- Added Gez's actor replacement per skill submission.

SVN r1681 (trunk)
This commit is contained in:
Christoph Oelckers 2009-06-26 17:17:52 +00:00
parent 590eb5cb76
commit 5a80938b11
5 changed files with 103 additions and 9 deletions

View File

@ -1,4 +1,7 @@
June 25, 2009
June 26, 2009 (Changes by Graf Zahl)
- Added Gez's actor replacement per skill submission.
June 25, 2009
- Joystick axes can be configured in the menu again. TODO: Config saving
and loading, XInput, allow axes to be used as buttons (for the Xbox
controller's trigger buttons), allow the joystick to move through the

View File

@ -533,6 +533,8 @@ int G_SkillProperty(ESkillProperty prop);
typedef TMap<FName, FString> SkillMenuNames;
typedef TMap<FName, FName> SkillActorReplacement;
struct FSkillInfo
{
FName Name;
@ -554,6 +556,8 @@ struct FSkillInfo
FString MustConfirmText;
char Shortcut;
FString TextColor;
SkillActorReplacement Replace;
SkillActorReplacement Replaced;
FSkillInfo() {}
FSkillInfo(const FSkillInfo &other)
@ -562,6 +566,11 @@ struct FSkillInfo
}
FSkillInfo &operator=(const FSkillInfo &other);
int GetTextColor() const;
void SetReplacement(FName a, FName b);
FName GetReplacement(FName a);
void SetReplacedBy(FName b, FName a);
FName GetReplacedBy(FName b);
};
extern TArray<FSkillInfo> AllSkills;

View File

@ -70,6 +70,8 @@ void FMapInfoParser::ParseSkill ()
skill.MustConfirm = false;
skill.Shortcut = 0;
skill.TextColor = "";
skill.Replace.Clear();
skill.Replaced.Clear();
sc.MustGetString();
skill.Name = sc.String;
@ -159,6 +161,17 @@ void FMapInfoParser::ParseSkill ()
sc.MustGetNumber ();
skill.ACSReturn = sc.Number;
}
else if (sc.Compare("ReplaceActor"))
{
ParseAssign();
sc.MustGetString();
FName replaced = sc.String;
ParseComma();
sc.MustGetString();
FName replacer = sc.String;
skill.SetReplacement(replaced, replacer);
skill.SetReplacedBy(replacer, replaced);
}
else if (sc.Compare("Name"))
{
ParseAssign();
@ -338,6 +351,8 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
MustConfirmText = other.MustConfirmText;
Shortcut = other.Shortcut;
TextColor = other.TextColor;
Replace = other.Replace;
Replaced = other.Replaced;
return *this;
}
@ -363,3 +378,48 @@ int FSkillInfo::GetTextColor() const
return color;
}
//==========================================================================
//
// FSkillInfo::SetReplacement
//
//==========================================================================
void FSkillInfo::SetReplacement(FName a, FName b)
{
Replace[a] = b;
}
//==========================================================================
//
// FSkillInfo::GetReplacement
//
//==========================================================================
FName FSkillInfo::GetReplacement(FName a)
{
if (Replace.CheckKey(a)) return Replace[a];
else return NAME_None;
}
//==========================================================================
//
// FSkillInfo::SetReplaced
//
//==========================================================================
void FSkillInfo::SetReplacedBy(FName b, FName a)
{
Replaced[b] = a;
}
//==========================================================================
//
// FSkillInfo::GetReplaced
//
//==========================================================================
FName FSkillInfo::GetReplacedBy(FName b)
{
if (Replaced.CheckKey(b)) return Replaced[b];
else return NAME_None;
}

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@ -48,9 +48,13 @@
#include "p_local.h"
#include "templates.h"
#include "cmdlib.h"
#include "g_level.h"
extern void LoadActors ();
extern TArray<FSkillInfo> AllSkills;
//==========================================================================
//
//
@ -164,9 +168,10 @@ void FActorInfo::RegisterIDs ()
//
//==========================================================================
FActorInfo *FActorInfo::GetReplacement ()
FActorInfo *FActorInfo::GetReplacement (bool lookskill)
{
if (Replacement == NULL)
FName skillrepname = AllSkills[gameskill].GetReplacement(this->Class->TypeName);
if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
{
return this;
}
@ -174,7 +179,18 @@ FActorInfo *FActorInfo::GetReplacement ()
// potential infinite recursion.
FActorInfo *savedrep = Replacement;
Replacement = NULL;
FActorInfo *rep = savedrep->GetReplacement ();
FActorInfo *rep = savedrep;
// Handle skill-based replacement here. It has precedence on DECORATE replacement
// in that the skill replacement is applied first, followed by DECORATE replacement
// on the actor indicated by the skill replacement.
if (lookskill && skillrepname != NAME_None && PClass::FindClass(skillrepname) != NULL)
{
rep = PClass::FindClass(skillrepname)->ActorInfo;
}
// Now handle DECORATE replacement chain
// Skill replacements are not recursive, contrarily to DECORATE replacements
rep = rep->GetReplacement(false);
// Reset the temporarily NULLed field
Replacement = savedrep;
return rep;
}
@ -184,9 +200,10 @@ FActorInfo *FActorInfo::GetReplacement ()
//
//==========================================================================
FActorInfo *FActorInfo::GetReplacee ()
FActorInfo *FActorInfo::GetReplacee (bool lookskill)
{
if (Replacee == NULL)
FName skillrepname = AllSkills[gameskill].GetReplacedBy(this->Class->TypeName);
if (Replacee == NULL && (!lookskill || skillrepname == NAME_None))
{
return this;
}
@ -194,7 +211,12 @@ FActorInfo *FActorInfo::GetReplacee ()
// potential infinite recursion.
FActorInfo *savedrep = Replacee;
Replacee = NULL;
FActorInfo *rep = savedrep->GetReplacee ();
FActorInfo *rep = savedrep;
if (lookskill && skillrepname != NAME_None && PClass::FindClass(skillrepname) != NULL)
{
rep = PClass::FindClass(skillrepname)->ActorInfo;
}
rep = rep->GetReplacee (false);
Replacee = savedrep;
return rep;
}

View File

@ -165,8 +165,8 @@ struct FActorInfo
return FindState(1, &name);
}
FActorInfo *GetReplacement ();
FActorInfo *GetReplacee ();
FActorInfo *GetReplacement (bool lookskill=true);
FActorInfo *GetReplacee (bool lookskill=true);
PClass *Class;
FState *OwnedStates;