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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- moved the scalar class properties of PClassInventory into AInventory.
What's left is the non-scalars, they will need different treatment to get them out of the way.
This commit is contained in:
parent
2ca0e34785
commit
eebe09fb59
5 changed files with 43 additions and 46 deletions
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@ -29,8 +29,6 @@ IMPLEMENT_CLASS(PClassInventory, false, false)
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PClassInventory::PClassInventory()
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{
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GiveQuest = 0;
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AltHUDIcon.SetNull();
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}
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void PClassInventory::DeriveData(PClass *newclass)
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@ -40,8 +38,6 @@ void PClassInventory::DeriveData(PClass *newclass)
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PClassInventory *newc = static_cast<PClassInventory *>(newclass);
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newc->PickupMsg = PickupMsg;
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newc->GiveQuest = GiveQuest;
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newc->AltHUDIcon = AltHUDIcon;
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newc->ForbiddenToPlayerClass = ForbiddenToPlayerClass;
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newc->RestrictedToPlayerClass = RestrictedToPlayerClass;
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}
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@ -98,8 +94,8 @@ DEFINE_FIELD(AInventory, DropTime)
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DEFINE_FIELD(AInventory, SpawnPointClass)
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DEFINE_FIELD(AInventory, PickupFlash)
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DEFINE_FIELD(AInventory, PickupSound)
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DEFINE_FIELD(AInventory, GiveQuest)
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DEFINE_FIELD(PClassInventory, PickupMsg)
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DEFINE_FIELD(PClassInventory, GiveQuest)
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//===========================================================================
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//
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@ -163,7 +159,8 @@ void AInventory::Serialize(FSerializer &arc)
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("icon", Icon, def->Icon)
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("pickupsound", PickupSound, def->PickupSound)
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("spawnpointclass", SpawnPointClass, def->SpawnPointClass)
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("droptime", DropTime, def->DropTime);
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("droptime", DropTime, def->DropTime)
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("givequest", GiveQuest, def->GiveQuest);
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}
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//===========================================================================
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@ -60,8 +60,6 @@ public:
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void Finalize(FStateDefinitions &statedef);
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FString PickupMsg;
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int GiveQuest; // Optionally give one of the quest items.
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FTextureID AltHUDIcon;
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TArray<PClassPlayerPawn *> RestrictedToPlayerClass;
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TArray<PClassPlayerPawn *> ForbiddenToPlayerClass;
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};
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@ -104,6 +102,8 @@ public:
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FTextureID Icon; // Icon to show on status bar or HUD
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int DropTime; // Countdown after dropping
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PClassActor *SpawnPointClass; // For respawning like Heretic's mace
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int GiveQuest; // Optionally give one of the quest items.
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FTextureID AltHUDIcon;
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DWORD ItemFlags;
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PClassActor *PickupFlash; // actor to spawn as pickup flash
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@ -122,16 +122,6 @@ static int statspace;
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DVector2 AM_GetPosition();
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int active_con_scaletext();
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FTextureID GetHUDIcon(PClassInventory *cls)
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{
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return cls->AltHUDIcon;
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}
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void SetHUDIcon(PClassInventory *cls, FTextureID tex)
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{
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cls->AltHUDIcon = tex;
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}
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//---------------------------------------------------------------------------
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//
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// Draws an image into a box with its bottom center at the bottom
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@ -437,7 +427,7 @@ static void SetKeyTypes()
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static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
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{
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FTextureID icon = FNullTextureID();
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FTextureID AltIcon = GetHUDIcon(inv->GetClass());
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FTextureID AltIcon = inv->AltHUDIcon;
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if (!AltIcon.Exists()) return;
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@ -516,27 +506,27 @@ static int DrawKeys(player_t * CPlayer, int x, int y)
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// Drawing Ammo
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//
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//---------------------------------------------------------------------------
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static TArray<PClassInventory *> orderedammos;
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static TArray<PClassActor *> orderedammos;
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static void AddAmmoToList(AWeapon * weapdef)
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{
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for(int i=0; i<2;i++)
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for (int i = 0; i < 2; i++)
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{
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PClassInventory * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
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auto ti = i == 0 ? weapdef->AmmoType1 : weapdef->AmmoType2;
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if (ti)
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{
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auto ammodef=(AInventory*)GetDefaultByType(ti);
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auto ammodef = (AInventory*)GetDefaultByType(ti);
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if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
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{
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unsigned int j;
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for(j=0;j<orderedammos.Size();j++)
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for (j = 0; j < orderedammos.Size(); j++)
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{
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if (ti == orderedammos[j]) break;
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}
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if (j==orderedammos.Size()) orderedammos.Push(ti);
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if (j == orderedammos.Size()) orderedammos.Push(ti);
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}
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}
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}
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@ -646,11 +636,11 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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for(i=orderedammos.Size()-1;i>=0;i--)
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{
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PClassInventory * type = orderedammos[i];
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auto type = orderedammos[i];
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auto ammoitem = CPlayer->mo->FindInventory(type);
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auto inv = ammoitem? ammoitem : (AInventory*)GetDefaultByType(orderedammos[i]);
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FTextureID AltIcon = GetHUDIcon(type);
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FTextureID AltIcon = inv->AltHUDIcon;
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FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
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if (!icon.isValid()) continue;
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@ -682,7 +672,7 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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//---------------------------------------------------------------------------
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FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale=NULL) // This function is also used by SBARINFO
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{
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FTextureID picnum, AltIcon = GetHUDIcon(item->GetClass());
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FTextureID picnum, AltIcon = item->AltHUDIcon;
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FState * state=NULL, *ReadyState;
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picnum.SetNull();
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@ -816,7 +806,7 @@ static void DrawInventory(player_t * CPlayer, int x,int y)
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{
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if (rover->Amount>0)
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{
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FTextureID AltIcon = GetHUDIcon(rover->GetClass());
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FTextureID AltIcon = rover->AltHUDIcon;
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if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) )
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{
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@ -1285,7 +1275,7 @@ void HUD_InitHud()
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}
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else tex.SetInvalid();
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if (ti) SetHUDIcon(static_cast<PClassInventory*>(ti), tex);
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if (ti) ((AInventory*)GetDefaultByType(ti))->AltHUDIcon = tex;
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}
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}
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}
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@ -1734,31 +1734,47 @@ DEFINE_CLASS_PROPERTY(amount, I, Inventory)
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(icon, S, Inventory)
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static void SetIcon(FTextureID &icon, Baggage &bag, const char *i)
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{
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PROP_STRING_PARM(i, 0);
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if (i == NULL || i[0] == '\0')
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{
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defaults->Icon.SetNull();
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icon.SetNull();
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}
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else
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{
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defaults->Icon = TexMan.CheckForTexture(i, FTexture::TEX_MiscPatch);
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if (!defaults->Icon.isValid())
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icon = TexMan.CheckForTexture(i, FTexture::TEX_MiscPatch);
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if (!icon.isValid())
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{
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// Don't print warnings if the item is for another game or if this is a shareware IWAD.
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// Strife's teaser doesn't contain all the icon graphics of the full game.
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if ((info->GameFilter == GAME_Any || info->GameFilter & gameinfo.gametype) &&
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if ((bag.Info->GameFilter == GAME_Any || bag.Info->GameFilter & gameinfo.gametype) &&
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!(gameinfo.flags&GI_SHAREWARE) && Wads.GetLumpFile(bag.Lumpnum) != 0)
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{
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bag.ScriptPosition.Message(MSG_WARNING,
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"Icon '%s' for '%s' not found\n", i, info->TypeName.GetChars());
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"Icon '%s' for '%s' not found\n", i, bag.Info->TypeName.GetChars());
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}
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}
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}
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(icon, S, Inventory)
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{
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PROP_STRING_PARM(i, 0);
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SetIcon(defaults->Icon, bag, i);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(althudicon, S, Inventory)
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{
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PROP_STRING_PARM(i, 0);
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SetIcon(defaults->AltHUDIcon, bag, i);
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1845,8 +1861,7 @@ DEFINE_CLASS_PROPERTY(usesound, S, Inventory)
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DEFINE_CLASS_PROPERTY(givequest, I, Inventory)
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{
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PROP_INT_PARM(i, 0);
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assert(info->IsKindOf(RUNTIME_CLASS(PClassInventory)));
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static_cast<PClassInventory *>(info)->GiveQuest = i;
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defaults->GiveQuest = i;
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}
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//==========================================================================
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@ -2651,7 +2666,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, damagescreencolor, Cfs, PlayerPawn)
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PROP_STRING_PARM(type, 3);
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color.a = BYTE(255 * clamp<double>(a, 0.f, 1.f));
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assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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static_cast<PClassPlayerPawn *>(info)->PainFlashes.Insert(type, color);
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}
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}
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@ -2702,7 +2716,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, invulnerabilitymode, S, PlayerPawn)
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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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defaults->HealingRadiusType = str;
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}
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@ -2711,7 +2724,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, healradiustype, S, PlayerPawn)
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn)
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{
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assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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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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@ -2724,7 +2736,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn)
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//==========================================================================
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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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defaults->Portrait = val;
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}
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@ -2736,7 +2747,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssss
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{
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PROP_INT_PARM(slot, 0);
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assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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if (slot < 0 || slot > 9)
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{
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I_Error("Slot must be between 0 and 9.");
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@ -24,7 +24,7 @@ class Inventory : Actor native
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native bool bCreateCopyMoved;
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native bool bInitEffectFailed;
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native meta String PickupMsg;
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native meta int GiveQuest;
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native /*meta*/ int GiveQuest;
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Default
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{
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