From 7ed554158c98cebe56c1d3a29a1138147546962f Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 7 Feb 2017 19:02:27 +0100 Subject: [PATCH] - got rid of PClassWeapon. Still 5 subclasses of PClass left... --- src/d_net.cpp | 6 +- src/dobject.h | 1 - src/dobjtype.cpp | 8 +- src/fragglescript/t_func.cpp | 10 +- src/g_inventory/a_weapons.cpp | 199 +++++++++----------- src/g_inventory/a_weapons.h | 41 ++-- src/scripting/thingdef_properties.cpp | 6 +- wadsrc/static/zscript/inventory/weapons.txt | 2 + 8 files changed, 118 insertions(+), 155 deletions(-) diff --git a/src/d_net.cpp b/src/d_net.cpp index 93f6a621b..c38a7cefe 100644 --- a/src/d_net.cpp +++ b/src/d_net.cpp @@ -2638,7 +2638,7 @@ void Net_DoCommand (int type, BYTE **stream, int player) } for(i = 0; i < count; ++i) { - PClassWeapon *wpn = Net_ReadWeapon(stream); + PClassActor *wpn = Net_ReadWeapon(stream); players[pnum].weapons.AddSlot(slot, wpn, pnum == consoleplayer); } } @@ -2647,7 +2647,7 @@ void Net_DoCommand (int type, BYTE **stream, int player) case DEM_ADDSLOT: { int slot = ReadByte(stream); - PClassWeapon *wpn = Net_ReadWeapon(stream); + PClassActor *wpn = Net_ReadWeapon(stream); players[player].weapons.AddSlot(slot, wpn, player == consoleplayer); } break; @@ -2655,7 +2655,7 @@ void Net_DoCommand (int type, BYTE **stream, int player) case DEM_ADDSLOTDEFAULT: { int slot = ReadByte(stream); - PClassWeapon *wpn = Net_ReadWeapon(stream); + PClassActor *wpn = Net_ReadWeapon(stream); players[player].weapons.AddSlotDefault(slot, wpn, player == consoleplayer); } break; diff --git a/src/dobject.h b/src/dobject.h index 6b9b87c75..1a7afaea0 100644 --- a/src/dobject.h +++ b/src/dobject.h @@ -94,7 +94,6 @@ enum CLASSREG_PClass, CLASSREG_PClassActor, CLASSREG_PClassInventory, - CLASSREG_PClassWeapon, CLASSREG_PClassPlayerPawn, CLASSREG_PClassType, CLASSREG_PClassClass, diff --git a/src/dobjtype.cpp b/src/dobjtype.cpp index 034510ff9..d5653fc6d 100644 --- a/src/dobjtype.cpp +++ b/src/dobjtype.cpp @@ -3030,6 +3030,13 @@ void PClass::StaticShutdown () FlatpointerArena.FreeAllBlocks(); bShutdown = true; + for (unsigned i = 0; i < PClass::AllClasses.Size(); ++i) + { + PClass *type = PClass::AllClasses[i]; + PClass::AllClasses[i] = NULL; + type->Destroy(); + } + AllClasses.Clear(); PClassActor::AllActorClasses.Clear(); @@ -3129,7 +3136,6 @@ PClass *ClassReg::RegisterClass() &PClass::RegistrationInfo, &PClassActor::RegistrationInfo, &PClassInventory::RegistrationInfo, - &PClassWeapon::RegistrationInfo, &PClassPlayerPawn::RegistrationInfo, &PClassType::RegistrationInfo, &PClassClass::RegistrationInfo, diff --git a/src/fragglescript/t_func.cpp b/src/fragglescript/t_func.cpp index 20b53c8fd..0ee391e21 100644 --- a/src/fragglescript/t_func.cpp +++ b/src/fragglescript/t_func.cpp @@ -2675,8 +2675,8 @@ void FParser::SF_PlayerWeapon() script_error("weaponnum out of range! %d\n", weaponnum); return; } - PClassWeapon * ti = static_cast(PClass::FindActor(WeaponNames[weaponnum])); - if (!ti) + auto ti = PClass::FindActor(WeaponNames[weaponnum]); + if (!ti || !ti->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { script_error("incompatibility in playerweapon %d\n", weaponnum); return; @@ -2686,7 +2686,7 @@ void FParser::SF_PlayerWeapon() { AActor * wp = players[playernum].mo->FindInventory(ti); t_return.type = svt_int; - t_return.value.i = wp!=NULL;; + t_return.value.i = wp!=NULL; return; } else @@ -2756,8 +2756,8 @@ void FParser::SF_PlayerSelectedWeapon() script_error("weaponnum out of range! %d\n", weaponnum); return; } - PClassWeapon * ti = static_cast(PClass::FindActor(WeaponNames[weaponnum])); - if (!ti) + auto ti = PClass::FindActor(WeaponNames[weaponnum]); + if (!ti || !ti->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { script_error("incompatibility in playerweapon %d\n", weaponnum); return; diff --git a/src/g_inventory/a_weapons.cpp b/src/g_inventory/a_weapons.cpp index 7c2a0fb81..a916531be 100644 --- a/src/g_inventory/a_weapons.cpp +++ b/src/g_inventory/a_weapons.cpp @@ -113,42 +113,11 @@ FString WeaponSection; TArray KeyConfWeapons; FWeaponSlots *PlayingKeyConf; -TArray Weapons_ntoh; -TMap Weapons_hton; +TArray Weapons_ntoh; +TMap Weapons_hton; static int ntoh_cmp(const void *a, const void *b); -IMPLEMENT_CLASS(PClassWeapon, false, false) - -//=========================================================================== -// -// -// -//=========================================================================== - -PClassWeapon::PClassWeapon() -{ - SlotNumber = -1; - SlotPriority = INT_MAX; -} - -//=========================================================================== -// -// -// -//=========================================================================== - -void PClassWeapon::DeriveData(PClass *newclass) -{ - assert(newclass->IsKindOf(RUNTIME_CLASS(PClassWeapon))); - Super::DeriveData(newclass); - PClassWeapon *newc = static_cast(newclass); - - newc->SlotNumber = SlotNumber; - newc->SlotPriority = SlotPriority; -} - - //=========================================================================== // // @@ -273,7 +242,7 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am bool gotSome = CheckAmmo (PrimaryFire, false) || CheckAmmo (AltFire, false); if (!gotSome && autoSwitch) { - barrier_cast(Owner)->PickNewWeapon (NULL); + barrier_cast(Owner)->PickNewWeapon (nullptr); } return gotSome; } @@ -282,10 +251,10 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am { return true; } - count1 = (Ammo1 != NULL) ? Ammo1->Amount : 0; - count2 = (Ammo2 != NULL) ? Ammo2->Amount : 0; + count1 = (Ammo1 != nullptr) ? Ammo1->Amount : 0; + count2 = (Ammo2 != nullptr) ? Ammo2->Amount : 0; - if ((WeaponFlags & WIF_DEHAMMO) && (Ammo1 == NULL)) + if ((WeaponFlags & WIF_DEHAMMO) && (Ammo1 == nullptr)) { lAmmoUse1 = 0; } @@ -307,7 +276,7 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am { enoughmask = 1 << altFire; } - if (altFire && FindState(NAME_AltFire) == NULL) + if (altFire && FindState(NAME_AltFire) == nullptr) { // If this weapon has no alternate fire, then there is never enough ammo for it enough &= 1; } @@ -318,7 +287,7 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am // out of ammo, pick a weapon to change to if (autoSwitch) { - barrier_cast(Owner)->PickNewWeapon (NULL); + barrier_cast(Owner)->PickNewWeapon (nullptr); } return false; } @@ -353,7 +322,7 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse) } if (!altFire) { - if (Ammo1 != NULL) + if (Ammo1 != nullptr) { if (ammouse >= 0 && (WeaponFlags & WIF_DEHAMMO)) { @@ -364,25 +333,25 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse) Ammo1->Amount -= AmmoUse1; } } - if ((WeaponFlags & WIF_PRIMARY_USES_BOTH) && Ammo2 != NULL) + if ((WeaponFlags & WIF_PRIMARY_USES_BOTH) && Ammo2 != nullptr) { Ammo2->Amount -= AmmoUse2; } } else { - if (Ammo2 != NULL) + if (Ammo2 != nullptr) { Ammo2->Amount -= AmmoUse2; } - if ((WeaponFlags & WIF_ALT_USES_BOTH) && Ammo1 != NULL) + if ((WeaponFlags & WIF_ALT_USES_BOTH) && Ammo1 != nullptr) { Ammo1->Amount -= AmmoUse1; } } - if (Ammo1 != NULL && Ammo1->Amount < 0) + if (Ammo1 != nullptr && Ammo1->Amount < 0) Ammo1->Amount = 0; - if (Ammo2 != NULL && Ammo2->Amount < 0) + if (Ammo2 != nullptr && Ammo2->Amount < 0) Ammo2->Amount = 0; } return true; @@ -547,14 +516,14 @@ FState *AWeapon::GetStateForButtonName (FName button) bool FWeaponSlot::AddWeapon(const char *type) { - return AddWeapon(static_cast(PClass::FindClass(type))); + return AddWeapon(static_cast(PClass::FindClass(type))); } -bool FWeaponSlot::AddWeapon(PClassWeapon *type) +bool FWeaponSlot::AddWeapon(PClassActor *type) { unsigned int i; - if (type == NULL) + if (type == nullptr) { return false; } @@ -595,10 +564,10 @@ void FWeaponSlot :: AddWeaponList(const char *list, bool clear) Clear(); } tok = strtok(buff, " "); - while (tok != NULL) + while (tok != nullptr) { AddWeapon(tok); - tok = strtok(NULL, " "); + tok = strtok(nullptr, " "); } } @@ -611,7 +580,7 @@ void FWeaponSlot :: AddWeaponList(const char *list, bool clear) // //=========================================================================== -int FWeaponSlot::LocateWeapon(PClassWeapon *type) +int FWeaponSlot::LocateWeapon(PClassActor *type) { unsigned int i; @@ -642,22 +611,22 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo) { int i, j; - if (player->mo == NULL) + if (player->mo == nullptr) { - return NULL; + return nullptr; } // Does this slot even have any weapons? if (Weapons.Size() == 0) { return player->ReadyWeapon; } - if (player->ReadyWeapon != NULL) + if (player->ReadyWeapon != nullptr) { for (i = 0; (unsigned)i < Weapons.Size(); i++) { if (Weapons[i].Type == player->ReadyWeapon->GetClass() || (player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP && - player->ReadyWeapon->SisterWeapon != NULL && + player->ReadyWeapon->SisterWeapon != nullptr && player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i].Type)) { for (j = (i == 0 ? Weapons.Size() - 1 : i - 1); @@ -666,7 +635,7 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo) { AWeapon *weap = static_cast (player->mo->FindInventory(Weapons[j].Type)); - if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon))) + if (weap != nullptr && weap->IsKindOf(RUNTIME_CLASS(AWeapon))) { if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false)) { @@ -681,7 +650,7 @@ AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo) { AWeapon *weap = static_cast (player->mo->FindInventory(Weapons[i].Type)); - if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon))) + if (weap != nullptr && weap->IsKindOf(RUNTIME_CLASS(AWeapon))) { if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false)) { @@ -737,7 +706,7 @@ void FWeaponSlot::Sort() for (i = 1; i < (int)Weapons.Size(); ++i) { int pos = Weapons[i].Position; - PClassWeapon *type = Weapons[i].Type; + PClassActor *type = Weapons[i].Type; for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j) { Weapons[j + 1] = Weapons[j]; @@ -786,7 +755,7 @@ void FWeaponSlots::Clear() // //=========================================================================== -ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, PClassWeapon *type) +ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, PClassActor *type) { int currSlot, index; @@ -811,7 +780,7 @@ ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, PClassWeapon *type) // //=========================================================================== -bool FWeaponSlots::LocateWeapon (PClassWeapon *type, int *const slot, int *const index) +bool FWeaponSlots::LocateWeapon (PClassActor *type, int *const slot, int *const index) { int i, j; @@ -820,8 +789,8 @@ bool FWeaponSlots::LocateWeapon (PClassWeapon *type, int *const slot, int *const j = Slots[i].LocateWeapon(type); if (j >= 0) { - if (slot != NULL) *slot = i; - if (index != NULL) *index = j; + if (slot != nullptr) *slot = i; + if (index != nullptr) *index = j; return true; } } @@ -858,14 +827,14 @@ static bool FindMostRecentWeapon(player_t *player, int *slot, int *index) { return player->weapons.LocateWeapon(player->PendingWeapon->GetClass(), slot, index); } - else if (player->ReadyWeapon != NULL) + else if (player->ReadyWeapon != nullptr) { AWeapon *weap = player->ReadyWeapon; if (!player->weapons.LocateWeapon(weap->GetClass(), slot, index)) { // If the current weapon wasn't found and is powered up, // look for its non-powered up version. - if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != NULL) + if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != nullptr) { return player->weapons.LocateWeapon(weap->SisterWeaponType, slot, index); } @@ -894,16 +863,16 @@ AWeapon *FWeaponSlots::PickNextWeapon(player_t *player) int startslot, startindex; int slotschecked = 0; - if (player->mo == NULL) + if (player->mo == nullptr) { - return NULL; + return nullptr; } - if (player->ReadyWeapon == NULL || FindMostRecentWeapon(player, &startslot, &startindex)) + if (player->ReadyWeapon == nullptr || FindMostRecentWeapon(player, &startslot, &startindex)) { int slot; int index; - if (player->ReadyWeapon == NULL) + if (player->ReadyWeapon == nullptr) { startslot = NUM_WEAPON_SLOTS - 1; startindex = Slots[startslot].Size() - 1; @@ -922,9 +891,9 @@ AWeapon *FWeaponSlots::PickNextWeapon(player_t *player) slot = 0; } } - PClassWeapon *type = Slots[slot].GetWeapon(index); + PClassActor *type = Slots[slot].GetWeapon(index); AWeapon *weap = static_cast(player->mo->FindInventory(type)); - if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false)) + if (weap != nullptr && weap->CheckAmmo(AWeapon::EitherFire, false)) { return weap; } @@ -949,16 +918,16 @@ AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player) int startslot, startindex; int slotschecked = 0; - if (player->mo == NULL) + if (player->mo == nullptr) { - return NULL; + return nullptr; } - if (player->ReadyWeapon == NULL || FindMostRecentWeapon (player, &startslot, &startindex)) + if (player->ReadyWeapon == nullptr || FindMostRecentWeapon (player, &startslot, &startindex)) { int slot; int index; - if (player->ReadyWeapon == NULL) + if (player->ReadyWeapon == nullptr) { startslot = 0; startindex = 0; @@ -977,9 +946,9 @@ AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player) } index = Slots[slot].Size() - 1; } - PClassWeapon *type = Slots[slot].GetWeapon(index); + PClassActor *type = Slots[slot].GetWeapon(index); AWeapon *weap = static_cast(player->mo->FindInventory(type)); - if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false)) + if (weap != nullptr && weap->CheckAmmo(AWeapon::EitherFire, false)) { return weap; } @@ -1011,23 +980,23 @@ void FWeaponSlots::AddExtraWeapons() // Append extra weapons to the slots. for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i) { - PClass *cls = PClassActor::AllActorClasses[i]; + PClassActor *cls = PClassActor::AllActorClasses[i]; if (!cls->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { continue; } - PClassWeapon *acls = static_cast(cls); - if ((acls->GameFilter == GAME_Any || (acls->GameFilter & gameinfo.gametype)) && - acls->Replacement == NULL && // Replaced weapons don't get slotted. - !(((AWeapon *)(acls->Defaults))->WeaponFlags & WIF_POWERED_UP) && - !LocateWeapon(acls, NULL, NULL) // Don't duplicate it if it's already present. + auto weapdef = ((AWeapon*)GetDefaultByType(cls)); + if ((cls->GameFilter == GAME_Any || (cls->GameFilter & gameinfo.gametype)) && + cls->Replacement == nullptr && // Replaced weapons don't get slotted. + !(weapdef->WeaponFlags & WIF_POWERED_UP) && + !LocateWeapon(cls, nullptr, nullptr) // Don't duplicate it if it's already present. ) { - int slot = acls->SlotNumber; + int slot = weapdef->SlotNumber; if ((unsigned)slot < NUM_WEAPON_SLOTS) { - FWeaponSlot::WeaponInfo info = { acls, acls->SlotPriority }; + FWeaponSlot::WeaponInfo info = { cls, weapdef->SlotPriority }; Slots[slot].Weapons.Push(info); } } @@ -1064,8 +1033,8 @@ void FWeaponSlots::SetFromGameInfo() { for (unsigned j = 0; j < gameinfo.DefaultWeaponSlots[i].Size(); j++) { - PClassWeapon *cls = dyn_cast(PClass::FindClass(gameinfo.DefaultWeaponSlots[i][j])); - if (cls == NULL) + PClassActor *cls = PClass::FindActor(gameinfo.DefaultWeaponSlots[i][j]); + if (cls == nullptr) { Printf("Unknown weapon class '%s' found in default weapon slot assignments\n", gameinfo.DefaultWeaponSlots[i][j].GetChars()); @@ -1261,7 +1230,7 @@ CCMD (setslot) if (argv.argc() < 2 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS) { Printf("Usage: setslot [slot] [weapons]\nCurrent slot assignments:\n"); - if (players[consoleplayer].mo != NULL) + if (players[consoleplayer].mo != nullptr) { FString config(GameConfig->GetConfigPath(false)); Printf(TEXTCOLOR_BLUE "Add the following to " TEXTCOLOR_ORANGE "%s" TEXTCOLOR_BLUE @@ -1280,7 +1249,7 @@ CCMD (setslot) { KeyConfWeapons.Push(argv.args()); } - else if (PlayingKeyConf != NULL) + else if (PlayingKeyConf != nullptr) { PlayingKeyConf->Slots[slot].Clear(); for (int i = 2; i < argv.argc(); ++i) @@ -1300,7 +1269,7 @@ CCMD (setslot) Net_WriteByte(argv.argc()-2); for (int i = 2; i < argv.argc(); i++) { - Net_WriteWeapon(dyn_cast(PClass::FindClass(argv[i]))); + Net_WriteWeapon(dyn_cast(PClass::FindClass(argv[i]))); } } } @@ -1311,9 +1280,9 @@ CCMD (setslot) // //=========================================================================== -void FWeaponSlots::AddSlot(int slot, PClassWeapon *type, bool feedback) +void FWeaponSlots::AddSlot(int slot, PClassActor *type, bool feedback) { - if (type != NULL && !Slots[slot].AddWeapon(type) && feedback) + if (type != nullptr && !Slots[slot].AddWeapon(type) && feedback) { Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot); } @@ -1329,8 +1298,8 @@ CCMD (addslot) return; } - PClassWeapon *type= dyn_cast(PClass::FindClass(argv[2])); - if (type == NULL) + PClassActor *type= dyn_cast(PClass::FindClass(argv[2])); + if (type == nullptr) { Printf("%s is not a weapon\n", argv[2]); return; @@ -1340,7 +1309,7 @@ CCMD (addslot) { KeyConfWeapons.Push(argv.args()); } - else if (PlayingKeyConf != NULL) + else if (PlayingKeyConf != nullptr) { PlayingKeyConf->AddSlot(int(slot), type, false); } @@ -1371,9 +1340,9 @@ CCMD (weaponsection) // CCMD addslotdefault // //=========================================================================== -void FWeaponSlots::AddSlotDefault(int slot, PClassWeapon *type, bool feedback) +void FWeaponSlots::AddSlotDefault(int slot, PClassActor *type, bool feedback) { - if (type != NULL && type->IsDescendantOf(RUNTIME_CLASS(AWeapon))) + if (type != nullptr && type->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { switch (AddDefaultWeapon(slot, type)) { @@ -1396,7 +1365,7 @@ void FWeaponSlots::AddSlotDefault(int slot, PClassWeapon *type, bool feedback) CCMD (addslotdefault) { - PClassWeapon *type; + PClassActor *type; unsigned int slot; if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS) @@ -1405,8 +1374,8 @@ CCMD (addslotdefault) return; } - type = dyn_cast(PClass::FindClass(argv[2])); - if (type == NULL) + type = dyn_cast(PClass::FindClass(argv[2])); + if (type == nullptr) { Printf ("%s is not a weapon\n", argv[2]); return; @@ -1416,7 +1385,7 @@ CCMD (addslotdefault) { KeyConfWeapons.Push(argv.args()); } - else if (PlayingKeyConf != NULL) + else if (PlayingKeyConf != nullptr) { PlayingKeyConf->AddSlotDefault(int(slot), type, false); } @@ -1444,7 +1413,7 @@ void P_PlaybackKeyConfWeapons(FWeaponSlots *slots) FString cmd(KeyConfWeapons[i]); AddCommandString(cmd.LockBuffer()); } - PlayingKeyConf = NULL; + PlayingKeyConf = nullptr; } //=========================================================================== @@ -1461,20 +1430,20 @@ void P_PlaybackKeyConfWeapons(FWeaponSlots *slots) void P_SetupWeapons_ntohton() { unsigned int i; - PClassWeapon *cls; + PClassActor *cls; Weapons_ntoh.Clear(); Weapons_hton.Clear(); - cls = NULL; - Weapons_ntoh.Push(cls); // Index 0 is always NULL. + cls = nullptr; + Weapons_ntoh.Push(cls); // Index 0 is always nullptr. for (i = 0; i < PClassActor::AllActorClasses.Size(); ++i) { PClassActor *cls = PClassActor::AllActorClasses[i]; if (cls->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { - Weapons_ntoh.Push(static_cast(cls)); + Weapons_ntoh.Push(static_cast(cls)); } } qsort(&Weapons_ntoh[1], Weapons_ntoh.Size() - 1, sizeof(Weapons_ntoh[0]), ntoh_cmp); @@ -1500,8 +1469,8 @@ void P_SetupWeapons_ntohton() static int ntoh_cmp(const void *a, const void *b) { - PClassWeapon *c1 = *(PClassWeapon **)a; - PClassWeapon *c2 = *(PClassWeapon **)b; + PClassActor *c1 = *(PClassActor **)a; + PClassActor *c2 = *(PClassActor **)b; int g1 = c1->GameFilter == GAME_Any ? 1 : (c1->GameFilter & gameinfo.gametype) ? 0 : 2; int g2 = c2->GameFilter == GAME_Any ? 1 : (c2->GameFilter & gameinfo.gametype) ? 0 : 2; if (g1 != g2) @@ -1541,24 +1510,24 @@ void P_WriteDemoWeaponsChunk(BYTE **demo) void P_ReadDemoWeaponsChunk(BYTE **demo) { int count, i; - PClassWeapon *type; + PClassActor *type; const char *s; count = ReadWord(demo); Weapons_ntoh.Resize(count); Weapons_hton.Clear(count); - Weapons_ntoh[0] = type = NULL; + Weapons_ntoh[0] = type = nullptr; Weapons_hton[type] = 0; for (i = 1; i < count; ++i) { s = ReadStringConst(demo); - type = dyn_cast(PClass::FindClass(s)); + type = dyn_cast(PClass::FindClass(s)); // If a demo was recorded with a weapon that is no longer present, // should we report it? Weapons_ntoh[i] = type; - if (type != NULL) + if (type != nullptr) { Weapons_hton[type] = i; } @@ -1571,12 +1540,12 @@ void P_ReadDemoWeaponsChunk(BYTE **demo) // //=========================================================================== -void Net_WriteWeapon(PClassWeapon *type) +void Net_WriteWeapon(PClassActor *type) { int index, *index_p; index_p = Weapons_hton.CheckKey(type); - if (index_p == NULL) + if (index_p == nullptr) { index = 0; } @@ -1603,7 +1572,7 @@ void Net_WriteWeapon(PClassWeapon *type) // //=========================================================================== -PClassWeapon *Net_ReadWeapon(BYTE **stream) +PClassActor *Net_ReadWeapon(BYTE **stream) { int index; @@ -1614,7 +1583,7 @@ PClassWeapon *Net_ReadWeapon(BYTE **stream) } if ((unsigned)index >= Weapons_ntoh.Size()) { - return NULL; + return nullptr; } return Weapons_ntoh[index]; } diff --git a/src/g_inventory/a_weapons.h b/src/g_inventory/a_weapons.h index b2eeaf951..50862bc47 100644 --- a/src/g_inventory/a_weapons.h +++ b/src/g_inventory/a_weapons.h @@ -1,7 +1,7 @@ #pragma once #include "a_pickups.h" -class PClassWeapon; +class PClassActor; class AWeapon; class FWeaponSlot @@ -12,13 +12,13 @@ public: FWeaponSlot &operator= (const FWeaponSlot &other) { Weapons = other.Weapons; return *this; } void Clear() { Weapons.Clear(); } bool AddWeapon (const char *type); - bool AddWeapon (PClassWeapon *type); + bool AddWeapon (PClassActor *type); void AddWeaponList (const char *list, bool clear); AWeapon *PickWeapon (player_t *player, bool checkammo = false); int Size () const { return (int)Weapons.Size(); } - int LocateWeapon (PClassWeapon *type); + int LocateWeapon (PClassActor *type); - inline PClassWeapon *GetWeapon (int index) const + inline PClassActor *GetWeapon (int index) const { if ((unsigned)index < Weapons.Size()) { @@ -35,7 +35,7 @@ public: private: struct WeaponInfo { - PClassWeapon *Type; + PClassActor *Type; int Position; }; void SetInitialPositions(); @@ -61,8 +61,8 @@ struct FWeaponSlots AWeapon *PickPrevWeapon (player_t *player); void Clear (); - bool LocateWeapon (PClassWeapon *type, int *const slot, int *const index); - ESlotDef AddDefaultWeapon (int slot, PClassWeapon *type); + bool LocateWeapon (PClassActor *type, int *const slot, int *const index); + ESlotDef AddDefaultWeapon (int slot, PClassActor *type); void AddExtraWeapons(); void SetFromGameInfo(); void SetFromPlayer(PClassPlayerPawn *type); @@ -72,36 +72,23 @@ struct FWeaponSlots int RestoreSlots (FConfigFile *config, const char *section); void PrintSettings(); - void AddSlot(int slot, PClassWeapon *type, bool feedback); - void AddSlotDefault(int slot, PClassWeapon *type, bool feedback); + void AddSlot(int slot, PClassActor *type, bool feedback); + void AddSlotDefault(int slot, PClassActor *type, bool feedback); }; void P_PlaybackKeyConfWeapons(FWeaponSlots *slots); -void Net_WriteWeapon(PClassWeapon *type); -PClassWeapon *Net_ReadWeapon(BYTE **stream); +void Net_WriteWeapon(PClassActor *type); +PClassActor *Net_ReadWeapon(BYTE **stream); void P_SetupWeapons_ntohton(); void P_WriteDemoWeaponsChunk(BYTE **demo); void P_ReadDemoWeaponsChunk(BYTE **demo); -// A weapon is just that. -class PClassWeapon : public PClassInventory -{ - DECLARE_CLASS(PClassWeapon, PClassInventory); -protected: - virtual void DeriveData(PClass *newclass); -public: - PClassWeapon(); - - int SlotNumber; - int SlotPriority; -}; - class AWeapon : public AStateProvider { - DECLARE_CLASS_WITH_META(AWeapon, AStateProvider, PClassWeapon) + DECLARE_CLASS(AWeapon, AStateProvider) HAS_OBJECT_POINTERS public: DWORD WeaponFlags; @@ -112,7 +99,7 @@ public: int Kickback; float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double) FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle - PClassWeapon *SisterWeaponType; // Another weapon to pick up with this one + PClassActor *SisterWeaponType; // Another weapon to pick up with this one PClassActor *ProjectileType; // Projectile used by primary attack PClassActor *AltProjectileType; // Projectile used by alternate attack int SelectionOrder; // Lower-numbered weapons get picked first @@ -122,6 +109,8 @@ public: int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double) float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs. float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction. + int SlotNumber; + int SlotPriority; // In-inventory instance variables TObjPtr Ammo1, Ammo2; diff --git a/src/scripting/thingdef_properties.cpp b/src/scripting/thingdef_properties.cpp index 4822a27b3..859ccb3f5 100644 --- a/src/scripting/thingdef_properties.cpp +++ b/src/scripting/thingdef_properties.cpp @@ -2065,8 +2065,7 @@ DEFINE_CLASS_PROPERTY(bobrangey, F, Weapon) DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon) { PROP_INT_PARM(i, 0); - assert(info->IsKindOf(RUNTIME_CLASS(PClassWeapon))); - static_cast(info)->SlotNumber = i; + defaults->SlotNumber = i; } //========================================================================== @@ -2075,8 +2074,7 @@ DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon) DEFINE_CLASS_PROPERTY(slotpriority, F, Weapon) { PROP_DOUBLE_PARM(i, 0); - assert(info->IsKindOf(RUNTIME_CLASS(PClassWeapon))); - static_cast(info)->SlotPriority = int(i*65536); + defaults->SlotPriority = int(i*65536); } //========================================================================== diff --git a/wadsrc/static/zscript/inventory/weapons.txt b/wadsrc/static/zscript/inventory/weapons.txt index 5634c4c49..7bda52e52 100644 --- a/wadsrc/static/zscript/inventory/weapons.txt +++ b/wadsrc/static/zscript/inventory/weapons.txt @@ -43,6 +43,8 @@ class Weapon : StateProvider native Weapon.BobSpeed 1.0; Weapon.BobRangeX 1.0; Weapon.BobRangeY 1.0; + Weapon.SlotNumber -1; + Weapon.SlotPriority 32767; +WEAPONSPAWN DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON; }