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510 lines
13 KiB
C++
510 lines
13 KiB
C++
/*
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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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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "r_defs.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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#include "sbarinfo.h"
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#include "templates.h"
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#include "r_utility.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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//
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// FMugShotFrame constructor
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//
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//===========================================================================
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FMugShotFrame::FMugShotFrame()
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{
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}
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//===========================================================================
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//
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// FMugShotFrame destructor
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//
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//===========================================================================
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FMugShotFrame::~FMugShotFrame()
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{
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}
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//===========================================================================
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//
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// FMugShotFrame :: GetTexture
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//
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// Assemble a graphic name with the specified prefix and return the FTexture.
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//
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//===========================================================================
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FTexture *FMugShotFrame::GetTexture(const char *default_face, const char *skin_face, int random, int level,
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int direction, bool uses_levels, bool health2, bool healthspecial, bool directional)
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{
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int index = !directional ? random % Graphic.Size() : direction;
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if ((unsigned int)index > Graphic.Size() - 1)
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{
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index = Graphic.Size() - 1;
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}
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FString sprite(skin_face != NULL && skin_face[0] != 0 ? skin_face : default_face, 3);
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sprite += Graphic[index];
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if (uses_levels) //change the last character to the level
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{
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if (!health2 && (!healthspecial || index == 1))
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{
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sprite.LockBuffer()[2 + Graphic[index].Len()] += level;
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}
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else
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{
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sprite.LockBuffer()[1 + Graphic[index].Len()] += level;
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}
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sprite.UnlockBuffer();
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}
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return TexMan[TexMan.CheckForTexture(sprite, 0, FTextureManager::TEXMAN_TryAny|FTextureManager::TEXMAN_AllowSkins)];
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}
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//===========================================================================
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//
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// MugShotState default constructor
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//
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//===========================================================================
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FMugShotState::FMugShotState()
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{
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}
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//===========================================================================
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//
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// MugShotState named constructor
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//
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//===========================================================================
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FMugShotState::FMugShotState(FName name)
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{
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State = name;
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bUsesLevels = false;
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bHealth2 = false;
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bHealthSpecial = false;
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bDirectional = false;
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bFinished = true;
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Random = M_Random();
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}
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//===========================================================================
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//
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// MugShotState destructor
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//
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//===========================================================================
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FMugShotState::~FMugShotState()
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{
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}
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//===========================================================================
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//
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// FMugShotState :: Tick
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//
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//===========================================================================
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void FMugShotState::Tick()
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{
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if (Time == -1)
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{ //When the delay is negative 1, stay on this frame indefinitely.
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return;
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}
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if (Time != 0)
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{
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Time--;
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}
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else if (Position < Frames.Size() - 1)
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{
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Position++;
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Time = Frames[Position].Delay;
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Random = M_Random();
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}
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else
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{
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bFinished = true;
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}
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}
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//===========================================================================
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//
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// FMugShotState :: Reset
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//
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//===========================================================================
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void FMugShotState::Reset()
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{
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Time = Frames[0].Delay;
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Position = 0;
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bFinished = false;
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Random = M_Random();
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}
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//===========================================================================
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//
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// FindMugShotState
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//
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//===========================================================================
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FMugShotState *FindMugShotState(FName state)
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{
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for (unsigned int i = 0; i < MugShotStates.Size(); i++)
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{
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if (MugShotStates[i].State == state)
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return &MugShotStates[i];
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}
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return NULL;
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}
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//===========================================================================
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//
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// FindMugShotStateIndex
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//
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// Used to allow replacements of states
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//
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//===========================================================================
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int FindMugShotStateIndex(FName state)
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{
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for (unsigned int i = 0; i < MugShotStates.Size(); i++)
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{
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if (MugShotStates[i].State == state)
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return i;
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}
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return -1;
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}
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//===========================================================================
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//
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// FMugShot constructor
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//
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//===========================================================================
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FMugShot::FMugShot()
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{
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Reset();
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}
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//===========================================================================
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//
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// FMugShot :: Reset
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//
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//===========================================================================
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void FMugShot::Reset()
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{
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FaceHealth = -1;
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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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//===========================================================================
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//
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// FMugShot :: Tick
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//
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// Do some stuff related to the mug shot that has to be done at 35fps
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//
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//===========================================================================
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void FMugShot::Tick(player_t *player)
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{
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if (CurrentState != NULL)
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{
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CurrentState->Tick();
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if (CurrentState->bFinished)
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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 (player->attackdown && !(player->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)) && player->ReadyWeapon)
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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 = player->health;
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}
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//===========================================================================
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//
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// FMugShot :: SetState
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//
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// Sets the mug shot state and resets it if it is not the state we are
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// already on. Wait_till_done is basically a priority variable; when set to
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// true the state won't change unless the previous state is finished. Reset
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// overrides the behavior of only switching when the state is not the one we
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// are already on.
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// Returns true if the requested state was switched to or is already playing,
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// and false if the requested state could not be set.
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//
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//===========================================================================
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bool FMugShot::SetState(const char *state_name, bool wait_till_done, bool reset)
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{
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// Search for full name.
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FMugShotState *state = FindMugShotState(FName(state_name, true));
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if (state == NULL)
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{
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// Search for initial name, if the full one contains a dot.
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const char *dot = strchr(state_name, '.');
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if (dot != NULL)
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{
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state = FindMugShotState(FName(state_name, dot - state_name, true));
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}
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if (state == NULL)
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{
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// Requested state does not exist, so do nothing.
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return false;
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}
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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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if (state != CurrentState)
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{
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if (!wait_till_done || CurrentState == NULL || CurrentState->bFinished)
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{
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CurrentState = state;
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state->Reset();
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return true;
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}
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return false;
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}
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else if(reset)
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{
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state->Reset();
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return true;
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}
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return true;
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}
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//===========================================================================
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//
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// FMugShot :: UpdateState
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//
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//===========================================================================
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CVAR(Bool,st_oldouch,false,CVAR_ARCHIVE)
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int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
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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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FString full_state_name;
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if (player->health > 0)
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{
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if (bEvilGrin && !(stateflags & DISABLEGRIN))
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{
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if (player->bonuscount)
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{
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SetState("grin", false);
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return 0;
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}
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}
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bEvilGrin = false;
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bool ouch = (!st_oldouch && FaceHealth - player->health > ST_MUCHPAIN) || (st_oldouch && player->health - FaceHealth > ST_MUCHPAIN);
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if (player->damagecount &&
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// Now go in if pain is disabled but we think ouch will be shown (and ouch is not disabled!)
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(!(stateflags & DISABLEPAIN) || (((FaceHealth != -1 && ouch) || bOuchActive) && !(stateflags & DISABLEOUCH))))
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{
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int damage_angle = 1;
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if (player->attacker && player->attacker != player->mo)
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{
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if (player->mo != NULL)
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{
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// The next 12 lines are from the Doom statusbar code.
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badguyangle = player->mo->AngleTo(player->attacker);
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if (badguyangle > player->mo->angle)
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{
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// whether right or left
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diffang = badguyangle - player->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 = player->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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damage_angle = 0;
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}
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else if (!i && diffang >= ANG45)
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{
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damage_angle = 2;
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}
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}
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}
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bool use_ouch = false;
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if (((FaceHealth != -1 && ouch) || bOuchActive) && !(stateflags & DISABLEOUCH))
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{
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use_ouch = true;
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full_state_name = "ouch.";
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}
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else
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{
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full_state_name = "pain.";
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}
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full_state_name += player->LastDamageType;
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if (SetState(full_state_name, false, true))
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{
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bDamageFaceActive = (CurrentState != NULL);
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LastDamageAngle = damage_angle;
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bOuchActive = use_ouch;
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}
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return damage_angle;
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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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{
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bDamageFaceActive = false;
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}
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else
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{
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bool use_ouch = false;
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if (((FaceHealth != -1 && ouch) || bOuchActive) && !(stateflags & DISABLEOUCH))
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{
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use_ouch = true;
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full_state_name = "ouch.";
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}
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else
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{
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full_state_name = "pain.";
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}
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full_state_name += player->LastDamageType;
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if (SetState(full_state_name))
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{
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bOuchActive = use_ouch;
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}
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return LastDamageAngle;
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}
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}
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if (RampageTimer == ST_RAMPAGEDELAY && !(stateflags & DISABLERAMPAGE))
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{
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SetState("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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bool good;
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if ((player->cheats & CF_GODMODE) || (player->cheats & CF_GODMODE2) || (player->mo != NULL && player->mo->flags2 & MF2_INVULNERABLE))
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{
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good = SetState((stateflags & ANIMATEDGODMODE) ? "godanimated" : "god");
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}
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else
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{
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good = SetState("normal");
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}
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if (good)
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{
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bNormal = true; //SetState sets bNormal to false.
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}
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}
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}
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else
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{
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if (!(stateflags & XDEATHFACE) || !(player->cheats & CF_EXTREMELYDEAD))
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{
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full_state_name = "death.";
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}
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else
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{
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full_state_name = "xdeath.";
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}
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full_state_name += player->LastDamageType;
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SetState(full_state_name);
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bNormal = true; //Allow the face to return to alive states when the player respawns.
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}
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return 0;
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}
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//===========================================================================
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//
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// FMugShot :: GetFace
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//
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// Updates the status of the mug shot and returns the current face texture.
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//
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//===========================================================================
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FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags)
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{
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int angle = UpdateState(player, stateflags);
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int level = 0;
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int max = player->mo->MugShotMaxHealth;
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if (max < 0)
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{
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max = player->mo->GetMaxHealth();
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}
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else if (max == 0)
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{
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max = 100;
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}
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while (player->health < (accuracy - 1 - level) * (max / accuracy))
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{
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level++;
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}
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if (CurrentState != NULL)
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{
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int skin = player->userinfo.GetSkin();
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const char *skin_face = player->morphTics ? player->MorphedPlayerClass->Face.GetChars() : skins[skin].face;
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return CurrentState->GetCurrentFrameTexture(default_face, skin_face, level, angle);
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}
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return NULL;
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}
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