From 0569d948dfd18041d707acdfb4c68b8e5fb2be37 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 7 Mar 2010 09:13:41 +0000 Subject: [PATCH] - added a 'player.clearcolorset' property so that inherited color sets can be removed. - fixed: Player color sets were not inheritable. SVN r2202 (trunk) --- src/d_player.h | 12 --------- src/dobjtype.cpp | 6 +++++ src/info.cpp | 19 ++++++++++++++ src/info.h | 19 ++++++++++++-- src/p_user.cpp | 38 ++++++++-------------------- src/thingdef/thingdef.cpp | 6 +++++ src/thingdef/thingdef_properties.cpp | 29 ++++++++++++++++----- 7 files changed, 80 insertions(+), 49 deletions(-) diff --git a/src/d_player.h b/src/d_player.h index 64d901329..2c77872e8 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -71,18 +71,6 @@ enum APMETA_Slot9, }; -// Standard pre-defined skin colors -struct FPlayerColorSet -{ - FName Name; // Name of this color - - int Lump; // Lump to read the translation from, otherwise use next 2 fields - BYTE FirstColor, LastColor; // Describes the range of colors to use for the translation - - BYTE RepresentativeColor; // A palette entry representative of this translation, - // for map arrows and status bar backgrounds and such -}; -void P_AddPlayerColorSet(FName classname, int setnum, const FPlayerColorSet *colorset); FPlayerColorSet *P_GetPlayerColorSet(FName classname, int setnum); void P_EnumPlayerColorSets(FName classname, TArray *out); diff --git a/src/dobjtype.cpp b/src/dobjtype.cpp index 63d4a8423..b2622d1db 100644 --- a/src/dobjtype.cpp +++ b/src/dobjtype.cpp @@ -141,6 +141,11 @@ void PClass::StaticFreeData (PClass *type) delete type->ActorInfo->PainChances; type->ActorInfo->PainChances = NULL; } + if (type->ActorInfo->ColorSets != NULL) + { + delete type->ActorInfo->ColorSets; + type->ActorInfo->ColorSets = NULL; + } delete type->ActorInfo; type->ActorInfo = NULL; } @@ -311,6 +316,7 @@ PClass *PClass::CreateDerivedClass (FName name, unsigned int size) info->StateList = NULL; info->DamageFactors = NULL; info->PainChances = NULL; + info->ColorSets = NULL; m_RuntimeActors.Push (type); } return type; diff --git a/src/info.cpp b/src/info.cpp index 89628e5b7..c3e5ac63e 100644 --- a/src/info.cpp +++ b/src/info.cpp @@ -309,6 +309,25 @@ void FActorInfo::SetPainChance(FName type, int chance) // //========================================================================== +void FActorInfo::SetColorSet(int index, const FPlayerColorSet *set) +{ + if (set != NULL) + { + if (ColorSets == NULL) ColorSets = new FPlayerColorSetMap; + ColorSets->Insert(index, *set); + } + else + { + if (ColorSets != NULL) + ColorSets->Remove(index); + } +} + +//========================================================================== +// +// +//========================================================================== + FDoomEdMap DoomEdMap; FDoomEdMap::FDoomEdEntry *FDoomEdMap::DoomEdHash[DOOMED_HASHSIZE]; diff --git a/src/info.h b/src/info.h index da248b9ce..82de9486c 100644 --- a/src/info.h +++ b/src/info.h @@ -145,8 +145,21 @@ FArchive &operator<< (FArchive &arc, FState *&state); #include "gametype.h" +// Standard pre-defined skin colors +struct FPlayerColorSet +{ + FName Name; // Name of this color + + int Lump; // Lump to read the translation from, otherwise use next 2 fields + BYTE FirstColor, LastColor; // Describes the range of colors to use for the translation + + BYTE RepresentativeColor; // A palette entry representative of this translation, + // for map arrows and status bar backgrounds and such +}; + typedef TMap DmgFactors; typedef TMap PainChanceList; +typedef TMap FPlayerColorSetMap; struct FActorInfo { @@ -158,6 +171,7 @@ struct FActorInfo void RegisterIDs (); void SetDamageFactor(FName type, fixed_t factor); void SetPainChance(FName type, int chance); + void SetColorSet(int index, const FPlayerColorSet *set); FState *FindState (int numnames, FName *names, bool exact=false) const; FState *FindStateByString(const char *name, bool exact=false); @@ -177,9 +191,10 @@ struct FActorInfo BYTE GameFilter; BYTE SpawnID; SWORD DoomEdNum; - FStateLabels * StateList; + FStateLabels *StateList; DmgFactors *DamageFactors; - PainChanceList * PainChances; + PainChanceList *PainChances; + FPlayerColorSetMap *ColorSets; }; class FDoomEdMap diff --git a/src/p_user.cpp b/src/p_user.cpp index 78e6eeb2e..ec80954b4 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -55,10 +55,6 @@ static FRandom pr_skullpop ("SkullPop"); -// Color set class name -> mapping table -typedef TMap FPlayerColorSetMap; -TMap PlayerToColorsMap; - // [RH] # of ticks to complete a turn180 #define TURN180_TICKS ((TICRATE / 4) + 1) @@ -2635,39 +2631,25 @@ void player_t::Serialize (FArchive &arc) } -static FPlayerColorSetMap *GetPlayerColors(FName classname, bool create) +static FPlayerColorSetMap *GetPlayerColors(FName classname) { - FPlayerColorSetMap *map, **value; + const PClass *cls = PClass::FindClass(classname); - value = PlayerToColorsMap.CheckKey(classname); - if (value == NULL) + if (cls != NULL) { - if (create) + FActorInfo *inf = cls->ActorInfo; + + if (inf != NULL) { - map = new FPlayerColorSetMap; - PlayerToColorsMap.Insert(classname, map); - } - else - { - map = NULL; + return inf->ColorSets; } } - else - { - map = *value; - } - return map; -} - -void P_AddPlayerColorSet(FName classname, int setnum, const FPlayerColorSet *colorset) -{ - FPlayerColorSetMap *map = GetPlayerColors(classname, true); - (*map)[setnum] = *colorset; + return NULL; } FPlayerColorSet *P_GetPlayerColorSet(FName classname, int setnum) { - FPlayerColorSetMap *map = GetPlayerColors(classname, false); + FPlayerColorSetMap *map = GetPlayerColors(classname); if (map == NULL) { return NULL; @@ -2683,7 +2665,7 @@ static int STACK_ARGS intcmp(const void *a, const void *b) void P_EnumPlayerColorSets(FName classname, TArray *out) { out->Clear(); - FPlayerColorSetMap *map = GetPlayerColors(classname, false); + FPlayerColorSetMap *map = GetPlayerColors(classname); if (map != NULL) { FPlayerColorSetMap::Iterator it(*map); diff --git a/src/thingdef/thingdef.cpp b/src/thingdef/thingdef.cpp index 5dcab6c60..6362c62fe 100644 --- a/src/thingdef/thingdef.cpp +++ b/src/thingdef/thingdef.cpp @@ -159,6 +159,12 @@ FActorInfo *CreateNewActor(const FScriptPosition &sc, FName typeName, FName pare info->PainChances = new PainChanceList; *info->PainChances = *parent->ActorInfo->PainChances; } + if (parent->ActorInfo->ColorSets != NULL) + { + // copy color sets from parent + info->ColorSets = new FPlayerColorSetMap; + *info->ColorSets = *parent->ActorInfo->ColorSets; + } info->Replacee = info->Replacement = NULL; info->DoomEdNum = -1; return info; diff --git a/src/thingdef/thingdef_properties.cpp b/src/thingdef/thingdef_properties.cpp index 5a8bfe0f5..0c2a8c96d 100644 --- a/src/thingdef/thingdef_properties.cpp +++ b/src/thingdef/thingdef_properties.cpp @@ -358,8 +358,7 @@ DEFINE_PROPERTY(painchance, ZI, Actor) if (!stricmp(str, "Normal")) painType = NAME_None; else painType=str; - if (info->PainChances == NULL) info->PainChances=new PainChanceList; - (*info->PainChances)[painType] = (BYTE)id; + info->SetPainChance(painType, id); } } @@ -953,13 +952,11 @@ DEFINE_PROPERTY(damagefactor, ZF, Actor) } else { - if (info->DamageFactors == NULL) info->DamageFactors=new DmgFactors; - FName dmgType; if (!stricmp(str, "Normal")) dmgType = NAME_None; else dmgType=str; - (*info->DamageFactors)[dmgType]=id; + info->SetDamageFactor(dmgType, id); } } @@ -1884,7 +1881,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, colorset, ISIII, PlayerPawn) } else { - P_AddPlayerColorSet(info->Class->TypeName, setnum, &color); + info->SetColorSet(setnum, &color); } } @@ -1908,9 +1905,27 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, colorsetfile, ISSI, PlayerPawn) } else if (color.Lump >= 0) { - P_AddPlayerColorSet(info->Class->TypeName, setnum, &color); + info->SetColorSet(setnum, &color); } } + +//========================================================================== +// +//========================================================================== +DEFINE_CLASS_PROPERTY_PREFIX(player, clearcolorset, I, PlayerPawn) +{ + PROP_INT_PARM(setnum, 0); + + if (setnum < 0) + { + bag.ScriptPosition.Message(MSG_WARNING, "Color set number must not be negative.\n"); + } + else + { + info->SetColorSet(setnum, NULL); + } +} + //========================================================================== // //==========================================================================