- Fixed: ACustomInventory::CallStateChain couldn't be called recursively

so any item that was giving another CustomInventory item didn't work
  as intended.
- Fixed: CustomInventory items didn't process A_Jump... commands properly
  for non-players.


SVN r339 (trunk)
This commit is contained in:
Christoph Oelckers 2006-09-25 07:48:52 +00:00
parent adf6579b37
commit a4a23d1b25
2 changed files with 52 additions and 25 deletions

View file

@ -1,3 +1,10 @@
September 25, 2006 (Changes by Graf Zahl)
- Fixed: ACustomInventory::CallStateChain couldn't be called recursively
so any item that was giving another CustomInventory item didn't work
as intended.
- Fixed: CustomInventory items didn't process A_Jump... commands properly
for non-players.
September 23, 2006 (Changes by Graf Zahl) September 23, 2006 (Changes by Graf Zahl)
- Fixed: Starting a new game didn't remove the deferred scripts. - Fixed: Starting a new game didn't remove the deferred scripts.

View file

@ -90,7 +90,7 @@ struct StateCallData
bool Result; bool Result;
}; };
StateCallData StateCall; StateCallData * pStateCall;
//========================================================================== //==========================================================================
// //
@ -103,9 +103,12 @@ StateCallData StateCall;
bool ACustomInventory::CallStateChain (AActor *actor, FState * State) bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
{ {
StateCallData StateCall;
StateCallData *pSavedCall = pStateCall;
bool result = false; bool result = false;
int counter = 0; int counter = 0;
pStateCall = &StateCall;
while (State != NULL) while (State != NULL)
{ {
// Assume success. The code pointer will set this to false if necessary // Assume success. The code pointer will set this to false if necessary
@ -128,7 +131,7 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
// Abort immediately if the state jumps to itself! // Abort immediately if the state jumps to itself!
if (State == State->GetNextState()) if (State == State->GetNextState())
{ {
StateCall.State = NULL; pStateCall = pSavedCall;
return false; return false;
} }
@ -141,7 +144,7 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
State = StateCall.State; State = StateCall.State;
} }
} }
StateCall.State = NULL; pStateCall = pSavedCall;
return result; return result;
} }
@ -377,23 +380,22 @@ void A_BulletAttack (AActor *self)
//========================================================================== //==========================================================================
static void DoJump(AActor * self, FState * CallingState, int offset) static void DoJump(AActor * self, FState * CallingState, int offset)
{ {
if (!self->player) if (pStateCall != NULL && CallingState == pStateCall->State)
{ {
self->SetState (CallingState + offset); pStateCall->State += offset;
} }
else if (CallingState == self->player->psprites[ps_weapon].state) else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state)
{ {
P_SetPsprite(self->player, ps_weapon, CallingState + offset); P_SetPsprite(self->player, ps_weapon, CallingState + offset);
} }
else if (CallingState == self->player->psprites[ps_flash].state) else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state)
{ {
P_SetPsprite(self->player, ps_flash, CallingState + offset); P_SetPsprite(self->player, ps_flash, CallingState + offset);
} }
else if (CallingState == StateCall.State) else
{ {
StateCall.State += offset; self->SetState (CallingState + offset);
} }
StateCall.Result=false; // Jumps should never set the result for inventory state chains!
} }
//========================================================================== //==========================================================================
// //
@ -407,6 +409,8 @@ void A_Jump(AActor * self)
if (index>=0 && pr_cajump() < clamp<int>(EvalExpressionI (StateParameters[index], self), 0, 255)) if (index>=0 && pr_cajump() < clamp<int>(EvalExpressionI (StateParameters[index], self), 0, 255))
DoJump(self, CallingState, StateParameters[index+1]); DoJump(self, CallingState, StateParameters[index+1]);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
} }
//========================================================================== //==========================================================================
@ -421,6 +425,8 @@ void A_JumpIfHealthLower(AActor * self)
if (index>=0 && self->health < EvalExpressionI (StateParameters[index], self)) if (index>=0 && self->health < EvalExpressionI (StateParameters[index], self))
DoJump(self, CallingState, StateParameters[index+1]); DoJump(self, CallingState, StateParameters[index+1]);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
} }
//========================================================================== //==========================================================================
@ -445,6 +451,8 @@ void A_JumpIfCloser(AActor * self)
target = linetarget; target = linetarget;
} }
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
// No target - no jump // No target - no jump
if (target==NULL) return; if (target==NULL) return;
@ -469,6 +477,8 @@ void DoJumpIfInventory(AActor * self, AActor * owner)
int JumpOffset = StateParameters[index+2]; int JumpOffset = StateParameters[index+2];
const PClass * Type=PClass::FindClass(ItemType); const PClass * Type=PClass::FindClass(ItemType);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (!Type) return; if (!Type) return;
AInventory * Item=owner->FindInventory(Type); AInventory * Item=owner->FindInventory(Type);
@ -565,12 +575,14 @@ void A_CallSpecial(AActor * self)
int index=CheckIndex(6); int index=CheckIndex(6);
if (index<0) return; if (index<0) return;
StateCall.Result = !!LineSpecials[StateParameters[index]](NULL, self, false, bool res = !!LineSpecials[StateParameters[index]](NULL, self, false,
EvalExpressionI (StateParameters[index+1], self), EvalExpressionI (StateParameters[index+1], self),
EvalExpressionI (StateParameters[index+2], self), EvalExpressionI (StateParameters[index+2], self),
EvalExpressionI (StateParameters[index+3], self), EvalExpressionI (StateParameters[index+3], self),
EvalExpressionI (StateParameters[index+4], self), EvalExpressionI (StateParameters[index+4], self),
EvalExpressionI (StateParameters[index+5], self)); EvalExpressionI (StateParameters[index+5], self));
if (pStateCall != NULL) pStateCall->Result = res;
} }
//========================================================================== //==========================================================================
@ -790,6 +802,8 @@ void A_JumpIfNoAmmo(AActor * self)
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true)) if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
DoJump(self, CallingState, StateParameters[index]); DoJump(self, CallingState, StateParameters[index]);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
} }
@ -1068,6 +1082,7 @@ void A_CustomRailgun (AActor *actor)
static void DoGiveInventory(AActor * self, AActor * receiver) static void DoGiveInventory(AActor * self, AActor * receiver)
{ {
int index=CheckIndex(2); int index=CheckIndex(2);
bool res=true;
if (index<0 || receiver == NULL) return; if (index<0 || receiver == NULL) return;
ENamedName item =(ENamedName)StateParameters[index]; ENamedName item =(ENamedName)StateParameters[index];
@ -1095,11 +1110,13 @@ static void DoGiveInventory(AActor * self, AActor * receiver)
if (!item->TryPickup (receiver)) if (!item->TryPickup (receiver))
{ {
item->Destroy (); item->Destroy ();
StateCall.Result = false; res = false;
} }
else StateCall.Result = true; else res = true;
} }
else StateCall.Result = false; else res = false;
if (pStateCall != NULL) pStateCall->Result = res;
} }
void A_GiveInventory(AActor * self) void A_GiveInventory(AActor * self)
@ -1128,14 +1145,14 @@ void DoTakeInventory(AActor * self, AActor * receiver)
const PClass * mi=PClass::FindClass(item); const PClass * mi=PClass::FindClass(item);
StateCall.Result=false; if (pStateCall != NULL) pStateCall->Result=false;
if (mi) if (mi)
{ {
AInventory * inv = receiver->FindInventory(mi); AInventory * inv = receiver->FindInventory(mi);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor))) if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{ {
if (inv->Amount > 0) StateCall.Result=true; if (inv->Amount > 0 && pStateCall != NULL) pStateCall->Result=true;
if (!amount || amount>=inv->Amount) if (!amount || amount>=inv->Amount)
{ {
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) inv->Amount=0; if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) inv->Amount=0;
@ -1177,7 +1194,7 @@ void A_SpawnItem(AActor * self)
if (!missile) if (!missile)
{ {
StateCall.Result=false; if (pStateCall != NULL) pStateCall->Result=false;
return; return;
} }
@ -1187,7 +1204,7 @@ void A_SpawnItem(AActor * self)
distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS; distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS;
} }
if (self->player && CallingState != self->state && CallingState != StateCall.State) if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
{ {
// Used from a weapon so use some ammo // Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon; AWeapon * weapon=self->player->ReadyWeapon;
@ -1220,7 +1237,7 @@ void A_SpawnItem(AActor * self)
// The monster is blocked so don't spawn it at all! // The monster is blocked so don't spawn it at all!
if (mo->CountsAsKill()) level.total_monsters--; if (mo->CountsAsKill()) level.total_monsters--;
mo->Destroy(); mo->Destroy();
StateCall.Result=false; // for an inventory iten's use state if (pStateCall != NULL) pStateCall->Result=false; // for an inventory iten's use state
return; return;
} }
else if (originator) else if (originator)
@ -1256,7 +1273,6 @@ void A_SpawnItem(AActor * self)
mo->target=originator? originator : self; mo->target=originator? originator : self;
} }
} }
StateCall.Result=true;
} }
//=========================================================================== //===========================================================================
@ -1278,7 +1294,7 @@ void A_ThrowGrenade(AActor * self)
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT); fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
bool useammo = EvalExpressionN (StateParameters[index+4], self); bool useammo = EvalExpressionN (StateParameters[index+4], self);
if (self->player && CallingState != self->state && CallingState != StateCall.State) if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
{ {
// Used from a weapon so use some ammo // Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon; AWeapon * weapon=self->player->ReadyWeapon;
@ -1311,9 +1327,8 @@ void A_ThrowGrenade(AActor * self)
if (bo->tics<1) bo->tics=1; if (bo->tics<1) bo->tics=1;
} }
P_CheckMissileSpawn (bo); P_CheckMissileSpawn (bo);
StateCall.Result=true;
} }
else StateCall.Result=false; else if (pStateCall != NULL) pStateCall->Result=false;
} }
@ -1354,9 +1369,8 @@ void A_SelectWeapon(AActor * actor)
{ {
actor->player->PendingWeapon = weaponitem; actor->player->PendingWeapon = weaponitem;
} }
StateCall.Result=true;
} }
else StateCall.Result=false; else if (pStateCall != NULL) pStateCall->Result=false;
} }
//=========================================================================== //===========================================================================
@ -1526,6 +1540,8 @@ void A_CheckSight(AActor * self)
int index=CheckIndex(1, &CallingState); int index=CheckIndex(1, &CallingState);
if (index>=0) DoJump(self, CallingState, StateParameters[index]); if (index>=0) DoJump(self, CallingState, StateParameters[index]);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
} }
@ -1609,6 +1625,8 @@ void A_JumpIf(AActor * self)
int expression = EvalExpressionI (StateParameters[index], self); int expression = EvalExpressionI (StateParameters[index], self);
if (index>=0 && expression) DoJump(self, CallingState, StateParameters[index+1]); if (index>=0 && expression) DoJump(self, CallingState, StateParameters[index+1]);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
} }
//=========================================================================== //===========================================================================
@ -1740,4 +1758,6 @@ void A_CheckFloor (AActor *self)
{ {
DoJump (self, CallingState, StateParameters[index]); DoJump (self, CallingState, StateParameters[index]);
} }
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
} }