- Update scripting branch to trunk.

SVN r3758 (scripting)
This commit is contained in:
Randy Heit 2012-07-14 03:04:41 +00:00
commit 562cf04db2
614 changed files with 63691 additions and 31256 deletions

View file

@ -122,16 +122,16 @@ void SetHUDIcon(PClassInventory *cls, FTextureID tex)
//---------------------------------------------------------------------------
static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, int trans=0xc000)
{
float scale1, scale2;
double scale1, scale2;
if (tex)
{
int texwidth=tex->GetWidth();
int texheight=tex->GetHeight();
if (w<texwidth) scale1=(float)w/texwidth;
if (w<texwidth) scale1=(double)w/texwidth;
else scale1=1.0f;
if (h<texheight) scale2=(float)h/texheight;
if (h<texheight) scale2=(double)h/texheight;
else scale2=1.0f;
if (scale2<scale1) scale1=scale2;
@ -168,11 +168,14 @@ static void DrawHudText(FFont *font, int color, char * text, int x, int y, int t
FTexture *texc = font->GetChar(text[i], &width);
if (texc != NULL)
{
int offset = texc->TopOffset - tex_zero->TopOffset + tex_zero->GetHeight();
double offset = texc->GetScaledTopOffsetDouble()
- tex_zero->GetScaledTopOffsetDouble()
+ tex_zero->GetScaledHeightDouble();
screen->DrawChar(font, color, x, y, text[i],
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_LeftOffset, width/2, DTA_TopOffset, offset,
DTA_LeftOffset, width/2, DTA_TopOffsetF, offset,
/*DTA_CenterBottomOffset, 1,*/ TAG_DONE);
}
x += zerowidth;
@ -225,9 +228,9 @@ static void DrawStatus(player_t * CPlayer, int x, int y)
if (hud_showstats)
{
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->accuracy);
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->accuracy);
DrawStatLine(x, y, "Ac:", tempstr);
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->stamina);
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->stamina);
DrawStatLine(x, y, "St:", tempstr);
}
@ -278,16 +281,42 @@ static void DrawHealth(int health, int x, int y)
//===========================================================================
//
// Draw Armor.
// very similar to drawhealth.
// very similar to drawhealth, but adapted to handle Hexen armor too
//
//===========================================================================
static void DrawArmor(AInventory * armor, int x, int y)
static void DrawArmor(ABasicArmor * barmor, AHexenArmor * harmor, int x, int y)
{
if (armor)
{
int ap=armor->Amount;
int ap = 0;
int bestslot = 4;
if (harmor)
{
int ac = (harmor->Slots[0] + harmor->Slots[1] + harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4]);
ac >>= FRACBITS;
ap += ac;
if (ac)
{
// Find the part of armor that protects the most
bestslot = 0;
for (int i = 1; i < 4; ++i)
{
if (harmor->Slots[i] > harmor->Slots[bestslot])
{
bestslot = i;
}
}
}
}
if (barmor)
{
ap += barmor->Amount;
}
if (ap)
{
// decide on color
int fontcolor =
ap < hud_armor_red ? CR_RED :
@ -296,11 +325,23 @@ static void DrawArmor(AInventory * armor, int x, int y)
CR_BLUE;
if (ap)
// Use the sprite of one of the predefined Hexen armor bonuses.
// This is not a very generic approach, but it is not possible
// to truly create new types of Hexen armor bonus items anyway.
if (harmor && bestslot < 4)
{
DrawImageToBox(TexMan[armor->Icon], x, y, 31, 17);
DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
char icon[] = "AR_1A0";
switch (bestslot)
{
case 1: icon[3] = '2'; break;
case 2: icon[3] = '3'; break;
case 3: icon[3] = '4'; break;
default: break;
}
DrawImageToBox(TexMan.FindTexture(icon, FTexture::TEX_Sprite), x, y, 31, 17);
}
else if (barmor) DrawImageToBox(TexMan[barmor->Icon], x, y, 31, 17);
DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
}
}
@ -552,25 +593,12 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
//
//---------------------------------------------------------------------------
static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
FTextureID GetWeaponIcon(AWeapon *weapon) // This function is also used by SBARINFO
{
int trans;
FTextureID picnum;
// Powered up weapons and inherited sister weapons are not displayed.
if (weapon->WeaponFlags & WIF_POWERED_UP) return;
if (weapon->SisterWeapon && weapon->IsKindOf(weapon->SisterWeapon->GetClass())) return;
trans=0x6666;
if (CPlayer->ReadyWeapon)
{
if (weapon==CPlayer->ReadyWeapon || weapon==CPlayer->ReadyWeapon->SisterWeapon) trans=0xd999;
}
FTextureID AltIcon = GetHUDIcon(weapon->GetClass());
FState * state=NULL, *ReadyState;
FTextureID AltIcon = GetHUDIcon(weapon->GetClass());
picnum = !AltIcon.isNull()? AltIcon : weapon->Icon;
FTextureID picnum = !AltIcon.isNull()? AltIcon : weapon->Icon;
if (picnum.isNull())
{
@ -583,7 +611,7 @@ static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
{
state = ReadyState;
}
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
@ -591,6 +619,25 @@ static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
picnum = sprframe->Texture[0];
}
}
return picnum;
}
static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
{
int trans;
// Powered up weapons and inherited sister weapons are not displayed.
if (weapon->WeaponFlags & WIF_POWERED_UP) return;
if (weapon->SisterWeapon && weapon->IsKindOf(weapon->SisterWeapon->GetClass())) return;
trans=0x6666;
if (CPlayer->ReadyWeapon)
{
if (weapon==CPlayer->ReadyWeapon || weapon==CPlayer->ReadyWeapon->SisterWeapon) trans=0xd999;
}
FTextureID picnum = GetWeaponIcon(weapon);
if (picnum.isValid())
{
@ -765,14 +812,11 @@ static void DrawCoordinates(player_t * CPlayer)
// draw the overlay
//
//---------------------------------------------------------------------------
void HUD_InitHud();
void DrawHUD()
{
player_t * CPlayer = StatusBar->CPlayer;
if (HudFont==NULL) HUD_InitHud();
players[consoleplayer].inventorytics = 0;
if (hud_althudscale && SCREENWIDTH>640)
{
@ -814,9 +858,8 @@ void DrawHUD()
DrawFrags(CPlayer, 5, hudheight-70);
}
DrawHealth(CPlayer->health, 5, hudheight-45);
// Yes, that doesn't work properly for Hexen but frankly, I have no
// idea how to make a meaningful value out of Hexen's armor system!
DrawArmor(CPlayer->mo->FindInventory(RUNTIME_CLASS(ABasicArmor)), 5, hudheight-20);
DrawArmor(CPlayer->mo->FindInventory<ABasicArmor>(),
CPlayer->mo->FindInventory<AHexenArmor>(), 5, hudheight-20);
i=DrawKeys(CPlayer, hudwidth-4, hudheight-10);
i=DrawAmmo(CPlayer, hudwidth-5, i);
DrawWeapons(CPlayer, hudwidth-5, i);
@ -829,10 +872,9 @@ void DrawHUD()
}
else
{
FString mapname;
char printstr[256];
int seconds;
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
bool hub = !!(thiscluster->flags&CLUSTER_HUB);
int length=8*SmallFont->GetCharWidth('0');
int fonth=SmallFont->GetHeight()+1;
int bottom=hudheight-1;
@ -861,8 +903,8 @@ void DrawHUD()
}
}
mysnprintf(printstr, countof(printstr), "%s: %s", level.mapname, level.LevelName.GetChars());
screen->DrawText(SmallFont, hudcolor_titl, 1, hudheight-fonth-1, printstr,
ST_FormatMapName(mapname);
screen->DrawText(SmallFont, hudcolor_titl, 1, hudheight-fonth-1, mapname,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);