- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar

into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.


SVN r1009 (trunk)
This commit is contained in:
Randy Heit 2008-06-01 03:35:47 +00:00
parent ccf123407a
commit 4850a98c13
9 changed files with 837 additions and 789 deletions

View file

@ -1,3 +1,9 @@
May 31, 2008
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
May 30, 2008
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.

View file

@ -21,9 +21,6 @@
#define ST_STRAIGHTFACECOUNT (TICRATE/2)
#define ST_TURNCOUNT (1*TICRATE)
#define ST_OUCHCOUNT (1*TICRATE)
#define ST_RAMPAGEDELAY (2*TICRATE)
#define ST_MUCHPAIN 20
EXTERN_CVAR (Bool, vid_fps)
@ -51,14 +48,6 @@ public:
BigHeight = tex->GetHeight();
DoCommonInit ();
bEvilGrin = false;
bNormal = true;
bDamageFaceActive = false;
bOuchActive = false;
CurrentState = NULL;
RampageTimer = 0;
LastDamageAngle = 1;
}
~DDoomStatusBar ()
@ -104,7 +93,7 @@ public:
// set face background color
StatusBarTex.SetPlayerRemap(translationtables[TRANSLATION_Players][int(CPlayer - players)]);
}
bEvilGrin = false;
MugShot.bEvilGrin = false;
}
void Tick ()
@ -113,28 +102,7 @@ public:
RandomNumber = M_Random ();
//Do some stuff related to the mug shot that has to be done at 35fps
if(CurrentState != NULL)
{
CurrentState->tick();
if(CurrentState->finished)
{
bNormal = true;
bOuchActive = false;
CurrentState = NULL;
}
}
if((CPlayer->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(CPlayer->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
{
if(RampageTimer != ST_RAMPAGEDELAY)
{
RampageTimer++;
}
}
else
{
RampageTimer = 0;
}
FaceHealth = CPlayer->health;
MugShot.Tick(CPlayer);
}
void Draw (EHudState state)
@ -160,7 +128,6 @@ public:
OldArmor = -1;
OldActiveAmmo = -1;
OldFrags = -9999;
FaceHealth = -9999;
}
DrawMainBar ();
if (CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR))
@ -171,22 +138,6 @@ public:
}
}
//See sbarinfo_display.cpp
void SetMugShotState (const char* stateName, bool waitTillDone=false)
{
bNormal = false; //Assume we are not setting god or normal for now.
bOuchActive = false;
MugShotState *state = (MugShotState *) FindMugShotState(stateName);
if(state != CurrentState)
{
if(!waitTillDone || CurrentState == NULL || CurrentState->finished)
{
CurrentState = state;
state->reset();
}
}
}
private:
struct FDoomStatusBarTexture : public FTexture
{
@ -747,151 +698,22 @@ private:
void ReceivedWeapon (AWeapon *weapon)
{
bEvilGrin = true;
}
int UpdateState ()
{
int i;
angle_t badguyangle;
angle_t diffang;
if(CPlayer->health > 0)
{
if(bEvilGrin)
{
if(CurrentState == NULL)
bEvilGrin = false;
else if(CPlayer->bonuscount)
{
SetMugShotState("grin", false);
return 0;
}
}
if (CPlayer->damagecount)
{
int damageAngle = 1;
if(CPlayer->attacker && CPlayer->attacker != CPlayer->mo)
{
if(CPlayer->mo != NULL)
{
//The next 12 lines is from the Doom statusbar code.
badguyangle = R_PointToAngle2(CPlayer->mo->x, CPlayer->mo->y, CPlayer->attacker->x, CPlayer->attacker->y);
if(badguyangle > CPlayer->mo->angle)
{
// whether right or left
diffang = badguyangle - CPlayer->mo->angle;
i = diffang > ANG180;
}
else
{
// whether left or right
diffang = CPlayer->mo->angle - badguyangle;
i = diffang <= ANG180;
} // confusing, aint it?
if(i && diffang >= ANG45)
{
damageAngle = 0;
}
else if(!i && diffang >= ANG45)
{
damageAngle = 2;
}
}
}
bool useOuch = false;
const char *stateName;
if ((FaceHealth != -1 && CPlayer->health - FaceHealth > 20) || bOuchActive)
{
useOuch = true;
stateName = "ouch.";
}
else
stateName = "pain.";
FString fullStateName;
fullStateName << stateName << CPlayer->LastDamageType;
if(FindMugShotState(fullStateName) != NULL)
SetMugShotState(fullStateName);
else
SetMugShotState(stateName);
bDamageFaceActive = !(CurrentState == NULL);
LastDamageAngle = damageAngle;
bOuchActive = useOuch;
return damageAngle;
}
if(bDamageFaceActive)
{
if(CurrentState == NULL)
bDamageFaceActive = false;
else
{
bool useOuch = false;
const char *stateName;
if ((FaceHealth != -1 && CPlayer->health - FaceHealth > 20) || bOuchActive)
{
useOuch = true;
stateName = "ouch.";
}
else
stateName = "pain.";
FString fullStateName;
fullStateName << stateName << CPlayer->LastDamageType;
if(FindMugShotState(fullStateName) != NULL)
SetMugShotState(fullStateName);
else
SetMugShotState(stateName);
bOuchActive = useOuch;
return LastDamageAngle;
}
}
if(RampageTimer == ST_RAMPAGEDELAY)
{
SetMugShotState("rampage", !bNormal); //If we have nothing better to show use the rampage face.
return 0;
}
if(bNormal)
{
if((CPlayer->cheats & CF_GODMODE) || (CPlayer->mo != NULL && CPlayer->mo->flags2 & MF2_INVULNERABLE))
SetMugShotState("god");
else
SetMugShotState("normal");
bNormal = true; //SetMugShotState sets bNormal to false.
}
}
else
{
FString fullStateName;
fullStateName << "death." << CPlayer->LastDamageType;
if(FindMugShotState(fullStateName) != NULL)
SetMugShotState(fullStateName);
else
SetMugShotState("death");
}
return 0;
MugShot.bEvilGrin = true;
}
void DrawFace()
{
// If a player has an inventory item selected, it takes the place of the
// face, for lack of a better place to put it.
if (CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
{
int angle = UpdateState();
int level = 0;
for(level = 0;CPlayer->health < (4-level)*(CPlayer->mo->GetMaxHealth()/5);level++);
if(CurrentState != NULL)
{
FString defaultFace = "STF";
FPlayerSkin *skin = &skins[CPlayer->morphTics ? CPlayer->MorphedPlayerClass : CPlayer->userinfo.skin];
FTexture *face = CurrentState->getCurrentFrameTexture(defaultFace, skin, level, angle);
FTexture *face = MugShot.GetFace(CPlayer, "STF", 5, false, false);
if (face != NULL)
{
DrawPartialImage(&StatusBarTex, 142, 37);
DrawImage(face, 143, 0);
}
}
}
else
{
DrawDimImage(TexMan(CPlayer->mo->InvSel->Icon), 144, 0, CPlayer->mo->InvSel->Amount <= 0);
@ -902,6 +724,11 @@ private:
}
}
void SetMugShotState (const char *state_name, bool wait_till_done)
{
MugShot.SetState(state_name, wait_till_done);
}
enum
{
imgKEYS0,
@ -952,18 +779,9 @@ private:
char ArmsRefresh[3];
char AmmoRefresh;
char MaxAmmoRefresh;
char FaceRefresh;
char KeysRefresh;
//Mugshot
MugShotState *CurrentState;
int RampageTimer;
int LastDamageAngle;
int FaceHealth;
bool bEvilGrin;
bool bDamageFaceActive;
bool bNormal;
bool bOuchActive;
FMugShot MugShot;
};
IMPLEMENT_CLASS(DDoomStatusBar)

View file

@ -52,6 +52,8 @@ enum EHudState
class AWeapon;
// HUD Message base object --------------------------------------------------
class DHUDMessage : public DObject
{
DECLARE_CLASS (DHUDMessage, DObject)
@ -92,6 +94,8 @@ private:
friend class DBaseStatusBar;
};
// HUD Message; appear instantly, then fade out type ------------------------
class DHUDMessageFadeOut : public DHUDMessage
{
DECLARE_CLASS (DHUDMessageFadeOut, DHUDMessage)
@ -109,6 +113,8 @@ protected:
DHUDMessageFadeOut() {}
};
// HUD Message; fade in, then fade out type ---------------------------------
class DHUDMessageFadeInOut : public DHUDMessageFadeOut
{
DECLARE_CLASS (DHUDMessageFadeInOut, DHUDMessageFadeOut)
@ -126,6 +132,8 @@ protected:
DHUDMessageFadeInOut() {}
};
// HUD Message; type on, then fade out type ---------------------------------
class DHUDMessageTypeOnFadeOut : public DHUDMessageFadeOut
{
DECLARE_CLASS (DHUDMessageTypeOnFadeOut, DHUDMessageFadeOut)
@ -147,6 +155,73 @@ protected:
DHUDMessageTypeOnFadeOut() {}
};
// Mug shots ----------------------------------------------------------------
struct FMugShotFrame
{
TArray<FString> Graphic;
int Delay;
FMugShotFrame();
~FMugShotFrame();
FTexture *GetTexture(const char *default_face, FPlayerSkin *skin, int random, int level=0,
int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false,
bool directional=false);
};
struct FMugShotState
{
BYTE bUsesLevels:1;
BYTE bHealth2:1; // Health level is the 2nd character from the end.
BYTE bHealthSpecial:1; // Like health2 only the 2nd frame gets the normal health type.
BYTE bDirectional:1; // Faces direction of damage.
BYTE bFinished:1;
unsigned int Position;
int Time;
int Random;
FName State;
TArray<FMugShotFrame> Frames;
FMugShotState(FName name);
~FMugShotState();
void Tick();
void Reset();
FMugShotFrame &GetCurrentFrame() { return Frames[Position]; }
FTexture *GetCurrentFrameTexture(const char *default_face, FPlayerSkin *skin, int level=0, int direction=0)
{
return GetCurrentFrame().GetTexture(default_face, skin, Random, level, direction, bUsesLevels, bHealth2, bHealthSpecial, bDirectional);
}
private:
FMugShotState();
};
class player_s;
struct FMugShot
{
FMugShot();
void Tick(player_s *player);
bool SetState(const char *state_name, bool wait_till_done=false);
int UpdateState(player_s *player, bool xdeath, bool animated_god_mode);
FTexture *GetFace(player_s *player, const char *default_face, int accuracy, bool xdeath, bool animated_god_mode);
FMugShotState *CurrentState;
int RampageTimer;
int LastDamageAngle;
int FaceHealth;
bool bEvilGrin;
bool bDamageFaceActive;
bool bNormal;
bool bOuchActive;
};
extern TArray<FMugShotState> MugShotStates;
FMugShotState *FindMugShotState(FName state);
int FindMugShotStateIndex(FName state);
// Base Status Bar ----------------------------------------------------------
class FTexture;
class AAmmo;
@ -218,7 +293,7 @@ public:
virtual void ShowPop (int popnum);
virtual void ReceivedWeapon (AWeapon *weapon);
virtual bool MustDrawLog(EHudState state);
virtual void SetMugShotState (const char* stateName, bool waitTillDone=false) {}
virtual void SetMugShotState (const char *state_name, bool wait_till_done=false);
void DrawLog();
protected:
@ -285,6 +360,8 @@ private:
extern DBaseStatusBar *StatusBar;
// Status bar factories -----------------------------------------------------
DBaseStatusBar *CreateDoomStatusBar();
DBaseStatusBar *CreateHereticStatusBar();
DBaseStatusBar *CreateHexenStatusBar();

View file

@ -0,0 +1,473 @@
/*
** sbar_mugshot.cpp
**
** Draws customizable mugshots for the status bar.
**
**---------------------------------------------------------------------------
** Copyright 2008 Braden Obrzut
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "r_defs.h"
#include "r_main.h"
#include "m_random.h"
#include "d_player.h"
#include "d_event.h"
#include "sbar.h"
#define ST_RAMPAGEDELAY (2*TICRATE)
#define ST_MUCHPAIN 20
TArray<FMugShotState> MugShotStates;
//===========================================================================
//
// FMugShotFrame constructor
//
//===========================================================================
FMugShotFrame::FMugShotFrame()
{
}
//===========================================================================
//
// FMugShotFrame destructor
//
//===========================================================================
FMugShotFrame::~FMugShotFrame()
{
}
//===========================================================================
//
// FMugShotFrame :: GetTexture
//
// Assemble a graphic name with the specified prefix and return the FTexture.
//
//===========================================================================
FTexture *FMugShotFrame::GetTexture(const char *default_face, FPlayerSkin *skin, int random, int level,
int direction, bool uses_levels, bool health2, bool healthspecial, bool directional)
{
int index = !directional ? random % Graphic.Size() : direction;
if ((unsigned int)index > Graphic.Size() - 1)
{
index = Graphic.Size() - 1;
}
FString sprite(skin->face[0] != 0 ? skin->face : default_face, 3);
sprite += Graphic[index];
if (uses_levels) //change the last character to the level
{
if (!health2 && (!healthspecial || index == 1))
{
sprite.LockBuffer()[2 + Graphic[index].Len()] += level;
}
else
{
sprite.LockBuffer()[1 + Graphic[index].Len()] += level;
}
sprite.UnlockBuffer();
}
return TexMan[TexMan.CheckForTexture(sprite, 0, true)];
}
//===========================================================================
//
// MugShotState default constructor
//
//===========================================================================
FMugShotState::FMugShotState()
{
}
//===========================================================================
//
// MugShotState named constructor
//
//===========================================================================
FMugShotState::FMugShotState(FName name)
{
State = name;
bUsesLevels = false;
bHealth2 = false;
bHealthSpecial = false;
bDirectional = false;
bFinished = true;
Random = M_Random();
}
//===========================================================================
//
// MugShotState destructor
//
//===========================================================================
FMugShotState::~FMugShotState()
{
}
//===========================================================================
//
// FMugShotState :: Tick
//
//===========================================================================
void FMugShotState::Tick()
{
if (Time == -1)
{ //When the delay is negative 1, stay on this frame indefinitely.
return;
}
if (Time != 0)
{
Time--;
}
else if (Position < Frames.Size() - 1)
{
Position++;
Time = Frames[Position].Delay;
Random = M_Random();
}
else
{
bFinished = true;
}
}
//===========================================================================
//
// FMugShotState :: Reset
//
//===========================================================================
void FMugShotState::Reset()
{
Time = Frames[0].Delay;
Position = 0;
bFinished = false;
Random = M_Random();
}
//===========================================================================
//
// FindMugShotState
//
//===========================================================================
FMugShotState *FindMugShotState(FName state)
{
for (unsigned int i = 0; i < MugShotStates.Size(); i++)
{
if (MugShotStates[i].State == state)
return &MugShotStates[i];
}
return NULL;
}
//===========================================================================
//
// FindMugShotStateIndex
//
// Used to allow replacements of states
//
//===========================================================================
int FindMugShotStateIndex(FName state)
{
for (unsigned int i = 0; i < MugShotStates.Size(); i++)
{
if (MugShotStates[i].State == state)
return i;
}
return -1;
}
//===========================================================================
//
// FMugShot constructor
//
//===========================================================================
FMugShot::FMugShot()
{
FaceHealth = -1;
bEvilGrin = false;
bNormal = true;
bDamageFaceActive = false;
bOuchActive = false;
CurrentState = NULL;
RampageTimer = 0;
LastDamageAngle = 1;
}
//===========================================================================
//
// FMugShot :: Tick
//
// Do some stuff related to the mug shot that has to be done at 35fps
//
//===========================================================================
void FMugShot::Tick(player_t *player)
{
if (CurrentState != NULL)
{
CurrentState->Tick();
if (CurrentState->bFinished)
{
bNormal = true;
bOuchActive = false;
CurrentState = NULL;
}
}
if ((player->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(player->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
{
if (RampageTimer != ST_RAMPAGEDELAY)
{
RampageTimer++;
}
}
else
{
RampageTimer = 0;
}
FaceHealth = player->health;
}
//===========================================================================
//
// FMugShot :: SetState
//
// Sets the mug shot state and resets it if it is not the state we are
// already on. Wait_till_done is basically a priority variable; when set to
// true the state won't change unless the previous state is finished.
// Returns true if the requested state was switched to or is already playing,
// and false if the requested state could not be set.
//
//===========================================================================
bool FMugShot::SetState(const char *state_name, bool wait_till_done)
{
// Search for full name.
FMugShotState *state = FindMugShotState(FName(state_name, true));
if (state == NULL)
{
// Search for initial name, if the full one contains a dot.
const char *dot = strchr(state_name, '.');
if (dot != NULL)
{
state = FindMugShotState(FName(state_name, dot - state_name, true));
}
if (state == NULL)
{
// Requested state does not exist, so do nothing.
return false;
}
}
bNormal = false; //Assume we are not setting god or normal for now.
bOuchActive = false;
if (state != CurrentState)
{
if (!wait_till_done || CurrentState == NULL || CurrentState->bFinished)
{
CurrentState = state;
state->Reset();
return true;
}
return false;
}
return true;
}
//===========================================================================
//
// FMugShot :: UpdateState
//
//===========================================================================
int FMugShot::UpdateState(player_t *player, bool xdeath, bool animated_god_mode)
{
int i;
angle_t badguyangle;
angle_t diffang;
FString full_state_name;
if (player->health > 0)
{
if (bEvilGrin)
{
if (CurrentState == NULL)
{
bEvilGrin = false;
}
else if (player->bonuscount)
{
SetState("grin", false);
return 0;
}
}
if (player->damagecount)
{
int damage_angle = 1;
if (player->attacker && player->attacker != player->mo)
{
if (player->mo != NULL)
{
// The next 12 lines are from the Doom statusbar code.
badguyangle = R_PointToAngle2(player->mo->x, player->mo->y, player->attacker->x, player->attacker->y);
if (badguyangle > player->mo->angle)
{
// whether right or left
diffang = badguyangle - player->mo->angle;
i = diffang > ANG180;
}
else
{
// whether left or right
diffang = player->mo->angle - badguyangle;
i = diffang <= ANG180;
} // confusing, aint it?
if (i && diffang >= ANG45)
{
damage_angle = 0;
}
else if (!i && diffang >= ANG45)
{
damage_angle = 2;
}
}
}
bool use_ouch = false;
if ((FaceHealth != -1 && player->health - FaceHealth > ST_MUCHPAIN) || bOuchActive)
{
use_ouch = true;
full_state_name = "ouch.";
}
else
{
full_state_name = "pain.";
}
full_state_name += player->LastDamageType;
if (SetState(full_state_name))
{
bDamageFaceActive = (CurrentState != NULL);
LastDamageAngle = damage_angle;
bOuchActive = use_ouch;
}
return damage_angle;
}
if (bDamageFaceActive)
{
if (CurrentState == NULL)
{
bDamageFaceActive = false;
}
else
{
bool use_ouch = false;
if ((FaceHealth != -1 && player->health - FaceHealth > ST_MUCHPAIN) || bOuchActive)
{
use_ouch = true;
full_state_name = "ouch.";
}
else
{
full_state_name = "pain.";
}
full_state_name += player->LastDamageType;
if (SetState(full_state_name))
{
bOuchActive = use_ouch;
}
return LastDamageAngle;
}
}
if (RampageTimer == ST_RAMPAGEDELAY)
{
SetState("rampage", !bNormal); //If we have nothing better to show, use the rampage face.
return 0;
}
if (bNormal)
{
bool good;
if ((player->cheats & CF_GODMODE) || (player->mo != NULL && player->mo->flags2 & MF2_INVULNERABLE))
{
good = SetState(animated_god_mode ? "godanimated" : "god");
}
else
{
good = SetState("normal");
}
if (good)
{
bNormal = true; //SetState sets bNormal to false.
}
}
}
else
{
if (!xdeath || !(player->cheats & CF_EXTREMELYDEAD))
{
full_state_name = "death.";
}
else
{
full_state_name = "xdeath.";
}
full_state_name += player->LastDamageType;
SetState(full_state_name);
}
return 0;
}
FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accuracy, bool xdeath, bool animated_god_mode)
{
if (player->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
{
int angle = UpdateState(player, xdeath, animated_god_mode);
int level = 0;
while (player->health < (4-level) * (player->mo->GetMaxHealth()/5))
{
level++;
}
if (CurrentState != NULL)
{
FPlayerSkin *skin = &skins[player->morphTics ? player->MorphedPlayerClass : player->userinfo.skin];
return CurrentState->GetCurrentFrameTexture(default_face, skin, level, angle);
}
}
return NULL;
}

View file

@ -133,7 +133,7 @@ struct SBarInfo
int GetGameType() { return gameType; }
void ParseSBarInfo(int lump);
void ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block);
void ParseMugShotBlock(FScanner &sc, MugShotState &state);
void ParseMugShotBlock(FScanner &sc, FMugShotState &state);
void getCoordinates(FScanner &sc, SBarInfoCommand &cmd); //retrieves the next two arguments as x and y.
int getSignedInteger(FScanner &sc); //returns a signed integer.
int newImage(const char* patchname);
@ -147,47 +147,6 @@ struct SBarInfo
extern SBarInfo *SBarInfoScript;
//Mug Shot scripting structs.
struct MugShotState;
struct MugShotFrame
{
TArray<FString> graphic;
int delay;
MugShotFrame();
~MugShotFrame();
FTexture *getTexture(FString &defaultFace, FPlayerSkin *skn, int random, int level=0, int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false, bool directional=false);
};
struct MugShotState
{
bool usesLevels;
bool health2; //health level is the 2nd character from the end.
bool healthspecial; //like health2 only the 2nd frame gets the normal health type.
bool directional; //faces direction of damage.
unsigned int position;
int time;
int random;
bool finished;
FName state;
TArray<MugShotFrame> frames;
MugShotState();
MugShotState(FString name);
~MugShotState();
void tick();
void reset();
MugShotFrame getCurrentFrame() { return frames[position]; }
FTexture *getCurrentFrameTexture(FString &defaultFace, FPlayerSkin *skn, int level=0, int direction=0) { return getCurrentFrame().getTexture(defaultFace, skn, random, level, direction, usesLevels, health2, healthspecial, directional); }
};
extern TArray<MugShotState> MugShotStates;
const MugShotState *FindMugShotState(FString state);
int FindMugShotStateIndex(FName state);
// Enums used between the parser and the display
enum //statusbar flags
@ -386,7 +345,7 @@ private:
void DrawGraphic(FTexture* texture, int x, int y, int xOffset, int yOffset, int alpha, bool translate=false, bool dim=false, bool center=false);
void DrawString(const char* str, int x, int y, int xOffset, int yOffset, int alpha, EColorRange translation, int spacing=0);
void DrawNumber(int num, int len, int x, int y, int xOffset, int yOffset, int alpha, EColorRange translation, int spacing=0, bool fillzeros=false);
void DrawFace(FString &defaultFace, int accuracy, bool xdth, bool animatedgodmode, int x, int y, int xOffset, int yOffset, int alpha);
void DrawFace(const char *defaultFace, int accuracy, bool xdth, bool animatedgodmode, int x, int y, int xOffset, int yOffset, int alpha);
int updateState(bool xdth, bool animatedgodmode);
void DrawInventoryBar(int type, int num, int x, int y, int xOffset, int yOffset, int alpha, bool alwaysshow,
int counterx, int countery, EColorRange translation, bool drawArtiboxes, bool noArrows, bool alwaysshowcounter);
@ -397,14 +356,6 @@ private:
FImageCollection Images;
FPlayerSkin *oldSkin;
FFont *drawingFont;
FString lastPrefix;
MugShotState *currentState;
bool weaponGrin;
bool damageFaceActive;
bool mugshotNormal;
bool ouchActive;
int lastDamageAngle;
int rampageTimer;
int oldHealth;
int oldArmor;
int mugshotHealth;
@ -417,6 +368,7 @@ private:
FBarShader shader_horz_reverse;
FBarShader shader_vert_normal;
FBarShader shader_vert_reverse;
FMugShot MugShot;
};
#endif //__SBarInfo_SBAR_H__

View file

@ -74,83 +74,6 @@ enum
imgINVRTGEM2,
};
// Custom Mug Shot Stuff (Find mug shot state functions are with the parser).
MugShotFrame::MugShotFrame()
{
}
MugShotFrame::~MugShotFrame()
{
graphic.Clear();
}
//Assemble a graphic name with the specified prefix and return the FTexture.
FTexture *MugShotFrame::getTexture(FString &defaultFace, FPlayerSkin *skin, int random, int level, int direction, bool usesLevels, bool health2, bool healthspecial, bool directional)
{
int index = !directional ? random % graphic.Size() : direction;
if(index > (signed int) (graphic.Size()-1))
index = graphic.Size()-1;
FString sprite(skin->face[0] != 0 ? skin->face : &defaultFace[0], 3);
sprite += graphic[index];
if(usesLevels) //change the last character to the level
{
if(!health2 && (!healthspecial || index == 1))
sprite.LockBuffer()[2 + graphic[index].Len()] += level;
else
sprite.LockBuffer()[1 + graphic[index].Len()] += level;
sprite.UnlockBuffer();
}
return TexMan[TexMan.CheckForTexture(sprite, 0, true)];
}
MugShotState::MugShotState()
{
}
MugShotState::MugShotState(FString name)
{
name.ToLower();
state = FName(name);
usesLevels = false;
health2 = false;
healthspecial = false;
directional = false;
random = M_Random();
}
MugShotState::~MugShotState()
{
frames.Clear();
}
void MugShotState::tick()
{
if(time == -1) //When the delay is negative 1 stay on this frame indefinitely
return;
if(time != 0)
{
time--;
}
else if(position != frames.Size()-1)
{
position++;
time = frames[position].delay;
random = M_Random();
}
else
{
finished = true;
}
}
void MugShotState::reset()
{
time = frames[0].delay;
position = 0;
finished = false;
random = M_Random();
}
//Used for shading
FBarShader::FBarShader(bool vertical, bool reverse) //make an alpha map
{
@ -258,19 +181,10 @@ DSBarInfo::DSBarInfo () : DBaseStatusBar (SBarInfoScript->height),
invBarOffset = SBarInfoScript->Images.Size();
Images.Init(&patchnames[0], patchnames.Size());
drawingFont = V_GetFont("ConFont");
rampageTimer = 0;
oldHealth = 0;
oldArmor = 0;
mugshotHealth = -1;
lastPrefix = "";
weaponGrin = false;
damageFaceActive = false;
mugshotNormal = true;
ouchActive = false;
lastDamageAngle = 1;
chainWiggle = 0;
artiflash = 4;
currentState = NULL;
currentPopup = POP_None;
pendingPopup = POP_None;
}
@ -347,9 +261,13 @@ void DSBarInfo::NewGame ()
void DSBarInfo::AttachToPlayer (player_t *player)
{
player_t *oldplayer = CPlayer;
currentState = NULL;
DBaseStatusBar::AttachToPlayer(player);
MugShot.CurrentState = NULL;
}
void DSBarInfo::SetMugShotState (const char *state_name, bool wait_till_done)
{
MugShot.SetState(state_name, wait_till_done);
}
void DSBarInfo::Tick ()
@ -400,29 +318,7 @@ void DSBarInfo::Tick ()
artiflash--;
}
//Do some stuff related to the mug shot that has to be done at 35fps
if(currentState != NULL)
{
currentState->tick();
if(currentState->finished)
{
ouchActive = false;
mugshotNormal = true;
currentState = NULL;
}
}
if((CPlayer->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(CPlayer->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
{
if(rampageTimer != ST_RAMPAGETIME)
{
rampageTimer++;
}
}
else
{
rampageTimer = 0;
}
mugshotHealth = CPlayer->health;
MugShot.Tick(CPlayer);
if(currentPopup != POP_None)
{
SBarInfoScript->popups[currentPopup].tick();
@ -437,7 +333,7 @@ void DSBarInfo::Tick ()
void DSBarInfo::ReceivedWeapon(AWeapon *weapon)
{
weaponGrin = true;
MugShot.bEvilGrin = true;
}
void DSBarInfo::FlashItem(const PClass *itemtype)
@ -465,24 +361,6 @@ void DSBarInfo::ShowPop(int popnum)
}
}
//Public so it can be called by ACS
//Sets the mug shot state and resets it if it is not the state we are already on.
//waitTillDone is basically a priority variable when just to true the state won't change unless the previous state is finished.
void DSBarInfo::SetMugShotState(const char* stateName, bool waitTillDone)
{
mugshotNormal = false;
ouchActive = false;
MugShotState *state = (MugShotState *) FindMugShotState(stateName);
if(state != currentState)
{
if(!waitTillDone || currentState == NULL || currentState->finished)
{
currentState = state;
state->reset();
}
}
}
void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int alpha)
{
//prepare ammo counts
@ -1349,162 +1227,21 @@ void DSBarInfo::DrawNumber(int num, int len, int x, int y, int xOffset, int yOff
}
if(SBarInfoScript->spacingCharacter == '\0')
x -= int(drawingFont->StringWidth(value)+(spacing * value.Len()));
else //monospaced so just multiplay the character size
else //monospaced, so just multiplay the character size
x -= int((drawingFont->GetCharWidth((int) SBarInfoScript->spacingCharacter) + spacing) * value.Len());
DrawString(value, x, y, xOffset, yOffset, alpha, translation, spacing);
}
//draws the mug shot
void DSBarInfo::DrawFace(FString &defaultFace, int accuracy, bool xdth, bool animatedgodmode, int x, int y, int xOffset, int yOffset, int alpha)
void DSBarInfo::DrawFace(const char *defaultFace, int accuracy, bool xdth, bool animatedgodmode, int x, int y, int xOffset, int yOffset, int alpha)
{
int angle = updateState(xdth, animatedgodmode);
int level = 0;
while (CPlayer->health < (accuracy-level-1)*(CPlayer->mo->GetMaxHealth()/accuracy))
{
level++;
}
if(currentState != NULL)
{
FPlayerSkin *skin = &skins[CPlayer->morphTics ? CPlayer->MorphedPlayerClass : CPlayer->userinfo.skin];
FTexture *face = currentState->getCurrentFrameTexture(defaultFace, skin, level, angle);
FTexture *face = MugShot.GetFace(CPlayer, defaultFace, accuracy, xdth, animatedgodmode);
if (face != NULL)
{
DrawGraphic(face, x, y, xOffset, yOffset, alpha);
}
}
int DSBarInfo::updateState(bool xdth, bool animatedgodmode)
{
int i;
angle_t badguyangle;
angle_t diffang;
if(CPlayer->health > 0)
{
if(weaponGrin)
{
if(currentState == NULL)
weaponGrin = false;
if(CPlayer->bonuscount)
{
SetMugShotState("grin", false);
return 0;
}
}
if (CPlayer->damagecount)
{
int damageAngle = 1;
if(CPlayer->attacker && CPlayer->attacker != CPlayer->mo)
{
if(CPlayer->mo != NULL)
{
//The next 12 lines is from the Doom statusbar code.
badguyangle = R_PointToAngle2(CPlayer->mo->x, CPlayer->mo->y, CPlayer->attacker->x, CPlayer->attacker->y);
if(badguyangle > CPlayer->mo->angle)
{
// whether right or left
diffang = badguyangle - CPlayer->mo->angle;
i = diffang > ANG180;
}
else
{
// whether left or right
diffang = CPlayer->mo->angle - badguyangle;
i = diffang <= ANG180;
} // confusing, aint it?
if(i && diffang >= ANG45)
{
damageAngle = 0;
}
else if(!i && diffang >= ANG45)
{
damageAngle = 2;
}
}
}
bool setOuch = false;
const char *stateName;
if ((mugshotHealth != -1 && CPlayer->health - mugshotHealth > 20) || ouchActive)
{
setOuch = true;
stateName = "ouch.";
}
else
stateName = "pain.";
FString fullStateName;
fullStateName << stateName << CPlayer->LastDamageType;
if(FindMugShotState(fullStateName) != NULL)
SetMugShotState(fullStateName);
else
SetMugShotState(stateName);
damageFaceActive = !(currentState == NULL);
lastDamageAngle = damageAngle;
ouchActive = setOuch;
return damageAngle;
}
if(damageFaceActive)
{
if(currentState == NULL)
damageFaceActive = false;
else
{
bool setOuch = false;
const char *stateName;
if ((mugshotHealth != -1 && CPlayer->health - mugshotHealth > 20) || ouchActive)
{
setOuch = true;
stateName = "ouch.";
}
else
stateName = "pain.";
FString fullStateName;
fullStateName << stateName << CPlayer->LastDamageType;
if(FindMugShotState(fullStateName) != NULL)
SetMugShotState(fullStateName);
else
SetMugShotState(stateName);
ouchActive = setOuch;
return lastDamageAngle;
}
}
if(rampageTimer == ST_RAMPAGETIME)
{
SetMugShotState("rampage", !mugshotNormal);
return 0;
}
if(mugshotNormal)
{
if((CPlayer->cheats & CF_GODMODE) || (CPlayer->mo != NULL && CPlayer->mo->flags2 & MF2_INVULNERABLE))
{
if(animatedgodmode)
SetMugShotState("godanimated");
else
SetMugShotState("god");
}
else
SetMugShotState("normal");
mugshotNormal = true; //SetMugShotState sets this to false
}
}
else
{
const char *stateName;
if(!xdth || !(CPlayer->cheats & CF_EXTREMELYDEAD))
stateName = "death.";
else
stateName = "xdeath.";
FString fullStateName;
fullStateName << stateName << CPlayer->LastDamageType;
if(FindMugShotState(fullStateName) != NULL)
SetMugShotState(fullStateName);
else
SetMugShotState(stateName);
}
return 0;
}
void DSBarInfo::DrawInventoryBar(int type, int num, int x, int y, int xOffset, int yOffset, int alpha, bool alwaysshow,
int counterx, int countery, EColorRange translation, bool drawArtiboxes, bool noArrows, bool alwaysshowcounter)
{ //yes, there is some Copy & Paste here too

View file

@ -38,8 +38,8 @@
#include "sc_man.h"
#include "v_font.h"
#include "w_wad.h"
#include "sbar.h"
#include "d_player.h"
#include "sbar.h"
#include "sbarinfo.h"
#include "templates.h"
#include "m_random.h"
@ -47,7 +47,6 @@
#include "i_system.h"
SBarInfo *SBarInfoScript;
TArray<MugShotState> MugShotStates;
static const char *SBarInfoTopLevel[] =
{
@ -287,28 +286,28 @@ void SBarInfo::ParseSBarInfo(int lump)
case SBARINFO_MUGSHOT:
{
sc.MustGetToken(TK_StringConst);
MugShotState state(sc.String);
FMugShotState state(sc.String);
if(sc.CheckToken(',')) //first loop must be a comma
{
do
{
sc.MustGetToken(TK_Identifier);
if(sc.Compare("health"))
state.usesLevels = true;
state.bUsesLevels = true;
else if(sc.Compare("health2"))
state.usesLevels = state.health2 = true;
state.bUsesLevels = state.bHealth2 = true;
else if(sc.Compare("healthspecial"))
state.usesLevels = state.healthspecial = true;
state.bUsesLevels = state.bHealthSpecial = true;
else if(sc.Compare("directional"))
state.directional = true;
state.bDirectional = true;
else
sc.ScriptError("Unknown MugShot state flag '%s'.", sc.String);
}
while(sc.CheckToken(',') || sc.CheckToken('|'));
}
ParseMugShotBlock(sc, state);
int index = 0;
if((index = FindMugShotStateIndex(state.state)) != -1) //We already had this state, remove the old one.
int index;
if((index = FindMugShotStateIndex(state.State)) != -1) //We already had this state, remove the old one.
{
MugShotStates.Delete(index);
}
@ -1152,12 +1151,12 @@ void SBarInfo::ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block)
sc.MustGetToken('}');
}
void SBarInfo::ParseMugShotBlock(FScanner &sc, MugShotState &state)
void SBarInfo::ParseMugShotBlock(FScanner &sc, FMugShotState &state)
{
sc.MustGetToken('{');
while(!sc.CheckToken('}'))
{
MugShotFrame frame;
FMugShotFrame frame;
bool multiframe = false;
if(sc.CheckToken('{'))
multiframe = true;
@ -1166,14 +1165,14 @@ void SBarInfo::ParseMugShotBlock(FScanner &sc, MugShotState &state)
sc.MustGetToken(TK_Identifier);
if(strlen(sc.String) > 5)
sc.ScriptError("MugShot frames cannot exceed 5 characters.");
frame.graphic.Push(sc.String);
frame.Graphic.Push(sc.String);
}
while(multiframe && sc.CheckToken(','));
if(multiframe)
sc.MustGetToken('}');
frame.delay = getSignedInteger(sc);
frame.Delay = getSignedInteger(sc);
sc.MustGetToken(';');
state.frames.Push(frame);
state.Frames.Push(frame);
}
}
@ -1315,17 +1314,6 @@ SBarInfoBlock::SBarInfoBlock()
alpha = FRACUNIT;
}
const MugShotState *FindMugShotState(FString state)
{
state.ToLower();
for(unsigned int i = 0;i < MugShotStates.Size();i++)
{
if(MugShotStates[i].state == state)
return &MugShotStates[i];
}
return NULL;
}
//Popup
Popup::Popup()
{
@ -1435,14 +1423,3 @@ void Popup::close()
opened = false;
moving = true;
}
//Used to allow replacements of states
int FindMugShotStateIndex(FName state)
{
for(unsigned int i = 0;i < MugShotStates.Size();i++)
{
if(MugShotStates[i].state == state)
return i;
}
return -1;
}

View file

@ -1331,6 +1331,10 @@ bool DBaseStatusBar::MustDrawLog(EHudState)
return true;
}
void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone)
{
}
//---------------------------------------------------------------------------
//
// DrawTopStuff

View file

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Version="8.00"
Name="zdoom"
ProjectGUID="{8049475B-5C87-46F9-9358-635218A4EF18}"
RootNamespace=" zdoom"
@ -135,112 +135,6 @@
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
Description="Checking svnrevision.h..."
CommandLine="$(OutDir)\updaterevision.exe src src/svnrevision.h"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/zdoom.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="src\win32;src\sound;src;zlib;src\g_shared;src\g_doom;src\g_raven;src\g_heretic;src\g_hexen;src\g_strife;jpeg-6b;snes_spc\snes_spc"
PreprocessorDefinitions="WIN32,_DEBUG,_WIN32,_WINDOWS,USEASM,_CRTDBG_MAP_ALLOC,HAVE_STRUPR,HAVE_FILELENGTH"
MinimalRebuild="true"
RuntimeLibrary="1"
EnableFunctionLevelLinking="true"
ForceConformanceInForLoopScope="true"
PrecompiledHeaderFile=""
AssemblerOutput="0"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="true"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
CompileAs="0"
DisableSpecificWarnings="4996"
ForcedIncludeFiles=""
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="gdi32.lib user32.lib comctl32.lib shell32.lib advapi32.lib comdlg32.lib ole32.lib dxguid.lib dsound.lib dinput8.lib strmiids.lib wsock32.lib winmm.lib fmodex_vc.lib setupapi.lib ws2_32.lib"
OutputFile="../zdoomd.exe"
LinkIncremental="2"
SuppressStartupBanner="true"
AdditionalLibraryDirectories=""
IgnoreDefaultLibraryNames="libcmt;msvcrtd;msvcrt"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/zdoomd.pdb"
SubSystem="2"
StackReserveSize="0"
TerminalServerAware="2"
SetChecksum="false"
TargetMachine="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
@ -352,6 +246,112 @@
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
Description="Checking svnrevision.h..."
CommandLine="$(OutDir)\updaterevision.exe src src/svnrevision.h"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/zdoom.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="src\win32;src\sound;src;zlib;src\g_shared;src\g_doom;src\g_raven;src\g_heretic;src\g_hexen;src\g_strife;jpeg-6b;snes_spc\snes_spc"
PreprocessorDefinitions="WIN32,_DEBUG,_WIN32,_WINDOWS,USEASM,_CRTDBG_MAP_ALLOC,HAVE_STRUPR,HAVE_FILELENGTH"
MinimalRebuild="true"
RuntimeLibrary="1"
EnableFunctionLevelLinking="true"
ForceConformanceInForLoopScope="true"
PrecompiledHeaderFile=""
AssemblerOutput="0"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="true"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
CompileAs="0"
DisableSpecificWarnings="4996"
ForcedIncludeFiles=""
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="gdi32.lib user32.lib comctl32.lib shell32.lib advapi32.lib comdlg32.lib ole32.lib dxguid.lib dsound.lib dinput8.lib strmiids.lib wsock32.lib winmm.lib fmodex_vc.lib setupapi.lib ws2_32.lib"
OutputFile="../zdoomd.exe"
LinkIncremental="2"
SuppressStartupBanner="true"
AdditionalLibraryDirectories=""
IgnoreDefaultLibraryNames="libcmt;msvcrtd;msvcrt"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/zdoomd.pdb"
SubSystem="2"
StackReserveSize="0"
TerminalServerAware="2"
SetChecksum="false"
TargetMachine="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
@ -930,16 +930,6 @@
Outputs="&quot;src/$(InputName).h&quot;"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Creating $(InputName).h from src/$(InputFileName)"
CommandLine="tools\re2c\re2c --no-generation-date -s -o &quot;src/$(InputName).h&quot; &quot;src/$(InputFileName)&quot;&#x0D;&#x0A;"
Outputs="&quot;src/$(InputName).h&quot;"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
>
@ -950,6 +940,16 @@
Outputs="&quot;src/$(InputName).h&quot;"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Creating $(InputName).h from src/$(InputFileName)"
CommandLine="tools\re2c\re2c --no-generation-date -s -o &quot;src/$(InputName).h&quot; &quot;src/$(InputFileName)&quot;&#x0D;&#x0A;"
Outputs="&quot;src/$(InputName).h&quot;"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|x64"
>
@ -1544,16 +1544,6 @@
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Assembling $(InputPath)..."
CommandLine="nasm -g -o &quot;$(IntDir)\$(InputName).obj&quot; -f win32 &quot;$(InputPath)&quot;&#x0D;&#x0A;$(OutDir)\fixrtext &quot;$(IntDir)\$(InputName).obj&quot;&#x0D;&#x0A;"
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
ExcludedFromBuild="true"
@ -1565,6 +1555,16 @@
Outputs="$(IntDir)/$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Assembling $(InputPath)..."
CommandLine="nasm -g -o &quot;$(IntDir)\$(InputName).obj&quot; -f win32 &quot;$(InputPath)&quot;&#x0D;&#x0A;$(OutDir)\fixrtext &quot;$(IntDir)\$(InputName).obj&quot;&#x0D;&#x0A;"
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|x64"
ExcludedFromBuild="true"
@ -1590,16 +1590,6 @@
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Assembling $(InputPath)..."
CommandLine="nasm -g -o &quot;$(IntDir)\$(InputName).obj&quot; -f win32 &quot;$(InputPath)&quot;&#x0D;&#x0A;$(OutDir)\fixrtext &quot;$(IntDir)\$(InputName).obj&quot;&#x0D;&#x0A;"
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
ExcludedFromBuild="true"
@ -1611,6 +1601,16 @@
Outputs="$(IntDir)/$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Assembling $(InputPath)..."
CommandLine="nasm -g -o &quot;$(IntDir)\$(InputName).obj&quot; -f win32 &quot;$(InputPath)&quot;&#x0D;&#x0A;$(OutDir)\fixrtext &quot;$(IntDir)\$(InputName).obj&quot;&#x0D;&#x0A;"
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|x64"
ExcludedFromBuild="true"
@ -1636,16 +1636,6 @@
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Assembling $(InputPath)..."
CommandLine="nasm -g -o &quot;$(IntDir)\$(InputName).obj&quot; -f win32 &quot;$(InputPath)&quot;&#x0D;&#x0A;$(OutDir)\fixrtext &quot;$(IntDir)\$(InputName).obj&quot;&#x0D;&#x0A;"
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
ExcludedFromBuild="true"
@ -1657,6 +1647,16 @@
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Assembling $(InputPath)..."
CommandLine="nasm -g -o &quot;$(IntDir)\$(InputName).obj&quot; -f win32 &quot;$(InputPath)&quot;&#x0D;&#x0A;$(OutDir)\fixrtext &quot;$(IntDir)\$(InputName).obj&quot;&#x0D;&#x0A;"
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|x64"
ExcludedFromBuild="true"
@ -1682,16 +1682,6 @@
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Assembling $(InputPath)..."
CommandLine="nasm -g -o &quot;$(IntDir)\$(InputName).obj&quot; -f win32 &quot;$(InputPath)&quot;&#x0D;&#x0A;$(OutDir)\fixrtext &quot;$(IntDir)\$(InputName).obj&quot;&#x0D;&#x0A;"
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
ExcludedFromBuild="true"
@ -1703,6 +1693,16 @@
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Assembling $(InputPath)..."
CommandLine="nasm -g -o &quot;$(IntDir)\$(InputName).obj&quot; -f win32 &quot;$(InputPath)&quot;&#x0D;&#x0A;$(OutDir)\fixrtext &quot;$(IntDir)\$(InputName).obj&quot;&#x0D;&#x0A;"
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|x64"
ExcludedFromBuild="true"
@ -1728,16 +1728,6 @@
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Assembling $(InputPath)..."
CommandLine="nasm -g -o &quot;$(IntDir)\$(InputName).obj&quot; -f win32 &quot;$(InputPath)&quot;&#x0D;&#x0A;$(OutDir)\fixrtext &quot;$(IntDir)\$(InputName).obj&quot;&#x0D;&#x0A;"
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
ExcludedFromBuild="true"
@ -1749,6 +1739,16 @@
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Assembling $(InputPath)..."
CommandLine="nasm -g -o &quot;$(IntDir)\$(InputName).obj&quot; -f win32 &quot;$(InputPath)&quot;&#x0D;&#x0A;$(OutDir)\fixrtext &quot;$(IntDir)\$(InputName).obj&quot;&#x0D;&#x0A;"
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|x64"
ExcludedFromBuild="true"
@ -1914,6 +1914,14 @@
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
Name="VCCustomBuildTool"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
@ -1924,14 +1932,6 @@
Outputs="$(IntDir)\$(InputName).obj"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
Name="VCCustomBuildTool"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|x64"
ExcludedFromBuild="true"
@ -2093,6 +2093,10 @@
RelativePath=".\src\g_shared\sbar.h"
>
</File>
<File
RelativePath=".\src\g_shared\sbar_mugshot.cpp"
>
</File>
<File
RelativePath=".\src\g_shared\sbarinfo.h"
>
@ -2793,6 +2797,14 @@
AdditionalIncludeDirectories="src\win32;$(NoInherit)"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
>
<Tool
Name="VCResourceCompilerTool"
AdditionalIncludeDirectories="src\win32;$(NoInherit)"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
@ -2802,14 +2814,6 @@
AdditionalIncludeDirectories="src\win32;$(NoInherit)"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
>
<Tool
Name="VCResourceCompilerTool"
AdditionalIncludeDirectories="src\win32;$(NoInherit)"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|x64"
>
@ -3080,7 +3084,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3088,7 +3092,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3120,7 +3124,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3128,7 +3132,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3157,7 +3161,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3166,7 +3170,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3196,7 +3200,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3204,7 +3208,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3233,7 +3237,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3242,7 +3246,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3273,7 +3277,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3282,7 +3286,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3312,7 +3316,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3320,7 +3324,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3349,7 +3353,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3358,7 +3362,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3389,7 +3393,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3398,7 +3402,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3429,7 +3433,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3438,7 +3442,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3468,7 +3472,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3476,7 +3480,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3504,7 +3508,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3512,7 +3516,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3540,7 +3544,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3548,7 +3552,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3576,7 +3580,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3584,7 +3588,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3614,7 +3618,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3624,7 +3628,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3668,7 +3672,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
ExcludedFromBuild="true"
>
<Tool
@ -3676,7 +3680,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
ExcludedFromBuild="true"
>
<Tool
@ -3710,7 +3714,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
Name="Release|x64"
>
<Tool
Name="VCCustomBuildTool"
@ -3720,12 +3724,12 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="Debug|Win32"
>
<Tool
Name="VCCustomBuildTool"
Description="Generating xlat_parser.c and xlat_parser.h..."
CommandLine="tools\lemon\lemon.exe &quot;$(InputPath)&quot;"
CommandLine="tools\lemon\lemon.exe &quot;$(InputPath)&quot;&#x0D;&#x0A;"
Outputs="$(InputDir)xlat_parser.c;$(InputDir)xlat_parser.h"
/>
</FileConfiguration>