- 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

@ -103,7 +103,7 @@ IMPLEMENT_CLASS (AFakeInventory)
static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
FExtraInfo &extra, EDefinitionType def, FScanner &sc, TArray<FState> &StateArray);
static void ParseSpriteFrames (FActorInfo *info, TArray<FState> &states, FScanner &sc);
static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, FScanner &sc);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
@ -146,24 +146,22 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
Baggage bag;
TArray<FState> StateArray;
FExtraInfo extra;
FActorInfo *info;
PClass *type;
PClass *parent;
PClassActor *type;
PClassActor *parent;
FName typeName;
if (def == DEF_Pickup) parent = RUNTIME_CLASS(AFakeInventory);
else parent = RUNTIME_CLASS(AActor);
parent = (def == DEF_Pickup) ? RUNTIME_CLASS(AFakeInventory) : RUNTIME_CLASS(AActor);
sc.MustGetString();
typeName = FName(sc.String);
type = parent->CreateDerivedClass (typeName, parent->Size);
type = static_cast<PClassActor *>(parent->CreateDerivedClass (typeName, parent->Size));
ResetBaggage(&bag, parent);
info = bag.Info = type->ActorInfo;
bag.Info = type;
#ifdef _DEBUG
bag.ClassName = type->TypeName;
#endif
info->GameFilter = GAME_Any;
type->GameFilter = GAME_Any;
sc.MustGetStringName("{");
memset (&extra, 0, sizeof(extra));
@ -192,15 +190,15 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
// Make a copy of the final frozen frame for A_FreezeDeathChunks
FState icecopy = StateArray[extra.IceDeathEnd-1];
StateArray.Push (icecopy);
info->NumOwnedStates += 1;
type->NumOwnedStates += 1;
}
info->OwnedStates = new FState[info->NumOwnedStates];
memcpy (info->OwnedStates, &StateArray[0], info->NumOwnedStates * sizeof(info->OwnedStates[0]));
if (info->NumOwnedStates == 1)
type->OwnedStates = new FState[type->NumOwnedStates];
memcpy (type->OwnedStates, &StateArray[0], type->NumOwnedStates * sizeof(type->OwnedStates[0]));
if (type->NumOwnedStates == 1)
{
info->OwnedStates->Tics = -1;
info->OwnedStates->Misc1 = 0;
type->OwnedStates->Tics = -1;
type->OwnedStates->Misc1 = 0;
}
else
{
@ -209,55 +207,58 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
// Spawn states loop endlessly
for (i = extra.SpawnStart; i < extra.SpawnEnd-1; ++i)
{
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
}
info->OwnedStates[i].NextState = &info->OwnedStates[extra.SpawnStart];
type->OwnedStates[i].NextState = &type->OwnedStates[extra.SpawnStart];
// Death states are one-shot and freeze on the final state
if (extra.DeathEnd != 0)
{
for (i = extra.DeathStart; i < extra.DeathEnd-1; ++i)
{
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
}
if (extra.bDiesAway || def == DEF_Projectile)
{
info->OwnedStates[i].NextState = NULL;
type->OwnedStates[i].NextState = NULL;
}
else
{
info->OwnedStates[i].Tics = -1;
info->OwnedStates[i].Misc1 = 0;
type->OwnedStates[i].Tics = -1;
type->OwnedStates[i].Misc1 = 0;
}
if (def == DEF_Projectile)
{
if (extra.bExplosive)
{
info->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_Explode")->Function);
type->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_Explode")->Function);
}
}
else
{
// The first frame plays the death sound and
// the second frame makes it nonsolid.
info->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_Scream")->Function);
type->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_Scream")->Function);
if (extra.bSolidOnDeath)
{
}
else if (extra.DeathStart + 1 < extra.DeathEnd)
{
info->OwnedStates[extra.DeathStart+1].SetAction(FindGlobalActionFunction("A_NoBlocking")->Function);
type->OwnedStates[extra.DeathStart+1].SetAction(FindGlobalActionFunction("A_NoBlocking")->Function);
}
else
{
info->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_ScreamAndUnblock")->Function);
type->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_ScreamAndUnblock")->Function);
}
if (extra.DeathHeight == 0) extra.DeathHeight = ((AActor*)(type->Defaults))->height;
info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, extra.DeathHeight);
if (extra.DeathHeight == 0)
{
extra.DeathHeight = ((AActor*)(type->Defaults))->height;
}
type->Meta.SetMetaFixed (AMETA_DeathHeight, extra.DeathHeight);
}
bag.statedef.SetStateLabel("Death", &info->OwnedStates[extra.DeathStart]);
bag.statedef.SetStateLabel("Death", &type->OwnedStates[extra.DeathStart]);
}
// Burn states are the same as death states, except they can optionally terminate
@ -265,37 +266,37 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
{
for (i = extra.FireDeathStart; i < extra.FireDeathEnd-1; ++i)
{
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
}
if (extra.bBurnAway)
{
info->OwnedStates[i].NextState = NULL;
type->OwnedStates[i].NextState = NULL;
}
else
{
info->OwnedStates[i].Tics = -1;
info->OwnedStates[i].Misc1 = 0;
type->OwnedStates[i].Tics = -1;
type->OwnedStates[i].Misc1 = 0;
}
// The first frame plays the burn sound and
// the second frame makes it nonsolid.
info->OwnedStates[extra.FireDeathStart].SetAction(FindGlobalActionFunction("A_ActiveSound")->Function);
type->OwnedStates[extra.FireDeathStart].SetAction(FindGlobalActionFunction("A_ActiveSound")->Function);
if (extra.bSolidOnBurn)
{
}
else if (extra.FireDeathStart + 1 < extra.FireDeathEnd)
{
info->OwnedStates[extra.FireDeathStart+1].SetAction(FindGlobalActionFunction("A_NoBlocking")->Function);
type->OwnedStates[extra.FireDeathStart+1].SetAction(FindGlobalActionFunction("A_NoBlocking")->Function);
}
else
{
info->OwnedStates[extra.FireDeathStart].SetAction(FindGlobalActionFunction("A_ActiveAndUnblock")->Function);
type->OwnedStates[extra.FireDeathStart].SetAction(FindGlobalActionFunction("A_ActiveAndUnblock")->Function);
}
if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(type->Defaults))->height;
type->Meta.SetMetaFixed (AMETA_BurnHeight, extra.BurnHeight);
bag.statedef.SetStateLabel("Burn", &info->OwnedStates[extra.FireDeathStart]);
bag.statedef.SetStateLabel("Burn", &type->OwnedStates[extra.FireDeathStart]);
}
// Ice states are similar to burn and death, except their final frame enters
@ -304,23 +305,23 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
{
for (i = extra.IceDeathStart; i < extra.IceDeathEnd-1; ++i)
{
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
}
info->OwnedStates[i].NextState = &info->OwnedStates[info->NumOwnedStates-1];
info->OwnedStates[i].Tics = 5;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].SetAction(FindGlobalActionFunction("A_FreezeDeath")->Function);
type->OwnedStates[i].NextState = &type->OwnedStates[type->NumOwnedStates-1];
type->OwnedStates[i].Tics = 5;
type->OwnedStates[i].Misc1 = 0;
type->OwnedStates[i].SetAction(FindGlobalActionFunction("A_FreezeDeath")->Function);
i = info->NumOwnedStates - 1;
info->OwnedStates[i].NextState = &info->OwnedStates[i];
info->OwnedStates[i].Tics = 1;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].SetAction(FindGlobalActionFunction("A_FreezeDeathChunks")->Function);
bag.statedef.SetStateLabel("Ice", &info->OwnedStates[extra.IceDeathStart]);
i = type->NumOwnedStates - 1;
type->OwnedStates[i].NextState = &type->OwnedStates[i];
type->OwnedStates[i].Tics = 1;
type->OwnedStates[i].Misc1 = 0;
type->OwnedStates[i].SetAction(FindGlobalActionFunction("A_FreezeDeathChunks")->Function);
bag.statedef.SetStateLabel("Ice", &type->OwnedStates[extra.IceDeathStart]);
}
else if (extra.bGenericIceDeath)
{
bag.statedef.SetStateLabel("Ice", RUNTIME_CLASS(AActor)->ActorInfo->FindState(NAME_GenericFreezeDeath));
bag.statedef.SetStateLabel("Ice", RUNTIME_CLASS(AActor)->FindState(NAME_GenericFreezeDeath));
}
}
if (def == DEF_BreakableDecoration)
@ -331,8 +332,8 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
{
((AActor *)(type->Defaults))->flags |= MF_DROPOFF|MF_MISSILE;
}
bag.statedef.SetStateLabel("Spawn", &info->OwnedStates[extra.SpawnStart]);
bag.statedef.InstallStates (info, ((AActor *)(type->Defaults)));
bag.statedef.SetStateLabel("Spawn", &type->OwnedStates[extra.SpawnStart]);
bag.statedef.InstallStates (type, ((AActor *)(type->Defaults)));
}
//==========================================================================
@ -474,18 +475,18 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
else if (def == DEF_Projectile && sc.Compare ("ExplosionRadius"))
{
sc.MustGetNumber ();
bag.Info->Class->Meta.SetMetaInt(ACMETA_ExplosionRadius, sc.Number);
bag.Info->Meta.SetMetaInt(ACMETA_ExplosionRadius, sc.Number);
extra.bExplosive = true;
}
else if (def == DEF_Projectile && sc.Compare ("ExplosionDamage"))
{
sc.MustGetNumber ();
bag.Info->Class->Meta.SetMetaInt(ACMETA_ExplosionDamage, sc.Number);
bag.Info->Meta.SetMetaInt(ACMETA_ExplosionDamage, sc.Number);
extra.bExplosive = true;
}
else if (def == DEF_Projectile && sc.Compare ("DoNotHurtShooter"))
{
bag.Info->Class->Meta.SetMetaInt(ACMETA_DontHurtShooter, true);
bag.Info->Meta.SetMetaInt(ACMETA_DontHurtShooter, true);
}
else if (def == DEF_Projectile && sc.Compare ("Damage"))
{
@ -570,7 +571,7 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
else if (def == DEF_Pickup && sc.Compare ("PickupMessage"))
{
sc.MustGetString ();
bag.Info->Class->Meta.SetMetaString(AIMETA_PickupMessage, sc.String);
bag.Info->Meta.SetMetaString(AIMETA_PickupMessage, sc.String);
}
else if (def == DEF_Pickup && sc.Compare ("Respawns"))
{
@ -641,7 +642,7 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
// "10:A, 15:B, 8:C, 6:B"
//==========================================================================
static void ParseSpriteFrames (FActorInfo *info, TArray<FState> &states, FScanner &sc)
static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, FScanner &sc)
{
FState state;
char *token = strtok (sc.String, ",\t\n\r");