Commit graph

16 commits

Author SHA1 Message Date
Christoph Oelckers
7b23f6eb8b SBarInfo Update #16:
- Added: fillzeros flag for drawnumber.  When set the string will always have
  a length of the specified size and zeros will fill in for the missing places.
  If the number is negative the negative sign will take the place of the last
  digit.
- Added: globalarray type to drawnumber which will display the value in a
  global array with the index set to the player's number.  Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
  most of the gaps caused by round off errors.  At least for now anyways and it
  is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture() 

SVN r881 (trunk)
2008-04-05 07:06:26 +00:00
Christoph Oelckers
7e900c1016 - Reverted changes of r715 in v_collection.cpp because they broke loading
of status bar face graphics belonging to skins.
SBARINFO update #15
- Fixed: Monospacing fonts wasn't quite correct.
- Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the
  one that picks the default sprite prefix).
- Added: lowerHealthCap variable to SBarInfo, which is set to true by default.
- Added: ininventory event to SBarInfo to detect if one or two items are in (or
  not in) the player's inventory.
- Added: The ability to print global vars using drawnumber.  I need someone to
  test it though.
- Added: aspectratio command to detect what the user's aspect ratio is.
- Added: missing spacing argument to drawstring.
- Changed the sbarinfo display routine for drawnumber to not use cmd.value to
  store what it is about to display.  Now it uses a new variable.
- More conversions from DrawImage to screen->DrawTexture.  I think only the
  inventory bar drawing functions have to be changed now.



SVN r846 (trunk)
2008-03-24 17:48:55 +00:00
Christoph Oelckers
9adf1d4ddc - Fixed: The serializer for side_t::part never read the texture information
from a savegame.
- Fixed: side_t::StopInterpolation called setinterpolation instead of
  stopinterpolation. Also moved the clearinterpolation call in 
  P_SetupLevel after the P_FreeLevelData to make absolutely sure that
  nothing in there can leave an interpolator behind by accident.
- Applied Linux fixes by Jim.
SBARINFO update by Blzut3:
- Fixed: the playerclass command needed a null pointer check to prevent
  crashing on respawn.
- Fixed: Mug Shot states were not reset on respawn.
- Removed keepoffsets flag since apparently it was keeping the offsets by
  default.  The means that the only thing not affected by the offsets was using
  nullimage as a background.  Since I wasn't able to get a result I liked I'm
  going to say that if you want a black background with high res positioning
  you will have to create your own bar image.  Maybe I'll fix it some other
  time.
- Added: monospacefonts variable which allows for all of the fonts to be
  monospaced by a specified character (from their fontset of corse).
- Made SBarInfo recognize the bar names for the Strife popups but they don't
  do anything beyond that.  The names are: popuplog, popupkeys, and popupstatus.
- Started converting the drawing routine to be more flexable towards high
  resolution status bars.  (Only did one call so far.)


SVN r835 (trunk)
2008-03-22 09:26:59 +00:00
Randy Heit
087e34bbb3 - Fixed: The source no longer built with GCC.
- Added a cheap pitch shifting for underwater environments that should be fairly
  close to Duke's. It sounds okay for some sounds, but others like the BFG, where
  the timing of the sound actually matters, don't sound good. I shall have to
  replace it with a real pitch shifter DSP unit.


SVN r819 (trunk)
2008-03-19 23:03:14 +00:00
Christoph Oelckers
5b9073add4 - Added copyright/license headers to a few files.
- Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the
  proper object type.
- Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo.
- Removed dobject.err from the repository. It only contained a list of compiler
  errors for some very old version of dobject.cpp.
- Fixed: A_JumpIfCloser was missing a z-check.
- Added Blzut3's SBARINFO update #13:
- Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp
- Rewrote the mug shot system for SBarInfo to allow for scripting and custom
  states for different means of death.
- SBarInfo now loads all SBarInfo lumps instead of just the last one.  Clashing
  status bar definitions will now be cleared before the bar is read.
- Fixed: When using transparency with bars the new drawing method (bg over fg)
  didn't work.  In the case that the border value is set to 0 it will revert to
  the old method (fg over bg).
- Fixed: drawbar lost any high res information it was given.
- Added: ACS command SetMugShotState(str state) which sets the mug shot state
  for the activating player.
- Added: keepoffsets flag to drawbar.  When set the offsets in the fg image will
  also be applied when displaying the bar.


SVN r812 (trunk)
2008-03-19 09:53:23 +00:00
Christoph Oelckers
2a77ea0155 - Applied Blzut3's sbarinfo update #12:
* When the drawbar code was optimized border was accidently used as how many
  pixels to reserve from the background instead of the foreground.  I've
  reversed how the code works (bg over fg instead of fg over bg).
* Added armorclass to drawnumber.
* Added an interpolateArmor variable which acts just like interpolateHealth
  except the effect is applied to armor.
* Added armor flag to drawgem since we can interpolate armor now.
* Added a reverse flag to drawgem.
* Fixed drawgem didn't allow for '|' to separate the flags.

- Fixed: Menu texts for skill definitions unconditionally interpreted
  the given text as an index into the string table.


SVN r752 (trunk)
2008-02-18 22:40:39 +00:00
Randy Heit
0f3a1cc8b1 - Applied Blzut3's sbarinfo update #11:
* SBarInfo will also accept a '|' between flags for those who are really
    bothered by the indefinite "arguments" in the middle of the statement.
  * Added: completeBorder. When set to true SBarInfo will draw the border where
    the status bar normally goes.
  * Fixed: I forgot to accept TK_None on "base" and "statusbar".
  * Fixed: "base" was apparently broken when the SBarInfo init code was moved to
    d_main.cpp. Also, if "base Strife" was used then it would not use the
    default log message of "find help".


SVN r736 (trunk)
2008-02-09 03:55:41 +00:00
Randy Heit
d1e27e533f - Applied a modified version of Karate Chris's screenshot naming patch.
- Sbarinfo optimization: Creating and destroying bar textures every frame is
  a relatively expensive operation. We can skip the custom texture entirely
  and just draw the bars directly to the screen, using the clipping parameters
  for DrawTexture(). This also means bars are no longer limited to the game
  palette, and the bar itself has the same resolution as the screen.


SVN r731 (trunk)
2008-02-05 05:29:31 +00:00
Randy Heit
9a785239f2 - Removed support for numeric flags from sbarinfo's drawmugshot command since
it was previously declared unrecommended and deprecated.
- Added Blzut3's sbarinfo update #10:
  * Fixed: drawmugshot now adjust to the player's max health like it should.
  * drawgem can now accept negative paddings.
  * Added: You can now specify a border on drawbar which will reserve x
    amount of pixels on each side of the fg image.
  * Added: weaponammo command which allows for determining what kind of ammo
    the current weapon uses.
  * Added: Drawkeybar to SBarInfo


SVN r730 (trunk)
2008-02-03 05:17:42 +00:00
Randy Heit
e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
Randy Heit
25e0f0644a - Plugged more leaks in SBARINFO.
- Spawned actors that have MF2_DORMANT set in their default instance now have
  Deactivate() called on them immediately after spawning.


SVN r707 (trunk)
2008-01-16 04:43:50 +00:00
Randy Heit
612d1b2fa3 - Added Blzut3's SBARINFO update #6:
* Fixed: A tutti-frutti like effect would occur if transparent images were used
    in bars.
  * Fixed: drawswitchableimage didn't count having 0 of an item as not having
    the said item.
  * Added alwaysshowcounter flag to both drawinventorybar and
    drawselectedinventory.
  * Added armoricon image type to drawimage.
  * Added low-on secondary coloring and high-on coloring to drawnumber.


SVN r688 (trunk)
2008-01-10 04:22:48 +00:00
Christoph Oelckers
1f0fa7c457 - Added SBARINFO update #5 by blzut3:
- Fixed: Playerclass still didn't work due to comparing of improper numbers.
    - Fixed: The arrows on drawinventorybar had a hard coded location instead of
      relative to the specified coordinates.
    - Added noarrows flag to drawinventorybar to remove the blue arrows drawn when
      there are more items to the left or right of the viewable bar.
    - Added forcescaled flag to the statusbar command.  This is ignored on the
      inventory and inventoryfullscreen types.
- Added obituary fix for Strife peasants by Karate Chris.
- Added fix for loading during demo playback by Karate Chris.


SVN r672 (trunk)
2008-01-06 19:10:52 +00:00
Randy Heit
3017f7646d - Fixed: FBarShader::PrepareShader() set a member variable to point at a
local variable just before returning. Then I made some more changes so that
  it can be a properly functioning texture. After doing that, I decided to
  rewrite the texture generation to be easier for me to read and hopefully
  faster, since this thing is getting generated every frame. (Please don't
  hurt me if I got it wrong. I'm basing this on the description in the wiki,
  since I couldn't wrap my head around what the code was doing by looking
  at it.) Then I realized that there's really no reason to have more than four
  of these ever, and they can be statically generated, so I simplified it some
  more.
- Added Blzut3's latest SBARINFO patch:
 * Fixed a massive memory leak in SBARINFO. The leak also lead to progressive
   CPU usage.
 * Fixed: Playerclass didn't work in SBARINFO.
 * Fixed: Artiflash was improperly initialized causing it not to display the
   first time.
 * Changed the variable SBarInfoScript to be a pointer to prevent more memory
   leaks.


SVN r665 (trunk)
2008-01-05 04:23:34 +00:00
Randy Heit
e419cc246f - Had a look at sbarinfo.cpp and noticed a few places where it allocated
character arrays and never freed them. Those have been replaced with
  uses of FString. (One of these was even an instance of a member variable
  being set to point at a stack variable.)


SVN r622 (trunk)
2007-12-22 23:19:08 +00:00
Christoph Oelckers
5ffda41c7e - Added Blzut3's SBARINFO submission.
SVN r613 (trunk)
2007-12-20 22:35:02 +00:00