- scriptified the remains of AKey.

- replaced Key.KeyNumber with special1. This is only for internal bookkeeping purposes so there's really no need to complicate this with a new variable when this one works just as well.
This commit is contained in:
Christoph Oelckers 2017-01-18 15:17:12 +01:00
parent d9fd2d509f
commit d8acf774a6
12 changed files with 57 additions and 78 deletions

View File

@ -1145,7 +1145,6 @@ set (PCH_SOURCES
w_wad.cpp
wi_stuff.cpp
zstrformat.cpp
g_inventory/a_ammo.cpp
g_inventory/a_armor.cpp
g_inventory/a_keys.cpp
g_inventory/a_pickups.cpp

View File

@ -2740,8 +2740,8 @@ void AM_drawKeys ()
mpoint_t p;
DAngle angle;
TThinkerIterator<AKey> it;
AKey *key;
TThinkerIterator<AInventory> it(NAME_Key);
AInventory *key;
while ((key = it.Next()) != NULL)
{
@ -2853,7 +2853,7 @@ void AM_drawThings ()
// Find the key's own color.
// Only works correctly if single-key locks have lower numbers than any-key locks.
// That is the case for all default keys, however.
if (t->IsKindOf(RUNTIME_CLASS(AKey)))
if (t->IsKindOf(PClass::FindActor(NAME_Key)))
{
if (G_SkillProperty(SKILLP_EasyKey))
{
@ -2863,7 +2863,7 @@ void AM_drawThings ()
else if (am_showkeys)
{
int P_GetMapColorForKey (AInventory * key);
int c = P_GetMapColorForKey(static_cast<AKey *>(t));
int c = P_GetMapColorForKey(static_cast<AInventory *>(t));
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
else color = AMColors[AMColors.ThingColor_CountItem];

View File

@ -51,7 +51,6 @@
//
//===========================================================================
//===========================================================================
//
//
@ -64,29 +63,24 @@ struct OneKey
bool check(AActor *owner)
{
if (owner->IsKindOf(RUNTIME_CLASS(AKey)))
{
// P_GetMapColorForKey() checks the key directly
return owner->IsA(key) || owner->GetSpecies() == key->TypeName;
}
else
{
// Other calls check an actor that may have a key in its inventory.
AInventory *item;
// P_GetMapColorForKey() checks the key directly
if (owner->IsA(key) || owner->GetSpecies() == key->TypeName) return true;
for (item = owner->Inventory; item != NULL; item = item->Inventory)
// Other calls check an actor that may have a key in its inventory.
AInventory *item;
for (item = owner->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsA(key))
{
if (item->IsA(key))
{
return true;
}
else if (item->GetSpecies() == key->TypeName)
{
return true;
}
return true;
}
else if (item->GetSpecies() == key->TypeName)
{
return true;
}
return false;
}
return false;
}
};
@ -138,9 +132,10 @@ struct Lock
// An empty key list means that any key will do
if (!keylist.Size())
{
auto kt = PClass::FindActor(NAME_Key);
for (AInventory * item = owner->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
if (item->IsKindOf (kt))
{
return true;
}
@ -192,12 +187,12 @@ static void AddOneKey(Keygroup *keygroup, PClassActor *mi, FScanner &sc)
keygroup->anykeylist.Push (k);
//... but only keys get key numbers!
if (mi->IsDescendantOf(RUNTIME_CLASS(AKey)))
if (mi->IsDescendantOf(PClass::FindActor(NAME_Key)))
{
if (!ignorekey &&
static_cast<AKey*>(GetDefaultByType(mi))->KeyNumber == 0)
GetDefaultByType(mi)->special1 == 0)
{
static_cast<AKey*>(GetDefaultByType(mi))->KeyNumber=++currentnumber;
GetDefaultByType(mi)->special1 = ++currentnumber;
}
}
}
@ -387,14 +382,15 @@ static void ParseLock(FScanner &sc)
static void ClearLocks()
{
unsigned int i;
auto kt = PClass::FindActor(NAME_Key);
for(i = 0; i < PClassActor::AllActorClasses.Size(); i++)
{
if (PClassActor::AllActorClasses[i]->IsDescendantOf(RUNTIME_CLASS(AKey)))
if (PClassActor::AllActorClasses[i]->IsDescendantOf(kt))
{
AKey *key = static_cast<AKey*>(GetDefaultByType(PClassActor::AllActorClasses[i]));
auto key = GetDefaultByType(PClassActor::AllActorClasses[i]);
if (key != NULL)
{
key->KeyNumber = 0;
key->special1 = 0;
}
}
}
@ -523,15 +519,6 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
return false;
}
//==========================================================================
//
// AKey implementation
//
//==========================================================================
IMPLEMENT_CLASS(AKey, false, false)
DEFINE_FIELD(AKey, KeyNumber)
//==========================================================================
//
// These functions can be used to get color information for

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@ -1,14 +1,8 @@
#ifndef A_KEYS_H
#define A_KEYS_H
#include "a_pickups.h"
class AKey : public AInventory
{
DECLARE_CLASS (AKey, AInventory)
public:
BYTE KeyNumber;
};
class AActor;
class AInventory;
bool P_CheckKeys (AActor *owner, int keynum, bool remote);
void P_InitKeyMessages ();

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@ -416,10 +416,10 @@ class CommandDrawSwitchableImage : public CommandDrawImage
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
PClassActor *cls = PClassActor::AllActorClasses[i];
if (cls->IsDescendantOf(RUNTIME_CLASS(AKey)))
if (cls->IsDescendantOf(PClass::FindActor(NAME_Key)))
{
AKey *key = (AKey *)GetDefaultByType(cls);
if (key->KeyNumber == keynum)
auto key = GetDefaultByType(cls);
if (key->special1 == keynum)
return cls->TypeName;
}
}
@ -554,9 +554,9 @@ class CommandDrawSwitchableImage : public CommandDrawImage
for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
{
if(item->IsKindOf(RUNTIME_CLASS(AKey)))
if(item->IsKindOf(PClass::FindActor(NAME_Key)))
{
int keynum = static_cast<AKey *>(item)->KeyNumber;
int keynum = item->special1;
if(keynum)
{
if(keynum == conditionalValue[0])
@ -1474,7 +1474,7 @@ class CommandDrawNumber : public CommandDrawString
num = 0;
for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
{
if(item->IsKindOf(RUNTIME_CLASS(AKey)))
if(item->IsKindOf(PClass::FindActor(NAME_Key)))
num++;
}
break;
@ -2429,7 +2429,7 @@ class CommandDrawKeyBar : public SBarInfoCommand
int rowWidth = 0;
for(unsigned int i = 0;i < number+keyOffset;i++)
{
while(!item->Icon.isValid() || !item->IsKindOf(RUNTIME_CLASS(AKey)))
while(!item->Icon.isValid() || !item->IsKindOf(PClass::FindActor(NAME_Key)))
{
item = item->Inventory;
if(item == NULL)

View File

@ -385,9 +385,9 @@ static TArray<PClassActor *> KeyTypes, UnassignedKeyTypes;
static int ktcmp(const void * a, const void * b)
{
AKey *key1 = (AKey*)GetDefaultByType ( *(PClassActor **)a );
AKey *key2 = (AKey*)GetDefaultByType ( *(PClassActor **)b );
return key1->KeyNumber - key2->KeyNumber;
auto key1 = GetDefaultByType ( *(PClassActor **)a );
auto key2 = GetDefaultByType ( *(PClassActor **)b );
return key1->special1 - key2->special1;
}
static void SetKeyTypes()
@ -395,13 +395,14 @@ static void SetKeyTypes()
for(unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); i++)
{
PClass *ti = PClassActor::AllActorClasses[i];
auto kt = PClass::FindActor(NAME_Key);
if (ti->IsDescendantOf(RUNTIME_CLASS(AKey)))
if (ti->IsDescendantOf(kt))
{
PClassActor *tia = static_cast<PClassActor *>(ti);
AKey *key = (AKey*)GetDefaultByType(tia);
AInventory *key = (AInventory*)(GetDefaultByType(tia));
if (key->Icon.isValid() && key->KeyNumber>0)
if (key->Icon.isValid() && key->special1 > 0)
{
KeyTypes.Push(tia);
}
@ -418,8 +419,7 @@ static void SetKeyTypes()
else
{
// Don't leave the list empty
PClassActor *ti = RUNTIME_CLASS(AKey);
KeyTypes.Push(ti);
KeyTypes.Push(PClass::FindActor(NAME_Key));
}
}

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@ -261,7 +261,7 @@ public:
item != NULL;
item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
if (item->IsKindOf (PClass::FindActor(NAME_Key)))
{
if (i == KeyPopPos)
{
@ -633,7 +633,7 @@ private:
i < endpos && item != NULL;
item = item->Inventory)
{
if (!item->IsKindOf (RUNTIME_CLASS(AKey)))
if (!item->IsKindOf (PClass::FindActor(NAME_Key)))
continue;
if (i < pos)
@ -678,7 +678,7 @@ private:
item != NULL;
item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
if (item->IsKindOf (PClass::FindActor(NAME_Key)))
{
i++;
}

View File

@ -717,6 +717,7 @@ xx(Strength)
xx(Mode)
xx(PowerupType)
xx(PlayerPawn)
xx(Key)
// Decorate compatibility functions
xx(BuiltinTypeCheck)

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@ -642,7 +642,7 @@ static void TakeStrifeItem (player_t *player, PClassActor *itemtype, int amount)
return;
// Don't take keys.
if (itemtype->IsDescendantOf (RUNTIME_CLASS(AKey)))
if (itemtype->IsDescendantOf (PClass::FindActor(NAME_Key)))
return;
// Don't take the sigil.

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@ -1075,12 +1075,12 @@ void APlayerPawn::GiveDeathmatchInventory()
{
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
if (PClassActor::AllActorClasses[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
if (PClassActor::AllActorClasses[i]->IsDescendantOf (PClass::FindActor(NAME_Key)))
{
AKey *key = (AKey *)GetDefaultByType (PClassActor::AllActorClasses[i]);
if (key->KeyNumber != 0)
AInventory *key = (AInventory*)GetDefaultByType (PClassActor::AllActorClasses[i]);
if (key->special1 != 0)
{
key = static_cast<AKey *>(Spawn(static_cast<PClassActor *>(PClassActor::AllActorClasses[i])));
key = (AInventory*)Spawn(PClassActor::AllActorClasses[i]);
if (!key->CallTryPickup (this))
{
key->Destroy ();
@ -1133,7 +1133,7 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
if ((dmflags & DF_COOP_LOSE_KEYS) &&
defitem == NULL &&
item->IsKindOf(RUNTIME_CLASS(AKey)))
item->IsKindOf(PClass::FindActor(NAME_Key)))
{
item->Destroy();
}

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@ -28,10 +28,8 @@ class ScoreItem : Inventory
//
//===========================================================================
class Key : Inventory native
class Key : Inventory
{
native uint8 KeyNumber;
Default
{
+DONTGIB; // Don't disappear due to a crusher

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@ -157,8 +157,8 @@ extend class PlayerPawn
{
if (AllActorClasses[i] is "Key")
{
readonly<Key> keyitem = GetDefaultByType ((class<Key>)(AllActorClasses[i]));
if (keyitem.KeyNumber != 0)
let keyitem = GetDefaultByType (AllActorClasses[i]);
if (keyitem.special1 != 0)
{
let item = Inventory(Spawn(AllActorClasses[i]));
if (!item.CallTryPickup (self))