qzdoom/src/g_statusbar/sbar_mugshot.cpp

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/*
** sbar_mugshot.cpp
**
** Draws customizable mugshots for the status bar.
**
**---------------------------------------------------------------------------
** Copyright 2008 Braden Obrzut
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "r_defs.h"
#include "m_random.h"
#include "d_player.h"
#include "d_event.h"
#include "sbar.h"
#include "sbarinfo.h"
#include "templates.h"
#include "r_utility.h"
#include "actorinlines.h"
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#define ST_RAMPAGEDELAY (2*TICRATE)
#define ST_MUCHPAIN 20
TArray<FMugShotState> MugShotStates;
//===========================================================================
//
// FMugShotFrame constructor
//
//===========================================================================
FMugShotFrame::FMugShotFrame()
{
}
//===========================================================================
//
// FMugShotFrame destructor
//
//===========================================================================
FMugShotFrame::~FMugShotFrame()
{
}
//===========================================================================
//
// FMugShotFrame :: GetTexture
//
// Assemble a graphic name with the specified prefix and return the FTexture.
//
//===========================================================================
FTexture *FMugShotFrame::GetTexture(const char *default_face, const char *skin_face, int random, int level,
int direction, bool uses_levels, bool health2, bool healthspecial, bool directional)
{
int index = !directional ? random % Graphic.Size() : direction;
if ((unsigned int)index > Graphic.Size() - 1)
{
index = Graphic.Size() - 1;
}
FString sprite(skin_face != NULL && skin_face[0] != 0 ? skin_face : default_face, 3);
sprite += Graphic[index];
if (uses_levels) //change the last character to the level
{
if (!health2 && (!healthspecial || index == 1))
{
sprite.LockBuffer()[2 + Graphic[index].Len()] += level;
}
else
{
sprite.LockBuffer()[1 + Graphic[index].Len()] += level;
}
sprite.UnlockBuffer();
}
return TexMan[TexMan.CheckForTexture(sprite, 0, FTextureManager::TEXMAN_TryAny|FTextureManager::TEXMAN_AllowSkins)];
}
//===========================================================================
//
// MugShotState default constructor
//
//===========================================================================
FMugShotState::FMugShotState()
{
}
//===========================================================================
//
// MugShotState named constructor
//
//===========================================================================
FMugShotState::FMugShotState(FName name)
{
State = name;
bUsesLevels = false;
bHealth2 = false;
bHealthSpecial = false;
bDirectional = false;
bFinished = true;
Random = M_Random();
}
//===========================================================================
//
// MugShotState destructor
//
//===========================================================================
FMugShotState::~FMugShotState()
{
}
//===========================================================================
//
// FMugShotState :: Tick
//
//===========================================================================
void FMugShotState::Tick()
{
if (Time == -1)
{ //When the delay is negative 1, stay on this frame indefinitely.
return;
}
if (Time != 0)
{
Time--;
}
else if (Position < Frames.Size() - 1)
{
Position++;
Time = Frames[Position].Delay;
Random = M_Random();
}
else
{
bFinished = true;
}
}
//===========================================================================
//
// FMugShotState :: Reset
//
//===========================================================================
void FMugShotState::Reset()
{
Time = Frames[0].Delay;
Position = 0;
bFinished = false;
Random = M_Random();
}
//===========================================================================
//
// FindMugShotState
//
//===========================================================================
FMugShotState *FindMugShotState(FName state)
{
for (unsigned int i = 0; i < MugShotStates.Size(); i++)
{
if (MugShotStates[i].State == state)
return &MugShotStates[i];
}
return NULL;
}
//===========================================================================
//
// FindMugShotStateIndex
//
// Used to allow replacements of states
//
//===========================================================================
int FindMugShotStateIndex(FName state)
{
for (unsigned int i = 0; i < MugShotStates.Size(); i++)
{
if (MugShotStates[i].State == state)
return i;
}
return -1;
}
//===========================================================================
//
// FMugShot constructor
//
//===========================================================================
FMugShot::FMugShot()
{
Reset();
}
//===========================================================================
//
// FMugShot :: Reset
//
//===========================================================================
void FMugShot::Reset()
{
FaceHealth = -1;
bEvilGrin = false;
bNormal = true;
bDamageFaceActive = false;
bOuchActive = false;
CurrentState = NULL;
RampageTimer = 0;
LastDamageAngle = 1;
}
//===========================================================================
//
// FMugShot :: Tick
//
// Do some stuff related to the mug shot that has to be done at 35fps
//
//===========================================================================
void FMugShot::Tick(player_t *player)
{
if (CurrentState != NULL)
{
CurrentState->Tick();
if (CurrentState->bFinished)
{
bNormal = true;
bOuchActive = false;
CurrentState = NULL;
}
}
if (player->attackdown && !(player->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)) && player->ReadyWeapon)
{
if (RampageTimer != ST_RAMPAGEDELAY)
{
RampageTimer++;
}
}
else
{
RampageTimer = 0;
}
FaceHealth = player->health;
}
//===========================================================================
//
// FMugShot :: SetState
//
// Sets the mug shot state and resets it if it is not the state we are
// already on. Wait_till_done is basically a priority variable; when set to
// true the state won't change unless the previous state is finished. Reset
// overrides the behavior of only switching when the state is not the one we
// are already on.
// Returns true if the requested state was switched to or is already playing,
// and false if the requested state could not be set.
//
//===========================================================================
bool FMugShot::SetState(const char *state_name, bool wait_till_done, bool reset)
{
// Search for full name.
FMugShotState *state = FindMugShotState(FName(state_name, true));
if (state == NULL)
{
// Search for initial name, if the full one contains a dot.
const char *dot = strchr(state_name, '.');
if (dot != NULL)
{
state = FindMugShotState(FName(state_name, dot - state_name, true));
}
if (state == NULL)
{
// Requested state does not exist, so do nothing.
return false;
}
}
bNormal = false; //Assume we are not setting god or normal for now.
bOuchActive = false;
if (state != CurrentState)
{
if (!wait_till_done || CurrentState == NULL || CurrentState->bFinished)
{
CurrentState = state;
state->Reset();
return true;
}
return false;
}
else if(reset)
{
state->Reset();
return true;
}
return true;
}
//===========================================================================
//
// FMugShot :: UpdateState
//
//===========================================================================
CVAR(Bool,st_oldouch,false,CVAR_ARCHIVE)
int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
{
FString full_state_name;
if (player->health > 0)
{
if (bEvilGrin && !(stateflags & DISABLEGRIN))
{
if (player->bonuscount)
{
SetState("grin", false);
return 0;
}
}
bEvilGrin = false;
bool ouch = (!st_oldouch && FaceHealth - player->health > ST_MUCHPAIN) || (st_oldouch && player->health - FaceHealth > ST_MUCHPAIN);
if (player->damagecount &&
// Now go in if pain is disabled but we think ouch will be shown (and ouch is not disabled!)
(!(stateflags & DISABLEPAIN) || (((FaceHealth != -1 && ouch) || bOuchActive) && !(stateflags & DISABLEOUCH))))
{
int damage_angle = 1;
if (player->attacker && player->attacker != player->mo)
{
if (player->mo != NULL)
{
// The next 12 lines are from the Doom statusbar code.
DAngle badguyangle = player->mo->AngleTo(player->attacker);
DAngle diffang = deltaangle(player->mo->Angles.Yaw, badguyangle);
if (diffang > 45.)
{ // turn face right
damage_angle = 2;
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}
else if (diffang < -45.)
{ // turn face left
damage_angle = 0;
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}
}
}
bool use_ouch = false;
if (((FaceHealth != -1 && ouch) || bOuchActive) && !(stateflags & DISABLEOUCH))
{
use_ouch = true;
full_state_name = "ouch.";
}
else
{
full_state_name = "pain.";
}
full_state_name += player->LastDamageType;
if (SetState(full_state_name, false, true))
{
bDamageFaceActive = (CurrentState != NULL);
LastDamageAngle = damage_angle;
bOuchActive = use_ouch;
}
return damage_angle;
}
if (bDamageFaceActive)
{
if (CurrentState == NULL)
{
bDamageFaceActive = false;
}
else
{
bool use_ouch = false;
if (((FaceHealth != -1 && ouch) || bOuchActive) && !(stateflags & DISABLEOUCH))
{
use_ouch = true;
full_state_name = "ouch.";
}
else
{
full_state_name = "pain.";
}
full_state_name += player->LastDamageType;
if (SetState(full_state_name))
{
bOuchActive = use_ouch;
}
return LastDamageAngle;
}
}
if (RampageTimer == ST_RAMPAGEDELAY && !(stateflags & DISABLERAMPAGE))
{
SetState("rampage", !bNormal); //If we have nothing better to show, use the rampage face.
return 0;
}
if (bNormal)
{
bool good;
if ((player->cheats & CF_GODMODE) || (player->cheats & CF_GODMODE2) || (player->mo != NULL && player->mo->flags2 & MF2_INVULNERABLE))
{
good = SetState((stateflags & ANIMATEDGODMODE) ? "godanimated" : "god");
}
else
{
good = SetState("normal");
}
if (good)
{
bNormal = true; //SetState sets bNormal to false.
}
}
}
else
{
if (!(stateflags & XDEATHFACE) || !(player->cheats & CF_EXTREMELYDEAD))
{
full_state_name = "death.";
}
else
{
full_state_name = "xdeath.";
}
full_state_name += player->LastDamageType;
SetState(full_state_name);
bNormal = true; //Allow the face to return to alive states when the player respawns.
}
return 0;
}
//===========================================================================
//
// FMugShot :: GetFace
//
// Updates the status of the mug shot and returns the current face texture.
//
//===========================================================================
FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags)
{
int angle = UpdateState(player, stateflags);
int level = 0;
int max = player->mo->MugShotMaxHealth;
if (max < 0)
{
max = player->mo->GetMaxHealth();
}
else if (max == 0)
{
max = 100;
}
while (player->health < (accuracy - 1 - level) * (max / accuracy))
{
level++;
}
if (CurrentState != NULL)
{
int skin = player->userinfo.GetSkin();
const char *skin_face = (stateflags & FMugShot::CUSTOM) ? nullptr : (player->morphTics ? ((APlayerPawn*)GetDefaultByType(player->MorphedPlayerClass))->Face.GetChars() : Skins[skin].Face.GetChars());
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return CurrentState->GetCurrentFrameTexture(default_face, skin_face, level, angle);
}
return NULL;
}