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a7e40b56f6
have those escapes stripped before printing so that they do not merge with subsequent text. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. - Fixed: Several weapons were missing a game filter from their definitions. - Removed storage of weapon slots in the config so that weapon slots can be setup in the weapons themselves. Slots are still configurable, since they need to be for KEYCONF to work; any changes simply won't be saved when you quit. - Removed limit on weapon slot sizes. SVN r1428 (trunk)
82 lines
3 KiB
C
82 lines
3 KiB
C
/*
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** v_text.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __V_TEXT_H__
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#define __V_TEXT_H__
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#include "doomtype.h"
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#include "v_font.h"
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struct FBrokenLines
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{
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int Width;
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FString Text;
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};
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#define TEXTCOLOR_ESCAPE '\034'
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#define TEXTCOLOR_BRICK "\034A"
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#define TEXTCOLOR_TAN "\034B"
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#define TEXTCOLOR_GRAY "\034C"
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#define TEXTCOLOR_GREY "\034C"
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#define TEXTCOLOR_GREEN "\034D"
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#define TEXTCOLOR_BROWN "\034E"
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#define TEXTCOLOR_GOLD "\034F"
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#define TEXTCOLOR_RED "\034G"
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#define TEXTCOLOR_BLUE "\034H"
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#define TEXTCOLOR_ORANGE "\034I"
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#define TEXTCOLOR_WHITE "\034J"
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#define TEXTCOLOR_YELLOW "\034K"
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#define TEXTCOLOR_UNTRANSLATED "\034L"
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#define TEXTCOLOR_BLACK "\034M"
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#define TEXTCOLOR_LIGHTBLUE "\034N"
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#define TEXTCOLOR_CREAM "\034O"
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#define TEXTCOLOR_OLIVE "\034P"
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#define TEXTCOLOR_DARKGREEN "\034Q"
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#define TEXTCOLOR_DARKRED "\034R"
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#define TEXTCOLOR_DARKBROWN "\034S"
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#define TEXTCOLOR_PURPLE "\034T"
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#define TEXTCOLOR_DARKGRAY "\034U"
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#define TEXTCOLOR_NORMAL "\034-"
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#define TEXTCOLOR_BOLD "\034+"
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#define TEXTCOLOR_CHAT "\034*"
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#define TEXTCOLOR_TEAMCHAT "\034!"
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FBrokenLines *V_BreakLines (FFont *font, int maxwidth, const BYTE *str);
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void V_FreeBrokenLines (FBrokenLines *lines);
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inline FBrokenLines *V_BreakLines (FFont *font, int maxwidth, const char *str)
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{ return V_BreakLines (font, maxwidth, (const BYTE *)str); }
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#endif //__V_TEXT_H__
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