[client] Implement sbar flashes for items

Sigils can't be flashed as they don't have any animations provided, and
they're not normally as critical. I don't know why items weren't
flashed, but since the pics are there, might as well use them (and the
flashing keys do look pretty good).
This commit is contained in:
Bill Currie 2022-11-10 15:35:14 +09:00
parent 39074ba3c1
commit 74e64d7228

View file

@ -280,7 +280,8 @@ static hud_subpic_t sb_weapons[7][8];
static qpic_t *sb_ammo[4];
static qpic_t *sb_sigil[4];
static qpic_t *sb_armor[3];
static qpic_t *sb_items[32];
// 0 is owned, 1-5 are flashes
static qpic_t *sb_items[6][32];
static qpic_t *sb_faces[7][2]; // 0 is gibbed, 1 is dead, 2-6 are alive
// 0 is static, 1 is temporary animation
@ -463,7 +464,7 @@ draw_ammo (view_t view)
}
static int
calc_flashon (float time, int mask)
calc_flashon (float time, int mask, int base)
{
int flashon;
@ -475,8 +476,9 @@ calc_flashon (float time, int mask)
flashon = 1;
else
flashon = 0;
} else
flashon = (flashon % 5) + 2;
} else {
flashon = (flashon % 5) + base;
}
return flashon;
}
@ -488,7 +490,7 @@ draw_weapons (view_t view)
for (i = 0; i < 7; i++) {
view_t weap = View_GetChild (view, i);
if (sbar_stats[STAT_ITEMS] & (IT_SHOTGUN << i)) {
flashon = calc_flashon (sbar_item_gettime[i], IT_SHOTGUN << i);
flashon = calc_flashon (sbar_item_gettime[i], IT_SHOTGUN << i, 2);
if (flashon > 1)
sb_updates = 0; // force update to remove flash
sbar_setcomponent (weap, hud_subpic, &sb_weapons[flashon][i]);
@ -501,23 +503,15 @@ draw_weapons (view_t view)
static void
draw_items (view_t view)
{
//float time;
//int flashon = 0, i;
for (int i = 0; i < 6; i++) {
view_t item = View_GetChild (view, i);
if (sbar_stats[STAT_ITEMS] & (1 << (17 + i))) {
#if 0
time = sbar_item_gettime[17 + i];
if (time && time > sbar_time - 2 && flashon) { // Flash frame
sb_updates = 0;
} else {
draw_pic (view, i * 16, 0, sb_items[i]);
}
if (time && time > sbar_time - 2)
sb_updates = 0;
#endif
sbar_setcomponent (item, hud_pic, &sb_items[i]);
int item_ind = 17 + i;
if (sbar_stats[STAT_ITEMS] & (1 << item_ind)) {
int flashon = calc_flashon (sbar_item_gettime[item_ind],
-1, 1);
if (flashon > 1)
sb_updates = 0; // force update to remove flash
sbar_setcomponent (item, hud_pic, &sb_items[flashon][i]);
} else {
sbar_remcomponent (item, hud_pic);
}
@ -527,22 +521,9 @@ draw_items (view_t view)
static void
draw_sigils (view_t view)
{
//float time;
//int flashon = 0, i;
for (int i = 0; i < 4; i++) {
view_t sigil = View_GetChild (view, i);
if (sbar_stats[STAT_ITEMS] & (1 << (28 + i))) {
#if 0
time = sbar_item_gettime[28 + i];
if (time && time > sbar_time - 2 && flashon) { // flash frame
sb_updates = 0;
} else {
draw_pic (view, i * 8, 0, sb_sigil[i]);
}
if (time && time > sbar_time - 2)
sb_updates = 0;
#endif
sbar_setcomponent (sigil, hud_pic, &sb_sigil[i]);
} else {
sbar_remcomponent (sigil, hud_pic);
@ -1045,7 +1026,7 @@ draw_rogue_weapons_hud (view_t *view)
for (i = cl_screen_view->ylen < 204; i < 7; i++) {
if (sbar_stats[STAT_ITEMS] & (IT_SHOTGUN << i)) {
flashon = calc_flashon (sbar_item_gettime[i], IT_SHOTGUN << i);
flashon = calc_flashon (sbar_item_gettime[i], IT_SHOTGUN << i, 2);
if (i >= 2) {
j = i - 2;
if (sbar_stats[STAT_ACTIVEWEAPON] == (RIT_LAVA_NAILGUN << j))
@ -1202,7 +1183,7 @@ draw_hipnotic_weapons_sbar (view_t *view)
time = sbar_item_gettime[hipweapons[h[i - 7]]];
}
if (sbar_stats[STAT_ITEMS] & mask) {
flashon = calc_flashon (time, mask);
flashon = calc_flashon (time, mask, 2);
if (i == 4 && sbar_stats[STAT_ACTIVEWEAPON] == (1 << hipweapons[3]))
continue;
@ -1243,7 +1224,7 @@ draw_hipnotic_weapons_hud (view_t *view)
time = sbar_item_gettime[hipweapons[h[i - 7]]];
}
if (sbar_stats[STAT_ITEMS] & mask) {
flashon = calc_flashon (time, mask);
flashon = calc_flashon (time, mask, 2);
if (i < 7) {
pic = sb_weapons[flashon][i];
@ -1998,6 +1979,12 @@ Sbar_Update (double time)
if (sbar_showscores) {
draw_solo_time ();
}
if (sb_updates < r_data->vid->numpages) {
//FIXME find a better way to support animations
sb_updates++;
draw_weapons (sbar_weapons);
draw_items (sbar_items);
}
}
void
@ -2766,12 +2753,20 @@ load_pics (void)
sb_armor[1] = r_funcs->Draw_PicFromWad ("sb_armor2");
sb_armor[2] = r_funcs->Draw_PicFromWad ("sb_armor3");
sb_items[0] = r_funcs->Draw_PicFromWad ("sb_key1");
sb_items[1] = r_funcs->Draw_PicFromWad ("sb_key2");
sb_items[2] = r_funcs->Draw_PicFromWad ("sb_invis");
sb_items[3] = r_funcs->Draw_PicFromWad ("sb_invuln");
sb_items[4] = r_funcs->Draw_PicFromWad ("sb_suit");
sb_items[5] = r_funcs->Draw_PicFromWad ("sb_quad");
sb_items[0][0] = r_funcs->Draw_PicFromWad ("sb_key1");
sb_items[0][1] = r_funcs->Draw_PicFromWad ("sb_key2");
sb_items[0][2] = r_funcs->Draw_PicFromWad ("sb_invis");
sb_items[0][3] = r_funcs->Draw_PicFromWad ("sb_invuln");
sb_items[0][4] = r_funcs->Draw_PicFromWad ("sb_suit");
sb_items[0][5] = r_funcs->Draw_PicFromWad ("sb_quad");
for (int i = 1; i <= 5; i++) {
sb_items[i][0] = r_funcs->Draw_PicFromWad (va (0, "sba%d_key1", i));
sb_items[i][1] = r_funcs->Draw_PicFromWad (va (0, "sba%d_key2", i));
sb_items[i][2] = r_funcs->Draw_PicFromWad (va (0, "sba%d_invis", i));
sb_items[i][3] = r_funcs->Draw_PicFromWad (va (0, "sba%d_invul", i));
sb_items[i][4] = r_funcs->Draw_PicFromWad (va (0, "sba%d_suit", i));
sb_items[i][5] = r_funcs->Draw_PicFromWad (va (0, "sba%d_quad", i));
}
sb_sigil[0] = r_funcs->Draw_PicFromWad ("sb_sigil1");
sb_sigil[1] = r_funcs->Draw_PicFromWad ("sb_sigil2");