- more preparations for scriptification of Blood's status bar.

* restructured some code that could not be converted as-is due to access to data that should be off-limits to scripts.
* exporting most of PLAYER's member fields.
This commit is contained in:
Christoph Oelckers 2021-05-11 18:04:17 +02:00
parent 5859188d3a
commit 4ad20e4c00
3 changed files with 202 additions and 60 deletions

View file

@ -2328,4 +2328,78 @@ void SerializePlayers(FSerializer& arc)
DEFINE_FIELD_X(BloodPlayer, PLAYER, newWeapon)
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponQav)
DEFINE_FIELD_X(BloodPlayer, PLAYER, qavCallback)
DEFINE_FIELD_X(BloodPlayer, PLAYER, isRunning)
DEFINE_FIELD_X(BloodPlayer, PLAYER, posture) // stand, crouch, swim
DEFINE_FIELD_X(BloodPlayer, PLAYER, sceneQav) // by NoOne: used to keep qav id
DEFINE_FIELD_X(BloodPlayer, PLAYER, bobPhase)
DEFINE_FIELD_X(BloodPlayer, PLAYER, bobAmp)
DEFINE_FIELD_X(BloodPlayer, PLAYER, bobHeight)
DEFINE_FIELD_X(BloodPlayer, PLAYER, bobWidth)
DEFINE_FIELD_X(BloodPlayer, PLAYER, swayPhase)
DEFINE_FIELD_X(BloodPlayer, PLAYER, swayAmp)
DEFINE_FIELD_X(BloodPlayer, PLAYER, swayHeight)
DEFINE_FIELD_X(BloodPlayer, PLAYER, swayWidth)
DEFINE_FIELD_X(BloodPlayer, PLAYER, nPlayer) // Connect id
DEFINE_FIELD_X(BloodPlayer, PLAYER, nSprite)
DEFINE_FIELD_X(BloodPlayer, PLAYER, lifeMode)
DEFINE_FIELD_X(BloodPlayer, PLAYER, zView)
DEFINE_FIELD_X(BloodPlayer, PLAYER, zViewVel)
DEFINE_FIELD_X(BloodPlayer, PLAYER, zWeapon)
DEFINE_FIELD_X(BloodPlayer, PLAYER, zWeaponVel)
DEFINE_FIELD_X(BloodPlayer, PLAYER, slope)
DEFINE_FIELD_X(BloodPlayer, PLAYER, isUnderwater)
DEFINE_FIELD_X(BloodPlayer, PLAYER, hasKey)
DEFINE_FIELD_X(BloodPlayer, PLAYER, hasFlag)
DEFINE_FIELD_X(BloodPlayer, PLAYER, damageControl)
DEFINE_FIELD_X(BloodPlayer, PLAYER, curWeapon)
DEFINE_FIELD_X(BloodPlayer, PLAYER, nextWeapon)
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponTimer)
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponState)
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponAmmo) //rename
DEFINE_FIELD_X(BloodPlayer, PLAYER, hasWeapon)
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponMode)
DEFINE_FIELD_X(BloodPlayer, PLAYER, weaponOrder)
DEFINE_FIELD_X(BloodPlayer, PLAYER, ammoCount)
DEFINE_FIELD_X(BloodPlayer, PLAYER, qavLoop)
DEFINE_FIELD_X(BloodPlayer, PLAYER, fuseTime)
DEFINE_FIELD_X(BloodPlayer, PLAYER, throwTime)
DEFINE_FIELD_X(BloodPlayer, PLAYER, throwPower)
DEFINE_FIELD_X(BloodPlayer, PLAYER, aim) // world
DEFINE_FIELD_X(BloodPlayer, PLAYER, aimTarget) // aim target sprite
DEFINE_FIELD_X(BloodPlayer, PLAYER, aimTargetsCount)
DEFINE_FIELD_X(BloodPlayer, PLAYER, aimTargets)
DEFINE_FIELD_X(BloodPlayer, PLAYER, deathTime)
DEFINE_FIELD_X(BloodPlayer, PLAYER, pwUpTime)
DEFINE_FIELD_X(BloodPlayer, PLAYER, fragCount)
DEFINE_FIELD_X(BloodPlayer, PLAYER, fragInfo)
DEFINE_FIELD_X(BloodPlayer, PLAYER, underwaterTime)
DEFINE_FIELD_X(BloodPlayer, PLAYER, bubbleTime)
DEFINE_FIELD_X(BloodPlayer, PLAYER, restTime)
DEFINE_FIELD_X(BloodPlayer, PLAYER, kickPower)
DEFINE_FIELD_X(BloodPlayer, PLAYER, laughCount)
DEFINE_FIELD_X(BloodPlayer, PLAYER, godMode)
DEFINE_FIELD_X(BloodPlayer, PLAYER, fallScream)
DEFINE_FIELD_X(BloodPlayer, PLAYER, cantJump)
DEFINE_FIELD_X(BloodPlayer, PLAYER, packItemTime) // pack timer
DEFINE_FIELD_X(BloodPlayer, PLAYER, packItemId) // pack id 1: diving suit, 2: crystal ball, 3:
DEFINE_FIELD_X(BloodPlayer, PLAYER, packSlots) // at325 1]: diving suit, [2]: crystal ball,
DEFINE_FIELD_X(BloodPlayer, PLAYER, armor) // armor
DEFINE_FIELD_X(BloodPlayer, PLAYER, voodooTarget)
DEFINE_FIELD_X(BloodPlayer, PLAYER, flickerEffect)
DEFINE_FIELD_X(BloodPlayer, PLAYER, tiltEffect)
DEFINE_FIELD_X(BloodPlayer, PLAYER, visibility)
DEFINE_FIELD_X(BloodPlayer, PLAYER, painEffect)
DEFINE_FIELD_X(BloodPlayer, PLAYER, blindEffect)
DEFINE_FIELD_X(BloodPlayer, PLAYER, chokeEffect)
DEFINE_FIELD_X(BloodPlayer, PLAYER, handTime)
DEFINE_FIELD_X(BloodPlayer, PLAYER, hand) // if true, there is hand start choking the player
DEFINE_FIELD_X(BloodPlayer, PLAYER, pickupEffect)
DEFINE_FIELD_X(BloodPlayer, PLAYER, flashEffect) // if true, reduce pPlayer->visibility counter
DEFINE_FIELD_X(BloodPlayer, PLAYER, quakeEffect)
DEFINE_FIELD_X(BloodPlayer, PLAYER, player_par)
DEFINE_FIELD_X(BloodPlayer, PLAYER, nWaterPal)
END_BLD_NS

View file

@ -55,26 +55,6 @@ static const char* gPackIcons[5] = {
"PackIcon1", "PackIcon2", "PackIcon3", "PackIcon4", "PackIcon5"
};
static const char* packIcons2[] = { "Pack2Icon1", "Pack2Icon2", "Pack2Icon3", "Pack2Icon4", "Pack2Icon5" };
static const char* ammoIcons[] = { nullptr, "AmmoIcon1", "AmmoIcon2", "AmmoIcon3", "AmmoIcon4", "AmmoIcon5", "AmmoIcon6",
"AmmoIcon7", "AmmoIcon8", "AmmoIcon9", "AmmoIcon10", "AmmoIcon11" };
static const float packScale[] = { 0.5f, 0.3f, 0.6f, 0.5f, 0.4f };
static const int packYoffs[] = { 0, 0, 0, -4, 0 };
static const float ammoScale[] = { 0, 0.5f, 0.8f, 0.7f, 0.5f, 0.7f, 0.5f, 0.3f, 0.3f, 0.6f, 0.5f, 0.45f };
static const int ammoYoffs[] = { 0, 0, 0, 3, -6, 2, 4, -6, -6, -6, 2, 2 };
struct POWERUPDISPLAY
{
int nTile;
float nScaleRatio;
int yOffset;
int remainingDuration;
};
class DBloodStatusBar : public DBaseStatusBar
{
DECLARE_CLASS(DBloodStatusBar, DBaseStatusBar)
@ -259,29 +239,6 @@ private:
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
enum { nPowerUps = 11 };
void sortPowerUps(POWERUPDISPLAY* powerups) {
for (int i = 1; i < nPowerUps; i++)
{
for (int j = 0; j < nPowerUps - i; j++)
{
if (powerups[j].remainingDuration > powerups[j + 1].remainingDuration)
{
POWERUPDISPLAY temp = powerups[j];
powerups[j] = powerups[j + 1];
powerups[j + 1] = temp;
}
}
}
}
//---------------------------------------------------------------------------
//
//
@ -290,37 +247,49 @@ private:
void viewDrawPowerUps(PLAYER* pPlayer)
{
enum { nPowerUps = 11 };
static const float powerScale[] = { 0.4f, 0.4f, 0.3f, 0.3f, 0.4f, 0.3f, 0.4f, 0.5f, 0.3f, 0.4f, 0.4f };
static const int powerYoffs[] = { 0, 5, 9, 5, 9, 7, 4, 5, 9, 4, 4 };
static const int powerOrder[] = { kPwUpShadowCloak, kPwUpReflectShots, kPwUpDeathMask, kPwUpTwoGuns, kPwUpShadowCloakUseless, kPwUpFeatherFall,
kPwUpGasMask, kPwUpDoppleganger, kPwUpAsbestArmor, kPwUpGrowShroom, kPwUpShrinkShroom };
if (!hud_powerupduration)
return;
POWERUPDISPLAY powerups[nPowerUps];
powerups[0] = { gPowerUpInfo[kPwUpShadowCloak].picnum, 0.4f, 0, pPlayer->pwUpTime[kPwUpShadowCloak] }; // Invisibility
powerups[1] = { gPowerUpInfo[kPwUpReflectShots].picnum, 0.4f, 5, pPlayer->pwUpTime[kPwUpReflectShots] }; // Reflects enemy shots
powerups[2] = { gPowerUpInfo[kPwUpDeathMask].picnum, 0.3f, 9, pPlayer->pwUpTime[kPwUpDeathMask] }; // Invulnerability
powerups[3] = { gPowerUpInfo[kPwUpTwoGuns].picnum, 0.3f, 5, pPlayer->pwUpTime[kPwUpTwoGuns] }; // Guns Akimbo
powerups[4] = { gPowerUpInfo[kPwUpShadowCloakUseless].picnum, 0.4f, 9, pPlayer->pwUpTime[kPwUpShadowCloakUseless] }; // Does nothing, only appears at near the end of Cryptic Passage's Lost Monastery (CP04)
int powersort[nPowerUps];
// Not in official maps, but custom maps can use them
powerups[5] = { gPowerUpInfo[kPwUpFeatherFall].picnum, 0.3f, 7, pPlayer->pwUpTime[kPwUpFeatherFall] }; // Makes player immune to fall damage
powerups[6] = { gPowerUpInfo[kPwUpGasMask].picnum, 0.4f, 4, pPlayer->pwUpTime[kPwUpGasMask] }; // Makes player immune to choke damage
powerups[7] = { gPowerUpInfo[kPwUpDoppleganger].picnum, 0.5f, 5, pPlayer->pwUpTime[kPwUpDoppleganger] }; // Works in multiplayer, it swaps player's team colors, so enemy team player thinks it's a team mate
powerups[8] = { gPowerUpInfo[kPwUpAsbestArmor].picnum, 0.3f, 9, pPlayer->pwUpTime[kPwUpAsbestArmor] }; // Makes player immune to fire damage and draws HUD
powerups[9] = { gPowerUpInfo[kPwUpGrowShroom].picnum, 0.4f, 4, pPlayer->pwUpTime[kPwUpGrowShroom] }; // Grows player size, works only if gModernMap == true
powerups[10] = { gPowerUpInfo[kPwUpShrinkShroom].picnum, 0.4f, 4, pPlayer->pwUpTime[kPwUpShrinkShroom] }; // Shrinks player size, works only if gModernMap == true
for (int i = 0; i < nPowerUps; i++) powersort[i] = i;
sortPowerUps(powerups);
for (int i = 0; i < nPowerUps; i++)
{
int power1 = powersort[i];
for (int j = i + 1; j < nPowerUps; j++)
{
int power2 = powersort[j];
if (pPlayer->pwUpTime[powerOrder[power1]] > pPlayer->pwUpTime[powerOrder[power2]])
{
powersort[i] = power2;
powersort[j] = power1;
}
}
}
const int warningTime = 5;
const int x = 15;
int y = -50;
for (int i = 0; i < nPowerUps; i++)
{
if (powerups[i].remainingDuration)
int order = powersort[i];
int power = powerOrder[order];
int time = pPlayer->pwUpTime[power];
if (time > 0)
{
int remainingSeconds = powerups[i].remainingDuration / 100;
int remainingSeconds = time / 100;
if (remainingSeconds > warningTime || (PlayClock & 32))
{
DrawStatMaskedSprite(powerups[i].nTile, x, y + powerups[i].yOffset, 0, 0, 256, (int)(65536 * powerups[i].nScaleRatio), DI_SCREEN_LEFT_CENTER);
DrawStatMaskedSprite(gPowerUpInfo[power].picnum, x, y + powerYoffs[order], 0, 0, 256, (int)(65536 * powerScale[order]), DI_SCREEN_LEFT_CENTER);
}
DrawStatNumber("%d", remainingSeconds, "SBarNumberInv", x + 15, y, 0, remainingSeconds > warningTime ? 0 : 2, 256, 65536 * 0.5, DI_SCREEN_LEFT_CENTER);
@ -389,6 +358,10 @@ private:
void DrawPackItemInStatusBar2(PLAYER* pPlayer, int x, int y, int x2, int y2, int nStat, int nScale)
{
static const char* packIcons2[] = { "Pack2Icon1", "Pack2Icon2", "Pack2Icon3", "Pack2Icon4", "Pack2Icon5" };
static const float packScale[] = { 0.5f, 0.3f, 0.6f, 0.5f, 0.4f };
static const int packYoffs[] = { 0, 0, 0, -4, 0 };
if (pPlayer->packItemId < 0) return;
DrawStatMaskedSprite(packIcons2[pPlayer->packItemId], x, y + packYoffs[pPlayer->packItemId], 0, 0, nStat, packScale[pPlayer->packItemId] * 65536);
@ -711,6 +684,12 @@ private:
void DrawHUD2()
{
static const char* ammoIcons[] = { nullptr, "AmmoIcon1", "AmmoIcon2", "AmmoIcon3", "AmmoIcon4", "AmmoIcon5", "AmmoIcon6",
"AmmoIcon7", "AmmoIcon8", "AmmoIcon9", "AmmoIcon10", "AmmoIcon11" };
static const float ammoScale[] = { 0, 0.5f, 0.8f, 0.7f, 0.5f, 0.7f, 0.5f, 0.3f, 0.3f, 0.6f, 0.5f, 0.45f };
static const int ammoYoffs[] = { 0, 0, 0, 3, -6, 2, 4, -6, -6, -6, 2, 2 };
PLAYER* pPlayer = gView;
XSPRITE* pXSprite = pPlayer->pXSprite;

View file

@ -6,3 +6,92 @@ struct Blood native
native static void sndStartSample(int resid, int volume, int channel, bool loop = false, int chanflags = 0);
native static void sndStartSampleNamed(String sname, int volume, int channel);
}
struct PACKINFO // not native!
{
bool isActive;
int curAmount;
}
struct BloodPlayer native
{
//spritetype* pSprite;
//XSPRITE* pXSprite;
//DUDEINFO* pDudeInfo;
//PlayerHorizon horizon;
//PlayerAngle angle;
native uint8 newWeapon;
native int weaponQav;
native int qavCallback;
native bool isRunning;
native int posture; // stand, crouch, swim
native int sceneQav; // by NoOne: used to keep qav id
native int bobPhase;
native int bobAmp;
native int bobHeight;
native int bobWidth;
native int swayPhase;
native int swayAmp;
native int swayHeight;
native int swayWidth;
native int nPlayer; // Connect id
native int nSprite;
native int lifeMode;
native int zView;
native int zViewVel;
native int zWeapon;
native int zWeaponVel;
native int slope;
native bool isUnderwater;
native bool hasKey[8];
native int8 hasFlag;
native int damageControl[7];
native int8 curWeapon;
native int8 nextWeapon;
native int weaponTimer;
native int weaponState;
native int weaponAmmo; //rename
native bool hasWeapon[14];
native int weaponMode[14];
native int weaponOrder[2][14];
native int ammoCount[12];
native bool qavLoop;
native int fuseTime;
native int throwTime;
native int throwPower;
//native Aim aim; // world
native int aimTarget; // aim target sprite
native int aimTargetsCount;
native short aimTargets[16];
native int deathTime;
native int pwUpTime[51]; // kMaxPowerUps
native int fragCount;
native int fragInfo[8];
native int underwaterTime;
native int bubbleTime;
native int restTime;
native int kickPower;
native int laughCount;
native bool godMode;
native bool fallScream;
native bool cantJump;
native int packItemTime; // pack timer
native int packItemId; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots
native PACKINFO packSlots[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots
native int armor[3]; // armor
native int voodooTarget;
native int flickerEffect;
native int tiltEffect;
native int visibility;
native int painEffect;
native int blindEffect;
native int chokeEffect;
native int handTime;
native bool hand; // if true, there is hand start choking the player
native int pickupEffect;
native bool flashEffect; // if true, reduce pPlayer->visibility counter
native int quakeEffect;
native int player_par;
native int nWaterPal;
//POSTURE pPosture[kModeMax][kPostureMax];
};