qzdoom/src/g_statusbar/sbarinfo_commands.cpp
Christoph Oelckers 4e052f2857 - use a separate variable pointing to the current level for the UI code.
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
2019-01-25 18:31:40 +01:00

3627 lines
104 KiB
C++

/*
** sbarinfo_commands.cpp
**
** This is an extension to the sbarinfo.cpp file. This contains all of the
** commands.
**---------------------------------------------------------------------------
** 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.
**---------------------------------------------------------------------------
**
*/
// [BL] Do note that this file is included by sbarinfo.cpp. This is done so
// that all the code can be more or less in one spot.
//
// At the bottom of this file is a function that belongs to
// SBarInfoCommandFlowControl which creates the instances of the following
// classes.
////////////////////////////////////////////////////////////////////////////////
class CommandDrawImage : public SBarInfoCommandFlowControl
{
public:
CommandDrawImage(SBarInfo *script) : SBarInfoCommandFlowControl(script),
translatable(false), type(NORMAL_IMAGE), image(-1), maxwidth(-1),
maxheight(-1), spawnScaleX(1.0f), spawnScaleY(1.0f), flags(0),
applyscale(false), offset(static_cast<Offset> (TOP|LEFT)),
texture(NULL), alpha(1.)
{
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
if(flags & DI_ALTERNATEONFAIL)
SBarInfoCommandFlowControl::Draw(block, statusBar);
if(texture == NULL)
return;
int w = maxwidth, h = maxheight;
// We must calculate this per frame in order to prevent glitches with cl_capfps true.
double frameAlpha = block->Alpha() * alpha;
if(flags & DI_DRAWINBOX)
{
double scale1, scale2;
scale1 = scale2 = 1.0f;
double texwidth = (int) (texture->GetDisplayWidthDouble()*spawnScaleX);
double texheight = (int) (texture->GetDisplayHeightDouble()*spawnScaleY);
if (w != -1 && (w<texwidth || (flags & DI_FORCESCALE)))
{
scale1 = w/texwidth;
}
if (h != -1 && (h<texheight || (flags & DI_FORCESCALE)))
{
scale2 = h/texheight;
}
if (flags & DI_FORCESCALE)
{
if (w == -1 || (h != -1 && scale2<scale1))
scale1=scale2;
}
else if (scale2<scale1) scale1=scale2;
w=(int)(texwidth*scale1);
h=(int)(texheight*scale1);
}
else if (applyscale)
{
w=(int) (texture->GetDisplayWidthDouble()*spawnScaleX);
h=(int) (texture->GetDisplayHeightDouble()*spawnScaleY);
}
statusBar->DrawGraphic(texture, imgx, imgy, block->XOffset(), block->YOffset(), frameAlpha, block->FullScreenOffsets(),
translatable, false, offset, false, w, h);
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
bool parenthesized = false;
bool getImage = true;
if(sc.CheckToken(TK_Identifier))
{
getImage = false;
if(sc.Compare("playericon"))
type = PLAYERICON;
else if(sc.Compare("ammoicon1"))
type = AMMO1;
else if(sc.Compare("ammoicon2"))
type = AMMO2;
else if(sc.Compare("armoricon"))
type = ARMOR;
else if(sc.Compare("weaponicon"))
type = WEAPONICON;
else if(sc.Compare("sigil"))
type = SIGIL;
else if(sc.Compare("hexenarmor"))
{
parenthesized = sc.CheckToken('(');
sc.MustGetToken(TK_Identifier);
if(sc.Compare("armor"))
type = HEXENARMOR_ARMOR;
else if(sc.Compare("shield"))
type = HEXENARMOR_SHIELD;
else if(sc.Compare("helm"))
type = HEXENARMOR_HELM;
else if(sc.Compare("amulet"))
type = HEXENARMOR_AMULET;
else
{
sc.ScriptMessage("Unknown armor type: '%s'", sc.String);
type = HEXENARMOR_ARMOR;
}
sc.MustGetToken(',');
getImage = true;
}
else if(sc.Compare("translatable"))
{
translatable = true;
getImage = true;
}
else
{
type = INVENTORYICON;
const PClass* item = PClass::FindClass(sc.String);
if(item == NULL || !item->IsDescendantOf(NAME_Inventory)) //must be a kind of Inventory
{
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
}
else
{
sprite = GetDefaultByType(item)->TextureIDVar(NAME_Icon);
}
image = -1;
}
}
if(getImage)
{
sc.MustGetToken(TK_StringConst);
image = script->newImage(sc.String);
sprite.SetInvalid();
if(parenthesized) sc.MustGetToken(')');
}
sc.MustGetToken(',');
GetCoordinates(sc, fullScreenOffsets, imgx, imgy);
if(sc.CheckToken(','))
{
// Use none instead of topleft in case we decide we want to use
// alignments to remove the offset from images.
if(!sc.CheckToken(TK_None))
{
sc.MustGetToken(TK_Identifier);
if(sc.Compare("center"))
offset = CENTER;
else if(sc.Compare("centerbottom"))
offset = static_cast<Offset> (HMIDDLE|BOTTOM);
else
sc.ScriptError("'%s' is not a valid alignment.", sc.String);
}
}
if(sc.CheckToken(','))
{
sc.MustGetToken(TK_IntConst);
if((maxwidth = sc.Number) > 0)
flags |= DI_DRAWINBOX;
else
maxwidth = -1;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
if ((maxheight = sc.Number) > 0)
flags |= DI_DRAWINBOX;
else
maxheight = -1;
}
if(sc.CheckToken(','))
{
while(sc.CheckToken(TK_Identifier))
{
if(sc.Compare("skipicon"))
flags |= DI_SKIPICON;
else if(sc.Compare("skipalticon"))
flags |= DI_SKIPALTICON;
else if(sc.Compare("skipspawn"))
flags |= DI_SKIPSPAWN;
else if(sc.Compare("skipready"))
flags |= DI_SKIPREADY;
else if(sc.Compare("alticonfirst"))
flags |= DI_ALTICONFIRST;
else if(sc.Compare("forcescale"))
{
if(flags & DI_DRAWINBOX)
flags |= DI_FORCESCALE;
}
else if(sc.Compare("alternateonfail"))
flags |= DI_ALTERNATEONFAIL;
else
sc.ScriptError("Unknown flag '%s'.", sc.String);
if(!sc.CheckToken('|') && !sc.CheckToken(',')) break;
}
}
if(flags & DI_ALTERNATEONFAIL)
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
else
sc.MustGetToken(';');
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
texture = NULL;
alpha = 1.;
if (applyscale)
{
spawnScaleX = spawnScaleY = 1.0f;
applyscale = false;
}
if(type == PLAYERICON)
texture = TexMan.ByIndex(statusBar->CPlayer->mo->IntVar(NAME_ScoreIcon), true);
else if(type == AMMO1)
{
auto ammo = statusBar->ammo1;
if(ammo != NULL)
GetIcon(ammo);
}
else if(type == AMMO2)
{
auto ammo = statusBar->ammo2;
if(ammo != NULL)
GetIcon(ammo);
}
else if(type == ARMOR)
{
auto armor = statusBar->armor;
if(armor != NULL && armor->IntVar(NAME_Amount) != 0)
GetIcon(armor);
}
else if(type == WEAPONICON)
{
auto weapon = statusBar->CPlayer->ReadyWeapon;
if(weapon != NULL)
GetIcon(weapon);
}
else if(type == SIGIL)
{
auto item = statusBar->CPlayer->mo->FindInventory(NAME_Sigil);
if (item != NULL)
texture = TexMan.GetTexture(item->TextureIDVar(NAME_Icon), true);
}
else if(type == HEXENARMOR_ARMOR || type == HEXENARMOR_SHIELD || type == HEXENARMOR_HELM || type == HEXENARMOR_AMULET)
{
int armorType = type - HEXENARMOR_ARMOR;
auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor);
if (harmor != NULL)
{
double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
double *SlotsIncrement = (double*)harmor->ScriptVar(NAME_SlotsIncrement, nullptr);
if (Slots[armorType] > 0 && SlotsIncrement[armorType] > 0)
{
//combine the alpha values
alpha *= MIN(1., Slots[armorType] / SlotsIncrement[armorType]);
texture = statusBar->Images[image];
}
else
return;
}
}
else if(type == INVENTORYICON)
texture = TexMan.GetTexture(sprite, true);
else if(type == SELECTEDINVENTORYICON && statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) != NULL)
texture = TexMan.GetTexture(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel)->TextureIDVar(NAME_Icon), true);
else if(image >= 0)
texture = statusBar->Images[image];
if (flags & DI_ALTERNATEONFAIL)
{
SetTruth(texture == NULL || !texture->isValid(), block, statusBar);
}
}
protected:
void GetIcon(AActor *item)
{
int apply;
FTextureID icon = FSetTextureID(GetInventoryIcon(item, flags, &apply));
applyscale = !!apply;
if (applyscale)
{
spawnScaleX = item->Scale.X;
spawnScaleY = item->Scale.Y;
}
texture = TexMan.GetTexture(icon, true);
}
enum ImageType
{
PLAYERICON,
AMMO1,
AMMO2,
ARMOR,
WEAPONICON,
SIGIL,
HEXENARMOR_ARMOR,
HEXENARMOR_SHIELD,
HEXENARMOR_HELM,
HEXENARMOR_AMULET,
INVENTORYICON,
WEAPONSLOT,
SELECTEDINVENTORYICON,
NORMAL_IMAGE
};
bool translatable;
ImageType type;
int image;
FTextureID sprite;
int maxwidth;
int maxheight;
double spawnScaleX;
double spawnScaleY;
uint32_t flags;
bool applyscale; //Set remotely from from GetInventoryIcon when selected sprite comes from Spawn state
// I'm using imgx/imgy here so that I can inherit drawimage with drawnumber for some commands.
SBarInfoCoordinate imgx;
SBarInfoCoordinate imgy;
Offset offset;
FTexture *texture;
double alpha;
};
////////////////////////////////////////////////////////////////////////////////
class CommandDrawSwitchableImage : public CommandDrawImage
{
private:
enum Operator
{
EQUAL,
LESS,
GREATER,
LESSOREQUAL,
GREATEROREQUAL,
NOTEQUAL
};
static void GetOperation(FScanner &sc, Operator &op, int &value)
{
if(sc.CheckToken(TK_Eq))
op = EQUAL;
else if(sc.CheckToken('<'))
op = LESS;
else if(sc.CheckToken('>'))
op = GREATER;
else if(sc.CheckToken(TK_Leq))
op = LESSOREQUAL;
else if(sc.CheckToken(TK_Geq))
op = GREATEROREQUAL;
else if(sc.CheckToken(TK_Neq))
op = NOTEQUAL;
else
{ // Default
op = GREATER;
value = 0;
return;
}
sc.MustGetToken(TK_IntConst);
value = sc.Number;
}
static bool EvaluateOperation(const Operator &op, const int &value, const int &compare)
{
switch(op)
{
case EQUAL:
return compare == value;
case LESS:
return compare < value;
case GREATER:
default:
return compare > value;
case LESSOREQUAL:
return compare <= value;
case GREATEROREQUAL:
return compare >= value;
case NOTEQUAL:
return compare != value;
}
}
// Key species are used to allow alternates for existing key slots.
static FName LookupKeySpecies(int keynum)
{
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
PClassActor *cls = PClassActor::AllActorClasses[i];
if (cls->IsDescendantOf(NAME_Key))
{
auto key = GetDefaultByType(cls);
if (key->special1 == keynum)
return cls->TypeName;
}
}
return NAME_None;
}
public:
CommandDrawSwitchableImage(SBarInfo *script) : CommandDrawImage(script),
condition(INVENTORY), conditionAnd(false)
{
conditionalImage[0] = conditionalImage[1] = conditionalImage[2] = -1;
conditionalValue[0] = conditionalValue[1] = 0;
armorType[0] = armorType[1] = 0;
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
if(sc.TokenType == TK_Identifier)
{
if(sc.Compare("weaponslot"))
{
condition = WEAPONSLOT;
sc.MustGetToken(TK_IntConst);
conditionalValue[0] = sc.Number;
}
else if(sc.Compare("invulnerable"))
{
condition = INVULNERABILITY;
}
else if(sc.Compare("keyslot"))
{
condition = KEYSLOT;
sc.MustGetToken(TK_IntConst);
conditionalValue[0] = sc.Number;
keySpecies[0] = LookupKeySpecies(conditionalValue[0]);
}
else if(sc.Compare("armortype"))
{
condition = ARMORTYPE;
sc.MustGetToken(TK_Identifier);
armorType[0] = FName(sc.String).GetIndex();
GetOperation(sc, conditionalOperator[0], conditionalValue[0]);
}
}
if(condition == INVENTORY)
{
inventoryItem[0] = sc.String;
const PClass* item = PClass::FindClass(sc.String);
if(item == NULL || !item->IsDescendantOf(NAME_Inventory)) //must be a kind of Inventory
{
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
}
GetOperation(sc, conditionalOperator[0], conditionalValue[0]);
}
if(sc.CheckToken(TK_AndAnd) && condition != INVULNERABILITY)
{
conditionAnd = true;
if(condition == KEYSLOT || condition == WEAPONSLOT)
{
sc.MustGetToken(TK_IntConst);
conditionalValue[1] = sc.Number;
if(condition == KEYSLOT)
keySpecies[1] = LookupKeySpecies(conditionalValue[1]);
}
else if(condition == ARMORTYPE)
{
sc.MustGetToken(TK_Identifier);
armorType[1] = FName(sc.String).GetIndex();
GetOperation(sc, conditionalOperator[1], conditionalValue[1]);
}
else
{
sc.MustGetToken(TK_Identifier);
inventoryItem[1] = sc.String;
const PClass* item = PClass::FindClass(sc.String);
if(item == NULL || !item->IsDescendantOf(NAME_Inventory)) //must be a kind of Inventory
{
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
}
GetOperation(sc, conditionalOperator[1], conditionalValue[1]);
}
}
// [BL] I have word that MSVC++ wants this static_cast ;) Shut up MSVC!
for(unsigned int i = 0;i < (conditionAnd ? 3u : 1u);i++)
{
sc.MustGetToken(',');
sc.MustGetToken(TK_StringConst);
conditionalImage[i] = script->newImage(sc.String);
}
sc.MustGetToken(',');
CommandDrawImage::Parse(sc, fullScreenOffsets);
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
// DrawSwitchable image allows 2 or 4 images to be supplied.
// drawAlt toggles these:
// 1 = first image
// 2 = second image
// 3 = thrid image
// 0 = last image
int drawAlt = 0;
if(condition == WEAPONSLOT) //weaponslots
{
drawAlt = 1; //draw off state until we know we have something.
for (int i = 0; i < statusBar->CPlayer->weapons.SlotSize(conditionalValue[0]); i++)
{
PClassActor *weap = statusBar->CPlayer->weapons.GetWeapon(conditionalValue[0], i);
if(weap == NULL)
{
continue;
}
else if(statusBar->CPlayer->mo->FindInventory(weap) != NULL)
{
drawAlt = 0;
break;
}
}
}
else if(condition == INVULNERABILITY)
{
if(statusBar->CPlayer->cheats&(CF_GODMODE|CF_GODMODE2))
{
drawAlt = 1;
}
}
else if(condition == KEYSLOT)
{
bool found1 = false;
bool found2 = false;
drawAlt = 1;
for(auto item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
{
if(item->IsKindOf(NAME_Key))
{
int keynum = item->special1;
if(keynum)
{
if(keynum == conditionalValue[0])
found1 = true;
if(conditionAnd && keynum == conditionalValue[1]) // two keys
found2 = true;
}
else
{
FName species = item->GetSpecies();
if(species == keySpecies[0])
found1 = true;
if(conditionAnd && species == keySpecies[1])
found2 = true;
}
}
}
if(conditionAnd)
{
if(found1 && found2)
drawAlt = 0;
else if(found1)
drawAlt = 2;
else if(found2)
drawAlt = 3;
}
else
{
if(found1)
drawAlt = 0;
}
}
else if(condition == ARMORTYPE)
{
auto armor = statusBar->CPlayer->mo->FindInventory(NAME_BasicArmor);
if(armor != NULL)
{
auto n = armor->NameVar(NAME_ArmorType).GetIndex();
bool matches1 = n == armorType[0] && EvaluateOperation(conditionalOperator[0], conditionalValue[0], armor->IntVar(NAME_Amount));
bool matches2 = n == armorType[1] && EvaluateOperation(conditionalOperator[1], conditionalValue[1], armor->IntVar(NAME_Amount));
drawAlt = 1;
if(conditionAnd)
{
if(matches1 && matches2)
drawAlt = 0;
else if(matches2)
drawAlt = 3;
else if(matches1)
drawAlt = 2;
}
else if(matches1)
drawAlt = 0;
}
}
else //check the inventory items and draw selected sprite
{
auto item = statusBar->CPlayer->mo->FindInventory(inventoryItem[0]);
if(item == NULL || !EvaluateOperation(conditionalOperator[0], conditionalValue[0], item->IntVar(NAME_Amount)))
drawAlt = 1;
if(conditionAnd)
{
item = statusBar->CPlayer->mo->FindInventory(inventoryItem[1]);
bool secondCondition = item != NULL && EvaluateOperation(conditionalOperator[1], conditionalValue[1], item->IntVar(NAME_Amount));
if((item != NULL && secondCondition) && drawAlt == 0) //both
{
drawAlt = 0;
}
else if((item != NULL && secondCondition) && drawAlt == 1) //2nd
{
drawAlt = 3;
}
else if((item == NULL || !secondCondition) && drawAlt == 0) //1st
{
drawAlt = 2;
}
}
}
if(drawAlt != 0) //draw 'off' image
{
texture = statusBar->Images[conditionalImage[drawAlt-1]];
// Since we're not going to call our parent's tick() method,
// be sure to set the alpha value properly.
alpha = 1.;
return;
}
CommandDrawImage::Tick(block, statusBar, hudChanged);
}
private:
enum Condition
{
WEAPONSLOT,
INVULNERABILITY,
KEYSLOT,
ARMORTYPE,
INVENTORY
};
Condition condition;
bool conditionAnd;
int conditionalImage[3];
int conditionalValue[2];
Operator conditionalOperator[2];
FString inventoryItem[2];
int armorType[2];
FName keySpecies[2] = { NAME_None, NAME_None };
};
////////////////////////////////////////////////////////////////////////////////
class CommandDrawString : public SBarInfoCommand
{
public:
CommandDrawString(SBarInfo *script) : SBarInfoCommand(script),
lineBreaks(false), breakWidth(320), shadow(false), shadowX(2),
shadowY(2), spacing(0), font(NULL), translation(CR_UNTRANSLATED),
cache(-1), strValue(CONSTANT), valueArgument(0), alignment(ALIGN_RIGHT)
{
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
if(lineBreaks)
{
auto lines = V_BreakLines(font, breakWidth, str.GetChars());
for(unsigned i = 0; i < lines.Size();i++)
{
statusBar->DrawString(font, lines[i].Text, x, y+i*(font->GetHeight()+4), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), translation, spacing, shadow, shadowX, shadowY);
}
}
else
statusBar->DrawString(font, str.GetChars(), x, y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), translation, spacing, shadow, shadowX, shadowY);
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
font = V_GetFont(sc.String);
if(font == NULL)
{
sc.ScriptMessage("Unknown font '%s'.", sc.String);
font = SmallFont;
}
sc.MustGetToken(',');
translation = GetTranslation(sc);
sc.MustGetToken(',');
ParseStringValue(sc);
sc.MustGetToken(',');
GetCoordinates(sc, fullScreenOffsets, startX, y);
if(sc.CheckToken(',')) //spacing
{
sc.MustGetToken(TK_IntConst);
spacing = sc.Number;
if(sc.CheckToken(',')) //[KS] flags? flags! SIX FLAGS!
{
while(sc.CheckToken(TK_Identifier))
{
if(sc.Compare("alignment"))
{
sc.MustGetToken('(');
sc.MustGetToken(TK_Identifier);
if(sc.Compare("right"))
alignment = ALIGN_RIGHT;
else if(sc.Compare("left"))
alignment = ALIGN_LEFT;
else if(sc.Compare("center"))
alignment = ALIGN_CENTER;
else
sc.ScriptError("Unknown alignment '%s'.", sc.String);
sc.MustGetToken(')');
}
else if(sc.Compare("drawshadow"))
{
if(sc.CheckToken('('))
{
sc.MustGetToken(TK_IntConst);
shadowX = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
shadowY = sc.Number;
sc.MustGetToken(')');
}
shadow = true;
}
else if(sc.Compare("linebreaks"))
{
sc.MustGetToken('(');
sc.MustGetToken(TK_IntConst);
breakWidth = sc.Number;
sc.MustGetToken(')');
lineBreaks = true;
}
else
sc.ScriptError("Unknown flag '%s'.", sc.String);
if(!sc.CheckToken('|') && !sc.CheckToken(',')) break;
}
}
}
sc.MustGetToken(';');
RealignString();
}
void ParseStringValue(FScanner &sc)
{
if(sc.CheckToken(TK_Identifier))
{
if(sc.Compare("levelname"))
strValue = LEVELNAME;
else if(sc.Compare("levellump"))
strValue = LEVELLUMP;
else if(sc.Compare("skillname"))
strValue = SKILLNAME;
else if(sc.Compare("playerclass"))
strValue = PLAYERCLASS;
else if(sc.Compare("playername"))
strValue = PLAYERNAME;
else if(sc.Compare("ammo1tag"))
strValue = AMMO1TAG;
else if(sc.Compare("ammo2tag"))
strValue = AMMO2TAG;
else if(sc.Compare("weapontag"))
strValue = WEAPONTAG;
else if(sc.Compare("inventorytag"))
strValue = INVENTORYTAG;
else if(sc.Compare("time"))
strValue = TIME;
else if(sc.Compare("logtext"))
strValue = LOGTEXT;
else if(sc.Compare("globalvar"))
{
bool parenthesized = sc.CheckToken('(');
strValue = GLOBALVAR;
sc.MustGetToken(TK_IntConst);
if(sc.Number < 0 || sc.Number >= NUM_GLOBALVARS)
sc.ScriptError("Global variable number out of range: %d", sc.Number);
valueArgument = sc.Number;
if(parenthesized) sc.MustGetToken(')');
}
else if(sc.Compare("globalarray"))
{
bool parenthesized = sc.CheckToken('(');
strValue = GLOBALARRAY;
sc.MustGetToken(TK_IntConst);
if(sc.Number < 0 || sc.Number >= NUM_GLOBALVARS)
sc.ScriptError("Global variable number out of range: %d", sc.Number);
valueArgument = sc.Number;
if(parenthesized) sc.MustGetToken(')');
}
else
sc.ScriptError("Unknown string '%s'.", sc.String);
}
else
{
strValue = CONSTANT;
sc.MustGetToken(TK_StringConst);
if(sc.String[0] == '$')
str = GStrings[sc.String+1];
else
str = sc.String;
}
}
void Reset()
{
switch(strValue)
{
case PLAYERCLASS:
// userinfo changes before the actual class change.
case SKILLNAME:
// Although it's not possible for the skill level to change
// midlevel, it is possible the level was restarted.
cache = -1;
break;
default:
break;
}
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
switch(strValue)
{
case LEVELNAME:
if(currentUILevel->lumpnum != cache)
{
cache = currentUILevel->lumpnum;
str = currentUILevel->LevelName;
RealignString();
}
break;
case LEVELLUMP:
if(currentUILevel->lumpnum != cache)
{
cache = currentUILevel->lumpnum;
str = currentUILevel->MapName;
str.ToUpper();
RealignString();
}
break;
case SKILLNAME:
if(currentUILevel->lumpnum != cache) // Can only change skill between currentUILevel->
{
cache = currentUILevel->lumpnum;
str = G_SkillName();
RealignString();
}
break;
case PLAYERCLASS:
if(statusBar->CPlayer->userinfo.GetPlayerClassNum() != cache)
{
cache = statusBar->CPlayer->userinfo.GetPlayerClassNum();
str = GetPrintableDisplayName(statusBar->CPlayer->cls);
RealignString();
}
break;
case AMMO1TAG:
SetStringToTag(statusBar->ammo1);
break;
case AMMO2TAG:
SetStringToTag(statusBar->ammo2);
break;
case WEAPONTAG:
SetStringToTag(statusBar->CPlayer->ReadyWeapon);
break;
case INVENTORYTAG:
SetStringToTag(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel));
break;
case PLAYERNAME:
// Can't think of a good way to detect changes to this, so
// I guess copying it every tick will have to do.
str = statusBar->CPlayer->userinfo.GetName();
RealignString();
break;
case GLOBALVAR:
if(ACS_GlobalVars[valueArgument] != cache)
{
cache = ACS_GlobalVars[valueArgument];
str = currentUILevel->Behaviors.LookupString(ACS_GlobalVars[valueArgument]);
RealignString();
}
break;
case GLOBALARRAY:
if(ACS_GlobalArrays[valueArgument][consoleplayer] != cache)
{
cache = ACS_GlobalArrays[valueArgument][consoleplayer];
str = currentUILevel->Behaviors.LookupString(ACS_GlobalArrays[valueArgument][consoleplayer]);
RealignString();
}
break;
case TIME:
{
int sec = Tics2Seconds(currentUILevel->time);
str.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
break;
}
case LOGTEXT:
str = statusBar->CPlayer->LogText;
break;
default:
break;
}
}
protected:
enum StringAlignment
{
ALIGN_RIGHT,
ALIGN_LEFT,
ALIGN_CENTER,
};
void RealignString()
{
x = startX;
switch (alignment)
{
case ALIGN_LEFT:
break;
case ALIGN_RIGHT:
if(script->spacingCharacter == '\0')
x -= static_cast<int> (font->StringWidth(str)+(spacing * str.Len()));
else //monospaced, so just multiplay the character size
x -= static_cast<int> ((font->GetCharWidth((unsigned char) script->spacingCharacter) + spacing) * str.Len());
break;
case ALIGN_CENTER:
if(script->spacingCharacter == '\0')
x -= static_cast<int> ((font->StringWidth(str)+(spacing * str.Len())) / 2);
else
x -= static_cast<int> ((font->GetCharWidth((unsigned char) script->spacingCharacter) + spacing) * str.Len() / 2);
break;
}
}
enum StringValueType
{
LEVELNAME,
LEVELLUMP,
SKILLNAME,
PLAYERCLASS,
PLAYERNAME,
AMMO1TAG,
AMMO2TAG,
WEAPONTAG,
INVENTORYTAG,
GLOBALVAR,
GLOBALARRAY,
TIME,
LOGTEXT,
CONSTANT
};
bool lineBreaks;
int breakWidth;
bool shadow;
int shadowX;
int shadowY;
int spacing;
FFont *font;
EColorRange translation;
SBarInfoCoordinate startX;
SBarInfoCoordinate x;
SBarInfoCoordinate y;
intptr_t cache; /// General purpose cache.
StringValueType strValue;
int valueArgument;
FString str;
StringAlignment alignment;
private:
void SetStringToTag(AActor *actor)
{
if (actor != NULL)
{
if ((intptr_t)actor->GetClass() != cache)
{
cache = (intptr_t)actor->GetClass();
str = actor->GetTag();
RealignString();
}
}
else
{
cache = -1;
str = "";
}
}
};
////////////////////////////////////////////////////////////////////////////////
class CommandDrawNumber : public CommandDrawString
{
public:
CommandDrawNumber(SBarInfo *script) : CommandDrawString(script),
fillZeros(false), whenNotZero(false), dontCap(false),
usePrefix(false), interpolationSpeed(0), drawValue(0), length(3),
lowValue(-1), lowTranslation(CR_UNTRANSLATED), highValue(-1),
highTranslation(CR_UNTRANSLATED), value(CONSTANT),
inventoryItem(NULL), cvarName(nullptr)
{
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
sc.MustGetToken(TK_IntConst);
length = sc.Number;
sc.MustGetToken(',');
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
font = V_GetFont(sc.String);
if(font == NULL)
{
sc.ScriptMessage("Unknown font '%s'.", sc.String);
font = SmallFont;
}
sc.MustGetToken(',');
normalTranslation = GetTranslation(sc);
sc.MustGetToken(',');
if(sc.CheckToken(TK_IntConst))
{
value = CONSTANT;
valueArgument = sc.Number;
sc.MustGetToken(',');
}
else
{
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
value = INVENTORY;
if(sc.TokenType == TK_Identifier)
{
if(sc.Compare("health"))
value = HEALTH;
else if(sc.Compare("armor"))
value = ARMOR;
else if(sc.Compare("ammo1"))
value = AMMO1;
else if(sc.Compare("ammo2"))
value = AMMO2;
else if(sc.Compare("ammo1capacity"))
value = AMMO1CAPACITY;
else if(sc.Compare("ammo2capacity"))
value = AMMO2CAPACITY;
else if(sc.Compare("score"))
value = SCORE;
else if(sc.Compare("ammo")) //request the next string to be an ammo type
{
bool parenthesized = sc.CheckToken('(');
value = AMMO;
if(!parenthesized || !sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
inventoryItem = PClass::FindActor(sc.String);
if(inventoryItem == NULL || !inventoryItem->IsDescendantOf(NAME_Ammo)) //must be a kind of ammo
{
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
inventoryItem = PClass::FindActor(NAME_Ammo);
}
if(parenthesized) sc.MustGetToken(')');
}
else if(sc.Compare("ammocapacity"))
{
bool parenthesized = sc.CheckToken('(');
value = AMMOCAPACITY;
if(!parenthesized || !sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
inventoryItem = PClass::FindActor(sc.String);
if (inventoryItem == NULL || !inventoryItem->IsDescendantOf(NAME_Ammo)) //must be a kind of ammo
{
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
inventoryItem = PClass::FindActor(NAME_Ammo);
}
if(parenthesized) sc.MustGetToken(')');
}
else if(sc.Compare("frags"))
value = FRAGS;
else if(sc.Compare("kills"))
value = KILLS;
else if(sc.Compare("monsters"))
value = MONSTERS;
else if(sc.Compare("items"))
value = ITEMS;
else if(sc.Compare("totalitems"))
value = TOTALITEMS;
else if(sc.Compare("secrets"))
value = SECRETS;
else if(sc.Compare("totalsecrets"))
value = TOTALSECRETS;
else if(sc.Compare("armorclass"))
value = ARMORCLASS;
else if(sc.Compare("savepercent"))
value = SAVEPERCENT;
else if(sc.Compare("airtime"))
value = AIRTIME;
else if(sc.Compare("accuracy"))
value = ACCURACY;
else if(sc.Compare("stamina"))
value = STAMINA;
else if(sc.Compare("keys"))
value = KEYS;
else if(sc.Compare("globalvar"))
{
bool parenthesized = sc.CheckToken('(');
value = GLOBALVAR;
sc.MustGetToken(TK_IntConst);
if(sc.Number < 0 || sc.Number >= NUM_GLOBALVARS)
sc.ScriptError("Global variable number out of range: %d", sc.Number);
valueArgument = sc.Number;
if(parenthesized) sc.MustGetToken(')');
}
else if(sc.Compare("globalarray")) //acts like variable[playernumber()]
{
bool parenthesized = sc.CheckToken('(');
value = GLOBALARRAY;
sc.MustGetToken(TK_IntConst);
if(sc.Number < 0 || sc.Number >= NUM_GLOBALVARS)
sc.ScriptError("Global variable number out of range: %d", sc.Number);
valueArgument = sc.Number;
if(parenthesized) sc.MustGetToken(')');
}
else if(sc.Compare("poweruptime"))
{
bool parenthesized = sc.CheckToken('(');
value = POWERUPTIME;
if(!parenthesized || !sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
inventoryItem = PClass::FindActor(sc.String);
if (inventoryItem == NULL || !inventoryItem->IsDescendantOf(NAME_PowerupGiver))
{
sc.ScriptMessage("'%s' is not a type of PowerupGiver.", sc.String);
inventoryItem = PClass::FindActor(NAME_PowerupGiver);
}
if(parenthesized) sc.MustGetToken(')');
}
else if (sc.Compare("intcvar"))
{
bool parenthesized = sc.CheckToken('(');
value = INTCVAR;
if (!parenthesized || !sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
cvarName = sc.String;
// We have a name, but make sure it exists. If not, send notification so modders
// are aware of the situation.
FBaseCVar *CVar = FindCVar(cvarName, nullptr);
if (CVar != nullptr)
{
ECVarType cvartype = CVar->GetRealType();
if (!(cvartype == CVAR_Bool || cvartype == CVAR_Int))
{
sc.ScriptMessage("CVar '%s' is not an int or bool", cvarName.GetChars());
}
}
else
{
sc.ScriptMessage("CVar '%s' does not exist", cvarName.GetChars());
}
if (parenthesized) sc.MustGetToken(')');
}
}
if(value == INVENTORY)
{
inventoryItem = PClass::FindActor(sc.String);
if (inventoryItem == NULL || !inventoryItem->IsDescendantOf(NAME_Inventory))
{
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
inventoryItem = PClass::FindActor(NAME_Inventory);
}
}
sc.MustGetToken(',');
}
while(sc.CheckToken(TK_Identifier))
{
if(sc.Compare("fillzeros"))
fillZeros = true;
else if(sc.Compare("whennotzero"))
whenNotZero = true;
else if(sc.Compare("dontcap"))
dontCap = true;
else if(sc.Compare("drawshadow"))
{
if(sc.CheckToken('('))
{
sc.MustGetToken(TK_IntConst);
shadowX = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
shadowY = sc.Number;
sc.MustGetToken(')');
}
shadow = true;
}
else if(sc.Compare("interpolate"))
{
sc.MustGetToken('(');
sc.MustGetToken(TK_IntConst);
interpolationSpeed = sc.Number;
sc.MustGetToken(')');
}
else if(sc.Compare("alignment"))
{
sc.MustGetToken('(');
sc.MustGetToken(TK_Identifier);
if(sc.Compare("right"))
alignment = ALIGN_RIGHT;
else if(sc.Compare("left"))
alignment = ALIGN_LEFT;
else if(sc.Compare("center"))
alignment = ALIGN_CENTER;
else
sc.ScriptError("Unknown alignment '%s'.", sc.String);
sc.MustGetToken(')');
}
else if(sc.Compare("prefix"))
{
usePrefix = true;
sc.MustGetToken('(');
ParseStringValue(sc);
sc.MustGetToken(',');
sc.MustGetToken(TK_StringConst);
prefixPadding = sc.String;
if(strValue == CommandDrawString::CONSTANT)
{
usePrefix = false; // Use prefix just determines if we tick the string.
prefixPadding = str + prefixPadding;
}
sc.MustGetToken(')');
}
else
sc.ScriptError("Unknown flag '%s'.", sc.String);
if(!sc.CheckToken('|'))
sc.MustGetToken(',');
}
GetCoordinates(sc, fullScreenOffsets, startX, y);
if(sc.CheckToken(','))
{
bool needsComma = false;
if(sc.CheckToken(TK_IntConst)) //font spacing
{
spacing = sc.Number;
needsComma = true;
}
if(!needsComma || sc.CheckToken(',')) //2nd coloring for "low-on" value
{
lowTranslation = GetTranslation(sc);
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
lowValue = sc.Number;
if(sc.CheckToken(',')) //3rd coloring for "high-on" value
{
highTranslation = GetTranslation(sc);
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
highValue = sc.Number;
}
}
}
sc.MustGetToken(';');
if(value == HEALTH)
interpolationSpeed = script->interpolateHealth ? script->interpolationSpeed : interpolationSpeed;
else if(value == ARMOR)
interpolationSpeed = script->interpolateArmor ? script->armorInterpolationSpeed : interpolationSpeed;
}
void Reset()
{
drawValue = 0;
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
if(usePrefix)
{
cache = -1; // Disable the cache since we are using the same variables.
CommandDrawString::Tick(block, statusBar, hudChanged);
}
int num = valueArgument;
switch(value)
{
case HEALTH:
num = statusBar->CPlayer->mo->health;
if(script->lowerHealthCap && num < 0) //health shouldn't display negatives
num = 0;
if(script->interpolateHealth)
interpolationSpeed = script->interpolationSpeed;
break;
case ARMOR:
num = statusBar->armor != NULL ? statusBar->armor->IntVar(NAME_Amount) : 0;
if(script->interpolateArmor)
interpolationSpeed = script->armorInterpolationSpeed;
break;
case AMMO1:
if(statusBar->ammo1 == NULL) //no ammo, do not draw
{
str = "";
return;
}
num = statusBar->ammocount1;
break;
case AMMO2:
if(statusBar->ammo2 == NULL) //no ammo, do not draw
{
str = "";
return;
}
num = statusBar->ammocount2;
break;
case AMMO:
{
auto item = statusBar->CPlayer->mo->FindInventory(inventoryItem);
if(item != NULL)
num = item->IntVar(NAME_Amount);
else
num = 0;
break;
}
case AMMO1CAPACITY:
if(statusBar->ammo1 == NULL) //no ammo, do not draw
{
str = "";
return;
}
else
num = statusBar->ammo1->IntVar(NAME_MaxAmount);
break;
case AMMO2CAPACITY:
if(statusBar->ammo2 == NULL) //no ammo, do not draw
{
str = "";
return;
}
else
num = statusBar->ammo2->IntVar(NAME_MaxAmount);
break;
case AMMOCAPACITY:
{
auto item = statusBar->CPlayer->mo->FindInventory(inventoryItem);
if(item != NULL)
num = item->IntVar(NAME_MaxAmount);
else
num = GetDefaultByType(inventoryItem)->IntVar(NAME_MaxAmount);
break;
}
case FRAGS:
num = statusBar->CPlayer->fragcount;
break;
case KILLS:
num = currentUILevel->killed_monsters;
break;
case MONSTERS:
num = currentUILevel->total_monsters;
break;
case ITEMS:
num = currentUILevel->found_items;
break;
case TOTALITEMS:
num = currentUILevel->total_items;
break;
case SECRETS:
num = currentUILevel->found_secrets;
break;
case SCORE:
num = statusBar->CPlayer->mo->Score;
break;
case TOTALSECRETS:
num = currentUILevel->total_secrets;
break;
case ARMORCLASS:
case SAVEPERCENT:
{
double add = 0;
auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor);
if(harmor != NULL)
{
double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
add = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
}
//Hexen counts basic armor also so we should too.
if(statusBar->armor != NULL)
{
add += statusBar->armor->FloatVar(NAME_SavePercent) * 100;
}
if(value == ARMORCLASS)
add /= 5;
num = int(add);
break;
}
case GLOBALVAR:
num = ACS_GlobalVars[valueArgument];
break;
case GLOBALARRAY:
num = ACS_GlobalArrays[valueArgument][consoleplayer];
break;
case POWERUPTIME:
{
// num = statusBar.CPlayer.mo.GetEffectTicsForItem(inventoryItem) / TICRATE + 1;
static VMFunction *func = nullptr;
if (func == nullptr) PClass::FindFunction(&func, NAME_PlayerPawn, "GetEffectTicsForItem");
VMValue params[] = { statusBar->CPlayer->mo, inventoryItem };
int retv;
VMReturn ret(&retv);
VMCall(func, params, 2, &ret, 1);
num = retv < 0? 0 : retv / TICRATE + 1;
break;
}
case INVENTORY:
{
auto item = statusBar->CPlayer->mo->FindInventory(inventoryItem);
if(item != NULL)
num = item->IntVar(NAME_Amount);
else
num = 0;
break;
}
case AIRTIME:
{
if(statusBar->CPlayer->mo->waterlevel < 3)
num = currentUILevel->airsupply/TICRATE;
else
num = clamp<int>((statusBar->CPlayer->air_finished - currentUILevel->time + (TICRATE-1))/TICRATE, 0, INT_MAX);
break;
}
case SELECTEDINVENTORY:
if(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) != NULL)
num = statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel)->IntVar(NAME_Amount);
break;
case ACCURACY:
num = statusBar->CPlayer->mo->accuracy;
break;
case STAMINA:
num = statusBar->CPlayer->mo->stamina;
break;
case KEYS:
num = 0;
for(auto item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
{
if(item->IsKindOf(NAME_Key))
num++;
}
break;
case INTCVAR:
{
FBaseCVar *CVar = GetCVar(statusBar->CPlayer->mo, cvarName);
if (CVar != nullptr)
{
ECVarType cvartype = CVar->GetRealType();
if (cvartype == CVAR_Bool || cvartype == CVAR_Int)
{
num = CVar->GetGenericRep(CVAR_Int).Int;
break;
}
}
// Fallback in case of bad cvar/type. Unset can remove a cvar at will.
num = 0;
break;
}
default: break;
}
if(interpolationSpeed != 0 && (!hudChanged || currentUILevel->time == 1))
{
if(num < drawValue)
drawValue -= clamp<int>((drawValue - num) >> 2, 1, interpolationSpeed);
else if(drawValue < num)
drawValue += clamp<int>((num - drawValue) >> 2, 1, interpolationSpeed);
}
else
drawValue = num;
if(whenNotZero && drawValue == 0)
{
str = "";
return;
}
translation = normalTranslation;
if(lowValue != -1 && drawValue <= lowValue) //low
translation = lowTranslation;
else if(highValue != -1 && drawValue >= highValue) //high
translation = highTranslation;
bool useFillZeros = fillZeros;
if(!dontCap)
{
// 10^9 is a largest we can hold in a 32-bit int. So if we go any larger we have to toss out the positions limit.
int maxval = length <= 9 ? (int) ceil(pow(10., length))-1 : INT_MAX;
if(!fillZeros || length == 1)
drawValue = clamp(drawValue, -maxval, maxval);
else //The community wanted negatives to take the last digit, but we can only do this if there is room
drawValue = clamp(drawValue, length <= 9 ? (int) -(ceil(pow(10., length-1))-1) : INT_MIN, maxval);
}
else if(length <= 9)
{
int limit = (int) ceil(pow(10., length > 1 && drawValue < 0 ? length - 1 : length));
if(drawValue >= limit)
useFillZeros = true;
drawValue = drawValue%limit;
}
if(useFillZeros)
str.Format("%s%s%0*d", usePrefix ? str.GetChars() : "", prefixPadding.GetChars(), drawValue < 0 ? length - 1 : length, drawValue);
else
str.Format("%s%s%d", usePrefix ? str.GetChars() : "", prefixPadding.GetChars(), drawValue);
RealignString();
}
protected:
enum ValueType
{
HEALTH,
ARMOR,
AMMO1,
AMMO2,
AMMO,
AMMO1CAPACITY,
AMMO2CAPACITY,
AMMOCAPACITY,
FRAGS,
INVENTORY,
KILLS,
MONSTERS,
ITEMS,
TOTALITEMS,
SECRETS,
TOTALSECRETS,
ARMORCLASS,
GLOBALVAR,
GLOBALARRAY,
POWERUPTIME,
AIRTIME,
SELECTEDINVENTORY,
SCORE,
SAVEPERCENT,
ACCURACY,
STAMINA,
KEYS,
INTCVAR,
CONSTANT
};
bool fillZeros;
bool whenNotZero;
bool dontCap;
bool usePrefix;
int interpolationSpeed;
int drawValue;
int length;
int lowValue;
EColorRange lowTranslation;
int highValue;
EColorRange highTranslation;
EColorRange normalTranslation;
ValueType value;
PClassActor *inventoryItem;
FString prefixPadding;
FString cvarName;
friend class CommandDrawInventoryBar;
};
////////////////////////////////////////////////////////////////////////////////
class CommandDrawMugShot : public SBarInfoCommand
{
public:
CommandDrawMugShot(SBarInfo *script) : SBarInfoCommand(script),
accuracy(5), stateFlags(FMugShot::STANDARD)
{
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
FTexture *face = statusBar->wrapper->mugshot.GetFace(statusBar->CPlayer, defaultFace, accuracy, stateFlags);
if (face != NULL)
statusBar->DrawGraphic(face, x, y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
if(sc.CheckToken(TK_StringConst))
{
defaultFace = sc.String;
if(defaultFace.Len() > 3)
sc.ScriptError("Default can not be longer than 3 characters.");
sc.MustGetToken(',');
}
sc.MustGetToken(TK_IntConst); //accuracy
if(sc.Number < 1 || sc.Number > 9)
sc.ScriptError("Expected a number between 1 and 9, got %d instead.", sc.Number);
accuracy = sc.Number;
sc.MustGetToken(',');
while (sc.CheckToken(TK_Identifier))
{
if (sc.Compare("xdeathface"))
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags | FMugShot::XDEATHFACE);
else if (sc.Compare("animatedgodmode"))
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags | FMugShot::ANIMATEDGODMODE);
else if (sc.Compare("disablegrin"))
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags | FMugShot::DISABLEGRIN);
else if (sc.Compare("disableouch"))
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags | FMugShot::DISABLEOUCH);
else if (sc.Compare("disablepain"))
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags | FMugShot::DISABLEPAIN);
else if (sc.Compare("disablerampage"))
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags | FMugShot::DISABLERAMPAGE);
else if (sc.Compare("custom"))
stateFlags = static_cast<FMugShot::StateFlags> (stateFlags | FMugShot::CUSTOM);
else
sc.ScriptError("Unknown flag '%s'.", sc.String);
if (!sc.CheckToken('|'))
sc.MustGetToken(',');
}
GetCoordinates(sc, fullScreenOffsets, x, y);
sc.MustGetToken(';');
}
void Reset()
{
}
protected:
FString defaultFace; //Deprecated
int accuracy;
FMugShot::StateFlags stateFlags;
SBarInfoCoordinate x;
SBarInfoCoordinate y;
};
////////////////////////////////////////////////////////////////////////////////
class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDrawNumber
{
public:
CommandDrawSelectedInventory(SBarInfo *script) : CommandDrawImage(script),
CommandDrawNumber(script), alternateOnEmpty(false),
artiflash(false), alwaysShowCounter(false), itemflash(false)
{
length = INT_MAX; // Counter size
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
if(alternateOnEmpty)
SBarInfoCommandFlowControl::Draw(block, statusBar);
if(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) != NULL && !(currentUILevel->flags & LEVEL_NOINVENTORYBAR))
{
if(artiflash && statusBar->wrapper->artiflashTick)
{
statusBar->DrawGraphic(statusBar->Images[ARTIFLASH_OFFSET+(4- statusBar->wrapper->artiflashTick)], imgx, imgy, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(),
translatable, false, offset);
}
else
{
if(itemflash && statusBar->wrapper->itemflashFade != 0)
{
double flashAlpha = block->Alpha() * statusBar->wrapper->itemflashFade;
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgCURSOR], imgx-4, imgy+2, block->XOffset(), block->YOffset(), flashAlpha, block->FullScreenOffsets(),
translatable, false, offset);
}
CommandDrawImage::Draw(block, statusBar);
}
if(alwaysShowCounter || statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel)->IntVar(NAME_Amount) != 1)
CommandDrawNumber::Draw(block, statusBar);
}
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
type = SELECTEDINVENTORYICON;
value = SELECTEDINVENTORY;
while(true) //go until we get a font (non-flag)
{
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
bool isFont = sc.TokenType != TK_Identifier;
if(sc.TokenType == TK_Identifier)
{
if(sc.Compare("alternateonempty"))
alternateOnEmpty = true;
else if(sc.Compare("artiflash"))
artiflash = true;
else if(sc.Compare("alwaysshowcounter"))
alwaysShowCounter = true;
else if(sc.Compare("itemflash"))
itemflash = true;
else if(sc.Compare("center"))
offset = CENTER;
else if(sc.Compare("centerbottom"))
offset = static_cast<Offset> (HMIDDLE|BOTTOM);
else if(sc.Compare("drawshadow"))
{
if(sc.CheckToken('('))
{
sc.MustGetToken(TK_IntConst);
shadowX = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
shadowY = sc.Number;
sc.MustGetToken(')');
}
shadow = true;
}
else
isFont = true;
}
if(isFont)
{
font = V_GetFont(sc.String);
if(font == NULL)
{
sc.ScriptMessage("Unknown font '%s'.", sc.String);
font = SmallFont;
}
sc.MustGetToken(',');
break;
}
if(!sc.CheckToken('|'))
sc.MustGetToken(',');
}
CommandDrawImage::GetCoordinates(sc, fullScreenOffsets, imgx, imgy);
startX = imgx + 30;
y = imgy + 24;
normalTranslation = CR_GOLD;
if(sc.CheckToken(',')) //more font information
{
CommandDrawNumber::GetCoordinates(sc, fullScreenOffsets, startX, y);
if(sc.CheckToken(','))
{
normalTranslation = CommandDrawNumber::GetTranslation(sc);
if(sc.CheckToken(','))
{
sc.MustGetToken(TK_IntConst);
spacing = sc.Number;
}
}
}
if(alternateOnEmpty)
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
else
sc.MustGetToken(';');
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
SetTruth(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) == NULL || (currentUILevel->flags & LEVEL_NOINVENTORYBAR), block, statusBar);
CommandDrawImage::Tick(block, statusBar, hudChanged);
CommandDrawNumber::Tick(block, statusBar, hudChanged);
}
protected:
bool alternateOnEmpty;
bool artiflash;
bool alwaysShowCounter;
bool itemflash;
};
////////////////////////////////////////////////////////////////////////////////
class CommandGameMode : public SBarInfoCommandFlowControl
{
public:
CommandGameMode(SBarInfo *script) : SBarInfoCommandFlowControl(script),
modes(static_cast<GameModes> (0))
{
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
static bool warnUnknown = true;
do
{
sc.MustGetToken(TK_Identifier);
int mode = sc.MatchString(modeNames);
if(mode >= 0)
modes |= static_cast<GameModes> (1<<mode);
else if(warnUnknown)
{
// Only warn about unknowns for cross port compatibility
// Also only warn once to keep logs from getting messy.
warnUnknown = false;
FScriptPosition(sc).Message(MSG_WARNING, "Ignoring unknown gamemode %s (future cases will be silently ignored).", sc.String);
}
}
while(sc.CheckToken(','));
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
SetTruth((!multiplayer && (modes & SINGLEPLAYER)) ||
(deathmatch && (modes & DEATHMATCH)) ||
(multiplayer && !deathmatch && (modes & COOPERATIVE)) ||
(teamplay && (modes & TEAMGAME)), block, statusBar);
}
protected:
static const char* const modeNames[];
enum GameModes
{
SINGLEPLAYER = 0x1,
COOPERATIVE = 0x2,
DEATHMATCH = 0x4,
TEAMGAME = 0x8
};
unsigned int modes;
};
const char* const CommandGameMode::modeNames[] =
{
"singleplayer",
"cooperative",
"deathmatch",
"teamgame",
NULL
};
////////////////////////////////////////////////////////////////////////////////
class CommandUsesAmmo : public SBarInfoNegatableFlowControl
{
public:
CommandUsesAmmo(SBarInfo *script) : SBarInfoNegatableFlowControl(script) {}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoNegatableFlowControl::Tick(block, statusBar, hudChanged);
SetTruth(statusBar->AmmoType(1) || statusBar->AmmoType(2), block, statusBar);
}
};
////////////////////////////////////////////////////////////////////////////////
class CommandUsesSecondaryAmmo : public CommandUsesAmmo
{
public:
CommandUsesSecondaryAmmo(SBarInfo *script) : CommandUsesAmmo(script)
{
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
SetTruth(statusBar->AmmoType(2) && statusBar->AmmoType(2) != statusBar->AmmoType(1), block, statusBar);
}
};
////////////////////////////////////////////////////////////////////////////////
class CommandInventoryBarNotVisible : public SBarInfoCommandFlowControl
{
public:
CommandInventoryBarNotVisible(SBarInfo *script) : SBarInfoCommandFlowControl(script)
{
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
SetTruth(statusBar->CPlayer->inventorytics <= 0 || (currentUILevel->flags & LEVEL_NOINVENTORYBAR), block, statusBar);
}
};
////////////////////////////////////////////////////////////////////////////////
class CommandAspectRatio : public SBarInfoCommandFlowControl
{
public:
CommandAspectRatio(SBarInfo *script) : SBarInfoCommandFlowControl(script),
ratio(ASPECTRATIO_4_3)
{
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
sc.MustGetToken(TK_StringConst);
if(sc.Compare("4:3"))
ratio = ASPECTRATIO_4_3;
else if(sc.Compare("16:9"))
ratio = ASPECTRATIO_16_9;
else if(sc.Compare("16:10"))
ratio = ASPECTRATIO_16_10;
else if(sc.Compare("17:10"))
ratio = ASPECTRATIO_17_10;
else if(sc.Compare("5:4"))
ratio = ASPECTRATIO_5_4;
else
sc.ScriptError("Unkown aspect ratio: %s", sc.String);
// Make this ratio known and map to itself
// In the future, should another aspect ratio get added, you'd want
// to also make any wider ratio remap to this one if suitable.
ratioMap[ratio] = ratio;
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
SetTruth(ratioMap[FindRatio()] == ratio, block, statusBar);
}
protected:
enum Ratio
{
ASPECTRATIO_4_3 = 0,
ASPECTRATIO_16_9 = 1,
ASPECTRATIO_16_10 = 2,
ASPECTRATIO_17_10 = 3,
ASPECTRATIO_5_4 = 4
};
// Since the number of aspect ratios may change at any time, we should
// track what aspect ratios the statusbar supports and use the widest
// or tallest available ratio.
static Ratio ratioMap[5];
Ratio ratio;
private:
int FindRatio()
{
float aspect = ActiveRatio(screen->GetWidth(), screen->GetHeight());
static std::pair<float, int> ratioTypes[] =
{
{ 21 / 9.0f , ASPECTRATIO_16_9 },
{ 16 / 9.0f , ASPECTRATIO_16_9 },
{ 17 / 10.0f , ASPECTRATIO_17_10 },
{ 16 / 10.0f , ASPECTRATIO_16_10 },
{ 4 / 3.0f , ASPECTRATIO_4_3 },
{ 5 / 4.0f , ASPECTRATIO_5_4 },
{ 0.0f, 0 }
};
int ratio = ratioTypes[0].second;
float distance = fabs(ratioTypes[0].first - aspect);
for (int i = 1; ratioTypes[i].first != 0.0f; i++)
{
float d = fabs(ratioTypes[i].first - aspect);
if (d < distance)
{
ratio = ratioTypes[i].second;
distance = d;
}
}
return ratio;
}
};
CommandAspectRatio::Ratio CommandAspectRatio::ratioMap[5] = {ASPECTRATIO_4_3,ASPECTRATIO_16_9,ASPECTRATIO_16_10,ASPECTRATIO_16_10,ASPECTRATIO_5_4};
////////////////////////////////////////////////////////////////////////////////
class CommandDrawShader : public SBarInfoCommand
{
public:
CommandDrawShader(SBarInfo *script) : SBarInfoCommand(script),
vertical(false), reverse(false), width(1), height(1)
{
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
statusBar->DrawGraphic(shaders[(vertical<<1) + reverse], x, y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, true, width, height);
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
sc.MustGetToken(TK_IntConst);
width = sc.Number;
if(sc.Number < 1)
sc.ScriptError("Width must be greater than 1.");
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
height = sc.Number;
if(sc.Number < 1)
sc.ScriptError("Height must be greater than 1.");
sc.MustGetToken(',');
sc.MustGetToken(TK_Identifier);
if(sc.Compare("vertical"))
vertical = true;
else if(!sc.Compare("horizontal"))
sc.ScriptError("Unknown direction '%s'.", sc.String);
sc.MustGetToken(',');
if(sc.CheckToken(TK_Identifier))
{
if(!sc.Compare("reverse"))
{
sc.ScriptError("Exspected 'reverse', got '%s' instead.", sc.String);
}
reverse = true;
sc.MustGetToken(',');
}
GetCoordinates(sc, fullScreenOffsets, x, y);
sc.MustGetToken(';');
shaders[0] = TexMan.FindTexture("BarShaderHF");
shaders[1] = TexMan.FindTexture("BarShaderHR");
shaders[2] = TexMan.FindTexture("BarShaderVF");
shaders[3] = TexMan.FindTexture("BarShaderVR");
}
protected:
bool vertical;
bool reverse;
unsigned int width;
unsigned int height;
SBarInfoCoordinate x;
SBarInfoCoordinate y;
private:
FTexture *shaders[4];
};
////////////////////////////////////////////////////////////////////////////////
class CommandDrawInventoryBar : public SBarInfoCommand
{
public:
CommandDrawInventoryBar(SBarInfo *script) : SBarInfoCommand(script),
style(STYLE_Doom), size(7), alwaysShow(false), noArtibox(false),
noArrows(false), alwaysShowCounter(false), translucent(false),
vertical(false), shadow(false), shadowX(2), shadowY(2),
counters(NULL), font(NULL), translation(CR_GOLD),
fontSpacing(0)
{
}
~CommandDrawInventoryBar()
{
if(counters != NULL)
{
for(unsigned int i = 0;i < size;i++)
delete counters[i];
delete[] counters;
}
}
AActor *PrevInv(AActor *item)
{
AActor *retval = nullptr;
IFVM(Inventory, PrevInv)
{
VMValue param = item;
VMReturn ret((void**)&retval);
VMCall(func, &param, 1, &ret, 1);
}
return retval;
}
AActor *NextInv(AActor *item)
{
AActor *retval = nullptr;
IFVM(Inventory, NextInv)
{
VMValue param = item;
VMReturn ret((void**)&retval);
VMCall(func, &param, 1, &ret, 1);
}
return retval;
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
int spacing = GetCounterSpacing(statusBar);
double bgalpha = block->Alpha();
if(translucent)
bgalpha *= HX_SHADOW;
AActor *item;
unsigned int i = 0;
auto &InvFirst = statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvFirst);
// If the player has no artifacts, don't draw the bar
InvFirst = statusBar->wrapper->ValidateInvFirst(size);
if (InvFirst != nullptr || alwaysShow)
{
for(item = InvFirst, i = 0; item != NULL && i < size; item = NextInv(item), ++i)
{
SBarInfoCoordinate rx = x + (!vertical ? i*spacing : 0);
SBarInfoCoordinate ry = y + (vertical ? i*spacing : 0);
if(!noArtibox)
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgARTIBOX], rx, ry, block->XOffset(), block->YOffset(), bgalpha, block->FullScreenOffsets());
if(style != STYLE_Strife) //Strife draws the cursor before the icons
statusBar->DrawGraphic(TexMan.GetTexture(item->TextureIDVar(NAME_Icon), true), rx - (style == STYLE_HexenStrict ? 2 : 0), ry - (style == STYLE_HexenStrict ? 1 : 0), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, item->IntVar(NAME_Amount) <= 0);
if(item == statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel))
{
if(style == STYLE_Heretic)
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx, ry+29, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
else if(style == STYLE_Hexen)
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx, ry-1, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
else if(style == STYLE_HexenStrict)
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx-1, ry-1, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
else if(style == STYLE_Strife)
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgCURSOR], rx-6, ry-2, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
else
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgSELECTBOX], rx, ry, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
}
if(style == STYLE_Strife)
statusBar->DrawGraphic(TexMan.GetTexture(item->TextureIDVar(NAME_Icon), true), rx, ry, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, item->IntVar(NAME_Amount) <= 0);
if(counters != NULL && (alwaysShowCounter || item->IntVar(NAME_Amount) != 1))
{
counters[i]->valueArgument = item->IntVar(NAME_Amount);
counters[i]->Draw(block, statusBar);
}
}
for (; i < size && !noArtibox; ++i)
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgARTIBOX], x + (!vertical ? (i*spacing) : 0), y + (vertical ? (i*spacing) : 0), block->XOffset(), block->YOffset(), bgalpha, block->FullScreenOffsets());
// Is there something to the left?
if (!noArrows && InvFirst && PrevInv(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvFirst)))
{
int offset = (style != STYLE_Strife ? (style != STYLE_HexenStrict ? -12 : -10) : 14);
int yOffset = style != STYLE_HexenStrict ? 0 : -1;
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgINVLFGEM1], x + (!vertical ? offset : yOffset), y + (vertical ? offset : yOffset), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
}
// Is there something to the right?
if (!noArrows && item != NULL)
{
int offset = (style != STYLE_Strife ? (style != STYLE_HexenStrict ? size*31+2 : size*31) : size*35-4);
int yOffset = style != STYLE_HexenStrict ? 0 : -1;
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgINVRTGEM1], x + (!vertical ? offset : yOffset), y + (vertical ? offset : yOffset), block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
}
}
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
sc.MustGetToken(TK_Identifier);
if(sc.Compare("Doom"))
style = STYLE_Doom;
else if(sc.Compare("Heretic"))
style = STYLE_Heretic;
else if(sc.Compare("Hexen"))
style = STYLE_Hexen;
else if(sc.Compare("HexenStrict"))
style = STYLE_HexenStrict;
else if(sc.Compare("Strife"))
style = STYLE_Strife;
else
sc.ScriptError("Unknown style '%s'.", sc.String);
sc.MustGetToken(',');
while(sc.CheckToken(TK_Identifier))
{
if(sc.Compare("alwaysshow"))
alwaysShow = true;
else if(sc.Compare("drawshadow"))
{
if(sc.CheckToken('('))
{
sc.MustGetToken(TK_IntConst);
shadowX = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
shadowY = sc.Number;
sc.MustGetToken(')');
}
shadow = true;
}
else if(sc.Compare("noartibox"))
noArtibox = true;
else if(sc.Compare("noarrows"))
noArrows = true;
else if(sc.Compare("alwaysshowcounter"))
alwaysShowCounter = true;
else if(sc.Compare("translucent"))
translucent = true;
else if(sc.Compare("vertical"))
vertical = true;
else
sc.ScriptError("Unknown flag '%s'.", sc.String);
if(!sc.CheckToken('|'))
sc.MustGetToken(',');
}
sc.MustGetToken(TK_IntConst);
size = sc.Number;
sc.MustGetToken(',');
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
font = V_GetFont(sc.String);
if(font == NULL)
{
sc.ScriptError("Unknown font '%s'.", sc.String);
font = SmallFont;
}
sc.MustGetToken(',');
GetCoordinates(sc, fullScreenOffsets, x, y);
counterX = x + 26;
counterY = y + 22;
if(sc.CheckToken(',')) //more font information
{
GetCoordinates(sc, fullScreenOffsets, counterX, counterY);
if(sc.CheckToken(','))
{
translation = GetTranslation(sc);
if(sc.CheckToken(','))
{
sc.MustGetToken(TK_IntConst);
fontSpacing = sc.Number;
}
}
}
sc.MustGetToken(';');
}
int GetCounterSpacing(const DSBarInfo *statusBar) const
{
FTexture *box = (style != STYLE_Strife)
? statusBar->Images[statusBar->invBarOffset + imgARTIBOX]
: statusBar->Images[statusBar->invBarOffset + imgCURSOR];
if (box == NULL)
{ // Don't crash without a graphic.
return 32;
}
else
{
int spacing;
if (!vertical)
{
spacing = box->GetDisplayWidth();
}
else
{
spacing = box->GetDisplayHeight();
}
return spacing + ((style != STYLE_Strife) ? 1 : -1);
}
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
// Make the counters if need be.
if(counters == NULL)
{
int spacing = GetCounterSpacing(statusBar);
counters = new CommandDrawNumber*[size];
for(unsigned int i = 0;i < size;i++)
{
counters[i] = new CommandDrawNumber(script);
counters[i]->startX = counterX + (!vertical ? spacing*i : 0);
counters[i]->y = counterY + (vertical ? spacing*i : 0);
counters[i]->normalTranslation = translation;
counters[i]->font = font;
counters[i]->spacing = fontSpacing;
counters[i]->whenNotZero = !alwaysShowCounter;
counters[i]->drawValue = counters[i]->value = CommandDrawNumber::CONSTANT;
counters[i]->length = INT_MAX;
counters[i]->shadow = shadow;
counters[i]->shadowX = shadowX;
counters[i]->shadowY = shadowY;
}
}
for(unsigned int i = 0;i < size;i++)
counters[i]->Tick(block, statusBar, hudChanged);
}
protected:
enum Styles
{
STYLE_Doom,
STYLE_Heretic,
STYLE_Hexen,
STYLE_HexenStrict,
STYLE_Strife
};
Styles style;
unsigned int size;
bool alwaysShow;
bool noArtibox;
bool noArrows;
bool alwaysShowCounter;
bool translucent;
bool vertical;
bool shadow;
int shadowX;
int shadowY;
SBarInfoCoordinate x;
SBarInfoCoordinate y;
CommandDrawNumber* *counters;
private:
// This information will be transferred to counters as soon as possible.
FFont *font;
SBarInfoCoordinate counterX;
SBarInfoCoordinate counterY;
EColorRange translation;
int fontSpacing;
};
////////////////////////////////////////////////////////////////////////////////
class CommandDrawKeyBar : public SBarInfoCommand
{
public:
CommandDrawKeyBar(SBarInfo *script) : SBarInfoCommand(script),
number(3), vertical(false), reverse(false), reverseRows(false),
iconSize(-1), rowIconSize(-1), keyOffset(0), rowSize(0)
{
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
auto item = statusBar->CPlayer->mo->Inventory;
if(item == NULL)
return;
int slotOffset = 0;
int rowOffset = 0;
int rowWidth = 0;
for(unsigned int i = 0;i < number+keyOffset;i++)
{
while(!item->TextureIDVar(NAME_Icon).isValid() || !item->IsKindOf(NAME_Key))
{
item = item->Inventory;
if(item == NULL)
return;
}
if(i >= keyOffset) //Should we start drawing?
{
if(!vertical)
{
statusBar->DrawGraphic(TexMan.GetTexture(item->TextureIDVar(NAME_Icon), true), x+slotOffset, y+rowOffset, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
rowWidth = rowIconSize == -1 ? TexMan.GetTexture(item->TextureIDVar(NAME_Icon), true)->GetDisplayHeight()+2 : rowIconSize;
}
else
{
statusBar->DrawGraphic(TexMan.GetTexture(item->TextureIDVar(NAME_Icon), true), x+rowOffset, y+slotOffset, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
rowWidth = rowIconSize == -1 ? TexMan.GetTexture(item->TextureIDVar(NAME_Icon), true)->GetDisplayWidth()+2 : rowIconSize;
}
// If cmd.special is -1 then the slot size is auto detected
if(iconSize == -1)
{
if(!vertical)
slotOffset += (reverse ? -1 : 1) * (TexMan.GetTexture(item->TextureIDVar(NAME_Icon), true)->GetDisplayWidth() + 2);
else
slotOffset += (reverse ? -1 : 1) * (TexMan.GetTexture(item->TextureIDVar(NAME_Icon), true)->GetDisplayHeight() + 2);
}
else
slotOffset += (reverse ? -iconSize : iconSize);
if(rowSize > 0 && (i % rowSize == rowSize-1))
{
if(reverseRows)
rowOffset -= rowWidth;
else
rowOffset += rowWidth;
rowWidth = 0;
slotOffset = 0;
}
}
item = item->Inventory;
if(item == NULL)
return;
}
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
sc.MustGetToken(TK_IntConst);
number = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_Identifier);
if(sc.Compare("vertical"))
vertical = true;
else if(!sc.Compare("horizontal"))
sc.ScriptError("Unknown direction '%s'.", sc.String);
sc.MustGetToken(',');
while(sc.CheckToken(TK_Identifier))
{
if(sc.Compare("reverserows"))
reverseRows = true;
else if(sc.Compare("reverse"))
reverse = true;
else
sc.ScriptError("Unknown flag '%s'.", sc.String);
if(!sc.CheckToken('|'))
sc.MustGetToken(',');
}
if(sc.CheckToken(TK_Auto))
iconSize = -1;
else
{
sc.MustGetToken(TK_IntConst);
iconSize = sc.Number;
}
sc.MustGetToken(',');
GetCoordinates(sc, fullScreenOffsets, x, y);
if(sc.CheckToken(','))
{
//key offset
sc.MustGetToken(TK_IntConst);
keyOffset = sc.Number;
if(sc.CheckToken(','))
{
//max per row/column
sc.MustGetToken(TK_IntConst);
rowSize = sc.Number;
sc.MustGetToken(',');
//row/column spacing (opposite of previous)
if(sc.CheckToken(TK_Auto))
rowIconSize = -1;
else
{
sc.MustGetToken(TK_IntConst);
rowIconSize = sc.Number;
}
}
}
sc.MustGetToken(';');
}
protected:
unsigned int number;
bool vertical;
bool reverse;
bool reverseRows;
int iconSize;
int rowIconSize;
unsigned int keyOffset;
unsigned int rowSize;
SBarInfoCoordinate x;
SBarInfoCoordinate y;
};
////////////////////////////////////////////////////////////////////////////////
class CommandDrawBar : public SBarInfoCommand
{
public:
CommandDrawBar(SBarInfo *script) : SBarInfoCommand(script),
border(0), horizontal(false), reverse(false), foreground(-1),
background(-1), type(HEALTH), interpolationSpeed(0), drawValue(0),
pixel(-1)
{
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
if(foreground == -1 || statusBar->Images[foreground] == NULL)
return; //don't draw anything.
assert(statusBar->Images[foreground] != NULL);
FTexture *fg = statusBar->Images[foreground];
FTexture *bg = (background != -1) ? statusBar->Images[background] : NULL;
double value = drawValue;
if(border != 0)
{
value = 1. - value; //invert since the new drawing method requires drawing the bg on the fg.
//Draw the whole foreground
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
}
else
{
// Draw background
if (bg != NULL && bg->GetDisplayWidth() == fg->GetDisplayWidth() && bg->GetDisplayHeight() == fg->GetDisplayHeight())
statusBar->DrawGraphic(bg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
else
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, nulclip, true);
}
// {cx, cy, cr, cb}
double Clip[4] = {0, 0, 0, 0};
int sizeOfImage = (horizontal ? fg->GetDisplayWidth()-border*2 : fg->GetDisplayHeight()-border*2);
Clip[(!horizontal)|((horizontal ? !reverse : reverse)<<1)] = sizeOfImage - sizeOfImage *value;
// Draw background
if(border != 0)
{
for(unsigned int i = 0;i < 4;i++)
Clip[i] += border;
if (bg != NULL && bg->GetDisplayWidth() == fg->GetDisplayWidth() && bg->GetDisplayHeight() == fg->GetDisplayHeight())
statusBar->DrawGraphic(bg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, Clip);
else
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, Clip, true);
}
else
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, Clip);
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
sc.MustGetToken(TK_StringConst);
foreground = script->newImage(sc.String);
sc.MustGetToken(',');
sc.MustGetToken(TK_StringConst);
background = script->newImage(sc.String);
sc.MustGetToken(',');
sc.MustGetToken(TK_Identifier);
if(sc.Compare("health"))
{
type = HEALTH;
ParseComparator(sc);
}
else if(sc.Compare("armor"))
{
type = ARMOR;
ParseComparator(sc);
}
else if(sc.Compare("ammo1"))
type = AMMO1;
else if(sc.Compare("ammo2"))
type = AMMO2;
else if(sc.Compare("ammo")) //request the next string to be an ammo type
{
bool parenthesized = sc.CheckToken('(');
if(!parenthesized || !sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
type = AMMO;
data.inventoryItem = PClass::FindActor(sc.String);
if (data.inventoryItem == NULL || !data.inventoryItem->IsDescendantOf(NAME_Ammo)) //must be a kind of ammo
{
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
data.inventoryItem = PClass::FindActor(NAME_Ammo);
}
if(parenthesized) sc.MustGetToken(')');
}
else if(sc.Compare("frags"))
type = FRAGS;
else if(sc.Compare("kills"))
type = KILLS;
else if(sc.Compare("items"))
type = ITEMS;
else if(sc.Compare("secrets"))
type = SECRETS;
else if(sc.Compare("airtime"))
type = AIRTIME;
else if(sc.Compare("savepercent"))
type = SAVEPERCENT;
else if(sc.Compare("poweruptime"))
{
bool parenthesized = sc.CheckToken('(');
type = POWERUPTIME;
if(!parenthesized || !sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
data.inventoryItem = PClass::FindActor(sc.String);
if(data.inventoryItem == NULL || !data.inventoryItem->IsDescendantOf(NAME_PowerupGiver))
{
sc.ScriptMessage("'%s' is not a type of PowerupGiver.", sc.String);
data.inventoryItem = PClass::FindActor(NAME_PowerupGiver);
}
if(parenthesized) sc.MustGetToken(')');
}
else
{
type = INVENTORY;
data.inventoryItem = PClass::FindActor(sc.String);
if(data.inventoryItem == NULL || !data.inventoryItem->IsDescendantOf(NAME_Inventory))
{
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
data.inventoryItem = PClass::FindActor(NAME_Inventory);
}
}
sc.MustGetToken(',');
sc.MustGetToken(TK_Identifier);
if(sc.Compare("horizontal"))
horizontal = true;
else if(!sc.Compare("vertical"))
sc.ScriptError("Unknown direction '%s'.", sc.String);
sc.MustGetToken(',');
while(sc.CheckToken(TK_Identifier))
{
if(sc.Compare("reverse"))
reverse = true;
else if(sc.Compare("interpolate"))
{
sc.MustGetToken('(');
sc.MustGetToken(TK_IntConst);
interpolationSpeed = sc.Number;
sc.MustGetToken(')');
}
else
sc.ScriptError("Unkown flag '%s'.", sc.String);
if(!sc.CheckToken('|'))
sc.MustGetToken(',');
}
GetCoordinates(sc, fullScreenOffsets, x, y);
if(sc.CheckToken(',')) //border
{
sc.MustGetToken(TK_IntConst);
border = sc.Number;
// Flip the direction since it represents the area to clip
if(border != 0)
reverse = !reverse;
}
sc.MustGetToken(';');
if(type == HEALTH)
interpolationSpeed = script->interpolateHealth ? script->interpolationSpeed : interpolationSpeed;
else if(type == ARMOR)
interpolationSpeed = script->interpolateArmor ? script->armorInterpolationSpeed : interpolationSpeed;
}
void Reset()
{
drawValue = 0;
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
double value = 0;
int max = 0;
switch(type)
{
case HEALTH:
value = statusBar->CPlayer->mo->health;
if(value < 0) //health shouldn't display negatives
value = 0;
if(data.useMaximumConstant)
max = data.value;
else if(data.inventoryItem != NULL)
{
auto item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem); //max comparer
if(item != NULL)
max = item->IntVar(NAME_Amount);
else
max = 0;
}
else //default to the class's health
max = statusBar->CPlayer->mo->GetMaxHealth(true);
break;
case ARMOR:
value = statusBar->armor != NULL ? statusBar->armor->IntVar(NAME_Amount) : 0;
if(data.useMaximumConstant)
max = data.value;
else if(data.inventoryItem != NULL)
{
auto item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem);
if(item != NULL)
max = item->IntVar(NAME_Amount);
else
max = 0;
}
else
max = 100;
break;
case AMMO1:
value = statusBar->ammocount1;
if(statusBar->ammo1 == NULL) //no ammo, draw as empty
{
value = 0;
max = 1;
}
else
max = statusBar->ammo1->IntVar(NAME_MaxAmount);
break;
case AMMO2:
value = statusBar->ammocount2;
if(statusBar->ammo2 == NULL) //no ammo, draw as empty
{
value = 0;
max = 1;
}
else
max = statusBar->ammo2->IntVar(NAME_MaxAmount);
break;
case AMMO:
{
auto item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem);
if(item != NULL)
{
value = item->IntVar(NAME_Amount);
max = item->IntVar(NAME_MaxAmount);
}
else
value = 0;
break;
}
case FRAGS:
value = statusBar->CPlayer->fragcount;
max = fraglimit;
break;
case KILLS:
value = currentUILevel->killed_monsters;
max = currentUILevel->total_monsters;
break;
case ITEMS:
value = currentUILevel->found_items;
max = currentUILevel->total_items;
break;
case SECRETS:
value = currentUILevel->found_secrets;
max = currentUILevel->total_secrets;
break;
case INVENTORY:
{
auto item = statusBar->CPlayer->mo->FindInventory(data.inventoryItem);
if(item != NULL)
{
value = item->IntVar(NAME_Amount);
max = item->IntVar(NAME_MaxAmount);
}
else
value = 0;
break;
}
case AIRTIME:
value = clamp<int>(statusBar->CPlayer->air_finished - currentUILevel->time, 0, INT_MAX);
max = currentUILevel->airsupply;
break;
case POWERUPTIME:
{
// [value, max] = statusBar.CPlayer.mo.GetEffectTicsForItem(inventoryItem);
// value++; max++;
static VMFunction *func = nullptr;
if (func == nullptr) PClass::FindFunction(&func, NAME_PlayerPawn, "GetEffectTicsForItem");
VMValue params[] = { statusBar->CPlayer->mo, data.inventoryItem };
VMReturn ret[2];
int ival;
ret[0].IntAt(&ival);
ret[1].IntAt(&max);
VMCall(func, params, 2, ret, 2);
value = ival + 1;
max++;
break;
}
case SAVEPERCENT:
{
double add = 0;
auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor);
if (harmor != NULL)
{
double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
add = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
}
//Hexen counts basic armor also so we should too.
if(statusBar->armor != NULL)
{
add += statusBar->armor->FloatVar(NAME_SavePercent) * 100;
}
value = int(add);
max = 100;
break;
}
default: return;
}
if(max != 0 && value > 0)
{
value = MIN(value / max, 1.);
}
else
value = 0;
if(interpolationSpeed != 0 && (!hudChanged || currentUILevel->time == 1))
{
// [BL] Since we used a percentage (in order to get the most fluid animation)
// we need to establish a cut off point so the last pixel won't hang as the animation slows
if(pixel == -1 && statusBar->Images[foreground])
pixel = MAX(1 / 65536., 1./statusBar->Images[foreground]->GetDisplayWidth());
if(fabs(drawValue - value) < pixel)
drawValue = value;
else if (value < drawValue)
drawValue -= clamp<double>((drawValue - value) / 4, 1 / 65536., interpolationSpeed / 100.);
else if (drawValue < value)
drawValue += clamp<double>((value - drawValue) / 4, 1 / 65536., interpolationSpeed / 100.);
}
else
drawValue = value;
}
protected:
void ParseComparator(FScanner &sc)
{
bool extendedSyntax = sc.CheckToken('(');
if(sc.CheckToken(TK_Identifier) || (extendedSyntax && sc.CheckToken(TK_StringConst))) //comparing reference
{
data.inventoryItem = PClass::FindActor(sc.String);
if(data.inventoryItem == NULL || !data.inventoryItem->IsDescendantOf(NAME_Inventory)) //must be a kind of inventory
{
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
data.inventoryItem = PClass::FindActor(NAME_Inventory);
}
}
else if(extendedSyntax && sc.CheckToken(TK_IntConst))
{
data.useMaximumConstant = true;
data.value = sc.Number;
}
if(extendedSyntax)
sc.MustGetToken(')');
}
enum ValueType
{
HEALTH,
ARMOR,
AMMO1,
AMMO2,
AMMO,
FRAGS,
INVENTORY,
KILLS,
ITEMS,
SECRETS,
ARMORCLASS,
POWERUPTIME,
AIRTIME,
SAVEPERCENT
};
struct AdditionalData
{
public:
AdditionalData() : useMaximumConstant(false)
{
inventoryItem = NULL;
}
bool useMaximumConstant;
union
{
PClassActor *inventoryItem;
int value;
};
};
unsigned int border;
bool horizontal;
bool reverse;
int foreground;
int background;
ValueType type;
AdditionalData data;
SBarInfoCoordinate x;
SBarInfoCoordinate y;
int interpolationSpeed;
double drawValue;
double pixel;
};
////////////////////////////////////////////////////////////////////////////////
class CommandIsSelected : public SBarInfoNegatableFlowControl
{
public:
CommandIsSelected(SBarInfo *script) : SBarInfoNegatableFlowControl(script)
{
weapon[0] = NULL;
weapon[1] = NULL;
}
void ParseNegatable(FScanner &sc, bool fullScreenOffsets)
{
if(!sc.CheckToken(TK_Identifier))
sc.MustGetToken(TK_StringConst);
for(int i = 0;i < 2;i++)
{
weapon[i] = PClass::FindClass(sc.String);
if(weapon[i] == NULL || !weapon[i]->IsDescendantOf(NAME_Weapon))
{
sc.ScriptMessage("'%s' is not a type of weapon.", sc.String);
weapon[i] = PClass::FindClass(NAME_Weapon);
}
if(sc.CheckToken(','))
{
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
}
else
break;
}
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoNegatableFlowControl::Tick(block, statusBar, hudChanged);
if(statusBar->CPlayer->ReadyWeapon != NULL)
{
const PClass *readyWeapon = statusBar->CPlayer->ReadyWeapon->GetClass();
SetTruth(weapon[0] == readyWeapon || (weapon[1] && weapon[1] == readyWeapon), block, statusBar);
}
}
protected:
const PClass *weapon[2];
};
////////////////////////////////////////////////////////////////////////////////
class CommandPlayerClass : public SBarInfoCommandFlowControl
{
public:
CommandPlayerClass(SBarInfo *script) : SBarInfoCommandFlowControl(script)
{
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
sc.MustGetToken(TK_Identifier);
do
{
bool foundClass = false;
for(unsigned int c = 0;c < PlayerClasses.Size();c++)
{
if(stricmp(sc.String, PlayerClasses[c].Type->GetDisplayName()) == 0)
{
foundClass = true;
classes.Push(PlayerClasses[c].Type);
break;
}
}
/*
if(!foundClass)
sc.ScriptError("Unkown PlayerClass '%s'.", sc.String);
*/
if(!sc.CheckToken(','))
break;
}
while(sc.CheckToken(TK_Identifier));
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
if(statusBar->CPlayer->cls == NULL)
return; //No class so we can not continue
PClass *spawnClass = statusBar->CPlayer->cls;
for(unsigned int i = 0;i < classes.Size();i++)
{
if(classes[i] == spawnClass)
{
SetTruth(true, block, statusBar);
return;
}
}
SetTruth(false, block, statusBar);
}
protected:
TArray<PClass*> classes;
};
////////////////////////////////////////////////////////////////////////////////
class CommandPlayerType : public SBarInfoCommandFlowControl
{
public:
CommandPlayerType(SBarInfo *script) : SBarInfoCommandFlowControl(script)
{
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
do
{
bool foundClass = false;
const PClass *cls = PClass::FindClass(sc.String);
if (cls != NULL)
{
foundClass = true;
classes.Push(cls);
}
/*
if(!foundClass)
sc.ScriptError("Unkown PlayerClass '%s'.", sc.String);
*/
if(!sc.CheckToken(','))
break;
}
while(sc.CheckToken(TK_Identifier) || sc.CheckToken(TK_StringConst));
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
if(statusBar->CPlayer->cls == NULL)
return; //No class so we can not continue
for(unsigned int i = 0;i < classes.Size();i++)
{
if (statusBar->CPlayer->cls->IsDescendantOf(classes[i]))
{
SetTruth(true, block, statusBar);
return;
}
}
SetTruth(false, block, statusBar);
}
protected:
TArray<const PClass *> classes;
};
////////////////////////////////////////////////////////////////////////////////
class CommandHasWeaponPiece : public SBarInfoCommandFlowControl
{
public:
CommandHasWeaponPiece(SBarInfo *script) : SBarInfoCommandFlowControl(script),
weapon(NULL), piece(1)
{
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
weapon = PClass::FindClass(sc.String);
if (weapon == NULL || !weapon->IsDescendantOf(NAME_Weapon)) //must be a weapon
{
sc.ScriptMessage("%s is not a kind of weapon.", sc.String);
weapon = PClass::FindClass(NAME_Weapon);
}
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
if(sc.Number < 1)
sc.ScriptError("Weapon piece number can not be less than 1.");
piece = sc.Number;
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
for(auto inv = statusBar->CPlayer->mo->Inventory;inv != NULL;inv=inv->Inventory)
{
auto hc = PClass::FindActor("WeaponHolder");
if(inv->IsKindOf(hc))
{
if(inv->PointerVar<PClass>("PieceWeapon") == weapon)
{
SetTruth(0 != (inv->IntVar("PieceMask") & (1 << (piece-1))), block, statusBar);
return;
}
}
}
SetTruth(false, block, statusBar);
}
protected:
const PClass *weapon;
unsigned int piece;
};
////////////////////////////////////////////////////////////////////////////////
class CommandDrawGem : public SBarInfoCommand
{
public:
CommandDrawGem(SBarInfo *script) : SBarInfoCommand(script),
wiggle(false), translatable(false), armor(false), reverse(false),
chain(-1), gem(-1), leftPadding(0), rightPadding(0), chainSize(1),
interpolationSpeed(0), drawValue(0), goalValue(0), chainWiggle(0)
{
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
FTexture *chainImg = statusBar->Images[chain];
FTexture *gemImg = statusBar->Images[gem];
if(chainImg == NULL)
return;
SBarInfoCoordinate drawY = y;
if(wiggle && drawValue != goalValue) // Should only wiggle when the value doesn't equal what is being drawn.
drawY += chainWiggle;
int chainWidth = chainImg->GetDisplayWidth();
int offset = (int) (((double) (chainWidth-leftPadding-rightPadding)/100)*drawValue);
statusBar->DrawGraphic(chainImg, x+(offset%chainSize), drawY, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
if(gemImg != NULL)
statusBar->DrawGraphic(gemImg, x+leftPadding+offset, drawY, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), translatable);
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
while(sc.CheckToken(TK_Identifier))
{
if(sc.Compare("wiggle"))
wiggle = true;
else if(sc.Compare("translatable"))
translatable = true;
else if(sc.Compare("armor"))
armor = true;
else if(sc.Compare("interpolate"))
{
sc.MustGetToken('(');
sc.MustGetToken(TK_IntConst);
interpolationSpeed = sc.Number;
sc.MustGetToken(')');
}
else if(sc.Compare("reverse"))
reverse = true;
else
sc.ScriptError("Unknown drawgem flag '%s'.", sc.String);
if(!sc.CheckToken('|'))
sc.MustGetToken(',');
}
sc.MustGetToken(TK_StringConst); //chain
chain = script->newImage(sc.String);
sc.MustGetToken(',');
sc.MustGetToken(TK_StringConst); //gem
gem = script->newImage(sc.String);
sc.MustGetToken(',');
bool negative = sc.CheckToken('-');
sc.MustGetToken(TK_IntConst);
leftPadding = (negative ? -1 : 1) * sc.Number;
sc.MustGetToken(',');
negative = sc.CheckToken('-');
sc.MustGetToken(TK_IntConst);
rightPadding = (negative ? -1 : 1) * sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
if(sc.Number < 0)
sc.ScriptError("Chain size must be a positive number.");
chainSize = sc.Number+1;
sc.MustGetToken(',');
GetCoordinates(sc, fullScreenOffsets, x, y);
sc.MustGetToken(';');
if(!armor)
interpolationSpeed = script->interpolateHealth ? script->interpolationSpeed : interpolationSpeed;
else
interpolationSpeed = script->interpolateArmor ? script->armorInterpolationSpeed : interpolationSpeed;
}
void Reset()
{
drawValue = 0;
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
goalValue = armor ? (statusBar->armor ? statusBar->armor->IntVar(NAME_Amount) : 0) : statusBar->CPlayer->mo->health;
int max = armor ? 100 : statusBar->CPlayer->mo->GetMaxHealth(true);
if(max != 0 && goalValue > 0)
{
goalValue = (goalValue*100)/max;
if(goalValue > 100)
goalValue = 100;
}
else
goalValue = 0;
goalValue = reverse ? 100 - goalValue : goalValue;
if(interpolationSpeed != 0 && (!hudChanged || currentUILevel->time == 1)) // At the start force an animation
{
if(goalValue < drawValue)
drawValue -= clamp<int>((drawValue - goalValue) >> 2, 1, interpolationSpeed);
else if(drawValue < goalValue)
drawValue += clamp<int>((goalValue - drawValue) >> 2, 1, interpolationSpeed);
}
else
drawValue = goalValue;
if(wiggle && currentUILevel->time & 1)
chainWiggle = pr_chainwiggle() & 1;
}
protected:
bool wiggle;
bool translatable;
bool armor;
bool reverse;
int chain;
int gem;
int leftPadding;
int rightPadding;
unsigned int chainSize;
SBarInfoCoordinate x;
SBarInfoCoordinate y;
int interpolationSpeed;
int drawValue;
int goalValue;
private:
int chainWiggle;
static FRandom pr_chainwiggle;
};
FRandom CommandDrawGem::pr_chainwiggle; //use the same method of chain wiggling as heretic.
////////////////////////////////////////////////////////////////////////////////
class CommandWeaponAmmo : public SBarInfoNegatableFlowControl
{
public:
CommandWeaponAmmo(SBarInfo *script) : SBarInfoNegatableFlowControl(script),
conditionAnd(false)
{
ammo[0] = NULL;
ammo[1] = NULL;
}
void ParseNegatable(FScanner &sc, bool fullScreenOffsets)
{
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
for(int i = 0;i < 2;i++)
{
ammo[i] = PClass::FindClass(sc.String);
if(ammo[i] == NULL || !ammo[i]->IsDescendantOf(NAME_Ammo)) //must be a kind of ammo
{
sc.ScriptMessage("'%s' is not a type of ammo.", sc.String);
ammo[i] = PClass::FindActor(NAME_Ammo);
}
if(sc.CheckToken(TK_OrOr))
{
conditionAnd = false;
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
}
else if(sc.CheckToken(TK_AndAnd))
{
conditionAnd = true;
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
}
else
break;
}
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoNegatableFlowControl::Tick(block, statusBar, hudChanged);
if(statusBar->CPlayer->ReadyWeapon != NULL)
{
const PClass *AmmoType1 = statusBar->AmmoType(1);
const PClass *AmmoType2 = statusBar->AmmoType(2);
bool usesammo1 = (AmmoType1 != NULL);
bool usesammo2 = (AmmoType2 != NULL);
//if(!usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble.
//{
// SetTruth(false, block, statusBar);
// return;
//}
//Or means only 1 ammo type needs to match and means both need to match.
if(ammo[1] != NULL)
{
bool match1 = ((usesammo1 && (AmmoType1 == ammo[0] || AmmoType1 == ammo[1])) || !usesammo1);
bool match2 = ((usesammo2 && (AmmoType2 == ammo[0] || AmmoType2 == ammo[1])) || !usesammo2);
if((!conditionAnd && (match1 || match2)) || (conditionAnd && (match1 && match2)))
{
SetTruth(true, block, statusBar);
return;
}
}
else
{
if((usesammo1 && (AmmoType1 == ammo[0])) || (usesammo2 && (AmmoType2 == ammo[0])))
{
SetTruth(true, block, statusBar);
return;
}
}
}
SetTruth(false, block, statusBar);
}
protected:
const PClass *ammo[2];
bool conditionAnd;
};
////////////////////////////////////////////////////////////////////////////////
class CommandInInventory : public SBarInfoNegatableFlowControl
{
public:
CommandInInventory(SBarInfo *script) : SBarInfoNegatableFlowControl(script),
conditionAnd(false)
{
item[0] = item[1] = NULL;
Amount[0] = Amount[1] = 0;
}
void ParseNegatable(FScanner &sc, bool fullScreenOffsets)
{
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
for(int i = 0;i < 2;i++)
{
item[i] = PClass::FindActor(sc.String);
if (item[i] == NULL || !item[i]->IsDescendantOf(NAME_Inventory)) //must be a kind of ammo
{
sc.ScriptMessage("'%s' is not a type of inventory item.", sc.String);
item[i] = PClass::FindActor(NAME_Inventory);
}
if (sc.CheckToken(','))
{
sc.MustGetNumber();
Amount[i] = sc.Number;
}
if(sc.CheckToken(TK_OrOr))
{
conditionAnd = false;
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
}
else if(sc.CheckToken(TK_AndAnd))
{
conditionAnd = true;
if(!sc.CheckToken(TK_StringConst))
sc.MustGetToken(TK_Identifier);
}
else
break;
}
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoNegatableFlowControl::Tick(block, statusBar, hudChanged);
AActor *invItem[2] = { statusBar->CPlayer->mo->FindInventory(item[0]), statusBar->CPlayer->mo->FindInventory(item[1]) };
if (invItem[0] != NULL && Amount[0] > 0 && invItem[0]->IntVar(NAME_Amount) < Amount[0]) invItem[0] = NULL;
if (invItem[1] != NULL && Amount[1] > 0 && invItem[1]->IntVar(NAME_Amount) < Amount[1]) invItem[1] = NULL;
if (item[1])
{
if (conditionAnd)
SetTruth(invItem[0] && invItem[1], block, statusBar);
else
SetTruth(invItem[0] || invItem[1], block, statusBar);
}
else
SetTruth(invItem[0] != NULL, block, statusBar);
}
protected:
bool conditionAnd;
PClassActor *item[2];
int Amount[2];
};
////////////////////////////////////////////////////////////////////////////////
class CommandAlpha : public SBarInfoMainBlock
{
public:
CommandAlpha(SBarInfo *script) : SBarInfoMainBlock(script)
{
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
forceScaled = block->ForceScaled();
fullScreenOffsets = block->FullScreenOffsets();
SBarInfoMainBlock::Draw(block, statusBar, block->XOffset(), block->YOffset(), block->Alpha());
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
sc.MustGetToken(TK_FloatConst);
alpha = sc.Float;
// We don't want to allow all the options of a regular main block
// so skip to the SBarInfoCommandFlowControl.
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
}
};
////////////////////////////////////////////////////////////////////////////////
class CommandIfHealth : public SBarInfoNegatableFlowControl
{
public:
CommandIfHealth(SBarInfo *script) : SBarInfoNegatableFlowControl(script),
percentage(false)
{
}
void ParseNegatable(FScanner &sc, bool fullScreenOffsets)
{
sc.MustGetToken(TK_IntConst);
percentage = sc.CheckToken('%');
hpAmount = sc.Number;
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoNegatableFlowControl::Tick(block, statusBar, hudChanged);
int phealth = percentage ? statusBar->CPlayer->mo->health * 100 / statusBar->CPlayer->mo->GetMaxHealth() : statusBar->CPlayer->mo->health;
SetTruth(phealth >= hpAmount, block, statusBar);
}
protected:
int hpAmount;
bool percentage;
};
////////////////////////////////////////////////////////////////////////////////
class CommandIfInvulnerable : public SBarInfoNegatableFlowControl
{
public:
CommandIfInvulnerable(SBarInfo *script) : SBarInfoNegatableFlowControl(script)
{
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoNegatableFlowControl::Tick(block, statusBar, hudChanged);
SetTruth((statusBar->CPlayer->mo->flags2 & MF2_INVULNERABLE) || (statusBar->CPlayer->cheats & (CF_GODMODE | CF_GODMODE2)), block, statusBar);
}
};
////////////////////////////////////////////////////////////////////////////////
class CommandIfWaterLevel : public SBarInfoNegatableFlowControl
{
public:
CommandIfWaterLevel(SBarInfo *script) : SBarInfoNegatableFlowControl(script)
{
}
void ParseNegatable(FScanner &sc, bool fullScreenOffsets)
{
sc.MustGetToken(TK_IntConst);
value = sc.Number;
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoNegatableFlowControl::Tick(block, statusBar, hudChanged);
SetTruth(statusBar->CPlayer->mo->waterlevel >= value, block, statusBar);
}
protected:
int value;
};
////////////////////////////////////////////////////////////////////////////////
class CommandIfCVarInt : public SBarInfoNegatableFlowControl
{
public:
CommandIfCVarInt(SBarInfo *script) : SBarInfoNegatableFlowControl(script),
equalcomp(false)
{
}
void ParseNegatable(FScanner &sc, bool fullScreenOffsets)
{
if(!sc.CheckToken(TK_StringConst))
{
sc.MustGetToken(TK_Identifier);
}
cvarname = sc.String;
cvar = FindCVar(cvarname, nullptr);
if (cvar != nullptr)
{
ECVarType cvartype = cvar->GetRealType();
if (cvartype == CVAR_Bool || cvartype == CVAR_Int)
{
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
value = sc.Number;
if (sc.CheckToken(','))
{
sc.MustGetToken(TK_Identifier);
if(sc.Compare("equal"))
{
equalcomp = true;
}
}
}
else
{
sc.ScriptError("Type mismatch: console variable '%s' is not of type 'bool' or 'int'.", cvarname.GetChars());
}
}
else
{
sc.ScriptError("Unknown console variable '%s'.", cvarname.GetChars());
}
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoNegatableFlowControl::Tick(block, statusBar, hudChanged);
bool result = false;
cvar = GetCVar(statusBar->CPlayer->mo, cvarname);
if (cvar != nullptr)
{
int cvarvalue = cvar->GetGenericRep(CVAR_Int).Int;
result = equalcomp ? cvarvalue == value : cvarvalue >= value;
}
SetTruth(result, block, statusBar);
}
protected:
FString cvarname;
FBaseCVar *cvar;
int value;
bool equalcomp;
};
////////////////////////////////////////////////////////////////////////////////
static const char *SBarInfoCommandNames[] =
{
"drawimage", "drawnumber", "drawswitchableimage",
"drawmugshot", "drawselectedinventory",
"drawinventorybar", "drawbar", "drawgem",
"drawshader", "drawstring", "drawkeybar",
"gamemode", "playerclass", "playertype", "aspectratio",
"isselected", "usesammo", "usessecondaryammo",
"hasweaponpiece", "inventorybarnotvisible",
"weaponammo", "ininventory", "alpha", "ifhealth",
"ifinvulnerable", "ifwaterlevel", "ifcvarint",
NULL
};
enum SBarInfoCommands
{
SBARINFO_DRAWIMAGE, SBARINFO_DRAWNUMBER, SBARINFO_DRAWSWITCHABLEIMAGE,
SBARINFO_DRAWMUGSHOT, SBARINFO_DRAWSELECTEDINVENTORY,
SBARINFO_DRAWINVENTORYBAR, SBARINFO_DRAWBAR, SBARINFO_DRAWGEM,
SBARINFO_DRAWSHADER, SBARINFO_DRAWSTRING, SBARINFO_DRAWKEYBAR,
SBARINFO_GAMEMODE, SBARINFO_PLAYERCLASS, SBARINFO_PLAYERTYPE, SBARINFO_ASPECTRATIO,
SBARINFO_ISSELECTED, SBARINFO_USESAMMO, SBARINFO_USESSECONDARYAMMO,
SBARINFO_HASWEAPONPIECE, SBARINFO_INVENTORYBARNOTVISIBLE,
SBARINFO_WEAPONAMMO, SBARINFO_ININVENTORY, SBARINFO_ALPHA, SBARINFO_IFHEALTH,
SBARINFO_IFINVULNERABLE, SBARINFO_IFWATERLEVEL, SBARINFO_IFCVARINT,
};
SBarInfoCommand *SBarInfoCommandFlowControl::NextCommand(FScanner &sc)
{
if(sc.CheckToken(TK_Identifier))
{
switch(sc.MatchString(SBarInfoCommandNames))
{
default: break;
case SBARINFO_DRAWIMAGE: return new CommandDrawImage(script);
case SBARINFO_DRAWSWITCHABLEIMAGE: return new CommandDrawSwitchableImage(script);
case SBARINFO_DRAWSTRING: return new CommandDrawString(script);
case SBARINFO_DRAWNUMBER: return new CommandDrawNumber(script);
case SBARINFO_DRAWMUGSHOT: return new CommandDrawMugShot(script);
case SBARINFO_DRAWSELECTEDINVENTORY: return static_cast<SBarInfoCommandFlowControl *> (new CommandDrawSelectedInventory(script));
case SBARINFO_DRAWSHADER: return new CommandDrawShader(script);
case SBARINFO_DRAWINVENTORYBAR: return new CommandDrawInventoryBar(script);
case SBARINFO_DRAWKEYBAR: return new CommandDrawKeyBar(script);
case SBARINFO_DRAWBAR: return new CommandDrawBar(script);
case SBARINFO_DRAWGEM: return new CommandDrawGem(script);
case SBARINFO_GAMEMODE: return new CommandGameMode(script);
case SBARINFO_USESAMMO: return new CommandUsesAmmo(script);
case SBARINFO_USESSECONDARYAMMO: return new CommandUsesSecondaryAmmo(script);
case SBARINFO_INVENTORYBARNOTVISIBLE: return new CommandInventoryBarNotVisible(script);
case SBARINFO_ASPECTRATIO: return new CommandAspectRatio(script);
case SBARINFO_ISSELECTED: return new CommandIsSelected(script);
case SBARINFO_PLAYERCLASS: return new CommandPlayerClass(script);
case SBARINFO_PLAYERTYPE: return new CommandPlayerType(script);
case SBARINFO_HASWEAPONPIECE: return new CommandHasWeaponPiece(script);
case SBARINFO_WEAPONAMMO: return new CommandWeaponAmmo(script);
case SBARINFO_ININVENTORY: return new CommandInInventory(script);
case SBARINFO_ALPHA: return new CommandAlpha(script);
case SBARINFO_IFHEALTH: return new CommandIfHealth(script);
case SBARINFO_IFINVULNERABLE: return new CommandIfInvulnerable(script);
case SBARINFO_IFWATERLEVEL: return new CommandIfWaterLevel(script);
case SBARINFO_IFCVARINT: return new CommandIfCVarInt(script);
}
sc.ScriptError("Unknown command '%s'.\n", sc.String);
return NULL;
}
sc.MustGetToken('}');
return NULL;
}