- Added Jim' Linux fix.

- Added MartinHowe's fix for mugshot display in status bars.


SVN r856 (trunk)
This commit is contained in:
Christoph Oelckers 2008-03-26 08:50:54 +00:00
commit 670edb2356
10 changed files with 138 additions and 25 deletions

View file

@ -165,6 +165,25 @@ public:
POP_Status
};
// Status face stuff
enum
{
ST_NUMPAINFACES = 5,
ST_NUMSTRAIGHTFACES = 3,
ST_NUMTURNFACES = 2,
ST_NUMSPECIALFACES = 3,
ST_NUMEXTRAFACES = 2,
ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
ST_DEADFACE = ST_GODFACE + 1
};
DBaseStatusBar (int reltop);
void Destroy ();
@ -190,7 +209,8 @@ public:
virtual void AttachToPlayer (player_s *player);
virtual void FlashCrosshair ();
virtual void BlendView (float blend[4]);
virtual void SetFace (void *); // Takes a FPlayerSkin as input
virtual void SetFace (void *skn); // Takes a FPlayerSkin as input
virtual void AddFaceToImageCollection (void *skn, FImageCollection *images); // Takes a FPlayerSkin as input
virtual void NewGame ();
virtual void ScreenSizeChanged ();
virtual void MultiplayerChanged ();
@ -222,6 +242,8 @@ protected:
void GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&ammo2, int &ammocount1, int &ammocount2) const;
void AddFaceToImageCollectionActual (void *skn, FImageCollection *images, bool isDoom);
public:
AInventory *ValidateInvFirst (int numVisible) const;
void DrawCrosshair ();

View file

@ -249,6 +249,10 @@ DSBarInfo::DSBarInfo () : DBaseStatusBar (SBarInfoScript->height),
{
patchnames[i+SBarInfoScript->Images.Size()] = InventoryBarLumps[i];
}
for (i = 0;i < numskins;i++)
{
AddFaceToImageCollection (&skins[i], &Images);
}
invBarOffset = SBarInfoScript->Images.Size();
Images.Init(&patchnames[0], patchnames.Size());
drawingFont = V_GetFont("ConFont");

View file

@ -1536,9 +1536,14 @@ void DBaseStatusBar::FlashItem (const PClass *itemtype)
{
}
void DBaseStatusBar::SetFace (void *)
void DBaseStatusBar::SetFace (void *skn)
{
}
void DBaseStatusBar::AddFaceToImageCollection (void *skn, FImageCollection *images)
{
AddFaceToImageCollectionActual (skn, images, false);
}
void DBaseStatusBar::NewGame ()
{
@ -1575,6 +1580,72 @@ void DBaseStatusBar::ScreenSizeChanged ()
}
}
//---------------------------------------------------------------------------
//
// AddFaceToImageCollectionActual
//
// Adds face graphics for specified skin to the specified image collection.
// If not in DOOM statusbar and no face in current skin, do NOT default STF*
//
//---------------------------------------------------------------------------
void DBaseStatusBar::AddFaceToImageCollectionActual (void *skn, FImageCollection *images, bool isDoom)
{
const char *nameptrs[ST_NUMFACES];
char names[ST_NUMFACES][9];
char prefix[4];
int i, j;
int namespc;
int facenum;
FPlayerSkin *skin = (FPlayerSkin *)skn;
if ((skin->face[0] == 0) && !isDoom)
{
return;
}
for (i = 0; i < ST_NUMFACES; i++)
{
nameptrs[i] = names[i];
}
if (skin->face[0] != 0)
{
prefix[0] = skin->face[0];
prefix[1] = skin->face[1];
prefix[2] = skin->face[2];
prefix[3] = 0;
namespc = skin->namespc;
}
else
{
prefix[0] = 'S';
prefix[1] = 'T';
prefix[2] = 'F';
prefix[3] = 0;
namespc = ns_global;
}
facenum = 0;
for (i = 0; i < ST_NUMPAINFACES; i++)
{
for (j = 0; j < ST_NUMSTRAIGHTFACES; j++)
{
sprintf (names[facenum++], "%sST%d%d", prefix, i, j);
}
sprintf (names[facenum++], "%sTR%d0", prefix, i); // turn right
sprintf (names[facenum++], "%sTL%d0", prefix, i); // turn left
sprintf (names[facenum++], "%sOUCH%d", prefix, i); // ouch!
sprintf (names[facenum++], "%sEVL%d", prefix, i); // evil grin ;)
sprintf (names[facenum++], "%sKILL%d", prefix, i); // pissed off
}
sprintf (names[facenum++], "%sGOD0", prefix);
sprintf (names[facenum++], "%sDEAD0", prefix);
images->Add (nameptrs, ST_NUMFACES, namespc);
}
//---------------------------------------------------------------------------
//
// ValidateInvFirst