- scriptified the remains of APowerup.

- ensure that actor defaults contain a valid virtual table and class pointer so that they can actually use virtual and class-dependent method functions. This is needed for retrieving script variables from them.
This commit is contained in:
Christoph Oelckers 2017-01-18 10:33:03 +01:00
commit 534b2ebbfb
15 changed files with 65 additions and 172 deletions

View file

@ -107,10 +107,6 @@ static AWeapon::MetaClass *FindClassTentativeWeapon(const char *name, bool optio
{
return static_cast<AWeapon::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(AWeapon), optional));
}
static APowerup::MetaClass *FindClassTentativePowerup(const char *name, bool optional = false)
{
return static_cast<APowerup::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(APowerup), optional));
}
static APlayerPawn::MetaClass *FindClassTentativePlayerPawn(const char *name, bool optional = false)
{
return static_cast<APlayerPawn::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(APlayerPawn), optional));
@ -458,9 +454,8 @@ int MatchString (const char *in, const char **strings)
//==========================================================================
//
// Get access to scripted fields.
// Fortunately there's only a handful that cannot be done with a
// scripted property definition, most notably the powerup and morph stuff.
// Get access to scripted pointers.
// They need a bit more work than other variables.
//
//==========================================================================
@ -2289,7 +2284,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || isgiver)
{
pBlendColor = &TypedScriptVar<PalEntry>(defaults, info, NAME_BlendColor, TypeColor);
pBlendColor = &defaults->ColorVar(NAME_BlendColor);
}
else
{
@ -2335,13 +2330,9 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
{
PalEntry * pBlendColor;
PalEntry BlendColor;
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
pBlendColor = &TypedScriptVar<PalEntry>(defaults, info, NAME_BlendColor, TypeColor);
}
else
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
I_Error("\"powerup.colormap\" requires an actor of type \"Powerup\"\n");
return;
@ -2352,7 +2343,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
PROP_FLOAT_PARM(r, 0);
PROP_FLOAT_PARM(g, 1);
PROP_FLOAT_PARM(b, 2);
*pBlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
BlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
}
else if (PROP_PARM_COUNT == 6)
{
@ -2362,12 +2353,13 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
PROP_FLOAT_PARM(r2, 3);
PROP_FLOAT_PARM(g2, 4);
PROP_FLOAT_PARM(b2, 5);
*pBlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
BlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
}
else
{
I_Error("\"power.colormap\" must have either 3 or 6 parameters\n");
}
defaults->ColorVar(NAME_BlendColor) = BlendColor;
}
//==========================================================================
@ -2375,20 +2367,14 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
{
int *pEffectTics;
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
pEffectTics = &TypedScriptVar<int>(defaults, info, NAME_EffectTics, TypeSInt32);
}
else
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
I_Error("\"powerup.duration\" requires an actor of type \"Powerup\"\n");
return;
}
PROP_INT_PARM(i, 0);
*pEffectTics = (i >= 0) ? i : -i * TICRATE;
defaults->IntVar(NAME_EffectTics) = (i >= 0) ? i : -i * TICRATE;
}
//==========================================================================
@ -2396,19 +2382,13 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
{
double *pStrength;
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
pStrength = &TypedScriptVar<double>(defaults, info, NAME_Strength, TypeFloat64);
}
else
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n");
return;
}
PROP_DOUBLE_PARM(f, 0);
*pStrength = f;
defaults->FloatVar(NAME_Strength) = f;
}
//==========================================================================
@ -2417,18 +2397,13 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
DEFINE_CLASS_PROPERTY_PREFIX(powerup, mode, S, Inventory)
{
PROP_STRING_PARM(str, 0);
FName *pMode;
if (info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) || info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
pMode = &TypedScriptVar<FName>(defaults, info, NAME_Mode, TypeName);
}
else
if (!info->IsDescendantOf(PClass::FindActor(NAME_Powerup)) && !info->IsDescendantOf(PClass::FindActor(NAME_PowerupGiver)))
{
I_Error("\"powerup.mode\" requires an actor of type \"Powerup\"\n");
return;
}
*pMode = (FName)str;
defaults->NameVar(NAME_Mode) = (FName)str;
}
//==========================================================================
@ -2441,13 +2416,14 @@ DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, type, S, PowerupGiver)
// Yuck! What was I thinking when I decided to prepend "Power" to the name?
// Now it's too late to change it...
PClassActor *cls = PClass::FindActor(str);
if (cls == nullptr || !cls->IsDescendantOf(RUNTIME_CLASS(APowerup)))
auto pow = PClass::FindActor(NAME_Powerup);
if (cls == nullptr || !cls->IsDescendantOf(pow))
{
if (bag.fromDecorate)
{
FString st;
st.Format("%s%s", strnicmp(str, "power", 5) ? "Power" : "", str);
cls = FindClassTentativePowerup(st);
cls = FindClassTentative(st, pow);
}
else
{