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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- scriptified MorphProjectile and CustomSprite.
This should for now conclude actor class scriptification. The remaining ten classes with the exception of MorphedMonster are all too essential or too closely tied to engine feature so they should remain native.
This commit is contained in:
parent
3c30b59bab
commit
c880b26d98
12 changed files with 83 additions and 160 deletions
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@ -157,13 +157,13 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
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DEFINE_ACTION_FUNCTION(_PlayerInfo, MorphPlayer)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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PARAM_POINTER(victim, player_t);
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PARAM_POINTER(activator, player_t);
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PARAM_CLASS(spawntype, APlayerPawn);
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PARAM_INT(duration);
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PARAM_INT(style);
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PARAM_CLASS_DEF(enter_flash, AActor);
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PARAM_CLASS_DEF(exit_flash, AActor);
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ACTION_RETURN_BOOL(P_MorphPlayer(self, victim, spawntype, duration, style, enter_flash, exit_flash));
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ACTION_RETURN_BOOL(P_MorphPlayer(activator, self, spawntype, duration, style, enter_flash, exit_flash));
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}
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//----------------------------------------------------------------------------
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@ -396,7 +396,7 @@ bool P_MorphMonster (AActor *actor, PClassActor *spawntype, int duration, int st
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if (actor == NULL || actor->player || spawntype == NULL ||
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actor->flags3 & MF3_DONTMORPH ||
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!(actor->flags3 & MF3_ISMONSTER) ||
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!spawntype->IsDescendantOf (RUNTIME_CLASS(AMorphedMonster)))
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!spawntype->IsDescendantOf (PClass::FindActor(NAME_MorphedMonster)))
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{
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return false;
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}
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@ -440,6 +440,17 @@ bool P_MorphMonster (AActor *actor, PClassActor *spawntype, int duration, int st
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, MorphMonster)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(spawntype, APlayerPawn);
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PARAM_INT(duration);
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PARAM_INT(style);
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PARAM_CLASS_DEF(enter_flash, AActor);
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PARAM_CLASS_DEF(exit_flash, AActor);
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ACTION_RETURN_BOOL(P_MorphMonster(self, spawntype, duration, style, enter_flash, exit_flash));
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_UndoMonsterMorph
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@ -635,50 +646,6 @@ void InitAllPowerupEffects(AInventory *item)
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}
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}
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// Base class for morphing projectiles --------------------------------------
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IMPLEMENT_CLASS(AMorphProjectile, false, true)
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IMPLEMENT_POINTERS_START(AMorphProjectile)
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IMPLEMENT_POINTER(PlayerClass)
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IMPLEMENT_POINTER(MonsterClass)
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IMPLEMENT_POINTER(MorphFlash)
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IMPLEMENT_POINTER(UnMorphFlash)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD(AMorphProjectile, PlayerClass)
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DEFINE_FIELD(AMorphProjectile, MonsterClass)
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DEFINE_FIELD(AMorphProjectile, MorphFlash)
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DEFINE_FIELD(AMorphProjectile, UnMorphFlash)
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DEFINE_FIELD(AMorphProjectile, Duration)
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DEFINE_FIELD(AMorphProjectile, MorphStyle)
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int AMorphProjectile::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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if (target->player)
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{
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P_MorphPlayer (NULL, target->player, PlayerClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
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}
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else
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{
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P_MorphMonster (target, MonsterClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
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}
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return -1;
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}
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void AMorphProjectile::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (AMorphProjectile*)GetDefault();
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arc("playerclass", PlayerClass, def->PlayerClass)
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("monsterclass", MonsterClass, def->MonsterClass)
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("duration", Duration, def->Duration)
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("morphstyle", MorphStyle, def->MorphStyle)
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("morphflash", MorphFlash, def->MorphFlash)
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("unmorphflash", UnMorphFlash, def->UnMorphFlash);
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}
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// Morphed Monster (you must subclass this to do something useful) ---------
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IMPLEMENT_CLASS(AMorphedMonster, false, true)
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@ -76,31 +76,6 @@ private:
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DImpactDecal();
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};
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class ASkyViewpoint : public AActor
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{
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DECLARE_CLASS (ASkyViewpoint, AActor)
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public:
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void BeginPlay ();
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void OnDestroy() override;
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};
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// For an EE compatible linedef based definition.
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class ASkyCamCompat : public ASkyViewpoint
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{
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DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint)
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public:
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void BeginPlay();
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};
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class AStackPoint : public ASkyViewpoint
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{
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DECLARE_CLASS (AStackPoint, ASkyViewpoint)
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public:
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void BeginPlay ();
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};
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class DFlashFader : public DThinker
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{
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DECLARE_CLASS (DFlashFader, DThinker)
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@ -177,20 +152,6 @@ private:
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DEarthquake ();
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};
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class AMorphProjectile : public AActor
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{
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DECLARE_CLASS (AMorphProjectile, AActor)
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HAS_OBJECT_POINTERS;
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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void Serialize(FSerializer &arc);
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PClassPlayerPawn *PlayerClass;
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PClassActor *MonsterClass, *MorphFlash, *UnMorphFlash;
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int Duration, MorphStyle;
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};
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class AMorphedMonster : public AActor
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{
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DECLARE_CLASS (AMorphedMonster, AActor)
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@ -779,8 +779,10 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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vt = gltexture->GetSpriteVT();
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vb = gltexture->GetSpriteVB();
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if (thing->renderflags & RF_YFLIP) std::swap(vt, vb);
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gltexture->GetSpriteRect(&r);
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if (mirror)
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if (mirror ^ !!(thing->renderflags & RF_XFLIP))
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{
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r.left = -r.width - r.left; // mirror the sprite's x-offset
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ul = gltexture->GetSpriteUL();
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@ -726,8 +726,11 @@ xx(MoveBob)
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xx(StillBob)
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xx(WBobSpeed)
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xx(PlayerClass)
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xx(MonsterClass)
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xx(MorphedMonster)
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xx(Wi_NoAutostartMap)
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xx(Duration)
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xx(MorphStyle)
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xx(MorphFlash)
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xx(UnMorphFlash)
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@ -854,45 +854,3 @@ static void Decrypt (void *to_, const void *from_, int len, int key)
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}
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#endif
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//==========================================================================
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//
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// Just an actor to make the Build sprites show up. It doesn't do anything
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// with them other than display them.
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//
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//==========================================================================
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class ACustomSprite : public AActor
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{
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DECLARE_CLASS (ACustomSprite, AActor);
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS(ACustomSprite, false, false)
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void ACustomSprite::BeginPlay ()
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{
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char name[9];
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Super::BeginPlay ();
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mysnprintf (name, countof(name), "BTIL%04d", args[0] & 0xffff);
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picnum = TexMan.GetTexture (name, FTexture::TEX_Build);
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Scale.X = args[2] / 64.;
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Scale.Y = args[3] / 64.;
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int cstat = args[4];
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if (cstat & 2)
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{
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RenderStyle = STYLE_Translucent;
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Alpha = (cstat & 512) ? 0.6666 : 0.3333;
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}
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if (cstat & 4)
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renderflags |= RF_XFLIP;
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if (cstat & 8)
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renderflags |= RF_YFLIP;
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// set face/wall/floor flags
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renderflags |= ActorRenderFlags::FromInt (((cstat >> 4) & 3) << 12);
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}
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14
src/r_defs.h
14
src/r_defs.h
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@ -278,20 +278,6 @@ enum
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SECSPAC_HitFakeFloor= 1024, // Trigger when player hits fake floor
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};
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class ASectorAction : public AActor
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{
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DECLARE_CLASS (ASectorAction, AActor)
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public:
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void OnDestroy() override;
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void BeginPlay ();
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void Activate (AActor *source);
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void Deactivate (AActor *source);
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bool CanTrigger (AActor *triggerer) const;
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virtual bool DoTriggerAction(AActor *triggerer, int activationType);
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protected:
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bool CheckTrigger(AActor *triggerer) const;
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};
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struct secplane_t
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{
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// the plane is defined as a*x + b*y + c*z + d = 0
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@ -324,6 +324,8 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(RF, MASKROTATION, AActor, renderflags),
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DEFINE_FLAG(RF, ABSMASKANGLE, AActor, renderflags),
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DEFINE_FLAG(RF, ABSMASKPITCH, AActor, renderflags),
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DEFINE_FLAG(RF, XFLIP, AActor, renderflags),
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DEFINE_FLAG(RF, YFLIP, AActor, renderflags),
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// Bounce flags
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DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
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@ -2780,55 +2780,55 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, viewbob, F, PlayerPawn)
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//==========================================================================
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// (non-fatal with non-existent types only in DECORATE)
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//==========================================================================
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DEFINE_CLASS_PROPERTY(playerclass, S, MorphProjectile)
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DEFINE_SCRIPTED_PROPERTY(playerclass, S, MorphProjectile)
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{
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PROP_STRING_PARM(str, 0);
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defaults->PlayerClass = FindClassTentativePlayerPawn(str, bag.fromDecorate);
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defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentativePlayerPawn(str, bag.fromDecorate);
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}
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//==========================================================================
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// (non-fatal with non-existent types only in DECORATE)
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//==========================================================================
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DEFINE_CLASS_PROPERTY(monsterclass, S, MorphProjectile)
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DEFINE_SCRIPTED_PROPERTY(monsterclass, S, MorphProjectile)
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{
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PROP_STRING_PARM(str, 0);
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defaults->MonsterClass = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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defaults->PointerVar<PClassActor>(NAME_MonsterClass) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(duration, I, MorphProjectile)
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DEFINE_SCRIPTED_PROPERTY(duration, I, MorphProjectile)
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{
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PROP_INT_PARM(i, 0);
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defaults->Duration = i >= 0 ? i : -i*TICRATE;
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defaults->IntVar(NAME_Duration) = i >= 0 ? i : -i*TICRATE;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(morphstyle, M, MorphProjectile)
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DEFINE_SCRIPTED_PROPERTY(morphstyle, M, MorphProjectile)
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{
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PROP_INT_PARM(i, 0);
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defaults->MorphStyle = i;
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defaults->IntVar(NAME_MorphStyle) = i;
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}
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//==========================================================================
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// (non-fatal with non-existent types only in DECORATE)
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//==========================================================================
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DEFINE_CLASS_PROPERTY(morphflash, S, MorphProjectile)
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DEFINE_SCRIPTED_PROPERTY(morphflash, S, MorphProjectile)
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{
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PROP_STRING_PARM(str, 0);
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defaults->MorphFlash = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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defaults->PointerVar<PClassActor>(NAME_MorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(unmorphflash, S, MorphProjectile)
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DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, MorphProjectile)
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{
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PROP_STRING_PARM(str, 0);
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defaults->UnMorphFlash = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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defaults->PointerVar<PClassActor>(NAME_UnMorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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}
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//==========================================================================
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@ -497,6 +497,7 @@ class Actor : Thinker native
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native bool GiveAmmo (Class<Ammo> type, int amount);
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native bool UsePuzzleItem(int PuzzleItemType);
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native float AccuracyFactor();
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native bool MorphMonster (Class<Actor> spawntype, int duration, int style, Class<Actor> enter_flash, Class<Actor> exit_flash);
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// DECORATE compatible functions
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native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
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@ -65,6 +65,7 @@ class Inventory : Actor native
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Stop;
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}
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//===========================================================================
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//
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// AInventory :: BeginPlay
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@ -1,9 +1,9 @@
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class MorphProjectile : Actor native
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class MorphProjectile : Actor
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{
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native Class<PlayerPawn> PlayerClass;
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native Class<Actor> MonsterClass, MorphFlash, UnMorphFlash;
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native int Duration, MorphStyle;
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Class<PlayerPawn> PlayerClass;
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Class<Actor> MonsterClass, MorphFlash, UnMorphFlash;
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int Duration, MorphStyle;
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Default
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{
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@ -12,6 +12,21 @@ class MorphProjectile : Actor native
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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}
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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if (target.player)
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{
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target.player.MorphPlayer (NULL, PlayerClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
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}
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else
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{
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target.MorphMonster (MonsterClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
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}
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return -1;
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}
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}
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class MorphedMonster : Actor native
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@ -140,7 +140,7 @@ class Gibs : RealGibs
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// Needed for loading Build maps -------------------------------------------
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class CustomSprite : Actor native
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class CustomSprite : Actor
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{
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Default
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{
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@ -153,6 +153,33 @@ class CustomSprite : Actor native
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TNT1 A -1;
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Stop;
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}
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override void BeginPlay ()
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{
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String name;
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Super.BeginPlay ();
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format(name, "BTIL%04d", args[0] & 0xffff);
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picnum = TexMan.CheckForTexture (name, TexMan.TYPE_Build);
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if (!picnum.Exists())
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{
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Destroy();
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return;
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}
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Scale.X = args[2] / 64.;
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Scale.Y = args[3] / 64.;
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int cstat = args[4];
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if (cstat & 2)
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{
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A_SetRenderStyle((cstat & 512) ? 0.6666 : 0.3333, STYLE_Translucent);
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}
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if (cstat & 4) bXFlip = true;
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if (cstat & 8) bYFlip = true;
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if (cstat & 16) bWallSprite = true;
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if (cstat & 32) bFlatSprite = true;
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}
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}
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// SwitchableDecoration: Activate and Deactivate change state --------------
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