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https://github.com/ZDoom/raze-gles.git
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Switch VM_EventCommon to use references
git-svn-id: https://svn.eduke32.com/eduke32@7205 1a8010ca-5511-0410-912e-c29ae57300e0
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6 changed files with 56 additions and 59 deletions
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@ -606,7 +606,7 @@ void A_DeleteSprite(int spriteNum)
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int32_t playerDist;
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int playerNum = A_FindPlayer(&sprite[spriteNum], &playerDist);
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if (VM_OnEventWithDist_(EVENT_KILLIT, spriteNum, playerNum, playerDist))
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if (VM_OnEventWithDist__(EVENT_KILLIT, spriteNum, playerNum, playerDist))
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return;
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}
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@ -8392,7 +8392,7 @@ static void G_DoEventGame(int const nEventID)
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int32_t playerDist;
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int const playerNum = A_FindPlayer(&sprite[spriteNum], &playerDist);
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VM_OnEventWithDist_(nEventID, spriteNum, playerNum, playerDist);
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VM_OnEventWithDist__(nEventID, spriteNum, playerNum, playerDist);
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spriteNum = nextSprite;
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}
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@ -1323,7 +1323,7 @@ int32_t A_InsertSprite(int16_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int1
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int32_t p, pl = A_FindPlayer(s, &p);
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block_deletesprite++;
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VM_OnEventWithDist_(EVENT_EGS, i, pl, p);
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VM_OnEventWithDist__(EVENT_EGS, i, pl, p);
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block_deletesprite--;
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}
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@ -3411,7 +3411,7 @@ SPAWN_END:
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{
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int32_t p;
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int32_t pl=A_FindPlayer(&sprite[newSprite],&p);
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VM_OnEventWithDist_(EVENT_SPAWN,newSprite, pl, p);
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VM_OnEventWithDist__(EVENT_SPAWN,newSprite, pl, p);
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}
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return newSprite;
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@ -3537,7 +3537,7 @@ static inline void G_DoEventAnimSprites(int tspriteNum)
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return;
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spriteext[tsprOwner].tspr = &tsprite[tspriteNum];
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VM_OnEvent_(EVENT_ANIMATESPRITES, tsprOwner, screenpeek);
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VM_OnEvent__(EVENT_ANIMATESPRITES, tsprOwner, screenpeek);
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spriteext[tsprOwner].tspr = NULL;
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}
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@ -48,7 +48,7 @@ static int32_t g_checkingIfElse, g_processingState, g_lastKeyword = -1;
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static intptr_t *g_caseScriptPtr;
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static intptr_t previous_event;
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static int32_t g_numCases = 0, g_checkingCase = 0;
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static int32_t g_checkingSwitch = 0, g_currentEvent = -1;
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static int32_t g_checkingSwitch = 0;
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static int32_t g_labelsOnly = 0, g_dynamicTileMapping = 0, g_dynamicSoundMapping = 0;
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static int32_t g_numBraces = 0;
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@ -779,10 +779,10 @@ const char *EventNames[MAXEVENTS] =
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};
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#if !defined LUNATIC
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#define LABEL_SETUP_UNMATCHED(struct, memb, name, idx) \
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{ \
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name, idx, sizeof(struct[0].memb) | (is_unsigned <decltype(struct[0].memb)>::value ? LABEL_UNSIGNED : 0), 0, \
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offsetof(std::remove_pointer <decltype(&struct[0])>::type, memb) \
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#define LABEL_SETUP_UNMATCHED(struct, memb, name, idx) \
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{ \
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name, idx, sizeof(struct[0].memb) | (is_unsigned<decltype(struct[0].memb)>::value ? LABEL_UNSIGNED : 0), 0, \
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offsetof(std::remove_pointer<decltype(&struct[0])>::type, memb) \
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}
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#define LABEL_SETUP(struct, memb, idx) LABEL_SETUP_UNMATCHED(struct, memb, #memb, idx)
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@ -48,7 +48,7 @@ vmstate_t vm;
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#if !defined LUNATIC
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int32_t g_tw;
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int32_t g_errorLineNum;
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int32_t g_currentEventExec = -1;
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int32_t g_currentEvent = -1;
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intptr_t const *insptr;
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@ -85,7 +85,7 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop);
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#if !defined LUNATIC
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void VM_ScriptInfo(intptr_t const *ptr, int range)
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{
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if (!apScript || (!vm.pSprite && !vm.pPlayer && g_currentEventExec == -1))
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if (!apScript || (!vm.pSprite && !vm.pPlayer && g_currentEvent == -1))
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return;
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if (ptr)
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@ -134,7 +134,7 @@ intptr_t apScriptEvents[MAXEVENTS];
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// May recurse, e.g. through EVENT_XXX -> ... -> EVENT_KILLIT
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#ifdef LUNATIC
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static FORCE_INLINE int32_t VM_EventCommon_(int eventNum, int spriteNum, int playerNum, int playerDist, int32_t returnValue)
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static FORCE_INLINE int32_t VM_EventCommon__(int const &eventNum, int const &spriteNum, int const &playerNum, int const &playerDist, int32_t returnValue)
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{
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const double t = timerGetHiTicks();
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int32_t ret = El_CallEvent(&g_ElState, eventNum, spriteNum, playerNum, playerDist, &returnValue);
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@ -161,20 +161,20 @@ static void VM_DummySprite(void)
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vm.pData = &dummy.t_data[0];
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}
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static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const spriteNum, int const playerNum, int const playerDist, int32_t returnValue)
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static FORCE_INLINE int32_t VM_EventCommon__(int const &eventNum, int const &spriteNum, int const &playerNum, int const &playerDist, int32_t returnValue)
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{
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const double t = timerGetHiTicks();
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double const t = timerGetHiTicks();
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vmstate_t const tempvm = { spriteNum, playerNum, playerDist, 0, NULL, NULL, g_player[playerNum].ps, NULL };
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const vmstate_t tempvm = { spriteNum, playerNum, playerDist, 0, NULL, NULL, g_player[playerNum].ps, NULL };
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auto & returnVar = aGameVars[g_returnVarID].global;
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int const backupReturnVar = returnVar;
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int const backupEvent = g_currentEvent;
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int const backupReturnVar = aGameVars[g_returnVarID].global;
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int const backupEventExec = g_currentEventExec;
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returnVar = returnValue;
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g_currentEvent = eventNum;
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aGameVars[g_returnVarID].global = returnValue;
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g_currentEventExec = eventNum;
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intptr_t const *oinsptr = insptr;
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const vmstate_t vm_backup = vm;
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intptr_t const *backupinsptr = insptr;
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const vmstate_t vm_backup = vm;
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insptr = apScript + apScriptEvents[eventNum];
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vm = tempvm;
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@ -201,12 +201,11 @@ static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const sprite
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// this needs to happen after VM_DeleteSprite() because VM_DeleteSprite()
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// can trigger additional events
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vm = vm_backup;
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insptr = oinsptr;
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g_currentEventExec = backupEventExec;
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returnValue = aGameVars[g_returnVarID].global;
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aGameVars[g_returnVarID].global = backupReturnVar;
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vm = vm_backup;
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insptr = backupinsptr;
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g_currentEvent = backupEvent;
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returnValue = returnVar;
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returnVar = backupReturnVar;
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g_eventTotalMs[eventNum] += timerGetHiTicks()-t;
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g_eventCalls[eventNum]++;
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@ -219,34 +218,32 @@ static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const sprite
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// which are not only optimized further based on lDist or iReturn (or both) having values known at compile time,
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// but are called faster due to having less parameters
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int32_t VM_OnEventWithBoth_(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn)
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int32_t VM_OnEventWithBoth__(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn)
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{
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return VM_EventCommon_(nEventID, spriteNum, playerNum, nDist, nReturn);
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return VM_EventCommon__(nEventID, spriteNum, playerNum, nDist, nReturn);
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}
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int32_t VM_OnEventWithReturn_(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn)
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int32_t VM_OnEventWithReturn__(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn)
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{
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return VM_EventCommon_(nEventID, spriteNum, playerNum, -1, nReturn);
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return VM_EventCommon__(nEventID, spriteNum, playerNum, -1, nReturn);
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}
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int32_t VM_OnEventWithDist_(int const nEventID, int const spriteNum, int const playerNum, int const nDist)
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int32_t VM_OnEventWithDist__(int const nEventID, int const spriteNum, int const playerNum, int const nDist)
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{
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return VM_EventCommon_(nEventID, spriteNum, playerNum, nDist, 0);
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return VM_EventCommon__(nEventID, spriteNum, playerNum, nDist, 0);
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}
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int32_t VM_OnEvent_(int const nEventID, int const spriteNum, int const playerNum)
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int32_t VM_OnEvent__(int const nEventID, int const spriteNum, int const playerNum)
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{
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return VM_EventCommon_(nEventID, spriteNum, playerNum, -1, 0);
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return VM_EventCommon__(nEventID, spriteNum, playerNum, -1, 0);
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}
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static int32_t VM_CheckSquished(void)
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static bool VM_CheckSquished(void)
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{
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usectortype const * const pSector = (usectortype *)§or[vm.pSprite->sectnum];
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auto const pSector = (usectortype *)§or[vm.pSprite->sectnum];
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if (pSector->lotag == ST_23_SWINGING_DOOR ||
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(pSector->lotag == ST_1_ABOVE_WATER &&
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!A_CheckNoSE7Water((uspritetype const *)vm.pSprite, vm.pSprite->sectnum, pSector->lotag, NULL)) ||
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(vm.pSprite->picnum == APLAYER && ud.noclip))
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if (pSector->lotag == ST_23_SWINGING_DOOR || (vm.pSprite->picnum == APLAYER && ud.noclip) ||
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(pSector->lotag == ST_1_ABOVE_WATER && !A_CheckNoSE7Water((uspritetype const *)vm.pSprite, vm.pSprite->sectnum, pSector->lotag, NULL)))
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return 0;
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int32_t floorZ = pSector->floorz;
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@ -6173,7 +6170,7 @@ void G_SaveMapState(void)
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// If we're in EVENT_ANIMATESPRITES, we'll be saving pointer values to disk :-/
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#if !defined LUNATIC
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if (g_currentEventExec == EVENT_ANIMATESPRITES)
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if (g_currentEvent == EVENT_ANIMATESPRITES)
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initprintf("Line %d: savemapstate called from EVENT_ANIMATESPRITES. WHY?\n", g_errorLineNum);
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#endif
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Bmemcpy(&save->spriteext[0],&spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
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@ -6312,7 +6309,7 @@ void G_RestoreMapState(void)
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// If we're restoring from EVENT_ANIMATESPRITES, all spriteext[].tspr
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// will be overwritten, so NULL them.
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#if !defined LUNATIC
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if (g_currentEventExec == EVENT_ANIMATESPRITES)
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if (g_currentEvent == EVENT_ANIMATESPRITES)
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{
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initprintf("Line %d: loadmapstate called from EVENT_ANIMATESPRITES. WHY?\n",g_errorLineNum);
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for (native_t i=0; i<MAXSPRITES; i++)
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@ -49,7 +49,7 @@ extern vmstate_t vm;
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#if !defined LUNATIC
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extern int32_t g_tw;
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extern int32_t g_errorLineNum;
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extern int32_t g_currentEventExec;
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extern int32_t g_currentEvent;
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void A_LoadActor(int32_t spriteNum);
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#endif
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@ -75,12 +75,12 @@ void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum,
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int32_t shade, int32_t orientation, int32_t p);
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#endif
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int32_t VM_OnEventWithBoth_(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn);
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int32_t VM_OnEventWithReturn_(int nEventID, int spriteNum, int playerNum, int32_t nReturn);
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int32_t VM_OnEventWithDist_(int nEventID, int spriteNum, int playerNum, int nDist);
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int32_t VM_OnEvent_(int nEventID, int spriteNum, int playerNum);
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int32_t VM_OnEvent__(int nEventID, int spriteNum, int playerNum);
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int32_t VM_OnEventWithBoth__(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn);
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int32_t VM_OnEventWithDist__(int nEventID, int spriteNum, int playerNum, int nDist);
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int32_t VM_OnEventWithReturn__(int nEventID, int spriteNum, int playerNum, int32_t nReturn);
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static FORCE_INLINE int VM_HaveEvent(int nEventID)
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static FORCE_INLINE bool VM_HaveEvent(int const nEventID)
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{
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#ifdef LUNATIC
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return L_IsInitialized(&g_ElState) && El_HaveEvent(nEventID);
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@ -89,24 +89,24 @@ static FORCE_INLINE int VM_HaveEvent(int nEventID)
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#endif
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}
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static FORCE_INLINE int32_t VM_OnEventWithBoth(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn)
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static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum)
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{
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return VM_HaveEvent(nEventID) ? VM_OnEventWithBoth_(nEventID, spriteNum, playerNum, nDist, nReturn) : nReturn;
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return VM_HaveEvent(nEventID) ? VM_OnEvent__(nEventID, spriteNum, playerNum) : 0;
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}
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static FORCE_INLINE int32_t VM_OnEventWithReturn(int nEventID, int spriteNum, int playerNum, int nReturn)
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static FORCE_INLINE int32_t VM_OnEventWithBoth(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn)
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{
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return VM_HaveEvent(nEventID) ? VM_OnEventWithReturn_(nEventID, spriteNum, playerNum, nReturn) : nReturn;
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return VM_HaveEvent(nEventID) ? VM_OnEventWithBoth__(nEventID, spriteNum, playerNum, nDist, nReturn) : nReturn;
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}
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static FORCE_INLINE int32_t VM_OnEventWithDist(int nEventID, int spriteNum, int playerNum, int nDist)
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{
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return VM_HaveEvent(nEventID) ? VM_OnEventWithDist_(nEventID, spriteNum, playerNum, nDist) : 0;
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return VM_HaveEvent(nEventID) ? VM_OnEventWithDist__(nEventID, spriteNum, playerNum, nDist) : 0;
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}
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static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum)
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static FORCE_INLINE int32_t VM_OnEventWithReturn(int nEventID, int spriteNum, int playerNum, int nReturn)
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{
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return VM_HaveEvent(nEventID) ? VM_OnEvent_(nEventID, spriteNum, playerNum) : 0;
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return VM_HaveEvent(nEventID) ? VM_OnEventWithReturn__(nEventID, spriteNum, playerNum, nReturn) : nReturn;
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}
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#define CON_ERRPRINTF(Text, ...) do { \
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@ -1250,7 +1250,7 @@ void G_DisplayRest(int32_t smoothratio)
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if (VM_HaveEvent(EVENT_DISPLAYREST))
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{
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int32_t vr=viewingrange, asp=yxaspect;
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VM_OnEvent_(EVENT_DISPLAYREST, g_player[screenpeek].ps->i, screenpeek);
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VM_OnEvent__(EVENT_DISPLAYREST, g_player[screenpeek].ps->i, screenpeek);
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renderSetAspect(vr, asp);
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}
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