- try to encapsulate access to the player class's display name for printing purposes.

SVN r2839 (trunk)
This commit is contained in:
Christoph Oelckers 2010-09-21 09:43:54 +00:00
parent 0619a2677e
commit 583cbd49a6
6 changed files with 24 additions and 10 deletions

View file

@ -74,6 +74,7 @@ enum
FPlayerColorSet *P_GetPlayerColorSet(FName classname, int setnum);
void P_EnumPlayerColorSets(FName classname, TArray<int> *out);
const char *GetPrintableDisplayName(const PClass *cls);
class player_t;

View file

@ -684,7 +684,7 @@ class CommandDrawString : public SBarInfoCommand
if(statusBar->CPlayer->userinfo.PlayerClass != cache)
{
cache = statusBar->CPlayer->userinfo.PlayerClass;
str = statusBar->CPlayer->cls->Meta.GetMetaString(APMETA_DisplayName);
str = GetPrintableDisplayName(statusBar->CPlayer->cls);
RealignString();
}
break;

View file

@ -351,7 +351,7 @@ void M_SetMenu(FName menu, int param)
GameStartupInfo.Episode = -1;
GameStartupInfo.PlayerClass =
param == -1000? NULL :
param == -1? "Random" : PlayerClasses[param].Type->Meta.GetMetaString (APMETA_DisplayName);
param == -1? "Random" : GetPrintableDisplayName(PlayerClasses[param].Type);
break;
case NAME_Skillmenu:

View file

@ -995,7 +995,7 @@ static void BuildPlayerclassMenu()
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName);
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != NULL)
{
numclassitems++;
@ -1032,7 +1032,7 @@ static void BuildPlayerclassMenu()
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName);
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != NULL)
{
FListMenuItemText *it = new FListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, *pname,
@ -1051,7 +1051,7 @@ static void BuildPlayerclassMenu()
}
if (n == 0)
{
const char *pname = PlayerClasses[0].Type->Meta.GetMetaString (APMETA_DisplayName);
const char *pname = GetPrintableDisplayName(PlayerClasses[0].Type);
if (pname != NULL)
{
FListMenuItemText *it = new FListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, *pname,
@ -1086,7 +1086,7 @@ static void BuildPlayerclassMenu()
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName);
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != NULL)
{
FOptionMenuItemSubmenu *it = new FOptionMenuItemSubmenu(pname, "Episodemenu", i);

View file

@ -592,7 +592,7 @@ void DPlayerMenu::Init(DMenu *parent, FListMenuDescriptor *desc)
{
if (PlayerClasses.Size() == 1)
{
li->SetString(0, PlayerClasses[0].Type->Meta.GetMetaString (APMETA_DisplayName));
li->SetString(0, GetPrintableDisplayName(PlayerClasses[0].Type));
li->SetValue(0, 0);
}
else
@ -600,7 +600,7 @@ void DPlayerMenu::Init(DMenu *parent, FListMenuDescriptor *desc)
li->SetString(0, "Random");
for(unsigned i=0; i< PlayerClasses.Size(); i++)
{
const char *cls = PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName);
const char *cls = GetPrintableDisplayName(PlayerClasses[i].Type);
li->SetString(i+1, cls);
}
li->SetValue(0, players[consoleplayer].userinfo.PlayerClass + 1);
@ -901,8 +901,7 @@ void DPlayerMenu::ClassChanged (FListMenuItem *li)
players[consoleplayer].userinfo.PlayerClass = sel-1;
PickPlayerClass();
cvar_set ("playerclass",
sel == 0 ? "Random" : PlayerClass->Type->Meta.GetMetaString (APMETA_DisplayName));
cvar_set ("playerclass", sel == 0 ? "Random" : PlayerClass->Type->TypeName);
UpdateSkins();
UpdateColorsets();

View file

@ -52,6 +52,7 @@
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "d_net.h"
#include "gstrings.h"
static FRandom pr_skullpop ("SkullPop");
@ -95,6 +96,19 @@ bool FPlayerClass::CheckSkin (int skin)
return false;
}
//===========================================================================
//
// GetDisplayName
//
//===========================================================================
const char *GetPrintableDisplayName(const PClass *cls)
{
// Fixme; This needs a decent way to access the string table without creating a mess.
const char *name = cls->Meta.GetMetaString(APMETA_DisplayName);
return name;
}
bool ValidatePlayerClass(const PClass *ti, const char *name)
{
if (!ti)