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- moved definition of games' default armor icons into gameinfo definition.
SVN r1806 (trunk)
This commit is contained in:
parent
8e4ba47c98
commit
57a2e0ab73
10 changed files with 46 additions and 36 deletions
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@ -1,4 +1,5 @@
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September 7, 2009 (Changes by Graf Zahl)
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- moved definition of games' default armor icons into gameinfo definition.
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- fixed: The PNG loader for true color textures overwrote the IDAT size with
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the IDAT id when reading the image.
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@ -1961,8 +1961,6 @@ void D_DoomMain (void)
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// [RH] Try adding .deh and .bex files on the command line.
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// If there are none, try adding any in the config file.
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//if (gameinfo.gametype == GAME_Doom)
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{
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if (!ConsiderPatches ("-deh", ".deh") &&
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!ConsiderPatches ("-bex", ".bex") &&
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(gameinfo.gametype == GAME_Doom) &&
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@ -1983,7 +1981,7 @@ void D_DoomMain (void)
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DoDehPatch (NULL, true); // See if there's a patch in a PWAD
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FinishDehPatch (); // Create replacements for dehacked pickups
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}
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FActorInfo::StaticSetActorNums ();
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@ -40,24 +40,13 @@ void ABasicArmor::Tick ()
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AbsorbCount = 0;
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if (!Icon.isValid())
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{
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switch (gameinfo.gametype)
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{
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case GAME_Chex:
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case GAME_Doom:
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Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "ARM1A0" : "ARM2A0", FTexture::TEX_Any);
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break;
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const char *icon = gameinfo.ArmorIcon1;
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case GAME_Heretic:
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Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/2 ? "SHLDA0" : "SHD2A0", FTexture::TEX_Any);
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break;
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if (SavePercent >= gameinfo.Armor2Percent && gameinfo.ArmorIcon2[0] != 0)
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icon = gameinfo.ArmorIcon2;
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case GAME_Strife:
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Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "I_ARM2" : "I_ARM1", FTexture::TEX_Any);
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break;
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default:
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break;
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}
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if (icon[0] != 0)
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Icon = TexMan.CheckForTexture (icon, FTexture::TEX_Any);
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}
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}
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15
src/gi.cpp
15
src/gi.cpp
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@ -233,6 +233,21 @@ void FMapInfoParser::ParseGameInfo()
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}
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}
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}
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else if(nextKey.CompareNoCase("armoricons") == 0)
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{
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sc.MustGetToken(TK_StringConst);
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strncpy(gameinfo.ArmorIcon1, sc.String, 8);
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gameinfo.ArmorIcon1[8] = 0;
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if (sc.CheckToken(','))
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{
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sc.MustGetToken(TK_FloatConst);
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gameinfo.Armor2Percent = FLOAT2FIXED(sc.Float);
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sc.MustGetToken(',');
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sc.MustGetToken(TK_StringConst);
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strncpy(gameinfo.ArmorIcon2, sc.String, 8);
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gameinfo.ArmorIcon2[8] = 0;
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}
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}
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// Insert valid keys here.
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GAMEINFOKEY_CSTRING(titlePage, "titlePage", 8)
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GAMEINFOKEY_STRINGARRAY(creditPages, "creditPage", 8)
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7
src/gi.h
7
src/gi.h
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@ -82,12 +82,15 @@ struct gameinfo_t
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FString chatSound;
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FString finaleMusic;
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char finaleFlat[9];
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FString quitSound;
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char borderFlat[9];
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char SkyFlatName[9];
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char ArmorIcon1[9];
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char ArmorIcon2[9];
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fixed_t Armor2Percent;
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FString quitSound;
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gameborder_t *border;
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int telefogheight;
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int defKickback;
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char SkyFlatName[9];
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FString translator;
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DWORD defaultbloodcolor;
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DWORD defaultbloodparticlecolor;
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@ -688,7 +688,7 @@ void cht_Give (player_t *player, const char *name, int amount)
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{
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ABasicArmorPickup *armor = Spawn<ABasicArmorPickup> (0,0,0, NO_REPLACE);
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armor->SaveAmount = 100*deh.BlueAC;
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armor->SavePercent = gameinfo.gametype != GAME_Heretic ? FRACUNIT/2 : FRACUNIT*3/4;
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armor->SavePercent = gameinfo.Armor2Percent > 0? gameinfo.Armor2Percent : FRACUNIT/2;
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if (!armor->CallTryPickup (player->mo))
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{
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armor->Destroy ();
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@ -23,6 +23,7 @@ gameinfo
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defaultbloodcolor = "3f 7d 39"
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defaultbloodparticlecolor = "5f af 57"
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backpacktype = "ZorchPack"
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armoricons = "ARM1A0", 0.5, "ARM2A0"
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statusbar = "sbarinfo/doom.txt"
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intermissionmusic = "$MUSIC_INTER"
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intermissioncounter = true
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@ -22,6 +22,7 @@ gameinfo
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defaultbloodcolor = "68 00 00"
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defaultbloodparticlecolor = "ff 00 00"
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backpacktype = "Backpack"
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armoricons = "ARM1A0", 0.5, "ARM2A0"
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statusbar = "sbarinfo/doom.txt"
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intermissionmusic = "$MUSIC_DM2INT"
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intermissioncounter = true
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@ -23,6 +23,7 @@ gameinfo
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defaultbloodcolor = "68 00 00"
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defaultbloodparticlecolor = "ff 00 00"
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backpacktype = "BagOfHolding"
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armoricons = "SHLDA0", 0.75, "SHD2A0"
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statusbar = ""
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intermissionmusic = "mus_intr"
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intermissioncounter = false
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@ -23,6 +23,7 @@ gameinfo
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defaultbloodcolor = "68 00 00"
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defaultbloodparticlecolor = "ff 00 00"
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backpacktype = "AmmoSatchel"
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armoricons = "I_ARM2", 0.5, "I_ARM1"
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statusbar = ""
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intermissionmusic = "d_slide"
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intermissioncounter = false
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