- added a 'player.clearcolorset' property so that inherited color sets can be removed.

- fixed: Player color sets were not inheritable.


SVN r2202 (trunk)
This commit is contained in:
Christoph Oelckers 2010-03-07 09:13:41 +00:00
parent 5a72e8d20e
commit 0569d948df
7 changed files with 80 additions and 49 deletions

View file

@ -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<int> *out);

View file

@ -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;

View file

@ -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];

View file

@ -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<FName, fixed_t> DmgFactors;
typedef TMap<FName, BYTE> PainChanceList;
typedef TMap<int, FPlayerColorSet> 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

View file

@ -55,10 +55,6 @@
static FRandom pr_skullpop ("SkullPop");
// Color set class name -> mapping table
typedef TMap<int, FPlayerColorSet> FPlayerColorSetMap;
TMap<FName, FPlayerColorSetMap *> 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)
{
map = new FPlayerColorSetMap;
PlayerToColorsMap.Insert(classname, map);
}
else
{
map = NULL;
}
}
else
{
map = *value;
}
return map;
}
FActorInfo *inf = cls->ActorInfo;
void P_AddPlayerColorSet(FName classname, int setnum, const FPlayerColorSet *colorset)
{
FPlayerColorSetMap *map = GetPlayerColors(classname, true);
(*map)[setnum] = *colorset;
if (inf != NULL)
{
return inf->ColorSets;
}
}
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<int> *out)
{
out->Clear();
FPlayerColorSetMap *map = GetPlayerColors(classname, false);
FPlayerColorSetMap *map = GetPlayerColors(classname);
if (map != NULL)
{
FPlayerColorSetMap::Iterator it(*map);

View file

@ -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;

View file

@ -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);
}
}
//==========================================================================
//
//==========================================================================