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- Added Gez's actor replacement per skill submission.
SVN r1681 (trunk)
This commit is contained in:
parent
590eb5cb76
commit
5a80938b11
5 changed files with 103 additions and 9 deletions
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@ -1,4 +1,7 @@
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June 25, 2009
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June 26, 2009 (Changes by Graf Zahl)
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- Added Gez's actor replacement per skill submission.
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June 25, 2009
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- Joystick axes can be configured in the menu again. TODO: Config saving
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and loading, XInput, allow axes to be used as buttons (for the Xbox
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controller's trigger buttons), allow the joystick to move through the
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@ -533,6 +533,8 @@ int G_SkillProperty(ESkillProperty prop);
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typedef TMap<FName, FString> SkillMenuNames;
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typedef TMap<FName, FName> SkillActorReplacement;
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struct FSkillInfo
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{
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FName Name;
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@ -554,6 +556,8 @@ struct FSkillInfo
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FString MustConfirmText;
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char Shortcut;
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FString TextColor;
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SkillActorReplacement Replace;
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SkillActorReplacement Replaced;
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FSkillInfo() {}
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FSkillInfo(const FSkillInfo &other)
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@ -562,6 +566,11 @@ struct FSkillInfo
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}
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FSkillInfo &operator=(const FSkillInfo &other);
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int GetTextColor() const;
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void SetReplacement(FName a, FName b);
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FName GetReplacement(FName a);
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void SetReplacedBy(FName b, FName a);
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FName GetReplacedBy(FName b);
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};
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extern TArray<FSkillInfo> AllSkills;
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@ -70,6 +70,8 @@ void FMapInfoParser::ParseSkill ()
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skill.MustConfirm = false;
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skill.Shortcut = 0;
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skill.TextColor = "";
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skill.Replace.Clear();
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skill.Replaced.Clear();
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sc.MustGetString();
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skill.Name = sc.String;
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@ -159,6 +161,17 @@ void FMapInfoParser::ParseSkill ()
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sc.MustGetNumber ();
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skill.ACSReturn = sc.Number;
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}
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else if (sc.Compare("ReplaceActor"))
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{
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ParseAssign();
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sc.MustGetString();
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FName replaced = sc.String;
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ParseComma();
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sc.MustGetString();
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FName replacer = sc.String;
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skill.SetReplacement(replaced, replacer);
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skill.SetReplacedBy(replacer, replaced);
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}
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else if (sc.Compare("Name"))
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{
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ParseAssign();
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@ -338,6 +351,8 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
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MustConfirmText = other.MustConfirmText;
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Shortcut = other.Shortcut;
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TextColor = other.TextColor;
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Replace = other.Replace;
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Replaced = other.Replaced;
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return *this;
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}
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@ -363,3 +378,48 @@ int FSkillInfo::GetTextColor() const
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return color;
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}
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//==========================================================================
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//
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// FSkillInfo::SetReplacement
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//
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//==========================================================================
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void FSkillInfo::SetReplacement(FName a, FName b)
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{
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Replace[a] = b;
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}
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//==========================================================================
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//
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// FSkillInfo::GetReplacement
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//
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//==========================================================================
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FName FSkillInfo::GetReplacement(FName a)
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{
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if (Replace.CheckKey(a)) return Replace[a];
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else return NAME_None;
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}
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//==========================================================================
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//
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// FSkillInfo::SetReplaced
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//
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//==========================================================================
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void FSkillInfo::SetReplacedBy(FName b, FName a)
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{
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Replaced[b] = a;
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}
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//==========================================================================
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//
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// FSkillInfo::GetReplaced
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//
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//==========================================================================
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FName FSkillInfo::GetReplacedBy(FName b)
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{
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if (Replaced.CheckKey(b)) return Replaced[b];
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else return NAME_None;
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}
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34
src/info.cpp
34
src/info.cpp
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@ -48,9 +48,13 @@
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#include "p_local.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "g_level.h"
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extern void LoadActors ();
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extern TArray<FSkillInfo> AllSkills;
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//==========================================================================
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//
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//
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@ -164,9 +168,10 @@ void FActorInfo::RegisterIDs ()
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//
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//==========================================================================
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FActorInfo *FActorInfo::GetReplacement ()
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FActorInfo *FActorInfo::GetReplacement (bool lookskill)
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{
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if (Replacement == NULL)
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FName skillrepname = AllSkills[gameskill].GetReplacement(this->Class->TypeName);
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if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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}
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@ -174,7 +179,18 @@ FActorInfo *FActorInfo::GetReplacement ()
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// potential infinite recursion.
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FActorInfo *savedrep = Replacement;
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Replacement = NULL;
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FActorInfo *rep = savedrep->GetReplacement ();
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FActorInfo *rep = savedrep;
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// Handle skill-based replacement here. It has precedence on DECORATE replacement
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// in that the skill replacement is applied first, followed by DECORATE replacement
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// on the actor indicated by the skill replacement.
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if (lookskill && skillrepname != NAME_None && PClass::FindClass(skillrepname) != NULL)
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{
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rep = PClass::FindClass(skillrepname)->ActorInfo;
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}
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// Now handle DECORATE replacement chain
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// Skill replacements are not recursive, contrarily to DECORATE replacements
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rep = rep->GetReplacement(false);
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// Reset the temporarily NULLed field
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Replacement = savedrep;
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return rep;
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}
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@ -184,9 +200,10 @@ FActorInfo *FActorInfo::GetReplacement ()
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//
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//==========================================================================
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FActorInfo *FActorInfo::GetReplacee ()
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FActorInfo *FActorInfo::GetReplacee (bool lookskill)
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{
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if (Replacee == NULL)
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FName skillrepname = AllSkills[gameskill].GetReplacedBy(this->Class->TypeName);
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if (Replacee == NULL && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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}
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@ -194,7 +211,12 @@ FActorInfo *FActorInfo::GetReplacee ()
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// potential infinite recursion.
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FActorInfo *savedrep = Replacee;
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Replacee = NULL;
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FActorInfo *rep = savedrep->GetReplacee ();
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FActorInfo *rep = savedrep;
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if (lookskill && skillrepname != NAME_None && PClass::FindClass(skillrepname) != NULL)
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{
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rep = PClass::FindClass(skillrepname)->ActorInfo;
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}
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rep = rep->GetReplacee (false);
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Replacee = savedrep;
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return rep;
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}
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@ -165,8 +165,8 @@ struct FActorInfo
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return FindState(1, &name);
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}
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FActorInfo *GetReplacement ();
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FActorInfo *GetReplacee ();
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FActorInfo *GetReplacement (bool lookskill=true);
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FActorInfo *GetReplacee (bool lookskill=true);
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PClass *Class;
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FState *OwnedStates;
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