mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
- turned many of PClassPlayerPawn's strings into names and moved all scalar properties into APlayerPawn.
The goal is to get rid of PClassPlayerPawn and PClassInventory so that the old assumption that all actor class descriptors have the same size can be restored This is important to remove some code that seriously blocks optimization of the type table because that can only be done if types do not need to be replaced.
This commit is contained in:
parent
a6785afddb
commit
2ca0e34785
9 changed files with 82 additions and 98 deletions
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@ -82,15 +82,6 @@ public:
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bool GetPainFlash(FName type, PalEntry *color) const;
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FString DisplayName; // Display name (used in menus, etc.)
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FString SoundClass; // Sound class
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FString Face; // Doom status bar face (when used)
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FString Portrait;
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FString Slot[10];
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FName InvulMode;
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FName HealingRadiusType;
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double HexenArmor[5];
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BYTE ColorRangeStart; // Skin color range
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BYTE ColorRangeEnd;
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FPlayerColorSetMap ColorSets;
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PainFlashList PainFlashes;
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};
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@ -176,6 +167,17 @@ public:
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// [SP] ViewBob Multiplier
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double ViewBob;
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// Former class properties that were moved into the object to get rid of the meta class.
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FName SoundClass; // Sound class
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FName Face; // Doom status bar face (when used)
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FName Portrait;
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FName Slot[10];
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FName InvulMode;
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FName HealingRadiusType;
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double HexenArmor[5];
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BYTE ColorRangeStart; // Skin color range
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BYTE ColorRangeEnd;
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};
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//
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@ -1154,11 +1154,12 @@ void FWeaponSlots::SendDifferences(int playernum, const FWeaponSlots &other)
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void FWeaponSlots::SetFromPlayer(PClassPlayerPawn *type)
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{
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Clear();
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auto Slot = ((APlayerPawn*)GetDefaultByType(type))->Slot;
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for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
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{
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if (!type->Slot[i].IsEmpty())
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if (Slot[i] != NAME_None)
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{
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Slots[i].AddWeaponList(type->Slot[i], false);
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Slots[i].AddWeaponList(Slot[i], false);
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}
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}
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}
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@ -290,8 +290,8 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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// and for the original DOOM status bar.
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if (player == &players[consoleplayer])
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{
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FString face = pmo->GetClass()->Face;
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if (face.IsNotEmpty() && strcmp(face, "None") != 0)
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FName face = pmo->Face;
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if (face != NAME_None)
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{
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// Assume root-level base skin to begin with
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size_t skinindex = 0;
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@ -367,7 +367,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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if (hxarmor != nullptr)
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{
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double *Slots = (double*)hxarmor->ScriptVar(NAME_Slots, nullptr);
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Slots[4] = mo->GetClass()->HexenArmor[0];
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Slots[4] = mo->HexenArmor[0];
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}
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return true;
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}
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@ -489,7 +489,7 @@ FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accu
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if (CurrentState != NULL)
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{
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int skin = player->userinfo.GetSkin();
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const char *skin_face = (stateflags & FMugShot::CUSTOM) ? nullptr : (player->morphTics ? player->MorphedPlayerClass->Face.GetChars() : skins[skin].face);
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const char *skin_face = (stateflags & FMugShot::CUSTOM) ? nullptr : (player->morphTics ? ((APlayerPawn*)GetDefaultByType(player->MorphedPlayerClass))->Face.GetChars() : skins[skin].face);
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return CurrentState->GetCurrentFrameTexture(default_face, skin_face, level, angle);
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}
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return NULL;
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@ -557,11 +557,11 @@ void DListMenuItemPlayerDisplay::Drawer(bool selected)
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return;
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}
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FString portrait = mPlayerClass->Type->Portrait;
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FName portrait = ((APlayerPawn*)GetDefaultByType(mPlayerClass->Type))->Portrait;
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if (portrait.IsNotEmpty() && !mNoportrait)
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if (portrait != NAME_None && !mNoportrait)
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{
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FTextureID texid = TexMan.CheckForTexture(portrait, FTexture::TEX_MiscPatch);
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FTextureID texid = TexMan.CheckForTexture(portrait.GetChars(), FTexture::TEX_MiscPatch);
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if (texid.isValid())
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{
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FTexture *tex = TexMan(texid);
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@ -542,12 +542,6 @@ IMPLEMENT_CLASS(PClassPlayerPawn, false, false)
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PClassPlayerPawn::PClassPlayerPawn()
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{
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for (size_t i = 0; i < countof(HexenArmor); ++i)
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{
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HexenArmor[i] = 0;
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}
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ColorRangeStart = 0;
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ColorRangeEnd = 0;
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}
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void PClassPlayerPawn::DeriveData(PClass *newclass)
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@ -555,24 +549,9 @@ void PClassPlayerPawn::DeriveData(PClass *newclass)
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assert(newclass->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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Super::DeriveData(newclass);
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PClassPlayerPawn *newp = static_cast<PClassPlayerPawn *>(newclass);
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size_t i;
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newp->DisplayName = DisplayName;
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newp->SoundClass = SoundClass;
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newp->Face = Face;
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newp->InvulMode = InvulMode;
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newp->HealingRadiusType = HealingRadiusType;
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newp->ColorRangeStart = ColorRangeStart;
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newp->ColorRangeEnd = ColorRangeEnd;
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newp->ColorSets = ColorSets;
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for (i = 0; i < countof(HexenArmor); ++i)
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{
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newp->HexenArmor[i] = HexenArmor[i];
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}
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for (i = 0; i < countof(Slot); ++i)
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{
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newp->Slot[i] = Slot[i];
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}
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}
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static int intcmp(const void *a, const void *b)
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@ -1230,7 +1209,7 @@ const char *APlayerPawn::GetSoundClass() const
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// [GRB]
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PClassPlayerPawn *pclass = GetClass();
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return pclass->SoundClass.IsNotEmpty() ? pclass->SoundClass.GetChars() : "player";
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return SoundClass != NAME_None? SoundClass.GetChars() : "player";
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}
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//===========================================================================
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@ -1373,10 +1352,10 @@ void APlayerPawn::GiveDefaultInventory ()
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double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
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double *SlotsIncrement = (double*)harmor->ScriptVar(NAME_SlotsIncrement, nullptr);
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Slots[4] = myclass->HexenArmor[0];
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Slots[4] = HexenArmor[0];
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for (int i = 0; i < 4; ++i)
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{
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SlotsIncrement[i] = myclass->HexenArmor[i + 1];
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SlotsIncrement[i] = HexenArmor[i + 1];
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}
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// BasicArmor must come right after that. It should not affect any
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@ -3248,16 +3227,17 @@ DEFINE_FIELD(APlayerPawn, DamageFade)
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DEFINE_FIELD(APlayerPawn, ViewBob)
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DEFINE_FIELD(APlayerPawn, FullHeight)
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DEFINE_FIELD(PClassPlayerPawn, HealingRadiusType)
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DEFINE_FIELD(APlayerPawn, HealingRadiusType)
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DEFINE_FIELD(APlayerPawn, SoundClass)
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DEFINE_FIELD(APlayerPawn, Face)
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DEFINE_FIELD(APlayerPawn, Portrait)
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DEFINE_FIELD(APlayerPawn, Slot)
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DEFINE_FIELD(APlayerPawn, InvulMode)
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DEFINE_FIELD(APlayerPawn, HexenArmor)
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DEFINE_FIELD(APlayerPawn, ColorRangeStart)
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DEFINE_FIELD(APlayerPawn, ColorRangeEnd)
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DEFINE_FIELD(PClassPlayerPawn, DisplayName)
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DEFINE_FIELD(PClassPlayerPawn, SoundClass)
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DEFINE_FIELD(PClassPlayerPawn, Face)
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DEFINE_FIELD(PClassPlayerPawn, Portrait)
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DEFINE_FIELD(PClassPlayerPawn, Slot)
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DEFINE_FIELD(PClassPlayerPawn, InvulMode)
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DEFINE_FIELD(PClassPlayerPawn, HexenArmor)
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DEFINE_FIELD(PClassPlayerPawn, ColorRangeStart)
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DEFINE_FIELD(PClassPlayerPawn, ColorRangeEnd)
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DEFINE_FIELD(PClassPlayerPawn, ColorSets)
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DEFINE_FIELD(PClassPlayerPawn, PainFlashes)
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@ -725,18 +725,22 @@ void R_InitSkins (void)
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if (!remove)
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{
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skins[i].range0start = transtype->ColorRangeStart;
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skins[i].range0end = transtype->ColorRangeEnd;
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auto transdef = ((APlayerPawn*)GetDefaultByType(transtype));
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auto basedef = ((APlayerPawn*)GetDefaultByType(basetype));
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skins[i].range0start = transdef->ColorRangeStart;
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skins[i].range0end = transdef->ColorRangeEnd;
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remove = true;
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for (j = 0; j < (int)PlayerClasses.Size (); j++)
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{
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PClassPlayerPawn *type = PlayerClasses[j].Type;
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auto type_def = ((APlayerPawn*)GetDefaultByType(type));
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if (type->IsDescendantOf (basetype) &&
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GetDefaultByType(type)->SpawnState->sprite == GetDefaultByType(basetype)->SpawnState->sprite &&
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type->ColorRangeStart == basetype->ColorRangeStart &&
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type->ColorRangeEnd == basetype->ColorRangeEnd)
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type_def->ColorRangeStart == basedef->ColorRangeStart &&
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type_def->ColorRangeEnd == basedef->ColorRangeEnd)
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{
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PlayerClasses[j].Skins.Push ((int)i);
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remove = false;
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@ -935,10 +939,10 @@ void R_InitSprites ()
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memset (skins, 0, sizeof(*skins) * numskins);
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for (i = 0; i < numskins; i++)
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{ // Assume Doom skin by default
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PClassPlayerPawn *type = PlayerClasses[0].Type;
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auto type = ((APlayerPawn*)GetDefaultByType(PlayerClasses[0].Type));
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skins[i].range0start = type->ColorRangeStart;
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skins[i].range0end = type->ColorRangeEnd;
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skins[i].Scale = GetDefaultByType (type)->Scale;
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skins[i].Scale = type->Scale;
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}
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R_InitSpriteDefs ();
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// [GRB] Each player class has its own base skin
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for (i = 0; i < PlayerClasses.Size (); i++)
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{
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PClassPlayerPawn *basetype = PlayerClasses[i].Type;
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FString classface = basetype->Face;
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auto basetype = ((APlayerPawn*)GetDefaultByType(PlayerClasses[i].Type));
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strcpy (skins[i].name, "Base");
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if (classface.IsEmpty() || strcmp(classface, "None") == 0)
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if (basetype->Face == NAME_None)
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{
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skins[i].face[0] = 'S';
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skins[i].face[1] = 'T';
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}
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else
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{
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strcpy(skins[i].face, classface);
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strcpy(skins[i].face, basetype->Face);
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}
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skins[i].range0start = basetype->ColorRangeStart;
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skins[i].range0end = basetype->ColorRangeEnd;
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skins[i].Scale = GetDefaultByType (basetype)->Scale;
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skins[i].sprite = GetDefaultByType (basetype)->SpawnState->sprite;
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skins[i].Scale = basetype->Scale;
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skins[i].sprite = basetype->SpawnState->sprite;
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skins[i].namespc = ns_global;
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PlayerClasses[i].Skins.Push (i);
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@ -2274,8 +2274,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, soundclass, S, PlayerPawn)
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FString tmp = str;
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tmp.ReplaceChars (' ', '_');
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assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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static_cast<PClassPlayerPawn *>(info)->SoundClass = tmp;
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defaults->SoundClass = tmp.IsNotEmpty()? FName(tmp) : NAME_None;
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}
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//==========================================================================
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@ -2286,21 +2285,23 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
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PROP_STRING_PARM(str, 0);
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FString tmp = str;
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tmp.ToUpper();
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bool valid = (tmp.Len() == 3 &&
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(((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) &&
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(((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) &&
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(((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9')))
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);
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if (!valid)
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if (tmp.Len() == 0) defaults->Face = NAME_None;
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else
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{
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bag.ScriptPosition.Message(MSG_OPTERROR,
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"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 alphanumeric characters.\n",
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tmp.GetChars(), info->TypeName.GetChars ());
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tmp.ToUpper();
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bool valid = (tmp.Len() == 3 &&
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(((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) &&
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(((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) &&
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(((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9')))
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);
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if (!valid)
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{
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bag.ScriptPosition.Message(MSG_OPTERROR,
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"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 alphanumeric characters.\n",
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tmp.GetChars(), info->TypeName.GetChars());
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}
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defaults->Face = tmp;
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}
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assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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static_cast<PClassPlayerPawn *>(info)->Face = tmp;
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}
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//==========================================================================
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@ -2314,9 +2315,8 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn)
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if (start > end)
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swapvalues (start, end);
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assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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static_cast<PClassPlayerPawn *>(info)->ColorRangeStart = start;
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static_cast<PClassPlayerPawn *>(info)->ColorRangeEnd = end;
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defaults->ColorRangeStart = start;
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defaults->ColorRangeEnd = end;
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}
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//==========================================================================
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@ -2693,8 +2693,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn)
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DEFINE_CLASS_PROPERTY_PREFIX(player, invulnerabilitymode, S, PlayerPawn)
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{
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PROP_STRING_PARM(str, 0);
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assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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static_cast<PClassPlayerPawn *>(info)->InvulMode = str;
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defaults->InvulMode = str;
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}
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//==========================================================================
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@ -2704,7 +2703,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, healradiustype, S, PlayerPawn)
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{
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PROP_STRING_PARM(str, 0);
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assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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static_cast<PClassPlayerPawn *>(info)->HealingRadiusType = str;
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defaults->HealingRadiusType = str;
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}
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//==========================================================================
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@ -2716,7 +2715,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn)
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for (int i = 0; i < 5; i++)
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{
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PROP_DOUBLE_PARM(val, i);
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static_cast<PClassPlayerPawn *>(info)->HexenArmor[i] = val;
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defaults->HexenArmor[i] = val;
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}
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}
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@ -2727,7 +2726,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, portrait, S, PlayerPawn)
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{
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assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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PROP_STRING_PARM(val, 0);
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static_cast<PClassPlayerPawn *>(info)->Portrait = val;
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defaults->Portrait = val;
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}
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//==========================================================================
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@ -2751,7 +2750,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssss
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PROP_STRING_PARM(str, i);
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weapons << ' ' << str;
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}
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static_cast<PClassPlayerPawn *>(info)->Slot[slot] = &weapons[1];
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defaults->Slot[slot] = weapons.IsEmpty()? NAME_None : FName(weapons);
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}
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}
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@ -9,17 +9,16 @@ class PlayerPawn : Actor native
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native Inventory InvFirst; // first inventory item displayed on inventory bar
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native Inventory InvSel; // selected inventory item
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native meta String DisplayName; // Display name (used in menus, etc.)
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native meta String SoundClass; // Sound class
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native meta String Face; // Doom status bar face (when used)
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native meta String Portrait;
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native meta String Slot[10];
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native meta Name InvulMode;
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native meta Name HealingRadiusType;
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native meta double HexenArmor[5];
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native meta uint8 ColorRangeStart; // Skin color range
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native meta uint8 ColorRangeEnd;
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//FPlayerColorSetMap ColorSets;
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//PainFlashList PainFlashes;
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native /*meta*/ Name SoundClass; // Sound class
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native /*meta*/ Name Face; // Doom status bar face (when used)
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native /*meta*/ Name Portrait;
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native /*meta*/ Name Slot[10];
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native /*meta*/ Name InvulMode;
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native /*meta*/ Name HealingRadiusType;
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native /*meta*/ double HexenArmor[5];
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native /*meta*/ uint8 ColorRangeStart; // Skin color range
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native /*meta*/ uint8 ColorRangeEnd;
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// [GRB] Player class properties
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native double JumpZ;
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