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https://github.com/ZDoom/raze-gles.git
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Use function overloading to clean up some of the CON event execution function names
git-svn-id: https://svn.eduke32.com/eduke32@7636 1a8010ca-5511-0410-912e-c29ae57300e0
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078ef9b871
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6 changed files with 61 additions and 60 deletions
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@ -647,7 +647,7 @@ 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_ExecuteEvent(EVENT_KILLIT, spriteNum, playerNum, playerDist))
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return;
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}
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@ -811,7 +811,7 @@ void A_MoveSector(int spriteNum)
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int32_t playerDist;
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spritetype *const pSprite = &sprite[spriteNum];
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int const playerNum = A_FindPlayer(pSprite, &playerDist);
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int const rotateAngle = VM_OnEventWithBoth(EVENT_MOVESECTOR, spriteNum, playerNum, playerDist, T3(spriteNum));
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int const rotateAngle = VM_OnEvent(EVENT_MOVESECTOR, spriteNum, playerNum, playerDist, T3(spriteNum));
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int originIdx = T2(spriteNum);
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pSprite->x += (pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14;
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@ -5772,7 +5772,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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int playerNum = A_FindPlayer(pSprite, &playerDist);
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DukePlayer_t *const pPlayer = g_player[playerNum].ps;
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if (VM_OnEventWithBoth(EVENT_MOVEEFFECTORS, spriteNum, playerNum, playerDist, 0))
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if (VM_OnEvent(EVENT_MOVEEFFECTORS, spriteNum, playerNum, playerDist, 0))
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{
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spriteNum = nextSprite;
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continue;
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@ -8426,7 +8426,7 @@ 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_ExecuteEvent(nEventID, spriteNum, playerNum, playerDist);
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spriteNum = nextSprite;
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}
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@ -1327,7 +1327,7 @@ 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(&sprite[newSprite], &p);
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block_deletesprite++;
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VM_OnEventWithDist__(EVENT_EGS, newSprite, pl, p);
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VM_ExecuteEvent(EVENT_EGS, newSprite, pl, p);
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block_deletesprite--;
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}
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@ -3408,7 +3408,7 @@ 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_ExecuteEvent(EVENT_SPAWN,newSprite, pl, p);
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}
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return newSprite;
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@ -3534,7 +3534,7 @@ 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_ExecuteEvent(EVENT_ANIMATESPRITES, tsprOwner, screenpeek);
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spriteext[tsprOwner].tspr = NULL;
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}
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@ -127,7 +127,7 @@ 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 const &eventNum, int const &spriteNum, int const &playerNum, int const &playerDist, int32_t returnValue)
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static FORCE_INLINE int32_t VM_EventInlineInternal__(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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@ -153,7 +153,9 @@ static inline void VM_DummySprite(void)
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vm.pData = &dummy_actor.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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// verification that the event actually exists happens elsewhere
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static FORCE_INLINE int32_t VM_EventInlineInternal__(int const &eventNum, int const &spriteNum, int const &playerNum,
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int const playerDist = -1, int32_t returnValue = 0)
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{
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vmstate_t const tempvm = { spriteNum, playerNum, playerDist, 0, &sprite[spriteNum], &actor[spriteNum].t_data[0], g_player[playerNum].ps, &actor[spriteNum] };
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@ -203,28 +205,27 @@ static FORCE_INLINE int32_t VM_EventCommon__(int const &eventNum, int const &spr
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}
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#endif
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// the idea here is that the compiler inlines the call to VM_EventCommon_() and gives us a set of full functions
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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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// the idea here is that the compiler inlines the call to VM_OnEvent_Internal__() and gives us a set of
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// functions which are optimized further based on distance/return having values known at compile time
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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_ExecuteEvent(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_EventInlineInternal__(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_ExecuteEvent(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, -1, nReturn);
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return VM_EventInlineInternal__(nEventID, spriteNum, playerNum, nDist);
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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_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum)
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{
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return VM_EventCommon__(nEventID, spriteNum, playerNum, nDist, 0);
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return VM_EventInlineInternal__(nEventID, spriteNum, playerNum);
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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_ExecuteEventWithValue(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, 0);
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return VM_EventInlineInternal__(nEventID, spriteNum, playerNum, -1, nReturn);
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}
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static bool VM_CheckSquished(void)
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@ -32,15 +32,49 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# include "lunatic_game.h"
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#endif
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int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn);
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int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDist);
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int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum);
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int32_t VM_ExecuteEventWithValue(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn);
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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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#else
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return !!apScriptEvents[nEventID];
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#endif
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}
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static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn)
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{
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return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(nEventID, spriteNum, playerNum, nDist, nReturn) : nReturn;
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}
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static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum, int nDist)
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{
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return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(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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{
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return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(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, int32_t nReturn)
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{
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return VM_HaveEvent(nEventID) ? VM_ExecuteEventWithValue(nEventID, spriteNum, playerNum, nReturn) : nReturn;
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}
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#ifdef __cplusplus
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extern "C" {
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#endif
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enum vmflags_t
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{
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VM_RETURN = 0x00000001,
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VM_KILL = 0x00000002,
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VM_NOEXECUTE = 0x00000004,
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VM_RETURN = 0x00000001,
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VM_KILL = 0x00000002,
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VM_NOEXECUTE = 0x00000004,
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};
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extern int32_t ticrandomseed;
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@ -81,40 +115,6 @@ static inline void VM_DrawTilePalSmall(int32_t x, int32_t y, int32_t tilenum, in
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void VM_DrawTileSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation);
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#endif
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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 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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#else
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return !!apScriptEvents[nEventID];
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#endif
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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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{
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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_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_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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}
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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_OnEventWithReturn__(nEventID, spriteNum, playerNum, nReturn) : nReturn;
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}
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#define CON_ERRPRINTF(Text, ...) do { \
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vm.flags |= VM_RETURN; \
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OSD_Printf("Line %d, %s: " Text, g_errorLineNum, VM_GetKeywordForID(g_tw), ## __VA_ARGS__); \
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@ -1271,7 +1271,7 @@ 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_ExecuteEvent(EVENT_DISPLAYREST, g_player[screenpeek].ps->i, screenpeek);
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renderSetAspect(vr, asp);
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}
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@ -1806,7 +1806,7 @@ void Sect_DamageFloor_Internal(int const spriteNum, int const sectNum)
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// NOTE: pass RETURN in the dist argument, too.
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int const RETURN_in = 131072 + sectNum;
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/* int32_t const returnValue = */ VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, -1, -1, RETURN_in, RETURN_in);
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/* int32_t const returnValue = */ VM_OnEvent(EVENT_DAMAGEHPLANE, -1, -1, RETURN_in, RETURN_in);
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#if 0
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// No hard-coded floor damage effects.
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@ -1832,7 +1832,7 @@ void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum)
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// NOTE: pass RETURN in the dist argument, too.
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int const RETURN_in = 65536 + sectNum;
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int32_t const returnValue = VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, -1, -1, RETURN_in, RETURN_in);
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int32_t const returnValue = VM_OnEvent(EVENT_DAMAGEHPLANE, -1, -1, RETURN_in, RETURN_in);
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if (returnValue < 0)
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return;
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