qzdoom/wadsrc/static/zscript/menu/playerdisplay.txt

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/*
** playerdisplay.cpp
** The player display for the player setup and class selection screen
**
**---------------------------------------------------------------------------
** Copyright 2010-2017 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
//=============================================================================
//
// the player sprite window
//
//=============================================================================
class ListMenuItemPlayerDisplay : ListMenuItem
{
ListMenuDescriptor mOwner;
TextureID mBackdrop;
PlayerClass mPlayerClass;
State mPlayerState;
int mPlayerTics;
bool mNoportrait;
int8 mRotation;
int8 mMode; // 0: automatic (used by class selection), 1: manual (used by player setup)
int8 mTranslate;
int mSkin;
int mRandomClass;
int mRandomTimer;
int mClassNum;
int mTranslation;
enum EPDFlags
{
PDF_ROTATION = 0x10001,
PDF_SKIN = 0x10002,
PDF_CLASS = 0x10003,
PDF_MODE = 0x10004,
PDF_TRANSLATE = 0x10005,
};
//=============================================================================
//
//
//
//=============================================================================
void Init(ListMenuDescriptor menu, int x, int y, Color c1, Color c2, bool np = false, Name command = 'None' )
{
Super.Init(x, y, command);
mOwner = menu;
Translation trans;
for (int i = 0; i < 256; i++)
{
int r = c1.r + c2.r * i / 255;
int g = c1.g + c2.g * i / 255;
int b = c1.b + c2.b * i / 255;
trans.colors[i] = Color(255, r, g, b);
}
mTranslation = trans.AddTranslation();
mBackdrop = TexMan.CheckForTexture("PlayerBackdrop", TexMan.Type_MiscPatch);
mPlayerClass = NULL;
mPlayerState = NULL;
mNoportrait = np;
mMode = 0;
mRotation = 0;
mTranslate = false;
mSkin = 0;
mRandomClass = 0;
mRandomTimer = 0;
mClassNum = -1;
}
private void UpdatePlayer(int classnum)
{
mPlayerClass = PlayerClasses[classnum];
mPlayerState = GetDefaultByType (mPlayerClass.Type).SeeState;
if (mPlayerState == NULL)
{ // No see state, so try spawn state.
mPlayerState = GetDefaultByType (mPlayerClass.Type).SpawnState;
}
mPlayerTics = mPlayerState != NULL ? mPlayerState.Tics : -1;
}
//=============================================================================
//
//
//
//=============================================================================
private void UpdateRandomClass()
{
if (--mRandomTimer < 0)
{
if (++mRandomClass >= PlayerClasses.Size ()) mRandomClass = 0;
UpdatePlayer(mRandomClass);
mPlayerTics = mPlayerState != NULL ? mPlayerState.Tics : -1;
mRandomTimer = 6;
// Since the newly displayed class may use a different translation
// range than the old one, we need to update the translation, too.
Translation.SetPlayerTranslation(TRANSLATION_Players, MAXPLAYERS, consoleplayer, mPlayerClass);
}
}
//=============================================================================
//
//
//
//=============================================================================
void SetPlayerClass(int classnum, bool force = false)
{
if (classnum < 0 || classnum >= PlayerClasses.Size ())
{
if (mClassNum != -1)
{
mClassNum = -1;
mRandomTimer = 0;
UpdateRandomClass();
}
}
else if (mPlayerClass != PlayerClasses[classnum] || force)
{
UpdatePlayer(classnum);
mClassNum = classnum;
}
}
//=============================================================================
//
//
//
//=============================================================================
bool UpdatePlayerClass()
{
if (mOwner.mSelectedItem >= 0)
{
int classnum;
Name seltype;
[seltype, classnum] = mOwner.mItems[mOwner.mSelectedItem].GetAction();
if (seltype != 'Episodemenu') return false;
if (PlayerClasses.Size() == 0) return false;
SetPlayerClass(classnum);
return true;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
override bool SetValue(int i, int value)
{
switch (i)
{
case PDF_MODE:
mMode = value;
return true;
case PDF_ROTATION:
mRotation = value;
return true;
case PDF_TRANSLATE:
mTranslate = value;
case PDF_CLASS:
SetPlayerClass(value, true);
break;
case PDF_SKIN:
mSkin = value;
break;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
override void Ticker()
{
if (mClassNum < 0) UpdateRandomClass();
if (mPlayerState != NULL && mPlayerState.Tics != -1 && mPlayerState.NextState != NULL)
{
if (--mPlayerTics <= 0)
{
mPlayerState = mPlayerState.NextState;
mPlayerTics = mPlayerState.Tics;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
override void Drawer(bool selected)
{
if (mMode == 0 && !UpdatePlayerClass())
{
return;
}
let playdef = GetDefaultByType((class<PlayerPawn>)(mPlayerClass.Type));
Name portrait = playdef.Portrait;
if (portrait != 'None' && !mNoportrait)
{
TextureID texid = TexMan.CheckForTexture(portrait, TexMan.Type_MiscPatch);
screen.DrawTexture (texid, true, mXpos, mYpos, DTA_Clean, true);
}
else
{
int x = (mXpos - 160) * CleanXfac + (screen.GetWidth() >> 1);
int y = (mYpos - 100) * CleanYfac + (screen.GetHeight() >> 1);
screen.DrawTexture(mBackdrop, false, x, y - 1,
DTA_DestWidth, 72 * CleanXfac,
DTA_DestHeight, 80 * CleanYfac,
DTA_TranslationIndex, mTranslation,
DTA_Masked, true);
Screen.DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
if (mPlayerState != NULL)
{
Vector2 Scale;
TextureID sprite;
bool flip;
[sprite, flip, Scale] = mPlayerState.GetSpriteTexture(mRotation, mSkin, playdef.Scale);
if (sprite.IsValid())
{
int trans = mTranslate? Translation.MakeID(TRANSLATION_Players, MAXPLAYERS) : 0;
let tscale = TexMan.GetScaledSize(sprite);
Scale.X *= CleanXfac * tscale.X;
Scale.Y *= CleanYfac * tscale.Y;
screen.DrawTexture (sprite, false,
x + 36*CleanXfac, y + 71*CleanYfac,
DTA_DestWidthF, Scale.X, DTA_DestHeightF, Scale.Y,
DTA_TranslationIndex, trans,
DTA_FlipX, flip);
}
}
}
}
}