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Improve game text behaviour
* Fix messages not being cleared * Implemented clearing help messages
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parent
c7376273b4
commit
66b7c878c1
@ -143,9 +143,15 @@ struct GameState
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std::map<unsigned short, std::string> specialCharacters;
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std::map<unsigned short, std::string> specialCharacters;
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std::map<unsigned short, std::string> specialModels;
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std::map<unsigned short, std::string> specialModels;
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/**
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* Stores long-lasting on screen messages
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*/
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std::vector<OnscreenText> text;
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std::vector<OnscreenText> text;
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TextDisplayData nextText;
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TextDisplayData nextText;
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/**
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* Stores temporary, one-tick messages
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*/
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std::vector<TextDisplayData> texts;
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std::vector<TextDisplayData> texts;
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/** The camera near value currently set by the script */
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/** The camera near value currently set by the script */
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@ -794,7 +794,7 @@ void game_display_help(const ScriptArguments& args)
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{
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{
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std::string id(args[0].string);
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std::string id(args[0].string);
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std::string str = args.getVM()->getWorld()->gameData.texts.text(id);
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std::string str = args.getVM()->getWorld()->gameData.texts.text(id);
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unsigned short style = 12;
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unsigned short style = OnscreenText::Help;
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args.getVM()->getWorld()->state.text.push_back({
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args.getVM()->getWorld()->state.text.push_back({
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id,
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id,
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str,
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str,
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@ -804,6 +804,18 @@ void game_display_help(const ScriptArguments& args)
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});
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});
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}
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}
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void game_clear_help(const ScriptArguments& args)
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{
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for( int i = 0; i < args.getVM()->getWorld()->state.text.size(); )
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{
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auto& texts = args.getVM()->getWorld()->state.text;
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if( texts[i].osTextStyle == OnscreenText::Help )
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{
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texts.erase(texts.begin() + i);
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}
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}
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}
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bool game_can_player_move(const ScriptArguments& args)
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bool game_can_player_move(const ScriptArguments& args)
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{
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{
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return true;
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return true;
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@ -1089,7 +1101,7 @@ GameModule::GameModule()
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bindFunction(0x03E1, game_get_found_hidden_packages, 1, "Get Hidden Packages Found" );
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bindFunction(0x03E1, game_get_found_hidden_packages, 1, "Get Hidden Packages Found" );
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bindFunction(0x03E5, game_display_help, 1, "Display Help Text" );
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bindFunction(0x03E5, game_display_help, 1, "Display Help Text" );
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bindUnimplemented( 0x03E6, game_clear_help, 0, "Clear Help Text" );
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bindFunction(0x03E6, game_clear_help, 0, "Clear Help Text" );
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bindUnimplemented( 0x03E7, game_flash_hud, 1, "Flash HUD Item" );
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bindUnimplemented( 0x03E7, game_flash_hud, 1, "Flash HUD Item" );
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bindUnimplemented( 0x03EB, game_clear_prints, 0, "Clear Small Prints" );
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bindUnimplemented( 0x03EB, game_clear_prints, 0, "Clear Small Prints" );
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@ -304,6 +304,19 @@ void RWGame::tick(float dt)
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engine->destroyQueuedObjects();
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engine->destroyQueuedObjects();
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engine->state.texts.clear();
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engine->state.texts.clear();
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for( int i = 0; i < engine->state.text.size(); )
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{
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auto& text = engine->state.text[i];
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if( engine->gameTime > text.osTextStart + text.osTextTime )
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{
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engine->state.text.erase(engine->state.text.begin() + i);
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}
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else
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{
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i++;
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}
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}
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engine->dynamicsWorld->stepSimulation(dt, 2, dt);
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engine->dynamicsWorld->stepSimulation(dt, 2, dt);
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if( script ) {
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if( script ) {
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@ -496,19 +509,6 @@ void RWGame::renderDebugStats(float time)
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engine->renderer.text.renderText(ti);
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engine->renderer.text.renderText(ti);
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ti.screenPosition.y -= ti.size;
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ti.screenPosition.y -= ti.size;
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}*/
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}*/
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for( int i = 0; i < engine->state.text.size(); )
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{
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if( engine->gameTime > engine->state.text[i].osTextStart + engine->state.text[i].osTextTime )
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{
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engine->state.text.erase(engine->state.text.begin() + i);
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}
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else
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{
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i++;
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}
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}
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}
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}
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void RWGame::globalKeyEvent(const sf::Event& event)
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void RWGame::globalKeyEvent(const sf::Event& event)
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