- Fixed: Drawing the amount of an inventory item in the player's inventory did

not work
- Added: PowerupTime to drawnumber and drawbar.  You must specify a
  powerupgiver.  Although drawnumber goes in seconds the powerup has left
  drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag.  If an unknown
  game mode is provided for sbarinfo's gamemode command it will ignore it and
  continue.


SVN r1015 (trunk)
This commit is contained in:
Christoph Oelckers 2008-06-03 07:21:11 +00:00
parent 29380f70b3
commit 165875c7df
5 changed files with 532 additions and 475 deletions

View file

@ -1,3 +1,13 @@
June 2, 2008 (SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
June 2, 2008 (Changes by Graf Zahl) June 2, 2008 (Changes by Graf Zahl)
- Added an option to consider intermission screens gameplay for purposes of - Added an option to consider intermission screens gameplay for purposes of
capturing the mouse. capturing the mouse.

View file

@ -199,6 +199,7 @@ enum //drawnumber flags
DRAWNUMBER_GLOBALARRAY = 0x10000, DRAWNUMBER_GLOBALARRAY = 0x10000,
DRAWNUMBER_FILLZEROS = 0x20000, DRAWNUMBER_FILLZEROS = 0x20000,
DRAWNUMBER_WHENNOTZERO = 0x40000, DRAWNUMBER_WHENNOTZERO = 0x40000,
DRAWNUMBER_POWERUPTIME = 0x80000,
}; };
enum //drawbar flags (will go into special2) enum //drawbar flags (will go into special2)

View file

@ -579,6 +579,16 @@ void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int a
value = ACS_GlobalVars[cmd.value]; value = ACS_GlobalVars[cmd.value];
else if(cmd.flags & DRAWNUMBER_GLOBALARRAY) else if(cmd.flags & DRAWNUMBER_GLOBALARRAY)
value = ACS_GlobalArrays[cmd.value][consoleplayer]; value = ACS_GlobalArrays[cmd.value][consoleplayer];
else if(cmd.flags & DRAWNUMBER_POWERUPTIME)
{
//Get the PowerupType and check to see if the player has any in inventory.
const PClass* powerupType = ((APowerupGiver*) GetDefaultByType(PClass::FindClass(cmd.string[0])))->PowerupType;
APowerup* powerup = (APowerup*) CPlayer->mo->FindInventory(powerupType);
if(powerup != NULL)
{
value = powerup->EffectTics / TICRATE + 1;
}
}
else if(cmd.flags & DRAWNUMBER_INVENTORY) else if(cmd.flags & DRAWNUMBER_INVENTORY)
{ {
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0]));
@ -780,6 +790,21 @@ void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int a
value = 0; value = 0;
} }
} }
else if(cmd.flags & DRAWNUMBER_POWERUPTIME)
{
//Get the PowerupType and check to see if the player has any in inventory.
APowerupGiver* powerupGiver = (APowerupGiver*) GetDefaultByType(PClass::FindClass(cmd.string[0]));
const PClass* powerupType = powerupGiver->PowerupType;
APowerup* powerup = (APowerup*) CPlayer->mo->FindInventory(powerupType);
if(powerup != NULL && powerupType != NULL && powerupGiver != NULL)
{
value = powerup->EffectTics + 1;
if(powerupGiver->EffectTics == 0) //if 0 we need to get the default from the powerup
max = ((APowerup*) GetDefaultByType(powerupType))->EffectTics + 1;
else
max = powerupGiver->EffectTics + 1;
}
}
if(cmd.special3 != 0) if(cmd.special3 != 0)
value = max - value; //invert since the new drawing method requires drawing the bg on the fg. value = max - value; //invert since the new drawing method requires drawing the bg on the fg.
if(max != 0 && value > 0) if(max != 0 && value > 0)

View file

@ -557,10 +557,20 @@ void SBarInfo::ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block)
sc.ScriptError("Global variable number out of range: %d", sc.Number); sc.ScriptError("Global variable number out of range: %d", sc.Number);
cmd.value = sc.Number; cmd.value = sc.Number;
} }
else if(sc.Compare("poweruptime"))
{
cmd.flags |= DRAWNUMBER_POWERUPTIME;
sc.MustGetToken(TK_Identifier);
cmd.setString(sc, sc.String, 0);
const PClass* item = PClass::FindClass(sc.String);
if(item == NULL || !PClass::FindClass("PowerupGiver")->IsAncestorOf(item))
{
sc.ScriptError("'%s' is not a type of PowerupGiver.", sc.String);
}
}
else else
{ {
cmd.flags = DRAWNUMBER_INVENTORY; cmd.flags = DRAWNUMBER_INVENTORY;
sc.MustGetToken(TK_Identifier);
cmd.setString(sc, sc.String, 0); cmd.setString(sc, sc.String, 0);
const PClass* item = PClass::FindClass(sc.String); const PClass* item = PClass::FindClass(sc.String);
if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of ammo if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of ammo
@ -834,6 +844,17 @@ void SBarInfo::ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block)
cmd.flags = DRAWNUMBER_ITEMS; cmd.flags = DRAWNUMBER_ITEMS;
else if(sc.Compare("secrets")) else if(sc.Compare("secrets"))
cmd.flags = DRAWNUMBER_SECRETS; cmd.flags = DRAWNUMBER_SECRETS;
else if(sc.Compare("poweruptime"))
{
cmd.flags |= DRAWNUMBER_POWERUPTIME;
sc.MustGetToken(TK_Identifier);
cmd.setString(sc, sc.String, 0);
const PClass* item = PClass::FindClass(sc.String);
if(item == NULL || !PClass::FindClass("PowerupGiver")->IsAncestorOf(item))
{
sc.ScriptError("'%s' is not a type of PowerupGiver.", sc.String);
}
}
else else
{ {
cmd.flags = DRAWNUMBER_INVENTORY; cmd.flags = DRAWNUMBER_INVENTORY;
@ -978,8 +999,8 @@ void SBarInfo::ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block)
cmd.flags |= GAMETYPE_DEATHMATCH; cmd.flags |= GAMETYPE_DEATHMATCH;
else if(sc.Compare("teamgame")) else if(sc.Compare("teamgame"))
cmd.flags |= GAMETYPE_TEAMGAME; cmd.flags |= GAMETYPE_TEAMGAME;
else //else I'm removing this error to allow cross port compatiblity. If it doesn't know what a gamemode is lets just ignore it.
sc.ScriptError("Unknown gamemode: %s", sc.String); // sc.ScriptError("Unknown gamemode: %s", sc.String);
if(sc.CheckToken('{')) if(sc.CheckToken('{'))
break; break;
sc.MustGetToken(','); sc.MustGetToken(',');