mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-03 01:12:23 +00:00
b3b0886b64
Conflicts: src/actor.h src/g_doom/a_doomweaps.cpp src/g_hexen/a_blastradius.cpp src/p_enemy.cpp src/p_enemy.h src/thingdef/thingdef.h src/thingdef/thingdef_codeptr.cpp wadsrc/static/actors/constants.txt
3566 lines
106 KiB
C++
3566 lines
106 KiB
C++
/*
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** sbarinfo_commands.cpp
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**
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** This is an extension to the sbarinfo.cpp file. This contains all of the
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** commands.
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**---------------------------------------------------------------------------
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** Copyright 2008 Braden Obrzut
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// [BL] Do note that this file is included by sbarinfo.cpp. This is done so
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// that all the code can be more or less in one spot.
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//
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// At the bottom of this file is a function that belongs to
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// SBarInfoCommandFlowControl which creates the instances of the following
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// classes.
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////////////////////////////////////////////////////////////////////////////////
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class CommandDrawImage : public SBarInfoCommandFlowControl
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{
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public:
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CommandDrawImage(SBarInfo *script) : SBarInfoCommandFlowControl(script),
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translatable(false), type(NORMAL_IMAGE), image(-1), maxwidth(-1),
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maxheight(-1), spawnScaleX(1.0f), spawnScaleY(1.0f), flags(0),
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applyscale(false), offset(static_cast<Offset> (TOP|LEFT)),
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texture(NULL), alpha(FRACUNIT)
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{
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}
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void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
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{
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if(flags & DI_ALTERNATEONFAIL)
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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if(texture == NULL)
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return;
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int w = maxwidth, h = maxheight;
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// We must calculate this per frame in order to prevent glitches with cl_capfps true.
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fixed_t frameAlpha = block->Alpha();
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if(alpha != FRACUNIT)
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frameAlpha = fixed_t(((double) block->Alpha() / (double) FRACUNIT) * ((double) alpha / (double) OPAQUE) * FRACUNIT);
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if(flags & DI_DRAWINBOX)
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{
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double scale1, scale2;
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scale1 = scale2 = 1.0f;
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double texwidth = (int) (texture->GetScaledWidthDouble()*spawnScaleX);
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double texheight = (int) (texture->GetScaledHeightDouble()*spawnScaleY);
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if (w != -1 && (w<texwidth || (flags & DI_FORCESCALE)))
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{
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scale1 = w/texwidth;
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}
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if (h != -1 && (h<texheight || (flags & DI_FORCESCALE)))
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{
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scale2 = h/texheight;
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}
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if (flags & DI_FORCESCALE)
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{
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if (w == -1 || (h != -1 && scale2<scale1))
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scale1=scale2;
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}
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else if (scale2<scale1) scale1=scale2;
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w=(int)(texwidth*scale1);
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h=(int)(texheight*scale1);
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}
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else if (applyscale)
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{
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w=(int) (texture->GetScaledWidthDouble()*spawnScaleX);
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h=(int) (texture->GetScaledHeightDouble()*spawnScaleY);
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}
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statusBar->DrawGraphic(texture, imgx, imgy, block->XOffset(), block->YOffset(), frameAlpha, block->FullScreenOffsets(),
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translatable, false, offset, false, w, h);
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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bool parenthesized = false;
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bool getImage = true;
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if(sc.CheckToken(TK_Identifier))
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{
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getImage = false;
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if(sc.Compare("playericon"))
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type = PLAYERICON;
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else if(sc.Compare("ammoicon1"))
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type = AMMO1;
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else if(sc.Compare("ammoicon2"))
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type = AMMO2;
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else if(sc.Compare("armoricon"))
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type = ARMOR;
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else if(sc.Compare("weaponicon"))
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type = WEAPONICON;
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else if(sc.Compare("sigil"))
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type = SIGIL;
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else if(sc.Compare("hexenarmor"))
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{
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parenthesized = sc.CheckToken('(');
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sc.MustGetToken(TK_Identifier);
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if(sc.Compare("armor"))
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type = HEXENARMOR_ARMOR;
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else if(sc.Compare("shield"))
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type = HEXENARMOR_SHIELD;
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else if(sc.Compare("helm"))
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type = HEXENARMOR_HELM;
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else if(sc.Compare("amulet"))
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type = HEXENARMOR_AMULET;
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else
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{
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sc.ScriptMessage("Unknown armor type: '%s'", sc.String);
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type = HEXENARMOR_ARMOR;
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}
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sc.MustGetToken(',');
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getImage = true;
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}
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else if(sc.Compare("translatable"))
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{
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translatable = true;
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getImage = true;
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}
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else
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{
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type = INVENTORYICON;
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const PClass* item = PClass::FindClass(sc.String);
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if(item == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(item)) //must be a kind of Inventory
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{
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sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
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}
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else
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{
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sprite = ((AInventory *)GetDefaultByType(item))->Icon;
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}
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image = -1;
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}
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}
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if(getImage)
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{
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sc.MustGetToken(TK_StringConst);
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image = script->newImage(sc.String);
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sprite.SetInvalid();
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if(parenthesized) sc.MustGetToken(')');
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}
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sc.MustGetToken(',');
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GetCoordinates(sc, fullScreenOffsets, imgx, imgy);
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if(sc.CheckToken(','))
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{
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// Use none instead of topleft in case we decide we want to use
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// alignments to remove the offset from images.
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if(!sc.CheckToken(TK_None))
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{
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sc.MustGetToken(TK_Identifier);
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if(sc.Compare("center"))
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offset = CENTER;
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else if(sc.Compare("centerbottom"))
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offset = static_cast<Offset> (HMIDDLE|BOTTOM);
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else
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sc.ScriptError("'%s' is not a valid alignment.", sc.String);
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}
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}
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if(sc.CheckToken(','))
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{
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sc.MustGetToken(TK_IntConst);
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if((maxwidth = sc.Number) > 0)
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flags |= DI_DRAWINBOX;
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else
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maxwidth = -1;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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if ((maxheight = sc.Number) > 0)
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flags |= DI_DRAWINBOX;
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else
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maxheight = -1;
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}
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if(sc.CheckToken(','))
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{
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while(sc.CheckToken(TK_Identifier))
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{
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if(sc.Compare("skipicon"))
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flags |= DI_SKIPICON;
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else if(sc.Compare("skipalticon"))
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flags |= DI_SKIPALTICON;
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else if(sc.Compare("skipspawn"))
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flags |= DI_SKIPSPAWN;
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else if(sc.Compare("skipready"))
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flags |= DI_SKIPREADY;
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else if(sc.Compare("alticonfirst"))
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flags |= DI_ALTICONFIRST;
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else if(sc.Compare("forcescale"))
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{
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if(flags & DI_DRAWINBOX)
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flags |= DI_FORCESCALE;
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}
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else if(sc.Compare("alternateonfail"))
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flags |= DI_ALTERNATEONFAIL;
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else
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sc.ScriptError("Unknown flag '%s'.", sc.String);
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if(!sc.CheckToken('|') && !sc.CheckToken(',')) break;
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}
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}
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if(flags & DI_ALTERNATEONFAIL)
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SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
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else
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sc.MustGetToken(';');
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}
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void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
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{
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SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
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texture = NULL;
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alpha = FRACUNIT;
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if (applyscale)
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{
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spawnScaleX = spawnScaleY = 1.0f;
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applyscale = false;
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}
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if(type == PLAYERICON)
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texture = TexMan[statusBar->CPlayer->mo->ScoreIcon];
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else if(type == AMMO1)
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{
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AAmmo *ammo = statusBar->ammo1;
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if(ammo != NULL)
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GetIcon(ammo);
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}
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else if(type == AMMO2)
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{
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AAmmo *ammo = statusBar->ammo2;
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if(ammo != NULL)
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GetIcon(ammo);
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}
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else if(type == ARMOR)
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{
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ABasicArmor *armor = statusBar->armor;
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if(armor != NULL && armor->Amount != 0)
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GetIcon(armor);
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}
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else if(type == WEAPONICON)
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{
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AWeapon *weapon = statusBar->CPlayer->ReadyWeapon;
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if(weapon != NULL)
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GetIcon(weapon);
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}
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else if(type == SIGIL)
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{
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AInventory *item = statusBar->CPlayer->mo->FindInventory<ASigil>();
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if (item != NULL)
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texture = TexMan[item->Icon];
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}
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else if(type == HEXENARMOR_ARMOR || type == HEXENARMOR_SHIELD || type == HEXENARMOR_HELM || type == HEXENARMOR_AMULET)
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{
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int armorType = type - HEXENARMOR_ARMOR;
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AHexenArmor *harmor = statusBar->CPlayer->mo->FindInventory<AHexenArmor>();
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if (harmor != NULL)
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{
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if (harmor->Slots[armorType] > 0 && harmor->SlotsIncrement[armorType] > 0)
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{
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//combine the alpha values
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alpha = fixed_t(((double) alpha / (double) FRACUNIT) * ((double) MIN<fixed_t> (OPAQUE, Scale(harmor->Slots[armorType], OPAQUE, harmor->SlotsIncrement[armorType])) / (double) OPAQUE) * FRACUNIT);
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texture = statusBar->Images[image];
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}
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else
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return;
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}
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}
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else if(type == INVENTORYICON)
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texture = TexMan[sprite];
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else if(type == SELECTEDINVENTORYICON && statusBar->CPlayer->mo->InvSel != NULL)
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texture = TexMan(statusBar->CPlayer->mo->InvSel->Icon);
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else if(image >= 0)
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texture = statusBar->Images[image];
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if (flags & DI_ALTERNATEONFAIL)
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{
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SetTruth(texture == NULL || texture->UseType == FTexture::TEX_Null, block, statusBar);
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}
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}
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protected:
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void GetIcon(AInventory *item)
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{
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FTextureID icon = GetInventoryIcon(item, flags, &applyscale);
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if (applyscale)
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{
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spawnScaleX = FIXED2FLOAT(item->scaleX);
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spawnScaleY = FIXED2FLOAT(item->scaleY);
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}
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texture = TexMan[icon];
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}
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enum ImageType
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{
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PLAYERICON,
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AMMO1,
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AMMO2,
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ARMOR,
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WEAPONICON,
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SIGIL,
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HEXENARMOR_ARMOR,
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HEXENARMOR_SHIELD,
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HEXENARMOR_HELM,
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HEXENARMOR_AMULET,
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INVENTORYICON,
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WEAPONSLOT,
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SELECTEDINVENTORYICON,
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NORMAL_IMAGE
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};
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bool translatable;
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ImageType type;
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int image;
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FTextureID sprite;
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int maxwidth;
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int maxheight;
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double spawnScaleX;
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double spawnScaleY;
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DWORD flags;
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bool applyscale; //Set remotely from from GetInventoryIcon when selected sprite comes from Spawn state
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// I'm using imgx/imgy here so that I can inherit drawimage with drawnumber for some commands.
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SBarInfoCoordinate imgx;
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SBarInfoCoordinate imgy;
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Offset offset;
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FTexture *texture;
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int alpha;
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};
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////////////////////////////////////////////////////////////////////////////////
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class CommandDrawSwitchableImage : public CommandDrawImage
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{
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private:
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enum Operator
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{
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EQUAL,
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LESS,
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GREATER,
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LESSOREQUAL,
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GREATEROREQUAL,
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NOTEQUAL
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};
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static void GetOperation(FScanner &sc, Operator &op, int &value)
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{
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if(sc.CheckToken(TK_Eq))
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op = EQUAL;
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else if(sc.CheckToken('<'))
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op = LESS;
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else if(sc.CheckToken('>'))
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op = GREATER;
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else if(sc.CheckToken(TK_Leq))
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op = LESSOREQUAL;
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else if(sc.CheckToken(TK_Geq))
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op = GREATEROREQUAL;
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else if(sc.CheckToken(TK_Neq))
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op = NOTEQUAL;
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else
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{ // Default
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op = GREATER;
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value = 0;
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return;
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}
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sc.MustGetToken(TK_IntConst);
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value = sc.Number;
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}
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static bool EvaluateOperation(const Operator &op, const int &value, const int &compare)
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{
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switch(op)
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{
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case EQUAL:
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return compare == value;
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case LESS:
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return compare < value;
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case GREATER:
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default:
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return compare > value;
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case LESSOREQUAL:
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return compare <= value;
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case GREATEROREQUAL:
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return compare >= value;
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case NOTEQUAL:
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return compare != value;
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}
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}
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// Key species are used to allow alternates for existing key slots.
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static FName LookupKeySpecies(int keynum)
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{
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for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
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{
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PClassActor *cls = PClassActor::AllActorClasses[i];
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if (cls->IsDescendantOf(RUNTIME_CLASS(AKey)))
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{
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AKey *key = (AKey *)GetDefaultByType(cls);
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if (key->KeyNumber == keynum)
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return cls->TypeName;
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}
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}
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return NAME_None;
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}
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public:
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CommandDrawSwitchableImage(SBarInfo *script) : CommandDrawImage(script),
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condition(INVENTORY), conditionAnd(false)
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{
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conditionalImage[0] = conditionalImage[1] = conditionalImage[2] = -1;
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conditionalValue[0] = conditionalValue[1] = 0;
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armorType[0] = armorType[1] = 0;
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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if(!sc.CheckToken(TK_StringConst))
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sc.MustGetToken(TK_Identifier);
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if(sc.TokenType == TK_Identifier)
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{
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if(sc.Compare("weaponslot"))
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{
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condition = WEAPONSLOT;
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sc.MustGetToken(TK_IntConst);
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conditionalValue[0] = sc.Number;
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}
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else if(sc.Compare("invulnerable"))
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{
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condition = INVULNERABILITY;
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}
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else if(sc.Compare("keyslot"))
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{
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condition = KEYSLOT;
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sc.MustGetToken(TK_IntConst);
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conditionalValue[0] = sc.Number;
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keySpecies[0] = LookupKeySpecies(conditionalValue[0]);
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}
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else if(sc.Compare("armortype"))
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{
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condition = ARMORTYPE;
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sc.MustGetToken(TK_Identifier);
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armorType[0] = FName(sc.String).GetIndex();
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GetOperation(sc, conditionalOperator[0], conditionalValue[0]);
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}
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}
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if(condition == INVENTORY)
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{
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inventoryItem[0] = sc.String;
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const PClass* item = PClass::FindClass(sc.String);
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if(item == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(item)) //must be a kind of Inventory
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{
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sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
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}
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GetOperation(sc, conditionalOperator[0], conditionalValue[0]);
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}
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if(sc.CheckToken(TK_AndAnd) && condition != INVULNERABILITY)
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{
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conditionAnd = true;
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if(condition == KEYSLOT || condition == WEAPONSLOT)
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{
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sc.MustGetToken(TK_IntConst);
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conditionalValue[1] = sc.Number;
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if(condition == KEYSLOT)
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keySpecies[1] = LookupKeySpecies(conditionalValue[1]);
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}
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else if(condition == ARMORTYPE)
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{
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sc.MustGetToken(TK_Identifier);
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armorType[1] = FName(sc.String).GetIndex();
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GetOperation(sc, conditionalOperator[1], conditionalValue[1]);
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}
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else
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{
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sc.MustGetToken(TK_Identifier);
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inventoryItem[1] = sc.String;
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const PClass* item = PClass::FindClass(sc.String);
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if(item == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(item)) //must be a kind of Inventory
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{
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sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
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}
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GetOperation(sc, conditionalOperator[1], conditionalValue[1]);
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}
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}
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|
// [BL] I have word that MSVC++ wants this static_cast ;) Shut up MSVC!
|
|
for(unsigned int i = 0;i < (conditionAnd ? 3u : 1u);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++)
|
|
{
|
|
PClassActor *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|CF_GODMODE2))
|
|
{
|
|
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<AKey *>(item)->KeyNumber;
|
|
if(keynum)
|
|
{
|
|
if(keynum == conditionalValue[0])
|
|
found1 = true;
|
|
if(conditionAnd && keynum == conditionalValue[1]) // two keys
|
|
found2 = true;
|
|
}
|
|
else
|
|
{
|
|
FName species = item->GetSpecies();
|
|
if(species == keySpecies[0])
|
|
found1 = true;
|
|
if(conditionAnd && species == keySpecies[1])
|
|
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::FindActor(inventoryItem[0]));
|
|
if(item == NULL || !EvaluateOperation(conditionalOperator[0], conditionalValue[0], item->Amount))
|
|
drawAlt = 1;
|
|
if(conditionAnd)
|
|
{
|
|
item = statusBar->CPlayer->mo->FindInventory(PClass::FindActor(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];
|
|
FName keySpecies[2];
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandDrawString : public SBarInfoCommand
|
|
{
|
|
public:
|
|
CommandDrawString(SBarInfo *script) : SBarInfoCommand(script),
|
|
lineBreaks(false), breakWidth(320), shadow(false), shadowX(2),
|
|
shadowY(2), spacing(0), font(NULL), translation(CR_UNTRANSLATED),
|
|
cache(-1), strValue(CONSTANT), valueArgument(0), alignment(ALIGN_RIGHT)
|
|
{
|
|
}
|
|
|
|
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
|
|
{
|
|
if(lineBreaks)
|
|
{
|
|
FBrokenLines *lines = V_BreakLines(font, breakWidth, str.GetChars());
|
|
for(int i = 0;lines[i].Width >= 0;i++)
|
|
{
|
|
statusBar->DrawString(font, lines[i].Text, x, y+i*(font->GetHeight()+4), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), translation, spacing, shadow, shadowX, shadowY);
|
|
}
|
|
V_FreeBrokenLines(lines);
|
|
}
|
|
else
|
|
statusBar->DrawString(font, str.GetChars(), x, y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), translation, spacing, shadow, shadowX, shadowY);
|
|
}
|
|
void Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
font = V_GetFont(sc.String);
|
|
if(font == NULL)
|
|
{
|
|
sc.ScriptMessage("Unknown font '%s'.", sc.String);
|
|
font = SmallFont;
|
|
}
|
|
sc.MustGetToken(',');
|
|
translation = GetTranslation(sc);
|
|
sc.MustGetToken(',');
|
|
ParseStringValue(sc);
|
|
sc.MustGetToken(',');
|
|
GetCoordinates(sc, fullScreenOffsets, startX, y);
|
|
if(sc.CheckToken(',')) //spacing
|
|
{
|
|
sc.MustGetToken(TK_IntConst);
|
|
spacing = sc.Number;
|
|
if(sc.CheckToken(',')) //[KS] flags? flags! SIX FLAGS!
|
|
{
|
|
while(sc.CheckToken(TK_Identifier))
|
|
{
|
|
if(sc.Compare("alignment"))
|
|
{
|
|
sc.MustGetToken('(');
|
|
sc.MustGetToken(TK_Identifier);
|
|
if(sc.Compare("right"))
|
|
alignment = ALIGN_RIGHT;
|
|
else if(sc.Compare("left"))
|
|
alignment = ALIGN_LEFT;
|
|
else if(sc.Compare("center"))
|
|
alignment = ALIGN_CENTER;
|
|
else
|
|
sc.ScriptError("Unknown alignment '%s'.", sc.String);
|
|
sc.MustGetToken(')');
|
|
}
|
|
else if(sc.Compare("drawshadow"))
|
|
{
|
|
if(sc.CheckToken('('))
|
|
{
|
|
sc.MustGetToken(TK_IntConst);
|
|
shadowX = sc.Number;
|
|
sc.MustGetToken(',');
|
|
sc.MustGetToken(TK_IntConst);
|
|
shadowY = sc.Number;
|
|
sc.MustGetToken(')');
|
|
}
|
|
shadow = true;
|
|
}
|
|
else if(sc.Compare("linebreaks"))
|
|
{
|
|
sc.MustGetToken('(');
|
|
sc.MustGetToken(TK_IntConst);
|
|
breakWidth = sc.Number;
|
|
sc.MustGetToken(')');
|
|
lineBreaks = true;
|
|
}
|
|
else
|
|
sc.ScriptError("Unknown flag '%s'.", sc.String);
|
|
if(!sc.CheckToken('|') && !sc.CheckToken(',')) break;
|
|
}
|
|
}
|
|
}
|
|
sc.MustGetToken(';');
|
|
|
|
RealignString();
|
|
}
|
|
void ParseStringValue(FScanner &sc)
|
|
{
|
|
if(sc.CheckToken(TK_Identifier))
|
|
{
|
|
if(sc.Compare("levelname"))
|
|
strValue = LEVELNAME;
|
|
else if(sc.Compare("levellump"))
|
|
strValue = LEVELLUMP;
|
|
else if(sc.Compare("skillname"))
|
|
strValue = SKILLNAME;
|
|
else if(sc.Compare("playerclass"))
|
|
strValue = PLAYERCLASS;
|
|
else if(sc.Compare("playername"))
|
|
strValue = PLAYERNAME;
|
|
else if(sc.Compare("ammo1tag"))
|
|
strValue = AMMO1TAG;
|
|
else if(sc.Compare("ammo2tag"))
|
|
strValue = AMMO2TAG;
|
|
else if(sc.Compare("weapontag"))
|
|
strValue = WEAPONTAG;
|
|
else if(sc.Compare("inventorytag"))
|
|
strValue = INVENTORYTAG;
|
|
else if(sc.Compare("time"))
|
|
strValue = TIME;
|
|
else if(sc.Compare("logtext"))
|
|
strValue = LOGTEXT;
|
|
else if(sc.Compare("globalvar"))
|
|
{
|
|
bool parenthesized = sc.CheckToken('(');
|
|
|
|
strValue = 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;
|
|
|
|
if(parenthesized) sc.MustGetToken(')');
|
|
}
|
|
else if(sc.Compare("globalarray"))
|
|
{
|
|
bool parenthesized = sc.CheckToken('(');
|
|
|
|
strValue = 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;
|
|
|
|
if(parenthesized) sc.MustGetToken(')');
|
|
}
|
|
else
|
|
sc.ScriptError("Unknown string '%s'.", sc.String);
|
|
}
|
|
else
|
|
{
|
|
strValue = CONSTANT;
|
|
sc.MustGetToken(TK_StringConst);
|
|
if(sc.String[0] == '$')
|
|
str = GStrings[sc.String+1];
|
|
else
|
|
str = sc.String;
|
|
}
|
|
}
|
|
void Reset()
|
|
{
|
|
switch(strValue)
|
|
{
|
|
case PLAYERCLASS:
|
|
// userinfo changes before the actual class change.
|
|
case SKILLNAME:
|
|
// Although it's not possible for the skill level to change
|
|
// midlevel, it is possible the level was restarted.
|
|
cache = -1;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
switch(strValue)
|
|
{
|
|
case LEVELNAME:
|
|
if(level.lumpnum != cache)
|
|
{
|
|
cache = level.lumpnum;
|
|
str = level.LevelName;
|
|
RealignString();
|
|
}
|
|
break;
|
|
case LEVELLUMP:
|
|
if(level.lumpnum != cache)
|
|
{
|
|
cache = level.lumpnum;
|
|
str = level.MapName;
|
|
str.ToUpper();
|
|
RealignString();
|
|
}
|
|
break;
|
|
case SKILLNAME:
|
|
if(level.lumpnum != cache) // Can only change skill between level.
|
|
{
|
|
cache = level.lumpnum;
|
|
str = G_SkillName();
|
|
RealignString();
|
|
}
|
|
break;
|
|
case PLAYERCLASS:
|
|
if(statusBar->CPlayer->userinfo.GetPlayerClassNum() != cache)
|
|
{
|
|
cache = statusBar->CPlayer->userinfo.GetPlayerClassNum();
|
|
str = GetPrintableDisplayName(statusBar->CPlayer->cls);
|
|
RealignString();
|
|
}
|
|
break;
|
|
case AMMO1TAG:
|
|
SetStringToTag(statusBar->ammo1);
|
|
break;
|
|
case AMMO2TAG:
|
|
SetStringToTag(statusBar->ammo2);
|
|
break;
|
|
case WEAPONTAG:
|
|
SetStringToTag(statusBar->CPlayer->ReadyWeapon);
|
|
break;
|
|
case INVENTORYTAG:
|
|
SetStringToTag(statusBar->CPlayer->mo->InvSel);
|
|
break;
|
|
case PLAYERNAME:
|
|
// Can't think of a good way to detect changes to this, so
|
|
// I guess copying it every tick will have to do.
|
|
str = statusBar->CPlayer->userinfo.GetName();
|
|
RealignString();
|
|
break;
|
|
case GLOBALVAR:
|
|
if(ACS_GlobalVars[valueArgument] != cache)
|
|
{
|
|
cache = ACS_GlobalVars[valueArgument];
|
|
str = FBehavior::StaticLookupString(ACS_GlobalVars[valueArgument]);
|
|
RealignString();
|
|
}
|
|
break;
|
|
case GLOBALARRAY:
|
|
if(ACS_GlobalArrays[valueArgument][consoleplayer] != cache)
|
|
{
|
|
cache = ACS_GlobalArrays[valueArgument][consoleplayer];
|
|
str = FBehavior::StaticLookupString(ACS_GlobalArrays[valueArgument][consoleplayer]);
|
|
RealignString();
|
|
}
|
|
break;
|
|
case TIME:
|
|
{
|
|
int sec = Tics2Seconds(level.time);
|
|
str.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
|
|
break;
|
|
}
|
|
case LOGTEXT:
|
|
str = statusBar->CPlayer->LogText;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
protected:
|
|
enum StringAlignment
|
|
{
|
|
ALIGN_RIGHT,
|
|
ALIGN_LEFT,
|
|
ALIGN_CENTER,
|
|
};
|
|
|
|
void RealignString()
|
|
{
|
|
x = startX;
|
|
switch (alignment)
|
|
{
|
|
case ALIGN_LEFT:
|
|
break;
|
|
case ALIGN_RIGHT:
|
|
if(script->spacingCharacter == '\0')
|
|
x -= static_cast<int> (font->StringWidth(str)+(spacing * str.Len()));
|
|
else //monospaced, so just multiplay the character size
|
|
x -= static_cast<int> ((font->GetCharWidth((unsigned char) script->spacingCharacter) + spacing) * str.Len());
|
|
break;
|
|
case ALIGN_CENTER:
|
|
if(script->spacingCharacter == '\0')
|
|
x -= static_cast<int> ((font->StringWidth(str)+(spacing * str.Len())) / 2);
|
|
else
|
|
x -= static_cast<int> ((font->GetCharWidth((unsigned char) script->spacingCharacter) + spacing) * str.Len() / 2);
|
|
break;
|
|
}
|
|
}
|
|
|
|
enum StringValueType
|
|
{
|
|
LEVELNAME,
|
|
LEVELLUMP,
|
|
SKILLNAME,
|
|
PLAYERCLASS,
|
|
PLAYERNAME,
|
|
AMMO1TAG,
|
|
AMMO2TAG,
|
|
WEAPONTAG,
|
|
INVENTORYTAG,
|
|
GLOBALVAR,
|
|
GLOBALARRAY,
|
|
TIME,
|
|
LOGTEXT,
|
|
|
|
CONSTANT
|
|
};
|
|
|
|
bool lineBreaks;
|
|
int breakWidth;
|
|
bool shadow;
|
|
int shadowX;
|
|
int shadowY;
|
|
int spacing;
|
|
FFont *font;
|
|
EColorRange translation;
|
|
SBarInfoCoordinate startX;
|
|
SBarInfoCoordinate x;
|
|
SBarInfoCoordinate y;
|
|
intptr_t cache; /// General purpose cache.
|
|
StringValueType strValue;
|
|
int valueArgument;
|
|
FString str;
|
|
StringAlignment alignment;
|
|
|
|
private:
|
|
void SetStringToTag(AActor *actor)
|
|
{
|
|
if (actor != NULL)
|
|
{
|
|
if ((intptr_t)actor->GetClass() != cache)
|
|
{
|
|
cache = (intptr_t)actor->GetClass();
|
|
str = actor->GetTag();
|
|
RealignString();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cache = -1;
|
|
str = "";
|
|
}
|
|
}
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandDrawNumber : public CommandDrawString
|
|
{
|
|
public:
|
|
CommandDrawNumber(SBarInfo *script) : CommandDrawString(script),
|
|
fillZeros(false), whenNotZero(false), dontCap(false),
|
|
usePrefix(false), interpolationSpeed(0), drawValue(0), length(3),
|
|
lowValue(-1), lowTranslation(CR_UNTRANSLATED), highValue(-1),
|
|
highTranslation(CR_UNTRANSLATED), value(CONSTANT),
|
|
inventoryItem(NULL)
|
|
{
|
|
}
|
|
|
|
void Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
sc.MustGetToken(TK_IntConst);
|
|
length = sc.Number;
|
|
sc.MustGetToken(',');
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
font = V_GetFont(sc.String);
|
|
if(font == NULL)
|
|
{
|
|
sc.ScriptMessage("Unknown font '%s'.", sc.String);
|
|
font = SmallFont;
|
|
}
|
|
sc.MustGetToken(',');
|
|
normalTranslation = GetTranslation(sc);
|
|
sc.MustGetToken(',');
|
|
if(sc.CheckToken(TK_IntConst))
|
|
{
|
|
value = CONSTANT;
|
|
valueArgument = sc.Number;
|
|
sc.MustGetToken(',');
|
|
}
|
|
else
|
|
{
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
value = INVENTORY;
|
|
if(sc.TokenType == 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("ammo1capacity"))
|
|
value = AMMO1CAPACITY;
|
|
else if(sc.Compare("ammo2capacity"))
|
|
value = AMMO2CAPACITY;
|
|
else if(sc.Compare("score"))
|
|
value = SCORE;
|
|
else if(sc.Compare("ammo")) //request the next string to be an ammo type
|
|
{
|
|
bool parenthesized = sc.CheckToken('(');
|
|
|
|
value = AMMO;
|
|
if(!parenthesized || !sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
inventoryItem = PClass::FindActor(sc.String);
|
|
if(inventoryItem == NULL || !RUNTIME_CLASS(AAmmo)->IsAncestorOf(inventoryItem)) //must be a kind of ammo
|
|
{
|
|
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
|
|
inventoryItem = RUNTIME_CLASS(AAmmo);
|
|
}
|
|
|
|
if(parenthesized) sc.MustGetToken(')');
|
|
}
|
|
else if(sc.Compare("ammocapacity"))
|
|
{
|
|
bool parenthesized = sc.CheckToken('(');
|
|
|
|
value = AMMOCAPACITY;
|
|
if(!parenthesized || !sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
inventoryItem = PClass::FindActor(sc.String);
|
|
if(inventoryItem == NULL || !RUNTIME_CLASS(AAmmo)->IsAncestorOf(inventoryItem)) //must be a kind of ammo
|
|
{
|
|
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
|
|
inventoryItem = RUNTIME_CLASS(AAmmo);
|
|
}
|
|
|
|
if(parenthesized) sc.MustGetToken(')');
|
|
}
|
|
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("savepercent"))
|
|
value = SAVEPERCENT;
|
|
else if(sc.Compare("airtime"))
|
|
value = AIRTIME;
|
|
else if(sc.Compare("accuracy"))
|
|
value = ACCURACY;
|
|
else if(sc.Compare("stamina"))
|
|
value = STAMINA;
|
|
else if(sc.Compare("keys"))
|
|
value = KEYS;
|
|
else if(sc.Compare("globalvar"))
|
|
{
|
|
bool parenthesized = sc.CheckToken('(');
|
|
|
|
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;
|
|
|
|
if(parenthesized) sc.MustGetToken(')');
|
|
}
|
|
else if(sc.Compare("globalarray")) //acts like variable[playernumber()]
|
|
{
|
|
bool parenthesized = sc.CheckToken('(');
|
|
|
|
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;
|
|
|
|
if(parenthesized) sc.MustGetToken(')');
|
|
}
|
|
else if(sc.Compare("poweruptime"))
|
|
{
|
|
bool parenthesized = sc.CheckToken('(');
|
|
|
|
value = POWERUPTIME;
|
|
if(!parenthesized || !sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
inventoryItem = PClass::FindActor(sc.String);
|
|
if(inventoryItem == NULL || !RUNTIME_CLASS(APowerupGiver)->IsAncestorOf(inventoryItem))
|
|
{
|
|
sc.ScriptMessage("'%s' is not a type of PowerupGiver.", sc.String);
|
|
inventoryItem = RUNTIME_CLASS(APowerupGiver);
|
|
}
|
|
|
|
if(parenthesized) sc.MustGetToken(')');
|
|
}
|
|
}
|
|
if(value == INVENTORY)
|
|
{
|
|
inventoryItem = PClass::FindActor(sc.String);
|
|
if(inventoryItem == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(inventoryItem)) //must be a kind of ammo
|
|
{
|
|
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
|
inventoryItem = RUNTIME_CLASS(AInventory);
|
|
}
|
|
}
|
|
sc.MustGetToken(',');
|
|
}
|
|
while(sc.CheckToken(TK_Identifier))
|
|
{
|
|
if(sc.Compare("fillzeros"))
|
|
fillZeros = true;
|
|
else if(sc.Compare("whennotzero"))
|
|
whenNotZero = true;
|
|
else if(sc.Compare("dontcap"))
|
|
dontCap = true;
|
|
else if(sc.Compare("drawshadow"))
|
|
{
|
|
if(sc.CheckToken('('))
|
|
{
|
|
sc.MustGetToken(TK_IntConst);
|
|
shadowX = sc.Number;
|
|
sc.MustGetToken(',');
|
|
sc.MustGetToken(TK_IntConst);
|
|
shadowY = sc.Number;
|
|
sc.MustGetToken(')');
|
|
}
|
|
shadow = true;
|
|
}
|
|
else if(sc.Compare("interpolate"))
|
|
{
|
|
sc.MustGetToken('(');
|
|
sc.MustGetToken(TK_IntConst);
|
|
interpolationSpeed = sc.Number;
|
|
sc.MustGetToken(')');
|
|
}
|
|
else if(sc.Compare("alignment"))
|
|
{
|
|
sc.MustGetToken('(');
|
|
sc.MustGetToken(TK_Identifier);
|
|
if(sc.Compare("right"))
|
|
alignment = ALIGN_RIGHT;
|
|
else if(sc.Compare("left"))
|
|
alignment = ALIGN_LEFT;
|
|
else if(sc.Compare("center"))
|
|
alignment = ALIGN_CENTER;
|
|
else
|
|
sc.ScriptError("Unknown alignment '%s'.", sc.String);
|
|
sc.MustGetToken(')');
|
|
}
|
|
else if(sc.Compare("prefix"))
|
|
{
|
|
usePrefix = true;
|
|
sc.MustGetToken('(');
|
|
ParseStringValue(sc);
|
|
sc.MustGetToken(',');
|
|
sc.MustGetToken(TK_StringConst);
|
|
prefixPadding = sc.String;
|
|
if(strValue == CommandDrawString::CONSTANT)
|
|
{
|
|
usePrefix = false; // Use prefix just determines if we tick the string.
|
|
prefixPadding = str + prefixPadding;
|
|
}
|
|
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)
|
|
{
|
|
if(usePrefix)
|
|
{
|
|
cache = -1; // Disable the cache since we are using the same variables.
|
|
CommandDrawString::Tick(block, statusBar, 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 AMMO1CAPACITY:
|
|
if(statusBar->ammo1 == NULL) //no ammo, do not draw
|
|
{
|
|
str = "";
|
|
return;
|
|
}
|
|
else
|
|
num = statusBar->ammo1->MaxAmount;
|
|
break;
|
|
case AMMO2CAPACITY:
|
|
if(statusBar->ammo2 == NULL) //no ammo, do not draw
|
|
{
|
|
str = "";
|
|
return;
|
|
}
|
|
else
|
|
num = statusBar->ammo2->MaxAmount;
|
|
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 SCORE:
|
|
num = statusBar->CPlayer->mo->Score;
|
|
break;
|
|
case TOTALSECRETS:
|
|
num = level.total_secrets;
|
|
break;
|
|
case ARMORCLASS:
|
|
case SAVEPERCENT:
|
|
{
|
|
AHexenArmor *harmor = statusBar->CPlayer->mo->FindInventory<AHexenArmor>();
|
|
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 += FixedMul(statusBar->armor->SavePercent, 100*FRACUNIT);
|
|
}
|
|
if(value == ARMORCLASS)
|
|
num /= (5*FRACUNIT);
|
|
else
|
|
num >>= FRACBITS;
|
|
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.
|
|
PClassActor* 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<int>((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;
|
|
case ACCURACY:
|
|
num = statusBar->CPlayer->mo->accuracy;
|
|
break;
|
|
case STAMINA:
|
|
num = statusBar->CPlayer->mo->stamina;
|
|
break;
|
|
case KEYS:
|
|
num = 0;
|
|
for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
|
|
{
|
|
if(item->IsKindOf(RUNTIME_CLASS(AKey)))
|
|
num++;
|
|
}
|
|
break;
|
|
default: break;
|
|
}
|
|
if(interpolationSpeed != 0 && (!hudChanged || level.time == 1))
|
|
{
|
|
if(num < drawValue)
|
|
drawValue -= clamp<int>((drawValue - num) >> 2, 1, interpolationSpeed);
|
|
else if(drawValue < num)
|
|
drawValue += clamp<int>((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;
|
|
|
|
bool useFillZeros = fillZeros;
|
|
if(!dontCap)
|
|
{
|
|
// 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);
|
|
}
|
|
else if(length <= 9)
|
|
{
|
|
int limit = (int) ceil(pow(10., length > 1 && drawValue < 0 ? length - 1 : length));
|
|
if(drawValue >= limit)
|
|
useFillZeros = true;
|
|
drawValue = drawValue%limit;
|
|
}
|
|
|
|
if(useFillZeros)
|
|
str.Format("%s%s%0*d", usePrefix ? str.GetChars() : "", prefixPadding.GetChars(), drawValue < 0 ? length - 1 : length, drawValue);
|
|
else
|
|
str.Format("%s%s%d", usePrefix ? str.GetChars() : "", prefixPadding.GetChars(), drawValue);
|
|
|
|
RealignString();
|
|
}
|
|
protected:
|
|
enum ValueType
|
|
{
|
|
HEALTH,
|
|
ARMOR,
|
|
AMMO1,
|
|
AMMO2,
|
|
AMMO,
|
|
AMMO1CAPACITY,
|
|
AMMO2CAPACITY,
|
|
AMMOCAPACITY,
|
|
FRAGS,
|
|
INVENTORY,
|
|
KILLS,
|
|
MONSTERS,
|
|
ITEMS,
|
|
TOTALITEMS,
|
|
SECRETS,
|
|
TOTALSECRETS,
|
|
ARMORCLASS,
|
|
GLOBALVAR,
|
|
GLOBALARRAY,
|
|
POWERUPTIME,
|
|
AIRTIME,
|
|
SELECTEDINVENTORY,
|
|
SCORE,
|
|
SAVEPERCENT,
|
|
ACCURACY,
|
|
STAMINA,
|
|
KEYS,
|
|
|
|
CONSTANT
|
|
};
|
|
|
|
bool fillZeros;
|
|
bool whenNotZero;
|
|
bool dontCap;
|
|
bool usePrefix;
|
|
|
|
int interpolationSpeed;
|
|
int drawValue;
|
|
|
|
int length;
|
|
int lowValue;
|
|
EColorRange lowTranslation;
|
|
int highValue;
|
|
EColorRange highTranslation;
|
|
EColorRange normalTranslation;
|
|
ValueType value;
|
|
PClassActor *inventoryItem;
|
|
|
|
FString prefixPadding;
|
|
|
|
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<FMugShot::StateFlags> (stateFlags|FMugShot::XDEATHFACE);
|
|
else if(sc.Compare("animatedgodmode"))
|
|
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags|FMugShot::ANIMATEDGODMODE);
|
|
else if(sc.Compare("disablegrin"))
|
|
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags|FMugShot::DISABLEGRIN);
|
|
else if(sc.Compare("disableouch"))
|
|
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags|FMugShot::DISABLEOUCH);
|
|
else if(sc.Compare("disablepain"))
|
|
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags|FMugShot::DISABLEPAIN);
|
|
else if(sc.Compare("disablerampage"))
|
|
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags|FMugShot::DISABLERAMPAGE);
|
|
else
|
|
sc.ScriptError("Unknown flag '%s'.", sc.String);
|
|
if(!sc.CheckToken('|'))
|
|
sc.MustGetToken(',');
|
|
}
|
|
|
|
GetCoordinates(sc, fullScreenOffsets, x, y);
|
|
sc.MustGetToken(';');
|
|
}
|
|
void Reset()
|
|
{
|
|
script->MugShot.Reset();
|
|
}
|
|
|
|
protected:
|
|
FString defaultFace; //Deprecated
|
|
|
|
int accuracy;
|
|
FMugShot::StateFlags stateFlags;
|
|
SBarInfoCoordinate x;
|
|
SBarInfoCoordinate y;
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDrawNumber
|
|
{
|
|
public:
|
|
CommandDrawSelectedInventory(SBarInfo *script) : CommandDrawImage(script),
|
|
CommandDrawNumber(script), alternateOnEmpty(false),
|
|
artiflash(false), alwaysShowCounter(false), itemflash(false)
|
|
{
|
|
length = INT_MAX; // Counter size
|
|
}
|
|
|
|
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
|
|
{
|
|
if(alternateOnEmpty)
|
|
SBarInfoCommandFlowControl::Draw(block, 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
|
|
{
|
|
if(itemflash && itemflashFade)
|
|
{
|
|
fixed_t flashAlpha = fixed_t(((double) block->Alpha() / (double) FRACUNIT) * ((double) itemflashFade / (double) OPAQUE) * FRACUNIT);
|
|
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgCURSOR], imgx-4, imgy+2, block->XOffset(), block->YOffset(), flashAlpha, block->FullScreenOffsets(),
|
|
translatable, false, offset);
|
|
}
|
|
CommandDrawImage::Draw(block, statusBar);
|
|
}
|
|
if(alwaysShowCounter || statusBar->CPlayer->mo->InvSel->Amount != 1)
|
|
CommandDrawNumber::Draw(block, statusBar);
|
|
}
|
|
}
|
|
void Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
type = SELECTEDINVENTORYICON;
|
|
value = SELECTEDINVENTORY;
|
|
while(true) //go until we get a font (non-flag)
|
|
{
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
bool isFont = sc.TokenType != TK_Identifier;
|
|
if(sc.TokenType == 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("itemflash"))
|
|
itemflash = true;
|
|
else if(sc.Compare("center"))
|
|
offset = CENTER;
|
|
else if(sc.Compare("centerbottom"))
|
|
offset = static_cast<Offset> (HMIDDLE|BOTTOM);
|
|
else if(sc.Compare("drawshadow"))
|
|
{
|
|
if(sc.CheckToken('('))
|
|
{
|
|
sc.MustGetToken(TK_IntConst);
|
|
shadowX = sc.Number;
|
|
sc.MustGetToken(',');
|
|
sc.MustGetToken(TK_IntConst);
|
|
shadowY = sc.Number;
|
|
sc.MustGetToken(')');
|
|
}
|
|
shadow = true;
|
|
}
|
|
else
|
|
isFont = true;
|
|
}
|
|
if(isFont)
|
|
{
|
|
font = V_GetFont(sc.String);
|
|
if(font == NULL)
|
|
{
|
|
sc.ScriptMessage("Unknown font '%s'.", sc.String);
|
|
font = SmallFont;
|
|
}
|
|
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)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
if(artiflashTick > 0)
|
|
artiflashTick--;
|
|
if(itemflashFade > 0)
|
|
{
|
|
itemflashFade -= FRACUNIT/14;
|
|
if(itemflashFade < 0)
|
|
itemflashFade = 0;
|
|
}
|
|
|
|
SetTruth(statusBar->CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR), block, statusBar);
|
|
|
|
CommandDrawImage::Tick(block, statusBar, hudChanged);
|
|
CommandDrawNumber::Tick(block, statusBar, hudChanged);
|
|
}
|
|
|
|
static void Flash() { artiflashTick = 4; itemflashFade = FRACUNIT*3/4; }
|
|
protected:
|
|
bool alternateOnEmpty;
|
|
bool artiflash;
|
|
bool alwaysShowCounter;
|
|
bool itemflash;
|
|
|
|
static int artiflashTick;
|
|
static fixed_t itemflashFade;
|
|
};
|
|
int CommandDrawSelectedInventory::artiflashTick = 0;
|
|
int CommandDrawSelectedInventory::itemflashFade = FRACUNIT*3/4;
|
|
|
|
void DSBarInfo::FlashItem(const PClass *itemtype)
|
|
{
|
|
CommandDrawSelectedInventory::Flash();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandGameMode : public SBarInfoCommandFlowControl
|
|
{
|
|
public:
|
|
CommandGameMode(SBarInfo *script) : SBarInfoCommandFlowControl(script),
|
|
modes(static_cast<GameModes> (0))
|
|
{
|
|
}
|
|
|
|
void Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
static bool warnUnknown = true;
|
|
do
|
|
{
|
|
sc.MustGetToken(TK_Identifier);
|
|
int mode = sc.MatchString(modeNames);
|
|
if(mode >= 0)
|
|
modes |= static_cast<GameModes> (1<<mode);
|
|
else if(warnUnknown)
|
|
{
|
|
// Only warn about unknowns for cross port compatibility
|
|
// Also only warn once to keep logs from getting messy.
|
|
warnUnknown = false;
|
|
FScriptPosition(sc).Message(MSG_WARNING, "Ignoring unknown gamemode %s (future cases will be silently ignored).", sc.String);
|
|
}
|
|
}
|
|
while(sc.CheckToken(','));
|
|
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
SetTruth((!multiplayer && (modes & SINGLEPLAYER)) ||
|
|
(deathmatch && (modes & DEATHMATCH)) ||
|
|
(multiplayer && !deathmatch && (modes & COOPERATIVE)) ||
|
|
(teamplay && (modes & TEAMGAME)), block, statusBar);
|
|
}
|
|
protected:
|
|
static const char* const modeNames[];
|
|
enum GameModes
|
|
{
|
|
SINGLEPLAYER = 0x1,
|
|
COOPERATIVE = 0x2,
|
|
DEATHMATCH = 0x4,
|
|
TEAMGAME = 0x8
|
|
};
|
|
|
|
unsigned int modes;
|
|
};
|
|
|
|
const char* const CommandGameMode::modeNames[] =
|
|
{
|
|
"singleplayer",
|
|
"cooperative",
|
|
"deathmatch",
|
|
"teamgame",
|
|
NULL
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandUsesAmmo : public SBarInfoCommandFlowControl
|
|
{
|
|
public:
|
|
CommandUsesAmmo(SBarInfo *script) : SBarInfoCommandFlowControl(script),
|
|
negate(false)
|
|
{
|
|
}
|
|
|
|
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);
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
SetTruth((statusBar->CPlayer->ReadyWeapon != NULL && (statusBar->CPlayer->ReadyWeapon->AmmoType1 != NULL || statusBar->CPlayer->ReadyWeapon->AmmoType2 != NULL)) ^ negate, block, statusBar);
|
|
}
|
|
protected:
|
|
bool negate;
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandUsesSecondaryAmmo : public CommandUsesAmmo
|
|
{
|
|
public:
|
|
CommandUsesSecondaryAmmo(SBarInfo *script) : CommandUsesAmmo(script)
|
|
{
|
|
}
|
|
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
SetTruth((statusBar->CPlayer->ReadyWeapon != NULL && statusBar->CPlayer->ReadyWeapon->AmmoType2 != NULL && statusBar->CPlayer->ReadyWeapon->AmmoType1 != statusBar->CPlayer->ReadyWeapon->AmmoType2) ^ negate, block, statusBar);
|
|
}
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandInventoryBarNotVisible : public SBarInfoCommandFlowControl
|
|
{
|
|
public:
|
|
CommandInventoryBarNotVisible(SBarInfo *script) : SBarInfoCommandFlowControl(script)
|
|
{
|
|
}
|
|
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
SetTruth(statusBar->CPlayer->inventorytics <= 0 || (level.flags & LEVEL_NOINVENTORYBAR), block, statusBar);
|
|
}
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandAspectRatio : public SBarInfoCommandFlowControl
|
|
{
|
|
public:
|
|
CommandAspectRatio(SBarInfo *script) : SBarInfoCommandFlowControl(script),
|
|
ratio(ASPECTRATIO_4_3)
|
|
{
|
|
}
|
|
|
|
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("17:10"))
|
|
ratio = ASPECTRATIO_17_10;
|
|
else if(sc.Compare("5:4"))
|
|
ratio = ASPECTRATIO_5_4;
|
|
else
|
|
sc.ScriptError("Unkown aspect ratio: %s", sc.String);
|
|
|
|
// Make this ratio known and map to itself
|
|
// In the future, should another aspect ratio get added, you'd want
|
|
// to also make any wider ratio remap to this one if suitable.
|
|
ratioMap[ratio] = ratio;
|
|
|
|
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
SetTruth(ratioMap[CheckRatio(screen->GetWidth(), screen->GetHeight())] == ratio, block, statusBar);
|
|
}
|
|
protected:
|
|
enum Ratio
|
|
{
|
|
ASPECTRATIO_4_3 = 0,
|
|
ASPECTRATIO_16_9 = 1,
|
|
ASPECTRATIO_16_10 = 2,
|
|
ASPECTRATIO_17_10 = 3,
|
|
ASPECTRATIO_5_4 = 4
|
|
};
|
|
// Since the number of aspect ratios may change at any time, we should
|
|
// track what aspect ratios the statusbar supports and use the widest
|
|
// or tallest available ratio.
|
|
static Ratio ratioMap[5];
|
|
|
|
Ratio ratio;
|
|
};
|
|
CommandAspectRatio::Ratio CommandAspectRatio::ratioMap[5] = {ASPECTRATIO_4_3,ASPECTRATIO_16_9,ASPECTRATIO_16_10,ASPECTRATIO_16_10,ASPECTRATIO_5_4};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
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(STYLE_Doom), size(7), alwaysShow(false), noArtibox(false),
|
|
noArrows(false), alwaysShowCounter(false), translucent(false),
|
|
vertical(false), shadow(false), shadowX(2), shadowY(2),
|
|
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 = GetCounterSpacing(statusBar);
|
|
|
|
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 != STYLE_Strife) //Strife draws the cursor before the icons
|
|
statusBar->DrawGraphic(TexMan(item->Icon), rx - (style == STYLE_HexenStrict ? 2 : 0), ry - (style == STYLE_HexenStrict ? 1 : 0), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, item->Amount <= 0);
|
|
if(item == statusBar->CPlayer->mo->InvSel)
|
|
{
|
|
if(style == STYLE_Heretic)
|
|
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx, ry+29, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
|
|
else if(style == STYLE_Hexen)
|
|
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx, ry-1, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
|
|
else if(style == STYLE_HexenStrict)
|
|
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx-1, ry-1, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
|
|
else if(style == STYLE_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 == STYLE_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 != STYLE_Strife ? (style != STYLE_HexenStrict ? -12 : -10) : 14);
|
|
int yOffset = style != STYLE_HexenStrict ? 0 : -1;
|
|
statusBar->DrawGraphic(statusBar->Images[!(gametic & 4) ?
|
|
statusBar->invBarOffset + imgINVLFGEM1 : statusBar->invBarOffset + imgINVLFGEM2], x + (!vertical ? offset : yOffset), y + (vertical ? offset : yOffset), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
|
|
}
|
|
// Is there something to the right?
|
|
if (!noArrows && item != NULL)
|
|
{
|
|
int offset = (style != STYLE_Strife ? (style != STYLE_HexenStrict ? size*31+2 : size*31) : size*35-4);
|
|
int yOffset = style != STYLE_HexenStrict ? 0 : -1;
|
|
statusBar->DrawGraphic(statusBar->Images[!(gametic & 4) ?
|
|
statusBar->invBarOffset + imgINVRTGEM1 : statusBar->invBarOffset + imgINVRTGEM2], x + (!vertical ? offset : yOffset), y + (vertical ? offset : yOffset), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
|
|
}
|
|
}
|
|
}
|
|
void Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
sc.MustGetToken(TK_Identifier);
|
|
if(sc.Compare("Doom"))
|
|
style = STYLE_Doom;
|
|
else if(sc.Compare("Heretic"))
|
|
style = STYLE_Heretic;
|
|
else if(sc.Compare("Hexen"))
|
|
style = STYLE_Hexen;
|
|
else if(sc.Compare("HexenStrict"))
|
|
style = STYLE_HexenStrict;
|
|
else if(sc.Compare("Strife"))
|
|
style = STYLE_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("drawshadow"))
|
|
{
|
|
if(sc.CheckToken('('))
|
|
{
|
|
sc.MustGetToken(TK_IntConst);
|
|
shadowX = sc.Number;
|
|
sc.MustGetToken(',');
|
|
sc.MustGetToken(TK_IntConst);
|
|
shadowY = sc.Number;
|
|
sc.MustGetToken(')');
|
|
}
|
|
shadow = 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(',');
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
font = V_GetFont(sc.String);
|
|
if(font == NULL)
|
|
{
|
|
sc.ScriptError("Unknown font '%s'.", sc.String);
|
|
font = SmallFont;
|
|
}
|
|
|
|
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(';');
|
|
}
|
|
int GetCounterSpacing(const DSBarInfo *statusBar) const
|
|
{
|
|
FTexture *box = (style != STYLE_Strife)
|
|
? statusBar->Images[statusBar->invBarOffset + imgARTIBOX]
|
|
: statusBar->Images[statusBar->invBarOffset + imgCURSOR];
|
|
if (box == NULL)
|
|
{ // Don't crash without a graphic.
|
|
return 32;
|
|
}
|
|
else
|
|
{
|
|
int spacing;
|
|
if (!vertical)
|
|
{
|
|
spacing = box->GetScaledWidth();
|
|
}
|
|
else
|
|
{
|
|
spacing = box->GetScaledHeight();
|
|
}
|
|
return spacing + ((style != STYLE_Strife) ? 1 : -1);
|
|
}
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
// Make the counters if need be.
|
|
if(counters == NULL)
|
|
{
|
|
int spacing = GetCounterSpacing(statusBar);
|
|
|
|
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 = INT_MAX;
|
|
counters[i]->shadow = shadow;
|
|
counters[i]->shadowX = shadowX;
|
|
counters[i]->shadowY = shadowY;
|
|
}
|
|
}
|
|
|
|
for(unsigned int i = 0;i < size;i++)
|
|
counters[i]->Tick(block, statusBar, hudChanged);
|
|
}
|
|
protected:
|
|
enum Styles
|
|
{
|
|
STYLE_Doom,
|
|
STYLE_Heretic,
|
|
STYLE_Hexen,
|
|
STYLE_HexenStrict,
|
|
STYLE_Strife
|
|
};
|
|
|
|
Styles style;
|
|
unsigned int size;
|
|
bool alwaysShow;
|
|
bool noArtibox;
|
|
bool noArrows;
|
|
bool alwaysShowCounter;
|
|
bool translucent;
|
|
bool vertical;
|
|
bool shadow;
|
|
int shadowX;
|
|
int shadowY;
|
|
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), reverse(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 += (reverse ? -1 : 1) * (TexMan[item->Icon]->GetScaledWidth() + 2);
|
|
else
|
|
slotOffset += (reverse ? -1 : 1) * (TexMan[item->Icon]->GetScaledHeight() + 2);
|
|
}
|
|
else
|
|
slotOffset += (reverse ? -iconSize : 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 if(sc.Compare("reverse"))
|
|
reverse = 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 reverse;
|
|
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), interpolationSpeed(0), drawValue(0),
|
|
pixel(-1)
|
|
{
|
|
}
|
|
|
|
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;
|
|
|
|
fixed_t value = drawValue;
|
|
if(border != 0)
|
|
{
|
|
value = FRACUNIT - value; //invert since the new drawing method requires drawing the bg on the fg.
|
|
|
|
//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)<<FRACBITS;
|
|
clip[(!horizontal)|((horizontal ? !reverse : reverse)<<1)] = sizeOfImage - FixedMul(sizeOfImage, value);
|
|
// Draw background
|
|
if(border != 0)
|
|
{
|
|
for(unsigned int i = 0;i < 4;i++)
|
|
clip[i] += border<<FRACBITS;
|
|
|
|
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(), 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;
|
|
ParseComparator(sc);
|
|
}
|
|
else if(sc.Compare("armor"))
|
|
{
|
|
type = ARMOR;
|
|
ParseComparator(sc);
|
|
}
|
|
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
|
|
{
|
|
bool parenthesized = sc.CheckToken('(');
|
|
|
|
if(!parenthesized || !sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
type = AMMO;
|
|
data.inventoryItem = PClass::FindActor(sc.String);
|
|
if(data.inventoryItem == NULL || !RUNTIME_CLASS(AAmmo)->IsAncestorOf(data.inventoryItem)) //must be a kind of ammo
|
|
{
|
|
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
|
|
data.inventoryItem = RUNTIME_CLASS(AAmmo);
|
|
}
|
|
|
|
if(parenthesized) sc.MustGetToken(')');
|
|
}
|
|
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("savepercent"))
|
|
type = SAVEPERCENT;
|
|
else if(sc.Compare("poweruptime"))
|
|
{
|
|
bool parenthesized = sc.CheckToken('(');
|
|
|
|
type = POWERUPTIME;
|
|
if(!parenthesized || !sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
data.inventoryItem = PClass::FindActor(sc.String);
|
|
if(data.inventoryItem == NULL || !RUNTIME_CLASS(APowerupGiver)->IsAncestorOf(data.inventoryItem))
|
|
{
|
|
sc.ScriptMessage("'%s' is not a type of PowerupGiver.", sc.String);
|
|
data.inventoryItem = RUNTIME_CLASS(APowerupGiver);
|
|
}
|
|
|
|
if(parenthesized) sc.MustGetToken(')');
|
|
}
|
|
else
|
|
{
|
|
type = INVENTORY;
|
|
data.inventoryItem = PClass::FindActor(sc.String);
|
|
if(data.inventoryItem == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(data.inventoryItem))
|
|
{
|
|
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
|
data.inventoryItem = RUNTIME_CLASS(AInventory);
|
|
}
|
|
}
|
|
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(data.useMaximumConstant)
|
|
max = data.value;
|
|
else if(data.inventoryItem != NULL)
|
|
{
|
|
AInventory *item = statusBar->CPlayer->mo->FindInventory(data.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->mo->stamina;
|
|
break;
|
|
case ARMOR:
|
|
value = statusBar->armor != NULL ? statusBar->armor->Amount : 0;
|
|
if(data.useMaximumConstant)
|
|
max = data.value;
|
|
else if(data.inventoryItem != NULL)
|
|
{
|
|
AInventory *item = statusBar->CPlayer->mo->FindInventory(data.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(data.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(data.inventoryItem);
|
|
if(item != NULL)
|
|
{
|
|
value = item->Amount;
|
|
max = item->MaxAmount;
|
|
}
|
|
else
|
|
value = 0;
|
|
break;
|
|
}
|
|
case AIRTIME:
|
|
value = clamp<int>(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(data.inventoryItem);
|
|
PClassActor *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;
|
|
}
|
|
case SAVEPERCENT:
|
|
{
|
|
AHexenArmor *harmor = statusBar->CPlayer->mo->FindInventory<AHexenArmor>();
|
|
if(harmor != NULL)
|
|
{
|
|
value = 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)
|
|
{
|
|
value += FixedMul(statusBar->armor->SavePercent, 100*FRACUNIT);
|
|
}
|
|
value >>= FRACBITS;
|
|
max = 100;
|
|
break;
|
|
}
|
|
default: return;
|
|
}
|
|
|
|
if(max != 0 && value > 0)
|
|
{
|
|
value = (value << FRACBITS) / max;
|
|
if(value > FRACUNIT)
|
|
value = FRACUNIT;
|
|
}
|
|
else
|
|
value = 0;
|
|
if(interpolationSpeed != 0 && (!hudChanged || level.time == 1))
|
|
{
|
|
// [BL] Since we used a percentage (in order to get the most fluid animation)
|
|
// we need to establish a cut off point so the last pixel won't hang as the animation slows
|
|
if(pixel == -1 && statusBar->Images[foreground])
|
|
pixel = MAX(1, FRACUNIT/statusBar->Images[foreground]->GetWidth());
|
|
|
|
if(abs(drawValue - value) < pixel)
|
|
drawValue = value;
|
|
else if(value < drawValue)
|
|
drawValue -= clamp<fixed_t>((drawValue - value) >> 2, 1, FixedDiv(interpolationSpeed<<FRACBITS, FRACUNIT*100));
|
|
else if(drawValue < value)
|
|
drawValue += clamp<fixed_t>((value - drawValue) >> 2, 1, FixedDiv(interpolationSpeed<<FRACBITS, FRACUNIT*100));
|
|
}
|
|
else
|
|
drawValue = value;
|
|
}
|
|
protected:
|
|
void ParseComparator(FScanner &sc)
|
|
{
|
|
bool extendedSyntax = sc.CheckToken('(');
|
|
|
|
if(sc.CheckToken(TK_Identifier) || (extendedSyntax && sc.CheckToken(TK_StringConst))) //comparing reference
|
|
{
|
|
data.inventoryItem = PClass::FindActor(sc.String);
|
|
if(data.inventoryItem == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(data.inventoryItem)) //must be a kind of inventory
|
|
{
|
|
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
|
data.inventoryItem = RUNTIME_CLASS(AInventory);
|
|
}
|
|
}
|
|
else if(extendedSyntax && sc.CheckToken(TK_IntConst))
|
|
{
|
|
data.useMaximumConstant = true;
|
|
data.value = sc.Number;
|
|
}
|
|
|
|
if(extendedSyntax)
|
|
sc.MustGetToken(')');
|
|
}
|
|
|
|
enum ValueType
|
|
{
|
|
HEALTH,
|
|
ARMOR,
|
|
AMMO1,
|
|
AMMO2,
|
|
AMMO,
|
|
FRAGS,
|
|
INVENTORY,
|
|
KILLS,
|
|
ITEMS,
|
|
SECRETS,
|
|
ARMORCLASS,
|
|
POWERUPTIME,
|
|
AIRTIME,
|
|
SAVEPERCENT
|
|
};
|
|
|
|
struct AdditionalData
|
|
{
|
|
public:
|
|
AdditionalData() : useMaximumConstant(false)
|
|
{
|
|
inventoryItem = NULL;
|
|
}
|
|
|
|
bool useMaximumConstant;
|
|
union
|
|
{
|
|
PClassActor *inventoryItem;
|
|
int value;
|
|
};
|
|
};
|
|
|
|
unsigned int border;
|
|
bool horizontal;
|
|
bool reverse;
|
|
int foreground;
|
|
int background;
|
|
ValueType type;
|
|
AdditionalData data;
|
|
SBarInfoCoordinate x;
|
|
SBarInfoCoordinate y;
|
|
|
|
int interpolationSpeed;
|
|
fixed_t drawValue;
|
|
fixed_t pixel;
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandIsSelected : public SBarInfoCommandFlowControl
|
|
{
|
|
public:
|
|
CommandIsSelected(SBarInfo *script) : SBarInfoCommandFlowControl(script),
|
|
negate(false)
|
|
{
|
|
weapon[0] = NULL;
|
|
weapon[1] = NULL;
|
|
}
|
|
|
|
void Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
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.ScriptMessage("'%s' is not a type of weapon.", sc.String);
|
|
weapon[i] = RUNTIME_CLASS(AWeapon);
|
|
}
|
|
|
|
if(sc.CheckToken(','))
|
|
{
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
if(statusBar->CPlayer->ReadyWeapon != NULL)
|
|
{
|
|
const PClass *readyWeapon = statusBar->CPlayer->ReadyWeapon->GetClass();
|
|
SetTruth(((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))), block, statusBar);
|
|
}
|
|
}
|
|
protected:
|
|
bool negate;
|
|
const PClass *weapon[2];
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandPlayerClass : public SBarInfoCommandFlowControl
|
|
{
|
|
public:
|
|
CommandPlayerClass(SBarInfo *script) : SBarInfoCommandFlowControl(script)
|
|
{
|
|
}
|
|
|
|
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->DisplayName) == 0)
|
|
{
|
|
foundClass = true;
|
|
classes.Push(PlayerClasses[c].Type);
|
|
break;
|
|
}
|
|
}
|
|
/*
|
|
if(!foundClass)
|
|
sc.ScriptError("Unkown PlayerClass '%s'.", sc.String);
|
|
*/
|
|
if(!sc.CheckToken(','))
|
|
break;
|
|
}
|
|
while(sc.CheckToken(TK_Identifier));
|
|
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
if(statusBar->CPlayer->cls == NULL)
|
|
return; //No class so we can not continue
|
|
|
|
PClass *spawnClass = statusBar->CPlayer->cls;
|
|
for(unsigned int i = 0;i < classes.Size();i++)
|
|
{
|
|
if(classes[i] == spawnClass)
|
|
{
|
|
SetTruth(true, block, statusBar);
|
|
return;
|
|
}
|
|
}
|
|
SetTruth(false, block, statusBar);
|
|
}
|
|
protected:
|
|
TArray<PClass*> classes;
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandPlayerType : public SBarInfoCommandFlowControl
|
|
{
|
|
public:
|
|
CommandPlayerType(SBarInfo *script) : SBarInfoCommandFlowControl(script)
|
|
{
|
|
}
|
|
|
|
void Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
do
|
|
{
|
|
bool foundClass = false;
|
|
const PClass *cls = PClass::FindClass(sc.String);
|
|
if (cls != NULL)
|
|
{
|
|
foundClass = true;
|
|
classes.Push(cls);
|
|
}
|
|
/*
|
|
if(!foundClass)
|
|
sc.ScriptError("Unkown PlayerClass '%s'.", sc.String);
|
|
*/
|
|
if(!sc.CheckToken(','))
|
|
break;
|
|
}
|
|
while(sc.CheckToken(TK_Identifier) || sc.CheckToken(TK_StringConst));
|
|
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
if(statusBar->CPlayer->cls == NULL)
|
|
return; //No class so we can not continue
|
|
|
|
for(unsigned int i = 0;i < classes.Size();i++)
|
|
{
|
|
if (statusBar->CPlayer->cls->IsDescendantOf(classes[i]))
|
|
{
|
|
SetTruth(true, block, statusBar);
|
|
return;
|
|
}
|
|
}
|
|
SetTruth(false, block, statusBar);
|
|
}
|
|
protected:
|
|
TArray<const PClass *> classes;
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandHasWeaponPiece : public SBarInfoCommandFlowControl
|
|
{
|
|
public:
|
|
CommandHasWeaponPiece(SBarInfo *script) : SBarInfoCommandFlowControl(script),
|
|
weapon(NULL), piece(1)
|
|
{
|
|
}
|
|
|
|
void Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
weapon = PClass::FindClass(sc.String);
|
|
if(weapon == NULL || !RUNTIME_CLASS(AWeapon)->IsAncestorOf(weapon)) //must be a weapon
|
|
{
|
|
sc.ScriptMessage("%s is not a kind of weapon.", sc.String);
|
|
weapon = RUNTIME_CLASS(AWeapon);
|
|
}
|
|
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);
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
for(AInventory *inv = statusBar->CPlayer->mo->Inventory;inv != NULL;inv=inv->Inventory)
|
|
{
|
|
if(inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder)))
|
|
{
|
|
AWeaponHolder *hold = static_cast<AWeaponHolder*>(inv);
|
|
if(hold->PieceWeapon == weapon)
|
|
{
|
|
SetTruth(0 != (hold->PieceMask & (1 << (piece-1))), block, statusBar);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
SetTruth(false, block, statusBar);
|
|
}
|
|
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->GetScaledWidth();
|
|
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 ? statusBar->armor->Amount : 0) : statusBar->CPlayer->mo->health;
|
|
int max = armor ? 100 : statusBar->CPlayer->mo->GetMaxHealth() + statusBar->CPlayer->mo->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<int>((drawValue - goalValue) >> 2, 1, interpolationSpeed);
|
|
else if(drawValue < goalValue)
|
|
drawValue += clamp<int>((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 Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
if(sc.Compare("not") && sc.TokenType == TK_Identifier)
|
|
{
|
|
negate = true;
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
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.ScriptMessage("'%s' is not a type of ammo.", sc.String);
|
|
ammo[i] = RUNTIME_CLASS(AAmmo);
|
|
}
|
|
|
|
if(sc.CheckToken(TK_OrOr))
|
|
{
|
|
conditionAnd = false;
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
}
|
|
else if(sc.CheckToken(TK_AndAnd))
|
|
{
|
|
conditionAnd = true;
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
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.
|
|
{
|
|
SetTruth(true, 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)
|
|
{
|
|
SetTruth(true, block, statusBar);
|
|
return;
|
|
}
|
|
}
|
|
else if(negate)
|
|
{
|
|
SetTruth(true, block, statusBar);
|
|
return;
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
SetTruth(true, block, statusBar);
|
|
return;
|
|
}
|
|
}
|
|
else if(negate)
|
|
{
|
|
SetTruth(true, block, statusBar);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
SetTruth(false, block, statusBar);
|
|
}
|
|
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 Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
if(sc.Compare("not") && sc.TokenType == TK_Identifier)
|
|
{
|
|
negate = true;
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
}
|
|
for(int i = 0;i < 2;i++)
|
|
{
|
|
item[i] = PClass::FindActor(sc.String);
|
|
if(item[i] == NULL || !RUNTIME_CLASS(AInventory)->IsAncestorOf(item[i]))
|
|
{
|
|
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
|
|
item[i] = RUNTIME_CLASS(AInventory);
|
|
}
|
|
|
|
if (sc.CheckToken(','))
|
|
{
|
|
sc.MustGetNumber();
|
|
amount[i] = sc.Number;
|
|
}
|
|
|
|
if(sc.CheckToken(TK_OrOr))
|
|
{
|
|
conditionAnd = false;
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
}
|
|
else if(sc.CheckToken(TK_AndAnd))
|
|
{
|
|
conditionAnd = true;
|
|
if(!sc.CheckToken(TK_StringConst))
|
|
sc.MustGetToken(TK_Identifier);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
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 (item[1])
|
|
{
|
|
if (conditionAnd)
|
|
SetTruth((invItem[0] && invItem[1]) != negate, block, statusBar);
|
|
else
|
|
SetTruth((invItem[0] || invItem[1]) != negate, block, statusBar);
|
|
}
|
|
else
|
|
SetTruth((invItem[0] != NULL) != negate, block, statusBar);
|
|
}
|
|
protected:
|
|
bool conditionAnd;
|
|
bool negate;
|
|
PClassActor *item[2];
|
|
int amount[2];
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandAlpha : public SBarInfoMainBlock
|
|
{
|
|
public:
|
|
CommandAlpha(SBarInfo *script) : SBarInfoMainBlock(script)
|
|
{
|
|
}
|
|
|
|
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
|
|
{
|
|
forceScaled = block->ForceScaled();
|
|
fullScreenOffsets = block->FullScreenOffsets();
|
|
|
|
SBarInfoMainBlock::Draw(block, statusBar, block->XOffset(), block->YOffset(), block->Alpha());
|
|
}
|
|
|
|
void Parse(FScanner &sc, bool fullScreenOffsets)
|
|
{
|
|
sc.MustGetToken(TK_FloatConst);
|
|
alpha = fixed_t(FRACUNIT * sc.Float);
|
|
|
|
// We don't want to allow all the options of a regular main block
|
|
// so skip to the SBarInfoCommandFlowControl.
|
|
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
|
|
}
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class CommandIfHealth : public SBarInfoCommandFlowControl
|
|
{
|
|
public:
|
|
CommandIfHealth(SBarInfo *script) : SBarInfoCommandFlowControl(script),
|
|
negate(false), percentage(false)
|
|
{
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
sc.MustGetToken(TK_IntConst);
|
|
percentage = sc.CheckToken('%');
|
|
hpamount = sc.Number;
|
|
|
|
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
|
|
}
|
|
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
|
{
|
|
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
|
|
|
int phealth = percentage ? statusBar->CPlayer->mo->health * 100 / statusBar->CPlayer->mo->GetMaxHealth() : statusBar->CPlayer->mo->health;
|
|
|
|
SetTruth((phealth >= hpamount) ^ negate, block, statusBar);
|
|
}
|
|
protected:
|
|
bool negate;
|
|
bool percentage;
|
|
int hpamount;
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
static const char *SBarInfoCommandNames[] =
|
|
{
|
|
"drawimage", "drawnumber", "drawswitchableimage",
|
|
"drawmugshot", "drawselectedinventory",
|
|
"drawinventorybar", "drawbar", "drawgem",
|
|
"drawshader", "drawstring", "drawkeybar",
|
|
"gamemode", "playerclass", "playertype", "aspectratio",
|
|
"isselected", "usesammo", "usessecondaryammo",
|
|
"hasweaponpiece", "inventorybarnotvisible",
|
|
"weaponammo", "ininventory", "alpha", "ifhealth",
|
|
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_PLAYERTYPE, SBARINFO_ASPECTRATIO,
|
|
SBARINFO_ISSELECTED, SBARINFO_USESAMMO, SBARINFO_USESSECONDARYAMMO,
|
|
SBARINFO_HASWEAPONPIECE, SBARINFO_INVENTORYBARNOTVISIBLE,
|
|
SBARINFO_WEAPONAMMO, SBARINFO_ININVENTORY, SBARINFO_ALPHA, SBARINFO_IFHEALTH,
|
|
};
|
|
|
|
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 static_cast<SBarInfoCommandFlowControl *> (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_PLAYERTYPE: return new CommandPlayerType(script);
|
|
case SBARINFO_HASWEAPONPIECE: return new CommandHasWeaponPiece(script);
|
|
case SBARINFO_WEAPONAMMO: return new CommandWeaponAmmo(script);
|
|
case SBARINFO_ININVENTORY: return new CommandInInventory(script);
|
|
case SBARINFO_ALPHA: return new CommandAlpha(script);
|
|
case SBARINFO_IFHEALTH: return new CommandIfHealth(script);
|
|
}
|
|
|
|
sc.ScriptError("Unknown command '%s'.\n", sc.String);
|
|
return NULL;
|
|
}
|
|
|
|
sc.MustGetToken('}');
|
|
return NULL;
|
|
}
|