Oh boy, here comes a big one.

Doomreal development is officially back to life.
Doomreal now depends on Doom Tournament, as it's an add-on for it.
Most of the resources are in place right now, just a couple more things left to add in.
Flak cannon is still incomplete and weapon development will be resumed soon.
There is a main menu now, I hope you like it.
Player classes don't have models assigned yet, so they will look weird.
Overall this is not yet very playable.
This commit is contained in:
Marisa the Magician 2019-08-10 22:15:56 +02:00
commit d3b11d1ef2
1145 changed files with 1065 additions and 883 deletions

View file

@ -1,165 +0,0 @@
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".
The "Minimal Corresponding Source" for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
Application, but excluding the System Libraries of the Combined Work.
1. Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License
without being bound by section 3 of the GNU GPL.
2. Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a
facility refers to a function or data to be supplied by an Application
that uses the facility (other than as an argument passed when the
facility is invoked), then you may convey a copy of the modified
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a) under this License, provided that you make a good faith effort to
ensure that, in the event an Application does not supply the
function or data, the facility still operates, and performs
whatever part of its purpose remains meaningful, or
b) under the GNU GPL, with none of the additional permissions of
this License applicable to that copy.
3. Object Code Incorporating Material from Library Header Files.
The object code form of an Application may incorporate material from
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You may convey a Combined Work under terms of your choice that,
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the following:
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c) For a Combined Work that displays copyright notices during
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d) Do one of the following:
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Information in the manner specified by section 6 of the GNU GPL
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5. Combined Libraries.
You may place library facilities that are a work based on the
Library side by side in a single library together with other library
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is a work based on the Library, and explaining where to find the
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6. Revised Versions of the GNU Lesser General Public License.
The Free Software Foundation may publish revised and/or new versions
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Each version is given a distinguishing version number. If the
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View file

@ -85,8 +85,8 @@ Class UnrealBackpack : BackpackItem replaces Backpack
}
Default
{
Tag "Backpack";
Inventory.PickupMessage "You got a Backpack.";
Tag "$T_BACKPACK";
Inventory.PickupMessage "$I_BACKPACK";
Inventory.RespawnTics 2100;
}
States
@ -113,9 +113,9 @@ Class UTranslator : UnrealInventory
CurY = ClipY/2-68;
Screen.DrawTexture(thud,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
String ttxt;
if ( bShowHint && (Hint.length() > 0) ) ttxt = String.Format("Hint: %s",Hint);
if ( bShowHint && (Hint.length() > 0) ) ttxt = String.Format("%s: %s",StringTable.Localize("$TR_HINT"),Hint);
else if ( NewMessage.length() > 0 ) ttxt = NewMessage;
else ttxt = "No new messages.";
else ttxt = StringTable.Localize("$TR_NOMSG");
BrokenLines lines = tfnt.BreakLines(ttxt,220);
int th = tfnt.GetHeight();
CurX += 20;
@ -143,8 +143,8 @@ Class UTranslator : UnrealInventory
Default
{
Tag "Universal Translator";
Inventory.PickupMessage "You got the Universal Translator.";
Tag "$T_TRANSLATOR";
Inventory.PickupMessage "$I_TRANSLATOR";
Inventory.Icon "I_Tran";
Inventory.MaxAmount 1;
}

View file

@ -1,72 +0,0 @@
/*
Coordinate Utility helper class.
(C)2018 Marisa Kirisame, UnSX Team.
Released under the GNU Lesser General Public License version 3 (or later).
See https://www.gnu.org/licenses/lgpl-3.0.txt for its terms.
*/
Class mkCoordUtil
{
// projects a world point onto screen
// view matrix setup mostly pulled from gutawer's code
static Vector3 WorldToScreen( Vector3 vect, Vector3 eye, double pitch, double yaw, double roll, double vfov )
{
double ar = Screen.getWidth()/double(Screen.getHeight());
double fovr = (ar>=1.3)?1.333333:ar;
double fov = 2*atan(tan(clamp(vfov,5,170)*0.5)/fovr);
float pr = level.pixelstretch;
double angx = cos(pitch);
double angy = sin(pitch)*pr;
double alen = sqrt(angx*angx+angy*angy);
double apitch = asin(angy/alen);
double ayaw = yaw-90;
// rotations
Matrix4 mRoll = Matrix4.rotate((0,0,1),roll);
Matrix4 mPitch = Matrix4.rotate((1,0,0),apitch);
Matrix4 mYaw = Matrix4.rotate((0,-1,0),ayaw);
// scaling
Matrix4 mScale = Matrix4.identity();
mScale.set(1,1,pr);
// YZ swap
Matrix4 mYZ = Matrix4.create();
mYZ.set(0,0,1);
mYZ.set(2,1,1);
mYZ.set(1,2,-1);
mYZ.set(3,3,1);
// translation
Matrix4 mMove = Matrix4.identity();
mMove.set(3,0,-eye.x);
mMove.set(3,1,-eye.y);
mMove.set(3,2,-eye.z);
// perspective
Matrix4 mPerspective = Matrix4.perspective(fov,ar,5,65535);
// full matrix
Matrix4 mView = mRoll.mul(mPitch);
mView = mView.mul(mYaw);
mView = mView.mul(mScale);
mView = mView.mul(mYZ);
mView = mView.mul(mMove);
Matrix4 mWorldToScreen = mPerspective.mul(mView);
return mWorldToScreen.vmat(vect);
}
// converts a projected screen position to 2D canvas coords
// thanks once again to gutawer for making this thing screenblocks-aware
// [NEW] added second return value: true if the point has valid depth (i.e.: it's not behind view)
// [TODO] handle forced aspect ratio (e.g.: 320x200 scaling)
static Vector2, bool ToViewport( Vector3 screenpos, bool scrblocks = true )
{
if ( scrblocks )
{
int winx, winy, winw, winh;
[winx,winy,winw,winh] = Screen.getViewWindow();
int sh = Screen.getHeight();
int ht = sh;
int screenblocks = CVar.GetCVar("screenblocks",players[consoleplayer]).getInt();
if ( screenblocks < 10 ) ht = (screenblocks*sh/10)&~7;
int bt = sh-(ht+winy-((ht-winh)/2));
return (winx,sh-bt-ht)+((screenpos.x+1)*winw,(-screenpos.y+1)*ht)*0.5, (screenpos.z<=1.0);
}
else return ((screenpos.x+1)*Screen.getWidth(),(-screenpos.y+1)*Screen.getHeight())*0.5, (screenpos.z<=1.0);
}
}

View file

@ -1,123 +0,0 @@
/*
Matrix Math helper class.
(C)2018 Marisa Kirisame, UnSX Team.
Released under the GNU Lesser General Public License version 3 (or later).
See https://www.gnu.org/licenses/lgpl-3.0.txt for its terms.
*/
Class Matrix4
{
private double m[16];
Matrix4 init()
{
int i;
for ( i=0; i<16; i++ ) m[i] = 0;
return self;
}
static Matrix4 create()
{
return new("Matrix4").init();
}
static Matrix4 identity()
{
Matrix4 o = Matrix4.create();
for ( int i=0; i<4; i++ ) o.set(i,i,1);
return o;
}
double get( int c, int r )
{
return m[r*4+c];
}
void set( int c, int r, double v )
{
m[r*4+c] = v;
}
Matrix4 add( Matrix4 o )
{
Matrix4 r = Matrix4.create();
int i, j;
for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ )
r.set(j,i,get(j,i)+o.get(j,i));
return r;
}
Matrix4 scale( double s )
{
Matrix4 r = Matrix4.create();
int i, j;
for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ )
r.set(j,i,get(j,i)*s);
return r;
}
Matrix4 mul( Matrix4 o )
{
Matrix4 r = Matrix4.create();
int i, j;
for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ )
r.set(j,i,get(0,i)*o.get(j,0)+get(1,i)*o.get(j,1)+get(2,i)*o.get(j,2)+get(3,i)*o.get(j,3));
return r;
}
Vector3 vmat( Vector3 o )
{
double x, y, z, w;
x = get(0,0)*o.x+get(1,0)*o.y+get(2,0)*o.z+get(3,0);
y = get(0,1)*o.x+get(1,1)*o.y+get(2,1)*o.z+get(3,1);
z = get(0,2)*o.x+get(1,2)*o.y+get(2,2)*o.z+get(3,2);
w = get(0,3)*o.x+get(1,3)*o.y+get(2,3)*o.z+get(3,3);
return (x,y,z)/w;
}
static Matrix4 rotate( Vector3 axis, double theta )
{
Matrix4 r = Matrix4.identity();
double s, c, oc;
s = sin(theta);
c = cos(theta);
oc = 1.0-c;
r.set(0,0,oc*axis.x*axis.x+c);
r.set(1,0,oc*axis.x*axis.y-axis.z*s);
r.set(2,0,oc*axis.x*axis.z+axis.y*s);
r.set(0,1,oc*axis.y*axis.x+axis.z*s);
r.set(1,1,oc*axis.y*axis.y+c);
r.set(2,1,oc*axis.y*axis.z-axis.x*s);
r.set(0,2,oc*axis.z*axis.x-axis.y*s);
r.set(1,2,oc*axis.z*axis.y+axis.x*s);
r.set(2,2,oc*axis.z*axis.z+c);
return r;
}
static Matrix4 perspective( double fov, double ar, double znear, double zfar )
{
Matrix4 r = Matrix4.create();
double f = 1/tan(fov*0.5);
r.set(0,0,f/ar);
r.set(1,1,f);
r.set(2,2,(zfar+znear)/(znear-zfar));
r.set(3,2,(2*zfar*znear)/(znear-zfar));
r.set(2,3,-1);
return r;
}
// UE-like axes from rotation
static Vector3, Vector3, Vector3 getaxes( double pitch, double yaw, double roll )
{
Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1); // y inverted for left-handed result
Matrix4 mRoll = Matrix4.rotate((1,0,0),roll);
Matrix4 mPitch = Matrix4.rotate((0,1,0),pitch);
Matrix4 mYaw = Matrix4.rotate((0,0,1),yaw);
Matrix4 mRot = mRoll.mul(mYaw);
mRot = mRot.mul(mPitch);
x = mRot.vmat(x);
y = mRot.vmat(y);
z = mRot.vmat(z);
return x, y, z;
}
}

View file

@ -1,3 +1,5 @@
// Unused dead code, kept for reference
// Tier 1 (chainsaw)
Class Tier1Weapon : RandomSpawner2 replaces Chainsaw
{

View file

@ -2,15 +2,19 @@ Class StingerAmmo : Ammo
{
Default
{
Tag "Tarydium Shards";
Tag "$T_STINGERAMMO";
Inventory.Icon "I_Stingr";
Inventory.PickupMessage "You picked up 40 Tarydium Shards.";
Inventory.PickupMessage "";
Inventory.Amount 40;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 80;
Ammo.BackpackMaxAmount 400;
Ammo.DropAmount 10;
}
override String PickupMessage()
{
return String.Format("%s%d%s",StringTable.Localize("$I_STINGERAMMOL"),Amount,StringTable.Localize("$I_STINGERAMMOR"));
}
States
{
Spawn:
@ -23,7 +27,7 @@ Class StingerProjectile : Actor
{
Default
{
Obituary "%o was perforated by %k's Stinger.";
Obituary "$O_STINGER";
DamageType 'shot';
DamageFunction Random[Stinger](15,25);
Speed 40;
@ -52,12 +56,12 @@ Class StingerProjectile : Actor
}
}
Class Stinger : UnrealWeapon
Class Stinger : UTWeapon
{
Default
{
Tag "Stinger";
Inventory.PickupMessage "You picked up the Stinger.";
Tag "$T_STINGER";
Inventory.PickupMessage "$I_STINGER";
Weapon.UpSound "stinger/select";
Weapon.SlotNumber 3;
Weapon.SelectionOrder 7;
@ -66,6 +70,7 @@ Class Stinger : UnrealWeapon
Weapon.AmmoType2 "StingerAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 40;
UTWeapon.DropAmmo 20;
}
action void A_StingerFire()
{
@ -73,11 +78,12 @@ Class Stinger : UnrealWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1);
UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.1,-0.2),FRandom[Stinger](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z;
Actor p = Spawn("StingerProjectile",origin);
p.angle = angle;
@ -90,13 +96,14 @@ Class Stinger : UnrealWeapon
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1);
UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.3,-0.8),FRandom[Stinger](-0.4,0.4)),4,-1,3,SWING_Spring,3,5);
A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z;
[x, y, z] = Matrix4.GetAxes(BulletSlope(),angle,roll);
[x, y, z] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll);
A_PlaySound("stinger/altfire",CHAN_WEAPON);
Actor p;
double a, s;

7
zscript/uarmoritems.zsc Normal file
View file

@ -0,0 +1,7 @@
Class UnrealArmor : UTArmor
{
Default
{
-INVENTORY.ALWAYSPICKUP;
}
}

View file

@ -2,15 +2,19 @@ Class UFlakBox : Ammo
{
Default
{
Tag "Flak Shell Box";
Inventory.Icon "I_Flak";
Inventory.PickupMessage "You picked up 10 Flak Shells.";
Tag "$T_FLAKAMMO";
Inventory.Icon "I_FlakAm";
Inventory.PickupMessage "";
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 5;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 5;
}
override String PickupMessage()
{
return String.Format("%s%d%s",StringTable.Localize("$I_FLAKAMMOL"),Amount,StringTable.Localize("$I_FLAKAMMOR"));
}
States
{
Spawn:
@ -23,11 +27,12 @@ Class UFlakAmmo : UFlakBox
{
Default
{
Tag "Flak Shell";
Inventory.Icon "I_Flak";
Inventory.PickupMessage "You picked up a Flak Shell.";
Tag "$T_FLAKAMMO2";
Inventory.Icon "I_FlakAm";
Inventory.PickupMessage "$I_FLAKAMMO2";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
States
{
@ -37,20 +42,18 @@ Class UFlakAmmo : UFlakBox
}
}
Class UFlakCannon : UnrealWeapon
Class UFlakCannon : UTWeapon
{
bool bLoaded;
action void A_Loading( bool first = false )
{
invoker.bLoaded = true;
if ( first ) A_PlaySound("uflak/load",CHAN_WEAPON);
else A_PlaySound("uflak/reload",CHAN_6);
if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
else A_PlaySound("flak/reload",CHAN_6);
}
Default
{
Tag "Flak Cannon";
Inventory.PickupMessage "You got the Flak Cannon.";
Weapon.UpSound "uflak/select";
Tag "$T_FLAKCANNON";
Inventory.PickupMessage "$I_FLAKCANNON";
Weapon.UpSound "flak/select";
Weapon.SlotNumber 6;
Weapon.SelectionOrder 4;
Weapon.AmmoType "UFlakBox";
@ -58,6 +61,7 @@ Class UFlakCannon : UnrealWeapon
Weapon.AmmoType2 "UFlakBox";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
}
States
{
@ -76,33 +80,34 @@ Class UFlakCannon : UnrealWeapon
FLKL BCEFGIJKMNO 1;
Goto Idle;
Loading:
FLKL A 1 A_Loading();
FLKL A 1
{
A_CheckReload();
if ( invoker.Ammo1.Amount > 0 ) A_Loading();
}
FLKL BCEFGIJKMNO 1;
Goto Idle;
Idle:
FLKI A 1
{
A_CheckReload();
A_WeaponReady();
}
Wait;
Idle2:
FLI2 A 1
{
A_CheckReload();
A_WeaponReady();
}
FLKI A 1 A_WeaponReady();
Wait;
Fire:
FLKI A 0 A_JumpIf(!invoker.bLoaded,"Loading");
FLKF ABCDEFGHIJ 1;
FLKF A 1
{
A_Overlay(PSP_FLASH,"Flash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
}
FLKF BCDEFGHIJ 1;
FLKE ABCDEFGHIJKLMNS 1;
FLKE S 0 A_JumpIfNoAmmo("Idle2");
Goto Loading;
AltFire:
FLKI A 0 A_JumpIf(!invoker.bLoaded,"Loading");
FLKA ABCDEFGHIJK 2;
FLKA K 0 A_JumpIfNoAmmo("Idle2");
FLKA A 2
{
A_Overlay(PSP_FLASH,"AltFlash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
}
FLKA BCDEFGHIJK 2;
Goto Loading;
Deselect:
FLKD A 0 A_JumpIfNoAmmo("Deselect2");
@ -113,5 +118,11 @@ Class UFlakCannon : UnrealWeapon
FLD2 ABCDEF 1;
FLD2 F 1 A_Lower(int.max);
Wait;
Flash:
FLFF ABCDEFGHIJ 1 Bright;
Stop;
AltFlash:
FLFA ABCDEFGHIJK 2 Bright;
Stop;
}
}

View file

@ -1,16 +1,10 @@
Class UnrealPlayer : DoomPlayer
Class UPlayer : UTPlayer
{
bool lastground;
double lastvelz, prevvelz;
transient CVar footsteps;
Default
{
Player.StartItem "Automag";
Player.StartItem "DispersionPistol";
Player.StartItem "UMiniAmmo", 30;
Player.DamageScreenColor "FF 00 00", 1.0;
Player.ViewHeight 46;
//Player.StartItem "Automag";
//Player.StartItem "DispersionPistol";
//Player.StartItem "UMiniAmmo", 30;
}
// Have to modify the give cheat to handle UT armor
@ -81,7 +75,7 @@ Class UnrealPlayer : DoomPlayer
// Doomreal gives the player all subclasses of UnrealArmor
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
if ( !(AllActorClasses[i] is "UnrealArmor") ) continue;
if ( !(AllActorClasses[i].GetParentClass() is "UnrealArmor") ) continue;
let item = Inventory(Spawn(AllActorClasses[i]));
if ( !item.CallTryPickup(self) ) item.Destroy();
}
@ -162,91 +156,61 @@ Class UnrealPlayer : DoomPlayer
}
else GiveInventory(type,amount,true);
}
override void Tick()
{
Super.Tick();
if ( !player ) return;
if ( !footsteps ) footsteps = CVar.GetCVar('stinger_footsteps',players[consoleplayer]);
if ( !footsteps.GetBool() ) return;
double ang = level.time/(20*TICRATE/35.)*360.;
if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) )
{
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03);
else A_PlaySound("u1/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
}
if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) )
{
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/wetsplash",CHAN_AUTO,abs(lastvelz*0.0625));
else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.03));
}
lastground = player.onground;
lastvelz = prevvelz;
prevvelz = vel.z;
}
}
// Random Spawner that passes through dropped status to items
Class RandomSpawner2 : RandomSpawner
Class UPlayerMale1 : UPlayer
{
override void PostSpawn( Actor spawned )
{
if ( !bDROPPED ) return;
if ( spawned is 'Inventory' ) Inventory(spawned).bTOSSED = bDROPPED;
if ( spawned is 'UnrealWeapon' )
{
spawned.SetState(spawned.ResolveState("Spawn")+1);
Inventory(spawned).bALWAYSPICKUP = true;
}
}
}
Class UnrealWeapon : Weapon
{
// Drawstuffs under HUD
virtual ui void PreRender( double lbottom ) {}
// Drawstuffs over HUD
virtual ui void PostRender( double lbottom ) {}
override Inventory CreateTossable( int amt )
{
if ( Ammo1 && (Ammo1.Amount <= 0) ) return null;
Inventory d = Super.CreateTossable(amt);
if ( d && (d.GetClass() == GetClass()) )
{
d.SetState(d.ResolveState("Spawn")+1);
d.bALWAYSPICKUP = true;
}
return d;
}
override bool SpecialDropAction( Actor dropper )
{
SetState(ResolveState("Spawn")+1);
bALWAYSPICKUP = true;
return false;
}
override void Tick()
{
Super.Tick();
if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return;
Owner.player.WeaponState |= WF_WEAPONBOBBING; // U1 weapons always bob
}
override void OwnerDied()
{
Super.OwnerDied();
A_ClearRefire();
}
Default
{
Weapon.BobStyle "Smooth";
Weapon.BobSpeed 1.5;
Weapon.BobRangeX 0.2;
Weapon.BobRangeY 0.4;
+WEAPON.NOALERT;
Player.SoundClass "umale";
Player.DisplayName "$N_MALE1";
Player.Portrait "";
UTPlayer.VoiceType VOICE_MaleOne;
-NOMENU;
}
}
Class UPlayerMale2 : UPlayer
{
Default
{
Player.SoundClass "umale";
Player.DisplayName "$N_MALE2";
Player.Portrait "";
UTPlayer.VoiceType VOICE_MaleOne;
-NOMENU;
}
}
Class UPlayerMale3 : UPlayer
{
Default
{
Player.SoundClass "umale";
Player.DisplayName "$N_MALE3";
Player.Portrait "";
UTPlayer.VoiceType VOICE_MaleTwo;
-NOMENU;
}
}
Class UPlayerFemale1 : UPlayer
{
Default
{
Player.SoundClass "ufemale";
Player.DisplayName "$N_FEMALE1";
Player.Portrait "";
UTPlayer.VoiceType VOICE_FemaleTwo;
-NOMENU;
}
}
Class UPlayerFemale2 : UPlayer
{
Default
{
Player.SoundClass "ufemale";
Player.DisplayName "$N_FEMALE2";
Player.Portrait "";
UTPlayer.VoiceType VOICE_FemaleOne;
-NOMENU;
}
}
@ -270,119 +234,96 @@ Class UnrealInventory : Inventory
}
}
Class UnrealArmor : Armor
Class UnrealStaticHandler : StaticEventHandler
{
int absorb;
ui TextureID tex[6];
ui int mtics, cur;
ui String lastmusic;
Property ArmorAbsorption : absorb;
Default
ui void StartMenu()
{
+INVENTORY.AUTOACTIVATE;
+INVENTORY.UNTOSSABLE;
Inventory.MaxAmount 0;
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
int saved;
if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
saved = damage*absorb/100.;
if ( amount <= saved ) saved = amount;
newdamage -= saved;
amount -= saved;
damage = newdamage;
}
if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
if ( amount <= 0 ) Destroy();
}
}
Class GenericFlash : HUDMessageBase
{
Color col;
int duration;
double alpha;
Actor cam;
GenericFlash Setup( Actor camera, Color c, int d )
{
alpha = 1.0;
col = c;
duration = d;
cam = camera;
return self;
}
override bool Tick()
{
alpha -= 1./duration;
return (alpha<=0);
}
override void Draw( int bottom, int visibility )
{
if ( automapactive || (visibility != BaseStatusBar.HUDMSGLayer_UnderHUD) ) return;
if ( cam && (players[consoleplayer].camera != cam) ) return;
Screen.Dim(col,(col.a/255.)*alpha,0,0,Screen.GetWidth(),Screen.GetHeight());
}
}
Class QueuedFlash
{
Color c;
int duration;
int tic;
Actor cam;
}
Class UnrealMainHandler : StaticEventHandler
{
Array<QueuedFlash> flashes;
override void WorldLoaded( WorldEvent e )
{
if ( gamestate != GS_LEVEL || e.IsSaveGame ) return;
// prettify Kinsie's test map for a more Unreal feel
if ( level.levelname ~== "Modder Test Map" )
{
TexMan.ReplaceTextures("-noflat-","-kinsie-",0);
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
level.ChangeSky(skytx,skytx);
// TODO handplace some dynamic lights and add Unreal/UT ambient sounds
}
CVar protomenu = CVar.GetCVar('stinger_introtype',players[consoleplayer]);
if ( !protomenu ) return; // this can happen
int proto = protomenu.GetInt();
tex[0] = TexMan.CheckForTexture("graphics/UnLogo0.png",TexMan.Type_Any);
tex[1] = TexMan.CheckForTexture("graphics/UnLogo1.png",TexMan.Type_Any);
tex[2] = TexMan.CheckForTexture("graphics/UnLogo2.png",TexMan.Type_Any);
tex[3] = TexMan.CheckForTexture("graphics/UnBg.png",TexMan.Type_Any);
tex[4] = TexMan.CheckForTexture("graphics/97Bg.png",TexMan.Type_Any);
tex[5] = TexMan.CheckForTexture("graphics/95Bg.png",TexMan.Type_Any);
if ( proto > 1 ) S_ChangeMusic("Unreal");
else if ( proto == 1 ) S_ChangeMusic("Unreal2");
else S_ChangeMusic("FlyBy");
cur = proto;
}
override void WorldThingSpawned( WorldEvent e )
override void OnRegister()
{
if ( e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true;
// remove the UT static handler
let hnd = UTStaticHandler(StaticEventHandler.Find("UTStaticHandler"));
if ( hnd ) hnd.Destroy();
}
override void WorldTick()
override void ConsoleProcess( ConsoleEvent e )
{
for ( int i=0; i<flashes.size(); i++ )
{
if ( flashes[i].tic >= gametic ) continue;
flashes.Delete(i);
i--;
}
if ( gamestate != GS_TITLELEVEL ) return;
if ( e.Name ~== "refreshmenu" ) StartMenu();
}
override void PostUiTick()
{
for ( int i=0; i<flashes.size(); i++ )
if ( gamestate != GS_TITLELEVEL ) return;
if ( gametic <= 0 ) StartMenu();
if ( musplaying.Name != lastmusic )
{
if ( flashes[i].tic < gametic ) continue;
GenericFlash gf = new("GenericFlash").Setup(flashes[i].cam,flashes[i].c,flashes[i].duration);
StatusBar.AttachMessage(gf,0,BaseStatusBar.HUDMSGLayer_UnderHUD);
mtics = 0;
lastmusic = musplaying.Name;
}
else mtics++;
}
static void DoFlash( Actor camera, Color c, int duration )
override void RenderOverlay( RenderEvent e )
{
QueuedFlash qf = new("QueuedFlash");
qf.duration = duration;
qf.c = c;
qf.tic = gametic;
qf.cam = camera;
let hnd = UnrealMainHandler(StaticEventHandler.Find("UnrealMainHandler"));
hnd.flashes.push(qf);
// we have to stand in for the UT handler on this function
// although it doesn't make much sense yet
if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') )
UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e);
if ( gamestate != GS_TITLELEVEL ) return;
double ar = Screen.GetAspectRatio();
Vector2 tsize = TexMan.GetScaledSize(tex[cur+3]);
double sar = tsize.x/tsize.y;
Vector2 vsize;
if ( sar > ar ) vsize = (tsize.y*ar,tsize.y);
else if ( sar < ar ) vsize = (tsize.x,tsize.x/ar);
else vsize = tsize;
Screen.DrawTexture(tex[cur+3],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true);
Screen.Dim("Black",clamp(1.-((mtics+e.FracTic)/Thinker.TICRATE)*.2,0.,1.),0,0,Screen.GetWidth(),Screen.GetHeight());
if ( menuactive ) return;
tsize = TexMan.GetScaledSize(tex[cur]);
sar = tsize.x/tsize.y;
if ( sar > ar ) vsize = (tsize.x,tsize.x/ar);
else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y);
else vsize = tsize;
double alf = clamp(((mtics+e.FracTic)/Thinker.TICRATE)-8,0.,1.);
Screen.DrawTexture(tex[cur],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,alf);
}
}
Class UnrealMainHandler : EventHandler
{
override void CheckReplacement( ReplaceEvent e )
{
if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') )
{
/*if ( !Random[Replacements](0,3) ) e.Replacement = 'Enforcer';
else if ( Random[Replacements](0,1) ) */e.Replacement = 'Stinger';
/*else e.Replacement = 'ShockRifle';*/
}
else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') )
{
/*if ( Random[Replacements](0,1) ) */e.Replacement = 'UFlakCannon';
/*else e.Replacement = 'UTRocketLauncher';*/
}
else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UnrealBackpack';
}
}

View file

@ -1,24 +1,4 @@
// An almost 1:1 recreation of the Unreal 1 HUD
Class ViewTracer : LineTracer
{
Actor ignore;
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor )
{
if ( (Results.HitActor == ignore) || !Results.HitActor.player || !Results.HitActor.bSHOOTABLE || Results.HitActor.bINVISIBLE ) return TRACE_Skip;
return TRACE_Stop;
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] ) return TRACE_Stop;
return TRACE_Skip;
}
return TRACE_Stop;
}
}
Class UnrealHUD : BaseStatusBar
{
double FracTic;
@ -38,6 +18,7 @@ Class UnrealHUD : BaseStatusBar
// Fonts
Font LargeFont, LargeRedFont, MedFont, WhiteFont, TinyFont,
TinyWhiteFont, TinyRedFont;
HUDFont mMapFont;
// Common Textures
TextureID HalfHud, HudLine, HudAmmo, IconHeal, IconSkul, IconSel,
@ -64,6 +45,7 @@ Class UnrealHUD : BaseStatusBar
TinyFont = Font.FindFont('UTinyFont');
TinyWhiteFont = Font.FindFont('UTinyWhiteFont');
TinyRedFont = Font.FindFont('UTinyRedFont');
mMapFont = HUDFont.Create(WhiteFont);
HalfHud = TexMan.CheckForTexture("HalfHud",TexMan.Type_Any);
HudLine = TexMan.CheckForTexture("HudLine",TexMan.Type_Any);
HudAmmo = TexMan.CheckForTexture("HudAmmo",TexMan.Type_Any);
@ -78,17 +60,19 @@ Class UnrealHUD : BaseStatusBar
{
Super.Draw(state,TicFrac);
HudMode = CVar.GetCVar('stinger_hudmode',players[consoleplayer]).GetInt();
scalev.x = scalev.y = Max(1,CVar.GetCVar('stinger_hudscale',players[consoleplayer]).GetInt());
scalev.x = scalev.y = Max(0,CVar.GetCVar('stinger_hudscale',players[consoleplayer]).GetInt());
if ( scalev.x == 0 )
scalev.x = scalev.y = max(1,min(Screen.GetWidth()/640.,Screen.GetHeight()/480.));
ClipX = Screen.GetWidth()/scalev.x;
ClipY = Screen.GetHeight()/scalev.y;
CurX = 0;
CurY = 0;
double lbottom = Screen.GetHeight()-32*scalev.y; // TODO properly calculate
double lbottom = Screen.GetHeight()-32*scalev.y;
for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
if ( i is 'UnrealInventory' )
UnrealInventory(i).PreRender(lbottom);
if ( CPlayer.ReadyWeapon is 'UnrealWeapon' )
UnrealWeapon(CPlayer.ReadyWeapon).PreRender(lbottom);
if ( CPlayer.ReadyWeapon is 'UTWeapon' )
UTWeapon(CPlayer.ReadyWeapon).PreRender(lbottom);
if ( (state == HUD_StatusBar) || (state == HUD_Fullscreen) )
{
BeginHUD();
@ -98,8 +82,8 @@ Class UnrealHUD : BaseStatusBar
for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
if ( i is 'UnrealInventory' )
UnrealInventory(i).PostRender(lbottom);
if ( CPlayer.ReadyWeapon is 'UnrealWeapon' )
UnrealWeapon(CPlayer.ReadyWeapon).PostRender(lbottom);
if ( CPlayer.ReadyWeapon is 'UTWeapon' )
UTWeapon(CPlayer.ReadyWeapon).PostRender(lbottom);
}
private void DrawNumberOf( int n, double x, double y )
@ -132,8 +116,21 @@ Class UnrealHUD : BaseStatusBar
double width = CurX;
CurX = x;
CurY = y;
if ( bRed ) Screen.DrawTexture(i.Icon,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon);
else Screen.DrawTexture(i.Icon,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
// scale to fit
Vector2 scl = TexMan.GetScaledSize(i.Icon);
double mscl = 32./max(scl.x,scl.y);
double dw = (ClipX/mscl), dh = (ClipY/mscl);
double dx = CurX/mscl, dy = CurY/mscl;
if ( bRed )
{
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon);
Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon,DTA_TopOffset,0,DTA_LeftOffset,0);
}
else
{
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0);
}
}
private void DrawFragCount( double x, double y )
@ -200,8 +197,11 @@ Class UnrealHUD : BaseStatusBar
if ( cw && (cw.SlotNumber != -1) ) cwslot = cw.SlotNumber?(cw.SlotNumber-1):9;
let pw = CPlayer.PendingWeapon;
int pwslot = -1;
if ( pw && (pw.SlotNumber != -1) ) pwslot = pw.SlotNumber?(pw.SlotNumber-1):9;
if ( pw && (pw != WP_NOCHANGE) && (pw.SlotNumber != -1) ) pwslot = pw.SlotNumber?(pw.SlotNumber-1):9;
Weapon wslots[10];
// zero-initialize, fixes asmjit crash
for ( int i=0; i<10; i++ )
wslots[i] = null;
// first run, populate the full array of weapons
for ( int i=0; i<10; i++ )
{
@ -237,7 +237,7 @@ Class UnrealHUD : BaseStatusBar
if ( !wslots[i] ) continue;
Font cfont = TinyFont;
if ( cwslot == i ) cfont = TinyWhiteFont;
int realslot = (i<9)?(i+1):i;
int realslot = (i<9)?(i+1):9;
CurX = HalfHUDX-3+realslot*6;
CurY = HalfHUDY+4;
Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",realslot),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
@ -262,7 +262,7 @@ Class UnrealHUD : BaseStatusBar
}
}
}
// TODO draw translator
// draw translator
if ( translator )
{
if ( translator.bCurrentlyActivated ) translator.DrawTranslator(scalev,ClipX,ClipY);
@ -303,7 +303,7 @@ Class UnrealHUD : BaseStatusBar
CurY = y;
for ( Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
{
if ( !(Inv is 'UnrealArmor') ) continue;
if ( !(Inv is 'UTArmor') ) continue;
ArmorAmount += Inv.Amount;
if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue;
if ( !bDrawOne )
@ -312,9 +312,9 @@ Class UnrealHUD : BaseStatusBar
DrawIconValue(Inv.Amount);
CurX += 32;
}
else if ( UnrealArmor(Inv).absorb > CurAbs )
else if ( UTArmor(Inv).absorb > CurAbs )
{
CurAbs = UnrealArmor(Inv).absorb;
CurAbs = UTArmor(Inv).absorb;
BestArmor = Inv;
}
}
@ -346,9 +346,13 @@ Class UnrealHUD : BaseStatusBar
}
CurX = x;
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
// TODO downscale icons in cases where they're bigger than a 32x32 box
TextureID icon = CPlayer.ReadyWeapon.Icon.IsNull()?CPlayer.ReadyWeapon.Ammo1.Icon:CPlayer.ReadyWeapon.Icon;
Screen.DrawTexture(icon,false,CurX+16,CurY+16,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_CenterOffset,true);
// scale to fit
Vector2 scl = TexMan.GetScaledSize(icon);
double mscl = 32./max(scl.x,scl.y);
double dw = (ClipX/mscl), dh = (ClipY/mscl);
double dx = CurX/mscl, dy = CurY/mscl;
Screen.DrawTexture(icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0);
CurX += 32;
CurY += 29;
DrawIconValue(CPlayer.ReadyWeapon.Ammo1.Amount);
@ -386,21 +390,21 @@ Class UnrealHUD : BaseStatusBar
cl2 = teams[lastseen.player.GetTeam()].mName;
cl1 = String.Format("Dark%s",cl2);
}
String tname = String.Format("\c[%s]Name:\c[%s] %s",cl1,cl2,lastseen.player.GetUserName());
String tname = String.Format("\c[%s]%s:\c[%s] %s",cl1,StringTable.Localize("$M_NAME"),cl2,lastseen.player.GetUserName());
CurX = (ClipX-WhiteFont.StringWidth(tname))/2;
CurY = ClipY-54;
Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.);
if ( !deathmatch || (lastseen.IsTeammate(CPlayer.mo)) )
{
CurY += 1.2*WhiteFont.GetHeight();
tname = String.Format("\c[%s]Health:\c[%s] %d",cl1,cl2,lastseen.Health);
tname = String.Format("\c[%s]%s:\c[%s] %d",cl1,StringTable.Localize("$M_HEALTH"),cl2,lastseen.Health);
Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.);
}
}
private void DrawKeys( double x, double y )
{
// TODO
// TODO draws the key icons from right to left, bottom to top
}
private void DrawUnrealHUD()
@ -432,8 +436,8 @@ Class UnrealHUD : BaseStatusBar
else if ( HudMode == 3 ) DrawFragCount(0,ClipY-64);
else if ( HudMode == 4 ) DrawFragCount(0,ClipY-32);
// Display Keys
if ( HudMode < 3 ) DrawKeys(ClipX,ClipY-64);
else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY);
if ( HudMode < 3 ) DrawKeys(ClipX-32,ClipY-32);
else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY-32);
// Display Identification Info
DrawIdentifyInfo();
}
@ -449,7 +453,71 @@ Class UnrealHUD : BaseStatusBar
CPlayer.inventorytics = 0;
}
override void DrawAutomapHUD( double TicFrac )
override void DrawAutomapHUD( double ticFrac )
{
int crdefault = Font.CR_GREY;
int highlight = Font.CR_RED;
double cbottom = Screen.GetHeight()*0.99;
let scale = GetHUDScale();
double textdist = 8./scale.Y;
int height = WhiteFont.GetHeight();
String printtext;
int SCREENWIDTH = screen.GetWidth();
BeginHUD();
let y = textdist;
let width = WhiteFont.StringWidth("00:00:00");
double tmp, hres;
[tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution);
double swidth = 0;
double ltop = 0, rtop = 0;
if ( HudMode < 2 )
{
for ( Inventory Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
{
if ( !(Inv is 'UTArmor') ) continue;
if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue;
rtop += 64*scalev.y;
break;
}
if ( CPlayer.mo.InvSel ) ltop += 64*scalev.y;
}
int protrusion = GetProtrusion(swidth/hres);
[tmp,tmp,hres] = StatusbarToRealCoords(0,0,protrusion);
width += int((swidth-hres)/scale.X);
if ( am_showtime )
{
printtext = level.TimeFormatted();
DrawString(mMapFont,level.TimeFormatted(),(-textdist-width,y+rtop),0,crdefault);
y += height;
}
if ( am_showtotaltime ) DrawString(mMapFont,level.TimeFormatted(true),(-textdist-width,y+rtop),0,crdefault);
if ( !deathmatch )
{
y = textdist;
if ( am_showmonsters )
{
DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_MONSTERS"),crdefault+65,level.killed_monsters,level.total_monsters),(textdist,y+ltop),0,highlight);
y += height;
}
if ( am_showsecrets )
{
DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_SECRETS"),crdefault+65,level.found_secrets,level.total_secrets),(textdist,y+ltop),0,highlight);
y += height;
}
if ( am_showitems ) DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_ITEMS"),crdefault+65,level.found_items,level.total_items),(textdist,y+ltop),0,highlight);
}
String mapname = level.FormatMapName(crdefault);
BrokenLines lines = WhiteFont.BreakLines(mapname,int(SCREENWIDTH/scale.X));
int numlines = lines.Count();
int finalwidth = int(WhiteFont.StringWidth(lines.StringAt(numlines-1))*scale.X);
[tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution);
protrusion = GetProtrusion(finalwidth/hres);
[tmp,tmp,tmp,hres] = StatusbarToRealCoords(0,0,0,protrusion);
y = (cbottom-hres)/scale.Y-height*numlines;
for ( int i = 0; i < numlines; i++ )
{
DrawString(mMapFont,lines.StringAt(i),(0,y+ltop),DI_TEXT_ALIGN_CENTER|DI_SCREEN_HCENTER|DI_SCREEN_TOP,highlight);
y += height;
}
}
}

103
zscript/unrealmenus.zsc Normal file
View file

@ -0,0 +1,103 @@
// draws unreal-style main menu
Class ListMenuItemUnrealBg : ListMenuItem
{
TextureID tex[3];
void Init( ListMenuDescriptor desc, String dummy )
{
Super.Init(0,0);
tex[0] = TexMan.CheckForTexture("graphics/rmetal.png",TexMan.Type_Any);
tex[1] = TexMan.CheckForTexture("graphics/menubarr.png",TexMan.Type_Any);
tex[2] = TexMan.CheckForTexture("graphics/unlogo.png",TexMan.Type_Any);
}
override void Drawer( bool selected )
{
double StartX = 0.5*CleanWidth_1-128;
int num = (CleanHeight_1/512)+1;
for ( int i=0; i<=num; i++ )
Screen.DrawTexture(tex[0],false,StartX*CleanXFac_1,512*CleanYFac_1*i,DTA_CleanNoMove_1,true);
Screen.DrawTexture(tex[1],false,StartX*CleanXFac_1,(CleanHeight_1-58)*CleanYFac_1,DTA_CleanNoMove_1,true,DTA_LegacyRenderStyle,STYLE_Add);
Screen.DrawTexture(tex[2],false,StartX*CleanXFac_1,(CleanHeight_1-52)*CleanYFac_1,DTA_CleanNoMove_1,true);
}
}
Class ListMenuItemUnrealTextItem : ListMenuItemSelectable
{
String mText;
Font mFont;
int mColor;
int mSpacing;
void Init( ListMenuDescriptor desc, String text, String hotkey, Name child, int param = 0 )
{
Super.Init(desc.mXpos,desc.mYpos,desc.mLinespacing,child,param);
mText = text;
mFont = Font.GetFont('ULargeFont');
mColor = Font.CR_UNTRANSLATED;
mSpacing = desc.mLineSpacing;
mHotkey = hotkey.GetNextCodePoint(0);
}
void InitDirect( double x, double y, int height, String hotkey, String text, Font font, int color, int color2, Name child, int param = 0 )
{
Super.Init(x,y,height,child,param);
mText = text;
mFont = Font.GetFont('ULargeFont');
mColor = Font.CR_UNTRANSLATED;
int pos = 0;
mHotkey = hotkey.GetNextCodePoint(0);
}
override void Drawer( bool selected )
{
let tFont = generic_ui?NewSmallFont:mFont;
double basex = floor(0.5*(CleanWidth_1-tFont.StringWidth(StringTable.Localize(mText))));
double basey = floor(0.25*(CleanHeight_1-mSpacing*5));
Screen.DrawText(tFont,mColor,(basex+mXPos)*CleanXFac_1,(basey+mYpos)*CleanYFac_1,mText,DTA_CleanNoMove_1,true,DTA_Alpha,selected?1.0:0.5);
}
override int GetWidth()
{
let tFont = generic_ui?NewSmallFont:mFont;
return max(1,tFont.StringWidth(StringTable.Localize(mText)));
}
override void DrawSelector( double xofs, double yofs, TextureID tex )
{
// nothing
}
}
// for hud config
Class OptionMenuItemHudType : OptionMenuItem
{
TextureID tex[6];
CVar mCVar;
OptionMenuItemHudType Init( String label )
{
Super.Init(label,"",true);
mCVar = CVar.FindCVar('stinger_hudmode');
tex[0] = TexMan.CheckForTexture("graphics/Hud1.png",TexMan.Type_Any);
tex[1] = TexMan.CheckForTexture("graphics/Hud2.png",TexMan.Type_Any);
tex[2] = TexMan.CheckForTexture("graphics/Hud3.png",TexMan.Type_Any);
tex[3] = TexMan.CheckForTexture("graphics/Hud4.png",TexMan.Type_Any);
tex[4] = TexMan.CheckForTexture("graphics/Hud5.png",TexMan.Type_Any);
tex[5] = TexMan.CheckForTexture("graphics/Hud6.png",TexMan.Type_Any);
return self;
}
override bool Selectable()
{
return false;
}
override int Draw( OptionMenuDescriptor desc, int y, int indent, bool selected )
{
int xpos = indent + CursorSpace();
int ypos = y + OptionMenuSettings.mLinespacing*CleanYfac_1;
Screen.DrawTexture(tex[mCVar.GetInt()],false,xpos,ypos,DTA_CleanNoMove_1,true);
return -1;
}
}