- fixed: Any player class inheriting directly from PlayerPawn was left with

empty weapon slots due to the recent rewrite of the weapon slot assignment
  code. To handle such classes each game now defines a default weapon slot
  setting in its gameinfo. This will be used when a player class without any
  weapon slot settings is used.


SVN r1521 (trunk)
This commit is contained in:
Christoph Oelckers 2009-04-04 17:46:33 +00:00
parent 9d47afb304
commit 78fb48302c
10 changed files with 100 additions and 1 deletions

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@ -1,4 +1,9 @@
April 4, 2009 (Changes by Graf Zahl)
- fixed: Any player class inheriting directly from PlayerPawn was left with
empty weapon slots due to the recent rewrite of the weapon slot assignment
code. To handle such classes each game now defines a default weapon slot
setting in its gameinfo. This will be used when a player class without any
weapon slot settings is used.
- added 'damage' to the actor variables exported to DECORATE's expression
evaluator.
- fixed: solid corpses could block ripper missile that originally killed them.

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@ -73,6 +73,7 @@ struct FWeaponSlots
bool LocateWeapon (const PClass *type, int *const slot, int *const index);
ESlotDef AddDefaultWeapon (int slot, const PClass *type);
void AddExtraWeapons();
void SetFromGameInfo();
void SetFromPlayer(const PClass *type);
void StandardSetup(const PClass *type);
void LocalSetup(const PClass *type);

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@ -1115,6 +1115,44 @@ void FWeaponSlots::AddExtraWeapons()
}
}
//===========================================================================
//
// FWeaponSlots :: SetFromGameInfo
//
// If neither the player class nor any defined weapon contain a
// slot assignment, use the game's defaults
//
//===========================================================================
void FWeaponSlots::SetFromGameInfo()
{
unsigned int i;
// Only if all slots are empty
for (i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
if (Slots[i].Size() > 0) return;
}
// Append extra weapons to the slots.
for (i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
for (unsigned j = 0; j < gameinfo.DefaultWeaponSlots[i].Size(); i++)
{
const PClass *cls = PClass::FindClass(gameinfo.DefaultWeaponSlots[i][j]);
if (cls == NULL)
{
Printf("Unknown weapon class '%s' found in default weapon slot assignments\n",
gameinfo.DefaultWeaponSlots[i][j].GetChars());
}
else
{
Slots[i].AddWeapon(cls);
}
}
}
}
//===========================================================================
//
// FWeaponSlots :: StandardSetup
@ -1122,6 +1160,7 @@ void FWeaponSlots::AddExtraWeapons()
// Setup weapons in this order:
// 1. Use slots from player class.
// 2. Add extra weapons that specify their own slots.
// 3. If all slots are empty, use the settings from the gameinfo (compatibility fallback)
//
//===========================================================================
@ -1129,6 +1168,7 @@ void FWeaponSlots::StandardSetup(const PClass *type)
{
SetFromPlayer(type);
AddExtraWeapons();
SetFromGameInfo();
}
//===========================================================================

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@ -175,7 +175,26 @@ void FMapInfoParser::ParseGameInfo()
FString nextKey = sc.String;
sc.MustGetToken('=');
if(nextKey.CompareNoCase("border") == 0)
if (nextKey.CompareNoCase("weaponslot") == 0)
{
sc.MustGetToken(TK_IntConst);
if (sc.Number < 0 || sc.Number >= 10)
{
sc.ScriptError("Weapon slot index must be in range [0..9].\n");
}
int i = sc.Number;
gameinfo.DefaultWeaponSlots[i].Clear();
sc.MustGetToken(',');
do
{
sc.MustGetString();
FName val = sc.String;
gameinfo.DefaultWeaponSlots[i].Push(val);
}
while (sc.CheckToken(','));
}
else if(nextKey.CompareNoCase("border") == 0)
{
if(sc.CheckToken(TK_Identifier))
{

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@ -72,6 +72,7 @@ struct gameinfo_t
TArray<FName> creditPages;
TArray<FName> finalePages;
TArray<FName> infoPages;
TArray<FName> DefaultWeaponSlots[10];
FString titleMusic;
float titleTime;

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@ -25,6 +25,13 @@ gameinfo
backpacktype = "ZorchPack"
statusbar = "sbarinfo/doom.txt"
intermissionmusic = "$MUSIC_INTER"
weaponslot = 1, "Bootspoon", "SuperBootspork"
weaponslot = 2, "MiniZorcher"
weaponslot = 3, "LargeZorcher", "SuperLargeZorcher"
weaponslot = 4, "RapidZorcher"
weaponslot = 5, "ZorchPropulsor"
weaponslot = 6, "PhasingZorcher"
weaponslot = 7, "LAZDevice"
}
skill baby

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@ -25,6 +25,13 @@ gameinfo
backpacktype = "Backpack"
statusbar = "sbarinfo/doom.txt"
intermissionmusic = "$MUSIC_DM2INT"
weaponslot = 1, "Fist", "Chainsaw"
weaponslot = 2, "Pistol"
weaponslot = 3, "Shotgun", "SuperShotgun"
weaponslot = 4, "Chaingun"
weaponslot = 5, "RocketLauncher"
weaponslot = 6, "PlasmaRifle"
weaponslot = 7, "BFG9000"
}
skill baby

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@ -25,6 +25,13 @@ gameinfo
backpacktype = "BagOfHolding"
statusbar = ""
intermissionmusic = "mus_intr"
weaponslot = 1, "Staff", "Gauntlets"
weaponslot = 2, "GoldWand"
weaponslot = 3, "Crossbow"
weaponslot = 4, "Blaster"
weaponslot = 5, "SkullRod"
weaponslot = 6, "PhoenixRod"
weaponslot = 7, "Mace"
}
skill baby

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@ -28,6 +28,10 @@ gameinfo
backpacktype = "BagOfHolding" // Hexen doesn't have a backpack so use Heretic's.
statusbar = ""
intermissionmusic = "hub"
weaponslot = 1, "FWeapFist", "CWeapMace", "MWeapWand"
weaponslot = 2, "FWeapAxe", "CWeapStaff", "MWeapFrost"
weaponslot = 3, "FWeapHammer", "CWeapFlame", "MWeapLightning"
weaponslot = 4, "FWeapQuietus", "CWeapWraithverge", "MWeapBloodscourge"
}
skill baby

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@ -25,6 +25,14 @@ gameinfo
backpacktype = "AmmoSatchel"
statusbar = ""
intermissionmusic = "d_slide"
weaponslot = 1, "PunchDagger"
weaponslot = 2, "StrifeCrossbow2", "StrifeCrossbow"
weaponslot = 3, "AssaultGun"
weaponslot = 4, "MiniMissileLauncher"
weaponslot = 5, "StrifeGrenadeLauncher2", "StrifeGrenadeLauncher"
weaponslot = 6, "FlameThrower"
weaponslot = 7, "Mauler2", "Mauler"
weaponslot = 8, "Sigil"
}
skill baby