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https://github.com/ZDoom/gzdoom.git
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- Fixed: skins can not be sorted for binary search because the player class
code depends on the original indices. - Fixed: P_StartConversation set the global dialog node variable for all players, not just the consoleplayer. - Fixed: AWeapon::PickupForAmmo assumed that any weapon having a secondary ammo type also has a primary one. SVN r1431 (trunk)
This commit is contained in:
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4b723beddd
commit
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4 changed files with 116 additions and 81 deletions
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@ -1,4 +1,12 @@
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February 20, 2009 (Changes by Graf Zahl)
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February 21, 2009 (Changes by Graf Zahl)
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- Fixed: skins can not be sorted for binary search because the player class
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code depends on the original indices.
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- Fixed: P_StartConversation set the global dialog node variable for all
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players, not just the consoleplayer.
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- Fixed: AWeapon::PickupForAmmo assumed that any weapon having a secondary
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ammo type also has a primary one.
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February 20, 2009 (Changes by Graf Zahl)
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- Bumped netgame, demo and min demo version for the weapon slot changes.
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- changed weapon slots to be stored per player. Information is now transmitted
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across the network so that all machines know each player's current weapon
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@ -163,16 +163,25 @@ bool AWeapon::PickupForAmmo (AWeapon *ownedWeapon)
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// Don't take ammo if the weapon sticks around.
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if (!ShouldStay ())
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{
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int oldamount = 0;
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if (ownedWeapon->Ammo1 != NULL) oldamount = ownedWeapon->Ammo1->Amount;
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int oldamount1 = 0;
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int oldamount2 = 0;
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if (ownedWeapon->Ammo1 != NULL) oldamount1 = ownedWeapon->Ammo1->Amount;
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if (ownedWeapon->Ammo2 != NULL) oldamount2 = ownedWeapon->Ammo1->Amount;
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if (AmmoGive1 > 0) gotstuff = AddExistingAmmo (ownedWeapon->Ammo1, AmmoGive1);
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if (AmmoGive2 > 0) gotstuff |= AddExistingAmmo (ownedWeapon->Ammo2, AmmoGive2);
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AActor *Owner = ownedWeapon->Owner;
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if (gotstuff && oldamount == 0 && Owner != NULL && Owner->player != NULL)
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if (gotstuff && Owner != NULL && Owner->player != NULL)
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{
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static_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo1->GetClass());
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if (ownedWeapon->Ammo1 != NULL && oldamount1 == 0)
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{
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static_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo1->GetClass());
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}
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else if (ownedWeapon->Ammo2 != NULL && oldamount2 == 0)
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{
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static_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo2->GetClass());
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}
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}
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}
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return gotstuff;
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@ -676,7 +676,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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pc->player->ConversationPC = pc;
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pc->player->ConversationNPC = npc;
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CurNode = npc->Conversation;
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FStrifeDialogueNode *CurNode = npc->Conversation;
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if (pc->player == &players[consoleplayer])
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{
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@ -717,88 +717,90 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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}
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}
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if (CurNode->SpeakerVoice != 0)
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// The rest is only done when the conversation is actually displayed.
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if (pc->player == &players[consoleplayer])
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{
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I_SetMusicVolume (dlg_musicvolume);
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S_Sound (npc, CHAN_VOICE|CHAN_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
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}
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if (pc->player != &players[consoleplayer])
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return;
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// Set up the menu
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ConversationMenu.PreDraw = DrawConversationMenu;
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ConversationMenu.EscapeHandler = ConversationMenuEscaped;
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// Format the speaker's message.
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toSay = CurNode->Dialogue;
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if (strncmp (toSay, "RANDOM_", 7) == 0)
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{
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FString dlgtext;
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dlgtext.Format("TXT_%s_%02d", toSay, 1+(pr_randomspeech() % NUM_RANDOM_LINES));
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toSay = GStrings[dlgtext.GetChars()];
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if (toSay==NULL) toSay = "Go away!"; // Ok, it's lame - but it doesn't look like an error to the player. ;)
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}
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DialogueLines = V_BreakLines (SmallFont, screen->GetWidth()/CleanXfac-24*2, toSay);
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// Fill out the possible choices
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ShowGold = false;
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item.type = numberedmore;
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item.e.mfunc = PickConversationReply;
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for (reply = CurNode->Children, i = 1; reply != NULL; reply = reply->Next)
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{
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if (reply->Reply == NULL)
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if (CurNode->SpeakerVoice != 0)
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{
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continue;
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I_SetMusicVolume (dlg_musicvolume);
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S_Sound (npc, CHAN_VOICE|CHAN_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
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}
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ShowGold |= reply->NeedsGold;
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reply->ReplyLines = V_BreakLines (SmallFont, 320-50-10, reply->Reply);
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for (j = 0; reply->ReplyLines[j].Width >= 0; ++j)
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// Set up the menu
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::CurNode = CurNode; // only set the global variaböle for the consoleplayer
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ConversationMenu.PreDraw = DrawConversationMenu;
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ConversationMenu.EscapeHandler = ConversationMenuEscaped;
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// Format the speaker's message.
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toSay = CurNode->Dialogue;
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if (strncmp (toSay, "RANDOM_", 7) == 0)
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{
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item.label = reply->ReplyLines[j].Text.LockBuffer();
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item.b.position = j == 0 ? i : 0;
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item.c.extra = reply;
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ConversationItems.Push (item);
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FString dlgtext;
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dlgtext.Format("TXT_%s_%02d", toSay, 1+(pr_randomspeech() % NUM_RANDOM_LINES));
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toSay = GStrings[dlgtext.GetChars()];
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if (toSay==NULL) toSay = "Go away!"; // Ok, it's lame - but it doesn't look like an error to the player. ;)
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}
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++i;
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}
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char goodbye[25];
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mysnprintf(goodbye, countof(goodbye), "TXT_RANDOMGOODBYE_%d", 1+(pr_randomspeech() % NUM_RANDOM_GOODBYES));
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item.label = (char*)GStrings[goodbye];
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if (item.label == NULL) item.label = "Bye.";
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item.b.position = i;
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item.c.extra = NULL;
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ConversationItems.Push (item);
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DialogueLines = V_BreakLines (SmallFont, screen->GetWidth()/CleanXfac-24*2, toSay);
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// Determine where the top of the reply list should be positioned.
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i = (gameinfo.gametype & GAME_Raven) ? 9 : 8;
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ConversationMenu.y = MIN<int> (140, 192 - ConversationItems.Size() * i);
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for (i = 0; DialogueLines[i].Width >= 0; ++i)
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{ }
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i = 44 + i * 10;
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if (ConversationMenu.y - 100 < i - screen->GetHeight() / CleanYfac / 2)
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{
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ConversationMenu.y = i - screen->GetHeight() / CleanYfac / 2 + 100;
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}
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ConversationMenu.indent = 50;
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// Fill out the possible choices
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ShowGold = false;
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item.type = numberedmore;
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item.e.mfunc = PickConversationReply;
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for (reply = CurNode->Children, i = 1; reply != NULL; reply = reply->Next)
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{
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if (reply->Reply == NULL)
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{
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continue;
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}
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ShowGold |= reply->NeedsGold;
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reply->ReplyLines = V_BreakLines (SmallFont, 320-50-10, reply->Reply);
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for (j = 0; reply->ReplyLines[j].Width >= 0; ++j)
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{
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item.label = reply->ReplyLines[j].Text.LockBuffer();
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item.b.position = j == 0 ? i : 0;
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item.c.extra = reply;
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ConversationItems.Push (item);
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}
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++i;
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}
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char goodbye[25];
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mysnprintf(goodbye, countof(goodbye), "TXT_RANDOMGOODBYE_%d", 1+(pr_randomspeech() % NUM_RANDOM_GOODBYES));
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item.label = (char*)GStrings[goodbye];
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if (item.label == NULL) item.label = "Bye.";
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item.b.position = i;
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item.c.extra = NULL;
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ConversationItems.Push (item);
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// Finish setting up the menu
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ConversationMenu.items = &ConversationItems[0];
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ConversationMenu.numitems = ConversationItems.Size();
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if (CurNode != PrevNode)
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{ // Only reset the selection if showing a different menu.
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ConversationMenu.lastOn = 0;
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PrevNode = CurNode;
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}
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ConversationMenu.DontDim = true;
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// Determine where the top of the reply list should be positioned.
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i = (gameinfo.gametype & GAME_Raven) ? 9 : 8;
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ConversationMenu.y = MIN<int> (140, 192 - ConversationItems.Size() * i);
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for (i = 0; DialogueLines[i].Width >= 0; ++i)
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{ }
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i = 44 + i * 10;
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if (ConversationMenu.y - 100 < i - screen->GetHeight() / CleanYfac / 2)
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{
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ConversationMenu.y = i - screen->GetHeight() / CleanYfac / 2 + 100;
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}
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ConversationMenu.indent = 50;
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// And open the menu
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M_StartControlPanel (false);
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OptionsActive = true;
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menuactive = MENU_OnNoPause;
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ConversationPauseTic = gametic + 20;
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M_SwitchMenu (&ConversationMenu);
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// Finish setting up the menu
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ConversationMenu.items = &ConversationItems[0];
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ConversationMenu.numitems = ConversationItems.Size();
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if (CurNode != PrevNode)
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{ // Only reset the selection if showing a different menu.
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ConversationMenu.lastOn = 0;
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PrevNode = CurNode;
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}
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ConversationMenu.DontDim = true;
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// And open the menu
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M_StartControlPanel (false);
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OptionsActive = true;
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menuactive = MENU_OnNoPause;
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ConversationPauseTic = gametic + 20;
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M_SwitchMenu (&ConversationMenu);
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}
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}
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//============================================================================
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@ -419,10 +419,12 @@ static const char *skinsoundnames[NUMSKINSOUNDS][2] =
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{ "dsjump", "*jump" }
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};
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/*
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static int STACK_ARGS skinsorter (const void *a, const void *b)
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{
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return stricmp (((FPlayerSkin *)a)->name, ((FPlayerSkin *)b)->name);
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}
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*/
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void R_InitSkins (void)
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{
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return pclass;
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}
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for (unsigned i = PlayerClasses.Size(); i < numskins; i++)
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{
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if (strnicmp (skins[i].name, name, 16) == 0)
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{
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if (PlayerClasses[pclass].CheckSkin (mid))
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return i;
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else
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return pclass;
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}
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}
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/*
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min = PlayerClasses.Size ();
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max = (int)numskins-1;
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max = mid - 1;
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}
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}
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*/
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return pclass;
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}
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}
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// [RH] Sort the skins, but leave base as skin 0
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qsort (&skins[PlayerClasses.Size ()], numskins-PlayerClasses.Size (), sizeof(FPlayerSkin), skinsorter);
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//qsort (&skins[PlayerClasses.Size ()], numskins-PlayerClasses.Size (), sizeof(FPlayerSkin), skinsorter);
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}
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void R_DeinitSprites()
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