vkdoom_m/src/g_shared/a_weaponpiece.h
Christoph Oelckers 096c51d546 - changed AInventory::HandlePickup to work iteratively instead of recursively.
Two reasons for this:

1. if this has to be routed through the VM each recursion will cost 1000 bytes of stack space which simply is not good.
2. having the virtual function only care about the item itself but not the entire inventory chain is a lot less error prone for scripting.

Since the scripting interface needs a separate caller function anyway this seemed like a good time to change it. The same will be done for the other chained inventory handlers as well.
2016-11-27 16:24:31 +01:00

45 lines
1 KiB
C++

#pragma once
#include "a_pickups.h"
//
class PClassWeaponPiece : public PClassInventory
{
DECLARE_CLASS(PClassWeaponPiece, PClassInventory)
protected:
public:
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
};
class AWeaponPiece : public AInventory
{
DECLARE_CLASS_WITH_META(AWeaponPiece, AInventory, PClassWeaponPiece)
HAS_OBJECT_POINTERS
protected:
bool PrivateShouldStay ();
public:
void Serialize(FSerializer &arc);
bool TryPickup (AActor *&toucher);
bool TryPickupRestricted (AActor *&toucher);
bool ShouldStay ();
virtual const char *PickupMessage ();
virtual void PlayPickupSound (AActor *toucher);
int PieceValue;
PClassActor *WeaponClass;
TObjPtr<AWeapon> FullWeapon;
};
// an internal class to hold the information for player class independent weapon piece handling
// [BL] Needs to be available for SBarInfo to check weaponpieces
class AWeaponHolder : public AInventory
{
DECLARE_CLASS(AWeaponHolder, AInventory)
public:
int PieceMask;
PClassActor * PieceWeapon;
void Serialize(FSerializer &arc);
};