mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- 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:
parent
5859188d3a
commit
4ad20e4c00
3 changed files with 202 additions and 60 deletions
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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];
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue