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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- cleaned up the class data organization:
* moved RestrictedToPlayerClass and ForbiddenToPlayerClass arrays to AInventory. * moved all copy-from-parent code into DeriveData functions.
This commit is contained in:
parent
6ce0c9f78e
commit
3358181f18
6 changed files with 33 additions and 34 deletions
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@ -50,6 +50,16 @@ void PClassInventory::ReplaceClassRef(PClass *oldclass, PClass *newclass)
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if (def != NULL)
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if (def != NULL)
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{
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{
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if (def->PickupFlash == oldclass) def->PickupFlash = static_cast<PClassActor *>(newclass);
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if (def->PickupFlash == oldclass) def->PickupFlash = static_cast<PClassActor *>(newclass);
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for (unsigned i = 0; i < ForbiddenToPlayerClass.Size(); i++)
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{
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if (ForbiddenToPlayerClass[i] == oldclass)
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ForbiddenToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
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}
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for (unsigned i = 0; i < RestrictedToPlayerClass.Size(); i++)
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{
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if (RestrictedToPlayerClass[i] == oldclass)
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RestrictedToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
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}
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}
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}
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}
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}
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@ -1536,7 +1546,7 @@ bool AInventory::CanPickup (AActor *toucher)
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if (!toucher)
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if (!toucher)
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return false;
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return false;
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PClassActor *ai = GetClass();
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PClassInventory *ai = GetClass();
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// Is the item restricted to certain player classes?
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// Is the item restricted to certain player classes?
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if (ai->RestrictedToPlayerClass.Size() != 0)
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if (ai->RestrictedToPlayerClass.Size() != 0)
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{
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{
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@ -143,6 +143,8 @@ public:
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FString PickupMessage;
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FString PickupMessage;
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int GiveQuest; // Optionally give one of the quest items.
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int GiveQuest; // Optionally give one of the quest items.
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FTextureID AltHUDIcon;
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FTextureID AltHUDIcon;
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TArray<PClassPlayerPawn *> RestrictedToPlayerClass;
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TArray<PClassPlayerPawn *> ForbiddenToPlayerClass;
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};
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};
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class AInventory : public AActor
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class AInventory : public AActor
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26
src/info.cpp
26
src/info.cpp
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@ -275,6 +275,22 @@ void PClassActor::DeriveData(PClass *newclass)
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newa->MeleeSound = MeleeSound;
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newa->MeleeSound = MeleeSound;
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newa->MissileName = MissileName;
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newa->MissileName = MissileName;
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newa->MissileHeight = MissileHeight;
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newa->MissileHeight = MissileHeight;
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newa->VisibleToPlayerClass = VisibleToPlayerClass;
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if (DamageFactors != NULL)
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{
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// copy damage factors from parent
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newa->DamageFactors = new DmgFactors;
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*newa->DamageFactors = *DamageFactors;
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}
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if (PainChances != NULL)
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{
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// copy pain chances from parent
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newa->PainChances = new PainChanceList;
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*newa->PainChances = *PainChances;
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}
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}
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}
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//==========================================================================
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//==========================================================================
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@ -529,16 +545,6 @@ void PClassActor::ReplaceClassRef(PClass *oldclass, PClass *newclass)
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if (VisibleToPlayerClass[i] == oldclass)
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if (VisibleToPlayerClass[i] == oldclass)
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VisibleToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
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VisibleToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
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}
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}
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for (unsigned i = 0; i < ForbiddenToPlayerClass.Size(); i++)
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{
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if (ForbiddenToPlayerClass[i] == oldclass)
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ForbiddenToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
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}
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for (unsigned i = 0; i < RestrictedToPlayerClass.Size(); i++)
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{
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if (RestrictedToPlayerClass[i] == oldclass)
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RestrictedToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
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}
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AActor *def = (AActor*)Defaults;
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AActor *def = (AActor*)Defaults;
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if (def != NULL)
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if (def != NULL)
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{
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{
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@ -237,8 +237,6 @@ public:
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PainChanceList *PainChances;
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PainChanceList *PainChances;
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TArray<PClassPlayerPawn *> VisibleToPlayerClass;
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TArray<PClassPlayerPawn *> VisibleToPlayerClass;
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TArray<PClassPlayerPawn *> RestrictedToPlayerClass;
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TArray<PClassPlayerPawn *> ForbiddenToPlayerClass;
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FString Obituary; // Player was killed by this actor
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FString Obituary; // Player was killed by this actor
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FString HitObituary; // Player was killed by this actor in melee
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FString HitObituary; // Player was killed by this actor in melee
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@ -145,23 +145,6 @@ PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName par
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ti = static_cast<PClassActor *>(parent->CreateDerivedClass (typeName, parent->Size));
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ti = static_cast<PClassActor *>(parent->CreateDerivedClass (typeName, parent->Size));
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}
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}
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// Copy class lists from parent
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ti->ForbiddenToPlayerClass = parent->ForbiddenToPlayerClass;
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ti->RestrictedToPlayerClass = parent->RestrictedToPlayerClass;
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ti->VisibleToPlayerClass = parent->VisibleToPlayerClass;
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if (parent->DamageFactors != NULL)
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{
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// copy damage factors from parent
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ti->DamageFactors = new DmgFactors;
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*ti->DamageFactors = *parent->DamageFactors;
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}
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if (parent->PainChances != NULL)
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{
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// copy pain chances from parent
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ti->PainChances = new PainChanceList;
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*ti->PainChances = *parent->PainChances;
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}
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ti->Replacee = ti->Replacement = NULL;
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ti->Replacee = ti->Replacement = NULL;
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ti->DoomEdNum = -1;
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ti->DoomEdNum = -1;
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return ti;
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return ti;
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@ -1534,12 +1534,12 @@ DEFINE_PROPERTY(riplevelmax, I, Actor)
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//==========================================================================
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//==========================================================================
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DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
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DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
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{
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{
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info->RestrictedToPlayerClass.Clear();
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static_cast<PClassInventory*>(info)->RestrictedToPlayerClass.Clear();
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for(int i = 0;i < PROP_PARM_COUNT;++i)
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for(int i = 0;i < PROP_PARM_COUNT;++i)
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{
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{
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PROP_STRING_PARM(n, i);
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PROP_STRING_PARM(n, i);
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if (*n != 0)
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if (*n != 0)
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info->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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static_cast<PClassInventory*>(info)->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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}
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}
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}
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}
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@ -1548,12 +1548,12 @@ DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
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//==========================================================================
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//==========================================================================
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DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
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DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
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{
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{
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info->ForbiddenToPlayerClass.Clear();
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static_cast<PClassInventory*>(info)->ForbiddenToPlayerClass.Clear();
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for(int i = 0;i < PROP_PARM_COUNT;++i)
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for(int i = 0;i < PROP_PARM_COUNT;++i)
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{
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{
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PROP_STRING_PARM(n, i);
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PROP_STRING_PARM(n, i);
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if (*n != 0)
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if (*n != 0)
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info->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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static_cast<PClassInventory*>(info)->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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}
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}
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}
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}
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