- Backported the classnames-are-names changes from the FP code.

SVN r97 (trunk)
This commit is contained in:
Randy Heit 2006-05-10 02:40:43 +00:00
commit d878c2e7d6
108 changed files with 1476 additions and 1053 deletions

View file

@ -167,7 +167,7 @@ static void ClearInventory (AActor *activator)
//
//============================================================================
static void DoGiveInv (AActor *actor, const TypeInfo *info, int amount)
static void DoGiveInv (AActor *actor, const PClass *info, int amount)
{
AWeapon *savedPendingWeap = actor->player != NULL
? actor->player->PendingWeapon : NULL;
@ -222,17 +222,17 @@ static void DoGiveInv (AActor *actor, const TypeInfo *info, int amount)
static void GiveInventory (AActor *activator, const char *type, int amount)
{
const TypeInfo *info;
const PClass *info;
if (amount <= 0 || type == NULL)
{
return;
}
if (strcmp (type, "Armor") == 0)
if (stricmp (type, "Armor") == 0)
{
type = "BasicArmorPickup";
}
info = TypeInfo::FindType (type);
info = PClass::FindClass (type);
if (info == NULL)
{
Printf ("ACS: I don't know what %s is.\n", type);
@ -263,7 +263,7 @@ static void GiveInventory (AActor *activator, const char *type, int amount)
//
//============================================================================
static void DoTakeInv (AActor *actor, const TypeInfo *info, int amount)
static void DoTakeInv (AActor *actor, const PClass *info, int amount)
{
AInventory *item = actor->FindInventory (info);
if (item != NULL)
@ -274,7 +274,7 @@ static void DoTakeInv (AActor *actor, const TypeInfo *info, int amount)
// If it's not ammo, destroy it. Ammo needs to stick around, even
// when it's zero for the benefit of the weapons that use it and
// to maintain the maximum ammo amounts a backpack might have given.
if (item->GetClass()->ParentType != RUNTIME_CLASS(AAmmo))
if (item->GetClass()->ParentClass != RUNTIME_CLASS(AAmmo))
{
item->Destroy ();
}
@ -296,7 +296,7 @@ static void DoTakeInv (AActor *actor, const TypeInfo *info, int amount)
static void TakeInventory (AActor *activator, const char *type, int amount)
{
const TypeInfo *info;
const PClass *info;
if (type == NULL)
{
@ -310,7 +310,7 @@ static void TakeInventory (AActor *activator, const char *type, int amount)
{
return;
}
info = TypeInfo::FindType (type);
info = PClass::FindClass (type);
if (info == NULL)
{
return;
@ -342,16 +342,16 @@ static int CheckInventory (AActor *activator, const char *type)
if (activator == NULL || type == NULL)
return 0;
if (strcmp (type, "Armor") == 0)
if (stricmp (type, "Armor") == 0)
{
type = "BasicArmor";
}
else if (strcmp (type, "Health") == 0)
else if (stricmp (type, "Health") == 0)
{
return activator->health;
}
const TypeInfo *info = TypeInfo::FindType (type);
const PClass *info = PClass::FindClass (type);
AInventory *item = activator->FindInventory (info);
return item ? item->Amount : 0;
}
@ -1599,7 +1599,7 @@ int DLevelScript::Random (int min, int max)
int DLevelScript::ThingCount (int type, int tid)
{
AActor *actor;
const TypeInfo *kind;
const PClass *kind;
int count = 0;
if (type >= MAX_SPAWNABLES)
@ -1732,7 +1732,7 @@ void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle)
{
const TypeInfo *info = TypeInfo::FindType (FBehavior::StaticLookupString (type));
const PClass *info = PClass::FindClass (FBehavior::StaticLookupString (type));
AActor *actor = NULL;
if (info != NULL)
@ -3225,7 +3225,7 @@ int DLevelScript::RunScript ()
}
else if (activator)
{
workwhere += sprintf (workwhere, "%s", RUNTIME_TYPE(activator)->Name+1);
workwhere += sprintf (workwhere, "%s", RUNTIME_TYPE(activator)->TypeName.GetChars());
}
else
{
@ -3740,10 +3740,10 @@ int DLevelScript::RunScript ()
case PCD_GETAMMOCAPACITY:
if (activator != NULL)
{
const TypeInfo *type = TypeInfo::FindType (FBehavior::StaticLookupString (STACK(1)));
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
AInventory *item;
if (type != NULL && type->ParentType == RUNTIME_CLASS(AAmmo))
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
{
item = activator->FindInventory (type);
if (item != NULL)
@ -3769,10 +3769,10 @@ int DLevelScript::RunScript ()
case PCD_SETAMMOCAPACITY:
if (activator != NULL)
{
const TypeInfo *type = TypeInfo::FindType (FBehavior::StaticLookupString (STACK(2)));
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(2)));
AInventory *item;
if (type != NULL && type->ParentType == RUNTIME_CLASS(AAmmo))
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
{
item = activator->FindInventory (type);
if (item != NULL)
@ -4075,7 +4075,7 @@ int DLevelScript::RunScript ()
else
{
STACK(1) = 0 == strcmp (FBehavior::StaticLookupString (STACK(1)),
activator->player->ReadyWeapon->GetClass()->Name+1);
activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
}
break;
@ -4086,7 +4086,7 @@ int DLevelScript::RunScript ()
}
else
{
AInventory *item = activator->FindInventory (TypeInfo::FindType (
AInventory *item = activator->FindInventory (PClass::FindClass (
FBehavior::StaticLookupString (STACK(1))));
if (item == NULL || !item->IsKindOf (RUNTIME_CLASS(AWeapon)))
@ -4142,7 +4142,7 @@ int DLevelScript::RunScript ()
case PCD_SETMARINESPRITE:
{
const TypeInfo *type = TypeInfo::FindType (FBehavior::StaticLookupString (STACK(1)));
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
if (type != NULL)
{