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- Changed decorate replacement to be opt-in instead of opt-out. This allows for
greater flexibility in what can be replaced (replaced actors need not be ancestors of actors that replace them) at the expense of not having universal actor replacement. Instances where replacements work: - Line specials that spawn things (Thing_Spawn and related) - ACS spawning commands (SpawnSpot and the like) - Spawning mapthings at level load time in P_SpawnMapThing() - Spawning items off of dead dudes in P_DropItem() - The A_SpawnItem decorate function - The summon and summonfriend console commands - ThingCount will count both original actors and their replacements as the same things. TBD: Should the ACS inventory functions use replacements too, or not? SVN r249 (trunk)
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parent
56427d1b1c
commit
38a073626f
8 changed files with 52 additions and 26 deletions
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@ -1,4 +1,17 @@
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July 12, 2006
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- Changed decorate replacement to be opt-in instead of opt-out. This allows for
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greater flexibility in what can be replaced (replaced actors need not be ancestors
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of actors that replace them) at the expense of not having universal actor
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replacement. Instances where replacements work:
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- Line specials that spawn things (Thing_Spawn and related)
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- ACS spawning commands (SpawnSpot and the like)
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- Spawning mapthings at level load time in P_SpawnMapThing()
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- Spawning items off of dead dudes in P_DropItem()
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- The A_SpawnItem decorate function
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- The summon and summonfriend console commands
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- ThingCount will count both original actors and their replacements as the same
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things.
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TBD: Should the ACS inventory functions use replacements too, or not?
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- Fixed: The game would crash after informing you of a duplicate class registration
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because PClass::CreateDerivedClass() did not initialize everything before calling
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InsertIntoHash().
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@ -2112,6 +2112,9 @@ void Net_DoCommand (int type, byte **stream, int player)
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typeinfo = PClass::FindClass (s);
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if (typeinfo != NULL && typeinfo->ActorInfo != NULL)
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{
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// Handle decorate replacements.
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typeinfo = typeinfo->ActorInfo->GetReplacement()->Class;
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AActor *source = players[player].mo;
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if (source != NULL)
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{
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@ -1680,6 +1680,7 @@ int DLevelScript::ThingCount (int type, int stringid, int tid)
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AActor *actor;
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const PClass *kind;
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int count = 0;
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bool replacemented = false;
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if (type >= MAX_SPAWNABLES)
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{
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@ -1698,7 +1699,7 @@ int DLevelScript::ThingCount (int type, int stringid, int tid)
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return 0;
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kind = PClass::FindClass (type_name);
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if (kind == NULL)
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if (kind == NULL || kind->ActorInfo == NULL)
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return 0;
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}
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@ -1706,7 +1707,8 @@ int DLevelScript::ThingCount (int type, int stringid, int tid)
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{
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kind = NULL;
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}
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do_count:
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if (tid)
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{
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FActorIterator iterator (tid);
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@ -1741,6 +1743,17 @@ int DLevelScript::ThingCount (int type, int stringid, int tid)
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}
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}
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}
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if (!replacemented && kind != NULL)
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{
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// Again, with decorate replacements
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replacemented = true;
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PClass *newkind = kind->ActorInfo->GetReplacement()->Class;
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if (newkind != kind)
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{
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kind = newkind;
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goto do_count;
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}
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}
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return count;
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}
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@ -1827,6 +1840,8 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
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if (info != NULL)
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{
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// Handle decorate replacements.
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info = info->ActorInfo->GetReplacement()->Class;
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actor = Spawn (info, x, y, z);
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if (actor != NULL)
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{
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@ -2210,6 +2210,9 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int special, int cha
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spawnz += source->height / 2;
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}
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}
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// Handle decorate replacements.
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type = type->ActorInfo->GetReplacement()->Class;
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mo = Spawn (type, source->x, source->y, spawnz);
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mo->flags |= MF_DROPPED;
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mo->flags &= ~MF_NOGRAVITY; // [RH] Make sure it is affected by gravity
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@ -795,21 +795,6 @@ AInventory *AActor::FindInventory (const PClass *type) const
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break;
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}
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}
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if (item == NULL && type->ActorInfo->Replacement != NULL)
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{ // Try again with a replacement type
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PClass *newtype = type->ActorInfo->GetReplacement()->Class;
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if (newtype != type)
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{
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for (item = Inventory; item != NULL; item = item->Inventory)
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{
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if (item->GetClass() == newtype)
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{
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break;
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}
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}
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}
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}
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return item;
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}
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@ -3036,9 +3021,6 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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I_Error ("%s is not an actor\n", type->TypeName.GetChars());
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}
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// Handle decorate replacements.
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type = type->ActorInfo->GetReplacement()->Class;
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AActor *actor;
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actor = static_cast<AActor *>(const_cast<PClass *>(type)->CreateNew ());
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@ -3729,6 +3711,9 @@ void P_SpawnMapThing (mapthing2_t *mthing, int position)
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// it to the unknown thing.
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else
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{
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// Handle decorate replacements.
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i = i->ActorInfo->GetReplacement()->Class;
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const AActor *defaults = GetDefaultByType (i);
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if (defaults->SpawnState == NULL ||
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sprites[defaults->SpawnState->sprite.index].numframes == 0)
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@ -64,6 +64,10 @@ bool P_Thing_Spawn (int tid, int type, angle_t angle, bool fog, int newtid)
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if ( (kind = SpawnableThings[type]) == NULL)
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return false;
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// Handle decorate replacements.
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kind = kind->ActorInfo->GetReplacement()->Class;
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if ((GetDefaultByType (kind)->flags3 & MF3_ISMONSTER) && (dmflags & DF_NO_MONSTERS))
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return false;
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@ -176,10 +180,14 @@ bool P_Thing_Projectile (int tid, int type, const char * type_name, angle_t angl
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}
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else
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{
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if ((kind = PClass::FindClass(type_name)) == NULL)
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if ((kind = PClass::FindClass(type_name)) == NULL || kind->ActorInfo == NULL)
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return false;
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}
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// Handle decorate replacements.
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kind = kind->ActorInfo->GetReplacement()->Class;
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defflags3 = GetDefaultByType (kind)->flags3;
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if ((defflags3 & MF3_ISMONSTER) && (dmflags & DF_NO_MONSTERS))
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return false;
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@ -1305,10 +1305,6 @@ static FActorInfo * CreateNewActor(FActorInfo ** parentc, Baggage *bag)
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{
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SC_ScriptError ("Replaced type '%s' is not an actor", sc_String);
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}
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else if (!ti->IsDescendantOf (replacee))
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{
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SC_ScriptError ("'%s' must be derived from '%s' to replace it", typeName.GetChars(), sc_String);
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}
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replacee->ActorInfo->Replacement = ti->ActorInfo;
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}
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else
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@ -1143,12 +1143,15 @@ void A_SpawnItem(AActor * self)
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if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
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}
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// Handle decorate replacements.
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missile = missile->ActorInfo->GetReplacement()->Class;
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AActor * mo = Spawn( missile,
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self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]),
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self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
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self->z - self->floorclip + zheight);
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if (mo)
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if (mo)
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{
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AActor * originator = self;
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