/*
===========================================================================
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 );
}