mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- fixed generic class type properties to handle "" and "none" as 'no class'.
This commit is contained in:
parent
2c789a2d75
commit
ac95cba848
4 changed files with 36 additions and 61 deletions
|
@ -883,18 +883,25 @@ static void DispatchScriptProperty(FScanner &sc, PProperty *prop, AActor *defaul
|
|||
else if (f->Type->IsKindOf(RUNTIME_CLASS(PClassPointer)))
|
||||
{
|
||||
sc.MustGetString();
|
||||
auto cls = PClass::FindClass(sc.String);
|
||||
*(PClass**)addr = cls;
|
||||
if (cls == nullptr)
|
||||
|
||||
if (*sc.String == 0 || !stricmp(sc.String, "none"))
|
||||
{
|
||||
cls = static_cast<PClassPointer*>(f->Type)->ClassRestriction->FindClassTentative(sc.String);
|
||||
*(PClass**)addr = nullptr;
|
||||
}
|
||||
else if (!cls->IsDescendantOf(static_cast<PClassPointer*>(f->Type)->ClassRestriction))
|
||||
else
|
||||
{
|
||||
sc.ScriptMessage("class %s is not compatible with property type %s", sc.String, static_cast<PClassPointer*>(f->Type)->ClassRestriction->TypeName.GetChars());
|
||||
FScriptPosition::ErrorCounter++;
|
||||
auto cls = PClass::FindClass(sc.String);
|
||||
if (cls == nullptr)
|
||||
{
|
||||
cls = static_cast<PClassPointer*>(f->Type)->ClassRestriction->FindClassTentative(sc.String);
|
||||
}
|
||||
else if (!cls->IsDescendantOf(static_cast<PClassPointer*>(f->Type)->ClassRestriction))
|
||||
{
|
||||
sc.ScriptMessage("class %s is not compatible with property type %s", sc.String, static_cast<PClassPointer*>(f->Type)->ClassRestriction->TypeName.GetChars());
|
||||
FScriptPosition::ErrorCounter++;
|
||||
}
|
||||
*(PClass**)addr = cls;
|
||||
}
|
||||
*(PClass**)addr = cls;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -96,18 +96,6 @@ static PClassActor *FindClassTentative(const char *name, PClass *ancestor, bool
|
|||
}
|
||||
return static_cast<PClassActor *>(cls);
|
||||
}
|
||||
static AInventory::MetaClass *FindClassTentativeAmmo(const char *name, bool optional = false)
|
||||
{
|
||||
return static_cast<AInventory::MetaClass *>(FindClassTentative(name, PClass::FindActor(NAME_Ammo), optional));
|
||||
}
|
||||
static AWeapon::MetaClass *FindClassTentativeWeapon(const char *name, bool optional = false)
|
||||
{
|
||||
return static_cast<AWeapon::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(AWeapon), optional));
|
||||
}
|
||||
static APlayerPawn::MetaClass *FindClassTentativePlayerPawn(const char *name, bool optional = false)
|
||||
{
|
||||
return static_cast<APlayerPawn::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(APlayerPawn), optional));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -1065,7 +1053,7 @@ DEFINE_PROPERTY(visibletoplayerclass, Ssssssssssssssssssss, Actor)
|
|||
{
|
||||
PROP_STRING_PARM(n, i);
|
||||
if (*n != 0)
|
||||
info->VisibleToPlayerClass.Push(FindClassTentativePlayerPawn(n));
|
||||
info->VisibleToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1107,7 +1095,7 @@ DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
|
|||
{
|
||||
PROP_STRING_PARM(n, i);
|
||||
if (*n != 0)
|
||||
static_cast<PClassActor*>(info)->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n));
|
||||
static_cast<PClassActor*>(info)->RestrictedToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1121,7 +1109,7 @@ DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
|
|||
{
|
||||
PROP_STRING_PARM(n, i);
|
||||
if (*n != 0)
|
||||
static_cast<PClassActor*>(info)->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n));
|
||||
static_cast<PClassActor*>(info)->ForbiddenToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1184,36 +1172,6 @@ DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory)
|
|||
{
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(ammotype, S, Weapon)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL;
|
||||
else defaults->AmmoType1 = FindClassTentativeAmmo(str);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(ammotype1, S, Weapon)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL;
|
||||
else defaults->AmmoType1 = FindClassTentativeAmmo(str);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(ammotype2, S, Weapon)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL;
|
||||
else defaults->AmmoType2 = FindClassTentativeAmmo(str);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -1779,7 +1737,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, viewbob, F, PlayerPawn)
|
|||
DEFINE_SCRIPTED_PROPERTY(playerclass, S, MorphProjectile)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentativePlayerPawn(str, bag.fromDecorate);
|
||||
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(APlayerPawn), bag.fromDecorate);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1833,7 +1791,7 @@ DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, MorphProjectile)
|
|||
DEFINE_SCRIPTED_PROPERTY(playerclass, S, PowerMorph)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentativePlayerPawn(str, bag.fromDecorate);
|
||||
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(APlayerPawn), bag.fromDecorate);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -2018,16 +2018,23 @@ void ZCCCompiler::DispatchScriptProperty(PProperty *prop, ZCC_PropertyStmt *prop
|
|||
else if (f->Type->IsKindOf(RUNTIME_CLASS(PClassPointer)))
|
||||
{
|
||||
auto clsname = GetStringConst(ex, ctx);
|
||||
auto cls = PClass::FindClass(clsname);
|
||||
if (cls == nullptr)
|
||||
if (*clsname == 0 || !stricmp(clsname, "none"))
|
||||
{
|
||||
cls = static_cast<PClassPointer*>(f->Type)->ClassRestriction->FindClassTentative(clsname);
|
||||
*(PClass**)addr = nullptr;
|
||||
}
|
||||
else if (!cls->IsDescendantOf(static_cast<PClassPointer*>(f->Type)->ClassRestriction))
|
||||
else
|
||||
{
|
||||
Error(property, "class %s is not compatible with property type %s", clsname, static_cast<PClassPointer*>(f->Type)->ClassRestriction->TypeName.GetChars());
|
||||
auto cls = PClass::FindClass(clsname);
|
||||
if (cls == nullptr)
|
||||
{
|
||||
cls = static_cast<PClassPointer*>(f->Type)->ClassRestriction->FindClassTentative(clsname);
|
||||
}
|
||||
else if (!cls->IsDescendantOf(static_cast<PClassPointer*>(f->Type)->ClassRestriction))
|
||||
{
|
||||
Error(property, "class %s is not compatible with property type %s", clsname, static_cast<PClassPointer*>(f->Type)->ClassRestriction->TypeName.GetChars());
|
||||
}
|
||||
*(PClass**)addr = cls;
|
||||
}
|
||||
*(PClass**)addr = cls;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -43,6 +43,9 @@ class Weapon : StateProvider native
|
|||
property AmmoUse: AmmoUse1;
|
||||
property AmmoUse1: AmmoUse1;
|
||||
property AmmoUse2: AmmoUse2;
|
||||
property AmmoType: AmmoType1;
|
||||
property AmmoType1: AmmoType1;
|
||||
property AmmoType2: AmmoType2;
|
||||
property Kickback: Kickback;
|
||||
property ReadySound: ReadySound;
|
||||
property SelectionOrder: SelectionOrder;
|
||||
|
|
Loading…
Reference in a new issue