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https://github.com/ZDoom/gzdoom.git
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- Added: else statements to SBarInfo. In addition braces are no longer required for blocks consisting of a single statement.
SVN r2313 (trunk)
This commit is contained in:
parent
72f7e40145
commit
24aa1abf14
3 changed files with 246 additions and 157 deletions
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@ -214,44 +214,89 @@ class SBarInfoCommand
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class SBarInfoCommandFlowControl : public SBarInfoCommand
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{
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public:
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SBarInfoCommandFlowControl(SBarInfo *script) : SBarInfoCommand(script) {}
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SBarInfoCommandFlowControl(SBarInfo *script) : SBarInfoCommand(script), truth(false) {}
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~SBarInfoCommandFlowControl()
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{
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for(unsigned int i = 0;i < commands.Size();i++)
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delete commands[i];
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for(unsigned int i = 0;i < 2;i++)
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{
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for(unsigned int j = 0;j < commands[i].Size();j++)
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delete commands[i][j];
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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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for(unsigned int i = 0;i < commands.Size();i++)
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commands[i]->Draw(block, statusBar);
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for(unsigned int i = 0;i < commands[truth].Size();i++)
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commands[truth][i]->Draw(block, statusBar);
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}
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int NumCommands() const { return commands.Size(); }
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int NumCommands() const { return commands[truth].Size(); }
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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sc.MustGetToken('{');
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bool elseBlock = false;
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SBarInfoCommand *cmd = NULL;
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while((cmd = NextCommand(sc)) != NULL)
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// Should loop no more than twice.
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while(true)
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{
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cmd->Parse(sc, fullScreenOffsets);
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commands.Push(cmd);
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if(sc.CheckToken('{'))
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{
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while((cmd = NextCommand(sc)) != NULL)
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{
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cmd->Parse(sc, fullScreenOffsets);
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commands[!elseBlock].Push(cmd);
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}
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}
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else
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{
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if((cmd = NextCommand(sc)) != NULL)
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{
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cmd->Parse(sc, fullScreenOffsets);
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commands[!elseBlock].Push(cmd);
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}
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else
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sc.ScriptError("Missing command for flow control statement.");
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}
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if(!elseBlock && sc.CheckToken(TK_Else))
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{
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elseBlock = true;
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continue;
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}
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break;
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}
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}
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void Reset()
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{
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for(unsigned int i = 0;i < commands.Size();i++)
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commands[i]->Reset();
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for(unsigned int i = 0;i < 2;i++)
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{
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for(unsigned int j = 0;j < commands[i].Size();j++)
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commands[i][j]->Reset();
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}
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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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for(unsigned int i = 0;i < commands.Size();i++)
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commands[i]->Tick(block, statusBar, hudChanged);
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for(unsigned int i = 0;i < commands[truth].Size();i++)
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commands[truth][i]->Tick(block, statusBar, hudChanged);
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}
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protected:
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void SetTruth(bool truth, const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
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{
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// If there is no change we don't need to do anything. Do note
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// that this should not change more than once per tick. If it does
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// there may be cosmetic problems.
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if(this->truth == truth)
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return;
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this->truth = truth;
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if(block != NULL)
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Tick(block, statusBar, true);
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}
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private:
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SBarInfoCommand *NextCommand(FScanner &sc);
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TArray<SBarInfoCommand *> commands;
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bool truth;
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TArray<SBarInfoCommand *> commands[2];
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};
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class SBarInfoMainBlock : public SBarInfoCommandFlowControl
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@ -260,6 +305,7 @@ class SBarInfoMainBlock : public SBarInfoCommandFlowControl
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SBarInfoMainBlock(SBarInfo *script) : SBarInfoCommandFlowControl(script),
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alpha(FRACUNIT), forceScaled(false), fullScreenOffsets(false)
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{
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SetTruth(true, NULL, NULL);
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}
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int Alpha() const { return alpha; }
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@ -1210,7 +1210,8 @@ class CommandDrawSelectedInventory : public SBarInfoCommandFlowControl, private
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if(alwaysShowCounter || statusBar->CPlayer->mo->InvSel->Amount != 1)
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CommandDrawNumber::Draw(block, statusBar);
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}
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else if(alternateOnEmpty)
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if(alternateOnEmpty)
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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@ -1267,9 +1268,13 @@ class CommandDrawSelectedInventory : public SBarInfoCommandFlowControl, private
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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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if(artiflashTick > 0)
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artiflashTick--;
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SetTruth(statusBar->CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR), block, statusBar);
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CommandDrawImage::Tick(block, statusBar, hudChanged);
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CommandDrawNumber::Tick(block, statusBar, hudChanged);
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}
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@ -1299,16 +1304,6 @@ class CommandGameMode : public SBarInfoCommandFlowControl
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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((!multiplayer && (modes & SINGLEPLAYER)) ||
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(deathmatch && (modes & DEATHMATCH)) ||
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(multiplayer && !deathmatch && (modes & COOPERATIVE)) ||
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(teamplay && (modes & TEAMGAME)))
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{
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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}
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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do
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@ -1319,6 +1314,15 @@ class CommandGameMode : public SBarInfoCommandFlowControl
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while(sc.CheckToken(','));
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SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
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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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SetTruth((!multiplayer && (modes & SINGLEPLAYER)) ||
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(deathmatch && (modes & DEATHMATCH)) ||
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(multiplayer && !deathmatch && (modes & COOPERATIVE)) ||
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(teamplay && (modes & TEAMGAME)), block, statusBar);
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}
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protected:
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static const char* const modeNames[];
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enum GameModes
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@ -1351,11 +1355,6 @@ class CommandUsesAmmo : public SBarInfoCommandFlowControl
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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((statusBar->CPlayer->ReadyWeapon != NULL && (statusBar->CPlayer->ReadyWeapon->AmmoType1 != NULL || statusBar->CPlayer->ReadyWeapon->AmmoType2 != NULL)) ^ negate)
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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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_Identifier))
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@ -1367,6 +1366,12 @@ class CommandUsesAmmo : public SBarInfoCommandFlowControl
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}
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SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
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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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SetTruth((statusBar->CPlayer->ReadyWeapon != NULL && (statusBar->CPlayer->ReadyWeapon->AmmoType1 != NULL || statusBar->CPlayer->ReadyWeapon->AmmoType2 != NULL)) ^ negate, block, statusBar);
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}
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protected:
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bool negate;
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};
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@ -1380,10 +1385,11 @@ class CommandUsesSecondaryAmmo : public CommandUsesAmmo
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{
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}
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void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
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void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
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{
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if((statusBar->CPlayer->ReadyWeapon != NULL && statusBar->CPlayer->ReadyWeapon->AmmoType2 != NULL && statusBar->CPlayer->ReadyWeapon->AmmoType1 != statusBar->CPlayer->ReadyWeapon->AmmoType2) ^ negate)
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
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SetTruth((statusBar->CPlayer->ReadyWeapon != NULL && statusBar->CPlayer->ReadyWeapon->AmmoType2 != NULL && statusBar->CPlayer->ReadyWeapon->AmmoType1 != statusBar->CPlayer->ReadyWeapon->AmmoType2) ^ negate, block, statusBar);
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}
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};
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@ -1396,10 +1402,11 @@ class CommandInventoryBarNotVisible : public SBarInfoCommandFlowControl
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{
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}
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void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
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void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
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{
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if(statusBar->CPlayer->inventorytics <= 0 || (level.flags & LEVEL_NOINVENTORYBAR))
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
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SetTruth(statusBar->CPlayer->inventorytics <= 0 || (level.flags & LEVEL_NOINVENTORYBAR), block, statusBar);
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}
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};
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@ -1413,11 +1420,6 @@ class CommandAspectRatio : public SBarInfoCommandFlowControl
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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(CheckRatio(screen->GetWidth(), screen->GetHeight()) == ratio)
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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sc.MustGetToken(TK_StringConst);
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@ -1433,6 +1435,10 @@ class CommandAspectRatio : public SBarInfoCommandFlowControl
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sc.ScriptError("Unkown aspect ratio: %s", sc.String);
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SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
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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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SetTruth(CheckRatio(screen->GetWidth(), screen->GetHeight()) == ratio, block, statusBar);
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}
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protected:
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enum Ratio
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{
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@ -2263,21 +2269,6 @@ class CommandIsSelected : public SBarInfoCommandFlowControl
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weapon[1] = NULL;
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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(statusBar->CPlayer->ReadyWeapon != NULL)
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{
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const PClass *readyWeapon = statusBar->CPlayer->ReadyWeapon->GetClass();
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if(((weapon[1] != NULL) &&
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((negate && (weapon[0] != readyWeapon && weapon[1] != readyWeapon)) ||
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(!negate && (weapon[0] == readyWeapon || weapon[1] == readyWeapon)))) ||
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((weapon[1] == NULL) &&
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((!negate && weapon[0] == readyWeapon) || (negate && weapon[0] != readyWeapon))))
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{
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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}
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}
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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//Using StringConst instead of Identifieres is deperecated!
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@ -2308,6 +2299,20 @@ class CommandIsSelected : public SBarInfoCommandFlowControl
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}
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SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
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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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if(statusBar->CPlayer->ReadyWeapon != NULL)
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{
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const PClass *readyWeapon = statusBar->CPlayer->ReadyWeapon->GetClass();
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SetTruth(((weapon[1] != NULL) &&
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((negate && (weapon[0] != readyWeapon && weapon[1] != readyWeapon)) ||
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(!negate && (weapon[0] == readyWeapon || weapon[1] == readyWeapon)))) ||
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((weapon[1] == NULL) &&
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((!negate && weapon[0] == readyWeapon) || (negate && weapon[0] != readyWeapon))), block, statusBar);
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}
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}
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protected:
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bool negate;
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const PClass *weapon[2];
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@ -2322,18 +2327,6 @@ class CommandPlayerClass : public SBarInfoCommandFlowControl
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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(statusBar->CPlayer->cls == NULL)
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return; //No class so we can not continue
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int spawnClass = statusBar->CPlayer->cls->ClassIndex;
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for(unsigned int i = 0;i < classes.Size();i++)
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{
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if(classes[i] == spawnClass)
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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}
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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sc.MustGetToken(TK_Identifier);
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@ -2357,6 +2350,24 @@ class CommandPlayerClass : public SBarInfoCommandFlowControl
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while(sc.CheckToken(TK_Identifier));
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SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
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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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if(statusBar->CPlayer->cls == NULL)
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return; //No class so we can not continue
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int spawnClass = statusBar->CPlayer->cls->ClassIndex;
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for(unsigned int i = 0;i < classes.Size();i++)
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{
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if(classes[i] == spawnClass)
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{
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SetTruth(true, block, statusBar);
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return;
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}
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}
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SetTruth(false, block, statusBar);
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}
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protected:
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TArray<int> classes;
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};
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@ -2371,22 +2382,6 @@ class CommandHasWeaponPiece : public SBarInfoCommandFlowControl
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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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for(AInventory *inv = statusBar->CPlayer->mo->Inventory;inv != NULL;inv=inv->Inventory)
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{
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if(inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder)))
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{
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AWeaponHolder *hold = static_cast<AWeaponHolder*>(inv);
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if(hold->PieceWeapon == weapon)
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{
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if(hold->PieceMask & (1 << (piece-1)))
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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break;
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}
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}
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}
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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sc.MustGetToken(TK_Identifier);
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@ -2400,6 +2395,25 @@ class CommandHasWeaponPiece : public SBarInfoCommandFlowControl
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piece = sc.Number;
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SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
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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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for(AInventory *inv = statusBar->CPlayer->mo->Inventory;inv != NULL;inv=inv->Inventory)
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{
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if(inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder)))
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{
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AWeaponHolder *hold = static_cast<AWeaponHolder*>(inv);
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if(hold->PieceWeapon == weapon)
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{
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if(hold->PieceMask & (1 << (piece-1)))
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SetTruth(true, block, statusBar);
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return;
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}
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}
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}
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SetTruth(false, block, statusBar);
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}
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protected:
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const PClass *weapon;
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unsigned int piece;
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@ -2550,48 +2564,6 @@ class CommandWeaponAmmo : public SBarInfoCommandFlowControl
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ammo[1] = NULL;
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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(statusBar->CPlayer->ReadyWeapon != NULL)
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{
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const PClass *AmmoType1 = statusBar->CPlayer->ReadyWeapon->AmmoType1;
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const PClass *AmmoType2 = statusBar->CPlayer->ReadyWeapon->AmmoType2;
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bool usesammo1 = (AmmoType1 != NULL);
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bool usesammo2 = (AmmoType2 != NULL);
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if(negate && !usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble.
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{
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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return;
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}
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//Or means only 1 ammo type needs to match and means both need to match.
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if(ammo[1] != NULL)
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{
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bool match1 = ((usesammo1 && (AmmoType1 == ammo[0] || AmmoType1 == ammo[1])) || !usesammo1);
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bool match2 = ((usesammo2 && (AmmoType2 == ammo[0] || AmmoType2 == ammo[1])) || !usesammo2);
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if((!conditionAnd && (match1 || match2)) || (conditionAnd && (match1 && match2)))
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{
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if(!negate)
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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}
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else if(negate)
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{
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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}
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}
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else //Every thing here could probably be one long if statement but then it would be more confusing.
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{
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if((usesammo1 && (AmmoType1 == ammo[0])) || (usesammo2 && (AmmoType2 == ammo[0])))
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{
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if(!negate)
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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}
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else if(negate)
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{
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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}
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}
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}
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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sc.MustGetToken(TK_Identifier);
|
||||
|
@ -2621,6 +2593,59 @@ class CommandWeaponAmmo : public SBarInfoCommandFlowControl
|
|||
}
|
||||
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;
|
||||
|
@ -2639,30 +2664,6 @@ class CommandInInventory : public SBarInfoCommandFlowControl
|
|||
amount[0] = amount[1] = 0;
|
||||
}
|
||||
|
||||
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
|
||||
{
|
||||
AInventory *invItem[2] = { statusBar->CPlayer->mo->FindInventory(item[0]), statusBar->CPlayer->mo->FindInventory(item[1]) };
|
||||
if (invItem[0] != NULL && amount[0] > 0 && invItem[0]->Amount < amount[0]) invItem[0] = NULL;
|
||||
if (invItem[1] != NULL && amount[1] > 0 && invItem[1]->Amount < amount[1]) invItem[1] = NULL;
|
||||
if(invItem[1] != NULL && conditionAnd)
|
||||
{
|
||||
if((invItem[0] != NULL && invItem[1] != NULL) && !negate)
|
||||
SBarInfoCommandFlowControl::Draw(block, statusBar);
|
||||
else if((invItem[0] == NULL || invItem[1] == NULL) && negate)
|
||||
SBarInfoCommandFlowControl::Draw(block, statusBar);
|
||||
}
|
||||
else if(invItem[1] != NULL && !conditionAnd)
|
||||
{
|
||||
if((invItem[0] != NULL || invItem[1] != NULL) && !negate)
|
||||
SBarInfoCommandFlowControl::Draw(block, statusBar);
|
||||
else if((invItem[0] == NULL && invItem[1] == NULL) && negate)
|
||||
SBarInfoCommandFlowControl::Draw(block, statusBar);
|
||||
}
|
||||
else if((invItem[0] != NULL) && !negate)
|
||||
SBarInfoCommandFlowControl::Draw(block, statusBar);
|
||||
else if((invItem[0] == NULL) && negate)
|
||||
SBarInfoCommandFlowControl::Draw(block, statusBar);
|
||||
}
|
||||
void Parse(FScanner &sc, bool fullScreenOffsets)
|
||||
{
|
||||
sc.MustGetToken(TK_Identifier);
|
||||
|
@ -2698,6 +2699,51 @@ class CommandInInventory : public SBarInfoCommandFlowControl
|
|||
}
|
||||
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(invItem[1] != NULL && conditionAnd)
|
||||
{
|
||||
if((invItem[0] != NULL && invItem[1] != NULL) && !negate)
|
||||
{
|
||||
SetTruth(true, block, statusBar);
|
||||
return;
|
||||
}
|
||||
else if((invItem[0] == NULL || invItem[1] == NULL) && negate)
|
||||
{
|
||||
SetTruth(true, block, statusBar);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if(invItem[1] != NULL && !conditionAnd)
|
||||
{
|
||||
if((invItem[0] != NULL || invItem[1] != NULL) && !negate)
|
||||
{
|
||||
SetTruth(true, block, statusBar);
|
||||
return;
|
||||
}
|
||||
else if((invItem[0] == NULL && invItem[1] == NULL) && negate)
|
||||
{
|
||||
SetTruth(true, block, statusBar);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if((invItem[0] != NULL) && !negate)
|
||||
{
|
||||
SetTruth(true, block, statusBar);
|
||||
return;
|
||||
}
|
||||
else if((invItem[0] == NULL) && negate)
|
||||
{
|
||||
SetTruth(true, block, statusBar);
|
||||
return;
|
||||
}
|
||||
SetTruth(false, block, statusBar);
|
||||
}
|
||||
protected:
|
||||
bool conditionAnd;
|
||||
bool negate;
|
||||
|
|
|
@ -38,8 +38,7 @@ statusbar fullscreen, fullscreenoffsets // ZDoom HUD
|
|||
drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, untranslated;
|
||||
}
|
||||
}
|
||||
//no secondary ammo
|
||||
usessecondaryammo not
|
||||
else //no secondary ammo
|
||||
{
|
||||
inventorybarnotvisible
|
||||
{
|
||||
|
@ -47,9 +46,7 @@ statusbar fullscreen, fullscreenoffsets // ZDoom HUD
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// no ammo but inventory
|
||||
usesammo not
|
||||
else // no ammo but inventory
|
||||
{
|
||||
inventorybarnotvisible
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue