예제 #1
0
static void AddOneKey(Keygroup *keygroup, PClassActor *mi, FScanner &sc)
{
	if (mi)
	{
		// Any inventory item can be used to unlock a door
		if (mi->IsDescendantOf(RUNTIME_CLASS(AInventory)))
		{
			OneKey k = {mi,1};
			keygroup->anykeylist.Push (k);

			//... but only keys get key numbers!
			if (mi->IsDescendantOf(RUNTIME_CLASS(AKey)))
			{
				if (!ignorekey &&
					static_cast<AKey*>(GetDefaultByType(mi))->KeyNumber == 0)
				{
					static_cast<AKey*>(GetDefaultByType(mi))->KeyNumber=++currentnumber;
				}
			}
		}
		else
		{
			sc.ScriptError("'%s' is not an inventory item", sc.String);
		}
	}
	else
	{
		sc.ScriptError("Unknown item '%s'", sc.String);
	}
}
예제 #2
0
void AScriptedMarine::SetWeapon (EMarineWeapon type)
{
	if (GetWeaponStates(type, MeleeState, MissileState))
	{
		static const char *classes[] = {
			"ScriptedMarine",
			"MarineFist",
			"MarineBerserk",
			"MarineChainsaw",
			"MarinePistol",
			"MarineShotgun",
			"MarineSSG",
			"MarineChaingun",
			"MarineRocket",
			"MarinePlasma",
			"MarineRailgun",
			"MarineBFG"
		};

		const PClass *cls = PClass::FindClass(classes[type]);
		if (cls != NULL)
			DecalGenerator = GetDefaultByType(cls)->DecalGenerator;
		else 
			DecalGenerator = NULL;
	}
}
예제 #3
0
static void SetKeyTypes()
{
	for(unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); i++)
	{
		PClass *ti = PClassActor::AllActorClasses[i];
		auto kt = PClass::FindActor(NAME_Key);

		if (ti->IsDescendantOf(kt))
		{
			PClassActor *tia = static_cast<PClassActor *>(ti);
			AInventory *key = (AInventory*)(GetDefaultByType(tia));

			if (key->Icon.isValid() && key->special1 > 0)
			{
				KeyTypes.Push(tia);
			}
			else 
			{
				UnassignedKeyTypes.Push(tia);
			}
		}
	}
	if (KeyTypes.Size())
	{
		qsort(&KeyTypes[0], KeyTypes.Size(), sizeof(KeyTypes[0]), ktcmp);
	}
	else
	{
		// Don't leave the list empty
		KeyTypes.Push(PClass::FindActor(NAME_Key));
	}
}
예제 #4
0
void AScriptedMarine::SetSprite (PClassActor *source)
{
	if (source == NULL)
	{ // A valid actor class wasn't passed, so use the standard sprite
		SpriteOverride = sprite = GetClass()->OwnedStates[0].sprite;
		// Copy the standard scaling
		scaleX = GetDefault()->scaleX;
		scaleY = GetDefault()->scaleY;
	}
	else
	{ // Use the same sprite and scaling the passed class spawns with
		SpriteOverride = sprite = GetDefaultByType (source)->SpawnState->sprite;
		scaleX = GetDefaultByType(source)->scaleX;
		scaleY = GetDefaultByType(source)->scaleY;
	}
}
예제 #5
0
static void ClearLocks()
{
	unsigned int i;
	for(i = 0; i < PClassActor::AllActorClasses.Size(); i++)
	{
		if (PClassActor::AllActorClasses[i]->IsDescendantOf(RUNTIME_CLASS(AKey)))
		{
			AKey *key = static_cast<AKey*>(GetDefaultByType(PClassActor::AllActorClasses[i]));
			if (key != NULL)
			{
				key->KeyNumber = 0;
			}
		}
	}
	for(i = 0; i < 256; i++)
	{
		if (locks[i] != NULL) 
		{
			delete locks[i];
			locks[i] = NULL;
		}
	}
	currentnumber = 0;
	keysdone = false;
}
예제 #6
0
DEFINE_ACTION_FUNCTION(AActor, A_PotteryExplode)
{
	AActor *mo = NULL;
	int i;

	for(i = (pr_pottery()&3)+3; i; i--)
	{
		mo = Spawn ("PotteryBit", self->x, self->y, self->z, ALLOW_REPLACE);
		if (mo)
		{
			mo->SetState (mo->SpawnState + (pr_pottery()%5));
			mo->velz = ((pr_pottery()&7)+5)*(3*FRACUNIT/4);
			mo->velx = (pr_pottery.Random2())<<(FRACBITS-6);
			mo->vely = (pr_pottery.Random2())<<(FRACBITS-6);
		}
	}
	S_Sound (mo, CHAN_BODY, "PotteryExplode", 1, ATTN_NORM);
	// Spawn an item?
	const PClass *type = P_GetSpawnableType(self->args[0]);
	if (type != NULL)
	{
		if (!((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS))
		|| !(GetDefaultByType (type)->flags3 & MF3_ISMONSTER))
		{ // Only spawn monsters if not -nomonsters
			Spawn (type, self->x, self->y, self->z, ALLOW_REPLACE);
		}
	}
}
예제 #7
0
DEFINE_ACTION_FUNCTION(AActor, A_SoAExplode)
{
	AActor *mo;
	int i;

	for (i = 0; i < 10; i++)
	{
		mo = Spawn ("ZArmorChunk", self->x+((pr_soaexplode()-128)<<12),
			self->y+((pr_soaexplode()-128)<<12), 
			self->z+(pr_soaexplode()*self->height/256), ALLOW_REPLACE);
		if (mo)
		{
			mo->SetState (mo->SpawnState + i);
			mo->velz = ((pr_soaexplode()&7)+5)*FRACUNIT;
			mo->velx = pr_soaexplode.Random2()<<(FRACBITS-6);
			mo->vely = pr_soaexplode.Random2()<<(FRACBITS-6);
		}
	}
	// Spawn an item?
	const PClass *type = P_GetSpawnableType(self->args[0]);
	if (type != NULL)
	{
		if (!((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS))
		|| !(GetDefaultByType (type)->flags3 & MF3_ISMONSTER))
		{ // Only spawn monsters if not -nomonsters
			Spawn (type, self->x, self->y, self->z, ALLOW_REPLACE);
		}
	}
	S_Sound (self, CHAN_BODY, self->DeathSound, 1, ATTN_NORM);
	self->Destroy ();
}
예제 #8
0
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame)
{
	// [BB] The user doesn't want to use models, so just pretend that there is no model for this frame.
	if ( gl_use_models == false )
		return NULL;

	if (GetDefaultByType(ti)->hasmodel)
	{
		FSpriteModelFrame smf;

		memset(&smf, 0, sizeof(smf));
		smf.type=ti;
		smf.sprite=sprite;
		smf.frame=frame;

		int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];

		while (hash>=0)
		{
			FSpriteModelFrame * smff = &SpriteModelFrames[hash];
			if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
			hash=smff->hashnext;
		}
	}
	return NULL;
}
예제 #9
0
static void SetKeyTypes()
{
	for(unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); i++)
	{
		PClass *ti = PClassActor::AllActorClasses[i];

		if (ti->IsDescendantOf(RUNTIME_CLASS(AKey)))
		{
			PClassActor *tia = static_cast<PClassActor *>(ti);
			AKey *key = (AKey*)GetDefaultByType(tia);

			if (key->Icon.isValid() && key->KeyNumber>0)
			{
				KeyTypes.Push(tia);
			}
			else 
			{
				UnassignedKeyTypes.Push(tia);
			}
		}
	}
	if (KeyTypes.Size())
	{
		qsort(&KeyTypes[0], KeyTypes.Size(), sizeof(KeyTypes[0]), ktcmp);
	}
	else
	{
		// Don't leave the list empty
		PClassActor *ti = RUNTIME_CLASS(AKey);
		KeyTypes.Push(ti);
	}
}
예제 #10
0
bool AClericWeaponPiece::TryPickup (AActor *&toucher)
{
	if (!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)) &&
		!toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)))
	{
		return Super::TryPickup(toucher);
	}
	else
	{ // Wrong class, but try to pick up for ammo
		if (ShouldStay())
		{
			// Can't pick up weapons for other classes in coop netplay
			return false;
		}

		AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);

		bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
						   toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2));

		if (gaveSome)
		{
			GoAwayAndDie ();
		}
		return gaveSome;
	}
}
예제 #11
0
void AScriptedMarine::SetSprite (const PClass *source)
{
	if (source == NULL || source->ActorInfo == NULL)
	{ // A valid actor class wasn't passed, so use the standard sprite
		SpriteOverride = sprite = GetClass()->ActorInfo->OwnedStates[0].sprite;
		// Copy the standard player's scaling
		AActor * playerdef = GetDefaultByName("DoomPlayer");
		if (playerdef == NULL) playerdef = GetDefaultByType(RUNTIME_CLASS(AScriptedMarine));
		scaleX = playerdef->scaleX;
		scaleY = playerdef->scaleY;
	}
	else
	{ // Use the same sprite the passed class spawns with
		SpriteOverride = sprite = GetDefaultByType (source)->SpawnState->sprite;
		scaleX = GetDefaultByType(source)->scaleX;
		scaleY = GetDefaultByType(source)->scaleY;
	}
}
예제 #12
0
void gl_InitializeActorLights()
{
	for(unsigned int i=0;i<LightAssociations.Size();i++)
	{
		const PClass * ti = PClass::FindClass(LightAssociations[i].ActorName());
		if (ti)
		{
			ti = GetRealType(ti);
			AActor * defaults = GetDefaultByType(ti);
			if (defaults)
			{
				FInternalLightAssociation * iasso = new FInternalLightAssociation(&LightAssociations[i]);

				if (!defaults->lightassociations)
				{
					TDeletingArray<FInternalLightAssociation*> *p =new TDeletingArray<FInternalLightAssociation*>;
					defaults->lightassociations = p;
					AssoDeleter.Push(p);
				}
				TDeletingArray<FInternalLightAssociation *> * lights = gl_GetActorLights(defaults);
				if (iasso->Light()==NULL)
				{
					// The definition was not valid.
					delete iasso;
				}
				else
				{
					lights->Push(iasso);
				}
			}
		}
	}
	// we don't need the parser data for the light associations anymore
	LightAssociations.Clear();
	LightAssociations.ShrinkToFit();

	StateLights.Resize(ParsedStateLights.Size()+1);
	for(unsigned i=0; i<ParsedStateLights.Size();i++)
	{
		if (ParsedStateLights[i] != NAME_None)
		{
			StateLights[i] = (FLightDefaults*)-1;	// something invalid that's not NULL.
			for(unsigned int j=0;j<LightDefaults.Size();j++)
			{
				if (LightDefaults[j]->GetName() == ParsedStateLights[i])
				{
					StateLights[i] = LightDefaults[j];
					break;
				}
			}
		}
		else StateLights[i] = NULL;
	}
	StateLights[StateLights.Size()-1] = NULL;	// terminator
	ParsedStateLights.Clear();
	ParsedStateLights.ShrinkToFit();
}
예제 #13
0
static bool IsMonster(const FDropItem *di)
{
	const PClass *pclass = PClass::FindClass(di->Name);

	if (NULL == pclass)
	{
		return false;
	}

	return 0 != (GetDefaultByType(pclass)->flags3 & MF3_ISMONSTER);
}
예제 #14
0
AInventory *ABackpackItem::CreateCopy (AActor *other)
{
	// Find every unique type of ammo. Give it to the player if
	// he doesn't have it already, and double its maximum capacity.
	for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
	{
		PClass *type = PClassActor::AllActorClasses[i];

		if (type->ParentClass == RUNTIME_CLASS(AAmmo))
		{
			PClassActor *atype = static_cast<PClassActor *>(type);
			AAmmo *ammo = static_cast<AAmmo *>(other->FindInventory(atype));
			int amount = static_cast<AAmmo *>(GetDefaultByType(type))->BackpackAmount;
			// extra ammo in baby mode and nightmare mode
			if (!(ItemFlags&IF_IGNORESKILL))
			{
				amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
			}
			if (amount < 0) amount = 0;
			if (ammo == NULL)
			{ // The player did not have the ammo. Add it.
				ammo = static_cast<AAmmo *>(Spawn(atype));
				ammo->Amount = bDepleted ? 0 : amount;
				if (ammo->BackpackMaxAmount > ammo->MaxAmount)
				{
					ammo->MaxAmount = ammo->BackpackMaxAmount;
				}
				if (ammo->Amount > ammo->MaxAmount)
				{
					ammo->Amount = ammo->MaxAmount;
				}
				ammo->AttachToOwner (other);
			}
			else
			{ // The player had the ammo. Give some more.
				if (ammo->MaxAmount < ammo->BackpackMaxAmount)
				{
					ammo->MaxAmount = ammo->BackpackMaxAmount;
				}
				if (!bDepleted && ammo->Amount < ammo->MaxAmount)
				{
					ammo->Amount += amount;
					if (ammo->Amount > ammo->MaxAmount)
					{
						ammo->Amount = ammo->MaxAmount;
					}
				}
			}
		}
	}
	return Super::CreateCopy (other);
}
예제 #15
0
static void GetAmmoTextLengths(player_t *CPlayer, int& ammocur, int& ammomax)
{
	for (auto type : orderedammos)
	{
		auto ammoitem = CPlayer->mo->FindInventory(type);
		auto inv = nullptr == ammoitem
			? static_cast<AInventory*>(GetDefaultByType(type))
			: ammoitem;
		assert(nullptr != inv);

		ammocur = MAX(ammocur, nullptr == ammoitem ? 0 : ammoitem->Amount);
		ammomax = MAX(ammomax, inv->MaxAmount);
	}

	ammocur = GetDigitCount(ammocur);
	ammomax = GetDigitCount(ammomax);
}
예제 #16
0
void DIntermissionScreenCast::Init(FIntermissionAction *desc, bool first)
{
	Super::Init(desc, first);
	mName = static_cast<FIntermissionActionCast*>(desc)->mName;
	mClass = PClass::FindClass(static_cast<FIntermissionActionCast*>(desc)->mCastClass);
	if (mClass != NULL) mDefaults = GetDefaultByType(mClass);
	else
	{
		mDefaults = NULL;
		caststate = NULL;
		return;
	}

	mCastSounds.Resize(static_cast<FIntermissionActionCast*>(desc)->mCastSounds.Size());
	for (unsigned i=0; i < mCastSounds.Size(); i++)
	{
		mCastSounds[i].mSequence = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSequence;
		mCastSounds[i].mIndex = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mIndex;
		mCastSounds[i].mSound = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSound;
	}
	caststate = mDefaults->SeeState;
	if (mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)))
	{
		advplayerstate = mDefaults->MissileState;
		casttranslation = translationtables[TRANSLATION_Players][consoleplayer];
	}
	else
	{
		advplayerstate = NULL;
		casttranslation = NULL;
		if (mDefaults->Translation != 0)
		{
			casttranslation = translationtables[GetTranslationType(mDefaults->Translation)]
												[GetTranslationIndex(mDefaults->Translation)];
		}
	}
	castdeath = false;
	castframes = 0;
	castonmelee = 0;
	castattacking = false;
	if (mDefaults->SeeSound)
	{
		S_Sound (CHAN_VOICE | CHAN_UI, mDefaults->SeeSound, 1, ATTN_NONE);
	}
}
예제 #17
0
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly)
{
	FSoundID sound;

	ACTION_PARAM_START(1);
	ACTION_PARAM_CLASS(spawntype, 0);

	if (spawntype != NULL) 
	{
		sound = GetDefaultByType(spawntype)->SeeSound;
	}
	else
	{
		spawntype = PClass::FindClass ("SpawnFire");
		sound = "brain/spawn";
	}
	SpawnFly(self, spawntype, sound);
}
예제 #18
0
bool AWeaponPiece::TryPickupRestricted (AActor *&toucher)
{
	// Wrong class, but try to pick up for ammo
	if (ShouldStay())
	{ // Can't pick up weapons for other classes in coop netplay
		return false;
	}

	AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);

	bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
					   toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2));

	if (gaveSome)
	{
		GoAwayAndDie ();
	}
	return gaveSome;
}
예제 #19
0
void P_FreeStrifeConversations ()
{
	FStrifeDialogueNode *node;

	while (StrifeDialogues.Pop (node))
	{
		delete node;
	}

	for (int i = 0; i < 344; ++i)
	{
		if (StrifeTypes[i] != NULL)
		{
			GetDefaultByType (StrifeTypes[i])->Conversation = NULL;
		}
	}

	CurNode = NULL;
	PrevNode = NULL;
}
예제 #20
0
static void FinishThingdef()
{
	int errorcount = StateParams.ResolveAll();

	for (unsigned i = 0;i < PClass::m_Types.Size(); i++)
	{
		PClass * ti = PClass::m_Types[i];

		// Skip non-actors
		if (!ti->IsDescendantOf(RUNTIME_CLASS(AActor))) continue;

		if (ti->Size == (unsigned)-1)
		{
			Printf("Class %s referenced but not defined\n", ti->TypeName.GetChars());
			errorcount++;
			continue;
		}

		AActor *def = GetDefaultByType(ti);

		if (!def)
		{
			Printf("No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
			errorcount++;
			continue;
		}
	}
	if (errorcount > 0)
	{
		I_Error("%d errors during actor postprocessing", errorcount);
	}

	// Since these are defined in DECORATE now the table has to be initialized here.
	for(int i=0;i<31;i++)
	{
		char fmt[20];
		mysnprintf(fmt, countof(fmt), "QuestItem%d", i+1);
		QuestItemClasses[i] = PClass::FindClass(fmt);
	}
}
예제 #21
0
void FWeaponSlots::AddExtraWeapons()
{
	unsigned int i;

	// Set fractional positions for current weapons.
	for (i = 0; i < NUM_WEAPON_SLOTS; ++i)
	{
		Slots[i].SetInitialPositions();
	}

	// Append extra weapons to the slots.
	for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
	{
		PClass *cls = PClass::m_Types[i];

		if (cls->ActorInfo != NULL &&
			(cls->ActorInfo->GameFilter == GAME_Any || (cls->ActorInfo->GameFilter & gameinfo.gametype)) &&
			cls->ActorInfo->Replacement == NULL &&	// Replaced weapons don't get slotted.
			cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)) &&
			!(static_cast<AWeapon*>(GetDefaultByType(cls))->WeaponFlags & WIF_POWERED_UP) &&
			!LocateWeapon(cls, NULL, NULL)			// Don't duplicate it if it's already present.
			)
		{
			int slot = cls->Meta.GetMetaInt(AWMETA_SlotNumber, -1);
			if ((unsigned)slot < NUM_WEAPON_SLOTS)
			{
				fixed_t position = cls->Meta.GetMetaFixed(AWMETA_SlotPriority, INT_MAX);
				FWeaponSlot::WeaponInfo info = { cls, position };
				Slots[slot].Weapons.Push(info);
			}
		}
	}

	// Now resort every slot to put the new weapons in their proper places.
	for (i = 0; i < NUM_WEAPON_SLOTS; ++i)
	{
		Slots[i].Sort();
	}
}
예제 #22
0
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
{
	if (GetDefaultByType(ti)->hasmodel)
	{
		FSpriteModelFrame smf;

		memset(&smf, 0, sizeof(smf));
		smf.type=ti;
		smf.sprite=sprite;
		smf.frame=frame;

		int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];

		while (hash>=0)
		{
			FSpriteModelFrame * smff = &SpriteModelFrames[hash];
			if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
			hash=smff->hashnext;
		}
	}

	// Check for voxel replacements
	if (r_drawvoxels)
	{
		spritedef_t *sprdef = &sprites[sprite];
		if (frame < sprdef->numframes)
		{
			spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
			if (sprframe->Voxel != nullptr)
			{
				int index = sprframe->Voxel->VoxeldefIndex;
				if (dropped && sprframe->Voxel->DroppedSpin !=sprframe->Voxel->PlacedSpin) index++;
				return &SpriteModelFrames[index];
			}
		}
	}
	return nullptr;
}
예제 #23
0
static void AddAmmoToList(AWeapon * weapdef)
{

	for(int i=0; i<2;i++)
	{
		PClassAmmo * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
		if (ti)
		{
			AAmmo * ammodef=(AAmmo*)GetDefaultByType(ti);

			if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
			{
				unsigned int j;

				for(j=0;j<orderedammos.Size();j++)
				{
					if (ti == orderedammos[j]) break;
				}
				if (j==orderedammos.Size()) orderedammos.Push(ti);
			}
		}
	}
}
예제 #24
0
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame)
{


	if (GetDefaultByType(ti)->hasmodel)
	{
		FSpriteModelFrame smf;

		memset(&smf, 0, sizeof(smf));
		smf.type=ti;
		smf.sprite=sprite;
		smf.frame=frame;

		int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];

		while (hash>=0)
		{
			FSpriteModelFrame * smff = &SpriteModelFrames[hash];
			if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
			hash=smff->hashnext;
		}
	}
	return NULL;
}
예제 #25
0
파일: thingdef.cpp 프로젝트: dwing4g/gzdoom
void LoadActors()
{
	cycle_t timer;

	timer.Reset(); timer.Clock();
	FScriptPosition::ResetErrorCounter();

	InitThingdef();
	FScriptPosition::StrictErrors = true;
	ParseScripts();

	FScriptPosition::StrictErrors = false;
	ParseAllDecorate();

	FunctionBuildList.Build();

	if (FScriptPosition::ErrorCounter > 0)
	{
		I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
	}
	FScriptPosition::ResetErrorCounter();

	for (int i = PClassActor::AllActorClasses.Size() - 1; i >= 0; i--)
	{
		auto ti = PClassActor::AllActorClasses[i];
		if (ti->Size == TentativeClass)
		{
			if (ti->ObjectFlags & OF_Transient)
			{
				Printf(TEXTCOLOR_ORANGE "Class %s referenced but not defined\n", ti->TypeName.GetChars());
				FScriptPosition::WarnCounter++;
				DObject::StaticPointerSubstitution(ti, nullptr);
				PClassActor::AllActorClasses.Delete(i);
			}
			else
			{
				Printf(TEXTCOLOR_RED "Class %s referenced but not defined\n", ti->TypeName.GetChars());
				FScriptPosition::ErrorCounter++;
			}
			continue;
		}

		if (GetDefaultByType(ti) == nullptr)
		{
			Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
			FScriptPosition::ErrorCounter++;
			continue;
		}


		CheckStates(ti);

		if (ti->bDecorateClass && ti->IsDescendantOf(RUNTIME_CLASS(AStateProvider)))
		{
			// either a DECORATE based weapon or CustomInventory. 
			// These are subject to relaxed rules for user variables in states.
			// Although there is a runtime check for bogus states, let's do a quick analysis if any of the known entry points
			// hits an unsafe state. If we can find something here it can be handled wuth a compile error rather than a runtime error.
			CheckForUnsafeStates(ti);
		}

	}
	if (FScriptPosition::ErrorCounter > 0)
	{
		I_Error("%d errors during actor postprocessing", FScriptPosition::ErrorCounter);
	}

	timer.Unclock();
	if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS());

	// Since these are defined in DECORATE now the table has to be initialized here.
	for (int i = 0; i < 31; i++)
	{
		char fmt[20];
		mysnprintf(fmt, countof(fmt), "QuestItem%d", i + 1);
		QuestItemClasses[i] = PClass::FindActor(fmt);
	}
	StateSourceLines.Clear();
}
예제 #26
0
static void DrawConversationMenu ()
{
	int i, x, y, linesize;

	assert (DialogueLines != NULL);
	assert (CurNode != NULL);

	if (CurNode == NULL)
	{
		M_ClearMenus ();
		return;
	}

	if (ConversationPauseTic < gametic)
	{
		menuactive = MENU_On;
	}

	if (CurNode->Backdrop >= 0)
	{
		screen->DrawTexture (TexMan(CurNode->Backdrop), 0, 0, DTA_320x200, true, TAG_DONE);
	}
	x = 16 * screen->GetWidth() / 320;
	y = 16 * screen->GetHeight() / 200;
	linesize = 10 * CleanYfac;

	// Dim the screen behind the dialogue (but only if there is no backdrop).
	if (CurNode->Backdrop <= 0)
	{
		for (i = 0; DialogueLines[i].width != -1; ++i)
		{ }
		screen->Dim (0, 0.45f, 14 * screen->GetWidth() / 320, 13 * screen->GetHeight() / 200,
			308 * screen->GetWidth() / 320 - 14 * screen->GetWidth () / 320,
			CurNode->SpeakerName == NULL ? linesize * i + 6 * CleanYfac
			: linesize * i + 6 * CleanYfac + linesize * 3/2);
	}

	// Dim the screen behind the PC's choices.
	screen->Dim (0, 0.45f, (24-160) * CleanXfac + screen->GetWidth()/2,
		(ConversationMenu.y - 2 - 100) * CleanYfac + screen->GetHeight()/2,
		272 * CleanXfac,
		MIN(ConversationMenu.numitems * (gameinfo.gametype & GAME_Raven ? 9 : 8) + 4,
		200 - ConversationMenu.y) * CleanYfac);

	if (CurNode->SpeakerName != NULL)
	{
		screen->DrawText (CR_WHITE, x, y, CurNode->SpeakerName,
			DTA_CleanNoMove, true, TAG_DONE);
		y += linesize * 3 / 2;
	}
	x = 24 * screen->GetWidth() / 320;
	for (i = 0; DialogueLines[i].width >= 0; ++i)
	{
		screen->DrawText (CR_UNTRANSLATED, x, y, DialogueLines[i].string,
			DTA_CleanNoMove, true, TAG_DONE);
		y += linesize;
	}

	if (ShowGold)
	{
		AInventory *coin = ConversationPC->FindInventory (RUNTIME_CLASS(ACoin));
		char goldstr[32];

		sprintf (goldstr, "%d", coin != NULL ? coin->Amount : 0);
		screen->DrawText (CR_GRAY, 21, 191, goldstr, DTA_320x200, true,
			DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
		screen->DrawTexture (TexMan(((AInventory *)GetDefaultByType (RUNTIME_CLASS(ACoin)))->Icon),
			3, 190, DTA_320x200, true,
			DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
		screen->DrawText (CR_GRAY, 20, 190, goldstr, DTA_320x200, true, TAG_DONE);
		screen->DrawTexture (TexMan(((AInventory *)GetDefaultByType (RUNTIME_CLASS(ACoin)))->Icon),
			2, 189, DTA_320x200, true, TAG_DONE);
	}
}
예제 #27
0
static FStrifeDialogueNode *ReadTeaserNode (FWadLump *lump, DWORD &prevSpeakerType)
{
	FStrifeDialogueNode *node;
	TeaserSpeech speech;
	char fullsound[16];
	const TypeInfo *type;
	int j;

	node = new FStrifeDialogueNode;

	lump->Read (&speech, sizeof(speech));

	// Byte swap all the ints in the original data
	speech.SpeakerType = LONG(speech.SpeakerType);
	speech.DropType = LONG(speech.DropType);

	// Assign the first instance of a conversation as the default for its
	// actor, so newly spawned actors will use this conversation by default.
	type = GetStrifeType (speech.SpeakerType);
	node->SpeakerType = type;
	if (prevSpeakerType != speech.SpeakerType)
	{
		if (type != NULL)
		{
			GetDefaultByType (type)->Conversation = node;
		}
		prevSpeakerType = speech.SpeakerType;
	}

	// Convert the rest of the data to our own internal format.
	node->Dialogue = ncopystring (speech.Dialogue);

	// The Teaser version doesn't have portraits.
	node->Backdrop = -1;

	// The speaker's voice for this node, if any.
	if (speech.VoiceNumber != 0)
	{
		sprintf (fullsound, "svox/voc%lu", speech.VoiceNumber);
		node->SpeakerVoice = S_FindSound (fullsound);
	}
	else
	{
		node->SpeakerVoice = 0;
	}

	// The speaker's name, if any.
	speech.Name[16] = 0;
	node->SpeakerName = ncopystring (speech.Name);

	// The item the speaker should drop when killed.
	node->DropType = GetStrifeType (speech.DropType);

	// Items you need to have to make the speaker use a different node.
	for (j = 0; j < 3; ++j)
	{
		node->ItemCheck[j] = NULL;
	}
	node->ItemCheckNode = 0;
	node->Children = NULL;

	ParseReplies (&node->Children, &speech.Responses[0]);

	return node;
}
예제 #28
0
void gl_InitModels()
{
	int Lump, lastLump;
	FString path;
	int index, surface;
	int i;

	FSpriteModelFrame smf;

	lastLump = 0;

	for(unsigned i=0;i<Models.Size();i++)
	{
		delete Models[i];
	}
	Models.Clear();
	SpriteModelFrames.Clear();
	DeleteModelHash();

	// First, create models for each voxel
	for (unsigned i = 0; i < Voxels.Size(); i++)
	{
		FVoxelModel *md = new FVoxelModel(Voxels[i], false);
		Voxels[i]->VoxelIndex = Models.Push(md);
	}
	// now create GL model frames for the voxeldefs
	for (unsigned i = 0; i < VoxelDefs.Size(); i++)
	{
		FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
		memset(&smf, 0, sizeof(smf));
		smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
		smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
		smf.skinIDs[0] = md->GetPaletteTexture();
		smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
		smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees;
		if (VoxelDefs[i]->PlacedSpin != 0)
		{
			smf.yrotate = 1.f;
			smf.rotationSpeed = VoxelDefs[i]->PlacedSpin / 55.55f;
			smf.flags |= MDL_ROTATING;
		}
		VoxelDefs[i]->VoxeldefIndex = SpriteModelFrames.Push(smf);
		if (VoxelDefs[i]->PlacedSpin != VoxelDefs[i]->DroppedSpin)
		{
			if (VoxelDefs[i]->DroppedSpin != 0)
			{
				smf.yrotate = 1.f;
				smf.rotationSpeed = VoxelDefs[i]->DroppedSpin / 55.55f;
				smf.flags |= MDL_ROTATING;
			}
			else
			{
				smf.yrotate = 0;
				smf.rotationSpeed = 0;
				smf.flags &= ~MDL_ROTATING;
			}
			SpriteModelFrames.Push(smf);
		}
	}

	memset(&smf, 0, sizeof(smf));
	smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
	while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
	{
		FScanner sc(Lump);
		while (sc.GetString())
		{
			if (sc.Compare("model"))
			{
				path = "";
				sc.MustGetString();
				memset(&smf, 0, sizeof(smf));
				smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
				smf.xscale=smf.yscale=smf.zscale=1.f;

				smf.type = PClass::FindClass(sc.String);
				if (!smf.type || smf.type->Defaults == nullptr) 
				{
					sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
				}
				sc.MustGetStringName("{");
				while (!sc.CheckString("}"))
				{
					sc.MustGetString();
					if (sc.Compare("path"))
					{
						sc.MustGetString();
						FixPathSeperator(sc.String);
						path = sc.String;
						if (path[(int)path.Len()-1]!='/') path+='/';
					}
					else if (sc.Compare("model"))
					{
						sc.MustGetNumber();
						index = sc.Number;
						if (index < 0 || index >= MAX_MODELS_PER_FRAME)
						{
							sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
						}
						sc.MustGetString();
						FixPathSeperator(sc.String);
						smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
						if (smf.modelIDs[index] == -1)
						{
							Printf("%s: model not found in %s\n", sc.String, path.GetChars());
						}
					}
					else if (sc.Compare("scale"))
					{
						sc.MustGetFloat();
						smf.xscale = sc.Float;
						sc.MustGetFloat();
						smf.yscale = sc.Float;
						sc.MustGetFloat();
						smf.zscale = sc.Float;
					}
					// [BB] Added zoffset reading. 
					// Now it must be considered deprecated.
					else if (sc.Compare("zoffset"))
					{
						sc.MustGetFloat();
						smf.zoffset=sc.Float;
					}
					// Offset reading.
					else if (sc.Compare("offset"))
					{
						sc.MustGetFloat();
						smf.xoffset = sc.Float;
						sc.MustGetFloat();
						smf.yoffset = sc.Float;
						sc.MustGetFloat();
						smf.zoffset = sc.Float;
					}
					// angleoffset, pitchoffset and rolloffset reading.
					else if (sc.Compare("angleoffset"))
					{
						sc.MustGetFloat();
						smf.angleoffset = sc.Float;
					}
					else if (sc.Compare("pitchoffset"))
					{
						sc.MustGetFloat();
						smf.pitchoffset = sc.Float;
					}
					else if (sc.Compare("rolloffset"))
					{
						sc.MustGetFloat();
						smf.rolloffset = sc.Float;
					}
					// [BB] Added model flags reading.
					else if (sc.Compare("ignoretranslation"))
					{
						smf.flags |= MDL_IGNORETRANSLATION;
					}
					else if (sc.Compare("pitchfrommomentum"))
					{
						smf.flags |= MDL_PITCHFROMMOMENTUM;
					}
					else if (sc.Compare("inheritactorpitch"))
					{
						smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION;
					}
					else if (sc.Compare("inheritactorroll"))
					{
						smf.flags |= MDL_USEACTORROLL;
					}
					else if (sc.Compare("useactorpitch"))
					{
						smf.flags |= MDL_USEACTORPITCH;
					}
					else if (sc.Compare("useactorroll"))
					{
						smf.flags |= MDL_USEACTORROLL;
					}
					else if (sc.Compare("rotating"))
					{
						smf.flags |= MDL_ROTATING;
						smf.xrotate = 0.;
						smf.yrotate = 1.;
						smf.zrotate = 0.;
						smf.rotationCenterX = 0.;
						smf.rotationCenterY = 0.;
						smf.rotationCenterZ = 0.;
						smf.rotationSpeed = 1.;
					}
					else if (sc.Compare("rotation-speed"))
					{
						sc.MustGetFloat();
						smf.rotationSpeed = sc.Float;
					}
					else if (sc.Compare("rotation-vector"))
					{
						sc.MustGetFloat();
						smf.xrotate = sc.Float;
						sc.MustGetFloat();
						smf.yrotate = sc.Float;
						sc.MustGetFloat();
						smf.zrotate = sc.Float;
					}
					else if (sc.Compare("rotation-center"))
					{
						sc.MustGetFloat();
						smf.rotationCenterX = sc.Float;
						sc.MustGetFloat();
						smf.rotationCenterY = sc.Float;
						sc.MustGetFloat();
						smf.rotationCenterZ = sc.Float;
					}
					else if (sc.Compare("interpolatedoubledframes"))
					{
						smf.flags |= MDL_INTERPOLATEDOUBLEDFRAMES;
					}
					else if (sc.Compare("nointerpolation"))
					{
						smf.flags |= MDL_NOINTERPOLATION;
					}
					else if (sc.Compare("skin"))
					{
						sc.MustGetNumber();
						index=sc.Number;
						if (index<0 || index>=MAX_MODELS_PER_FRAME)
						{
							sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
						}
						sc.MustGetString();
						FixPathSeperator(sc.String);
						if (sc.Compare(""))
						{
							smf.skinIDs[index]=FNullTextureID();
						}
						else
						{
							smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String);
							if (!smf.skinIDs[index].isValid())
							{
								Printf("Skin '%s' not found in '%s'\n",
									sc.String, smf.type->TypeName.GetChars());
							}
						}
					}
					else if (sc.Compare("surfaceskin"))
					{
						sc.MustGetNumber();
						index = sc.Number;
						sc.MustGetNumber();
						surface = sc.Number;

						if (index<0 || index >= MAX_MODELS_PER_FRAME)
						{
							sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
						}

						if (surface<0 || surface >= MD3_MAX_SURFACES)
						{
							sc.ScriptError("Invalid MD3 Surface %d in %s", MD3_MAX_SURFACES, smf.type->TypeName.GetChars());
						}

						sc.MustGetString();
						FixPathSeperator(sc.String);
						if (sc.Compare(""))
						{
							smf.surfaceskinIDs[index][surface] = FNullTextureID();
						}
						else
						{
							smf.surfaceskinIDs[index][surface] = LoadSkin(path.GetChars(), sc.String);
							if (!smf.surfaceskinIDs[index][surface].isValid())
							{
								Printf("Surface Skin '%s' not found in '%s'\n",
									sc.String, smf.type->TypeName.GetChars());
							}
						}
					}
					else if (sc.Compare("frameindex") || sc.Compare("frame"))
					{
						bool isframe=!!sc.Compare("frame");

						sc.MustGetString();
						smf.sprite = -1;
						for (i = 0; i < (int)sprites.Size (); ++i)
						{
							if (strnicmp (sprites[i].name, sc.String, 4) == 0)
							{
								if (sprites[i].numframes==0)
								{
									//sc.ScriptError("Sprite %s has no frames", sc.String);
								}
								smf.sprite = i;
								break;
							}
						}
						if (smf.sprite==-1)
						{
							sc.ScriptError("Unknown sprite %s in model definition for %s", sc.String, smf.type->TypeName.GetChars());
						}

						sc.MustGetString();
						FString framechars = sc.String;

						sc.MustGetNumber();
						index=sc.Number;
						if (index<0 || index>=MAX_MODELS_PER_FRAME)
						{
							sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
						}
						if (isframe)
						{
							sc.MustGetString();
							if (smf.modelIDs[index] != -1)
							{
								FModel *model = Models[smf.modelIDs[index]];
								smf.modelframes[index] = model->FindFrame(sc.String);
								if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars());
							}
							else smf.modelframes[index] = -1;
						}
						else
						{
							sc.MustGetNumber();
							smf.modelframes[index] = sc.Number;
						}

						for(i=0; framechars[i]>0; i++)
						{
							char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
							int c = toupper(framechars[i])-'A';

							if (c<0 || c>=29)
							{
								sc.ScriptError("Invalid frame character %c found", c+'A');
							}
							if (map[c]) continue;
							smf.frame=c;
							SpriteModelFrames.Push(smf);
							GetDefaultByType(smf.type)->hasmodel = true;
							map[c]=1;
						}
					}
					else
					{
						sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);
					}
				}
			}
		}
	}

	// create a hash table for quick access
	SpriteModelHash = new int[SpriteModelFrames.Size ()];
	atterm(DeleteModelHash);
	memset(SpriteModelHash, 0xff, SpriteModelFrames.Size () * sizeof(int));

	for (i = 0; i < (int)SpriteModelFrames.Size (); i++)
	{
		int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size ();

		SpriteModelFrames[i].hashnext = SpriteModelHash[j];
		SpriteModelHash[j]=i;
	}
}
예제 #29
0
파일: b_bot.cpp 프로젝트: Accusedbold/zdoom
// set the bot specific weapon information
// This is intentionally not in the weapon definition anymore.
void InitBotStuff()
{
	static struct BotInit
	{
		const char *type;
		int movecombatdist;
		int weaponflags;
		const char *projectile;
	} botinits[] = {

		{ "Pistol", 25000000, 0, NULL },
		{ "Shotgun", 24000000, 0, NULL },
		{ "SuperShotgun", 15000000, 0, NULL },
		{ "Chaingun", 27000000, 0, NULL },
		{ "RocketLauncher", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "Rocket" },
		{ "PlasmaRifle",  27000000, 0, "PlasmaBall" },
		{ "BFG9000", 10000000, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_BFG, "BFGBall" },
		{ "GoldWand", 25000000, 0, NULL },
		{ "GoldWandPowered", 25000000, 0, NULL },
		{ "Crossbow", 24000000, 0, "CrossbowFX1" },
		{ "CrossbowPowered", 24000000, 0, "CrossbowFX2" },
		{ "Blaster", 27000000, 0, NULL },
		{ "BlasterPowered", 27000000, 0, "BlasterFX1" },
		{ "SkullRod", 27000000, 0, "HornRodFX1" },
		{ "SkullRodPowered", 27000000, 0, "HornRodFX2" },
		{ "PhoenixRod", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "PhoenixFX1" },
		{ "Mace", 27000000, WIF_BOT_REACTION_SKILL_THING, "MaceFX2" },
		{ "MacePowered", 27000000, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "MaceFX4" },
		{ "FWeapHammer", 22000000, 0, "HammerMissile" },
		{ "FWeapQuietus", 20000000, 0, "FSwordMissile" },
		{ "CWeapStaff", 25000000, 0, "CStaffMissile" },
		{ "CWeapFlane", 27000000, 0, "CFlameMissile" },
		{ "MWeapWand", 25000000, 0, "MageWandMissile" },
		{ "CWeapWraithverge", 22000000, 0, "HolyMissile" },
		{ "MWeapFrost", 19000000, 0, "FrostMissile" },
		{ "MWeapLightning", 23000000, 0, "LightningFloor" },
		{ "MWeapBloodscourge", 20000000, 0, "MageStaffFX2" },
		{ "StrifeCrossbow", 24000000, 0, "ElectricBolt" },
		{ "StrifeCrossbow2", 24000000, 0, "PoisonBolt" },
		{ "AssaultGun", 27000000, 0, NULL },
		{ "MiniMissileLauncher", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "MiniMissile" },
		{ "FlameThrower", 24000000, 0, "FlameMissile" },
		{ "Mauler", 15000000, 0, NULL },
		{ "Mauler2", 10000000, 0, "MaulerTorpedo" },
		{ "StrifeGrenadeLauncher", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "HEGrenade" },
		{ "StrifeGrenadeLauncher2", 18350080, WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE, "PhosphorousGrenade" },
	};

	for(unsigned i=0;i<sizeof(botinits)/sizeof(botinits[0]);i++)
	{
		const PClass *cls = PClass::FindClass(botinits[i].type);
		if (cls != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
		{
			AWeapon *w = (AWeapon*)GetDefaultByType(cls);
			if (w != NULL)
			{
				w->MoveCombatDist = botinits[i].movecombatdist/65536.;
				w->WeaponFlags |= botinits[i].weaponflags;
				w->ProjectileType = PClass::FindActor(botinits[i].projectile);
			}
		}
	}

	static const char *warnbotmissiles[] = { "PlasmaBall", "Ripper", "HornRodFX1" };
	for(unsigned i=0;i<countof(warnbotmissiles);i++)
	{
		AActor *a = GetDefaultByName (warnbotmissiles[i]);
		if (a != NULL)
		{
			a->flags3|=MF3_WARNBOT;
		}
	}
}
예제 #30
0
static int DrawAmmo(player_t *CPlayer, int x, int y)
{

	int i,j,k;
	char buf[256];
	AInventory *inv;

	AWeapon *wi=CPlayer->ReadyWeapon;

	orderedammos.Clear();

	if (0 == hud_showammo)
	{
		// Show ammo for current weapon if any
		if (wi) AddAmmoToList(wi);
	}
	else
	{
		// Order ammo by use of weapons in the weapon slots
		for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
		{
			PClassActor *weap = CPlayer->weapons.Slots[k].GetWeapon(j);

			if (weap)
			{
				// Show ammo for available weapons if hud_showammo CVAR is 1
				// or show ammo for all weapons if hud_showammo is greater than 1
				
				if (hud_showammo > 1 || CPlayer->mo->FindInventory(weap))
				{
					AddAmmoToList((AWeapon*)GetDefaultByType(weap));
				}
			}
		}

		// Now check for the remaining weapons that are in the inventory but not in the weapon slots
		for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
		{
			if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
			{
				AddAmmoToList((AWeapon*)inv);
			}
		}
	}

	// ok, we got all ammo types. Now draw the list back to front (bottom to top)

	int def_width = ConFont->StringWidth("000/000");
	x-=def_width;
	int yadd = ConFont->GetHeight();

	for(i=orderedammos.Size()-1;i>=0;i--)
	{

		PClassAmmo * type = orderedammos[i];
		AAmmo * ammoitem = (AAmmo*)CPlayer->mo->FindInventory(type);

		AAmmo * inv = ammoitem? ammoitem : (AAmmo*)GetDefaultByType(orderedammos[i]);
		FTextureID AltIcon = GetHUDIcon(type);
		FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
		if (!icon.isValid()) continue;

		int trans= (wi && (type==wi->AmmoType1 || type==wi->AmmoType2)) ? 0xc000:0x6000;

		int maxammo = inv->MaxAmount;
		int ammo = ammoitem? ammoitem->Amount : 0;

		mysnprintf(buf, countof(buf), "%3d/%3d", ammo, maxammo);

		int tex_width= clamp<int>(ConFont->StringWidth(buf)-def_width, 0, 1000);

		int fontcolor=( !maxammo ? CR_GRAY :    
						 ammo < ( (maxammo * hud_ammo_red) / 100) ? CR_RED :   
						 ammo < ( (maxammo * hud_ammo_yellow) / 100) ? CR_GOLD : CR_GREEN );

		DrawHudText(ConFont, fontcolor, buf, x-tex_width, y+yadd, trans);
		DrawImageToBox(TexMan[icon], x-20, y, 16, 8, trans);
		y-=10;
	}
	return y;
}