- consolidated the check for "is actor an owned inventory item" into a subfunction.

This check occured 9 times in the source, better have it only once.
This commit is contained in:
Christoph Oelckers 2018-12-02 16:53:12 +01:00
parent ee08412e49
commit 319f8743db
8 changed files with 20 additions and 32 deletions

View file

@ -1271,6 +1271,7 @@ public:
void UnlinkFromWorld(FLinkContext *ctx);
void AdjustFloorClip ();
bool InStateSequence(FState * newstate, FState * basestate);
bool IsMapActor();
int GetTics(FState * newstate);
bool SetState (FState *newstate, bool nofunction=false);
virtual void SplashCheck();

View file

@ -914,10 +914,7 @@ static bool IsActorACountItem(AActor *mo)
// [SP] for all actors
static bool IsActor(AActor *mo)
{
if (mo->IsKindOf(RUNTIME_CLASS(AInventory)))
return static_cast<AInventory *>(mo)->Owner == NULL; // [SP] Exclude inventory-owned items
else
return true;
return mo->IsMapActor();
}
// [SP] modified - now allows showing count only, new arg must be passed. Also now still counts regardless, if lists are printed.

View file

@ -2100,7 +2100,7 @@ static int RemoveClass(const PClass *cls)
continue;
}
// [SP] Don't remove owned inventory objects.
if (actor->IsKindOf(RUNTIME_CLASS(AInventory)) && static_cast<AInventory *>(actor)->Owner != NULL)
if (!actor->IsMapActor())
{
continue;
}

View file

@ -3134,16 +3134,7 @@ void FParser::SF_MapThingNumExist()
}
else
{
// Inventory items in the player's inventory have to be considered non-present.
if (SpawnedThings[intval]->IsKindOf(RUNTIME_CLASS(AInventory)) &&
barrier_cast<AInventory*>(SpawnedThings[intval])->Owner != NULL)
{
t_return.value.i = 0;
}
else
{
t_return.value.i = 1;
}
t_return.value.i = SpawnedThings[intval]->IsMapActor();
t_return.type = svt_int;
}
}
@ -3673,8 +3664,7 @@ again:
{
if (mo->IsA(pClass))
{
if (!mo->IsKindOf (RUNTIME_CLASS(AInventory)) ||
static_cast<AInventory *>(mo)->Owner == NULL)
if (mo->IsMapActor())
{
count++;
}

View file

@ -129,9 +129,7 @@ AActor* actorvalue(const svalue_t &svalue)
if(svalue.type == svt_mobj)
{
// Inventory items in the player's inventory have to be considered non-present.
if (svalue.value.mobj != NULL &&
svalue.value.mobj->IsKindOf(RUNTIME_CLASS(AInventory)) &&
static_cast<AInventory*>(svalue.value.mobj)->Owner != NULL)
if (svalue.value.mobj == NULL || !svalue.value.mobj->IsMapActor())
{
return NULL;
}
@ -150,9 +148,7 @@ AActor* actorvalue(const svalue_t &svalue)
return NULL;
}
// Inventory items in the player's inventory have to be considered non-present.
if (SpawnedThings[intval] != NULL &&
SpawnedThings[intval]->IsKindOf(RUNTIME_CLASS(AInventory)) &&
barrier_cast<AInventory*>(SpawnedThings[intval])->Owner != NULL)
if (svalue.value.mobj == NULL || !svalue.value.mobj->IsMapActor())
{
return NULL;
}

View file

@ -3697,8 +3697,7 @@ do_count:
if (tag == -1 || tagManager.SectorHasTag(actor->Sector, tag))
{
// Don't count items in somebody's inventory
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
static_cast<AInventory *>(actor)->Owner == NULL)
if (actor->IsMapActor())
{
count++;
}
@ -3717,8 +3716,7 @@ do_count:
if (tag == -1 || tagManager.SectorHasTag(actor->Sector, tag))
{
// Don't count items in somebody's inventory
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
static_cast<AInventory *>(actor)->Owner == NULL)
if (actor->IsMapActor())
{
count++;
}

View file

@ -620,6 +620,14 @@ DEFINE_ACTION_FUNCTION(AActor, InStateSequence)
PARAM_POINTER(basestate, FState);
ACTION_RETURN_BOOL(self->InStateSequence(newstate, basestate));
}
bool AActor::IsMapActor()
{
// [SP] Don't remove owned inventory objects.
return (!IsKindOf(RUNTIME_CLASS(AInventory)) || static_cast<AInventory *>(this)->Owner == nullptr);
}
//==========================================================================
//
// AActor::GetTics

View file

@ -423,7 +423,7 @@ void P_RemoveThing(AActor * actor)
if (actor->player == NULL || actor != actor->player->mo)
{
// Don't also remove owned inventory items
if (actor->IsKindOf(RUNTIME_CLASS(AInventory)) && static_cast<AInventory*>(actor)->Owner != NULL) return;
if (!actor->IsMapActor())
// be friendly to the level statistics. ;)
actor->ClearCounters();
@ -774,13 +774,11 @@ int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int
else if (classname != mo->GetClass())
continue;
if (mo->IsKindOf(RUNTIME_CLASS(AInventory)))
if (!mo->IsMapActor())
{
// Skip owned item because its position could remain unchanged since attachment to owner
// Most likely it is the last location of this item in the world before pick up
AInventory *const inventory = static_cast<AInventory*>(mo);
if (inventory != nullptr && inventory->Owner != nullptr)
continue;
continue;
}
// [MC]Make sure it's in range and respect the desire for Z or not. The function forces it to use