mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- started removing literal references of AInventory, so far only simple stuff.
This commit is contained in:
parent
99a87f62b6
commit
3d28006eda
13 changed files with 48 additions and 50 deletions
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@ -290,7 +290,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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if (r < 128)
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{
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TThinkerIterator<AInventory> it (MAX_STATNUM+1, bglobal.firstthing);
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AInventory *item = it.Next();
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auto item = it.Next();
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if (item != NULL || (item = it.Next()) != NULL)
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{
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@ -369,8 +369,8 @@ void DBot::WhatToGet (AActor *item)
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{
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if (!weapgiveammo)
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return;
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auto ammo1 = heldWeapon->PointerVar<AInventory>(NAME_Ammo1);
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auto ammo2 = heldWeapon->PointerVar<AInventory>(NAME_Ammo2);
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auto ammo1 = heldWeapon->PointerVar<AActor>(NAME_Ammo1);
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auto ammo2 = heldWeapon->PointerVar<AActor>(NAME_Ammo2);
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if ((ammo1 == NULL || ammo1->IntVar(NAME_Amount) >= ammo1->IntVar(NAME_MaxAmount)) &&
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(ammo2 == NULL || ammo2->IntVar(NAME_Amount) >= ammo2->IntVar(NAME_MaxAmount)))
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{
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@ -375,8 +375,8 @@ static bool DoSubstitution (FString &out, const char *in)
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{
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player_t *player = &players[consoleplayer];
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auto weapon = player->ReadyWeapon;
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auto ammo1 = weapon ? weapon->PointerVar<AInventory>(NAME_Ammo1) : nullptr;
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auto ammo2 = weapon ? weapon->PointerVar<AInventory>(NAME_Ammo2) : nullptr;
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auto ammo1 = weapon ? weapon->PointerVar<AActor>(NAME_Ammo1) : nullptr;
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auto ammo2 = weapon ? weapon->PointerVar<AActor>(NAME_Ammo2) : nullptr;
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const char *a, *b;
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a = in;
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@ -415,7 +415,7 @@ static bool DoSubstitution (FString &out, const char *in)
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{
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if (strnicmp(a, "armor", 5) == 0)
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{
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AInventory *armor = player->mo->FindInventory(NAME_BasicArmor);
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auto armor = player->mo->FindInventory(NAME_BasicArmor);
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out.AppendFormat("%d", armor != NULL ? armor->IntVar(NAME_Amount) : 0);
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}
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}
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@ -1673,7 +1673,7 @@ static int PatchWeapon (int weapNum)
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AmmoType = AmmoNames[val];
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if (AmmoType != nullptr)
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{
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info->IntVar(NAME_AmmoGive1) = ((AInventory*)GetDefaultByType(AmmoType))->IntVar(NAME_Amount) * 2;
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info->IntVar(NAME_AmmoGive1) = GetDefaultByType(AmmoType)->IntVar(NAME_Amount) * 2;
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auto &AmmoUse = info->IntVar(NAME_AmmoUse1);
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if (AmmoUse == 0)
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{
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@ -1977,21 +1977,20 @@ static int PatchMisc (int dummy)
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barmor->IntVar("MaxSaveAmount") = deh.MaxArmor;
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}
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AInventory *health;
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health = static_cast<AInventory *> (GetDefaultByName ("HealthBonus"));
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auto health = GetDefaultByName ("HealthBonus");
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if (health!=NULL)
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{
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health->IntVar(NAME_MaxAmount) = 2 * deh.MaxHealth;
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}
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health = static_cast<AInventory *> (GetDefaultByName ("Soulsphere"));
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health = GetDefaultByName ("Soulsphere");
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if (health!=NULL)
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{
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health->IntVar(NAME_Amount) = deh.SoulsphereHealth;
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health->IntVar(NAME_MaxAmount) = deh.MaxSoulsphere;
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}
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health = static_cast<AInventory *> (GetDefaultByName ("MegasphereHealth"));
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health = GetDefaultByName ("MegasphereHealth");
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if (health!=NULL)
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{
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health->IntVar(NAME_Amount) = health->IntVar(NAME_MaxAmount) = deh.MegasphereHealth;
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@ -3067,8 +3066,8 @@ void FinishDehPatch ()
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if (!type->IsDescendantOf(NAME_Inventory))
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{
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// If this is a hacked non-inventory item we must also copy AInventory's special states
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statedef.AddStateDefines(RUNTIME_CLASS(AInventory)->GetStateLabels());
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// If this is a hacked non-inventory item we must also copy Inventory's special states
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statedef.AddStateDefines(PClass::FindActor(NAME_Inventory)->GetStateLabels());
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}
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statedef.InstallStates(subclass, defaults2);
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@ -3111,7 +3110,7 @@ void FinishDehPatch ()
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auto wcls = PClass::FindActor(NAME_Weapon);
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for(unsigned i = 0; i < WeaponNames.Size(); i++)
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{
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AInventory *weap = (AInventory*)GetDefaultByType(WeaponNames[i]);
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auto weap = GetDefaultByType(WeaponNames[i]);
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bool found = false;
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if (weap->flags6 & MF6_INTRYMOVE)
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{
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@ -3163,7 +3162,7 @@ void FinishDehPatch ()
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DEFINE_ACTION_FUNCTION(ADehackedPickup, DetermineType)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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PARAM_SELF_PROLOGUE(AActor);
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// Look at the actor's current sprite to determine what kind of
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// item to pretend to me.
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@ -2249,11 +2249,11 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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case DEM_INVUSEALL:
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if (gamestate == GS_LEVEL && !paused)
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{
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AInventory *item = players[player].mo->Inventory;
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auto item = players[player].mo->Inventory;
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auto pitype = PClass::FindActor(NAME_PuzzleItem);
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while (item != NULL)
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{
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AInventory *next = item->Inventory;
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auto next = item->Inventory;
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IFVIRTUALPTR(item, AInventory, UseAll)
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{
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VMValue param[] = { item, players[player].mo };
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@ -2275,7 +2275,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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if (gamestate == GS_LEVEL && !paused
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&& players[player].playerstate != PST_DEAD)
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{
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AInventory *item = players[player].mo->Inventory;
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auto item = players[player].mo->Inventory;
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while (item != NULL && item->InventoryID != which)
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{
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item = item->Inventory;
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@ -508,7 +508,7 @@ CCMD (select)
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{
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if (argv.argc() > 1)
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{
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AInventory *item = who->FindInventory(argv[1]);
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auto item = who->FindInventory(argv[1]);
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if (item != NULL)
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{
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who->InvSel = item;
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@ -556,7 +556,7 @@ class CommandDrawSwitchableImage : public CommandDrawImage
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bool found2 = false;
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drawAlt = 1;
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for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
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for(auto item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
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{
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if(item->IsKindOf(NAME_Key))
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{
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@ -1208,7 +1208,7 @@ class CommandDrawNumber : public CommandDrawString
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if (inventoryItem == NULL || !inventoryItem->IsDescendantOf(NAME_Inventory))
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{
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sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
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inventoryItem = RUNTIME_CLASS(AInventory);
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inventoryItem = PClass::FindActor(NAME_Inventory);
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}
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}
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sc.MustGetToken(',');
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@ -1476,7 +1476,7 @@ class CommandDrawNumber : public CommandDrawString
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break;
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case KEYS:
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num = 0;
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for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
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for(auto item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
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{
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if(item->IsKindOf(NAME_Key))
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num++;
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@ -2351,7 +2351,7 @@ class CommandDrawKeyBar : public SBarInfoCommand
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void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
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{
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AInventory *item = statusBar->CPlayer->mo->Inventory;
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auto item = statusBar->CPlayer->mo->Inventory;
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if(item == NULL)
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return;
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int slotOffset = 0;
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@ -2603,7 +2603,7 @@ class CommandDrawBar : public SBarInfoCommand
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if(data.inventoryItem == NULL || !data.inventoryItem->IsDescendantOf(NAME_Inventory))
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{
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sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
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data.inventoryItem = RUNTIME_CLASS(AInventory);
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data.inventoryItem = PClass::FindActor(NAME_Inventory);
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}
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}
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sc.MustGetToken(',');
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@ -2665,7 +2665,7 @@ class CommandDrawBar : public SBarInfoCommand
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max = data.value;
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else if(data.inventoryItem != NULL)
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{
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AInventory *item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem); //max comparer
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auto item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem); //max comparer
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if(item != NULL)
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max = item->IntVar(NAME_Amount);
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else
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@ -2680,7 +2680,7 @@ class CommandDrawBar : public SBarInfoCommand
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max = data.value;
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else if(data.inventoryItem != NULL)
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{
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AInventory *item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem);
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auto item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem);
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if(item != NULL)
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max = item->IntVar(NAME_Amount);
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else
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@ -2711,7 +2711,7 @@ class CommandDrawBar : public SBarInfoCommand
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break;
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case AMMO:
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{
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AInventory *item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem);
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auto item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem);
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if(item != NULL)
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{
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value = item->IntVar(NAME_Amount);
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@ -2739,7 +2739,7 @@ class CommandDrawBar : public SBarInfoCommand
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break;
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case INVENTORY:
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{
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AInventory *item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem);
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auto item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem);
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if(item != NULL)
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{
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value = item->IntVar(NAME_Amount);
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@ -2825,7 +2825,7 @@ class CommandDrawBar : public SBarInfoCommand
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if(data.inventoryItem == NULL || !data.inventoryItem->IsDescendantOf(NAME_Inventory)) //must be a kind of inventory
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{
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sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
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data.inventoryItem = RUNTIME_CLASS(AInventory);
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data.inventoryItem = PClass::FindActor(NAME_Inventory);
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}
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}
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else if(extendedSyntax && sc.CheckToken(TK_IntConst))
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@ -3331,7 +3331,7 @@ class CommandInInventory : public SBarInfoNegatableFlowControl
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if (item[i] == NULL || !item[i]->IsDescendantOf(NAME_Inventory)) //must be a kind of ammo
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{
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sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
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item[i] = RUNTIME_CLASS(AInventory);
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item[i] = PClass::FindActor(NAME_Inventory);
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}
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if (sc.CheckToken(','))
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@ -1733,7 +1733,7 @@ void P_WriteACSVars(FSerializer &arc)
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static bool DoUseInv (AActor *actor, PClassActor *info)
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{
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AInventory *item = actor->FindInventory (info);
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auto item = actor->FindInventory (info);
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if (item != NULL)
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{
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player_t* const player = actor->player;
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@ -1837,7 +1837,7 @@ int CheckInventory (AActor *activator, const char *type, bool max)
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return 0;
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}
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AInventory *item = activator->FindInventory (info);
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auto item = activator->FindInventory (info);
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if (max)
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{
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@ -9357,7 +9357,7 @@ scriptwait:
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}
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else
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{
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STACK(1) = ((AInventory *)GetDefaultByType (type))->IntVar(NAME_MaxAmount);
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STACK(1) = GetDefaultByType (type)->IntVar(NAME_MaxAmount);
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}
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}
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else
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@ -2114,7 +2114,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DropInventory)
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if (drop)
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{
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AInventory *inv = self->FindInventory(drop);
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auto inv = self->FindInventory(drop);
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if (inv)
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{
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self->DropInventory(inv, amount);
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@ -963,7 +963,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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if (takestuff)
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{
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AInventory *item = static_cast<AInventory *>(Spawn(reply->GiveType));
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auto item = static_cast<AInventory *>(Spawn(reply->GiveType));
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// Items given here should not count as items!
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item->ClearCounters();
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if (item->GetClass()->TypeName == NAME_FlameThrower)
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@ -324,7 +324,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
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//flags &= ~MF_INVINCIBLE;
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// [RH] Notify this actor's items.
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for (AInventory *item = Inventory; item != NULL; )
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for (auto item = Inventory; item != NULL; )
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{
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AInventory *next = item->Inventory;
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IFVIRTUALPTR(item, AInventory, OwnerDied)
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@ -2961,7 +2961,7 @@ FUNC(LS_SetPlayerProperty)
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{ // Take power from activator
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if (power != 4)
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{
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AInventory *item = it->FindInventory(powers[power], true);
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auto item = it->FindInventory(powers[power], true);
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if (item != NULL)
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{
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item->Destroy ();
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@ -3001,7 +3001,7 @@ FUNC(LS_SetPlayerProperty)
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{ // Take power
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if (power != 4)
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{
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AInventory *item = players[i].mo->FindInventory (PClass::FindActor(powers[power]));
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auto item = players[i].mo->FindInventory (PClass::FindActor(powers[power]));
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if (item != NULL)
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{
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item->Destroy ();
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@ -781,7 +781,7 @@ void AActor::DestroyAllInventory ()
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while (inv != nullptr)
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{
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toDelete.Push(inv);
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AInventory *item = inv->Inventory;
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auto item = inv->Inventory;
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inv->Inventory = nullptr;
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inv->PointerVar<AActor>(NAME_Owner) = nullptr;
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inv = item;
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@ -902,18 +902,17 @@ DEFINE_ACTION_FUNCTION(AActor, FindInventory)
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AInventory *AActor::GiveInventoryType (PClassActor *type)
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{
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AInventory *item = NULL;
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if (type != NULL)
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if (type != nullptr)
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{
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item = static_cast<AInventory *>(Spawn (type));
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auto item = static_cast<AInventory *>(Spawn (type));
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if (!CallTryPickup (item, this))
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{
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item->Destroy ();
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return NULL;
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return nullptr;
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}
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return item;
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}
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return item;
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return nullptr;
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}
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DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
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@ -1005,7 +1004,7 @@ void AActor::ObtainInventory (AActor *other)
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you->InvSel = NULL;
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}
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AInventory *item = Inventory;
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auto item = Inventory;
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while (item != nullptr)
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{
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item->PointerVar<AActor>(NAME_Owner) = this;
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@ -3451,7 +3450,7 @@ bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle)
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int AActor::AbsorbDamage(int damage, FName dmgtype)
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{
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for (AInventory *item = Inventory; item != nullptr; item = item->Inventory)
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for (auto item = Inventory; item != nullptr; item = item->Inventory)
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{
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IFVIRTUALPTR(item, AInventory, AbsorbDamage)
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{
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@ -3467,7 +3466,7 @@ void AActor::AlterWeaponSprite(visstyle_t *vis)
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int changed = 0;
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TArray<AInventory *> items;
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// This needs to go backwards through the items but the list has no backlinks.
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for (AInventory *item = Inventory; item != nullptr; item = item->Inventory)
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for (auto item = Inventory; item != nullptr; item = item->Inventory)
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{
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items.Push(item);
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}
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@ -3786,7 +3785,7 @@ void AActor::Tick ()
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{
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// Handle powerup effects here so that the order is controlled
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// by the order in the inventory, not the order in the thinker table
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AInventory *item = Inventory;
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auto item = Inventory;
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while (item != NULL)
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{
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@ -95,7 +95,7 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
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int cnt;
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// [RH] All powerups can affect the screen blending now
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for (AInventory *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
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for (auto item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
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{
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PalEntry color = 0;
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