mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
- 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:
parent
ccf123407a
commit
4850a98c13
9 changed files with 837 additions and 789 deletions
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@ -1,3 +1,9 @@
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May 31, 2008
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- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
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into a single place.
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- Fixed: Setting an invalid mug shot state crashed the game.
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- Fixed my attempts to be clever with strings yesterday.
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May 30, 2008
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- If an actor's current target temporarily goes unshootable, its threshold
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is now reset to 0, so it will more readily switch back to it.
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@ -21,9 +21,6 @@
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#define ST_STRAIGHTFACECOUNT (TICRATE/2)
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#define ST_TURNCOUNT (1*TICRATE)
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#define ST_OUCHCOUNT (1*TICRATE)
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#define ST_RAMPAGEDELAY (2*TICRATE)
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#define ST_MUCHPAIN 20
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EXTERN_CVAR (Bool, vid_fps)
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@ -51,14 +48,6 @@ public:
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BigHeight = tex->GetHeight();
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DoCommonInit ();
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bEvilGrin = false;
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bNormal = true;
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bDamageFaceActive = false;
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bOuchActive = false;
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CurrentState = NULL;
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RampageTimer = 0;
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LastDamageAngle = 1;
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}
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~DDoomStatusBar ()
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@ -104,7 +93,7 @@ public:
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// set face background color
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StatusBarTex.SetPlayerRemap(translationtables[TRANSLATION_Players][int(CPlayer - players)]);
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}
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bEvilGrin = false;
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MugShot.bEvilGrin = false;
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}
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void Tick ()
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@ -113,28 +102,7 @@ public:
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RandomNumber = M_Random ();
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//Do some stuff related to the mug shot that has to be done at 35fps
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if(CurrentState != NULL)
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{
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CurrentState->tick();
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if(CurrentState->finished)
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{
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bNormal = true;
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bOuchActive = false;
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CurrentState = NULL;
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}
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}
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if((CPlayer->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(CPlayer->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
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{
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if(RampageTimer != ST_RAMPAGEDELAY)
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{
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RampageTimer++;
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}
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}
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else
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{
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RampageTimer = 0;
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}
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FaceHealth = CPlayer->health;
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MugShot.Tick(CPlayer);
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}
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void Draw (EHudState state)
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@ -160,7 +128,6 @@ public:
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OldArmor = -1;
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OldActiveAmmo = -1;
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OldFrags = -9999;
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FaceHealth = -9999;
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}
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DrawMainBar ();
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if (CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR))
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@ -171,22 +138,6 @@ public:
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}
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}
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//See sbarinfo_display.cpp
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void SetMugShotState (const char* stateName, bool waitTillDone=false)
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{
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bNormal = false; //Assume we are not setting god or normal for now.
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bOuchActive = false;
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MugShotState *state = (MugShotState *) FindMugShotState(stateName);
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if(state != CurrentState)
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{
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if(!waitTillDone || CurrentState == NULL || CurrentState->finished)
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{
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CurrentState = state;
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state->reset();
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}
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}
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}
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private:
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struct FDoomStatusBarTexture : public FTexture
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{
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void ReceivedWeapon (AWeapon *weapon)
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{
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bEvilGrin = true;
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MugShot.bEvilGrin = true;
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}
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int UpdateState ()
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{
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int i;
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angle_t badguyangle;
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angle_t diffang;
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if(CPlayer->health > 0)
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{
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if(bEvilGrin)
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{
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if(CurrentState == NULL)
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bEvilGrin = false;
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else if(CPlayer->bonuscount)
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{
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SetMugShotState("grin", false);
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return 0;
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}
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}
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if (CPlayer->damagecount)
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{
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int damageAngle = 1;
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if(CPlayer->attacker && CPlayer->attacker != CPlayer->mo)
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{
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if(CPlayer->mo != NULL)
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{
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//The next 12 lines is from the Doom statusbar code.
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badguyangle = R_PointToAngle2(CPlayer->mo->x, CPlayer->mo->y, CPlayer->attacker->x, CPlayer->attacker->y);
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if(badguyangle > CPlayer->mo->angle)
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{
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// whether right or left
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diffang = badguyangle - CPlayer->mo->angle;
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i = diffang > ANG180;
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}
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else
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{
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// whether left or right
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diffang = CPlayer->mo->angle - badguyangle;
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i = diffang <= ANG180;
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} // confusing, aint it?
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if(i && diffang >= ANG45)
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{
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damageAngle = 0;
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}
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else if(!i && diffang >= ANG45)
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{
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damageAngle = 2;
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}
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}
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}
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bool useOuch = false;
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const char *stateName;
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if ((FaceHealth != -1 && CPlayer->health - FaceHealth > 20) || bOuchActive)
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{
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useOuch = true;
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stateName = "ouch.";
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}
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else
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stateName = "pain.";
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FString fullStateName;
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fullStateName << stateName << CPlayer->LastDamageType;
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if(FindMugShotState(fullStateName) != NULL)
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SetMugShotState(fullStateName);
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else
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SetMugShotState(stateName);
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bDamageFaceActive = !(CurrentState == NULL);
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LastDamageAngle = damageAngle;
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bOuchActive = useOuch;
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return damageAngle;
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}
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if(bDamageFaceActive)
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{
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if(CurrentState == NULL)
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bDamageFaceActive = false;
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else
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{
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bool useOuch = false;
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const char *stateName;
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if ((FaceHealth != -1 && CPlayer->health - FaceHealth > 20) || bOuchActive)
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{
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useOuch = true;
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stateName = "ouch.";
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}
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else
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stateName = "pain.";
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FString fullStateName;
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fullStateName << stateName << CPlayer->LastDamageType;
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if(FindMugShotState(fullStateName) != NULL)
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SetMugShotState(fullStateName);
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else
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SetMugShotState(stateName);
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bOuchActive = useOuch;
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return LastDamageAngle;
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}
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}
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if(RampageTimer == ST_RAMPAGEDELAY)
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{
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SetMugShotState("rampage", !bNormal); //If we have nothing better to show use the rampage face.
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return 0;
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}
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if(bNormal)
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{
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if((CPlayer->cheats & CF_GODMODE) || (CPlayer->mo != NULL && CPlayer->mo->flags2 & MF2_INVULNERABLE))
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SetMugShotState("god");
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else
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SetMugShotState("normal");
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bNormal = true; //SetMugShotState sets bNormal to false.
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}
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}
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else
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{
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FString fullStateName;
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fullStateName << "death." << CPlayer->LastDamageType;
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if(FindMugShotState(fullStateName) != NULL)
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SetMugShotState(fullStateName);
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else
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SetMugShotState("death");
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}
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return 0;
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}
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void DrawFace ()
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void DrawFace()
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{
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// If a player has an inventory item selected, it takes the place of the
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// face, for lack of a better place to put it.
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if (CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
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{
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int angle = UpdateState();
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int level = 0;
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for(level = 0;CPlayer->health < (4-level)*(CPlayer->mo->GetMaxHealth()/5);level++);
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if(CurrentState != NULL)
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FTexture *face = MugShot.GetFace(CPlayer, "STF", 5, false, false);
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if (face != NULL)
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{
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FString defaultFace = "STF";
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FPlayerSkin *skin = &skins[CPlayer->morphTics ? CPlayer->MorphedPlayerClass : CPlayer->userinfo.skin];
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FTexture *face = CurrentState->getCurrentFrameTexture(defaultFace, skin, level, angle);
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if (face != NULL)
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{
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DrawPartialImage (&StatusBarTex, 142, 37);
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DrawImage (face, 143, 0);
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}
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DrawPartialImage(&StatusBarTex, 142, 37);
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DrawImage(face, 143, 0);
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}
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}
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else
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{
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DrawDimImage (TexMan(CPlayer->mo->InvSel->Icon), 144, 0, CPlayer->mo->InvSel->Amount <= 0);
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DrawDimImage(TexMan(CPlayer->mo->InvSel->Icon), 144, 0, CPlayer->mo->InvSel->Amount <= 0);
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if (CPlayer->mo->InvSel->Amount != 1)
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{
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DrSmallNumber (CPlayer->mo->InvSel->Amount, 165, 24);
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DrSmallNumber(CPlayer->mo->InvSel->Amount, 165, 24);
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}
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}
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}
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void SetMugShotState (const char *state_name, bool wait_till_done)
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{
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MugShot.SetState(state_name, wait_till_done);
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}
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enum
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{
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imgKEYS0,
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char ArmsRefresh[3];
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char AmmoRefresh;
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char MaxAmmoRefresh;
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char FaceRefresh;
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char KeysRefresh;
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//Mugshot
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MugShotState *CurrentState;
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int RampageTimer;
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int LastDamageAngle;
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int FaceHealth;
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bool bEvilGrin;
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bool bDamageFaceActive;
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bool bNormal;
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bool bOuchActive;
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FMugShot MugShot;
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};
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IMPLEMENT_CLASS(DDoomStatusBar)
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@ -52,6 +52,8 @@ enum EHudState
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class AWeapon;
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// HUD Message base object --------------------------------------------------
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class DHUDMessage : public DObject
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{
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DECLARE_CLASS (DHUDMessage, DObject)
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friend class DBaseStatusBar;
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};
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// HUD Message; appear instantly, then fade out type ------------------------
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class DHUDMessageFadeOut : public DHUDMessage
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{
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DECLARE_CLASS (DHUDMessageFadeOut, DHUDMessage)
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DHUDMessageFadeOut() {}
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};
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// HUD Message; fade in, then fade out type ---------------------------------
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class DHUDMessageFadeInOut : public DHUDMessageFadeOut
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{
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DECLARE_CLASS (DHUDMessageFadeInOut, DHUDMessageFadeOut)
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DHUDMessageFadeInOut() {}
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};
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// HUD Message; type on, then fade out type ---------------------------------
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class DHUDMessageTypeOnFadeOut : public DHUDMessageFadeOut
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{
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DECLARE_CLASS (DHUDMessageTypeOnFadeOut, DHUDMessageFadeOut)
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DHUDMessageTypeOnFadeOut() {}
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};
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// Mug shots ----------------------------------------------------------------
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struct FMugShotFrame
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{
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TArray<FString> Graphic;
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int Delay;
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FMugShotFrame();
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~FMugShotFrame();
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FTexture *GetTexture(const char *default_face, FPlayerSkin *skin, int random, int level=0,
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int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false,
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bool directional=false);
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};
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struct FMugShotState
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{
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BYTE bUsesLevels:1;
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BYTE bHealth2:1; // Health level is the 2nd character from the end.
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BYTE bHealthSpecial:1; // Like health2 only the 2nd frame gets the normal health type.
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BYTE bDirectional:1; // Faces direction of damage.
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BYTE bFinished:1;
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unsigned int Position;
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int Time;
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int Random;
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FName State;
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TArray<FMugShotFrame> Frames;
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FMugShotState(FName name);
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~FMugShotState();
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void Tick();
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void Reset();
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FMugShotFrame &GetCurrentFrame() { return Frames[Position]; }
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FTexture *GetCurrentFrameTexture(const char *default_face, FPlayerSkin *skin, int level=0, int direction=0)
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{
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return GetCurrentFrame().GetTexture(default_face, skin, Random, level, direction, bUsesLevels, bHealth2, bHealthSpecial, bDirectional);
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}
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private:
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FMugShotState();
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};
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class player_s;
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struct FMugShot
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{
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FMugShot();
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void Tick(player_s *player);
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bool SetState(const char *state_name, bool wait_till_done=false);
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int UpdateState(player_s *player, bool xdeath, bool animated_god_mode);
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FTexture *GetFace(player_s *player, const char *default_face, int accuracy, bool xdeath, bool animated_god_mode);
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FMugShotState *CurrentState;
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int RampageTimer;
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int LastDamageAngle;
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int FaceHealth;
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bool bEvilGrin;
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bool bDamageFaceActive;
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bool bNormal;
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bool bOuchActive;
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};
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extern TArray<FMugShotState> MugShotStates;
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FMugShotState *FindMugShotState(FName state);
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int FindMugShotStateIndex(FName state);
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// Base Status Bar ----------------------------------------------------------
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class FTexture;
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class AAmmo;
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@ -218,7 +293,7 @@ public:
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virtual void ShowPop (int popnum);
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virtual void ReceivedWeapon (AWeapon *weapon);
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virtual bool MustDrawLog(EHudState state);
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virtual void SetMugShotState (const char* stateName, bool waitTillDone=false) {}
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virtual void SetMugShotState (const char *state_name, bool wait_till_done=false);
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void DrawLog();
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protected:
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@ -285,8 +360,10 @@ private:
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extern DBaseStatusBar *StatusBar;
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DBaseStatusBar *CreateDoomStatusBar ();
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DBaseStatusBar *CreateHereticStatusBar ();
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DBaseStatusBar *CreateHexenStatusBar ();
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DBaseStatusBar *CreateStrifeStatusBar ();
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DBaseStatusBar *CreateCustomStatusBar ();
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// Status bar factories -----------------------------------------------------
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DBaseStatusBar *CreateDoomStatusBar();
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DBaseStatusBar *CreateHereticStatusBar();
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DBaseStatusBar *CreateHexenStatusBar();
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DBaseStatusBar *CreateStrifeStatusBar();
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DBaseStatusBar *CreateCustomStatusBar();
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|
|
473
src/g_shared/sbar_mugshot.cpp
Normal file
473
src/g_shared/sbar_mugshot.cpp
Normal file
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@ -0,0 +1,473 @@
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/*
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** sbar_mugshot.cpp
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**
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** Draws customizable mugshots for the status bar.
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Braden Obrzut
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** All rights reserved.
|
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**
|
||||
** 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.
|
||||
**---------------------------------------------------------------------------
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**
|
||||
*/
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#include "r_defs.h"
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#include "r_main.h"
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#include "m_random.h"
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#include "d_player.h"
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#include "d_event.h"
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#include "sbar.h"
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#define ST_RAMPAGEDELAY (2*TICRATE)
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#define ST_MUCHPAIN 20
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TArray<FMugShotState> MugShotStates;
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//===========================================================================
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//
|
||||
// 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;
|
||||
}
|
|
@ -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__
|
||||
|
|
|
@ -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();
|
||||
|
@ -435,9 +331,9 @@ void DSBarInfo::Tick ()
|
|||
}
|
||||
}
|
||||
|
||||
void DSBarInfo::ReceivedWeapon (AWeapon *weapon)
|
||||
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
|
||||
|
@ -1349,160 +1227,19 @@ 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))
|
||||
FTexture *face = MugShot.GetFace(CPlayer, defaultFace, accuracy, xdth, animatedgodmode);
|
||||
if (face != NULL)
|
||||
{
|
||||
level++;
|
||||
DrawGraphic(face, x, y, xOffset, yOffset, alpha);
|
||||
}
|
||||
if(currentState != NULL)
|
||||
{
|
||||
FPlayerSkin *skin = &skins[CPlayer->morphTics ? CPlayer->MorphedPlayerClass : CPlayer->userinfo.skin];
|
||||
FTexture *face = currentState->getCurrentFrameTexture(defaultFace, skin, level, angle);
|
||||
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,
|
||||
|
|
|
@ -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;
|
||||
|
@ -1165,15 +1164,15 @@ void SBarInfo::ParseMugShotBlock(FScanner &sc, MugShotState &state)
|
|||
{
|
||||
sc.MustGetToken(TK_Identifier);
|
||||
if(strlen(sc.String) > 5)
|
||||
sc.ScriptError("MugShot frames can not exceed 5 characters.");
|
||||
frame.graphic.Push(sc.String);
|
||||
sc.ScriptError("MugShot frames cannot exceed 5 characters.");
|
||||
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;
|
||||
}
|
||||
|
|
|
@ -1331,6 +1331,10 @@ bool DBaseStatusBar::MustDrawLog(EHudState)
|
|||
return true;
|
||||
}
|
||||
|
||||
void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone)
|
||||
{
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// DrawTopStuff
|
||||
|
|
440
zdoom.vcproj
440
zdoom.vcproj
|
@ -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="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="false"
|
||||
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|
||||
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|
||||
Name="VCPreBuildEventTool"
|
||||
Description="Checking svnrevision.h..."
|
||||
CommandLine="$(OutDir)\updaterevision.exe src src/svnrevision.h"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
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|
||||
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"
|
||||
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|
||||
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|
||||
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>
|
||||
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|
||||
Name="Release|x64"
|
||||
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
|
||||
|
@ -352,6 +246,112 @@
|
|||
Name="VCPostBuildEventTool"
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||||
/>
|
||||
</Configuration>
|
||||
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|
||||
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|
||||
OutputDirectory=".\Debug"
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||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
|
||||
UseOfMFC="0"
|
||||
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|
||||
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|
||||
<Tool
|
||||
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|
||||
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|
||||
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|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
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||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
PreprocessorDefinitions="_DEBUG"
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||||
MkTypLibCompatible="true"
|
||||
SuppressStartupBanner="true"
|
||||
TargetEnvironment="1"
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||||
TypeLibraryName=".\Debug/zdoom.tlb"
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||||
/>
|
||||
<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="$(PlatformName)\$(ConfigurationName)"
|
||||
|
@ -930,16 +930,6 @@
|
|||
Outputs=""src/$(InputName).h""
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
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||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Creating $(InputName).h from src/$(InputFileName)"
|
||||
CommandLine="tools\re2c\re2c --no-generation-date -s -o "src/$(InputName).h" "src/$(InputFileName)"
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|
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Outputs=""src/$(InputName).h""
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/>
|
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</FileConfiguration>
|
||||
<FileConfiguration
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Name="Release|x64"
|
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>
|
||||
|
@ -950,6 +940,16 @@
|
|||
Outputs=""src/$(InputName).h""
|
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/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Creating $(InputName).h from src/$(InputFileName)"
|
||||
CommandLine="tools\re2c\re2c --no-generation-date -s -o "src/$(InputName).h" "src/$(InputFileName)"
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|
||||
Outputs=""src/$(InputName).h""
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/>
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</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|x64"
|
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>
|
||||
|
@ -1544,16 +1544,6 @@
|
|||
Outputs="$(IntDir)\$(InputName).obj"
|
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/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Assembling $(InputPath)..."
|
||||
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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|
||||
Outputs="$(IntDir)\$(InputName).obj"
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/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|x64"
|
||||
ExcludedFromBuild="true"
|
||||
|
@ -1565,6 +1555,16 @@
|
|||
Outputs="$(IntDir)/$(InputName).obj"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Assembling $(InputPath)..."
|
||||
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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|
||||
Outputs="$(IntDir)\$(InputName).obj"
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||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|x64"
|
||||
ExcludedFromBuild="true"
|
||||
|
@ -1590,16 +1590,6 @@
|
|||
Outputs="$(IntDir)\$(InputName).obj"
|
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/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Assembling $(InputPath)..."
|
||||
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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|
||||
Outputs="$(IntDir)\$(InputName).obj"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
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Name="Release|x64"
|
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ExcludedFromBuild="true"
|
||||
|
@ -1611,6 +1601,16 @@
|
|||
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|
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|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
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>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Assembling $(InputPath)..."
|
||||
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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|
||||
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ExcludedFromBuild="true"
|
||||
|
@ -1636,16 +1636,6 @@
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>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Assembling $(InputPath)..."
|
||||
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
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@ -1657,6 +1647,16 @@
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<FileConfiguration
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>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Assembling $(InputPath)..."
|
||||
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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||||
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ExcludedFromBuild="true"
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||||
|
@ -1682,16 +1682,6 @@
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|||
Outputs="$(IntDir)\$(InputName).obj"
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/>
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||||
</FileConfiguration>
|
||||
<FileConfiguration
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Name="Debug|Win32"
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>
|
||||
<Tool
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||||
Name="VCCustomBuildTool"
|
||||
Description="Assembling $(InputPath)..."
|
||||
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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Name="Release|x64"
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ExcludedFromBuild="true"
|
||||
|
@ -1703,6 +1693,16 @@
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|||
Outputs="$(IntDir)\$(InputName).obj"
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/>
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</FileConfiguration>
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<FileConfiguration
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||||
Name="Debug|Win32"
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>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Assembling $(InputPath)..."
|
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CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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Outputs="$(IntDir)\$(InputName).obj"
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||||
</FileConfiguration>
|
||||
<FileConfiguration
|
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Name="Debug|x64"
|
||||
ExcludedFromBuild="true"
|
||||
|
@ -1728,16 +1728,6 @@
|
|||
Outputs="$(IntDir)\$(InputName).obj"
|
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/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
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>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Assembling $(InputPath)..."
|
||||
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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|
||||
Outputs="$(IntDir)\$(InputName).obj"
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/>
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||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|x64"
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ExcludedFromBuild="true"
|
||||
|
@ -1749,6 +1739,16 @@
|
|||
Outputs="$(IntDir)\$(InputName).obj"
|
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/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
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Name="Debug|Win32"
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>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
Description="Assembling $(InputPath)..."
|
||||
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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||||
Outputs="$(IntDir)\$(InputName).obj"
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|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|x64"
|
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ExcludedFromBuild="true"
|
||||
|
@ -1914,6 +1914,14 @@
|
|||
Outputs="$(IntDir)\$(InputName).obj"
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/>
|
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</FileConfiguration>
|
||||
<FileConfiguration
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Name="Release|x64"
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ExcludedFromBuild="true"
|
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>
|
||||
<Tool
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Name="VCCustomBuildTool"
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/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
>
|
||||
|
@ -1924,14 +1932,6 @@
|
|||
Outputs="$(IntDir)\$(InputName).obj"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|x64"
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ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|x64"
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||||
ExcludedFromBuild="true"
|
||||
|
@ -2093,6 +2093,10 @@
|
|||
RelativePath=".\src\g_shared\sbar.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_shared\sbar_mugshot.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_shared\sbarinfo.h"
|
||||
>
|
||||
|
@ -2793,6 +2797,14 @@
|
|||
AdditionalIncludeDirectories="src\win32;$(NoInherit)"
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/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|x64"
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||||
>
|
||||
<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"
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||||
>
|
||||
<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 "$(InputPath)""
|
||||
CommandLine="tools\lemon\lemon.exe "$(InputPath)"
"
|
||||
Outputs="$(InputDir)xlat_parser.c;$(InputDir)xlat_parser.h"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
|
|
Loading…
Reference in a new issue