2006-02-24 04:48:15 +00:00
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#include <assert.h>
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#include "doomtype.h"
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#include "doomstat.h"
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#include "v_font.h"
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#include "sbar.h"
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#include "r_defs.h"
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#include "w_wad.h"
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#include "m_random.h"
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#include "d_player.h"
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#include "st_stuff.h"
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#include "v_video.h"
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#include "r_draw.h"
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#include "templates.h"
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#include "a_keys.h"
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2007-12-26 16:06:03 +00:00
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#include "r_translate.h"
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2006-02-24 04:48:15 +00:00
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2007-03-07 02:24:24 +00:00
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2006-02-24 04:48:15 +00:00
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static FRandom pr_chainwiggle;
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// This texture is used to shade each end of the health chain
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class FHereticShader : public FTexture
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{
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public:
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FHereticShader ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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private:
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static const BYTE Pixels[10*16];
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static const Span DummySpan[2];
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};
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static FHereticShader ChainShade;
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const FTexture::Span FHereticShader::DummySpan[2] = { { 0, 10 }, { 0, 0 } };
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const BYTE FHereticShader::Pixels[10*16] =
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{
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254, 254, 254, 254, 254, 254, 254, 254, 254, 254,
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240, 240, 240, 240, 240, 240, 240, 240, 240, 240,
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224, 224, 224, 224, 224, 224, 224, 224, 224, 224,
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208, 208, 208, 208, 208, 208, 208, 208, 208, 208,
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192, 192, 192, 192, 192, 192, 192, 192, 192, 192,
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176, 176, 176, 176, 176, 176, 176, 176, 176, 176,
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160, 160, 160, 160, 160, 160, 160, 160, 160, 160,
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144, 144, 144, 144, 144, 144, 144, 144, 144, 144,
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128, 128, 128, 128, 128, 128, 128, 128, 128, 128,
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112, 112, 112, 112, 112, 112, 112, 112, 112, 112,
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96, 96, 96, 96, 96, 96, 96, 96, 96, 96,
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80, 80, 80, 80, 80, 80, 80, 80, 80, 80,
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64, 64, 64, 64, 64, 64, 64, 64, 64, 64,
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48, 48, 48, 48, 48, 48, 48, 48, 48, 48,
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32, 32, 32, 32, 32, 32, 32, 32, 32, 32,
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16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
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};
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FHereticShader::FHereticShader ()
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{
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Width = 16;
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Height = 10;
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WidthBits = 4;
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HeightBits = 4;
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WidthMask = 15;
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}
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void FHereticShader::Unload ()
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{
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}
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const BYTE *FHereticShader::GetColumn (unsigned int column, const Span **spans_out)
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{
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if (spans_out != NULL)
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{
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*spans_out = DummySpan;
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}
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return Pixels + 10*(column & 15);
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}
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const BYTE *FHereticShader::GetPixels ()
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{
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return Pixels;
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}
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2008-03-12 02:56:11 +00:00
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class DHereticStatusBar : public DBaseStatusBar
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2006-02-24 04:48:15 +00:00
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{
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2008-03-12 02:56:11 +00:00
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DECLARE_CLASS(DHereticStatusBar, DBaseStatusBar)
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HAS_OBJECT_POINTERS
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2006-02-24 04:48:15 +00:00
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public:
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2008-03-12 02:56:11 +00:00
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DHereticStatusBar () : DBaseStatusBar (42)
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2006-02-24 04:48:15 +00:00
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{
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static const char *hereticLumpNames[NUM_HERETICSB_IMAGES] =
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{
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"LTFACE", "RTFACE", "BARBACK", "INVBAR", "CHAIN",
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2008-02-05 23:32:49 +00:00
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NULL, "LIFEGEM2", "LTFCTOP", "RTFCTOP", "SELECTBO",
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2006-02-24 04:48:15 +00:00
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"INVGEML1", "INVGEML2", "INVGEMR1", "INVGEMR2", "BLACKSQ",
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"ARMCLEAR", "CHAINBACK","GOD1", "GOD2", "USEARTIA",
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"USEARTIB", "USEARTIC", "USEARTID", "YKEYICON", "GKEYICON",
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"BKEYICON", "ARTIBOX", "PTN1A0", "PTN1B0", "PTN1C0"
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};
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static const char *sharedLumpNames[] =
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{
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"LAME", "NEGNUM", "IN0", "IN1", "IN2",
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"IN3", "IN4", "IN5", "IN6", "IN7",
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"IN8", "IN9", "FONTB13", "FONTB16", "FONTB17",
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"FONTB18", "FONTB19", "FONTB20", "FONTB21", "FONTB22",
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"FONTB23", "FONTB24", "FONTB25", "SMALLIN0", "SMALLIN1",
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"SMALLIN2", "SMALLIN3", "SMALLIN4", "SMALLIN5", "SMALLIN6",
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"SMALLIN7", "SMALLIN8", "SMALLIN9"
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};
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if (deathmatch)
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{
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hereticLumpNames[5] = "STATBAR";
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}
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else
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{
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hereticLumpNames[5] = "LIFEBAR";
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}
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2008-03-12 02:56:11 +00:00
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DBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES);
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2006-02-24 04:48:15 +00:00
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Images.Init (hereticLumpNames, NUM_HERETICSB_IMAGES);
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oldarti = NULL;
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oldammo1 = oldammo2 = NULL;
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oldammocount1 = oldammocount2 = -1;
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oldartiCount = 0;
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oldfrags = -9999;
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oldarmor = -1;
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oldhealth = -1;
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oldlife = -1;
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oldkeys = -1;
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HealthMarker = 0;
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ChainWiggle = 0;
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ArtifactFlash = 0;
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}
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2008-03-12 02:56:11 +00:00
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~DHereticStatusBar ()
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2006-02-24 04:48:15 +00:00
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{
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}
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void Tick ()
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{
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int curHealth;
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2008-03-12 02:56:11 +00:00
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DBaseStatusBar::Tick ();
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2006-02-24 04:48:15 +00:00
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if (level.time & 1)
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{
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ChainWiggle = pr_chainwiggle() & 1;
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}
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curHealth = CPlayer->health;
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if (curHealth < 0)
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{
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curHealth = 0;
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}
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if (curHealth < HealthMarker)
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{
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HealthMarker -= clamp ((HealthMarker - curHealth) >> 2, 1, 8);
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}
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else if (curHealth > HealthMarker)
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{
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HealthMarker += clamp ((curHealth - HealthMarker) >> 2, 1, 8);
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}
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if (ArtifactFlash > 0)
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{
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if (--ArtifactFlash == 0)
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{
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ArtiRefresh = screen->GetPageCount ();
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}
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}
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}
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void Draw (EHudState state)
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{
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2008-03-12 02:56:11 +00:00
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DBaseStatusBar::Draw (state);
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2006-02-24 04:48:15 +00:00
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if (state == HUD_Fullscreen)
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{
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DrawFullScreenStuff ();
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SB_state = screen->GetPageCount ();
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}
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else if (state == HUD_StatusBar)
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{
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if (SB_state > 0)
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{
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DrawImage (Images[imgBARBACK], 0, 0);
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if (CPlayer->cheats&CF_GODMODE)
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{
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DrawImage (Images[imgGOD1], 16, 9);
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DrawImage (Images[imgGOD2], 287, 9);
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}
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oldhealth = -1;
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}
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DrawCommonBar ();
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if (CPlayer->inventorytics == 0)
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{
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if (SB_state < 0)
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{
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SB_state = screen->GetPageCount ();
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}
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if (SB_state != 0)
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{
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// Main interface
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SB_state--;
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DrawImage (Images[imgSTATBAR], 34, 2);
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oldarti = NULL;
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oldammo1 = oldammo2 = NULL;
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oldammocount1 = oldammocount2 = -1;
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oldarmor = -1;
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oldfrags = -9999; //can't use -1, 'cuz of negative frags
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oldlife = -1;
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oldkeys = -1;
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oldhealth = -1;
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2006-05-12 03:14:40 +00:00
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ArtiRefresh = 0;
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2006-02-24 04:48:15 +00:00
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}
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DrawMainBar ();
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}
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else
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{
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if (SB_state > -1)
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{
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SB_state = -screen->GetPageCount () - 1;
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}
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if (SB_state < -1)
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{
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SB_state++;
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DrawImage (Images[imgINVBAR], 34, 2);
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}
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DrawInventoryBar ();
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}
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}
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}
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private:
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//---------------------------------------------------------------------------
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//
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// PROC DrawCommonBar
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//
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//---------------------------------------------------------------------------
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void DrawCommonBar ()
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{
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int chainY;
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int healthPos;
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DrawImage (Images[imgLTFCTOP], 0, -10);
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//DrawImage (Images[imgRTFCTOP], 290, -10);
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screen->DrawTexture (Images[imgRTFCTOP], ST_X+290, ST_Y,
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2008-01-08 01:08:27 +00:00
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DTA_Bottom320x200, Scaled,
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2006-02-24 04:48:15 +00:00
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DTA_TopOffset, Images[imgRTFCTOP]->GetHeight(),
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TAG_DONE);
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if (oldhealth != HealthMarker)
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{
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oldhealth = HealthMarker;
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HealthRefresh = screen->GetPageCount ();
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}
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if (HealthRefresh)
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{
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HealthRefresh--;
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healthPos = HealthMarker;
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if (healthPos < 0)
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{
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healthPos = 0;
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}
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if (healthPos > 100)
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{
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healthPos = 100;
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}
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healthPos = (healthPos * 256) / 100;
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chainY = (HealthMarker == (CPlayer->health > 0 ? CPlayer->health : 0)) ? 33 : 33 + ChainWiggle;
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DrawImage (Images[imgCHAINBACK], 0, 32);
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DrawImage (Images[imgCHAIN], 2+(healthPos%17), chainY);
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DrawImage (Images[imgLIFEGEM], 17+healthPos, chainY, multiplayer ?
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- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
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translationtables[TRANSLATION_PlayersExtra][int(CPlayer - players)] : NULL);
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2006-02-24 04:48:15 +00:00
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DrawImage (Images[imgLTFACE], 0, 32);
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DrawImage (Images[imgRTFACE], 276, 32);
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screen->DrawTexture (&ChainShade, ST_X+19, ST_Y+32,
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2008-01-08 01:08:27 +00:00
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DTA_Bottom320x200, Scaled,
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2006-02-24 04:48:15 +00:00
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DTA_AlphaChannel, true,
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DTA_FillColor, 0,
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TAG_DONE);
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screen->DrawTexture (&ChainShade, ST_X+277, ST_Y+32,
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2008-01-08 01:08:27 +00:00
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DTA_Bottom320x200, Scaled,
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2006-02-24 04:48:15 +00:00
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DTA_AlphaChannel, true,
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DTA_FillColor, 0,
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DTA_FlipX, true,
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TAG_DONE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC DrawMainBar
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//
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//---------------------------------------------------------------------------
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void DrawMainBar ()
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{
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AInventory *item;
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AAmmo *ammo1, *ammo2;
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int ammocount1, ammocount2;
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int temp;
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int playerkeys;
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// Ready artifact
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if (ArtifactFlash)
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{
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DrawImage (Images[imgBLACKSQ], 180, 3);
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DrawImage (Images[imgUSEARTIA + ArtifactFlash], 182, 3);
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oldarti = NULL; // so that the correct artifact fills in after the flash
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}
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- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
else if (oldarti != CPlayer->mo->InvSel
|
2006-02-24 04:48:15 +00:00
|
|
|
|| (oldarti != NULL && oldartiCount != oldarti->Amount))
|
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
oldarti = CPlayer->mo->InvSel;
|
2008-03-12 02:56:11 +00:00
|
|
|
GC::WriteBarrier(this, oldarti);
|
2006-02-24 04:48:15 +00:00
|
|
|
oldartiCount = oldarti != NULL ? oldarti->Amount : 0;
|
|
|
|
ArtiRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
if (ArtiRefresh)
|
|
|
|
{
|
|
|
|
ArtiRefresh--;
|
|
|
|
DrawImage (Images[imgBLACKSQ], 180, 3);
|
|
|
|
if (oldarti != NULL)
|
|
|
|
{
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
DrawDimImage (TexMan(oldarti->Icon), 179, 2, oldarti->Amount <= 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (oldartiCount != 1)
|
|
|
|
{
|
|
|
|
DrSmallNumber (oldartiCount, 197, 24);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Frags
|
|
|
|
if (deathmatch)
|
|
|
|
{
|
|
|
|
temp = CPlayer->fragcount;
|
|
|
|
if (temp != oldfrags)
|
|
|
|
{
|
|
|
|
oldfrags = temp;
|
|
|
|
FragHealthRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
if (FragHealthRefresh)
|
|
|
|
{
|
|
|
|
FragHealthRefresh--;
|
|
|
|
DrawImage (Images[imgARMCLEAR], 57, 13);
|
|
|
|
DrINumber (temp, 61, 12);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
temp = MAX(0, HealthMarker);
|
|
|
|
if (oldlife != temp)
|
|
|
|
{
|
|
|
|
oldlife = temp;
|
|
|
|
FragHealthRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
if (FragHealthRefresh)
|
|
|
|
{
|
|
|
|
FragHealthRefresh--;
|
|
|
|
DrawImage (Images[imgARMCLEAR], 57, 13);
|
|
|
|
DrINumber (temp, 61, 12);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Keys
|
|
|
|
playerkeys = 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 <= 3)
|
|
|
|
{
|
|
|
|
playerkeys |= 1 << (keynum-1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (oldkeys != playerkeys)
|
|
|
|
{
|
|
|
|
oldkeys = playerkeys;
|
|
|
|
KeysRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
if (KeysRefresh)
|
|
|
|
{
|
|
|
|
KeysRefresh--;
|
|
|
|
// [RH] Erase the key images so the player can drop keys
|
|
|
|
// and see the status update.
|
|
|
|
screen->DrawTexture (Images[imgSTATBAR], ST_X+34, ST_Y+2,
|
|
|
|
DTA_WindowLeft, 119,
|
|
|
|
DTA_WindowRight, 129,
|
2008-01-08 01:08:27 +00:00
|
|
|
DTA_Bottom320x200, Scaled,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
|
|
|
if (playerkeys & 4)
|
|
|
|
{
|
|
|
|
DrawImage (Images[imgYKEYICON], 153, 6);
|
|
|
|
}
|
|
|
|
if (playerkeys & 1)
|
|
|
|
{
|
|
|
|
DrawImage (Images[imgGKEYICON], 153, 14);
|
|
|
|
}
|
|
|
|
if (playerkeys & 2)
|
|
|
|
{
|
|
|
|
DrawImage (Images[imgBKEYICON], 153, 22);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Ammo
|
|
|
|
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
|
2006-05-12 03:14:40 +00:00
|
|
|
if (ammo1 == ammo2)
|
2006-04-30 21:49:18 +00:00
|
|
|
{
|
|
|
|
// Don't show the same ammo twice.
|
2006-05-12 03:14:40 +00:00
|
|
|
ammo2 = NULL;
|
2006-04-30 21:49:18 +00:00
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
if (oldammo1 != ammo1 || oldammo2 != ammo2 ||
|
|
|
|
oldammocount1 != ammocount1 || oldammocount2 != ammocount2)
|
|
|
|
{
|
|
|
|
oldammo1 = ammo1;
|
|
|
|
oldammo2 = ammo2;
|
|
|
|
oldammocount1 = ammocount1;
|
|
|
|
oldammocount2 = ammocount2;
|
2008-03-12 02:56:11 +00:00
|
|
|
GC::WriteBarrier(this, ammo1);
|
|
|
|
GC::WriteBarrier(this, ammo2);
|
2006-02-24 04:48:15 +00:00
|
|
|
AmmoRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
if (AmmoRefresh)
|
|
|
|
{
|
|
|
|
AmmoRefresh--;
|
|
|
|
DrawImage (Images[imgBLACKSQ], 108, 3);
|
|
|
|
if (ammo2 != NULL)
|
|
|
|
{ // Draw both ammos
|
|
|
|
screen->DrawTexture (TexMan[ammo1->Icon], 115+ST_X, 11+ST_Y,
|
|
|
|
DTA_CenterOffset, true,
|
2008-01-08 01:08:27 +00:00
|
|
|
DTA_Bottom320x200, Scaled,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
|
|
|
DrSmallNumber (ammo1->Amount, 124, 7);
|
|
|
|
screen->DrawTexture (TexMan[ammo2->Icon], 115+ST_X, 22+ST_Y,
|
|
|
|
DTA_CenterOffset, true,
|
2008-01-08 01:08:27 +00:00
|
|
|
DTA_Bottom320x200, Scaled,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
|
|
|
DrSmallNumber (ammo2->Amount, 124, 19);
|
|
|
|
}
|
|
|
|
else if (ammo1 != NULL)
|
|
|
|
{ // Draw just one ammo
|
|
|
|
DrINumber (ammo1->Amount, 109, 4);
|
|
|
|
screen->DrawTexture (TexMan[ammo1->Icon], 123+ST_X, 22+ST_Y,
|
|
|
|
DTA_CenterOffset, true,
|
2008-01-08 01:08:27 +00:00
|
|
|
DTA_Bottom320x200, Scaled,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Armor
|
|
|
|
AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
|
|
|
|
int armorpoints = armor != NULL ? armor->Amount : 0;
|
|
|
|
if (oldarmor != armorpoints)
|
|
|
|
{
|
|
|
|
oldarmor = armorpoints;
|
|
|
|
ArmorRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
if (ArmorRefresh)
|
|
|
|
{
|
|
|
|
ArmorRefresh--;
|
|
|
|
DrawImage (Images[imgARMCLEAR], 224, 13);
|
|
|
|
DrINumber (armorpoints, 228, 12);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrawInventoryBar
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void DrawInventoryBar ()
|
|
|
|
{
|
2008-03-12 02:56:11 +00:00
|
|
|
AInventory *item;
|
2006-02-24 04:48:15 +00:00
|
|
|
int i;
|
|
|
|
|
|
|
|
DrawImage (Images[imgINVBAR], 34, 2);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
CPlayer->mo->InvFirst = ValidateInvFirst (7);
|
|
|
|
if (CPlayer->mo->InvFirst != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
DrawDimImage (TexMan(item->Icon), 50+i*31, 2, item->Amount <= 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (item->Amount != 1)
|
|
|
|
{
|
|
|
|
DrSmallNumber (item->Amount, 65+i*31, 24);
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (item == CPlayer->mo->InvSel)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DrawImage (Images[imgSELECTBOX], 50+i*31, 31);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Is there something to the left?
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DrawImage (Images[!(gametic & 4) ?
|
|
|
|
imgINVLFGEM1 : imgINVLFGEM2], 38, 1);
|
|
|
|
}
|
|
|
|
// Is there something to the right?
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
DrawImage (Images[!(gametic & 4) ?
|
|
|
|
imgINVRTGEM1 : imgINVRTGEM2], 269, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrawFullScreenStuff
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void DrawFullScreenStuff ()
|
|
|
|
{
|
2008-03-12 02:56:11 +00:00
|
|
|
AInventory *item;
|
2006-02-24 04:48:15 +00:00
|
|
|
FTexture *pic;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// Draw health
|
|
|
|
if (CPlayer->mo->health > 0)
|
|
|
|
{
|
|
|
|
pic = Images[imgPTN1 + gametic/3%3];
|
|
|
|
screen->DrawTexture (pic, 48, -3,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_LeftOffset, pic->GetWidth()/2,
|
|
|
|
DTA_TopOffset, pic->GetHeight(),
|
|
|
|
TAG_DONE);
|
|
|
|
DrBNumberOuter (CPlayer->mo->health, 5, -21);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DrBNumberOuter (0, 5, -20);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw armor
|
|
|
|
ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
|
|
|
|
if (armor != NULL && armor->Amount != 0)
|
|
|
|
{
|
|
|
|
pic = TexMan(armor->Icon);
|
|
|
|
screen->DrawTexture (pic, 56, -24,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_LeftOffset, pic->GetWidth()/2,
|
|
|
|
DTA_TopOffset, pic->GetHeight(),
|
|
|
|
TAG_DONE);
|
|
|
|
DrBNumberOuter (armor->Amount, 5, -43);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (deathmatch)
|
|
|
|
{
|
|
|
|
// Draw frag count
|
|
|
|
DrINumberOuter (CPlayer->fragcount, 45, -16);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Draw keys
|
|
|
|
int playerkeys = 0;
|
|
|
|
|
|
|
|
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
|
|
|
|
{
|
|
|
|
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
|
|
|
|
{
|
|
|
|
int keynum = static_cast<const AKey*>(item)->KeyNumber;
|
|
|
|
if (keynum >= 1 && keynum <= 3)
|
|
|
|
{
|
|
|
|
playerkeys |= 1 << (keynum-1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
i = -7;
|
|
|
|
if (playerkeys & 2)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgBKEYICON], 54, i,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
TAG_DONE);
|
|
|
|
i -= 8;
|
|
|
|
}
|
|
|
|
if (playerkeys & 1)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgGKEYICON], 54, i,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
TAG_DONE);
|
|
|
|
i -= 8;
|
|
|
|
}
|
|
|
|
if (playerkeys & 4)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgYKEYICON], 54, i,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw ammo
|
|
|
|
AAmmo *ammo1, *ammo2;
|
|
|
|
int ammocount1, ammocount2;
|
|
|
|
|
|
|
|
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
|
|
|
|
if (ammo1 != NULL)
|
|
|
|
{
|
|
|
|
// Draw primary ammo in the bottom-right corner
|
|
|
|
DrINumberOuter (ammo1->Amount, -29, -15);
|
|
|
|
screen->DrawTexture (TexMan(ammo1->Icon), -14, -22,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_CenterBottomOffset, true,
|
|
|
|
TAG_DONE);
|
2006-04-30 21:49:18 +00:00
|
|
|
if (ammo2 != NULL && ammo2!=ammo1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
// Draw secondary ammo just above the primary ammo
|
|
|
|
DrINumberOuter (ammo2->Amount, -29, -56);
|
|
|
|
screen->DrawTexture (TexMan(ammo2->Icon), -14, -63,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_CenterBottomOffset, true,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw inventory
|
|
|
|
if (CPlayer->inventorytics == 0)
|
|
|
|
{
|
|
|
|
if (ArtifactFlash)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgARTIBOX], -61, -31,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_Alpha, TRANSLUC50,
|
|
|
|
TAG_DONE);
|
|
|
|
screen->DrawTexture (Images[imgUSEARTIA + ArtifactFlash], -61, -31,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
else if (CPlayer->mo->InvSel != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgARTIBOX], -61, -31,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_Alpha, TRANSLUC50,
|
|
|
|
TAG_DONE);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -61, -31,
|
2006-02-24 04:48:15 +00:00
|
|
|
DTA_HUDRules, HUD_Normal,
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->InvSel->Amount != 1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
DrSmallNumberOuter (CPlayer->mo->InvSel->Amount, -46, -9, false);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
CPlayer->mo->InvFirst = ValidateInvFirst (7);
|
2006-02-24 04:48:15 +00:00
|
|
|
i = 0;
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->InvFirst != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgARTIBOX], -100+i*31, -32,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
|
|
DTA_Alpha, HX_SHADOW,
|
|
|
|
TAG_DONE);
|
|
|
|
screen->DrawTexture (TexMan(item->Icon), -100+i*31, -32,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
DTA_ColorOverlay, item->Amount > 0 ? 0 : DIM_OVERLAY,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
|
|
|
if (item->Amount != 1)
|
|
|
|
{
|
|
|
|
DrSmallNumberOuter (item->Amount, -84+i*31, -10, true);
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (item == CPlayer->mo->InvSel)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgSELECTBOX], -100+i*31, -3,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Is there something to the left?
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[!(gametic & 4) ?
|
|
|
|
imgINVLFGEM1 : imgINVLFGEM2], -112, -33,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter, TAG_DONE);
|
|
|
|
}
|
|
|
|
// Is there something to the right?
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[!(gametic & 4) ?
|
|
|
|
imgINVRTGEM1 : imgINVRTGEM2], 119, -33,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter, TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (; i < 7; i++)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgARTIBOX], -100+i*31, -32,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
|
|
DTA_Alpha, HX_SHADOW,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC FlashItem
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
void FlashItem (const PClass *itemtype)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
ArtifactFlash = 4;
|
|
|
|
}
|
|
|
|
|
|
|
|
static const char patcharti[][10];
|
|
|
|
static const char ammopic[][10];
|
|
|
|
|
2008-03-12 02:56:11 +00:00
|
|
|
TObjPtr<AInventory> oldarti;
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TObjPtr<AAmmo> oldammo1, oldammo2;
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2006-02-24 04:48:15 +00:00
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int oldammocount1, oldammocount2;
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int oldartiCount;
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int oldfrags;
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int oldarmor;
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int oldhealth;
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int oldlife;
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int oldkeys;
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enum
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{
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imgLTFACE,
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imgRTFACE,
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imgBARBACK,
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imgINVBAR,
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imgCHAIN,
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imgSTATBAR,
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imgLIFEGEM,
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imgLTFCTOP,
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imgRTFCTOP,
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imgSELECTBOX,
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imgINVLFGEM1,
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imgINVLFGEM2,
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imgINVRTGEM1,
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imgINVRTGEM2,
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imgBLACKSQ,
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imgARMCLEAR,
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imgCHAINBACK,
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imgGOD1,
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imgGOD2,
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imgUSEARTIA,
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imgUSEARTIB,
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imgUSEARTIC,
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imgUSEARTID,
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imgYKEYICON,
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imgGKEYICON,
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imgBKEYICON,
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imgARTIBOX,
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imgPTN1,
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imgPTN2,
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imgPTN3,
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NUM_HERETICSB_IMAGES
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};
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FImageCollection Images;
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int HealthMarker;
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int ChainWiggle;
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int ArtifactFlash;
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char HealthRefresh;
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char ArtiRefresh;
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char FragHealthRefresh;
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char KeysRefresh;
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char AmmoRefresh;
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char ArmorRefresh;
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};
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2008-03-12 02:56:11 +00:00
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IMPLEMENT_POINTY_CLASS(DHereticStatusBar)
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DECLARE_POINTER(oldarti)
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DECLARE_POINTER(oldammo1)
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DECLARE_POINTER(oldammo2)
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END_POINTERS
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DBaseStatusBar *CreateHereticStatusBar ()
|
2006-02-24 04:48:15 +00:00
|
|
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{
|
2008-03-12 02:56:11 +00:00
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return new DHereticStatusBar;
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2006-02-24 04:48:15 +00:00
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|
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}
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