- added proper definitions for all exported native fields.

- synthesize native fields for all declared flags, not just for AActor.
This commit is contained in:
Christoph Oelckers 2016-11-22 23:42:32 +01:00
commit 099b9970ef
23 changed files with 453 additions and 247 deletions

View file

@ -63,7 +63,7 @@ static TArray<FieldDesc> FieldTable;
#define DEFINE_DUMMY_FLAG(name, deprec) { DEPF_UNUSED, #name, -1, 0, deprec? VARF_Deprecated:0 }
// internal flags. These do not get exposed to actor definitions but scripts need to be able to access them as variables.
FFlagDef InternalActorFlagDefs[]=
static FFlagDef InternalActorFlagDefs[]=
{
DEFINE_FLAG(MF, INCHASE, AActor, flags),
DEFINE_FLAG(MF, UNMORPHED, AActor, flags),
@ -90,11 +90,10 @@ FFlagDef InternalActorFlagDefs[]=
DEFINE_FLAG(MF6, INTRYMOVE, AActor, flags6),
DEFINE_FLAG(MF7, HANDLENODELAY, AActor, flags7),
DEFINE_FLAG(MF7, FLYCHEAT, AActor, flags7),
{ 0xffffffff }
};
FFlagDef ActorFlagDefs[]=
static FFlagDef ActorFlagDefs[]=
{
DEFINE_FLAG(MF, PICKUP, APlayerPawn, flags),
DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
@ -328,7 +327,6 @@ FFlagDef ActorFlagDefs[]=
DEFINE_FLAG2(BOUNCE_MBF, MBFBOUNCER, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_AutoOffFloorOnly, BOUNCEAUTOOFFFLOORONLY, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_UseBounceState, USEBOUNCESTATE, AActor, BounceFlags),
{ 0xffffffff }
};
// These won't be accessible through bitfield variables
@ -387,10 +385,9 @@ static FFlagDef InventoryFlagDefs[] =
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),
{ 0xffffffff }
};
FFlagDef WeaponFlagDefs[] =
static FFlagDef WeaponFlagDefs[] =
{
// Weapon flags
DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
@ -417,7 +414,6 @@ FFlagDef WeaponFlagDefs[] =
DEFINE_DUMMY_FLAG(NOLMS, false),
DEFINE_DUMMY_FLAG(ALLOW_WITH_RESPAWN_INVUL, false),
{ 0xffffffff }
};
@ -428,24 +424,23 @@ static FFlagDef PlayerPawnFlagDefs[] =
DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags),
DEFINE_FLAG(PPF, CANSUPERMORPH, APlayerPawn, PlayerFlags),
DEFINE_FLAG(PPF, CROUCHABLEMORPH, APlayerPawn, PlayerFlags),
{ 0xffffffff }
};
static FFlagDef PowerSpeedFlagDefs[] =
{
// PowerSpeed flags
DEFINE_FLAG(PSF, NOTRAIL, APowerSpeed, SpeedFlags),
{ 0xffffffff }
};
static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; int Use; } FlagLists[] =
{
{ &RUNTIME_CLASS_CASTLESS(AActor), ActorFlagDefs, countof(ActorFlagDefs)-1 }, // -1 to account for the terminator
{ &RUNTIME_CLASS_CASTLESS(AActor), MoreFlagDefs, countof(MoreFlagDefs) },
{ &RUNTIME_CLASS_CASTLESS(AInventory), InventoryFlagDefs, countof(InventoryFlagDefs)-1 },
{ &RUNTIME_CLASS_CASTLESS(AWeapon), WeaponFlagDefs, countof(WeaponFlagDefs)-1 },
{ &RUNTIME_CLASS_CASTLESS(APlayerPawn), PlayerPawnFlagDefs, countof(PlayerPawnFlagDefs)-1 },
{ &RUNTIME_CLASS_CASTLESS(APowerSpeed), PowerSpeedFlagDefs, countof(PowerSpeedFlagDefs)-1 },
{ &RUNTIME_CLASS_CASTLESS(AActor), ActorFlagDefs, countof(ActorFlagDefs), 3 }, // -1 to account for the terminator
{ &RUNTIME_CLASS_CASTLESS(AActor), MoreFlagDefs, countof(MoreFlagDefs), 1 },
{ &RUNTIME_CLASS_CASTLESS(AActor), InternalActorFlagDefs, countof(InternalActorFlagDefs), 2 },
{ &RUNTIME_CLASS_CASTLESS(AInventory), InventoryFlagDefs, countof(InventoryFlagDefs), 3 },
{ &RUNTIME_CLASS_CASTLESS(AWeapon), WeaponFlagDefs, countof(WeaponFlagDefs), 3 },
{ &RUNTIME_CLASS_CASTLESS(APlayerPawn), PlayerPawnFlagDefs, countof(PlayerPawnFlagDefs), 3 },
{ &RUNTIME_CLASS_CASTLESS(APowerSpeed), PowerSpeedFlagDefs, countof(PowerSpeedFlagDefs), 3 },
};
#define NUM_FLAG_LISTS (countof(FlagLists))
@ -493,7 +488,7 @@ FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2, bo
int max = strict ? 2 : NUM_FLAG_LISTS;
for (int i = 0; i < max; ++i)
{
if (type->IsDescendantOf (*FlagLists[i].Type))
if ((FlagLists[i].Use & 1) && type->IsDescendantOf (*FlagLists[i].Type))
{
def = FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part1);
if (def != NULL)
@ -709,9 +704,35 @@ void InitThingdef()
sstruct->AddNativeField("soundtarget", TypeActor, myoffsetof(sector_t, SoundTarget));
G_InitLevelLocalsForScript();
P_InitPlayerForScript();
P_InitStateForScript();
// set up a variable for the global players array.
PStruct *pstruct = NewNativeStruct("PlayerInfo", nullptr);
pstruct->Size = sizeof(player_t);
pstruct->Align = alignof(player_t);
PArray *parray = NewArray(pstruct, MAXPLAYERS);
PField *playerf = new PField("players", pstruct, VARF_Native | VARF_Static, (intptr_t)&players);
GlobalSymbols.AddSymbol(playerf);
// this needs to be done manually until it can be given a proper type.
RUNTIME_CLASS(AActor)->AddNativeField("DecalGenerator", NewPointer(TypeVoid), myoffsetof(AActor, DecalGenerator));
// synthesize a symbol for each flag from the flag name tables to avoid redundant declaration of them.
for (auto &fl : FlagLists)
{
if (fl.Use & 2)
{
for(int i=0;i<fl.NumDefs;i++)
{
if (fl.Defs[i].structoffset > 0) // skip the deprecated entries in this list
{
const_cast<PClass*>(*fl.Type)->AddNativeField(FStringf("b%s", fl.Defs[i].name), (fl.Defs[i].fieldsize == 4 ? TypeSInt32 : TypeSInt16), fl.Defs[i].structoffset, fl.Defs[i].varflags, fl.Defs[i].flagbit);
}
}
}
}
FAutoSegIterator probe(CRegHead, CRegTail);
while (*++probe != NULL)