- moved OwnedStates and NumOwnedStates out of PClassActor.
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parent
05240ccbe5
commit
4afe2d4218
11 changed files with 37 additions and 41 deletions
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@ -10838,16 +10838,16 @@ FxExpression *FxStateByIndex::Resolve(FCompileContext &ctx)
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auto aclass = dyn_cast<PClassActor>(ctx.Class);
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// This expression type can only be used from actors, for everything else it has already produced a compile error.
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assert(aclass != nullptr && aclass->NumOwnedStates > 0);
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assert(aclass != nullptr && aclass->ActorInfo()->NumOwnedStates > 0);
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if (aclass->NumOwnedStates <= index)
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if (aclass->ActorInfo()->NumOwnedStates <= index)
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{
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ScriptPosition.Message(MSG_ERROR, "%s: Attempt to jump to non existing state index %d",
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ctx.Class->TypeName.GetChars(), index);
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delete this;
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return nullptr;
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}
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int symlabel = StateLabels.AddPointer(aclass->OwnedStates + index);
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int symlabel = StateLabels.AddPointer(aclass->ActorInfo()->OwnedStates + index);
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FxExpression *x = new FxConstant(symlabel, ScriptPosition);
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x->ValueType = TypeStateLabel;
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delete this;
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@ -10912,8 +10912,8 @@ FxExpression *FxRuntimeStateIndex::Resolve(FCompileContext &ctx)
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SAFE_RESOLVE(Index, ctx);
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}
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auto aclass = dyn_cast<PClassActor>(ctx.Class);
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assert(aclass != nullptr && aclass->NumOwnedStates > 0);
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symlabel = StateLabels.AddPointer(aclass->OwnedStates + ctx.StateIndex);
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assert(aclass != nullptr && aclass->ActorInfo()->NumOwnedStates > 0);
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symlabel = StateLabels.AddPointer(aclass->ActorInfo()->OwnedStates + ctx.StateIndex);
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ValueType = TypeStateLabel;
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return this;
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}
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@ -130,8 +130,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
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memset (&extra, 0, sizeof(extra));
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ParseInsideDecoration (bag, (AActor *)(type->Defaults), extra, def, sc, StateArray, SourceLines);
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bag.Info->NumOwnedStates = StateArray.Size();
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if (bag.Info->NumOwnedStates == 0)
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if (StateArray.Size() == 0)
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{
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sc.ScriptError ("%s does not define any animation frames", typeName.GetChars() );
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}
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@ -155,14 +154,13 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
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FScriptPosition icepos = SourceLines[extra.IceDeathEnd - 1];
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StateArray.Push (icecopy);
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SourceLines.Push(icepos);
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type->NumOwnedStates += 1;
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}
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FState *states;
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states = type->OwnedStates = (FState*)ClassDataAllocator.Alloc(type->NumOwnedStates * sizeof(FState));
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states = type->ActorInfo()->OwnedStates = (FState*)ClassDataAllocator.Alloc(StateArray.Size() * sizeof(FState));
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SaveStateSourceLines(states, SourceLines);
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memcpy (states, &StateArray[0], type->NumOwnedStates * sizeof(states[0]));
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if (type->NumOwnedStates == 1)
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memcpy (states, &StateArray[0], StateArray.Size() * sizeof(states[0]));
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if (StateArray.Size() == 1)
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{
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states->Tics = -1;
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states->TicRange = 0;
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@ -171,7 +169,6 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
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else
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{
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size_t i;
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// auto
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// Spawn states loop endlessly
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for (i = extra.SpawnStart; i < extra.SpawnEnd-1; ++i)
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@ -281,13 +278,13 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
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states[i].NextState = &states[i+1];
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}
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FState *state = &states[i];
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state->NextState = &states[type->NumOwnedStates-1];
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state->NextState = &states[StateArray.Size() - 1];
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state->Tics = 5;
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state->TicRange = 0;
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state->Misc1 = 0;
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state->SetAction("A_FreezeDeath");
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i = type->NumOwnedStates - 1;
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i = StateArray.Size() - 1;
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state->NextState = &states[i];
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state->Tics = 1;
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state->TicRange = 0;
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@ -310,6 +307,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
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}
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bag.statedef.SetStateLabel("Spawn", &states[extra.SpawnStart]);
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bag.statedef.InstallStates (type, ((AActor *)(type->Defaults)));
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bag.Info->ActorInfo()->NumOwnedStates = StateArray.Size();
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}
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//==========================================================================
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@ -353,13 +353,13 @@ static void CheckStates(PClassActor *obj)
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{
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CheckStateLabels(obj, pickupstates, SUF_ITEM, "CustomInventory state chain");
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}
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for (int i = 0; i < obj->NumOwnedStates; i++)
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for (int i = 0; i < obj->ActorInfo()->NumOwnedStates; i++)
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{
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auto state = obj->OwnedStates + i;
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auto state = obj->ActorInfo()->OwnedStates + i;
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if (state->NextState && (state->UseFlags & state->NextState->UseFlags) != state->UseFlags)
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{
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s.%d links to a state with incompatible restrictions.\n",
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obj->TypeName.GetChars(), int(state - obj->OwnedStates));
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s links to a state with incompatible restrictions.\n",
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FState::StaticGetStateName(state));
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}
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}
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}
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