- moved VM thunks from p_sectors.cpp to a separate file and started adding direct native implementations.

For a few larger functions I took them out of sector_t and made them global functions to avoid creating more unnecessary stubs.
This commit is contained in:
Christoph Oelckers 2018-11-25 11:34:50 +01:00
parent a501a22b28
commit dc16c1d44e
6 changed files with 926 additions and 864 deletions

View file

@ -1149,6 +1149,7 @@ set (PCH_SOURCES
r_data/models/models_ue1.cpp
r_data/models/models_obj.cpp
scripting/symbols.cpp
scripting/vmthunks.cpp
scripting/types.cpp
scripting/thingdef.cpp
scripting/thingdef_data.cpp

View file

@ -368,13 +368,13 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
break;
case DCeiling::ceilLowerByTexture:
targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
targheight = sec->ceilingplane.ZatPoint (spot) - FindShortestUpperAround (sec);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case DCeiling::ceilRaiseByTexture:
targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
targheight = sec->ceilingplane.ZatPoint (spot) + FindShortestUpperAround (sec);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
@ -420,8 +420,8 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
type == DCeiling::ceilRaiseToFloor ||
/*type == ceilLowerToHighest ||*/
type == DCeiling::ceilLowerToFloor) ?
sec->FindModelFloorSector (targheight) :
sec->FindModelCeilingSector (targheight);
FindModelFloorSector(sec, targheight) :
FindModelCeilingSector(sec, targheight);
if (modelsec != NULL)
{
ceiling->m_Texture = modelsec->GetTexture(sector_t::ceiling);

View file

@ -392,7 +392,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
case DFloor::floorLowerByTexture:
floor->m_Direction = -1;
newheight = sec->CenterFloor() - sec->FindShortestTextureAround();
newheight = sec->CenterFloor() - FindShortestTextureAround(sec);
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
break;
@ -409,7 +409,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
// since the code is identical to what was here. (Oddly
// enough, BOOM preserved the code here even though it
// also had this function.)
newheight = sec->CenterFloor() + sec->FindShortestTextureAround();
newheight = sec->CenterFloor() + FindShortestTextureAround(sec);
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
break;
@ -440,7 +440,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
//jff 5/23/98 use model subroutine to unify fixes and handling
sector_t *modelsec;
modelsec = sec->FindModelFloorSector(newheight);
modelsec = FindModelFloorSector(sec, newheight);
if (modelsec != NULL)
{
floor->m_Texture = modelsec->GetTexture(sector_t::floor);
@ -485,8 +485,8 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
floortype == DFloor::floorLowerToLowestCeiling ||
floortype == DFloor::floorRaiseToCeiling ||
floortype == DFloor::floorLowerToCeiling) ?
sec->FindModelCeilingSector(-floor->m_FloorDestDist) :
sec->FindModelFloorSector(-floor->m_FloorDestDist);
FindModelCeilingSector(sec, -floor->m_FloorDestDist) :
FindModelFloorSector(sec, -floor->m_FloorDestDist);
if (modelsec != NULL)
{
@ -1126,7 +1126,7 @@ bool EV_DoChange (line_t *line, EChange changetype, int tag)
}
break;
case numChangeOnly:
secm = sec->FindModelFloorSector (sec->CenterFloor());
secm = FindModelFloorSector(sec, sec->CenterFloor());
if (secm)
{ // if no model, no change
sec->SetTexture(sector_t::floor, secm->GetTexture(sector_t::floor));

File diff suppressed because it is too large Load diff

View file

@ -630,10 +630,6 @@ public:
double FindHighestCeilingSurrounding(vertex_t **v) const; // jff 2/04/98
double FindNextLowestCeiling(vertex_t **v) const; // jff 2/04/98
double FindNextHighestCeiling(vertex_t **v) const; // jff 2/04/98
double FindShortestTextureAround() const; // jff 2/04/98
double FindShortestUpperAround() const; // jff 2/04/98
sector_t *FindModelFloorSector(double floordestheight) const; // jff 2/04/98
sector_t *FindModelCeilingSector(double floordestheight) const; // jff 2/04/98
int FindMinSurroundingLight (int max) const;
sector_t *NextSpecialSector (int type, sector_t *prev) const; // [RH]
double FindLowestCeilingPoint(vertex_t **v) const;
@ -1603,4 +1599,10 @@ inline void FColormap::CopyFrom3DLight(lightlist_t *light)
}
}
double FindShortestTextureAround(sector_t *sector); // jff 2/04/98
double FindShortestUpperAround(sector_t *sector); // jff 2/04/98
sector_t *FindModelFloorSector(sector_t *sec, double floordestheight); // jff 2/04/98
sector_t *FindModelCeilingSector(sector_t *sec, double floordestheight); // jff 2/04/98
#endif

898
src/scripting/vmthunks.cpp Normal file
View file

@ -0,0 +1,898 @@
//-----------------------------------------------------------------------------
//
// Copyright 2016-2018 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// VM thunks for simple functions.
//
//-----------------------------------------------------------------------------
#include "vm.h"
#include "r_defs.h"
#include "g_levellocals.h"
#include "s_sound.h"
#include "p_local.h"
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindShortestTextureAround, FindShortestTextureAround)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_FLOAT(FindShortestTextureAround(self));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindShortestUpperAround, FindShortestUpperAround)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_FLOAT(FindShortestUpperAround(self));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindModelFloorSector, FindModelFloorSector)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_FLOAT(fdh);
auto h = FindModelFloorSector(self, fdh);
ACTION_RETURN_POINTER(h);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindModelCeilingSector, FindModelCeilingSector)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_FLOAT(fdh);
auto h = FindModelCeilingSector(self, fdh);
ACTION_RETURN_POINTER(h);
}
// Note: Do not use struct types like PalEntry as argument types here! We never know what the compilers will do with them.
static void SetColor(sector_t *self, int color, int desat)
{
self->Colormap.LightColor.SetRGB(color);
self->Colormap.Desaturation = desat;
P_RecalculateAttachedLights(self);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetColor, SetColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_COLOR(color);
PARAM_INT(desat);
SetColor(self, color, desat);
return 0;
}
static void SetFade(sector_t *self, int fade)
{
self->Colormap.FadeColor.SetRGB(fade);
P_RecalculateAttachedLights(self);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetFade, SetFade)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_COLOR(fade);
SetFade(self, fade);
return 0;
}
static void SetSpecialColor(sector_t *self, int num, int _color)
{
if (num >= 0 && num < 5)
{
PalEntry color = _color;
color.a = 255;
self->SetSpecialColor(num, color);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetSpecialColor, SetSpecialColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(num);
PARAM_COLOR(color);
SetSpecialColor(self, num, color);
return 0;
}
static void SetFogDensity(sector_t *self, int dens)
{
self->Colormap.FogDensity = dens;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetFogDensity, SetFogDensity)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(dens);
self->Colormap.FogDensity = dens;
return 0;
}
static int PlaneMoving(sector_t *self, int pos)
{
return self->PlaneMoving(pos);
}
DEFINE_ACTION_FUNCTION(_Sector, PlaneMoving)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PlaneMoving(pos));
}
static int GetFloorLight(sector_t *self)
{
return self->GetFloorLight();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetFloorLight, GetFloorLight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_INT(self->GetFloorLight());
}
static int GetCeilingLight(sector_t *self)
{
return self->GetCeilingLight();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetCeilingLight, GetCeilingLight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_INT(self->GetCeilingLight());
}
static sector_t *GetHeightSec(sector_t *self)
{
return self->GetHeightSec();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetHeightSec, GetHeightSec)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_POINTER(self->GetHeightSec());
}
static void GetSpecial(sector_t *self, secspecial_t *spec)
{
self->GetSpecial(spec);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetSpecial, GetSpecial)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_POINTER(spec, secspecial_t);
self->GetSpecial(spec);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, SetSpecial)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_POINTER(spec, secspecial_t);
self->SetSpecial(spec);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, TransferSpecial)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_POINTER(spec, sector_t);
self->TransferSpecial(spec);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetTerrain)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetTerrain(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, CheckPortalPlane)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(plane);
self->CheckPortalPlane(plane);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, RemoveForceField)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
self->RemoveForceField();
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, AdjustFloorClip)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
self->AdjustFloorClip();
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION(_Sector, PointInSector)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x);
PARAM_FLOAT(y);
ACTION_RETURN_POINTER(P_PointInSector(x, y));
}
DEFINE_ACTION_FUNCTION(_Sector, SetXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetXOffset(pos, o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, AddXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->AddXOffset(pos, o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetXOffset(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, SetYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetXOffset(pos, o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, AddYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->AddXOffset(pos, o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_BOOL(addbase);
ACTION_RETURN_FLOAT(self->GetYOffset(pos, addbase));
}
DEFINE_ACTION_FUNCTION(_Sector, SetXScale)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetXScale(pos, o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetXScale)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetXScale(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, SetYScale)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetYScale(pos, o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetYScale)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetYScale(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, SetAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_ANGLE(o);
self->SetAngle(pos, o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_BOOL(addbase);
ACTION_RETURN_FLOAT(self->GetAngle(pos, addbase).Degrees);
}
DEFINE_ACTION_FUNCTION(_Sector, SetBase)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
PARAM_ANGLE(a);
self->SetBase(pos, o, a);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, SetAlpha)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetAlpha(pos, o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetAlpha)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetAlpha(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, GetFlags)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetFlags(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, GetVisFlags)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetVisFlags(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, ChangeFlags)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_INT(a);
PARAM_INT(o);
self->ChangeFlags(pos, a, o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, SetPlaneLight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_INT(o);
self->SetPlaneLight(pos, o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetPlaneLight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetPlaneLight(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, SetTexture)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_INT(o);
PARAM_BOOL(adj);
self->SetTexture(pos, FSetTextureID(o), adj);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetTexture)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetTexture(pos).GetIndex());
}
DEFINE_ACTION_FUNCTION(_Sector, SetPlaneTexZ)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
PARAM_BOOL(dirty);
self->SetPlaneTexZ(pos, o, true); // not setting 'dirty' here is a guaranteed cause for problems.
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetPlaneTexZ)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetPlaneTexZ(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, SetLightLevel)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(o);
self->SetLightLevel(o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, ChangeLightLevel)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(o);
self->ChangeLightLevel(o);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetLightLevel)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_INT(self->GetLightLevel());
}
DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksView)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PortalBlocksView(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksSight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PortalBlocksSight(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksMovement)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PortalBlocksMovement(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksSound)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PortalBlocksSound(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, PortalIsLinked)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PortalIsLinked(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, ClearPortal)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
self->ClearPortal(pos);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetPortalPlaneZ)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetPortalPlaneZ(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, GetPortalDisplacement)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_VEC2(self->GetPortalDisplacement(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, GetPortalType)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetPortalType(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, GetOppositePortalGroup)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetOppositePortalGroup(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, CenterFloor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_FLOAT(self->CenterFloor());
}
DEFINE_ACTION_FUNCTION(_Sector, CenterCeiling)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_FLOAT(self->CenterCeiling());
}
DEFINE_ACTION_FUNCTION(_Sector, Index)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
unsigned ndx = self->Index();
if (ndx >= level.sectors.Size())
{
// This qualifies as an array out of bounds exception. Normally it can only happen when a sector copy is concerned which scripts should not be able to create.
ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Accessed invalid sector");
}
ACTION_RETURN_INT(ndx);
}
DEFINE_ACTION_FUNCTION(_Sector, SetEnvironmentID)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(envnum);
level.Zones[self->ZoneNumber].Environment = S_FindEnvironment(envnum);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, SetEnvironment)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_STRING(env);
level.Zones[self->ZoneNumber].Environment = S_FindEnvironment(env);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, GetGlowHeight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetGlowHeight(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, GetGlowColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetGlowColor(pos));
}
DEFINE_ACTION_FUNCTION(_Sector, SetGlowHeight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetGlowHeight(pos, float(o));
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, SetGlowColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_COLOR(o);
self->SetGlowColor(pos, o);
return 0;
}
//===========================================================================
//
// line_t exports
//
//===========================================================================
DEFINE_ACTION_FUNCTION(_Line, isLinePortal)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
ACTION_RETURN_BOOL(self->isLinePortal());
}
DEFINE_ACTION_FUNCTION(_Line, isVisualPortal)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
ACTION_RETURN_BOOL(self->isVisualPortal());
}
DEFINE_ACTION_FUNCTION(_Line, getPortalDestination)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
ACTION_RETURN_POINTER(self->getPortalDestination());
}
DEFINE_ACTION_FUNCTION(_Line, getPortalAlignment)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
ACTION_RETURN_INT(self->getPortalAlignment());
}
DEFINE_ACTION_FUNCTION(_Line, Index)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
unsigned ndx = self->Index();
if (ndx >= level.lines.Size())
{
ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Accessed invalid line");
}
ACTION_RETURN_INT(ndx);
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION(_Side, GetTexture)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
ACTION_RETURN_INT(self->GetTexture(which).GetIndex());
}
DEFINE_ACTION_FUNCTION(_Side, SetTexture)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_INT(tex);
self->SetTexture(which, FSetTextureID(tex));
return 0;
}
DEFINE_ACTION_FUNCTION(_Side, SetTextureXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->SetTextureXOffset(which, ofs);
return 0;
}
DEFINE_ACTION_FUNCTION(_Side, AddTextureXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->AddTextureXOffset(which, ofs);
return 0;
}
DEFINE_ACTION_FUNCTION(_Side, GetTextureXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
ACTION_RETURN_FLOAT(self->GetTextureXOffset(which));
}
DEFINE_ACTION_FUNCTION(_Side, SetTextureYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->SetTextureYOffset(which, ofs);
return 0;
}
DEFINE_ACTION_FUNCTION(_Side, AddTextureYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->AddTextureYOffset(which, ofs);
return 0;
}
DEFINE_ACTION_FUNCTION(_Side, GetTextureYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
ACTION_RETURN_FLOAT(self->GetTextureYOffset(which));
}
DEFINE_ACTION_FUNCTION(_Side, SetTextureXScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->SetTextureXScale(which, ofs);
return 0;
}
DEFINE_ACTION_FUNCTION(_Side, MultiplyTextureXScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->MultiplyTextureXScale(which, ofs);
return 0;
}
DEFINE_ACTION_FUNCTION(_Side, GetTextureXScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
ACTION_RETURN_FLOAT(self->GetTextureXScale(which));
}
DEFINE_ACTION_FUNCTION(_Side, SetTextureYScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->SetTextureYScale(which, ofs);
return 0;
}
DEFINE_ACTION_FUNCTION(_Side, MultiplyTextureYScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->MultiplyTextureYScale(which, ofs);
return 0;
}
DEFINE_ACTION_FUNCTION(_Side, GetTextureYScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
ACTION_RETURN_FLOAT(self->GetTextureYScale(which));
}
DEFINE_ACTION_FUNCTION(_Side, V1)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
ACTION_RETURN_POINTER(self->V1());
}
DEFINE_ACTION_FUNCTION(_Side, V2)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
ACTION_RETURN_POINTER(self->V2());
}
DEFINE_ACTION_FUNCTION(_Side, Index)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
ACTION_RETURN_INT(self->Index());
}
//=====================================================================================
//
//
//=====================================================================================
DEFINE_ACTION_FUNCTION(_Side, SetSpecialColor)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(tier);
PARAM_INT(position);
PARAM_COLOR(color);
if (tier >= 0 && tier < 3 && position >= 0 && position < 2)
{
color.a = 255;
self->SetSpecialColor(tier, position, color);
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Vertex, Index)
{
PARAM_SELF_STRUCT_PROLOGUE(vertex_t);
ACTION_RETURN_INT(self->Index());
}
DEFINE_ACTION_FUNCTION(_TexMan, ReplaceTextures)
{
PARAM_PROLOGUE;
PARAM_STRING(from);
PARAM_STRING(to);
PARAM_INT(flags);
P_ReplaceTextures(from, to, flags);
return 0;
}
DEFINE_ACTION_FUNCTION(_Secplane, isSlope)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
ACTION_RETURN_BOOL(!self->normal.XY().isZero());
}
DEFINE_ACTION_FUNCTION(_Secplane, PointOnSide)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
ACTION_RETURN_INT(self->PointOnSide(DVector3(x, y, z)));
}
DEFINE_ACTION_FUNCTION(_Secplane, ZatPoint)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
ACTION_RETURN_FLOAT(self->ZatPoint(x, y));
}
DEFINE_ACTION_FUNCTION(_Secplane, ZatPointDist)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(d);
ACTION_RETURN_FLOAT((d + self->normal.X*x + self->normal.Y*y) * self->negiC);
}
DEFINE_ACTION_FUNCTION(_Secplane, isEqual)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_POINTER(other, secplane_t);
ACTION_RETURN_BOOL(*self == *other);
}
DEFINE_ACTION_FUNCTION(_Secplane, ChangeHeight)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(hdiff);
self->ChangeHeight(hdiff);
return 0;
}
DEFINE_ACTION_FUNCTION(_Secplane, GetChangedHeight)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(hdiff);
ACTION_RETURN_FLOAT(self->GetChangedHeight(hdiff));
}
DEFINE_ACTION_FUNCTION(_Secplane, HeightDiff)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(oldd);
PARAM_FLOAT(newd);
if (newd != 1e37)
{
ACTION_RETURN_FLOAT(self->HeightDiff(oldd));
}
else
{
PARAM_FLOAT(newd);
ACTION_RETURN_FLOAT(self->HeightDiff(oldd, newd));
}
}
DEFINE_ACTION_FUNCTION(_Secplane, PointToDist)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
ACTION_RETURN_FLOAT(self->PointToDist(DVector2(x, y), z));
}