/* ** sbarinfo_commands.cpp ** ** This is an extension to the sbarinfo.cpp file. This contains all of the ** commands. **--------------------------------------------------------------------------- ** Copyright 2008 Braden Obrzut ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // [BL] Do note that this file is included by sbarinfo.cpp. This is done so // that all the code can be more or less in one spot. // // At the bottom of this file is a function that belongs to // SBarInfoCommandFlowControl which creates the instances of the following // classes. //////////////////////////////////////////////////////////////////////////////// class CommandDrawImage : public SBarInfoCommand { public: CommandDrawImage(SBarInfo *script) : SBarInfoCommand(script), translatable(false), type(NORMAL_IMAGE), image(-1), offset(static_cast (TOP|LEFT)), texture(NULL), alpha(FRACUNIT) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { if(texture == NULL) return; // We must calculate this per frame in order to prevent glitches with cl_capfps true. fixed_t frameAlpha = block->Alpha(); if(alpha != FRACUNIT) frameAlpha = fixed_t(((double) block->Alpha() / (double) FRACUNIT) * ((double) alpha / (double) OPAQUE) * FRACUNIT); statusBar->DrawGraphic(texture, imgx, imgy, block->XOffset(), block->YOffset(), frameAlpha, block->FullScreenOffsets(), translatable, false, offset); } void Parse(FScanner &sc, bool fullScreenOffsets) { bool getImage = true; if(sc.CheckToken(TK_Identifier)) { getImage = false; if(sc.Compare("playericon")) type = PLAYERICON; else if(sc.Compare("ammoicon1")) type = AMMO1; else if(sc.Compare("ammoicon2")) type = AMMO2; else if(sc.Compare("armoricon")) type = ARMOR; else if(sc.Compare("weaponicon")) type = WEAPONICON; else if(sc.Compare("sigil")) type = SIGIL; else if(sc.Compare("hexenarmor")) { sc.MustGetToken(TK_Identifier); if(sc.Compare("armor")) type = HEXENARMOR_ARMOR; else if(sc.Compare("shield")) type = HEXENARMOR_SHIELD; else if(sc.Compare("helm")) type = HEXENARMOR_HELM; else if(sc.Compare("amulet")) type = HEXENARMOR_AMULET; else sc.ScriptError("Unkown armor type: '%s'", sc.String); sc.MustGetToken(','); getImage = true; } else if(sc.Compare("translatable")) { translatable = true; getImage = true; } else { type = INVENTORYICON; const PClass* item = PClass::FindClass(sc.String); if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of Inventory { sc.ScriptError("'%s' is not a type of inventory item.", sc.String); } sprite = ((AInventory *)GetDefaultByType(item))->Icon; image = -1; } } if(getImage) { sc.MustGetToken(TK_StringConst); image = script->newImage(sc.String); sprite.SetInvalid(); } sc.MustGetToken(','); GetCoordinates(sc, fullScreenOffsets, imgx, imgy); if(sc.CheckToken(',')) { sc.MustGetToken(TK_Identifier); if(sc.Compare("center")) offset = CENTER; else if(sc.Compare("centerbottom")) offset = static_cast (HMIDDLE|BOTTOM); else sc.ScriptError("'%s' is not a valid alignment.", sc.String); } sc.MustGetToken(';'); } void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged) { texture = NULL; alpha = FRACUNIT; if(type == PLAYERICON) texture = TexMan[statusBar->CPlayer->mo->ScoreIcon]; else if(type == AMMO1) { if(statusBar->ammo1 != NULL) texture = TexMan[statusBar->ammo1->Icon]; } else if(type == AMMO2) { if(statusBar->ammo2 != NULL) texture = TexMan[statusBar->ammo2->Icon]; } else if(type == ARMOR) { if(statusBar->armor != NULL && statusBar->armor->Amount != 0) texture = TexMan(statusBar->armor->Icon); } else if(type == WEAPONICON) { AWeapon *weapon = statusBar->CPlayer->ReadyWeapon; if(weapon != NULL && weapon->Icon.isValid()) { texture = TexMan[weapon->Icon]; } } else if(type == SIGIL) { AInventory *item = statusBar->CPlayer->mo->FindInventory(); if (item != NULL) texture = TexMan[item->Icon]; } else if(type == HEXENARMOR_ARMOR || type == HEXENARMOR_SHIELD || type == HEXENARMOR_AMULET || type == HEXENARMOR_ARMOR) { int armorType = type - HEXENARMOR_ARMOR; AHexenArmor *harmor = statusBar->CPlayer->mo->FindInventory(); if (harmor != NULL) { if (harmor->Slots[armorType] > 0 && harmor->SlotsIncrement[armorType] > 0) { //combine the alpha values alpha = fixed_t(((double) alpha / (double) FRACUNIT) * ((double) MIN (OPAQUE, Scale(harmor->Slots[armorType], OPAQUE, harmor->SlotsIncrement[armorType])) / (double) OPAQUE) * FRACUNIT); texture = statusBar->Images[image]; } else return; } } else if(type == INVENTORYICON) texture = TexMan[sprite]; else if(type == SELECTEDINVENTORYICON && statusBar->CPlayer->mo->InvSel != NULL) texture = TexMan(statusBar->CPlayer->mo->InvSel->Icon); else if(image >= 0) texture = statusBar->Images[image]; } protected: enum ImageType { PLAYERICON, AMMO1, AMMO2, ARMOR, WEAPONICON, SIGIL, HEXENARMOR_ARMOR, HEXENARMOR_SHIELD, HEXENARMOR_HELM, HEXENARMOR_AMULET, INVENTORYICON, WEAPONSLOT, SELECTEDINVENTORYICON, NORMAL_IMAGE }; bool translatable; ImageType type; int image; FTextureID sprite; // I'm using imgx/imgy here so that I can inherit drawimage with drawnumber for some commands. SBarInfoCoordinate imgx; SBarInfoCoordinate imgy; Offset offset; FTexture *texture; int alpha; }; //////////////////////////////////////////////////////////////////////////////// class CommandDrawSwitchableImage : public CommandDrawImage { private: enum Operator { EQUAL, LESS, GREATER, LESSOREQUAL, GREATEROREQUAL, NOTEQUAL }; static void GetOperation(FScanner &sc, Operator &op, int &value) { if(sc.CheckToken(TK_Eq)) op = EQUAL; else if(sc.CheckToken('<')) op = LESS; else if(sc.CheckToken('>')) op = GREATER; else if(sc.CheckToken(TK_Leq)) op = LESSOREQUAL; else if(sc.CheckToken(TK_Geq)) op = GREATEROREQUAL; else if(sc.CheckToken(TK_Neq)) op = NOTEQUAL; else { // Default op = GREATER; value = 0; return; } sc.MustGetToken(TK_IntConst); value = sc.Number; } static bool EvaluateOperation(const Operator &op, const int &value, const int &compare) { switch(op) { case EQUAL: return compare == value; case LESS: return compare < value; case GREATER: default: return compare > value; case LESSOREQUAL: return compare <= value; case GREATEROREQUAL: return compare >= value; case NOTEQUAL: return compare != value; } } public: CommandDrawSwitchableImage(SBarInfo *script) : CommandDrawImage(script), condition(INVENTORY), conditionAnd(false) { conditionalImage[0] = conditionalImage[1] = conditionalImage[2] = -1; conditionalValue[0] = conditionalValue[1] = 0; armorType[0] = armorType[1] = 0; } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_Identifier); if(sc.Compare("weaponslot")) { condition = WEAPONSLOT; sc.MustGetToken(TK_IntConst); conditionalValue[0] = sc.Number; } else if(sc.Compare("invulnerable")) { condition = INVULNERABILITY; } else if(sc.Compare("keyslot")) { condition = KEYSLOT; sc.MustGetToken(TK_IntConst); conditionalValue[0] = sc.Number; } else if(sc.Compare("armortype")) { condition = ARMORTYPE; sc.MustGetToken(TK_Identifier); armorType[0] = FName(sc.String).GetIndex(); GetOperation(sc, conditionalOperator[0], conditionalValue[0]); } else { inventoryItem[0] = sc.String; const PClass* item = PClass::FindClass(sc.String); if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of Inventory { sc.ScriptError("'%s' is not a type of inventory item.", sc.String); } GetOperation(sc, conditionalOperator[0], conditionalValue[0]); } if(sc.CheckToken(TK_AndAnd) && condition != INVULNERABILITY) { conditionAnd = true; if(condition == KEYSLOT || condition == WEAPONSLOT) { sc.MustGetToken(TK_IntConst); conditionalValue[1] = sc.Number; } else if(condition == ARMORTYPE) { sc.MustGetToken(TK_Identifier); armorType[1] = FName(sc.String).GetIndex(); GetOperation(sc, conditionalOperator[1], conditionalValue[1]); } else { sc.MustGetToken(TK_Identifier); inventoryItem[1] = sc.String; const PClass* item = PClass::FindClass(sc.String); if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of Inventory { sc.ScriptError("'%s' is not a type of inventory item.", sc.String); } GetOperation(sc, conditionalOperator[1], conditionalValue[1]); } } // [BL] I have word that MSVC++ wants this static_cast ;) Shut up MSVC! for(unsigned int i = 0;i < static_cast (conditionAnd ? 3 : 1);i++) { sc.MustGetToken(','); sc.MustGetToken(TK_StringConst); conditionalImage[i] = script->newImage(sc.String); } sc.MustGetToken(','); CommandDrawImage::Parse(sc, fullScreenOffsets); } void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged) { // DrawSwitchable image allows 2 or 4 images to be supplied. // drawAlt toggles these: // 1 = first image // 2 = second image // 3 = thrid image // 0 = last image int drawAlt = 0; if(condition == WEAPONSLOT) //weaponslots { drawAlt = 1; //draw off state until we know we have something. for (int i = 0; i < statusBar->CPlayer->weapons.Slots[conditionalValue[0]].Size(); i++) { const PClass *weap = statusBar->CPlayer->weapons.Slots[conditionalValue[0]].GetWeapon(i); if(weap == NULL) { continue; } else if(statusBar->CPlayer->mo->FindInventory(weap) != NULL) { drawAlt = 0; break; } } } else if(condition == INVULNERABILITY) { if(statusBar->CPlayer->cheats&CF_GODMODE) { drawAlt = 1; } } else if(condition == KEYSLOT) { bool found1 = false; bool found2 = false; drawAlt = 1; for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory) { if(item->IsKindOf(RUNTIME_CLASS(AKey))) { int keynum = static_cast(item)->KeyNumber; if(keynum == conditionalValue[0]) found1 = true; if(conditionAnd && keynum == conditionalValue[1]) // two keys found2 = true; } } if(conditionAnd) { if(found1 && found2) drawAlt = 0; else if(found1) drawAlt = 2; else if(found2) drawAlt = 3; } else { if(found1) drawAlt = 0; } } else if(condition == ARMORTYPE) { ABasicArmor *armor = (ABasicArmor *) statusBar->CPlayer->mo->FindInventory(NAME_BasicArmor); if(armor != NULL) { bool matches1 = armor->ArmorType.GetIndex() == armorType[0] && EvaluateOperation(conditionalOperator[0], conditionalValue[0], armor->Amount); bool matches2 = armor->ArmorType.GetIndex() == armorType[1] && EvaluateOperation(conditionalOperator[1], conditionalValue[1], armor->Amount); drawAlt = 1; if(conditionAnd) { if(matches1 && matches2) drawAlt = 0; else if(matches2) drawAlt = 3; else if(matches1) drawAlt = 2; } else if(matches1) drawAlt = 0; } } else //check the inventory items and draw selected sprite { AInventory* item = statusBar->CPlayer->mo->FindInventory(PClass::FindClass(inventoryItem[0])); if(item == NULL || !EvaluateOperation(conditionalOperator[0], conditionalValue[0], item->Amount)) drawAlt = 1; if(conditionAnd) { item = statusBar->CPlayer->mo->FindInventory(PClass::FindClass(inventoryItem[1])); bool secondCondition = item != NULL && EvaluateOperation(conditionalOperator[1], conditionalValue[1], item->Amount); if((item != NULL && secondCondition) && drawAlt == 0) //both { drawAlt = 0; } else if((item != NULL && secondCondition) && drawAlt == 1) //2nd { drawAlt = 3; } else if((item == NULL || !secondCondition) && drawAlt == 0) //1st { drawAlt = 2; } } } if(drawAlt != 0) //draw 'off' image { texture = statusBar->Images[conditionalImage[drawAlt-1]]; // Since we're not going to call our parent's tick() method, // be sure to set the alpha value properly. alpha = FRACUNIT; return; } CommandDrawImage::Tick(block, statusBar, hudChanged); } private: enum Condition { WEAPONSLOT, INVULNERABILITY, KEYSLOT, ARMORTYPE, INVENTORY }; Condition condition; bool conditionAnd; int conditionalImage[3]; int conditionalValue[2]; Operator conditionalOperator[2]; FString inventoryItem[2]; int armorType[2]; }; //////////////////////////////////////////////////////////////////////////////// class CommandDrawString : public SBarInfoCommand { public: CommandDrawString(SBarInfo *script) : SBarInfoCommand(script), shadow(false), spacing(0), font(NULL), translation(CR_UNTRANSLATED) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { statusBar->DrawString(font, str.GetChars(), x, y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), translation, spacing, shadow); } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_Identifier); font = V_GetFont(sc.String); if(font == NULL) sc.ScriptError("Unknown font '%s'.", sc.String); sc.MustGetToken(','); translation = GetTranslation(sc); sc.MustGetToken(','); sc.MustGetToken(TK_StringConst); str = sc.String; sc.MustGetToken(','); GetCoordinates(sc, fullScreenOffsets, x, y); if(sc.CheckToken(',')) //spacing { sc.MustGetToken(TK_IntConst); spacing = sc.Number; } sc.MustGetToken(';'); if(script->spacingCharacter == '\0') x -= static_cast (font->StringWidth(str)+(spacing * str.Len())); else //monospaced, so just multiplay the character size x -= static_cast ((font->GetCharWidth((int) script->spacingCharacter) + spacing) * str.Len()); } protected: bool shadow; int spacing; FFont *font; EColorRange translation; SBarInfoCoordinate x; SBarInfoCoordinate y; FString str; }; //////////////////////////////////////////////////////////////////////////////// class CommandDrawNumber : public CommandDrawString { public: CommandDrawNumber(SBarInfo *script) : CommandDrawString(script), fillZeros(false), whenNotZero(false), interpolationSpeed(0), drawValue(0), length(3), lowValue(-1), lowTranslation(CR_UNTRANSLATED), highValue(-1), highTranslation(CR_UNTRANSLATED), value(CONSTANT), valueArgument(0), inventoryItem(NULL) { } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_IntConst); length = sc.Number; sc.MustGetToken(','); sc.MustGetToken(TK_Identifier); font = V_GetFont(sc.String); if(font == NULL) sc.ScriptError("Unknown font '%s'.", sc.String); sc.MustGetToken(','); normalTranslation = GetTranslation(sc); sc.MustGetToken(','); if(sc.CheckToken(TK_IntConst)) { value = CONSTANT; valueArgument = sc.Number; sc.MustGetToken(','); } else { sc.MustGetToken(TK_Identifier); if(sc.Compare("health")) value = HEALTH; else if(sc.Compare("armor")) value = ARMOR; else if(sc.Compare("ammo1")) value = AMMO1; else if(sc.Compare("ammo2")) value = AMMO2; else if(sc.Compare("ammo")) //request the next string to be an ammo type { value = AMMO; sc.MustGetToken(TK_Identifier); inventoryItem = PClass::FindClass(sc.String); if(inventoryItem == NULL || !RUNTIME_CLASS(AAmmo)->IsAncestorOf(inventoryItem)) //must be a kind of ammo { sc.ScriptError("'%s' is not a type of ammo.", sc.String); } } else if(sc.Compare("ammocapacity")) { value = AMMOCAPACITY; sc.MustGetToken(TK_Identifier); inventoryItem = PClass::FindClass(sc.String); if(inventoryItem == NULL || !RUNTIME_CLASS(AAmmo)->IsAncestorOf(inventoryItem)) //must be a kind of ammo { sc.ScriptError("'%s' is not a type of ammo.", sc.String); } } else if(sc.Compare("frags")) value = FRAGS; else if(sc.Compare("kills")) value = KILLS; else if(sc.Compare("monsters")) value = MONSTERS; else if(sc.Compare("items")) value = ITEMS; else if(sc.Compare("totalitems")) value = TOTALITEMS; else if(sc.Compare("secrets")) value = SECRETS; else if(sc.Compare("totalsecrets")) value = TOTALSECRETS; else if(sc.Compare("armorclass")) value = ARMORCLASS; else if(sc.Compare("airtime")) value = AIRTIME; else if(sc.Compare("globalvar")) { value = GLOBALVAR; sc.MustGetToken(TK_IntConst); if(sc.Number < 0 || sc.Number >= NUM_GLOBALVARS) sc.ScriptError("Global variable number out of range: %d", sc.Number); valueArgument = sc.Number; } else if(sc.Compare("globalarray")) //acts like variable[playernumber()] { value = GLOBALARRAY; sc.MustGetToken(TK_IntConst); if(sc.Number < 0 || sc.Number >= NUM_GLOBALVARS) sc.ScriptError("Global variable number out of range: %d", sc.Number); valueArgument = sc.Number; } else if(sc.Compare("poweruptime")) { value = POWERUPTIME; sc.MustGetToken(TK_Identifier); inventoryItem = PClass::FindClass(sc.String); if(inventoryItem == NULL || !PClass::FindClass("PowerupGiver")->IsAncestorOf(inventoryItem)) { sc.ScriptError("'%s' is not a type of PowerupGiver.", sc.String); } } else { value = INVENTORY; inventoryItem = PClass::FindClass(sc.String); if(inventoryItem == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(inventoryItem)) //must be a kind of ammo { sc.ScriptError("'%s' is not a type of inventory item.", sc.String); } } sc.MustGetToken(','); } while(sc.CheckToken(TK_Identifier)) { if(sc.Compare("fillzeros")) fillZeros = true; else if(sc.Compare("whennotzero")) whenNotZero = true; else if(sc.Compare("drawshadow")) shadow = true; else if(sc.Compare("interpolate")) { sc.MustGetToken('('); sc.MustGetToken(TK_IntConst); interpolationSpeed = sc.Number; sc.MustGetToken(')'); } else sc.ScriptError("Unknown flag '%s'.", sc.String); if(!sc.CheckToken('|')) sc.MustGetToken(','); } GetCoordinates(sc, fullScreenOffsets, startX, y); if(sc.CheckToken(',')) { bool needsComma = false; if(sc.CheckToken(TK_IntConst)) //font spacing { spacing = sc.Number; needsComma = true; } if(!needsComma || sc.CheckToken(',')) //2nd coloring for "low-on" value { lowTranslation = GetTranslation(sc); sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); lowValue = sc.Number; if(sc.CheckToken(',')) //3rd coloring for "high-on" value { highTranslation = GetTranslation(sc); sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); highValue = sc.Number; } } } sc.MustGetToken(';'); if(value == HEALTH) interpolationSpeed = script->interpolateHealth ? script->interpolationSpeed : interpolationSpeed; else if(value == ARMOR) interpolationSpeed = script->interpolateArmor ? script->armorInterpolationSpeed : interpolationSpeed; } void Reset() { drawValue = 0; } void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged) { int num = valueArgument; switch(value) { case HEALTH: num = statusBar->CPlayer->mo->health; if(script->lowerHealthCap && num < 0) //health shouldn't display negatives num = 0; if(script->interpolateHealth) interpolationSpeed = script->interpolationSpeed; break; case ARMOR: num = statusBar->armor != NULL ? statusBar->armor->Amount : 0; if(script->interpolateArmor) interpolationSpeed = script->armorInterpolationSpeed; break; case AMMO1: if(statusBar->ammo1 == NULL) //no ammo, do not draw { str = ""; return; } num = statusBar->ammocount1; break; case AMMO2: if(statusBar->ammo2 == NULL) //no ammo, do not draw { str = ""; return; } num = statusBar->ammocount2; break; case AMMO: { AInventory* item = statusBar->CPlayer->mo->FindInventory(inventoryItem); if(item != NULL) num = item->Amount; else num = 0; break; } case AMMOCAPACITY: { AInventory* item = statusBar->CPlayer->mo->FindInventory(inventoryItem); if(item != NULL) num = item->MaxAmount; else num = ((AInventory *)GetDefaultByType(inventoryItem))->MaxAmount; break; } case FRAGS: num = statusBar->CPlayer->fragcount; break; case KILLS: num = level.killed_monsters; break; case MONSTERS: num = level.total_monsters; break; case ITEMS: num = level.found_items; break; case TOTALITEMS: num = level.total_items; break; case SECRETS: num = level.found_secrets; break; case TOTALSECRETS: num = level.total_secrets; break; case ARMORCLASS: { AHexenArmor *harmor = statusBar->CPlayer->mo->FindInventory(); if(harmor != NULL) { num = harmor->Slots[0] + harmor->Slots[1] + harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4]; } //Hexen counts basic armor also so we should too. if(statusBar->armor != NULL) { num += statusBar->armor->SavePercent; } num /= (5*FRACUNIT); break; } case GLOBALVAR: num = ACS_GlobalVars[valueArgument]; break; case GLOBALARRAY: num = ACS_GlobalArrays[valueArgument][consoleplayer]; break; case POWERUPTIME: { //Get the PowerupType and check to see if the player has any in inventory. const PClass* powerupType = ((APowerupGiver*) GetDefaultByType(inventoryItem))->PowerupType; APowerup* powerup = (APowerup*) statusBar->CPlayer->mo->FindInventory(powerupType); if(powerup != NULL) num = powerup->EffectTics / TICRATE + 1; break; } case INVENTORY: { AInventory* item = statusBar->CPlayer->mo->FindInventory(inventoryItem); if(item != NULL) num = item->Amount; else num = 0; break; } case AIRTIME: { if(statusBar->CPlayer->mo->waterlevel < 3) num = level.airsupply/TICRATE; else num = clamp((statusBar->CPlayer->air_finished - level.time + (TICRATE-1))/TICRATE, 0, INT_MAX); break; } case SELECTEDINVENTORY: if(statusBar->CPlayer->mo->InvSel != NULL) num = statusBar->CPlayer->mo->InvSel->Amount; break; default: break; } if(interpolationSpeed != 0 && (!hudChanged || level.time == 1)) { if(num < drawValue) drawValue -= clamp((drawValue - num) >> 2, 1, interpolationSpeed); else if(drawValue < num) drawValue += clamp((num - drawValue) >> 2, 1, interpolationSpeed); } else drawValue = num; if(whenNotZero && drawValue == 0) { str = ""; return; } translation = normalTranslation; if(lowValue != -1 && drawValue <= lowValue) //low translation = lowTranslation; else if(highValue != -1 && drawValue >= highValue) //high translation = highTranslation; x = startX; // 10^9 is a largest we can hold in a 32-bit int. So if we go any larger we have to toss out the positions limit. int maxval = length <= 9 ? (int) ceil(pow(10., length))-1 : INT_MAX; if(!fillZeros || length == 1) drawValue = clamp(drawValue, -maxval, maxval); else //The community wanted negatives to take the last digit, but we can only do this if there is room drawValue = clamp(drawValue, length <= 9 ? (int) -(ceil(pow(10., length-1))-1) : INT_MIN, maxval); str.Format("%d", drawValue); if(fillZeros) { if(drawValue < 0) //We don't want the negative just yet str.Format("%d", -drawValue); while(str.Len() < (unsigned int) length) { if(drawValue < 0 && str.Len() == (unsigned int) (length-1)) str.Insert(0, "-"); else str.Insert(0, "0"); } } if(script->spacingCharacter == '\0') x -= static_cast (font->StringWidth(str)+(spacing * str.Len())); else //monospaced, so just multiplay the character size x -= static_cast ((font->GetCharWidth((int) script->spacingCharacter) + spacing) * str.Len()); } protected: enum ValueType { HEALTH, ARMOR, AMMO1, AMMO2, AMMO, AMMOCAPACITY, FRAGS, INVENTORY, KILLS, MONSTERS, ITEMS, TOTALITEMS, SECRETS, TOTALSECRETS, ARMORCLASS, GLOBALVAR, GLOBALARRAY, POWERUPTIME, AIRTIME, SELECTEDINVENTORY, CONSTANT }; bool fillZeros; bool whenNotZero; int interpolationSpeed; int drawValue; int length; int lowValue; EColorRange lowTranslation; int highValue; EColorRange highTranslation; EColorRange normalTranslation; ValueType value; int valueArgument; const PClass *inventoryItem; SBarInfoCoordinate startX; friend class CommandDrawInventoryBar; }; //////////////////////////////////////////////////////////////////////////////// class CommandDrawMugShot : public SBarInfoCommand { public: CommandDrawMugShot(SBarInfo *script) : SBarInfoCommand(script), accuracy(5), stateFlags(FMugShot::STANDARD) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { FTexture *face = script->MugShot.GetFace(statusBar->CPlayer, defaultFace, accuracy, stateFlags); if (face != NULL) statusBar->DrawGraphic(face, x, y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); } void Parse(FScanner &sc, bool fullScreenOffsets) { if(sc.CheckToken(TK_StringConst)) { defaultFace = sc.String; if(defaultFace.Len() > 3) sc.ScriptError("Default can not be longer than 3 characters."); sc.MustGetToken(','); } sc.MustGetToken(TK_IntConst); //accuracy if(sc.Number < 1 || sc.Number > 9) sc.ScriptError("Expected a number between 1 and 9, got %d instead.", sc.Number); accuracy = sc.Number; sc.MustGetToken(','); while(sc.CheckToken(TK_Identifier)) { if(sc.Compare("xdeathface")) stateFlags = static_cast (stateFlags|FMugShot::XDEATHFACE); else if(sc.Compare("animatedgodmode")) stateFlags = static_cast (stateFlags|FMugShot::ANIMATEDGODMODE); else if(sc.Compare("disablegrin")) stateFlags = static_cast (stateFlags|FMugShot::DISABLEGRIN); else if(sc.Compare("disableouch")) stateFlags = static_cast (stateFlags|FMugShot::DISABLEOUCH); else if(sc.Compare("disablepain")) stateFlags = static_cast (stateFlags|FMugShot::DISABLEPAIN); else if(sc.Compare("disablerampage")) stateFlags = static_cast (stateFlags|FMugShot::DISABLERAMPAGE); else sc.ScriptError("Unknown flag '%s'.", sc.String); if(!sc.CheckToken('|')) sc.MustGetToken(','); } GetCoordinates(sc, fullScreenOffsets, x, y); sc.MustGetToken(';'); } protected: FString defaultFace; //Deprecated int accuracy; FMugShot::StateFlags stateFlags; SBarInfoCoordinate x; SBarInfoCoordinate y; }; //////////////////////////////////////////////////////////////////////////////// class CommandDrawSelectedInventory : public SBarInfoCommandFlowControl, private CommandDrawImage, private CommandDrawNumber { public: CommandDrawSelectedInventory(SBarInfo *script) : SBarInfoCommandFlowControl(script), CommandDrawImage(script), CommandDrawNumber(script), alternateOnEmpty(false), artiflash(false), alwaysShowCounter(false) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { if(statusBar->CPlayer->mo->InvSel != NULL && !(level.flags & LEVEL_NOINVENTORYBAR)) { if(artiflash && artiflashTick) { statusBar->DrawGraphic(statusBar->Images[ARTIFLASH_OFFSET+(4-artiflashTick)], imgx, imgy, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), translatable, false, offset); } else CommandDrawImage::Draw(block, statusBar); if(alwaysShowCounter || statusBar->CPlayer->mo->InvSel->Amount != 1) CommandDrawNumber::Draw(block, statusBar); } else if(alternateOnEmpty) SBarInfoCommandFlowControl::Draw(block, statusBar); } void Parse(FScanner &sc, bool fullScreenOffsets) { type = SELECTEDINVENTORYICON; value = SELECTEDINVENTORY; while(true) //go until we get a font (non-flag) { sc.MustGetToken(TK_Identifier); if(sc.Compare("alternateonempty")) alternateOnEmpty = true; else if(sc.Compare("artiflash")) artiflash = true; else if(sc.Compare("alwaysshowcounter")) alwaysShowCounter = true; else if(sc.Compare("center")) offset = CENTER; else if(sc.Compare("centerbottom")) offset = static_cast (HMIDDLE|BOTTOM); else if(sc.Compare("drawshadow")) shadow = true; else { font = V_GetFont(sc.String); if(font == NULL) sc.ScriptError("Unknown font '%s'.", sc.String); sc.MustGetToken(','); break; } if(!sc.CheckToken('|')) sc.MustGetToken(','); } CommandDrawImage::GetCoordinates(sc, fullScreenOffsets, imgx, imgy); startX = imgx + 30; y = imgy + 24; normalTranslation = CR_GOLD; if(sc.CheckToken(',')) //more font information { CommandDrawNumber::GetCoordinates(sc, fullScreenOffsets, startX, y); if(sc.CheckToken(',')) { normalTranslation = CommandDrawNumber::GetTranslation(sc); if(sc.CheckToken(',')) { sc.MustGetToken(TK_IntConst); spacing = sc.Number; } } } if(alternateOnEmpty) SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets); else sc.MustGetToken(';'); } void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged) { if(artiflashTick > 0) artiflashTick--; CommandDrawImage::Tick(block, statusBar, hudChanged); CommandDrawNumber::Tick(block, statusBar, hudChanged); } static void Flash() { artiflashTick = 4; } protected: bool alternateOnEmpty; bool artiflash; bool alwaysShowCounter; static int artiflashTick; }; int CommandDrawSelectedInventory::artiflashTick = 4; void DSBarInfo::FlashItem(const PClass *itemtype) { CommandDrawSelectedInventory::Flash(); } //////////////////////////////////////////////////////////////////////////////// class CommandGameMode : public SBarInfoCommandFlowControl { public: CommandGameMode(SBarInfo *script) : SBarInfoCommandFlowControl(script), modes(static_cast (0)) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { if((!multiplayer && (modes & SINGLEPLAYER)) || (deathmatch && (modes & DEATHMATCH)) || (multiplayer && !deathmatch && (modes & COOPERATIVE)) || (teamplay && (modes & TEAMGAME))) { SBarInfoCommandFlowControl::Draw(block, statusBar); } } void Parse(FScanner &sc, bool fullScreenOffsets) { do { sc.MustGetToken(TK_Identifier); modes |= static_cast (1<CPlayer->ReadyWeapon != NULL && (statusBar->CPlayer->ReadyWeapon->AmmoType1 != NULL || statusBar->CPlayer->ReadyWeapon->AmmoType2 != NULL)) ^ negate) SBarInfoCommandFlowControl::Draw(block, statusBar); } void Parse(FScanner &sc, bool fullScreenOffsets) { if(sc.CheckToken(TK_Identifier)) { if(sc.Compare("not")) negate = true; else sc.ScriptError("Expected 'not', but got '%s' instead.", sc.String); } SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets); } protected: bool negate; }; //////////////////////////////////////////////////////////////////////////////// class CommandUsesSecondaryAmmo : public CommandUsesAmmo { public: CommandUsesSecondaryAmmo(SBarInfo *script) : CommandUsesAmmo(script) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { if((statusBar->CPlayer->ReadyWeapon != NULL && statusBar->CPlayer->ReadyWeapon->AmmoType2 != NULL && statusBar->CPlayer->ReadyWeapon->AmmoType1 != statusBar->CPlayer->ReadyWeapon->AmmoType2) ^ negate) SBarInfoCommandFlowControl::Draw(block, statusBar); } }; //////////////////////////////////////////////////////////////////////////////// class CommandInventoryBarNotVisible : public SBarInfoCommandFlowControl { public: CommandInventoryBarNotVisible(SBarInfo *script) : SBarInfoCommandFlowControl(script) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { if(statusBar->CPlayer->inventorytics <= 0 || (level.flags & LEVEL_NOINVENTORYBAR)) SBarInfoCommandFlowControl::Draw(block, statusBar); } }; //////////////////////////////////////////////////////////////////////////////// class CommandAspectRatio : public SBarInfoCommandFlowControl { public: CommandAspectRatio(SBarInfo *script) : SBarInfoCommandFlowControl(script), ratio(ASPECTRATIO_4_3) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { if(CheckRatio(screen->GetWidth(), screen->GetHeight()) == ratio) SBarInfoCommandFlowControl::Draw(block, statusBar); } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_StringConst); if(sc.Compare("4:3")) ratio = ASPECTRATIO_4_3; else if(sc.Compare("16:9")) ratio = ASPECTRATIO_16_9; else if(sc.Compare("16:10")) ratio = ASPECTRATIO_16_10; else if(sc.Compare("5:4")) ratio = ASPECTRATIO_5_4; else sc.ScriptError("Unkown aspect ratio: %s", sc.String); SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets); } protected: enum Ratio { ASPECTRATIO_4_3 = 0, ASPECTRATIO_16_9 = 1, ASPECTRATIO_16_10 = 2, ASPECTRATIO_5_4 = 4 }; Ratio ratio; }; //////////////////////////////////////////////////////////////////////////////// class CommandDrawShader : public SBarInfoCommand { public: CommandDrawShader(SBarInfo *script) : SBarInfoCommand(script), vertical(false), reverse(false), width(1), height(1) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { statusBar->DrawGraphic(&shaders[(vertical<<1) + reverse], x, y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, true, width, height); } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_IntConst); width = sc.Number; if(sc.Number < 1) sc.ScriptError("Width must be greater than 1."); sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); height = sc.Number; if(sc.Number < 1) sc.ScriptError("Height must be greater than 1."); sc.MustGetToken(','); sc.MustGetToken(TK_Identifier); if(sc.Compare("vertical")) vertical = true; else if(!sc.Compare("horizontal")) sc.ScriptError("Unknown direction '%s'.", sc.String); sc.MustGetToken(','); if(sc.CheckToken(TK_Identifier)) { if(!sc.Compare("reverse")) { sc.ScriptError("Exspected 'reverse', got '%s' instead.", sc.String); } reverse = true; sc.MustGetToken(','); } GetCoordinates(sc, fullScreenOffsets, x, y); sc.MustGetToken(';'); } protected: bool vertical; bool reverse; unsigned int width; unsigned int height; SBarInfoCoordinate x; SBarInfoCoordinate y; private: class FBarShader : public FTexture { public: FBarShader(bool vertical, bool reverse) { int i; Width = vertical ? 2 : 256; Height = vertical ? 256 : 2; CalcBitSize(); // Fill the column/row with shading values. // Vertical shaders have have minimum alpha at the top // and maximum alpha at the bottom, unless flipped by // setting reverse to true. Horizontal shaders are just // the opposite. if (vertical) { if (!reverse) { for (i = 0; i < 256; ++i) { Pixels[i] = i; Pixels[256+i] = i; } } else { for (i = 0; i < 256; ++i) { Pixels[i] = 255 - i; Pixels[256+i] = 255 -i; } } } else { if (!reverse) { for (i = 0; i < 256; ++i) { Pixels[i*2] = 255 - i; Pixels[i*2+1] = 255 - i; } } else { for (i = 0; i < 256; ++i) { Pixels[i*2] = i; Pixels[i*2+1] = i; } } } DummySpan[0].TopOffset = 0; DummySpan[0].Length = vertical ? 256 : 2; DummySpan[1].TopOffset = 0; DummySpan[1].Length = 0; } const BYTE *GetColumn(unsigned int column, const Span **spans_out) { if (spans_out != NULL) { *spans_out = DummySpan; } return Pixels + ((column & WidthMask) << HeightBits); } const BYTE *GetPixels() { return Pixels; } void Unload() {} private: BYTE Pixels[512]; Span DummySpan[2]; }; static FBarShader shaders[4]; }; CommandDrawShader::FBarShader CommandDrawShader::shaders[4] = { FBarShader(false, false), FBarShader(false, true), FBarShader(true, false), FBarShader(true, true) }; //////////////////////////////////////////////////////////////////////////////// class CommandDrawInventoryBar : public SBarInfoCommand { public: CommandDrawInventoryBar(SBarInfo *script) : SBarInfoCommand(script), style(GAME_Doom), size(7), alwaysShow(false), noArtibox(false), noArrows(false), alwaysShowCounter(false), translucent(false), vertical(false), counters(NULL), font(NULL), translation(CR_GOLD), fontSpacing(0) { } ~CommandDrawInventoryBar() { if(counters != NULL) { for(unsigned int i = 0;i < size;i++) delete counters[i]; delete[] counters; } } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { int spacing = 0; if(!vertical) spacing = (style != GAME_Strife) ? statusBar->Images[statusBar->invBarOffset + imgARTIBOX]->GetScaledWidth() + 1 : statusBar->Images[statusBar->invBarOffset + imgCURSOR]->GetScaledWidth() - 1; else spacing = (style != GAME_Strife) ? statusBar->Images[statusBar->invBarOffset + imgARTIBOX]->GetScaledHeight() + 1 : statusBar->Images[statusBar->invBarOffset + imgCURSOR]->GetScaledHeight() - 1; int bgalpha = block->Alpha(); if(translucent) bgalpha = fixed_t((((double) block->Alpha() / (double) FRACUNIT) * ((double) HX_SHADOW / (double) FRACUNIT)) * FRACUNIT); AInventory *item; unsigned int i = 0; // If the player has no artifacts, don't draw the bar statusBar->CPlayer->mo->InvFirst = statusBar->ValidateInvFirst(size); if(statusBar->CPlayer->mo->InvFirst != NULL || alwaysShow) { for(item = statusBar->CPlayer->mo->InvFirst, i = 0; item != NULL && i < size; item = item->NextInv(), ++i) { SBarInfoCoordinate rx = x + (!vertical ? i*spacing : 0); SBarInfoCoordinate ry = y + (vertical ? i*spacing : 0); if(!noArtibox) statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgARTIBOX], rx, ry, block->XOffset(), block->YOffset(), bgalpha, block->FullScreenOffsets()); if(style != GAME_Strife) //Strife draws the cursor before the icons statusBar->DrawGraphic(TexMan(item->Icon), rx, ry, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, item->Amount <= 0); if(item == statusBar->CPlayer->mo->InvSel) { if(style == GAME_Heretic) statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx, ry+29, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); else if(style == GAME_Hexen) statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx, ry-1, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); else if(style == GAME_Strife) statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgCURSOR], rx-6, ry-2, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); else statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx, ry, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); } if(style == GAME_Strife) statusBar->DrawGraphic(TexMan(item->Icon), rx, ry, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, item->Amount <= 0); if(counters != NULL && (alwaysShowCounter || item->Amount != 1)) { counters[i]->valueArgument = item->Amount; counters[i]->Draw(block, statusBar); } } for (; i < size && !noArtibox; ++i) statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgARTIBOX], x + (!vertical ? (i*spacing) : 0), y + (vertical ? (i*spacing) : 0), block->XOffset(), block->YOffset(), bgalpha, block->FullScreenOffsets()); // Is there something to the left? if (!noArrows && statusBar->CPlayer->mo->FirstInv() != statusBar->CPlayer->mo->InvFirst) { int offset = style != GAME_Strife ? -12 : 14; statusBar->DrawGraphic(statusBar->Images[!(gametic & 4) ? statusBar->invBarOffset + imgINVLFGEM1 : statusBar->invBarOffset + imgINVLFGEM2], x + (!vertical ? offset : 0), y + (vertical ? offset : 0), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); } // Is there something to the right? if (!noArrows && item != NULL) { int offset = style != GAME_Strife ? size*31+2 : size*35-4; statusBar->DrawGraphic(statusBar->Images[!(gametic & 4) ? statusBar->invBarOffset + imgINVRTGEM1 : statusBar->invBarOffset + imgINVRTGEM2], x + (!vertical ? offset : 0), y + (vertical ? offset : 0), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); } } } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_Identifier); if(sc.Compare("Doom")) style = GAME_Doom; else if(sc.Compare("Heretic")) style = GAME_Heretic; else if(sc.Compare("Hexen")) style = GAME_Hexen; else if(sc.Compare("Strife")) style = GAME_Strife; else sc.ScriptError("Unknown style '%s'.", sc.String); sc.MustGetToken(','); while(sc.CheckToken(TK_Identifier)) { if(sc.Compare("alwaysshow")) alwaysShow = true; else if(sc.Compare("noartibox")) noArtibox = true; else if(sc.Compare("noarrows")) noArrows = true; else if(sc.Compare("alwaysshowcounter")) alwaysShowCounter = true; else if(sc.Compare("translucent")) translucent = true; else if(sc.Compare("vertical")) vertical = true; else sc.ScriptError("Unknown flag '%s'.", sc.String); if(!sc.CheckToken('|')) sc.MustGetToken(','); } sc.MustGetToken(TK_IntConst); size = sc.Number; sc.MustGetToken(','); sc.MustGetToken(TK_Identifier); font = V_GetFont(sc.String); if(font == NULL) sc.ScriptError("Unknown font '%s'.", sc.String); sc.MustGetToken(','); GetCoordinates(sc, fullScreenOffsets, x, y); counterX = x + 26; counterY = y + 22; if(sc.CheckToken(',')) //more font information { GetCoordinates(sc, fullScreenOffsets, counterX, counterY); if(sc.CheckToken(',')) { translation = GetTranslation(sc); if(sc.CheckToken(',')) { sc.MustGetToken(TK_IntConst); fontSpacing = sc.Number; } } } sc.MustGetToken(';'); } void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged) { // Make the counters if need be. if(counters == NULL) { int spacing = 0; if(!vertical) spacing = (style != GAME_Strife) ? statusBar->Images[statusBar->invBarOffset + imgARTIBOX]->GetScaledWidth() + 1 : statusBar->Images[statusBar->invBarOffset + imgCURSOR]->GetScaledWidth() - 1; else spacing = (style != GAME_Strife) ? statusBar->Images[statusBar->invBarOffset + imgARTIBOX]->GetScaledHeight() + 1 : statusBar->Images[statusBar->invBarOffset + imgCURSOR]->GetScaledHeight() - 1; counters = new CommandDrawNumber*[size]; for(unsigned int i = 0;i < size;i++) { counters[i] = new CommandDrawNumber(script); counters[i]->startX = counterX + (!vertical ? spacing*i : 0); counters[i]->y = counterY + (vertical ? spacing*i : 0); counters[i]->normalTranslation = translation; counters[i]->font = font; counters[i]->spacing = fontSpacing; counters[i]->whenNotZero = !alwaysShowCounter; counters[i]->drawValue = counters[i]->value = CommandDrawNumber::CONSTANT; counters[i]->length = 3; } } for(unsigned int i = 0;i < size;i++) counters[i]->Tick(block, statusBar, hudChanged); } protected: int style; unsigned int size; bool alwaysShow; bool noArtibox; bool noArrows; bool alwaysShowCounter; bool translucent; bool vertical; SBarInfoCoordinate x; SBarInfoCoordinate y; CommandDrawNumber* *counters; private: // This information will be transferred to counters as soon as possible. FFont *font; SBarInfoCoordinate counterX; SBarInfoCoordinate counterY; EColorRange translation; int fontSpacing; }; //////////////////////////////////////////////////////////////////////////////// class CommandDrawKeyBar : public SBarInfoCommand { public: CommandDrawKeyBar(SBarInfo *script) : SBarInfoCommand(script), number(3), vertical(false), reverseRows(false), iconSize(-1), rowIconSize(-1), keyOffset(0), rowSize(0) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { AInventory *item = statusBar->CPlayer->mo->Inventory; if(item == NULL) return; int slotOffset = 0; int rowOffset = 0; int rowWidth = 0; for(unsigned int i = 0;i < number+keyOffset;i++) { while(!item->Icon.isValid() || !item->IsKindOf(RUNTIME_CLASS(AKey))) { item = item->Inventory; if(item == NULL) return; } if(i >= keyOffset) //Should we start drawing? { if(!vertical) { statusBar->DrawGraphic(TexMan[item->Icon], x+slotOffset, y+rowOffset, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); rowWidth = rowIconSize == -1 ? TexMan[item->Icon]->GetScaledHeight()+2 : rowIconSize; } else { statusBar->DrawGraphic(TexMan[item->Icon], x+rowOffset, y+slotOffset, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); rowWidth = rowIconSize == -1 ? TexMan[item->Icon]->GetScaledWidth()+2 : rowIconSize; } // If cmd.special is -1 then the slot size is auto detected if(iconSize == -1) { if(!vertical) slotOffset += TexMan[item->Icon]->GetScaledWidth() + 2; else slotOffset += TexMan[item->Icon]->GetScaledHeight() + 2; } else slotOffset += iconSize; if(rowSize > 0 && (i % rowSize == rowSize-1)) { if(reverseRows) rowOffset -= rowWidth; else rowOffset += rowWidth; rowWidth = 0; slotOffset = 0; } } item = item->Inventory; if(item == NULL) return; } } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_IntConst); number = sc.Number; sc.MustGetToken(','); sc.MustGetToken(TK_Identifier); if(sc.Compare("vertical")) vertical = true; else if(!sc.Compare("horizontal")) sc.ScriptError("Unknown direction '%s'.", sc.String); sc.MustGetToken(','); while(sc.CheckToken(TK_Identifier)) { if(sc.Compare("reverserows")) reverseRows = true; else sc.ScriptError("Unknown flag '%s'.", sc.String); if(!sc.CheckToken('|')) sc.MustGetToken(','); } if(sc.CheckToken(TK_Auto)) iconSize = -1; else { sc.MustGetToken(TK_IntConst); iconSize = sc.Number; } sc.MustGetToken(','); GetCoordinates(sc, fullScreenOffsets, x, y); if(sc.CheckToken(',')) { //key offset sc.MustGetToken(TK_IntConst); keyOffset = sc.Number; if(sc.CheckToken(',')) { //max per row/column sc.MustGetToken(TK_IntConst); rowSize = sc.Number; sc.MustGetToken(','); //row/column spacing (opposite of previous) if(sc.CheckToken(TK_Auto)) rowIconSize = -1; else { sc.MustGetToken(TK_IntConst); rowIconSize = sc.Number; } } } sc.MustGetToken(';'); } protected: unsigned int number; bool vertical; bool reverseRows; int iconSize; int rowIconSize; unsigned int keyOffset; unsigned int rowSize; SBarInfoCoordinate x; SBarInfoCoordinate y; }; //////////////////////////////////////////////////////////////////////////////// class CommandDrawBar : public SBarInfoCommand { public: CommandDrawBar(SBarInfo *script) : SBarInfoCommand(script), border(0), horizontal(false), reverse(false), foreground(-1), background(-1), type(HEALTH), inventoryItem(NULL), interpolationSpeed(0), drawValue(0) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { if(foreground == -1 || statusBar->Images[foreground] == NULL) return; //don't draw anything. assert(statusBar->Images[foreground] != NULL); FTexture *fg = statusBar->Images[foreground]; FTexture *bg = (background != -1) ? statusBar->Images[background] : NULL; if(border != 0) { //Draw the whole foreground statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); } else { // Draw background if (bg != NULL && bg->GetScaledWidth() == fg->GetScaledWidth() && bg->GetScaledHeight() == fg->GetScaledHeight()) statusBar->DrawGraphic(bg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); else statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, 0, 0, 0, 0, true); } // {cx, cy, cr, cb} fixed_t clip[4] = {0, 0, 0, 0}; fixed_t sizeOfImage = (horizontal ? fg->GetScaledWidth()-border*2 : fg->GetScaledHeight()-border*2)<GetScaledWidth() == fg->GetScaledWidth() && bg->GetScaledHeight() == fg->GetScaledHeight()) statusBar->DrawGraphic(bg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, clip[0], clip[1], clip[2], clip[3]); else statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, clip[0], clip[1], clip[2], clip[3], true); } else statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, clip[0], clip[1], clip[2], clip[3]); } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_StringConst); foreground = script->newImage(sc.String); sc.MustGetToken(','); sc.MustGetToken(TK_StringConst); background = script->newImage(sc.String); sc.MustGetToken(','); sc.MustGetToken(TK_Identifier); if(sc.Compare("health")) { type = HEALTH; if(sc.CheckToken(TK_Identifier)) //comparing reference { inventoryItem = PClass::FindClass(sc.String); if(inventoryItem == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(inventoryItem)) //must be a kind of inventory sc.ScriptError("'%s' is not a type of inventory item.", sc.String); } } else if(sc.Compare("armor")) { type = ARMOR; if(sc.CheckToken(TK_Identifier)) { inventoryItem = PClass::FindClass(sc.String); if(inventoryItem == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(inventoryItem)) //must be a kind of inventory sc.ScriptError("'%s' is not a type of inventory item.", sc.String); } } else if(sc.Compare("ammo1")) type = AMMO1; else if(sc.Compare("ammo2")) type = AMMO2; else if(sc.Compare("ammo")) //request the next string to be an ammo type { sc.MustGetToken(TK_Identifier); type = AMMO; inventoryItem = PClass::FindClass(sc.String); if(inventoryItem == NULL || !RUNTIME_CLASS(AAmmo)->IsAncestorOf(inventoryItem)) //must be a kind of ammo { sc.ScriptError("'%s' is not a type of ammo.", sc.String); } } else if(sc.Compare("frags")) type = FRAGS; else if(sc.Compare("kills")) type = KILLS; else if(sc.Compare("items")) type = ITEMS; else if(sc.Compare("secrets")) type = SECRETS; else if(sc.Compare("airtime")) type = AIRTIME; else if(sc.Compare("poweruptime")) { type = POWERUPTIME; sc.MustGetToken(TK_Identifier); inventoryItem = PClass::FindClass(sc.String); if(inventoryItem == NULL || !PClass::FindClass("PowerupGiver")->IsAncestorOf(inventoryItem)) { sc.ScriptError("'%s' is not a type of PowerupGiver.", sc.String); } } else { type = INVENTORY; inventoryItem = PClass::FindClass(sc.String); if(inventoryItem == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(inventoryItem)) { sc.ScriptError("'%s' is not a type of inventory item.", sc.String); } } sc.MustGetToken(','); sc.MustGetToken(TK_Identifier); if(sc.Compare("horizontal")) horizontal = true; else if(!sc.Compare("vertical")) sc.ScriptError("Unknown direction '%s'.", sc.String); sc.MustGetToken(','); while(sc.CheckToken(TK_Identifier)) { if(sc.Compare("reverse")) reverse = true; else if(sc.Compare("interpolate")) { sc.MustGetToken('('); sc.MustGetToken(TK_IntConst); interpolationSpeed = sc.Number; sc.MustGetToken(')'); } else sc.ScriptError("Unkown flag '%s'.", sc.String); if(!sc.CheckToken('|')) sc.MustGetToken(','); } GetCoordinates(sc, fullScreenOffsets, x, y); if(sc.CheckToken(',')) //border { sc.MustGetToken(TK_IntConst); border = sc.Number; // Flip the direction since it represents the area to clip if(border != 0) reverse = !reverse; } sc.MustGetToken(';'); if(type == HEALTH) interpolationSpeed = script->interpolateHealth ? script->interpolationSpeed : interpolationSpeed; else if(type == ARMOR) interpolationSpeed = script->interpolateArmor ? script->armorInterpolationSpeed : interpolationSpeed; } void Reset() { drawValue = 0; } void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged) { fixed_t value = 0; int max = 0; switch(type) { case HEALTH: value = statusBar->CPlayer->mo->health; if(value < 0) //health shouldn't display negatives value = 0; if(inventoryItem != NULL) { AInventory *item = statusBar->CPlayer->mo->FindInventory(inventoryItem); //max comparer if(item != NULL) max = item->Amount; else max = 0; } else //default to the class's health max = statusBar->CPlayer->mo->GetMaxHealth() + statusBar->CPlayer->stamina; break; case ARMOR: value = statusBar->armor != NULL ? statusBar->armor->Amount : 0; if(inventoryItem != NULL) { AInventory *item = statusBar->CPlayer->mo->FindInventory(inventoryItem); if(item != NULL) max = item->Amount; else max = 0; } else max = 100; break; case AMMO1: value = statusBar->ammocount1; if(statusBar->ammo1 == NULL) //no ammo, draw as empty { value = 0; max = 1; } else max = statusBar->ammo1->MaxAmount; break; case AMMO2: value = statusBar->ammocount2; if(statusBar->ammo2 == NULL) //no ammo, draw as empty { value = 0; max = 1; } else max = statusBar->ammo2->MaxAmount; break; case AMMO: { AInventory *item = statusBar->CPlayer->mo->FindInventory(inventoryItem); if(item != NULL) { value = item->Amount; max = item->MaxAmount; } else value = 0; break; } case FRAGS: value = statusBar->CPlayer->fragcount; max = fraglimit; break; case KILLS: value = level.killed_monsters; max = level.total_monsters; break; case ITEMS: value = level.found_items; max = level.total_items; break; case SECRETS: value = level.found_secrets; max = level.total_secrets; break; case INVENTORY: { AInventory *item = statusBar->CPlayer->mo->FindInventory(inventoryItem); if(item != NULL) { value = item->Amount; max = item->MaxAmount; } else value = 0; break; } case AIRTIME: value = clamp(statusBar->CPlayer->air_finished - level.time, 0, INT_MAX); max = level.airsupply; break; case POWERUPTIME: { //Get the PowerupType and check to see if the player has any in inventory. APowerupGiver *powerupGiver = (APowerupGiver*) GetDefaultByType(inventoryItem); const PClass *powerupType = powerupGiver->PowerupType; APowerup *powerup = (APowerup*) statusBar->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; } break; } default: return; } if(border != 0) value = max - value; //invert since the new drawing method requires drawing the bg on the fg. if(max != 0 && value > 0) { value = (value << FRACBITS) / max; if(value > FRACUNIT) value = FRACUNIT; } else if(border != 0 && max == 0 && value <= 0) value = FRACUNIT; else value = 0; if(interpolationSpeed != 0 && (!hudChanged || level.time == 1)) { if(value < drawValue) drawValue -= clamp((drawValue - value) >> 2, 1, FixedDiv(interpolationSpeed<((value - drawValue) >> 2, 1, FixedDiv(interpolationSpeed<CPlayer->ReadyWeapon != NULL) { const PClass *readyWeapon = statusBar->CPlayer->ReadyWeapon->GetClass(); if(((weapon[1] != NULL) && ((negate && (weapon[0] != readyWeapon && weapon[1] != readyWeapon)) || (!negate && (weapon[0] == readyWeapon || weapon[1] == readyWeapon)))) || ((weapon[1] == NULL) && ((!negate && weapon[0] == readyWeapon) || (negate && weapon[0] != readyWeapon)))) { SBarInfoCommandFlowControl::Draw(block, statusBar); } } } void Parse(FScanner &sc, bool fullScreenOffsets) { //Using StringConst instead of Identifieres is deperecated! if(sc.CheckToken(TK_Identifier)) { if(sc.Compare("not")) { negate = true; if(!sc.CheckToken(TK_StringConst)) sc.MustGetToken(TK_Identifier); } } else sc.MustGetToken(TK_StringConst); for(int i = 0;i < 2;i++) { weapon[i] = PClass::FindClass(sc.String); if(weapon[i] == NULL || !RUNTIME_CLASS(AWeapon)->IsAncestorOf(weapon[i])) sc.ScriptError("'%s' is not a type of weapon.", sc.String); if(sc.CheckToken(',')) { if(!sc.CheckToken(TK_StringConst)) sc.MustGetToken(TK_Identifier); } else break; } SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets); } protected: bool negate; const PClass *weapon[2]; }; //////////////////////////////////////////////////////////////////////////////// class CommandPlayerClass : public SBarInfoCommandFlowControl { public: CommandPlayerClass(SBarInfo *script) : SBarInfoCommandFlowControl(script) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { if(statusBar->CPlayer->cls == NULL) return; //No class so we can not continue int spawnClass = statusBar->CPlayer->cls->ClassIndex; for(unsigned int i = 0;i < classes.Size();i++) { if(classes[i] == spawnClass) SBarInfoCommandFlowControl::Draw(block, statusBar); } } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_Identifier); do { bool foundClass = false; for(unsigned int c = 0;c < PlayerClasses.Size();c++) { if(stricmp(sc.String, PlayerClasses[c].Type->Meta.GetMetaString(APMETA_DisplayName)) == 0) { foundClass = true; classes.Push(PlayerClasses[c].Type->ClassIndex); break; } } if(!foundClass) sc.ScriptError("Unkown PlayerClass '%s'.", sc.String); if(!sc.CheckToken(',')) break; } while(sc.CheckToken(TK_Identifier)); SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets); } protected: TArray classes; }; //////////////////////////////////////////////////////////////////////////////// class CommandHasWeaponPiece : public SBarInfoCommandFlowControl { public: CommandHasWeaponPiece(SBarInfo *script) : SBarInfoCommandFlowControl(script), weapon(NULL), piece(1) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { for(AInventory *inv = statusBar->CPlayer->mo->Inventory;inv != NULL;inv=inv->Inventory) { if(inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder))) { AWeaponHolder *hold = static_cast(inv); if(hold->PieceWeapon == weapon) { if(hold->PieceMask & (1 << (piece-1))) SBarInfoCommandFlowControl::Draw(block, statusBar); break; } } } } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_Identifier); weapon = PClass::FindClass(sc.String); if(weapon == NULL || !RUNTIME_CLASS(AWeapon)->IsAncestorOf(weapon)) //must be a weapon sc.ScriptError("%s is not a kind of weapon.", sc.String); sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); if(sc.Number < 1) sc.ScriptError("Weapon piece number can not be less than 1."); piece = sc.Number; SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets); } protected: const PClass *weapon; unsigned int piece; }; //////////////////////////////////////////////////////////////////////////////// class CommandDrawGem : public SBarInfoCommand { public: CommandDrawGem(SBarInfo *script) : SBarInfoCommand(script), wiggle(false), translatable(false), armor(false), reverse(false), chain(-1), gem(-1), leftPadding(0), rightPadding(0), chainSize(1), interpolationSpeed(0), drawValue(0), goalValue(0), chainWiggle(0) { } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { FTexture *chainImg = statusBar->Images[chain]; FTexture *gemImg = statusBar->Images[gem]; if(chainImg == NULL) return; SBarInfoCoordinate drawY = y; if(wiggle && drawValue != goalValue) // Should only wiggle when the value doesn't equal what is being drawn. drawY += chainWiggle; int chainWidth = chainImg->GetWidth(); int offset = (int) (((double) (chainWidth-leftPadding-rightPadding)/100)*drawValue); statusBar->DrawGraphic(chainImg, x+(offset%chainSize), drawY, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); if(gemImg != NULL) statusBar->DrawGraphic(gemImg, x+leftPadding+offset, drawY, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), translatable); } void Parse(FScanner &sc, bool fullScreenOffsets) { while(sc.CheckToken(TK_Identifier)) { if(sc.Compare("wiggle")) wiggle = true; else if(sc.Compare("translatable")) translatable = true; else if(sc.Compare("armor")) armor = true; else if(sc.Compare("interpolate")) { sc.MustGetToken('('); sc.MustGetToken(TK_IntConst); interpolationSpeed = sc.Number; sc.MustGetToken(')'); } else if(sc.Compare("reverse")) reverse = true; else sc.ScriptError("Unknown drawgem flag '%s'.", sc.String); if(!sc.CheckToken('|')) sc.MustGetToken(','); } sc.MustGetToken(TK_StringConst); //chain chain = script->newImage(sc.String); sc.MustGetToken(','); sc.MustGetToken(TK_StringConst); //gem gem = script->newImage(sc.String); sc.MustGetToken(','); bool negative = sc.CheckToken('-'); sc.MustGetToken(TK_IntConst); leftPadding = (negative ? -1 : 1) * sc.Number; sc.MustGetToken(','); negative = sc.CheckToken('-'); sc.MustGetToken(TK_IntConst); rightPadding = (negative ? -1 : 1) * sc.Number; sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); if(sc.Number < 0) sc.ScriptError("Chain size must be a positive number."); chainSize = sc.Number+1; sc.MustGetToken(','); GetCoordinates(sc, fullScreenOffsets, x, y); sc.MustGetToken(';'); if(!armor) interpolationSpeed = script->interpolateHealth ? script->interpolationSpeed : interpolationSpeed; else interpolationSpeed = script->interpolateArmor ? script->armorInterpolationSpeed : interpolationSpeed; } void Reset() { drawValue = 0; } void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged) { goalValue = armor ? statusBar->armor->Amount : statusBar->CPlayer->mo->health; int max = armor ? 100 : statusBar->CPlayer->mo->GetMaxHealth() + statusBar->CPlayer->stamina; if(max != 0 && goalValue > 0) { goalValue = (goalValue*100)/max; if(goalValue > 100) goalValue = 100; } else goalValue = 0; goalValue = reverse ? 100 - goalValue : goalValue; if(interpolationSpeed != 0 && (!hudChanged || level.time == 1)) // At the start force an animation { if(goalValue < drawValue) drawValue -= clamp((drawValue - goalValue) >> 2, 1, interpolationSpeed); else if(drawValue < goalValue) drawValue += clamp((goalValue - drawValue) >> 2, 1, interpolationSpeed); } else drawValue = goalValue; if(wiggle && level.time & 1) chainWiggle = pr_chainwiggle() & 1; } protected: bool wiggle; bool translatable; bool armor; bool reverse; int chain; int gem; int leftPadding; int rightPadding; unsigned int chainSize; SBarInfoCoordinate x; SBarInfoCoordinate y; int interpolationSpeed; int drawValue; int goalValue; private: int chainWiggle; static FRandom pr_chainwiggle; }; FRandom CommandDrawGem::pr_chainwiggle; //use the same method of chain wiggling as heretic. //////////////////////////////////////////////////////////////////////////////// class CommandWeaponAmmo : public SBarInfoCommandFlowControl { public: CommandWeaponAmmo(SBarInfo *script) : SBarInfoCommandFlowControl(script), conditionAnd(false), negate(false) { ammo[0] = NULL; ammo[1] = NULL; } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { if(statusBar->CPlayer->ReadyWeapon != NULL) { const PClass *AmmoType1 = statusBar->CPlayer->ReadyWeapon->AmmoType1; const PClass *AmmoType2 = statusBar->CPlayer->ReadyWeapon->AmmoType2; bool usesammo1 = (AmmoType1 != NULL); bool usesammo2 = (AmmoType2 != NULL); if(!negate && !usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble. { SBarInfoCommandFlowControl::Draw(block, statusBar); return; } //Or means only 1 ammo type needs to match and means both need to match. if(ammo[1] != NULL) { bool match1 = ((usesammo1 && (AmmoType1 == ammo[0] || AmmoType1 == ammo[1])) || !usesammo1); bool match2 = ((usesammo2 && (AmmoType2 == ammo[0] || AmmoType2 == ammo[1])) || !usesammo2); if((!conditionAnd && (match1 || match2)) || (conditionAnd && (match1 && match2))) { if(!negate) SBarInfoCommandFlowControl::Draw(block, statusBar); } else if(negate) { SBarInfoCommandFlowControl::Draw(block, statusBar); } } else //Every thing here could probably be one long if statement but then it would be more confusing. { if((usesammo1 && (AmmoType1 == ammo[0])) || (usesammo2 && (AmmoType2 == ammo[0]))) { if(!negate) SBarInfoCommandFlowControl::Draw(block, statusBar); } else if(negate) { SBarInfoCommandFlowControl::Draw(block, statusBar); } } } } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_Identifier); if(sc.Compare("not")) { negate = true; sc.MustGetToken(TK_Identifier); } for(int i = 0;i < 2;i++) { ammo[i] = PClass::FindClass(sc.String); if(ammo[i] == NULL || !RUNTIME_CLASS(AAmmo)->IsAncestorOf(ammo[i])) //must be a kind of ammo sc.ScriptError("'%s' is not a type of ammo.", sc.String); if(sc.CheckToken(TK_OrOr)) { conditionAnd = false; sc.MustGetToken(TK_Identifier); } else if(sc.CheckToken(TK_AndAnd)) { conditionAnd = true; sc.MustGetToken(TK_Identifier); } else break; } SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets); } protected: bool conditionAnd; bool negate; const PClass *ammo[2]; }; //////////////////////////////////////////////////////////////////////////////// class CommandInInventory : public SBarInfoCommandFlowControl { public: CommandInInventory(SBarInfo *script) : SBarInfoCommandFlowControl(script), conditionAnd(false), negate(false) { item[0] = item[1] = NULL; amount[0] = amount[1] = 0; } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { AInventory *invItem[2] = { statusBar->CPlayer->mo->FindInventory(item[0]), statusBar->CPlayer->mo->FindInventory(item[1]) }; if (invItem[0] != NULL && amount[0] > 0 && invItem[0]->Amount < amount[0]) invItem[0] = NULL; if (invItem[1] != NULL && amount[1] > 0 && invItem[1]->Amount < amount[1]) invItem[1] = NULL; if(invItem[1] != NULL && conditionAnd) { if((invItem[0] != NULL && invItem[1] != NULL) && !negate) SBarInfoCommandFlowControl::Draw(block, statusBar); else if((invItem[0] == NULL || invItem[1] == NULL) && negate) SBarInfoCommandFlowControl::Draw(block, statusBar); } else if(invItem[1] != NULL && !conditionAnd) { if((invItem[0] != NULL || invItem[1] != NULL) && !negate) SBarInfoCommandFlowControl::Draw(block, statusBar); else if((invItem[0] == NULL && invItem[1] == NULL) && negate) SBarInfoCommandFlowControl::Draw(block, statusBar); } else if((invItem[0] != NULL) && !negate) SBarInfoCommandFlowControl::Draw(block, statusBar); else if((invItem[0] == NULL) && negate) SBarInfoCommandFlowControl::Draw(block, statusBar); } void Parse(FScanner &sc, bool fullScreenOffsets) { sc.MustGetToken(TK_Identifier); if(sc.Compare("not")) { negate = true; sc.MustGetToken(TK_Identifier); } for(int i = 0;i < 2;i++) { item[i] = PClass::FindClass(sc.String); if(item[i] == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(item[i])) sc.ScriptError("'%s' is not a type of inventory item.", sc.String); if (sc.CheckToken(',')) { sc.MustGetNumber(); amount[i] = sc.Number; } if(sc.CheckToken(TK_OrOr)) { conditionAnd = false; sc.MustGetToken(TK_Identifier); } else if(sc.CheckToken(TK_AndAnd)) { conditionAnd = true; sc.MustGetToken(TK_Identifier); } else break; } SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets); } protected: bool conditionAnd; bool negate; const PClass *item[2]; int amount[2]; }; //////////////////////////////////////////////////////////////////////////////// static const char *SBarInfoCommandNames[] = { "drawimage", "drawnumber", "drawswitchableimage", "drawmugshot", "drawselectedinventory", "drawinventorybar", "drawbar", "drawgem", "drawshader", "drawstring", "drawkeybar", "gamemode", "playerclass", "aspectratio", "isselected", "usesammo", "usessecondaryammo", "hasweaponpiece", "inventorybarnotvisible", "weaponammo", "ininventory", NULL }; enum SBarInfoCommands { SBARINFO_DRAWIMAGE, SBARINFO_DRAWNUMBER, SBARINFO_DRAWSWITCHABLEIMAGE, SBARINFO_DRAWMUGSHOT, SBARINFO_DRAWSELECTEDINVENTORY, SBARINFO_DRAWINVENTORYBAR, SBARINFO_DRAWBAR, SBARINFO_DRAWGEM, SBARINFO_DRAWSHADER, SBARINFO_DRAWSTRING, SBARINFO_DRAWKEYBAR, SBARINFO_GAMEMODE, SBARINFO_PLAYERCLASS, SBARINFO_ASPECTRATIO, SBARINFO_ISSELECTED, SBARINFO_USESAMMO, SBARINFO_USESSECONDARYAMMO, SBARINFO_HASWEAPONPIECE, SBARINFO_INVENTORYBARNOTVISIBLE, SBARINFO_WEAPONAMMO, SBARINFO_ININVENTORY, }; SBarInfoCommand *SBarInfoCommandFlowControl::NextCommand(FScanner &sc) { if(sc.CheckToken(TK_Identifier)) { switch(sc.MatchString(SBarInfoCommandNames)) { default: break; case SBARINFO_DRAWIMAGE: return new CommandDrawImage(script); case SBARINFO_DRAWSWITCHABLEIMAGE: return new CommandDrawSwitchableImage(script); case SBARINFO_DRAWSTRING: return new CommandDrawString(script); case SBARINFO_DRAWNUMBER: return new CommandDrawNumber(script); case SBARINFO_DRAWMUGSHOT: return new CommandDrawMugShot(script); case SBARINFO_DRAWSELECTEDINVENTORY: return reinterpret_cast (new CommandDrawSelectedInventory(script)); case SBARINFO_DRAWSHADER: return new CommandDrawShader(script); case SBARINFO_DRAWINVENTORYBAR: return new CommandDrawInventoryBar(script); case SBARINFO_DRAWKEYBAR: return new CommandDrawKeyBar(script); case SBARINFO_DRAWBAR: return new CommandDrawBar(script); case SBARINFO_DRAWGEM: return new CommandDrawGem(script); case SBARINFO_GAMEMODE: return new CommandGameMode(script); case SBARINFO_USESAMMO: return new CommandUsesAmmo(script); case SBARINFO_USESSECONDARYAMMO: return new CommandUsesSecondaryAmmo(script); case SBARINFO_INVENTORYBARNOTVISIBLE: return new CommandInventoryBarNotVisible(script); case SBARINFO_ASPECTRATIO: return new CommandAspectRatio(script); case SBARINFO_ISSELECTED: return new CommandIsSelected(script); case SBARINFO_PLAYERCLASS: return new CommandPlayerClass(script); case SBARINFO_HASWEAPONPIECE: return new CommandHasWeaponPiece(script); case SBARINFO_WEAPONAMMO: return new CommandWeaponAmmo(script); case SBARINFO_ININVENTORY: return new CommandInInventory(script); } sc.ScriptError("Unknown command '%s'.\n", sc.String); return NULL; } sc.MustGetToken('}'); return NULL; }