- Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it

failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
  for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
  submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.


SVN r1304 (trunk)
This commit is contained in:
Christoph Oelckers 2008-12-06 10:22:37 +00:00
parent b692412a9e
commit 153a2a4c2c
26 changed files with 367 additions and 1019 deletions

View file

@ -1,3 +1,22 @@
December 6, 2008 (Changes by Graf Zahl)
- Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it
failed to start the demo.
December 2, 2008 (Changes by Graf Zahl)
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
for each two-sided line of the sector.
December 1, 2008 (Changes by Graf Zahl)
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.
December 1, 2008
- Restored the multiplayer scoreboard's former centering so that it doesn't
look awful on widescreen intermissions.

View file

@ -538,7 +538,6 @@ add_executable( zdoom WIN32
zstrformat.cpp
zstring.cpp
g_doom/a_doommisc.cpp
g_doom/doom_sbar.cpp
g_heretic/a_hereticmisc.cpp
g_heretic/heretic_sbar.cpp
g_hexen/a_hexenmisc.cpp

View file

@ -302,6 +302,7 @@ enum
// dependence of main engine code of specific actor types.
MF5_SUMMONEDMONSTER = 0x02000000, // To mark the friendly Minotaur. Hopefully to be generalized later.
MF5_NOVERTICALMELEERANGE=0x04000000,// Does not check vertical distance for melee range
MF5_BRIGHT = 0x08000000, // Actor is always rendered fullbright
// --- mobj.renderflags ---

View file

@ -138,6 +138,7 @@ EXTERN_CVAR (Float, m_pitch)
EXTERN_CVAR (Float, m_yaw)
EXTERN_CVAR (Bool, invertmouse)
EXTERN_CVAR (Bool, lookstrafe)
EXTERN_CVAR (Int, screenblocks)
extern gameinfo_t SharewareGameInfo;
extern gameinfo_t RegisteredGameInfo;
@ -636,13 +637,13 @@ void D_Display ()
R_RefreshViewBorder ();
}
if (hud_althud && viewheight == SCREENHEIGHT)
if (hud_althud && viewheight == SCREENHEIGHT && screenblocks > 10)
{
if (DrawFSHUD || automapactive) DrawHUD();
StatusBar->DrawTopStuff (HUD_None);
}
else
if (viewheight == SCREENHEIGHT && viewactive)
if (viewheight == SCREENHEIGHT && viewactive && screenblocks > 10)
{
StatusBar->Draw (DrawFSHUD ? HUD_Fullscreen : HUD_None);
StatusBar->DrawTopStuff (DrawFSHUD ? HUD_Fullscreen : HUD_None);

View file

@ -13,8 +13,7 @@
// PIT_VileCheck
// Detect a corpse that could be raised.
//
DECLARE_ACTION(A_Fire)
void A_Fire(AActor *self, int height);
//
@ -33,16 +32,24 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
{
S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
CALL_ACTION(A_Fire, self);
A_Fire (self, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
{
S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
CALL_ACTION(A_Fire, self);
A_Fire (self, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_Fire)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(height,0);
A_Fire(self, height);
}
void A_Fire(AActor *self, int height)
{
AActor *dest;
angle_t an;
@ -59,7 +66,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Fire)
self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]),
dest->y + FixedMul (24*FRACUNIT, finesine[an]),
dest->z);
dest->z + height);
}
@ -68,8 +75,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_Fire)
// A_VileTarget
// Spawn the hellfire
//
DEFINE_ACTION_FUNCTION(AActor, A_VileTarget)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(fire,0);
AActor *fog;
if (!self->target)
@ -77,13 +86,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileTarget)
A_FaceTarget (self);
fog = Spawn ("ArchvileFire", self->target->x, self->target->y,
fog = Spawn (fire, self->target->x, self->target->y,
self->target->z, ALLOW_REPLACE);
self->tracer = fog;
fog->target = self;
fog->tracer = self->target;
CALL_ACTION(A_Fire, fog);
A_Fire(fog, 0);
}

View file

@ -11,9 +11,9 @@
//
// A_KeenDie
// DOOM II special, map 32.
// Uses special tag 666.
// Uses special tag 666 by default.
//
DEFINE_ACTION_FUNCTION(AActor, A_KeenDie)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KeenDie)
{
CALL_ACTION(A_NoBlocking, self);
@ -31,7 +31,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_KeenDie)
}
}
EV_DoDoor (DDoor::doorOpen, NULL, NULL, 666, 2*FRACUNIT, 0, 0, 0);
ACTION_PARAM_START(1);
ACTION_PARAM_INT(doortag, 0);
EV_DoDoor (DDoor::doorOpen, NULL, NULL, doortag, 2*FRACUNIT, 0, 0, 0);
}

View file

@ -1,907 +0,0 @@
#include "doomtype.h"
#include "doomstat.h"
#include "v_font.h"
#include "v_video.h"
#include "sbar.h"
#include "r_defs.h"
#include "w_wad.h"
#include "m_random.h"
#include "d_player.h"
#include "st_stuff.h"
#include "r_local.h"
#include "m_swap.h"
#include "a_keys.h"
#include "templates.h"
#include "i_system.h"
#include "r_translate.h"
#include "sbarinfo.h"
#include "g_level.h"
#include "v_palette.h"
#define ST_EVILGRINCOUNT (2*TICRATE)
#define ST_STRAIGHTFACECOUNT (TICRATE/2)
#define ST_TURNCOUNT (1*TICRATE)
#define ST_OUCHCOUNT (1*TICRATE)
EXTERN_CVAR (Bool, vid_fps)
class DDoomStatusBar : public DBaseStatusBar
{
DECLARE_CLASS(DDoomStatusBar, DBaseStatusBar)
public:
DDoomStatusBar () : DBaseStatusBar (32)
{
static const char *sharedLumpNames[] =
{
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, "STTMINUS", "STTNUM0", "STTNUM1",
"STTNUM2", "STTNUM3", "STTNUM4", "STTNUM5", "STTNUM6",
"STTNUM7", "STTNUM8", "STTNUM9", "STYSNUM0", "STYSNUM1",
"STYSNUM2", "STYSNUM3", "STYSNUM4", "STYSNUM5", "STYSNUM6",
"STYSNUM7", "STYSNUM8", "STYSNUM9"
};
FTexture *tex;
DBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES);
tex = DBaseStatusBar::Images[imgBNumbers];
BigWidth = tex->GetWidth();
BigHeight = tex->GetHeight();
DoCommonInit ();
}
~DDoomStatusBar ()
{
}
void NewGame ()
{
Images.Uninit ();
DoCommonInit ();
if (CPlayer != NULL)
{
AttachToPlayer (CPlayer);
}
}
void AddFaceToImageCollection (void *skn, FImageCollection *images)
{
AddFaceToImageCollectionActual (skn, images, true);
}
void MultiplayerChanged ()
{
DBaseStatusBar::MultiplayerChanged ();
if (multiplayer)
{
// set face background color
StatusBarTex.SetPlayerRemap(translationtables[TRANSLATION_Players][int(CPlayer - players)]);
}
}
void AttachToPlayer (player_t *player)
{
player_t *oldplayer = CPlayer;
DBaseStatusBar::AttachToPlayer (player);
if (oldplayer != CPlayer || savegamerestore/*added for morphing*/)
{
SetFace (&skins[CPlayer->morphTics ? CPlayer->MorphedPlayerClass : CPlayer->userinfo.skin]);
}
if (multiplayer)
{
// set face background color
StatusBarTex.SetPlayerRemap(translationtables[TRANSLATION_Players][int(CPlayer - players)]);
}
MugShot.bEvilGrin = false;
}
void Tick ()
{
DBaseStatusBar::Tick ();
RandomNumber = M_Random ();
//Do some stuff related to the mug shot that has to be done at 35fps
MugShot.Tick(CPlayer);
}
void Draw (EHudState state)
{
DBaseStatusBar::Draw (state);
if (state == HUD_Fullscreen)
{
SB_state = screen->GetPageCount ();
DrawFullScreenStuff ();
}
else if (state == HUD_StatusBar)
{
if (SB_state != 0)
{
SB_state--;
DrawImage (&StatusBarTex, 0, 0);
memset (OldArms, 255, sizeof(OldArms));
OldKeys = -1;
memset (OldAmmo, 255, sizeof(OldAmmo));
memset (OldMaxAmmo, 255, sizeof(OldMaxAmmo));
OldHealth = -1;
OldArmor = -1;
OldActiveAmmo = -1;
OldFrags = -9999;
}
DrawMainBar ();
if (CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR))
{
DrawInventoryBar ();
SB_state = screen->GetPageCount ();
}
}
}
private:
struct FDoomStatusBarTexture : public FTexture
{
void DrawToBar (const char *name, int x, int y, const BYTE *colormap_in = NULL);
public:
FDoomStatusBarTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
~FDoomStatusBarTexture ();
void SetPlayerRemap(FRemapTable *remap);
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL);
FTextureFormat GetFormat()
{
return TEX_RGB;
}
protected:
void MakeTexture ();
FTexture *BaseTexture;
BYTE *Pixels;
FRemapTable *STFBRemap;
}
StatusBarTex;
void DoCommonInit ()
{
static const char *doomLumpNames[] =
{
"STKEYS0", "STKEYS1", "STKEYS2", "STKEYS3", "STKEYS4",
"STKEYS5", "STKEYS6", "STKEYS7", "STKEYS8",
"STGNUM2", "STGNUM3", "STGNUM4", "STGNUM5", "STGNUM6",
"STGNUM7", "MEDIA0", "ARTIBOX", "SELECTBO", "INVGEML1",
"INVGEML2", "INVGEMR1", "INVGEMR2",
};
Images.Init (doomLumpNames, NUM_DOOMSB_IMAGES);
// In case somebody wants to use the Heretic status bar graphics...
{
FTexture *artibox = Images[imgARTIBOX];
FTexture *selectbox = Images[imgSELECTBOX];
if (artibox != NULL && selectbox != NULL)
{
selectbox->LeftOffset = artibox->LeftOffset;
selectbox->TopOffset = artibox->TopOffset;
}
}
StatusBarTex.Unload ();
SB_state = screen->GetPageCount ();
}
void DrawMainBar ()
{
int amount;
DrawAmmoStats ();
DrawFace ();
DrawKeys ();
if (!deathmatch)
{
DrawArms ();
}
else
{
if (OldFrags != CPlayer->fragcount)
{
OldFrags = CPlayer->fragcount;
FragsRefresh = screen->GetPageCount ();
}
if (FragsRefresh)
{
FragsRefresh--;
DrawNumber (OldFrags, 138/*110*/, 3, 2);
}
}
if (CPlayer->health != OldHealth)
{
OldHealth = CPlayer->health;
HealthRefresh = screen->GetPageCount ();
}
if (HealthRefresh)
{
HealthRefresh--;
DrawNumber (OldHealth, 90/*48*/, 3);
}
AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
int armorpoints = armor != NULL ? armor->Amount : 0;
if (armorpoints != OldArmor)
{
OldArmor = armorpoints;
ArmorRefresh = screen->GetPageCount ();
}
if (ArmorRefresh)
{
ArmorRefresh--;
DrawNumber (OldArmor, 221/*179*/, 3);
}
if (CPlayer->ReadyWeapon != NULL)
{
AAmmo *ammo = CPlayer->ReadyWeapon->Ammo1;
amount = ammo != NULL ? ammo->Amount : -9999;
}
else
{
amount = -9999;
}
if (amount != OldActiveAmmo)
{
OldActiveAmmo = amount;
ActiveAmmoRefresh = screen->GetPageCount ();
}
if (ActiveAmmoRefresh)
{
ActiveAmmoRefresh--;
if (OldActiveAmmo != -9999)
{
DrawNumber (OldActiveAmmo, 44/*2*/, 3);
}
else
{
DrawPartialImage (&StatusBarTex, 2, BigWidth*3);
}
}
}
void DrawArms ()
{
BYTE arms[6];
int i, j;
// Catalog the weapons the player owns
memset (arms, 0, sizeof(arms));
for (i = 0; i < 6; i++)
{
for (j = 0; j < MAX_WEAPONS_PER_SLOT; j++)
{
const PClass *weap = LocalWeapons.Slots[i+2].GetWeapon (j);
if (weap != NULL && CPlayer->mo->FindInventory (weap) != NULL)
{
arms[i] = 1;
break;
}
}
}
// Draw slots that have changed ownership since last time
for (i = 0; i < 6; i++)
{
if (arms[i] != OldArms[i])
{
ArmsRefresh[i%3] = screen->GetPageCount ();
}
}
// Remember the arms state for next time
memcpy (OldArms, arms, sizeof(arms));
for (i = 0; i < 3; i++)
{
if (ArmsRefresh[i])
{
ArmsRefresh[i]--;
int x = 111 + i * 12;
DrawArm (arms[i], i, x, 4, true);
DrawArm (arms[i+3], i+3, x, 14, false);
}
}
}
void DrawArm (int on, int picnum, int x, int y, bool drawBackground)
{
int w;
FTexture *pic = on ? DBaseStatusBar::Images[imgSmNumbers + 2 + picnum] : Images[imgGNUM2 + picnum];
if (pic != NULL)
{
w = pic->GetWidth();
x -= pic->LeftOffset;
y -= pic->TopOffset;
if (drawBackground)
{
DrawPartialImage (&StatusBarTex, x, w);
}
DrawImage (pic, x, y);
}
}
void DrawAmmoStats ()
{
static const ENamedName ammoTypes[4] =
{
NAME_Clip,
NAME_Shell,
NAME_RocketAmmo,
NAME_Cell
};
int ammo[4], maxammo[4];
int i;
// Catalog the player's ammo
for (i = 0; i < 4; i++)
{
const PClass *type = PClass::FindClass (ammoTypes[i]);
AInventory *item = CPlayer->mo->FindInventory (type);
if (item != NULL)
{
ammo[i] = item->Amount;
maxammo[i] = item->MaxAmount;
}
else
{
ammo[i] = 0;
maxammo[i] = ((AInventory *)GetDefaultByType (type))->MaxAmount;
}
}
// Draw ammo amounts that have changed since last time
for (i = 0; i < 4; i++)
{
if (ammo[i] != OldAmmo[i])
{
AmmoRefresh = screen->GetPageCount ();
}
if (maxammo[i] != OldMaxAmmo[i])
{
MaxAmmoRefresh = screen->GetPageCount ();
}
}
// Remember ammo counts for next time
memcpy (OldAmmo, ammo, sizeof(ammo));
memcpy (OldMaxAmmo, maxammo, sizeof(ammo));
if (AmmoRefresh)
{
AmmoRefresh--;
DrawPartialImage (&StatusBarTex, 276, 4*3);
for (i = 0; i < 4; i++)
{
DrSmallNumber (ammo[i], 276, 5 + 6*i);
}
}
if (MaxAmmoRefresh)
{
MaxAmmoRefresh--;
DrawPartialImage (&StatusBarTex, 302, 4*3);
for (i = 0; i < 4; i++)
{
DrSmallNumber (maxammo[i], 302, 5 + 6*i);
}
}
}
void DrawKeys ()
{
AInventory *item;
int keys;
// Catalog the player's current keys
keys = 0;
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
{
int keynum = static_cast<AKey*>(item)->KeyNumber;
if (keynum >= 1 && keynum <= 6)
{
keys |= 1 << (keynum-1);
}
}
}
// Remember keys for next time
if (OldKeys != keys)
{
OldKeys = keys;
KeysRefresh = screen->GetPageCount ();
}
// Draw keys that have changed since last time
if (KeysRefresh)
{
KeysRefresh--;
DrawPartialImage (&StatusBarTex, 239, 8);
// Blue Keys
switch (keys & (2|16))
{
case 2: DrawImage (Images[imgKEYS0], 239, 3); break;
case 16: DrawImage (Images[imgKEYS3], 239, 3); break;
case 18: DrawImage (Images[imgKEYS6], 239, 3); break;
}
// Yellow Keys
switch (keys & (4|32))
{
case 4: DrawImage (Images[imgKEYS1], 239, 13); break;
case 32: DrawImage (Images[imgKEYS4], 239, 13); break;
case 36: DrawImage (Images[imgKEYS7], 239, 13); break;
}
// Red Keys
switch (keys & (1|8))
{
case 1: DrawImage (Images[imgKEYS2], 239, 23); break;
case 8: DrawImage (Images[imgKEYS5], 239, 23); break;
case 9: DrawImage (Images[imgKEYS8], 239, 23); break;
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawInventoryBar
//
//---------------------------------------------------------------------------
void DrawInventoryBar ()
{
AInventory *item;
int i;
// If the player has no artifacts, don't draw the bar
CPlayer->mo->InvFirst = ValidateInvFirst (7);
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
{
DrawImage (Images[imgARTIBOX], 50+i*31, 2);
DrawDimImage (TexMan(item->Icon), 50+i*31, 2, item->Amount <= 0);
if (item->Amount != 1)
{
DrSmallNumber (item->Amount, 66+i*31, 24);
}
if (item == CPlayer->mo->InvSel)
{
DrawImage (Images[imgSELECTBOX], 50+i*31, 2);
}
}
for (; i < 7; ++i)
{
DrawImage (Images[imgARTIBOX], 50+i*31, 2);
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
DrawImage (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], 38, 2);
}
// Is there something to the right?
if (item != NULL)
{
DrawImage (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 269, 2);
}
}
}
void DrawNumber (int val, int x, int y, int size=3)
{
DrawPartialImage (&StatusBarTex, x-BigWidth*size, size*BigWidth);
DrBNumber (val, x, y, size);
}
void DrawFullScreenStuff ()
{
AInventory *item;
int i;
int ammotop;
// Draw health
screen->DrawTexture (Images[imgMEDI], 20, -2,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
DrBNumberOuter (CPlayer->health, 40, -BigHeight-4);
// Draw armor
ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
if (armor != NULL && armor->Amount != 0)
{
screen->DrawTexture (TexMan(armor->Icon), 20, -24,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
DrBNumberOuter (armor->Amount, 40, -39);
}
// Draw ammo
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
ammotop = -1;
if (ammo1 != NULL)
{
FTexture *ammoIcon = TexMan(ammo1->Icon);
// Draw primary ammo in the bottom-right corner
screen->DrawTexture (ammoIcon, -14, -4,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
DrBNumberOuter (ammo1->Amount, -67, -4 - BigHeight);
ammotop = -4 - BigHeight;
if (ammo2 != NULL && ammo2!=ammo1)
{
// Draw secondary ammo just above the primary ammo
int y = MIN (-6 - BigHeight, -6 - (ammoIcon != NULL ? ammoIcon->GetHeight() : 0));
screen->DrawTexture (TexMan(ammo2->Icon), -14, y,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
DrBNumberOuter (ammo2->Amount, -67, y - BigHeight);
ammotop = y - BigHeight;
}
}
if (deathmatch)
{ // Draw frags (in DM)
DrBNumberOuter (CPlayer->fragcount, -44, 1);
}
else
{ // Draw keys (not DM)
int maxw = 0;
int count = 0;
int x = -2;
int y = vid_fps? 12 : 2;
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
if (item->Icon.isValid() && item->IsKindOf (RUNTIME_CLASS(AKey)))
{
FTexture *keypic = TexMan(item->Icon);
if (keypic != NULL)
{
int w = keypic->GetWidth ();
int h = keypic->GetHeight ();
if (w > maxw)
{
maxw = w;
}
screen->DrawTexture (keypic, x, y,
DTA_LeftOffset, w,
DTA_TopOffset, 0,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
if (++count == 3)
{
count = 0;
y = vid_fps? 12 : 2;
x -= maxw + 2;
maxw = 0;
}
else
{
y += h + 2;
}
}
}
}
}
// Draw inventory
if (!(level.flags & LEVEL_NOINVENTORYBAR))
{
if (CPlayer->inventorytics == 0)
{
if (CPlayer->mo->InvSel != NULL)
{
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -14, ammotop - 1/*-24*/,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
DrBNumberOuter (CPlayer->mo->InvSel->Amount, -68, ammotop - 18/*-41*/);
}
}
else
{
CPlayer->mo->InvFirst = ValidateInvFirst (7);
i = 0;
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
{
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (TexMan(item->Icon), -105+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_ColorOverlay, item->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
if (item->Amount != 1)
{
DrSmallNumberOuter (item->Amount, -90+i*31, -10, true);
}
if (item == CPlayer->mo->InvSel)
{
screen->DrawTexture (Images[imgSELECTBOX], -91+i*31, -2,
DTA_HUDRules, HUD_HorizCenter,
DTA_CenterBottomOffset, true,
TAG_DONE);
}
}
for (; i < 7; i++)
{
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], -118, -33,
DTA_HUDRules, HUD_HorizCenter,
TAG_DONE);
}
// Is there something to the right?
if (item != NULL)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 113, -33,
DTA_HUDRules, HUD_HorizCenter,
TAG_DONE);
}
}
}
}
}
int CalcPainOffset ()
{
int health;
static int lastcalc;
static int oldhealth = -1;
health = CPlayer->health > 100 ? 100 : CPlayer->health;
if (health != oldhealth)
{
lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
oldhealth = health;
}
return lastcalc;
}
void ReceivedWeapon (AWeapon *weapon)
{
MugShot.bEvilGrin = true;
}
void DrawFace()
{
// If a player has an inventory item selected, it takes the place of the
// face, for lack of a better place to put it.
if (CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
{
FTexture *face = MugShot.GetFace(CPlayer, "STF", 5);
if (face != NULL)
{
DrawPartialImage(&StatusBarTex, 142, 37);
DrawImage(face, 143, 0);
}
}
else
{
DrawDimImage(TexMan(CPlayer->mo->InvSel->Icon), 144, 0, CPlayer->mo->InvSel->Amount <= 0);
if (CPlayer->mo->InvSel->Amount != 1)
{
DrSmallNumber(CPlayer->mo->InvSel->Amount, 165, 24);
}
}
}
void SetMugShotState (const char *state_name, bool wait_till_done, bool reset)
{
MugShot.SetState(state_name, wait_till_done, reset);
}
enum
{
imgKEYS0,
imgKEYS1,
imgKEYS2,
imgKEYS3,
imgKEYS4,
imgKEYS5,
imgKEYS6,
imgKEYS7,
imgKEYS8,
imgGNUM2,
imgGNUM3,
imgGNUM4,
imgGNUM5,
imgGNUM6,
imgGNUM7,
imgMEDI,
imgARTIBOX,
imgSELECTBOX,
imgINVLFGEM1,
imgINVLFGEM2,
imgINVRTGEM1,
imgINVRTGEM2,
NUM_DOOMSB_IMAGES
};
FImageCollection Images;
int BigWidth;
int BigHeight;
int RandomNumber;
BYTE OldArms[6];
int OldKeys;
int OldAmmo[4];
int OldMaxAmmo[4];
int OldHealth;
int OldArmor;
int OldActiveAmmo;
int OldFrags;
char HealthRefresh;
char ArmorRefresh;
char ActiveAmmoRefresh;
char FragsRefresh;
char ArmsRefresh[3];
char AmmoRefresh;
char MaxAmmoRefresh;
char KeysRefresh;
FMugShot MugShot;
};
IMPLEMENT_CLASS(DDoomStatusBar)
DDoomStatusBar::FDoomStatusBarTexture::FDoomStatusBarTexture ()
{
BaseTexture = TexMan["STBAR"];
if (BaseTexture==NULL)
{
I_Error("Fatal error: STBAR not found");
}
UseType = FTexture::TEX_MiscPatch;
Name[0]=0; // doesn't need a name
// now copy all the properties from the base texture
CopySize(BaseTexture);
Pixels = NULL;
STFBRemap = NULL;
}
const BYTE *DDoomStatusBar::FDoomStatusBarTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
BaseTexture->GetColumn(column, spans_out);
return Pixels + column*Height;
}
const BYTE *DDoomStatusBar::FDoomStatusBarTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void DDoomStatusBar::FDoomStatusBarTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
DDoomStatusBar::FDoomStatusBarTexture::~FDoomStatusBarTexture ()
{
Unload ();
}
void DDoomStatusBar::FDoomStatusBarTexture::MakeTexture ()
{
Pixels = new BYTE[Width*Height];
const BYTE *pix = BaseTexture->GetPixels();
memcpy(Pixels, pix, Width*Height);
if (!deathmatch) DrawToBar("STARMS", 104, 0, NULL);
DrawToBar("STTPRCNT", 90, 3, NULL);
DrawToBar("STTPRCNT", 221, 3, NULL);
if (multiplayer) DrawToBar("STFBANY", 143, 1, STFBRemap? STFBRemap->Remap : NULL);
}
int DDoomStatusBar::FDoomStatusBarTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
FTexture *tex;
// rotate and inf are never used here
BaseTexture->CopyTrueColorPixels(bmp, x, y);
if (!deathmatch)
{
tex = TexMan["STARMS"];
if (tex != NULL)
{
tex->CopyTrueColorPixels(bmp, x+104, y);
}
}
tex = TexMan["STTPRCNT"];
if (tex != NULL)
{
tex->CopyTrueColorPixels(bmp, x+90, y+3);
tex->CopyTrueColorPixels(bmp, x+221, y+3);
}
if (multiplayer)
{
tex = TexMan["STFBANY"];
if (tex != NULL)
{
tex->CopyTrueColorTranslated(bmp, x+143, y+1, 0, STFBRemap);
}
}
return -1;
}
void DDoomStatusBar::FDoomStatusBarTexture::DrawToBar (const char *name, int x, int y, const BYTE *colormap)
{
FTexture *pic = TexMan[name];
if (pic != NULL)
{
x -= pic->LeftOffset;
pic->CopyToBlock (Pixels, Width, Height, x, y, colormap);
}
}
void DDoomStatusBar::FDoomStatusBarTexture::SetPlayerRemap(FRemapTable *remap)
{
Unload();
KillNative();
STFBRemap = remap;
}
DBaseStatusBar *CreateDoomStatusBar ()
{
return new DDoomStatusBar;
}

View file

@ -2493,6 +2493,9 @@ void G_DoPlayDemo (void)
{
const char *eek = "Cannot play non-ZDoom demos.\n(They would go out of sync badly.)\n";
C_RestoreCVars();
M_Free(demobuffer);
demo_p = demobuffer = NULL;
if (singledemo)
{
I_Error (eek);
@ -2505,11 +2508,13 @@ void G_DoPlayDemo (void)
}
else if (G_ProcessIFFDemo (mapname))
{
C_RestoreCVars();
gameaction = ga_nothing;
demoplayback = false;
}
else
{
// don't spend a lot of time in loadlevel
precache = false;
demonew = true;

View file

@ -1727,15 +1727,12 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
{
StatusBar = new DBaseStatusBar (0);
}
else if (SBarInfoScript != NULL)
else if (SBarInfoScript[SCRIPT_CUSTOM] != NULL)
{
int cstype = SBarInfoScript->GetGameType();
int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType();
if(cstype & GAME_DoomChex) //Did the user specify a "base"
{
StatusBar = CreateDoomStatusBar ();
}
else if(cstype == GAME_Heretic)
//Did the user specify a "base"
if(cstype == GAME_Heretic)
{
StatusBar = CreateHereticStatusBar();
}
@ -1747,16 +1744,20 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
{
StatusBar = CreateStrifeStatusBar();
}
else //Use the default, empty or custom.
else if(cstype == GAME_Any) //Use the default, empty or custom.
{
StatusBar = CreateCustomStatusBar();
StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM);
}
else
{
StatusBar = CreateCustomStatusBar(GETSBARINFOSCRIPT(gameinfo.gametype));
}
}
if (StatusBar == NULL)
{
if (gameinfo.gametype & GAME_DoomChex)
{
StatusBar = CreateDoomStatusBar ();
StatusBar = CreateCustomStatusBar (GETSBARINFOSCRIPT(gameinfo.gametype));
}
else if (gameinfo.gametype == GAME_Heretic)
{
@ -1780,7 +1781,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
StatusBar->NewGame ();
setsizeneeded = true;
if (gameinfo.gametype == GAME_Strife || (SBarInfoScript != NULL && SBarInfoScript->GetGameType() == GAME_Strife))
if (gameinfo.gametype == GAME_Strife || (SBarInfoScript != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
{
// Set the initial quest log text for Strife.
for (i = 0; i < MAXPLAYERS; ++i)

View file

@ -22,7 +22,7 @@ IMPLEMENT_CLASS (AHexenArmor)
void ABasicArmor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << SavePercent << BonusCount;
arc << SavePercent << BonusCount << MaxAbsorb << MaxFullAbsorb << AbsorbCount;
}
//===========================================================================
@ -37,6 +37,7 @@ void ABasicArmor::Serialize (FArchive &arc)
void ABasicArmor::Tick ()
{
Super::Tick ();
AbsorbCount = 0;
if (!Icon.isValid())
{
switch (gameinfo.gametype)
@ -108,15 +109,31 @@ bool ABasicArmor::HandlePickup (AInventory *item)
void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
int saved;
if (damageType != NAME_Drowning)
{
int saved = FixedMul (damage, SavePercent);
int full = MAX(0, MaxFullAbsorb - AbsorbCount);
if (damage < full)
{
saved = damage;
}
else
{
saved += full + FixedMul (damage - full, SavePercent);
if (MaxAbsorb > 0 && saved + AbsorbCount > MaxAbsorb)
{
saved = MAX(0, MaxAbsorb - AbsorbCount);
}
}
if (Amount < saved)
{
saved = Amount;
}
newdamage -= saved;
Amount -= saved;
AbsorbCount += saved;
if (Amount == 0)
{
// The armor has become useless
@ -159,7 +176,7 @@ void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
void ABasicArmorPickup::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << SavePercent << SaveAmount;
arc << SavePercent << SaveAmount << MaxAbsorb << MaxFullAbsorb;
arc << DropTime;
}
@ -174,6 +191,8 @@ AInventory *ABasicArmorPickup::CreateCopy (AActor *other)
ABasicArmorPickup *copy = static_cast<ABasicArmorPickup *> (Super::CreateCopy (other));
copy->SavePercent = SavePercent;
copy->SaveAmount = SaveAmount;
copy->MaxAbsorb = MaxAbsorb;
copy->MaxFullAbsorb = MaxFullAbsorb;
return copy;
}
@ -216,6 +235,8 @@ bool ABasicArmorPickup::Use (bool pickup)
armor->Amount = SaveAmount + armor->BonusCount;
armor->MaxAmount = SaveAmount;
armor->Icon = Icon;
armor->MaxAbsorb = MaxAbsorb;
armor->MaxFullAbsorb = MaxFullAbsorb;
return true;
}
@ -228,7 +249,8 @@ bool ABasicArmorPickup::Use (bool pickup)
void ABasicArmorBonus::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << SavePercent << SaveAmount << MaxSaveAmount << BonusCount << BonusMax;
arc << SavePercent << SaveAmount << MaxSaveAmount << BonusCount << BonusMax
<< MaxAbsorb << MaxFullAbsorb;
}
//===========================================================================
@ -245,6 +267,8 @@ AInventory *ABasicArmorBonus::CreateCopy (AActor *other)
copy->MaxSaveAmount = MaxSaveAmount;
copy->BonusCount = BonusCount;
copy->BonusMax = BonusMax;
copy->MaxAbsorb = MaxAbsorb;
copy->MaxFullAbsorb = MaxFullAbsorb;
return copy;
}
@ -295,6 +319,8 @@ bool ABasicArmorBonus::Use (bool pickup)
armor->Amount = 0;
armor->Icon = Icon;
armor->SavePercent = SavePercent;
armor->MaxAbsorb = MaxAbsorb;
armor->MaxFullAbsorb = MaxFullAbsorb;
}
armor->Amount = MIN(armor->Amount + saveAmount, MaxSaveAmount + armor->BonusCount);

View file

@ -334,7 +334,10 @@ public:
virtual bool HandlePickup (AInventory *item);
virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
int AbsorbCount;
fixed_t SavePercent;
int MaxAbsorb;
int MaxFullAbsorb;
int BonusCount;
};
@ -348,6 +351,8 @@ public:
virtual bool Use (bool pickup);
fixed_t SavePercent;
int MaxAbsorb;
int MaxFullAbsorb;
int SaveAmount;
};
@ -362,6 +367,8 @@ public:
fixed_t SavePercent; // The default, for when you don't already have armor
int MaxSaveAmount;
int MaxAbsorb;
int MaxFullAbsorb;
int SaveAmount;
int BonusCount;
int BonusMax;

View file

@ -360,8 +360,7 @@ extern DBaseStatusBar *StatusBar;
// Status bar factories -----------------------------------------------------
DBaseStatusBar *CreateDoomStatusBar();
DBaseStatusBar *CreateHereticStatusBar();
DBaseStatusBar *CreateHexenStatusBar();
DBaseStatusBar *CreateStrifeStatusBar();
DBaseStatusBar *CreateCustomStatusBar();
DBaseStatusBar *CreateCustomStatusBar(int script=0);

View file

@ -147,7 +147,17 @@ struct SBarInfo
static void Load();
};
extern SBarInfo *SBarInfoScript;
#define NUM_SCRIPTS 5
#define SCRIPT_CUSTOM 0
#define SCRIPT_DOOM 1
// The next ones shouldn't be used... yet
#define SCRIPT_HERETIC 2
#define SCRIPT_HEXEN 3
#define SCRIPT_STRIFE 4
// Converts GAME_x to it's script number
#define GETSBARINFOSCRIPT(game) \
(game & GAME_DoomChex) ? SCRIPT_DOOM : (game == GAME_Heretic ? SCRIPT_HERETIC : (game == GAME_Hexen ? SCRIPT_HEXEN : (game == GAME_Strife ? SCRIPT_STRIFE : SCRIPT_CUSTOM)))
extern SBarInfo *SBarInfoScript[5];
// Enums used between the parser and the display
@ -344,7 +354,7 @@ class DSBarInfo : public DBaseStatusBar
{
DECLARE_CLASS(DSBarInfo, DBaseStatusBar)
public:
DSBarInfo();
DSBarInfo(SBarInfo *script=NULL);
~DSBarInfo();
void Draw(EHudState state);
void NewGame();
@ -367,6 +377,7 @@ private:
bool wiggle, bool translate);
FRemapTable* getTranslation();
SBarInfo *script;
FImageCollection Images;
FPlayerSkin *oldSkin;
FFont *drawingFont;

View file

@ -155,12 +155,14 @@ void FBarShader::Unload()
}
//SBarInfo Display
DSBarInfo::DSBarInfo () : DBaseStatusBar (SBarInfoScript->height),
DSBarInfo::DSBarInfo (SBarInfo *script) : DBaseStatusBar(script->height),
shader_horz_normal(false, false),
shader_horz_reverse(false, true),
shader_vert_normal(true, false),
shader_vert_reverse(true, true)
{
this->script = script;
static const char *InventoryBarLumps[] =
{
"ARTIBOX", "SELECTBO", "INVCURS", "INVGEML1",
@ -168,21 +170,21 @@ DSBarInfo::DSBarInfo () : DBaseStatusBar (SBarInfoScript->height),
"USEARTIA", "USEARTIB", "USEARTIC", "USEARTID",
};
TArray<const char *> patchnames;
patchnames.Resize(SBarInfoScript->Images.Size()+10);
patchnames.Resize(script->Images.Size()+10);
unsigned int i = 0;
for(i = 0;i < SBarInfoScript->Images.Size();i++)
for(i = 0;i < script->Images.Size();i++)
{
patchnames[i] = SBarInfoScript->Images[i];
patchnames[i] = script->Images[i];
}
for(i = 0;i < 10;i++)
{
patchnames[i+SBarInfoScript->Images.Size()] = InventoryBarLumps[i];
patchnames[i+script->Images.Size()] = InventoryBarLumps[i];
}
for (i = 0;i < numskins;i++)
{
AddFaceToImageCollection (&skins[i], &Images);
}
invBarOffset = SBarInfoScript->Images.Size();
invBarOffset = script->Images.Size();
Images.Init(&patchnames[0], patchnames.Size());
drawingFont = V_GetFont("ConFont");
oldHealth = 0;
@ -204,14 +206,14 @@ void DSBarInfo::Draw (EHudState state)
int hud = STBAR_NORMAL;
if(state == HUD_StatusBar)
{
if(SBarInfoScript->completeBorder) //Fill the statusbar with the border before we draw.
if(script->completeBorder) //Fill the statusbar with the border before we draw.
{
FTexture *b = TexMan[gameinfo.border->b];
R_DrawBorder(viewwindowx, viewwindowy + viewheight + b->GetHeight(), viewwindowx + viewwidth, SCREENHEIGHT);
if(screenblocks == 10)
screen->FlatFill(viewwindowx, viewwindowy + viewheight, viewwindowx + viewwidth, viewwindowy + viewheight + b->GetHeight(), b, true);
}
if(SBarInfoScript->automapbar && automapactive)
if(script->automapbar && automapactive)
{
hud = STBAR_AUTOMAP;
}
@ -228,28 +230,28 @@ void DSBarInfo::Draw (EHudState state)
{
hud = STBAR_NONE;
}
if(SBarInfoScript->huds[hud].forceScaled) //scale the statusbar
if(script->huds[hud].forceScaled) //scale the statusbar
{
SetScaled(true, true);
setsizeneeded = true;
}
doCommands(SBarInfoScript->huds[hud], 0, 0, SBarInfoScript->huds[hud].alpha);
doCommands(script->huds[hud], 0, 0, script->huds[hud].alpha);
if(CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR))
{
if(state == HUD_StatusBar)
{
// No overlay? Lets cancel it.
if(SBarInfoScript->huds[STBAR_INVENTORY].commands.Size() == 0)
if(script->huds[STBAR_INVENTORY].commands.Size() == 0)
CPlayer->inventorytics = 0;
else
doCommands(SBarInfoScript->huds[STBAR_INVENTORY], 0, 0, SBarInfoScript->huds[STBAR_INVENTORY].alpha);
doCommands(script->huds[STBAR_INVENTORY], 0, 0, script->huds[STBAR_INVENTORY].alpha);
}
else if(state == HUD_Fullscreen)
{
if(SBarInfoScript->huds[STBAR_INVENTORYFULLSCREEN].commands.Size() == 0)
if(script->huds[STBAR_INVENTORYFULLSCREEN].commands.Size() == 0)
CPlayer->inventorytics = 0;
else
doCommands(SBarInfoScript->huds[STBAR_INVENTORYFULLSCREEN], 0, 0, SBarInfoScript->huds[STBAR_INVENTORYFULLSCREEN].alpha);
doCommands(script->huds[STBAR_INVENTORYFULLSCREEN], 0, 0, script->huds[STBAR_INVENTORYFULLSCREEN].alpha);
}
}
if(currentPopup != POP_None)
@ -261,8 +263,8 @@ void DSBarInfo::Draw (EHudState state)
popbar = STBAR_POPUPKEYS;
else if(currentPopup == POP_Status)
popbar = STBAR_POPUPSTATUS;
doCommands(SBarInfoScript->huds[popbar], SBarInfoScript->popups[currentPopup-1].getXOffset(), SBarInfoScript->popups[currentPopup-1].getYOffset(),
SBarInfoScript->popups[currentPopup-1].getAlpha(SBarInfoScript->huds[popbar].alpha));
doCommands(script->huds[popbar], script->popups[currentPopup-1].getXOffset(), script->popups[currentPopup-1].getYOffset(),
script->popups[currentPopup-1].getAlpha(script->huds[popbar].alpha));
}
}
@ -290,20 +292,20 @@ void DSBarInfo::Tick ()
DBaseStatusBar::Tick();
if(level.time & 1)
chainWiggle = pr_chainwiggle() & 1;
if(!SBarInfoScript->interpolateHealth)
if(!script->interpolateHealth)
{
oldHealth = CPlayer->health;
}
else
{
int health = SBarInfoScript->lowerHealthCap ? CPlayer->health : CPlayer->mo->health;
int health = script->lowerHealthCap ? CPlayer->health : CPlayer->mo->health;
if(oldHealth > health)
{
oldHealth -= clamp((oldHealth - health), 1, SBarInfoScript->interpolationSpeed);
oldHealth -= clamp((oldHealth - health), 1, script->interpolationSpeed);
}
else if(oldHealth < CPlayer->health)
{
oldHealth += clamp((health - oldHealth), 1, SBarInfoScript->interpolationSpeed);
oldHealth += clamp((health - oldHealth), 1, script->interpolationSpeed);
}
}
AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
@ -313,7 +315,7 @@ void DSBarInfo::Tick ()
}
else
{
if(!SBarInfoScript->interpolateArmor)
if(!script->interpolateArmor)
{
oldArmor = armor->Amount;
}
@ -321,11 +323,11 @@ void DSBarInfo::Tick ()
{
if(oldArmor > armor->Amount)
{
oldArmor -= clamp((oldArmor - armor->Amount) >> 2, 1, SBarInfoScript->armorInterpolationSpeed);
oldArmor -= clamp((oldArmor - armor->Amount) >> 2, 1, script->armorInterpolationSpeed);
}
else if(oldArmor < armor->Amount)
{
oldArmor += clamp((armor->Amount - oldArmor) >> 2, 1, SBarInfoScript->armorInterpolationSpeed);
oldArmor += clamp((armor->Amount - oldArmor) >> 2, 1, script->armorInterpolationSpeed);
}
}
}
@ -337,12 +339,12 @@ void DSBarInfo::Tick ()
MugShot.Tick(CPlayer);
if(currentPopup != POP_None)
{
SBarInfoScript->popups[currentPopup-1].tick();
if(SBarInfoScript->popups[currentPopup-1].opened == false && SBarInfoScript->popups[currentPopup-1].isDoneMoving())
script->popups[currentPopup-1].tick();
if(script->popups[currentPopup-1].opened == false && script->popups[currentPopup-1].isDoneMoving())
{
currentPopup = pendingPopup;
if(currentPopup != POP_None)
SBarInfoScript->popups[currentPopup-1].open();
script->popups[currentPopup-1].open();
}
}
}
@ -367,13 +369,13 @@ void DSBarInfo::ShowPop(int popnum)
else
pendingPopup = POP_None;
if(currentPopup != POP_None)
SBarInfoScript->popups[currentPopup-1].close();
script->popups[currentPopup-1].close();
else
{
currentPopup = pendingPopup;
pendingPopup = POP_None;
if(currentPopup != POP_None)
SBarInfoScript->popups[currentPopup-1].open();
script->popups[currentPopup-1].open();
}
}
@ -386,11 +388,11 @@ void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int a
ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
int health = CPlayer->mo->health;
int armorAmount = armor != NULL ? armor->Amount : 0;
if(SBarInfoScript->interpolateHealth)
if(script->interpolateHealth)
{
health = oldHealth;
}
if(SBarInfoScript->interpolateArmor)
if(script->interpolateArmor)
{
armorAmount = oldArmor;
}
@ -567,7 +569,7 @@ void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int a
if(cmd.flags & DRAWNUMBER_HEALTH)
{
value = health;
if(SBarInfoScript->lowerHealthCap && value < 0) //health shouldn't display negatives
if(script->lowerHealthCap && value < 0) //health shouldn't display negatives
{
value = 0;
}
@ -1440,17 +1442,17 @@ void DSBarInfo::DrawString(const char* str, int x, int y, int xOffset, int yOffs
continue;
}
int width;
if(SBarInfoScript->spacingCharacter == '\0') //No monospace?
if(script->spacingCharacter == '\0') //No monospace?
width = drawingFont->GetCharWidth((int) *str);
else
width = drawingFont->GetCharWidth((int) SBarInfoScript->spacingCharacter);
width = drawingFont->GetCharWidth((int) script->spacingCharacter);
FTexture* character = drawingFont->GetChar((int) *str, &width);
if(character == NULL) //missing character.
{
str++;
continue;
}
if(SBarInfoScript->spacingCharacter == '\0') //If we are monospaced lets use the offset
if(script->spacingCharacter == '\0') //If we are monospaced lets use the offset
x += (character->LeftOffset+1); //ignore x offsets since we adapt to character size
int rx, ry, rw, rh;
@ -1512,10 +1514,10 @@ void DSBarInfo::DrawString(const char* str, int x, int y, int xOffset, int yOffs
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
if(SBarInfoScript->spacingCharacter == '\0')
if(script->spacingCharacter == '\0')
x += width + spacing - (character->LeftOffset+1);
else //width gets changed at the call to GetChar()
x += drawingFont->GetCharWidth((int) SBarInfoScript->spacingCharacter) + spacing;
x += drawingFont->GetCharWidth((int) script->spacingCharacter) + spacing;
str++;
}
}
@ -1542,10 +1544,10 @@ void DSBarInfo::DrawNumber(int num, int len, int x, int y, int xOffset, int yOff
value.Insert(0, "0");
}
}
if(SBarInfoScript->spacingCharacter == '\0')
if(script->spacingCharacter == '\0')
x -= int(drawingFont->StringWidth(value)+(spacing * value.Len()));
else //monospaced, so just multiplay the character size
x -= int((drawingFont->GetCharWidth((int) SBarInfoScript->spacingCharacter) + spacing) * value.Len());
x -= int((drawingFont->GetCharWidth((int) script->spacingCharacter) + spacing) * value.Len());
DrawString(value, x, y, xOffset, yOffset, alpha, fullScreenOffsets, translation, spacing, drawshadow);
}
@ -1651,7 +1653,14 @@ FRemapTable* DSBarInfo::getTranslation()
IMPLEMENT_CLASS(DSBarInfo);
DBaseStatusBar *CreateCustomStatusBar ()
DBaseStatusBar *CreateCustomStatusBar (int script)
{
return new DSBarInfo;
if(SBarInfoScript[script] == NULL)
I_FatalError("Tried to create a status bar with no script!");
return new DSBarInfo(SBarInfoScript[script]);
}
DBaseStatusBar *CreateDoomStatusBar ()
{
return new DSBarInfo(SBarInfoScript[1]);
}

View file

@ -47,7 +47,15 @@
#include "i_system.h"
#include "g_level.h"
SBarInfo *SBarInfoScript;
SBarInfo *SBarInfoScript[NUM_SCRIPTS] = {NULL,NULL,NULL,NULL,NULL};
static const char *DefaultScriptNames[NUM_SCRIPTS] =
{
"SBARINFO", //Custom
"sbarinfo/doom.txt",
NULL, //Heretic
NULL, //Hexen
NULL //Strife
};
static const char *SBarInfoTopLevel[] =
{
@ -105,29 +113,48 @@ static const char *SBarInfoRoutineLevel[] =
static void FreeSBarInfoScript()
{
if (SBarInfoScript != NULL)
for(int i = 0;i < NUM_SCRIPTS;i++)
{
delete SBarInfoScript;
SBarInfoScript = NULL;
if (SBarInfoScript[i] != NULL)
{
delete SBarInfoScript[i];
SBarInfoScript[i] = NULL;
}
}
}
void SBarInfo::Load()
{
if(Wads.CheckNumForName("SBARINFO") != -1)
Printf ("ParseSBarInfo: Loading default status bar definitions.\n");
for(int i = 1;i < NUM_SCRIPTS;i++) // Read in default bars if they exist
{
if(DefaultScriptNames[i] != NULL)
{
int lump = Wads.CheckNumForFullName(DefaultScriptNames[i], true);
if(lump != -1)
{
if(SBarInfoScript[i] == NULL)
SBarInfoScript[i] = new SBarInfo(lump);
else
SBarInfoScript[i]->ParseSBarInfo(lump);
}
}
}
if(Wads.CheckNumForName(DefaultScriptNames[SCRIPT_CUSTOM]) != -1)
{
Printf ("ParseSBarInfo: Loading custom status bar definition.\n");
int lastlump, lump;
lastlump = 0;
while((lump = Wads.FindLump("SBARINFO", &lastlump)) != -1)
while((lump = Wads.FindLump(DefaultScriptNames[SCRIPT_CUSTOM], &lastlump)) != -1)
{
if(SBarInfoScript == NULL)
SBarInfoScript = new SBarInfo(lump);
if(SBarInfoScript[SCRIPT_CUSTOM] == NULL)
SBarInfoScript[SCRIPT_CUSTOM] = new SBarInfo(lump);
else //We now have to load multiple SBarInfo Lumps so the 2nd time we need to use this method instead.
SBarInfoScript->ParseSBarInfo(lump);
SBarInfoScript[SCRIPT_CUSTOM]->ParseSBarInfo(lump);
}
atterm(FreeSBarInfoScript);
}
atterm(FreeSBarInfoScript);
}
//SBarInfo Script Reader
@ -155,7 +182,12 @@ void SBarInfo::ParseSBarInfo(int lump)
if(!sc.CheckToken(TK_None))
sc.MustGetToken(TK_Identifier);
if(sc.Compare("Doom"))
gameType = GAME_Doom;
{
int lump = Wads.CheckNumForFullName("sbarinfo/doom.txt", true);
if(lump == -1)
sc.ScriptError("Standard Doom Status Bar not found.");
ParseSBarInfo(lump);
}
else if(sc.Compare("Heretic"))
gameType = GAME_Heretic;
else if(sc.Compare("Hexen"))

View file

@ -797,6 +797,7 @@ bool EV_SlidingDoor (line_t *line, AActor *actor, int tag, int speed, int delay)
{
rtn = true;
new DAnimatedDoor (sec, line, speed, delay);
break;
}
}
}

View file

@ -1105,18 +1105,6 @@ FUNC(LS_Thing_Deactivate)
return false;
}
static void RemoveThing(AActor * actor)
{
// Don't remove live players.
if (actor->player == NULL || actor != actor->player->mo)
{
// be friendly to the level statistics. ;)
if (actor->CountsAsKill() && actor->health > 0) level.total_monsters--;
if (actor->flags&MF_COUNTITEM) level.total_items--;
actor->Destroy ();
}
}
FUNC(LS_Thing_Remove)
// Thing_Remove (tid)
{
@ -1130,13 +1118,13 @@ FUNC(LS_Thing_Remove)
{
AActor *temp = iterator.Next ();
RemoveThing(actor);
P_RemoveThing(actor);
actor = temp;
}
}
else if (it != NULL)
{
RemoveThing(it);
P_RemoveThing(it);
}
return true;

View file

@ -139,6 +139,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_na
bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog);
bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog);
int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type);
void P_RemoveThing(AActor * actor);
//
// P_ENEMY

View file

@ -412,6 +412,19 @@ int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type)
return count;
}
void P_RemoveThing(AActor * actor)
{
// Don't remove live players.
if (actor->player == NULL || actor != actor->player->mo)
{
// be friendly to the level statistics. ;)
if (actor->CountsAsKill() && actor->health > 0) level.total_monsters--;
if (actor->flags&MF_COUNTITEM) level.total_items--;
actor->Destroy ();
}
}
CCMD (dumpspawnables)
{
int i;
@ -424,3 +437,4 @@ CCMD (dumpspawnables)
}
}
}

View file

@ -1474,7 +1474,7 @@ void R_ProjectSprite (AActor *thing, int fakeside)
// fixed map
vis->colormap = fixedcolormap;
}
else if (!foggy && (thing->renderflags & RF_FULLBRIGHT))
else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{
// full bright
if (invertcolormap)

View file

@ -1788,6 +1788,25 @@ DEFINE_ACTION_FUNCTION(AActor, A_KillChildren)
}
}
//===========================================================================
//
// A_KillSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KillSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
P_DamageMobj(mo, self, self, mo->health, NAME_None, DMG_NO_ARMOR);
}
}
}
//===========================================================================
//
// A_CountdownArg
@ -2129,6 +2148,39 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
// [KS] *** End of my modifications ***
//===========================================================================
//
// A_DamageSiblings (amount)
// Damages the siblings of this master by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
if (amount > 0)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
//===========================================================================
//
// Modified code pointer from Skulltag
@ -2254,3 +2306,36 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
}
}
//===========================================================================
//
// A_RemoveMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster)
{
if (self->master != NULL)
{
P_RemoveThing(self->master);
}
}
//===========================================================================
//
// A_RemoveChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(1);
ACTION_PARAM_BOOL(removeall,0);
while ( (mo = it.Next()) )
{
if ( ( mo->master == self ) && ( ( mo->health <= 0 ) || removeall) )
{
P_RemoveThing(mo);
}
}
}

View file

@ -205,6 +205,7 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF5, SPECIALFIREDAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, SUMMONEDMONSTER, AActor, flags5),
DEFINE_FLAG(MF5, NOVERTICALMELEERANGE, AActor, flags5),
DEFINE_FLAG(MF5, BRIGHT, AActor, flags5),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),

View file

@ -1039,19 +1039,62 @@ DEFINE_CLASS_PROPERTY(savepercent, F, Armor)
{
PROP_FIXED_PARM(i, 0);
i = clamp(i, 0, 100*FRACUNIT)/100;
// Special case here because this property has to work for 2 unrelated classes
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->SavePercent = i;
((ABasicArmorPickup*)defaults)->SavePercent=i;
}
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->SavePercent = i;
((ABasicArmorBonus*)defaults)->SavePercent=i;
}
else
{
I_Error("\"Armor.SavePercent\" requires an actor of type \"Armor\"\n");
I_Error("\"Armor.SavePercent\" requires an actor of type \"Armor\"");
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(maxabsorb, I, Armor)
{
PROP_INT_PARM(i, 0);
// Special case here because this property has to work for 2 unrelated classes
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->MaxAbsorb = i;
}
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->MaxAbsorb = i;
}
else
{
I_Error("\"Armor.MaxAbsorb\" requires an actor of type \"Armor\"\n");
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(maxfullabsorb, I, Armor)
{
PROP_INT_PARM(i, 0);
// Special case here because this property has to work for 2 unrelated classes
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->MaxFullAbsorb = i;
}
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->MaxFullAbsorb = i;
}
else
{
I_Error("\"Armor.MaxFullAbsorb\" requires an actor of type \"Armor\"\n");
}
}

View file

@ -75,7 +75,7 @@
// SAVESIG should match SAVEVER.
// MINSAVEVER is the minimum level snapshot version that can be loaded.
#define MINSAVEVER 1271
#define MINSAVEVER 1304
#if SVN_REVISION_NUMBER < MINSAVEVER
// Never write a savegame with a version lower than what we need

View file

@ -54,10 +54,10 @@ ACTOR Actor native //: Thinker
action native A_SPosAttackUseAtkSound();
action native A_VileChase();
action native A_VileStart();
action native A_VileTarget();
action native A_VileTarget(class<Actor> fire = "ArchvileFire");
action native A_VileAttack();
action native A_StartFire();
action native A_Fire();
action native A_Fire(float spawnheight = 0);
action native A_FireCrackle();
action native A_Tracer();
action native A_SkelWhoosh();
@ -84,7 +84,7 @@ ACTOR Actor native //: Thinker
action native A_PainAttack(class<Actor> spawntype = "LostSoul");
action native A_DualPainAttack(class<Actor> spawntype = "LostSoul");
action native A_PainDie(class<Actor> spawntype = "LostSoul");
action native A_KeenDie();
action native A_KeenDie(int doortag = 666);
action native A_BrainPain();
action native A_BrainScream();
action native A_BrainDie();
@ -189,8 +189,11 @@ ACTOR Actor native //: Thinker
action native A_SetBlend(color color1, float alpha, int tics, color color2 = "");
action native A_ChangeFlag(string flagname, bool value);
action native A_JumpIf(bool expression, state label);
action native A_RemoveMaster();
action native A_RemoveChildren(bool removeall = false);
action native A_KillMaster();
action native A_KillChildren();
action native A_KillSiblings();
action native A_CheckFloor(state label);
action native A_PlayerSkinCheck(state label);
action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
@ -216,6 +219,7 @@ ACTOR Actor native //: Thinker
action native A_JumpIfTargetInLOS (state label, float fov = 0, bool projectiletarget = false);
action native A_DamageMaster(int amount, name damagetype = "none");
action native A_DamageChildren(int amount, name damagetype = "none");
action native A_DamageSiblings(int amount, name damagetype = "none");
action native A_SelectWeapon(class<Weapon> whichweapon);
action native A_Punch();
action native A_Feathers();

View file

@ -2828,10 +2828,6 @@
/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\g_doom\doom_sbar.cpp"
>
</File>
</Filter>
<Filter
Name="Raven Shared"