- Removed the third parameter from dumpclasses when it was restricted it to Actors, because

I have no idea what that was all about.
- Got rid of FActorInfo and merged it into a new PClassActor.

SVN r2240 (scripting)
This commit is contained in:
Randy Heit 2010-03-24 02:49:37 +00:00
commit f88f601230
78 changed files with 1171 additions and 1039 deletions

View file

@ -107,13 +107,15 @@ int GetSpriteIndex(const char * spritename)
return (lastindex = (int)sprites.Push (temp));
}
IMPLEMENT_CLASS(PClassActor)
//==========================================================================
//
// PClassActor :: StaticInit STATIC
//
//==========================================================================
void FActorInfo::StaticInit ()
void PClassActor::StaticInit()
{
if (sprites.Size() == 0)
{
@ -136,56 +138,161 @@ void FActorInfo::StaticInit ()
//==========================================================================
//
// PClassActor :: StaticSetActorNums STATIC
//
// Called after Dehacked patches are applied
//
//==========================================================================
void FActorInfo::StaticSetActorNums ()
void PClassActor::StaticSetActorNums()
{
memset (SpawnableThings, 0, sizeof(SpawnableThings));
DoomEdMap.Empty ();
memset(SpawnableThings, 0, sizeof(SpawnableThings));
DoomEdMap.Empty();
for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
{
PClass::m_RuntimeActors[i]->ActorInfo->RegisterIDs ();
static_cast<PClassActor *>(PClass::m_RuntimeActors[i])->RegisterIDs();
}
}
//==========================================================================
//
// PClassActor Constructor
//
//==========================================================================
void FActorInfo::RegisterIDs ()
PClassActor::PClassActor()
{
const PClass *cls = PClass::FindClass(Class->TypeName);
GameFilter = GAME_Any;
SpawnID = 0;
DoomEdNum = -1;
OwnedStates = NULL;
NumOwnedStates = 0;
Replacement = NULL;
Replacee = NULL;
StateList = NULL;
DamageFactors = NULL;
PainChances = NULL;
}
//==========================================================================
//
// PClassActor Destructor
//
//==========================================================================
PClassActor::~PClassActor()
{
if (OwnedStates != NULL)
{
delete[] OwnedStates;
}
if (DamageFactors != NULL)
{
delete DamageFactors;
}
if (PainChances != NULL)
{
delete PainChances;
}
if (StateList != NULL)
{
StateList->Destroy();
M_Free(StateList);
}
}
//==========================================================================
//
// PClassActor :: PropagateMark
//
//==========================================================================
size_t PClassActor::PropagateMark()
{
// Mark state functions
for (int i = 0; i < NumOwnedStates; ++i)
{
if (OwnedStates[i].ActionFunc != NULL)
{
GC::Mark(OwnedStates[i].ActionFunc);
}
}
// marked += ActorInfo->NumOwnedStates * sizeof(FState);
return Super::PropagateMark();
}
//==========================================================================
//
// PClassActor :: InitializeNativeDefaults
//
// This is used by DECORATE to assign ActorInfos to internal classes
//
//==========================================================================
void PClassActor::InitializeNativeDefaults()
{
Symbols.SetParentTable(&ParentClass->Symbols);
assert(Defaults == NULL);
Defaults = new BYTE[Size];
if (ParentClass->Defaults != NULL)
{
memcpy(Defaults, ParentClass->Defaults, ParentClass->Size);
if (Size > ParentClass->Size)
{
memset(Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
}
}
else
{
memset (Defaults, 0, Size);
}
m_RuntimeActors.Push(this);
}
//==========================================================================
//
// PClassActor :: RegisterIDs
//
// Registers this class's SpawnID and DoomEdNum in the appropriate tables.
//
//==========================================================================
void PClassActor::RegisterIDs()
{
PClassActor *cls = PClass::FindActor(TypeName);
bool set = false;
if (cls == NULL)
{
Printf(TEXTCOLOR_RED"The actor '%s' has been hidden by a non-actor of the same name\n", TypeName.GetChars());
return;
}
if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
{
if (SpawnID != 0)
{
SpawnableThings[SpawnID] = cls;
if (cls != Class)
if (cls != this)
{
Printf(TEXTCOLOR_RED"Spawn ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
}
}
if (DoomEdNum != -1)
{
DoomEdMap.AddType (DoomEdNum, cls);
if (cls != Class)
DoomEdMap.AddType(DoomEdNum, cls);
if (cls != this)
{
Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
}
}
}
// Fill out the list for Chex Quest with Doom's actors
if (gameinfo.gametype == GAME_Chex && DoomEdMap.FindType(DoomEdNum) == NULL &&
(GameFilter & GAME_Doom))
if (gameinfo.gametype == GAME_Chex && DoomEdMap.FindType(DoomEdNum) == NULL && (GameFilter & GAME_Doom))
{
DoomEdMap.AddType (DoomEdNum, Class, true);
if (cls != Class)
DoomEdMap.AddType(DoomEdNum, this, true);
if (cls != this)
{
Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
}
@ -194,24 +301,25 @@ void FActorInfo::RegisterIDs ()
//==========================================================================
//
// PClassActor :: GetReplacement
//
//==========================================================================
FActorInfo *FActorInfo::GetReplacement (bool lookskill)
PClassActor *PClassActor::GetReplacement(bool lookskill)
{
FName skillrepname;
if (lookskill && AllSkills.Size() > (unsigned)gameskill)
{
skillrepname = AllSkills[gameskill].GetReplacement(this->Class->TypeName);
skillrepname = AllSkills[gameskill].GetReplacement(TypeName);
if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
{
Printf("Warning: incorrect actor name in definition of skill %s: \n"
"class %s is replaced by non-existent class %s\n"
"Skill replacement will be ignored for this actor.\n",
AllSkills[gameskill].Name.GetChars(),
this->Class->TypeName.GetChars(), skillrepname.GetChars());
AllSkills[gameskill].SetReplacement(this->Class->TypeName, NAME_None);
TypeName.GetChars(), skillrepname.GetChars());
AllSkills[gameskill].SetReplacement(TypeName, NAME_None);
AllSkills[gameskill].SetReplacedBy(skillrepname, NAME_None);
lookskill = false; skillrepname = NAME_None;
}
@ -222,15 +330,15 @@ FActorInfo *FActorInfo::GetReplacement (bool lookskill)
}
// The Replacement field is temporarily NULLed to prevent
// potential infinite recursion.
FActorInfo *savedrep = Replacement;
PClassActor *savedrep = Replacement;
Replacement = NULL;
FActorInfo *rep = savedrep;
PClassActor *rep = savedrep;
// Handle skill-based replacement here. It has precedence on DECORATE replacement
// in that the skill replacement is applied first, followed by DECORATE replacement
// on the actor indicated by the skill replacement.
if (lookskill && (skillrepname != NAME_None))
{
rep = PClass::FindClass(skillrepname)->ActorInfo;
rep = PClass::FindActor(skillrepname);
}
// Now handle DECORATE replacement chain
// Skill replacements are not recursive, contrarily to DECORATE replacements
@ -242,24 +350,25 @@ FActorInfo *FActorInfo::GetReplacement (bool lookskill)
//==========================================================================
//
// PClassActor :: GetReplacee
//
//==========================================================================
FActorInfo *FActorInfo::GetReplacee (bool lookskill)
PClassActor *PClassActor::GetReplacee(bool lookskill)
{
FName skillrepname;
if (lookskill && AllSkills.Size() > (unsigned)gameskill)
{
skillrepname = AllSkills[gameskill].GetReplacedBy(this->Class->TypeName);
skillrepname = AllSkills[gameskill].GetReplacedBy(TypeName);
if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
{
Printf("Warning: incorrect actor name in definition of skill %s: \n"
"non-existent class %s is replaced by class %s\n"
"Skill replacement will be ignored for this actor.\n",
AllSkills[gameskill].Name.GetChars(),
skillrepname.GetChars(), this->Class->TypeName.GetChars());
AllSkills[gameskill].SetReplacedBy(this->Class->TypeName, NAME_None);
skillrepname.GetChars(), TypeName.GetChars());
AllSkills[gameskill].SetReplacedBy(TypeName, NAME_None);
AllSkills[gameskill].SetReplacement(skillrepname, NAME_None);
lookskill = false;
}
@ -270,52 +379,59 @@ FActorInfo *FActorInfo::GetReplacee (bool lookskill)
}
// The Replacee field is temporarily NULLed to prevent
// potential infinite recursion.
FActorInfo *savedrep = Replacee;
PClassActor *savedrep = Replacee;
Replacee = NULL;
FActorInfo *rep = savedrep;
PClassActor *rep = savedrep;
if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL))
{
rep = PClass::FindClass(skillrepname)->ActorInfo;
rep = PClass::FindActor(skillrepname);
}
rep = rep->GetReplacee (false); Replacee = savedrep;
rep = rep->GetReplacee(false);
Replacee = savedrep;
return rep;
}
//==========================================================================
//
// PClassActor :: SetDamageFactor
//
//==========================================================================
void FActorInfo::SetDamageFactor(FName type, fixed_t factor)
void PClassActor::SetDamageFactor(FName type, fixed_t factor)
{
if (factor != FRACUNIT)
{
if (DamageFactors == NULL) DamageFactors=new DmgFactors;
if (DamageFactors == NULL)
{
DamageFactors = new DmgFactors;
}
DamageFactors->Insert(type, factor);
}
else
else if (DamageFactors != NULL)
{
if (DamageFactors != NULL)
DamageFactors->Remove(type);
DamageFactors->Remove(type);
}
}
//==========================================================================
//
// PClassActor :: SetPainChance
//
//==========================================================================
void FActorInfo::SetPainChance(FName type, int chance)
void PClassActor::SetPainChance(FName type, int chance)
{
if (chance >= 0)
{
if (PainChances == NULL) PainChances=new PainChanceList;
if (PainChances == NULL)
{
PainChances = new PainChanceList;
}
PainChances->Insert(type, MIN(chance, 255));
}
else
else if (PainChances != NULL)
{
if (PainChances != NULL)
PainChances->Remove(type);
PainChances->Remove(type);
}
}
@ -333,7 +449,7 @@ FDoomEdMap::~FDoomEdMap()
Empty();
}
void FDoomEdMap::AddType (int doomednum, const PClass *type, bool temporary)
void FDoomEdMap::AddType (int doomednum, PClassActor *type, bool temporary)
{
unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
FDoomEdEntry *entry = DoomEdHash[hash];
@ -392,7 +508,7 @@ void FDoomEdMap::Empty ()
}
}
const PClass *FDoomEdMap::FindType (int doomednum) const
PClassActor *FDoomEdMap::FindType (int doomednum) const
{
unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
FDoomEdEntry *entry = DoomEdHash[hash];