------------------------------------------------------

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@ -203,24 +203,6 @@ protected:
virtual void EndEffect() override;
};
class APowerDamage : public APowerup
{
DECLARE_CLASS( APowerDamage, APowerup )
protected:
virtual void InitEffect () override;
virtual void EndEffect () override;
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override;
};
class APowerProtection : public APowerup
{
DECLARE_CLASS( APowerProtection, APowerup )
protected:
virtual void InitEffect () override;
virtual void EndEffect () override;
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override;
};
class APowerMorph : public APowerup
{
DECLARE_CLASS( APowerMorph, APowerup )

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@ -724,9 +724,10 @@ void AInventory::AbsorbDamage (int damage, FName damageType, int &newdamage)
void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, bool passive)
{
if (Inventory != NULL)
IFVIRTUAL(AInventory, ModifyDamage)
{
Inventory->ModifyDamage (damage, damageType, newdamage, passive);
VMValue params[5] = { (DObject*)this, damage, int(damageType), &newdamage, passive };
GlobalVMStack.Call(func, params, 5, nullptr, 0, nullptr);
}
}

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@ -128,7 +128,7 @@ public:
// still need to be done.
virtual void AbsorbDamage(int damage, FName damageType, int &newdamage);
virtual void ModifyDamage(int damage, FName damageType, int &newdamage, bool passive);
void ModifyDamage(int damage, FName damageType, int &newdamage, bool passive);
// visual stuff is for later. Right now the VM has not yet access to the needed functionality.
virtual bool DrawPowerup(int x, int y);

View File

@ -91,12 +91,6 @@ TArray<spechit_t> portalhit;
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, CanCollideWith)
{
// No need to check the parameters, as they are not even used.
ACTION_RETURN_BOOL(true);
}
bool P_CanCollideWith(AActor *tmthing, AActor *thing)
{
static unsigned VIndex = ~0u;

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@ -7420,8 +7420,12 @@ DEFINE_ACTION_FUNCTION(AActor, ClearCounters)
int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive)
{
if (Inventory != nullptr)
Inventory->ModifyDamage(damage, damagetype, damage, passive);
auto inv = Inventory;
while (inv != nullptr)
{
inv->ModifyDamage(damage, damagetype, damage, passive);
inv = inv->Inventory;
}
return damage;
}
@ -7847,6 +7851,25 @@ DEFINE_ACTION_FUNCTION(AActor, CountsAsKill)
ACTION_RETURN_FLOAT(self->CountsAsKill());
}
DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
{
PARAM_PROLOGUE;
PARAM_CLASS(itemcls, AInventory);
PARAM_NAME(damagetype);
PARAM_INT(damage);
PARAM_INT(defdamage);
DmgFactors *df = itemcls->DamageFactors;
if (df != nullptr && df->CountUsed() != 0)
{
ACTION_RETURN_INT(df->Apply(damagetype, damage));
}
else
{
ACTION_RETURN_INT(defdamage);
}
}
//----------------------------------------------------------------------------
//
// DropItem handling

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@ -467,15 +467,30 @@ int VMFrameStack::Call(VMFunction *func, VMValue *params, int numparams, VMRetur
}
else
{
VMCycles[0].Clock();
VMCalls[0]++;
AllocFrame(static_cast<VMScriptFunction *>(func));
allocated = true;
VMFillParams(params, TopFrame(), numparams);
int numret = VMExec(this, static_cast<VMScriptFunction *>(func)->Code, results, numresults);
PopFrame();
VMCycles[0].Unclock();
return numret;
auto code = static_cast<VMScriptFunction *>(func)->Code;
// handle empty functions consisting of a single return explicitly so that empty virtual callbacks do not need to set up an entire VM frame.
if (code->word == 0x0080804e)
{
return 0;
}
else if (code->word == 0x0004804e)
{
if (numresults == 0) return 0;
results[0].SetInt(static_cast<VMScriptFunction *>(func)->KonstD[0]);
return 1;
}
else
{
VMCycles[0].Clock();
VMCalls[0]++;
AllocFrame(static_cast<VMScriptFunction *>(func));
allocated = true;
VMFillParams(params, TopFrame(), numparams);
int numret = VMExec(this, code, results, numresults);
PopFrame();
VMCycles[0].Unclock();
return numret;
}
}
}
catch (VMException *exception)

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@ -270,16 +270,22 @@ class Actor : Thinker native
virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
virtual native bool Slam(Actor victim);
virtual native void Touch(Actor toucher);
virtual native bool CanCollideWith(Actor other, bool passive); // This is an empty native function, it's native for the sole reason of performance as this is in a performance critical spot.
// Called when an actor is to be reflected by a disc of repulsion.
// Returns true to continue normal blast processing.
virtual bool SpecialBlastHandling (Actor source, double strength) // this is entirely on the script side with no native part at all.
// Called by PIT_CheckThing to check if two actos actually can collide.
virtual bool CanCollideWith(Actor other, bool passive)
{
return true;
}
virtual int SpecialMissileHit (Actor victim) // for this no native version exists
// Called when an actor is to be reflected by a disc of repulsion.
// Returns true to continue normal blast processing.
virtual bool SpecialBlastHandling (Actor source, double strength)
{
return true;
}
// This is called before a missile gets exploded.
virtual int SpecialMissileHit (Actor victim)
{
return -1;
}
@ -288,6 +294,7 @@ class Actor : Thinker native
native static int GetSpriteIndex(name sprt);
native static double GetDefaultSpeed(class<Actor> type);
native static class<Actor> GetSpawnableType(int spawnnum);
native static int ApplyDamageFactors(class<Inventory> itemcls, Name damagetype, int damage, int defdamage);
native void RemoveFromHash();
native void ChangeTid(int newtid);
native static int FindUniqueTid(int start = 0, int limit = 0);

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@ -40,6 +40,7 @@ class Inventory : Actor native
virtual double GetSpeedFactor() { return 1; }
virtual bool GetNoTeleportFreeze() { return false; }
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
native void GoAwayAndDie();
native void BecomeItem();

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@ -236,20 +236,158 @@ class PowerTimeFreezer : Powerup native
}
}
class PowerDamage : Powerup native
//===========================================================================
//
// Damage
//
//===========================================================================
class PowerDamage : Powerup
{
Default
{
Powerup.Duration -25;
}
//===========================================================================
//
// InitEffect
//
//===========================================================================
override void InitEffect()
{
Super.InitEffect();
if (Owner != null)
{
Owner.A_PlaySound(SeeSound, CHAN_5, 1.0, false, ATTN_NONE);
}
}
//===========================================================================
//
// EndEffect
//
//===========================================================================
override void EndEffect()
{
Super.EndEffect();
if (Owner != null)
{
Owner.A_PlaySound(DeathSound, CHAN_5, 1.0, false, ATTN_NONE);
}
}
//===========================================================================
//
// ModifyDamage
//
//===========================================================================
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
{
if (!passive && damage > 0)
{
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
if (Owner != null && newdamage > damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
}
}
}
class PowerProtection : Powerup native
//===========================================================================
//
// Protection
//
//===========================================================================
class PowerProtection : Powerup
{
Default
{
Powerup.Duration -25;
}
//===========================================================================
//
// InitEffect
//
//===========================================================================
override void InitEffect()
{
Super.InitEffect();
let o = Owner; // copy to a local variable for quicker access.
if (o != null)
{
o.A_PlaySound(SeeSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
// Transfer various protection flags if owner does not already have them.
// If the owner already has the flag, clear it from the powerup.
// If the powerup still has a flag set, add it to the owner.
bNoRadiusDmg &= !o.bNoRadiusDmg;
o.bNoRadiusDmg |= bNoRadiusDmg;
bDontMorph &= !o.bDontMorph;
o.bDontMorph |= bDontMorph;
bDontSquash &= !o.bDontSquash;
o.bDontSquash |= bDontSquash;
bDontBlast &= !o.bDontBlast;
o.bDontBlast |= bDontBlast;
bNoTeleOther &= !o.bNoTeleOther;
o.bNoTeleOther |= bNoTeleOther;
bNoPain &= !o.bNoPain;
o.bNoPain |= bNoPain;
bDontRip &= !o.bDontRip;
o.bDontRip |= bDontRip;
}
}
//===========================================================================
//
// EndEffect
//
//===========================================================================
override void EndEffect()
{
Super.EndEffect();
let o = Owner; // copy to a local variable for quicker access.
if (o != null)
{
o.A_PlaySound(DeathSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
o.bNoRadiusDmg &= !bNoRadiusDmg;
o.bDontMorph &= !bDontMorph;
o.bDontSquash &= !bDontSquash;
o.bDontBlast &= !bDontBlast;
o.bNoTeleOther &= !bNoTeleOther;
o.bNoPain &= !bNoPain;
o.bDontRip &= !bDontRip;
}
}
//===========================================================================
//
// AbsorbDamage
//
//===========================================================================
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
{
if (passive && damage > 0)
{
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
if (Owner != null && newdamage < damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
}
}
}
//===========================================================================