/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "Precompiled.h" #include "globaldata.h" #include #include "i_system.h" #include "i_video.h" #include "z_zone.h" #include "m_random.h" #include "w_wad.h" #include "doomdef.h" #include "g_game.h" #include "st_stuff.h" #include "st_lib.h" #include "r_local.h" #include "p_local.h" #include "p_inter.h" #include "am_map.h" #include "m_cheat.h" #include "s_sound.h" // Needs access to LFB. #include "v_video.h" // State. #include "doomstat.h" // Data. #include "dstrings.h" #include "sounds.h" // // STATUS BAR DATA // // Palette indices. // For damage/bonus red-/gold-shifts // Radiation suit, green shift. // N/256*100% probability // that the normal face state will change // For Responder // Location of status bar // Should be set to patch width // for tall numbers later on // Number of status ::g->faces. // Location and size of statistics, // justified according to widget type. // Problem is, within which space? STbar? Screen? // Note: this could be read in by a lump. // Problem is, is the stuff rendered // into a buffer, // or into the frame buffer? // AMMO number pos. // HEALTH number pos. // Weapon pos. // Frags pos. // ARMOR number pos. // Key icon positions. // Ammunition counter. // Indicate maximum ammunition. // Only needed because backpack exists. // pistol // shotgun // chain gun // missile launcher // plasma gun // bfg // WPNS title // DETH title //Incoming messages window location //UNUSED // #define ST_MSGTEXTX (::g->viewwindowx) // #define ST_MSGTEXTY (::g->viewwindowy+::g->viewheight-18) // Dimensions given in characters. // Or shall I say, in lines? // Width, in characters again. // Height, in ::g->lines. // main player in game // ST_Start() has just been called // used to execute ST_Init() only once // lump number for PLAYPAL // used for timing // used for making messages go away // used when in chat // States for the intermission // whether in automap or first-person // whether left-side main status bar is active // whether status bar chat is active // value of ::g->st_chat before message popped up // whether chat window has the cursor on // !::g->deathmatch // !::g->deathmatch && ::g->st_statusbaron // !::g->deathmatch // main bar left // 0-9, tall numbers // tall % sign // 0-9, short, yellow (,different!) numbers // 3 key-cards, 3 skulls // face status patches // face background // main bar right // weapon ownership patches // ready-weapon widget // in ::g->deathmatch only, summary of frags stats // health widget // ::g->arms background // weapon ownership widgets // face status widget // keycard widgets // armor widget // ammo widgets // max ammo widgets // number of frags so far in ::g->deathmatch // used to use appopriately pained face // used for evil grin // count until face changes // current face index, used by ::g->w_faces // holds key-type for each key box on bar // a random number per tick // Massive bunches of cheat shit // to keep it from being easy to figure them out. // Yeah, right... const unsigned char cheat_mus_seq[] = { 0xb2, 0x26, 0xb6, 0xae, 0xea, 1, 0, 0, 0xff }; const unsigned char cheat_choppers_seq[] = { 0xb2, 0x26, 0xe2, 0x32, 0xf6, 0x2a, 0x2a, 0xa6, 0x6a, 0xea, 0xff // id... }; const unsigned char cheat_god_seq[] = { 0xb2, 0x26, 0x26, 0xaa, 0x26, 0xff // iddqd }; const unsigned char cheat_ammo_seq[] = { 0xb2, 0x26, 0xf2, 0x66, 0xa2, 0xff // idkfa }; const unsigned char cheat_ammonokey_seq[] = { 0xb2, 0x26, 0x66, 0xa2, 0xff // idfa }; // Smashing Pumpkins Into Samml Piles Of Putried Debris. const unsigned char cheat_noclip_seq[] = { 0xb2, 0x26, 0xea, 0x2a, 0xb2, // idspispopd 0xea, 0x2a, 0xf6, 0x2a, 0x26, 0xff }; // const unsigned char cheat_commercial_noclip_seq[] = { 0xb2, 0x26, 0xe2, 0x36, 0xb2, 0x2a, 0xff // idclip }; const unsigned char cheat_powerup_seq[7][10] = { { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6e, 0xff }, // beholdv { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xea, 0xff }, // beholds { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xb2, 0xff }, // beholdi { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6a, 0xff }, // beholdr { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xa2, 0xff }, // beholda { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x36, 0xff }, // beholdl { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xff } // behold }; const unsigned char cheat_clev_seq[] = { 0xb2, 0x26, 0xe2, 0x36, 0xa6, 0x6e, 1, 0, 0, 0xff // idclev }; // my position cheat const unsigned char cheat_mypos_seq[] = { 0xb2, 0x26, 0xb6, 0xba, 0x2a, 0xf6, 0xea, 0xff // idmypos }; // Now what? cheatseq_t cheat_mus = cheatseq_t( cheat_mus_seq, 0 ); cheatseq_t cheat_god = cheatseq_t( cheat_god_seq, 0 ); cheatseq_t cheat_ammo = cheatseq_t( cheat_ammo_seq, 0 ); cheatseq_t cheat_ammonokey = cheatseq_t( cheat_ammonokey_seq, 0 ); cheatseq_t cheat_noclip = cheatseq_t( cheat_noclip_seq, 0 ); cheatseq_t cheat_commercial_noclip = cheatseq_t( cheat_commercial_noclip_seq, 0 ); // ALAN // DISABLED cheatseq_t( cheat_powerup_seq[0], 0 ), cheatseq_t( cheat_powerup_seq[1], 0 ), // cheatseq_t( cheat_powerup_seq[2], 0 ), // DISABLED cheatseq_t( cheat_powerup_seq[3], 0 ), // cheatseq_t( cheat_powerup_seq[4], 0 ),cheatseq_t( cheat_powerup_seq[5], 0 ),cheatseq_t( cheat_powerup_seq[6], 0 ) }; cheatseq_t cheat_choppers = cheatseq_t( cheat_choppers_seq, 0 ); cheatseq_t cheat_clev = cheatseq_t( cheat_clev_seq, 0 ); cheatseq_t cheat_mypos = cheatseq_t( cheat_mypos_seq, 0 ); // const extern char* mapnames[]; // // STATUS BAR CODE // void ST_Stop(void); void ST_refreshBackground(void) { if (::g->st_statusbaron) { V_DrawPatch(ST_X, 0, BG, ::g->sbar); if (::g->netgame) V_DrawPatch(ST_FX, 0, BG, ::g->faceback); V_CopyRect(ST_X, 0, BG, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y, FG); } } // Respond to keyboard input ::g->events, // intercept cheats. qboolean ST_Responder (event_t* ev) { int i; // Filter automap on/off. if (ev->type == ev_keyup && ((ev->data1 & 0xffff0000) == AM_MSGHEADER)) { switch(ev->data1) { case AM_MSGENTERED: ::g->st_gamestate = AutomapState; ::g->st_firsttime = true; break; case AM_MSGEXITED: // I_PrintfE( "AM exited\n"); ::g->st_gamestate = FirstPersonState; break; } } // if a user keypress... else if (ev->type == ev_keydown) { if (!::g->netgame) { // b. - enabled for more debug fun. // if (::g->gameskill != sk_nightmare) { // 'dqd' cheat for toggleable god mode if (cht_CheckCheat(&cheat_god, ev->data1)) { ::g->plyr->cheats ^= CF_GODMODE; if (::g->plyr->cheats & CF_GODMODE) { if (::g->plyr->mo) ::g->plyr->mo->health = 100; ::g->plyr->health = 100; ::g->plyr->message = STSTR_DQDON; } else ::g->plyr->message = STSTR_DQDOFF; } // 'fa' cheat for killer fucking arsenal else if (cht_CheckCheat(&cheat_ammonokey, ev->data1)) { ::g->plyr->armorpoints = 200; ::g->plyr->armortype = 2; for (i=0;iplyr->weaponowned[i] = true; for (i=0;iplyr->ammo[i] = ::g->plyr->maxammo[i]; ::g->plyr->message = STSTR_FAADDED; } // 'kfa' cheat for key full ammo else if (cht_CheckCheat(&cheat_ammo, ev->data1)) { ::g->plyr->armorpoints = 200; ::g->plyr->armortype = 2; for (i=0;iplyr->weaponowned[i] = true; for (i=0;iplyr->ammo[i] = ::g->plyr->maxammo[i]; for (i=0;iplyr->cards[i] = true; ::g->plyr->message = STSTR_KFAADDED; } // 'mus' cheat for changing music else if (cht_CheckCheat(&cheat_mus, ev->data1)) { char buf[3]; int musnum; ::g->plyr->message = STSTR_MUS; cht_GetParam(&cheat_mus, buf); if (::g->gamemode == commercial) { musnum = mus_runnin + (buf[0]-'0')*10 + buf[1]-'0' - 1; if (((buf[0]-'0')*10 + buf[1]-'0') > 35) ::g->plyr->message = STSTR_NOMUS; else S_ChangeMusic(musnum, 1); } else { musnum = mus_e1m1 + (buf[0]-'1')*9 + (buf[1]-'1'); if (((buf[0]-'1')*9 + buf[1]-'1') > 31) ::g->plyr->message = STSTR_NOMUS; else S_ChangeMusic(musnum, 1); } } // Simplified, accepting both "noclip" and "idspispopd". // no clipping mode cheat else if ( cht_CheckCheat(&cheat_noclip, ev->data1) || cht_CheckCheat(&cheat_commercial_noclip,ev->data1) ) { ::g->plyr->cheats ^= CF_NOCLIP; if (::g->plyr->cheats & CF_NOCLIP) ::g->plyr->message = STSTR_NCON; else ::g->plyr->message = STSTR_NCOFF; } // 'behold?' power-up cheats for (i=0;i<6;i++) { if (cht_CheckCheat(&::g->cheat_powerup[i], ev->data1)) { if (!::g->plyr->powers[i]) P_GivePower( ::g->plyr, i); else if (i!=pw_strength) ::g->plyr->powers[i] = 1; else ::g->plyr->powers[i] = 0; ::g->plyr->message = STSTR_BEHOLDX; } } // 'behold' power-up menu if (cht_CheckCheat(&::g->cheat_powerup[6], ev->data1)) { ::g->plyr->message = STSTR_BEHOLD; } // 'choppers' invulnerability & chainsaw else if (cht_CheckCheat(&cheat_choppers, ev->data1)) { ::g->plyr->weaponowned[wp_chainsaw] = true; ::g->plyr->powers[pw_invulnerability] = true; ::g->plyr->message = STSTR_CHOPPERS; } // 'mypos' for player position else if (cht_CheckCheat(&cheat_mypos, ev->data1)) { static char buf[ST_MSGWIDTH]; sprintf(buf, "ang=0x%x;x,y=(0x%x,0x%x)", ::g->players[::g->consoleplayer].mo->angle, ::g->players[::g->consoleplayer].mo->x, ::g->players[::g->consoleplayer].mo->y); ::g->plyr->message = buf; } } // 'clev' change-level cheat // ALAN NETWORKING if (false) // cht_CheckCheat(&cheat_clev, ev->data1)) { char buf[3]; int epsd; int map; cht_GetParam(&cheat_clev, buf); if (::g->gamemode == commercial) { epsd = 0; map = (buf[0] - '0')*10 + buf[1] - '0'; } else { epsd = buf[0] - '0'; map = buf[1] - '0'; } // Catch invalid maps. if (epsd < 1) return false; if (map < 1) return false; // Ohmygod - this is not going to work. if ((::g->gamemode == retail) && ((epsd > 4) || (map > 9))) return false; if ((::g->gamemode == registered) && ((epsd > 3) || (map > 9))) return false; if ((::g->gamemode == shareware) && ((epsd > 1) || (map > 9))) return false; if ((::g->gamemode == commercial) && (( epsd > 1) || (map > 34))) return false; // So be it. ::g->plyr->message = STSTR_CLEV; G_DeferedInitNew(::g->gameskill, epsd, map); } } return false; } int ST_calcPainOffset(void) { int health; health = ::g->plyr->health > 100 ? 100 : ::g->plyr->health; if (health != ::g->oldhealth) { ::g->lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101); ::g->oldhealth = health; } return ::g->lastcalc; } // // This is a not-very-pretty routine which handles // the face states and their timing. // the precedence of expressions is: // dead > evil grin > turned head > straight ahead // void ST_updateFaceWidget(void) { int i; angle_t badguyangle; angle_t diffang; qboolean doevilgrin; if (::g->priority < 10) { // dead if (!::g->plyr->health) { ::g->priority = 9; ::g->st_faceindex = ST_DEADFACE; ::g->st_facecount = 1; } } if (::g->priority < 9) { if (::g->plyr->bonuscount) { // picking up bonus doevilgrin = false; for (i=0;ioldweaponsowned[i] != ::g->plyr->weaponowned[i]) { doevilgrin = true; ::g->oldweaponsowned[i] = ::g->plyr->weaponowned[i]; } } if (doevilgrin) { // evil grin if just picked up weapon ::g->priority = 8; ::g->st_facecount = ST_EVILGRINCOUNT; ::g->st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET; } } } if (::g->priority < 8) { if (::g->plyr->damagecount && ::g->plyr->attacker && ::g->plyr->attacker != ::g->plyr->mo) { // being attacked ::g->priority = 7; if (::g->plyr->health - ::g->st_oldhealth > ST_MUCHPAIN) { ::g->st_facecount = ST_TURNCOUNT; ::g->st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET; } else { badguyangle = R_PointToAngle2(::g->plyr->mo->x, ::g->plyr->mo->y, ::g->plyr->attacker->x, ::g->plyr->attacker->y); if (badguyangle > ::g->plyr->mo->angle) { // whether right or left diffang = badguyangle - ::g->plyr->mo->angle; i = diffang > ANG180; } else { // whether left or right diffang = ::g->plyr->mo->angle - badguyangle; i = diffang <= ANG180; } // confusing, aint it? ::g->st_facecount = ST_TURNCOUNT; ::g->st_faceindex = ST_calcPainOffset(); if (diffang < ANG45) { // head-on ::g->st_faceindex += ST_RAMPAGEOFFSET; } else if (i) { // turn face right ::g->st_faceindex += ST_TURNOFFSET; } else { // turn face left ::g->st_faceindex += ST_TURNOFFSET+1; } } } } if (::g->priority < 7) { // getting hurt because of your own damn stupidity if (::g->plyr->damagecount) { if (::g->plyr->health - ::g->st_oldhealth > ST_MUCHPAIN) { ::g->priority = 7; ::g->st_facecount = ST_TURNCOUNT; ::g->st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET; } else { ::g->priority = 6; ::g->st_facecount = ST_TURNCOUNT; ::g->st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET; } } } if (::g->priority < 6) { // rapid firing if (::g->plyr->attackdown) { if (::g->lastattackdown==-1) ::g->lastattackdown = ST_RAMPAGEDELAY; else if (!--::g->lastattackdown) { ::g->priority = 5; ::g->st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET; ::g->st_facecount = 1; ::g->lastattackdown = 1; } } else ::g->lastattackdown = -1; } if (::g->priority < 5) { // invulnerability if ((::g->plyr->cheats & CF_GODMODE) || ::g->plyr->powers[pw_invulnerability]) { ::g->priority = 4; ::g->st_faceindex = ST_GODFACE; ::g->st_facecount = 1; } } // look left or look right if the facecount has timed out if (!::g->st_facecount) { ::g->st_faceindex = ST_calcPainOffset() + (::g->st_randomnumber % 3); ::g->st_facecount = ST_STRAIGHTFACECOUNT; ::g->priority = 0; } ::g->st_facecount--; } void ST_updateWidgets(void) { int i; // must redirect the pointer if the ready weapon has changed. // if (::g->w_ready.data != ::g->plyr->readyweapon) // { if (weaponinfo[::g->plyr->readyweapon].ammo == am_noammo) ::g->w_ready.num = &::g->largeammo; else ::g->w_ready.num = &::g->plyr->ammo[weaponinfo[::g->plyr->readyweapon].ammo]; //{ // static int tic=0; // static int dir=-1; // if (!(tic&15)) // ::g->plyr->ammo[weaponinfo[::g->plyr->readyweapon].ammo]+=dir; // if (::g->plyr->ammo[weaponinfo[::g->plyr->readyweapon].ammo] == -100) // dir = 1; // tic++; // } ::g->w_ready.data = ::g->plyr->readyweapon; // if (*::g->w_ready.on) // STlib_updateNum(&::g->w_ready, true); // refresh weapon change // } // update keycard multiple widgets for (i=0;i<3;i++) { ::g->keyboxes[i] = ::g->plyr->cards[i] ? i : -1; if (::g->plyr->cards[i+3]) ::g->keyboxes[i] = i+3; } // refresh everything if this is him coming back to life ST_updateFaceWidget(); // used by the ::g->w_armsbg widget ::g->st_notdeathmatch = !::g->deathmatch; // used by ::g->w_arms[] widgets ::g->st_armson = ::g->st_statusbaron && !::g->deathmatch; // used by ::g->w_frags widget ::g->st_fragson = ::g->deathmatch && ::g->st_statusbaron; ::g->st_fragscount = 0; for (i=0 ; iconsoleplayer) ::g->st_fragscount += ::g->plyr->frags[i]; else ::g->st_fragscount -= ::g->plyr->frags[i]; } // get rid of chat window if up because of message if (!--::g->st_msgcounter) ::g->st_chat = ::g->st_oldchat; } void ST_Ticker (void) { ::g->st_clock++; ::g->st_randomnumber = M_Random(); ST_updateWidgets(); ::g->st_oldhealth = ::g->plyr->health; } void ST_doPaletteStuff(void) { int palette; byte* pal; int cnt; int bzc; cnt = ::g->plyr->damagecount; if (::g->plyr->powers[pw_strength]) { // slowly fade the berzerk out bzc = 12 - (::g->plyr->powers[pw_strength]>>6); if (bzc > cnt) cnt = bzc; } if (cnt) { palette = (cnt+7)>>3; if (palette >= NUMREDPALS) palette = NUMREDPALS-1; palette += STARTREDPALS; } else if (::g->plyr->bonuscount) { palette = (::g->plyr->bonuscount+7)>>3; if (palette >= NUMBONUSPALS) palette = NUMBONUSPALS-1; palette += STARTBONUSPALS; } else if ( ::g->plyr->powers[pw_ironfeet] > 4*32 || ::g->plyr->powers[pw_ironfeet]&8) palette = RADIATIONPAL; else palette = 0; if (palette != ::g->st_palette) { ::g->st_palette = palette; pal = (byte *) W_CacheLumpNum (::g->lu_palette, PU_CACHE_SHARED)+palette*768; I_SetPalette (pal); } } void ST_drawWidgets(qboolean refresh) { int i; ::g->st_notdeathmatch = !::g->deathmatch; // used by ::g->w_arms[] widgets ::g->st_armson = ::g->st_statusbaron && !::g->deathmatch; // used by ::g->w_frags widget ::g->st_fragson = ::g->deathmatch && ::g->st_statusbaron; STlib_updateNum(&::g->w_ready, refresh); for (i=0;i<4;i++) { STlib_updateNum(&::g->w_ammo[i], refresh); STlib_updateNum(&::g->w_maxammo[i], refresh); } STlib_updatePercent(&::g->w_health, refresh); STlib_updatePercent(&::g->w_armor, refresh); STlib_updateBinIcon(&::g->w_armsbg, refresh); for (i=0;i<6;i++) STlib_updateMultIcon(&::g->w_arms[i], refresh); STlib_updateMultIcon(&::g->w_faces, refresh); for (i=0;i<3;i++) STlib_updateMultIcon(&::g->w_keyboxes[i], refresh); STlib_updateNum(&::g->w_frags, refresh); } void ST_doRefresh(void) { ::g->st_firsttime = false; // draw status bar background to off-screen buff ST_refreshBackground(); // and refresh all widgets ST_drawWidgets(true); } void ST_diffDraw(void) { // update all widgets ST_drawWidgets(false); } void ST_Drawer (qboolean fullscreen, qboolean refresh) { ::g->st_statusbaron = (!fullscreen) || ::g->automapactive; ::g->st_firsttime = ::g->st_firsttime || refresh; // Do red-/gold-shifts from damage/items ST_doPaletteStuff(); // If just after ST_Start(), refresh all if (::g->st_firsttime) ST_doRefresh(); // Otherwise, update as little as possible else ST_diffDraw(); } void ST_loadGraphics(void) { static bool ST_HasBeenCalled = false; // if (ST_HasBeenCalled == true) // return; ST_HasBeenCalled = true; int i; int j; int facenum; char namebuf[9]; // Load the numbers, tall and short for (i=0;i<10;i++) { sprintf(namebuf, "STTNUM%d", i); ::g->tallnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC_SHARED); sprintf(namebuf, "STYSNUM%d", i); ::g->shortnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC_SHARED); } // Load percent key. //Note: why not load STMINUS here, too? ::g->tallpercent = (patch_t *) W_CacheLumpName("STTPRCNT", PU_STATIC_SHARED); // key cards for (i=0;ikeys[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC_SHARED); } // ::g->arms background ::g->armsbg = (patch_t *) W_CacheLumpName("STARMS", PU_STATIC_SHARED); // ::g->arms ownership widgets for (i=0;i<6;i++) { sprintf(namebuf, "STGNUM%d", i+2); // gray # ::g->arms[i][0] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC_SHARED); // yellow # ::g->arms[i][1] = ::g->shortnum[i+2]; } // face backgrounds for different color ::g->players sprintf(namebuf, "STFB%d", ::g->consoleplayer); ::g->faceback = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC_SHARED); // status bar background bits ::g->sbar = (patch_t *) W_CacheLumpName("STBAR", PU_STATIC_SHARED); // face states facenum = 0; for (i=0;ifaces[facenum++] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC_SHARED); } sprintf(namebuf, "STFTR%d0", i); // turn right ::g->faces[facenum++] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC_SHARED); sprintf(namebuf, "STFTL%d0", i); // turn left ::g->faces[facenum++] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC_SHARED); sprintf(namebuf, "STFOUCH%d", i); // ouch! ::g->faces[facenum++] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC_SHARED); sprintf(namebuf, "STFEVL%d", i); // evil grin ;) ::g->faces[facenum++] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC_SHARED); sprintf(namebuf, "STFKILL%d", i); // pissed off ::g->faces[facenum++] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC_SHARED); } ::g->faces[facenum++] = (patch_t*)W_CacheLumpName("STFGOD0", PU_STATIC_SHARED); ::g->faces[facenum++] = (patch_t*)W_CacheLumpName("STFDEAD0", PU_STATIC_SHARED); } void ST_loadData(void) { ::g->lu_palette = W_GetNumForName ("PLAYPAL"); ST_loadGraphics(); } void ST_unloadGraphics(void) { // These things are always reloaded... so just don't bother to clean them up! } void ST_unloadData(void) { ST_unloadGraphics(); } void ST_initData(void) { int i; ::g->st_firsttime = true; ::g->plyr = &::g->players[::g->consoleplayer]; ::g->st_clock = 0; ::g->st_chatstate = StartChatState; ::g->st_gamestate = FirstPersonState; ::g->st_statusbaron = true; ::g->st_oldchat = ::g->st_chat = false; ::g->st_cursoron = false; ::g->st_faceindex = 0; ::g->st_palette = -1; ::g->st_oldhealth = -1; for (i=0;ioldweaponsowned[i] = ::g->plyr->weaponowned[i]; for (i=0;i<3;i++) ::g->keyboxes[i] = -1; STlib_init(); } void ST_createWidgets(void) { int i; // ready weapon ammo STlib_initNum(&::g->w_ready, ST_AMMOX, ST_AMMOY, ::g->tallnum, &::g->plyr->ammo[weaponinfo[::g->plyr->readyweapon].ammo], &::g->st_statusbaron, ST_AMMOWIDTH ); // the last weapon type ::g->w_ready.data = ::g->plyr->readyweapon; // health percentage STlib_initPercent(&::g->w_health, ST_HEALTHX, ST_HEALTHY, ::g->tallnum, &::g->plyr->health, &::g->st_statusbaron, ::g->tallpercent); // ::g->arms background STlib_initBinIcon(&::g->w_armsbg, ST_ARMSBGX, ST_ARMSBGY, ::g->armsbg, &::g->st_notdeathmatch, &::g->st_statusbaron); // weapons owned for(i=0;i<6;i++) { STlib_initMultIcon(&::g->w_arms[i], ST_ARMSX+(i%3)*ST_ARMSXSPACE, ST_ARMSY+(i/3)*ST_ARMSYSPACE, ::g->arms[i], (int *) &::g->plyr->weaponowned[i+1], &::g->st_armson); } // frags sum STlib_initNum(&::g->w_frags, ST_FRAGSX, ST_FRAGSY, ::g->tallnum, &::g->st_fragscount, &::g->st_fragson, ST_FRAGSWIDTH); // ::g->faces STlib_initMultIcon(&::g->w_faces, ST_FACESX, ST_FACESY, ::g->faces, &::g->st_faceindex, &::g->st_statusbaron); // armor percentage - should be colored later STlib_initPercent(&::g->w_armor, ST_ARMORX, ST_ARMORY, ::g->tallnum, &::g->plyr->armorpoints, &::g->st_statusbaron, ::g->tallpercent); // ::g->keyboxes 0-2 STlib_initMultIcon(&::g->w_keyboxes[0], ST_KEY0X, ST_KEY0Y, ::g->keys, &::g->keyboxes[0], &::g->st_statusbaron); STlib_initMultIcon(&::g->w_keyboxes[1], ST_KEY1X, ST_KEY1Y, ::g->keys, &::g->keyboxes[1], &::g->st_statusbaron); STlib_initMultIcon(&::g->w_keyboxes[2], ST_KEY2X, ST_KEY2Y, ::g->keys, &::g->keyboxes[2], &::g->st_statusbaron); // ammo count (all four kinds) STlib_initNum(&::g->w_ammo[0], ST_AMMO0X, ST_AMMO0Y, ::g->shortnum, &::g->plyr->ammo[0], &::g->st_statusbaron, ST_AMMO0WIDTH); STlib_initNum(&::g->w_ammo[1], ST_AMMO1X, ST_AMMO1Y, ::g->shortnum, &::g->plyr->ammo[1], &::g->st_statusbaron, ST_AMMO1WIDTH); STlib_initNum(&::g->w_ammo[2], ST_AMMO2X, ST_AMMO2Y, ::g->shortnum, &::g->plyr->ammo[2], &::g->st_statusbaron, ST_AMMO2WIDTH); STlib_initNum(&::g->w_ammo[3], ST_AMMO3X, ST_AMMO3Y, ::g->shortnum, &::g->plyr->ammo[3], &::g->st_statusbaron, ST_AMMO3WIDTH); // max ammo count (all four kinds) STlib_initNum(&::g->w_maxammo[0], ST_MAXAMMO0X, ST_MAXAMMO0Y, ::g->shortnum, &::g->plyr->maxammo[0], &::g->st_statusbaron, ST_MAXAMMO0WIDTH); STlib_initNum(&::g->w_maxammo[1], ST_MAXAMMO1X, ST_MAXAMMO1Y, ::g->shortnum, &::g->plyr->maxammo[1], &::g->st_statusbaron, ST_MAXAMMO1WIDTH); STlib_initNum(&::g->w_maxammo[2], ST_MAXAMMO2X, ST_MAXAMMO2Y, ::g->shortnum, &::g->plyr->maxammo[2], &::g->st_statusbaron, ST_MAXAMMO2WIDTH); STlib_initNum(&::g->w_maxammo[3], ST_MAXAMMO3X, ST_MAXAMMO3Y, ::g->shortnum, &::g->plyr->maxammo[3], &::g->st_statusbaron, ST_MAXAMMO3WIDTH); } void ST_Start (void) { if (!::g->st_stopped) ST_Stop(); ST_initData(); ST_createWidgets(); ::g->st_stopped = false; } void ST_Stop (void) { if (::g->st_stopped) return; I_SetPalette ((byte*)W_CacheLumpNum ((int)::g->lu_palette, PU_CACHE_SHARED)); ::g->st_stopped = true; } void ST_Init (void) { ::g->veryfirsttime = 0; ST_loadData(); ::g->screens[4] = (byte *) DoomLib::Z_Malloc( SCREENWIDTH * SCREENHEIGHT /*ST_WIDTH*ST_HEIGHT*/, PU_STATIC, 0); memset( ::g->screens[4], 0, SCREENWIDTH * SCREENHEIGHT ); } CONSOLE_COMMAND_SHIP( idqd, "cheat for toggleable god mode", 0 ) { int oldPlayer = DoomLib::GetPlayer(); DoomLib::SetPlayer( 0 ); if ( ::g == NULL ) { return; } if (::g->gamestate != GS_LEVEL) { return; } ::g->plyr->cheats ^= CF_GODMODE; if (::g->plyr->cheats & CF_GODMODE) { if (::g->plyr->mo) ::g->plyr->mo->health = 100; ::g->plyr->health = 100; ::g->plyr->message = STSTR_DQDON; } else ::g->plyr->message = STSTR_DQDOFF; DoomLib::SetPlayer( oldPlayer ); } CONSOLE_COMMAND_SHIP( idfa, "cheat for killer fucking arsenal", 0 ) { int oldPlayer = DoomLib::GetPlayer(); DoomLib::SetPlayer( 0 ); if ( ::g == NULL ) { return; } if (::g->gamestate != GS_LEVEL) { return; } int i = 0; ::g->plyr->armorpoints = 200; ::g->plyr->armortype = 2; for (i=0;iplyr->weaponowned[i] = true; for (i=0;iplyr->ammo[i] = ::g->plyr->maxammo[i]; ::g->plyr->message = STSTR_FAADDED; DoomLib::SetPlayer( oldPlayer ); } CONSOLE_COMMAND_SHIP( idkfa, "cheat for key full ammo", 0 ) { int oldPlayer = DoomLib::GetPlayer(); DoomLib::SetPlayer( 0 ); if ( ::g == NULL ) { return; } if (::g->gamestate != GS_LEVEL) { return; } int i = 0; ::g->plyr->armorpoints = 200; ::g->plyr->armortype = 2; for (i=0;iplyr->weaponowned[i] = true; for (i=0;iplyr->ammo[i] = ::g->plyr->maxammo[i]; for (i=0;iplyr->cards[i] = true; ::g->plyr->message = STSTR_KFAADDED; DoomLib::SetPlayer( oldPlayer ); } CONSOLE_COMMAND_SHIP( idclip, "cheat for no clip", 0 ) { int oldPlayer = DoomLib::GetPlayer(); DoomLib::SetPlayer( 0 ); if ( ::g == NULL ) { return; } if (::g->gamestate != GS_LEVEL) { return; } ::g->plyr->cheats ^= CF_NOCLIP; if (::g->plyr->cheats & CF_NOCLIP) ::g->plyr->message = STSTR_NCON; else ::g->plyr->message = STSTR_NCOFF; DoomLib::SetPlayer( oldPlayer ); } CONSOLE_COMMAND_SHIP( idmypos, "for player position", 0 ) { int oldPlayer = DoomLib::GetPlayer(); DoomLib::SetPlayer( 0 ); if ( ::g == NULL ) { return; } if (::g->gamestate != GS_LEVEL) { return; } static char buf[ST_MSGWIDTH]; sprintf(buf, "ang=0x%x;x,y=(0x%x,0x%x)", ::g->players[::g->consoleplayer].mo->angle, ::g->players[::g->consoleplayer].mo->x, ::g->players[::g->consoleplayer].mo->y); ::g->plyr->message = buf; DoomLib::SetPlayer( oldPlayer ); } CONSOLE_COMMAND_SHIP( idclev, "warp to next level", 0 ) { int oldPlayer = DoomLib::GetPlayer(); DoomLib::SetPlayer( 0 ); if ( ::g == NULL ) { return; } if (::g->gamestate != GS_LEVEL) { return; } int epsd; int map; if (::g->gamemode == commercial) { if( args.Argc() > 1 ) { epsd = 1; map = atoi( args.Argv( 1 ) ); } else { idLib::Printf( "idclev takes map as first argument \n" ); return; } if( map > 32 ) { map = 1; } } else { if( args.Argc() > 2 ) { epsd = atoi( args.Argv( 1 ) ); map = atoi( args.Argv( 2 ) ); } else { idLib::Printf( "idclev takes episode and map as first two arguments \n" ); return; } } // Catch invalid maps. if (epsd < 1) return; if (map < 1) return; // Ohmygod - this is not going to work. if ((::g->gamemode == retail) && ((epsd > 4) || (map > 9))) return; if ((::g->gamemode == registered) && ((epsd > 3) || (map > 9))) return; if ((::g->gamemode == shareware) && ((epsd > 1) || (map > 9))) return; if ((::g->gamemode == commercial) && (( epsd > 1) || (map > 34))) return; // So be it. ::g->plyr->message = STSTR_CLEV; G_DeferedInitNew(::g->gameskill, epsd, map); DoomLib::SetPlayer( oldPlayer ); }