- 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

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

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@ -2740,8 +2740,8 @@ void AM_drawKeys ()
mpoint_t p; mpoint_t p;
DAngle angle; DAngle angle;
TThinkerIterator<AKey> it; TThinkerIterator<AInventory> it(NAME_Key);
AKey *key; AInventory *key;
while ((key = it.Next()) != NULL) while ((key = it.Next()) != NULL)
{ {
@ -2853,7 +2853,7 @@ void AM_drawThings ()
// Find the key's own color. // Find the key's own color.
// Only works correctly if single-key locks have lower numbers than any-key locks. // Only works correctly if single-key locks have lower numbers than any-key locks.
// That is the case for all default keys, however. // 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)) if (G_SkillProperty(SKILLP_EasyKey))
{ {
@ -2863,7 +2863,7 @@ void AM_drawThings ()
else if (am_showkeys) else if (am_showkeys)
{ {
int P_GetMapColorForKey (AInventory * key); 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)); if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
else color = AMColors[AMColors.ThingColor_CountItem]; else color = AMColors[AMColors.ThingColor_CountItem];

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@ -51,7 +51,6 @@
// //
//=========================================================================== //===========================================================================
//=========================================================================== //===========================================================================
// //
// //
@ -63,14 +62,10 @@ struct OneKey
int count; int count;
bool check(AActor *owner) bool check(AActor *owner)
{
if (owner->IsKindOf(RUNTIME_CLASS(AKey)))
{ {
// P_GetMapColorForKey() checks the key directly // P_GetMapColorForKey() checks the key directly
return owner->IsA(key) || owner->GetSpecies() == key->TypeName; if (owner->IsA(key) || owner->GetSpecies() == key->TypeName) return true;
}
else
{
// Other calls check an actor that may have a key in its inventory. // Other calls check an actor that may have a key in its inventory.
AInventory *item; AInventory *item;
@ -87,7 +82,6 @@ struct OneKey
} }
return false; return false;
} }
}
}; };
//=========================================================================== //===========================================================================
@ -138,9 +132,10 @@ struct Lock
// An empty key list means that any key will do // An empty key list means that any key will do
if (!keylist.Size()) if (!keylist.Size())
{ {
auto kt = PClass::FindActor(NAME_Key);
for (AInventory * item = owner->Inventory; item != NULL; item = item->Inventory) for (AInventory * item = owner->Inventory; item != NULL; item = item->Inventory)
{ {
if (item->IsKindOf (RUNTIME_CLASS(AKey))) if (item->IsKindOf (kt))
{ {
return true; return true;
} }
@ -192,12 +187,12 @@ static void AddOneKey(Keygroup *keygroup, PClassActor *mi, FScanner &sc)
keygroup->anykeylist.Push (k); keygroup->anykeylist.Push (k);
//... but only keys get key numbers! //... but only keys get key numbers!
if (mi->IsDescendantOf(RUNTIME_CLASS(AKey))) if (mi->IsDescendantOf(PClass::FindActor(NAME_Key)))
{ {
if (!ignorekey && 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() static void ClearLocks()
{ {
unsigned int i; unsigned int i;
auto kt = PClass::FindActor(NAME_Key);
for(i = 0; i < PClassActor::AllActorClasses.Size(); i++) 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) if (key != NULL)
{ {
key->KeyNumber = 0; key->special1 = 0;
} }
} }
} }
@ -523,15 +519,6 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
return false; return false;
} }
//==========================================================================
//
// AKey implementation
//
//==========================================================================
IMPLEMENT_CLASS(AKey, false, false)
DEFINE_FIELD(AKey, KeyNumber)
//========================================================================== //==========================================================================
// //
// These functions can be used to get color information for // These functions can be used to get color information for

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@ -1,14 +1,8 @@
#ifndef A_KEYS_H #ifndef A_KEYS_H
#define A_KEYS_H #define A_KEYS_H
#include "a_pickups.h" class AActor;
class AInventory;
class AKey : public AInventory
{
DECLARE_CLASS (AKey, AInventory)
public:
BYTE KeyNumber;
};
bool P_CheckKeys (AActor *owner, int keynum, bool remote); bool P_CheckKeys (AActor *owner, int keynum, bool remote);
void P_InitKeyMessages (); 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) for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{ {
PClassActor *cls = PClassActor::AllActorClasses[i]; PClassActor *cls = PClassActor::AllActorClasses[i];
if (cls->IsDescendantOf(RUNTIME_CLASS(AKey))) if (cls->IsDescendantOf(PClass::FindActor(NAME_Key)))
{ {
AKey *key = (AKey *)GetDefaultByType(cls); auto key = GetDefaultByType(cls);
if (key->KeyNumber == keynum) if (key->special1 == keynum)
return cls->TypeName; return cls->TypeName;
} }
} }
@ -554,9 +554,9 @@ class CommandDrawSwitchableImage : public CommandDrawImage
for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory) 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)
{ {
if(keynum == conditionalValue[0]) if(keynum == conditionalValue[0])
@ -1474,7 +1474,7 @@ class CommandDrawNumber : public CommandDrawString
num = 0; num = 0;
for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory) 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++; num++;
} }
break; break;
@ -2429,7 +2429,7 @@ class CommandDrawKeyBar : public SBarInfoCommand
int rowWidth = 0; int rowWidth = 0;
for(unsigned int i = 0;i < number+keyOffset;i++) 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; item = item->Inventory;
if(item == NULL) if(item == NULL)

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

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

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

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@ -642,7 +642,7 @@ static void TakeStrifeItem (player_t *player, PClassActor *itemtype, int amount)
return; return;
// Don't take keys. // Don't take keys.
if (itemtype->IsDescendantOf (RUNTIME_CLASS(AKey))) if (itemtype->IsDescendantOf (PClass::FindActor(NAME_Key)))
return; return;
// Don't take the sigil. // 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) 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]); AInventory *key = (AInventory*)GetDefaultByType (PClassActor::AllActorClasses[i]);
if (key->KeyNumber != 0) 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)) if (!key->CallTryPickup (this))
{ {
key->Destroy (); key->Destroy ();
@ -1133,7 +1133,7 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
if ((dmflags & DF_COOP_LOSE_KEYS) && if ((dmflags & DF_COOP_LOSE_KEYS) &&
defitem == NULL && defitem == NULL &&
item->IsKindOf(RUNTIME_CLASS(AKey))) item->IsKindOf(PClass::FindActor(NAME_Key)))
{ {
item->Destroy(); item->Destroy();
} }

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

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