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b8d40a5783
Expose colorization to mappers and SOC See merge request STJr/SRB2!679
2831 lines
83 KiB
C
2831 lines
83 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file st_stuff.c
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/// \brief Status bar code
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/// Does the face/direction indicator animatin.
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/// Does palette indicators as well (red pain/berserk, bright pickup)
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#include "doomdef.h"
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#include "g_game.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "f_finale.h"
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#include "st_stuff.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "z_zone.h"
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#include "hu_stuff.h"
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#include "console.h"
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#include "s_sound.h"
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#include "i_system.h"
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#include "m_menu.h"
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#include "m_cheat.h"
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#include "m_misc.h" // moviemode
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#include "m_anigif.h" // cv_gif_downscale
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#include "p_setup.h" // NiGHTS grading
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//random index
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#include "m_random.h"
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// item finder
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#include "m_cond.h"
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#endif
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#include "lua_hud.h"
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UINT16 objectsdrawn = 0;
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//
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// STATUS BAR DATA
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//
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patch_t *faceprefix[MAXSKINS]; // face status patches
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patch_t *superprefix[MAXSKINS]; // super face status patches
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// ------------------------------------------
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// status bar overlay
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// ------------------------------------------
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// icons for overlay
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patch_t *sboscore; // Score logo
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patch_t *sbotime; // Time logo
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patch_t *sbocolon; // Colon for time
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patch_t *sboperiod; // Period for time centiseconds
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patch_t *livesback; // Lives icon background
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patch_t *stlivex;
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static patch_t *nrec_timer; // Timer for NiGHTS records
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static patch_t *sborings;
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static patch_t *slidgame;
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static patch_t *slidtime;
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static patch_t *slidover;
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static patch_t *sboredrings;
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static patch_t *sboredtime;
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static patch_t *getall; // Special Stage HUD
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static patch_t *timeup; // Special Stage HUD
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static patch_t *hunthoming[6];
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static patch_t *itemhoming[6];
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static patch_t *race1;
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static patch_t *race2;
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static patch_t *race3;
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static patch_t *racego;
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static patch_t *nightslink;
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static patch_t *curweapon;
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static patch_t *normring;
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static patch_t *bouncering;
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static patch_t *infinityring;
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static patch_t *autoring;
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static patch_t *explosionring;
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static patch_t *scatterring;
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static patch_t *grenadering;
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static patch_t *railring;
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static patch_t *jumpshield;
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static patch_t *forceshield;
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static patch_t *ringshield;
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static patch_t *watershield;
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static patch_t *bombshield;
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static patch_t *pityshield;
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static patch_t *pinkshield;
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static patch_t *flameshield;
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static patch_t *bubbleshield;
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static patch_t *thundershield;
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static patch_t *invincibility;
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static patch_t *sneakers;
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static patch_t *gravboots;
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static patch_t *nonicon;
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static patch_t *nonicon2;
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static patch_t *bluestat;
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static patch_t *byelstat;
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static patch_t *orngstat;
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static patch_t *redstat;
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static patch_t *yelstat;
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static patch_t *nbracket;
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static patch_t *nring;
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static patch_t *nhud[12];
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static patch_t *nsshud;
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static patch_t *nbon[12];
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static patch_t *nssbon;
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static patch_t *narrow[9];
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static patch_t *nredar[8]; // Red arrow
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static patch_t *drillbar;
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static patch_t *drillfill[3];
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static patch_t *capsulebar;
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static patch_t *capsulefill;
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patch_t *ngradeletters[7];
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static patch_t *minus5sec;
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static patch_t *minicaps;
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static patch_t *gotrflag;
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static patch_t *gotbflag;
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static patch_t *fnshico;
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static boolean facefreed[MAXPLAYERS];
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hudinfo_t hudinfo[NUMHUDITEMS] =
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{
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{ 16, 176, V_SNAPTOLEFT|V_SNAPTOBOTTOM}, // HUD_LIVES
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{ 16, 42, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_RINGS
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{ 96, 42, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_RINGSNUM
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{ 120, 42, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_RINGSNUMTICS
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{ 16, 10, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_SCORE
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{ 120, 10, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_SCORENUM
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{ 16, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_TIME
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{ 72, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_MINUTES
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{ 72, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_TIMECOLON
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{ 96, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_SECONDS
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{ 96, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_TIMETICCOLON
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{ 120, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_TICS
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{ 0, 56, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_SS_TOTALRINGS
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{ 110, 93, 0}, // HUD_GETRINGS
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{ 160, 93, 0}, // HUD_GETRINGSNUM
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{ 124, 160, 0}, // HUD_TIMELEFT
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{ 168, 176, 0}, // HUD_TIMELEFTNUM
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{ 130, 93, 0}, // HUD_TIMEUP
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{ 152, 168, 0}, // HUD_HUNTPICS
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{ 288, 176, V_SNAPTORIGHT|V_SNAPTOBOTTOM}, // HUD_POWERUPS
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};
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//
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// STATUS BAR CODE
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//
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boolean ST_SameTeam(player_t *a, player_t *b)
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{
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// Just pipe team messages to everyone in co-op or race.
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if (!G_RingSlingerGametype())
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return true;
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// Spectator chat.
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if (a->spectator && b->spectator)
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return true;
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// Team chat.
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if (G_GametypeHasTeams())
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return a->ctfteam == b->ctfteam;
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if (G_TagGametype())
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return ((a->pflags & PF_TAGIT) == (b->pflags & PF_TAGIT));
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return false;
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}
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static boolean st_stopped = true;
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void ST_Ticker(boolean run)
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{
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if (st_stopped)
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return;
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if (run)
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ST_runTitleCard();
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}
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// 0 is default, any others are special palettes.
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INT32 st_palette = 0;
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INT32 st_translucency = 10;
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void ST_doPaletteStuff(void)
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{
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INT32 palette;
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if (paused || P_AutoPause())
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palette = 0;
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else if (stplyr && stplyr->flashcount)
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palette = stplyr->flashpal;
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else
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palette = 0;
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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palette = 0; // No flashpals here in OpenGL
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#endif
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palette = min(max(palette, 0), 13);
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if (palette != st_palette)
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{
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st_palette = palette;
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if (rendermode != render_none)
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{
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V_SetPaletteLump(GetPalette()); // Reset the palette
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if (!splitscreen)
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V_SetPalette(palette);
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}
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}
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}
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void ST_UnloadGraphics(void)
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{
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Z_FreeTag(PU_HUDGFX);
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}
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void ST_LoadGraphics(void)
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{
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int i;
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// SRB2 border patch
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st_borderpatchnum = W_GetNumForName("GFZFLR01");
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scr_borderpatch = W_CacheLumpNum(st_borderpatchnum, PU_HUDGFX);
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// the original Doom uses 'STF' as base name for all face graphics
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// Graue 04-08-2004: face/name graphics are now indexed by skins
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// but load them in R_AddSkins, that gets called
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// first anyway
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// cache the status bar overlay icons (fullscreen mode)
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// Prefix "STT" is whitelisted (doesn't trigger ISGAMEMODIFIED), btw
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sborings = W_CachePatchName("STTRINGS", PU_HUDGFX);
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sboredrings = W_CachePatchName("STTRRING", PU_HUDGFX);
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sboscore = W_CachePatchName("STTSCORE", PU_HUDGFX);
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sbotime = W_CachePatchName("STTTIME", PU_HUDGFX); // Time logo
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sboredtime = W_CachePatchName("STTRTIME", PU_HUDGFX);
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sbocolon = W_CachePatchName("STTCOLON", PU_HUDGFX); // Colon for time
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sboperiod = W_CachePatchName("STTPERIO", PU_HUDGFX); // Period for time centiseconds
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slidgame = W_CachePatchName("SLIDGAME", PU_HUDGFX);
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slidtime = W_CachePatchName("SLIDTIME", PU_HUDGFX);
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slidover = W_CachePatchName("SLIDOVER", PU_HUDGFX);
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stlivex = W_CachePatchName("STLIVEX", PU_HUDGFX);
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livesback = W_CachePatchName("STLIVEBK", PU_HUDGFX);
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nrec_timer = W_CachePatchName("NGRTIMER", PU_HUDGFX); // Timer for NiGHTS
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getall = W_CachePatchName("GETALL", PU_HUDGFX); // Special Stage HUD
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timeup = W_CachePatchName("TIMEUP", PU_HUDGFX); // Special Stage HUD
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race1 = W_CachePatchName("RACE1", PU_HUDGFX);
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race2 = W_CachePatchName("RACE2", PU_HUDGFX);
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race3 = W_CachePatchName("RACE3", PU_HUDGFX);
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racego = W_CachePatchName("RACEGO", PU_HUDGFX);
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nightslink = W_CachePatchName("NGHTLINK", PU_HUDGFX);
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for (i = 0; i < 6; ++i)
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{
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hunthoming[i] = W_CachePatchName(va("HOMING%d", i+1), PU_HUDGFX);
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itemhoming[i] = W_CachePatchName(va("HOMITM%d", i+1), PU_HUDGFX);
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}
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curweapon = W_CachePatchName("CURWEAP", PU_HUDGFX);
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normring = W_CachePatchName("RINGIND", PU_HUDGFX);
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bouncering = W_CachePatchName("BNCEIND", PU_HUDGFX);
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infinityring = W_CachePatchName("INFNIND", PU_HUDGFX);
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autoring = W_CachePatchName("AUTOIND", PU_HUDGFX);
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explosionring = W_CachePatchName("BOMBIND", PU_HUDGFX);
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scatterring = W_CachePatchName("SCATIND", PU_HUDGFX);
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grenadering = W_CachePatchName("GRENIND", PU_HUDGFX);
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railring = W_CachePatchName("RAILIND", PU_HUDGFX);
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jumpshield = W_CachePatchName("TVWWICON", PU_HUDGFX);
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forceshield = W_CachePatchName("TVFOICON", PU_HUDGFX);
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ringshield = W_CachePatchName("TVATICON", PU_HUDGFX);
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watershield = W_CachePatchName("TVELICON", PU_HUDGFX);
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bombshield = W_CachePatchName("TVARICON", PU_HUDGFX);
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pityshield = W_CachePatchName("TVPIICON", PU_HUDGFX);
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pinkshield = W_CachePatchName("TVPPICON", PU_HUDGFX);
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flameshield = W_CachePatchName("TVFLICON", PU_HUDGFX);
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bubbleshield = W_CachePatchName("TVBBICON", PU_HUDGFX);
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thundershield = W_CachePatchName("TVZPICON", PU_HUDGFX);
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invincibility = W_CachePatchName("TVIVICON", PU_HUDGFX);
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sneakers = W_CachePatchName("TVSSICON", PU_HUDGFX);
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gravboots = W_CachePatchName("TVGVICON", PU_HUDGFX);
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tagico = W_CachePatchName("TAGICO", PU_HUDGFX);
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rflagico = W_CachePatchName("RFLAGICO", PU_HUDGFX);
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bflagico = W_CachePatchName("BFLAGICO", PU_HUDGFX);
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rmatcico = W_CachePatchName("RMATCICO", PU_HUDGFX);
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bmatcico = W_CachePatchName("BMATCICO", PU_HUDGFX);
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gotrflag = W_CachePatchName("GOTRFLAG", PU_HUDGFX);
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gotbflag = W_CachePatchName("GOTBFLAG", PU_HUDGFX);
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fnshico = W_CachePatchName("FNSHICO", PU_HUDGFX);
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nonicon = W_CachePatchName("NONICON", PU_HUDGFX);
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nonicon2 = W_CachePatchName("NONICON2", PU_HUDGFX);
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// NiGHTS HUD things
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bluestat = W_CachePatchName("BLUESTAT", PU_HUDGFX);
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byelstat = W_CachePatchName("BYELSTAT", PU_HUDGFX);
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orngstat = W_CachePatchName("ORNGSTAT", PU_HUDGFX);
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redstat = W_CachePatchName("REDSTAT", PU_HUDGFX);
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yelstat = W_CachePatchName("YELSTAT", PU_HUDGFX);
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nbracket = W_CachePatchName("NBRACKET", PU_HUDGFX);
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nring = W_CachePatchName("NRNG1", PU_HUDGFX);
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for (i = 0; i < 12; ++i)
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{
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nhud[i] = W_CachePatchName(va("NHUD%d", i+1), PU_HUDGFX);
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nbon[i] = W_CachePatchName(va("NBON%d", i+1), PU_HUDGFX);
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}
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nsshud = W_CachePatchName("NSSHUD", PU_HUDGFX);
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nssbon = W_CachePatchName("NSSBON", PU_HUDGFX);
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minicaps = W_CachePatchName("MINICAPS", PU_HUDGFX);
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for (i = 0; i < 8; ++i)
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{
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narrow[i] = W_CachePatchName(va("NARROW%d", i+1), PU_HUDGFX);
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nredar[i] = W_CachePatchName(va("NREDAR%d", i+1), PU_HUDGFX);
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}
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// non-animated version
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narrow[8] = W_CachePatchName("NARROW9", PU_HUDGFX);
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drillbar = W_CachePatchName("DRILLBAR", PU_HUDGFX);
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for (i = 0; i < 3; ++i)
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drillfill[i] = W_CachePatchName(va("DRILLFI%d", i+1), PU_HUDGFX);
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capsulebar = W_CachePatchName("CAPSBAR", PU_HUDGFX);
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capsulefill = W_CachePatchName("CAPSFILL", PU_HUDGFX);
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minus5sec = W_CachePatchName("MINUS5", PU_HUDGFX);
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for (i = 0; i < 7; ++i)
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ngradeletters[i] = W_CachePatchName(va("GRADE%d", i), PU_HUDGFX);
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}
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// made separate so that skins code can reload custom face graphics
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void ST_LoadFaceGraphics(INT32 skinnum)
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{
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if (skins[skinnum].sprites[SPR2_XTRA].numframes > XTRA_LIFEPIC)
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{
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spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
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spriteframe_t *sprframe = &sprdef->spriteframes[XTRA_LIFEPIC];
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faceprefix[skinnum] = W_CachePatchNum(sprframe->lumppat[0], PU_HUDGFX);
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if (skins[skinnum].sprites[(SPR2_XTRA|FF_SPR2SUPER)].numframes > XTRA_LIFEPIC)
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{
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sprdef = &skins[skinnum].sprites[SPR2_XTRA|FF_SPR2SUPER];
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sprframe = &sprdef->spriteframes[0];
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superprefix[skinnum] = W_CachePatchNum(sprframe->lumppat[0], PU_HUDGFX);
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}
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else
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superprefix[skinnum] = faceprefix[skinnum]; // not manually freed, okay to set to same pointer
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}
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else
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faceprefix[skinnum] = superprefix[skinnum] = W_CachePatchName("MISSING", PU_HUDGFX); // ditto
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facefreed[skinnum] = false;
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}
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void ST_ReloadSkinFaceGraphics(void)
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{
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INT32 i;
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for (i = 0; i < numskins; i++)
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ST_LoadFaceGraphics(i);
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}
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static inline void ST_InitData(void)
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{
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// 'link' the statusbar display to a player, which could be
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// another player than consoleplayer, for example, when you
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// change the view in a multiplayer demo with F12.
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stplyr = &players[displayplayer];
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st_palette = -1;
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}
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static inline void ST_Stop(void)
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{
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if (st_stopped)
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return;
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V_SetPalette(0);
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st_stopped = true;
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}
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void ST_Start(void)
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{
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if (!st_stopped)
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ST_Stop();
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ST_InitData();
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st_stopped = false;
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}
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//
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// Initializes the status bar, sets the defaults border patch for the window borders.
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//
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// used by OpenGL mode, holds lumpnum of flat used to fill space around the viewwindow
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lumpnum_t st_borderpatchnum;
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void ST_Init(void)
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{
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INT32 i;
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for (i = 0; i < MAXPLAYERS; i++)
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facefreed[i] = true;
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if (dedicated)
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return;
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ST_LoadGraphics();
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}
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// change the status bar too, when pressing F12 while viewing a demo.
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void ST_changeDemoView(void)
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{
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// the same routine is called at multiplayer deathmatch spawn
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// so it can be called multiple times
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ST_Start();
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}
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// =========================================================================
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// STATUS BAR OVERLAY
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// =========================================================================
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boolean st_overlay;
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// =========================================================================
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// INTERNAL DRAWING
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// =========================================================================
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#define ST_DrawTopLeftOverlayPatch(x,y,p) V_DrawScaledPatch(x, y, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, p)
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#define ST_DrawNumFromHud(h,n,flags) V_DrawTallNum(hudinfo[h].x, hudinfo[h].y, hudinfo[h].f|V_PERPLAYER|flags, n)
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#define ST_DrawPadNumFromHud(h,n,q,flags) V_DrawPaddedTallNum(hudinfo[h].x, hudinfo[h].y, hudinfo[h].f|V_PERPLAYER|flags, n, q)
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#define ST_DrawPatchFromHud(h,p,flags) V_DrawScaledPatch(hudinfo[h].x, hudinfo[h].y, hudinfo[h].f|V_PERPLAYER|flags, p)
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// Draw a number, scaled, over the view, maybe with set translucency
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// Always draw the number completely since it's overlay
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//
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// Supports different colors! woo!
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static void ST_DrawNightsOverlayNum(fixed_t x /* right border */, fixed_t y, fixed_t s, INT32 a,
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UINT32 num, patch_t **numpat, skincolors_t colornum)
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{
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fixed_t w = SHORT(numpat[0]->width)*s;
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const UINT8 *colormap;
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// I want my V_SNAPTOx flags. :< -Red
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//a &= V_ALPHAMASK;
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if (colornum == 0)
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colormap = colormaps;
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else // Uses the player colors.
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colormap = R_GetTranslationColormap(TC_DEFAULT, colornum, GTC_CACHE);
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//I_Assert(num >= 0); // this function does not draw negative numbers
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// draw the number
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do
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{
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x -= w;
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V_DrawFixedPatch(x, y, s, a, numpat[num % 10], colormap);
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num /= 10;
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} while (num);
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// Sorry chum, this function only draws UNSIGNED values!
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// then why is num not UINT32? ~toast
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}
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// Devmode information
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static void ST_drawDebugInfo(void)
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{
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INT32 height = 0, h = 8, w = 18, lowh;
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void (*textfunc)(INT32, INT32, INT32, const char *);
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if (!(stplyr->mo && cv_debug))
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return;
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#define VFLAGS V_MONOSPACE|V_SNAPTOTOP|V_SNAPTORIGHT
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if ((moviemode == MM_GIF && cv_gif_downscale.value) || vid.dupx == 1)
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{
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textfunc = V_DrawRightAlignedString;
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lowh = ((vid.height/vid.dupy) - 16);
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}
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else
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{
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textfunc = V_DrawRightAlignedSmallString;
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h /= 2;
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w /= 2;
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lowh = 0;
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}
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#define V_DrawDebugLine(str) if (lowh && (height > lowh))\
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{\
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V_DrawRightAlignedThinString(320, 8+lowh, VFLAGS|V_REDMAP, "SOME INFO NOT VISIBLE");\
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return;\
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}\
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textfunc(320, height, VFLAGS, str);\
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height += h;
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#define V_DrawDebugFlag(f, str) textfunc(width, height, VFLAGS|f, str);\
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width -= w
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if (cv_debug & DBG_MEMORY)
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{
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V_DrawDebugLine(va("Heap: %8sKB", sizeu1(Z_TotalUsage()>>10)));
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height += h/2;
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}
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if (cv_debug & DBG_RANDOMIZER) // randomizer testing
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{
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fixed_t peekres = P_RandomPeek();
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peekres *= 10000; // Change from fixed point
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peekres >>= FRACBITS; // to displayable decimal
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V_DrawDebugLine(va("Init: %08x", P_GetInitSeed()));
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V_DrawDebugLine(va("Seed: %08x", P_GetRandSeed()));
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V_DrawDebugLine(va("== : .%04d", peekres));
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height += h/2;
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}
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if (cv_debug & DBG_PLAYER)
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{
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INT32 width = 320;
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const fixed_t d = AngleFixed(stplyr->drawangle);
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V_DrawDebugLine(va("SHIELD: %5x", stplyr->powers[pw_shield]));
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V_DrawDebugLine(va("SCALE: %5d%%", (stplyr->mo->scale*100)>>FRACBITS));
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V_DrawDebugLine(va("CARRY: %5x", stplyr->powers[pw_carry]));
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V_DrawDebugLine(va("AIR: %4d, %3d", stplyr->powers[pw_underwater], stplyr->powers[pw_spacetime]));
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V_DrawDebugLine(va("ABILITY: %3d, %3d", stplyr->charability, stplyr->charability2));
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V_DrawDebugLine(va("ACTIONSPD: %5d", stplyr->actionspd>>FRACBITS));
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V_DrawDebugLine(va("PEEL: %3d", stplyr->dashmode));
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V_DrawDebugLine(va("SCOREADD: %3d", stplyr->scoreadd));
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// Flags
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V_DrawDebugFlag(((stplyr->pflags & PF_SHIELDABILITY) ? V_GREENMAP : V_REDMAP), "SH");
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V_DrawDebugFlag(((stplyr->pflags & PF_THOKKED) ? V_GREENMAP : V_REDMAP), "TH");
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V_DrawDebugFlag(((stplyr->pflags & PF_STARTDASH) ? V_GREENMAP : V_REDMAP), "ST");
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V_DrawDebugFlag(((stplyr->pflags & PF_SPINNING) ? V_GREENMAP : V_REDMAP), "SP");
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V_DrawDebugFlag(((stplyr->pflags & PF_NOJUMPDAMAGE) ? V_GREENMAP : V_REDMAP), "ND");
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V_DrawDebugFlag(((stplyr->pflags & PF_JUMPED) ? V_GREENMAP : V_REDMAP), "JD");
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V_DrawDebugFlag(((stplyr->pflags & PF_STARTJUMP) ? V_GREENMAP : V_REDMAP), "SJ");
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V_DrawDebugFlag(0, "PF/SF:");
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height += h;
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width = 320;
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V_DrawDebugFlag(((stplyr->pflags & PF_INVIS) ? V_GREENMAP : V_REDMAP), "*I");
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V_DrawDebugFlag(((stplyr->pflags & PF_NOCLIP) ? V_GREENMAP : V_REDMAP), "*C");
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V_DrawDebugFlag(((stplyr->pflags & PF_GODMODE) ? V_GREENMAP : V_REDMAP), "*G");
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V_DrawDebugFlag(((stplyr->charflags & SF_SUPER) ? V_GREENMAP : V_REDMAP), "SU");
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V_DrawDebugFlag(((stplyr->pflags & PF_APPLYAUTOBRAKE) ? V_GREENMAP : V_REDMAP), "AA");
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V_DrawDebugFlag(((stplyr->pflags & PF_SLIDING) ? V_GREENMAP : V_REDMAP), "SL");
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V_DrawDebugFlag(((stplyr->pflags & PF_BOUNCING) ? V_GREENMAP : V_REDMAP), "BO");
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V_DrawDebugFlag(((stplyr->pflags & PF_GLIDING) ? V_GREENMAP : V_REDMAP), "GL");
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height += h;
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V_DrawDebugLine(va("DRAWANGLE: %6d", FixedInt(d)));
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height += h/2;
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}
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if (cv_debug & DBG_DETAILED)
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{
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INT32 width = 320;
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V_DrawDebugLine(va("CEILINGZ: %6d", stplyr->mo->ceilingz>>FRACBITS));
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V_DrawDebugLine(va("FLOORZ: %6d", stplyr->mo->floorz>>FRACBITS));
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V_DrawDebugLine(va("CMOMX: %6d", stplyr->cmomx>>FRACBITS));
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V_DrawDebugLine(va("CMOMY: %6d", stplyr->cmomy>>FRACBITS));
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V_DrawDebugLine(va("PMOMZ: %6d", stplyr->mo->pmomz>>FRACBITS));
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width = 320;
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V_DrawDebugFlag(((stplyr->mo->eflags & MFE_APPLYPMOMZ) ? V_GREENMAP : V_REDMAP), "AP");
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V_DrawDebugFlag(((stplyr->mo->eflags & MFE_SPRUNG) ? V_GREENMAP : V_REDMAP), "SP");
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//V_DrawDebugFlag(((stplyr->mo->eflags & MFE_PUSHED) ? V_GREENMAP : V_REDMAP), "PU"); -- not relevant to players
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V_DrawDebugFlag(((stplyr->mo->eflags & MFE_GOOWATER) ? V_GREENMAP : V_REDMAP), "GW");
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V_DrawDebugFlag(((stplyr->mo->eflags & MFE_VERTICALFLIP) ? V_GREENMAP : V_REDMAP), "VF");
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V_DrawDebugFlag(((stplyr->mo->eflags & MFE_JUSTSTEPPEDDOWN) ? V_GREENMAP : V_REDMAP), "JS");
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V_DrawDebugFlag(((stplyr->mo->eflags & MFE_UNDERWATER) ? V_GREENMAP : V_REDMAP), "UW");
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V_DrawDebugFlag(((stplyr->mo->eflags & MFE_TOUCHWATER) ? V_GREENMAP : V_REDMAP), "TW");
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V_DrawDebugFlag(((stplyr->mo->eflags & MFE_JUSTHITFLOOR) ? V_GREENMAP : V_REDMAP), "JH");
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V_DrawDebugFlag(((stplyr->mo->eflags & MFE_ONGROUND) ? V_GREENMAP : V_REDMAP), "OG");
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V_DrawDebugFlag(0, "MFE:");
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height += h;
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V_DrawDebugLine(va("MOMX: %6d", stplyr->rmomx>>FRACBITS));
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V_DrawDebugLine(va("MOMY: %6d", stplyr->rmomy>>FRACBITS));
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V_DrawDebugLine(va("MOMZ: %6d", stplyr->mo->momz>>FRACBITS));
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V_DrawDebugLine(va("SPEED: %6d", stplyr->speed>>FRACBITS));
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height += h/2;
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}
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if (cv_debug & DBG_BASIC)
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{
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const fixed_t d = AngleFixed(stplyr->mo->angle);
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V_DrawDebugLine(va("X: %6d", stplyr->mo->x>>FRACBITS));
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V_DrawDebugLine(va("Y: %6d", stplyr->mo->y>>FRACBITS));
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V_DrawDebugLine(va("Z: %6d", stplyr->mo->z>>FRACBITS));
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V_DrawDebugLine(va("A: %6d", FixedInt(d)));
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//height += h/2;
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}
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#undef V_DrawDebugFlag
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#undef V_DrawDebugLine
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#undef VFLAGS
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}
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static void ST_drawScore(void)
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{
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if (F_GetPromptHideHud(hudinfo[HUD_SCORE].y))
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return;
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// SCORE:
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ST_DrawPatchFromHud(HUD_SCORE, sboscore, V_HUDTRANS);
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if (objectplacing)
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{
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if (op_displayflags > UINT16_MAX)
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ST_DrawTopLeftOverlayPatch((hudinfo[HUD_SCORENUM].x-tallminus->width), hudinfo[HUD_SCORENUM].y, tallminus);
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else
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ST_DrawNumFromHud(HUD_SCORENUM, op_displayflags, V_HUDTRANS);
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}
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else
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ST_DrawNumFromHud(HUD_SCORENUM, stplyr->score, V_HUDTRANS);
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}
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static void ST_drawRaceNum(INT32 time)
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{
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INT32 height, bounce;
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patch_t *racenum;
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time += TICRATE;
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height = ((3*BASEVIDHEIGHT)>>2) - 8;
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bounce = TICRATE - (1 + (time % TICRATE));
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switch (time/TICRATE)
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{
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case 3:
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racenum = race3;
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break;
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case 2:
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racenum = race2;
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break;
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case 1:
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racenum = race1;
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break;
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default:
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racenum = racego;
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break;
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}
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if (bounce < 3)
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{
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height -= (2 - bounce);
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if (!(P_AutoPause() || paused) && !bounce)
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S_StartSound(0, ((racenum == racego) ? sfx_s3kad : sfx_s3ka7));
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}
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V_DrawScaledPatch(((BASEVIDWIDTH - SHORT(racenum->width))/2), height, V_PERPLAYER, racenum);
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}
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static void ST_drawTime(void)
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{
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INT32 seconds, minutes, tictrn, tics;
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boolean downwards = false;
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if (objectplacing)
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{
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tics = objectsdrawn;
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seconds = objectsdrawn%100;
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minutes = objectsdrawn/100;
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tictrn = 0;
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}
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else
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{
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// Counting down the hidetime?
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if ((gametyperules & GTR_STARTCOUNTDOWN) && (stplyr->realtime <= (hidetime*TICRATE)))
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{
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tics = (hidetime*TICRATE - stplyr->realtime);
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if (tics < 3*TICRATE)
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ST_drawRaceNum(tics);
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tics += (TICRATE-1); // match the race num
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downwards = true;
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}
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else
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{
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// Hidetime finish!
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if ((gametyperules & GTR_STARTCOUNTDOWN) && (stplyr->realtime < ((hidetime+1)*TICRATE)))
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ST_drawRaceNum(hidetime*TICRATE - stplyr->realtime);
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// Time limit?
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if ((gametyperules & GTR_TIMELIMIT) && cv_timelimit.value && timelimitintics > 0)
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{
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if (timelimitintics > stplyr->realtime)
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{
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tics = (timelimitintics - stplyr->realtime);
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if (tics < 3*TICRATE)
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ST_drawRaceNum(tics);
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tics += (TICRATE-1); // match the race num
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}
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else // Overtime!
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tics = 0;
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downwards = true;
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}
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// Post-hidetime normal.
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else if (gametyperules & GTR_STARTCOUNTDOWN)
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tics = stplyr->realtime - hidetime*TICRATE;
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// "Shadow! What are you doing? Hurry and get back here
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// right now before the island blows up with you on it!"
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// "Blows up??" *awkward silence* "I've got to get outta
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// here and find Amy and Tails right away!"
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else if (mapheaderinfo[gamemap-1]->countdown)
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{
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tics = countdowntimer;
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downwards = true;
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}
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// Normal.
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else
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tics = stplyr->realtime;
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}
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minutes = G_TicsToMinutes(tics, true);
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seconds = G_TicsToSeconds(tics);
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tictrn = G_TicsToCentiseconds(tics);
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}
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if (F_GetPromptHideHud(hudinfo[HUD_TIME].y))
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return;
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downwards = (downwards && (tics < 30*TICRATE) && (leveltime/5 & 1) && !stoppedclock); // overtime?
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// TIME:
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ST_DrawPatchFromHud(HUD_TIME, (downwards ? sboredtime : sbotime), V_HUDTRANS);
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if (downwards) // overtime!
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return;
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if (cv_timetic.value == 3) // Tics only -- how simple is this?
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ST_DrawNumFromHud(HUD_SECONDS, tics, V_HUDTRANS);
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else
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{
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ST_DrawNumFromHud(HUD_MINUTES, minutes, V_HUDTRANS); // Minutes
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ST_DrawPatchFromHud(HUD_TIMECOLON, sbocolon, V_HUDTRANS); // Colon
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ST_DrawPadNumFromHud(HUD_SECONDS, seconds, 2, V_HUDTRANS); // Seconds
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if (cv_timetic.value == 1 || cv_timetic.value == 2 || modeattacking) // there's not enough room for tics in splitscreen, don't even bother trying!
|
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{
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ST_DrawPatchFromHud(HUD_TIMETICCOLON, sboperiod, V_HUDTRANS); // Period
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ST_DrawPadNumFromHud(HUD_TICS, tictrn, 2, V_HUDTRANS); // Tics
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}
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}
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}
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static inline void ST_drawRings(void)
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{
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INT32 ringnum;
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|
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if (F_GetPromptHideHud(hudinfo[HUD_RINGS].y))
|
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return;
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ST_DrawPatchFromHud(HUD_RINGS, ((!stplyr->spectator && stplyr->rings <= 0 && leveltime/5 & 1) ? sboredrings : sborings), ((stplyr->spectator) ? V_HUDTRANSHALF : V_HUDTRANS));
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if (objectplacing)
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ringnum = op_currentdoomednum;
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else if (stplyr->rings < 0 || stplyr->spectator || stplyr->playerstate == PST_REBORN)
|
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ringnum = 0;
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else
|
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ringnum = stplyr->rings;
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if (cv_timetic.value == 2) // Yes, even in modeattacking
|
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ST_DrawNumFromHud(HUD_RINGSNUMTICS, ringnum, V_PERPLAYER|((stplyr->spectator) ? V_HUDTRANSHALF : V_HUDTRANS));
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else
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ST_DrawNumFromHud(HUD_RINGSNUM, ringnum, V_PERPLAYER|((stplyr->spectator) ? V_HUDTRANSHALF : V_HUDTRANS));
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}
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|
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static void ST_drawLivesArea(void)
|
|
{
|
|
INT32 v_colmap = V_YELLOWMAP, livescount;
|
|
boolean notgreyedout;
|
|
|
|
if (!stplyr->skincolor)
|
|
return; // Just joined a server, skin isn't loaded yet!
|
|
|
|
if (F_GetPromptHideHud(hudinfo[HUD_LIVES].y))
|
|
return;
|
|
|
|
// face background
|
|
V_DrawSmallScaledPatch(hudinfo[HUD_LIVES].x, hudinfo[HUD_LIVES].y,
|
|
hudinfo[HUD_LIVES].f|V_PERPLAYER|V_HUDTRANS, livesback);
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|
|
// face
|
|
if (stplyr->spectator)
|
|
{
|
|
// spectator face
|
|
UINT8 *colormap = R_GetTranslationColormap(stplyr->skin, SKINCOLOR_CLOUDY, GTC_CACHE);
|
|
V_DrawSmallMappedPatch(hudinfo[HUD_LIVES].x, hudinfo[HUD_LIVES].y,
|
|
hudinfo[HUD_LIVES].f|V_PERPLAYER|V_HUDTRANSHALF, faceprefix[stplyr->skin], colormap);
|
|
}
|
|
else if (stplyr->mo && stplyr->mo->color)
|
|
{
|
|
// skincolor face/super
|
|
UINT8 *colormap = R_GetTranslationColormap(stplyr->skin, stplyr->mo->color, GTC_CACHE);
|
|
patch_t *face = faceprefix[stplyr->skin];
|
|
if (stplyr->powers[pw_super])
|
|
face = superprefix[stplyr->skin];
|
|
V_DrawSmallMappedPatch(hudinfo[HUD_LIVES].x, hudinfo[HUD_LIVES].y,
|
|
hudinfo[HUD_LIVES].f|V_PERPLAYER|V_HUDTRANS, face, colormap);
|
|
if (st_translucency == 10 && stplyr->powers[pw_super] == 1 && stplyr->mo->tracer)
|
|
{
|
|
INT32 v_supertrans = (stplyr->mo->tracer->frame & FF_TRANSMASK) >> FF_TRANSSHIFT;
|
|
if (v_supertrans < 10)
|
|
{
|
|
v_supertrans <<= V_ALPHASHIFT;
|
|
colormap = R_GetTranslationColormap(stplyr->skin, stplyr->mo->tracer->color, GTC_CACHE);
|
|
V_DrawSmallMappedPatch(hudinfo[HUD_LIVES].x, hudinfo[HUD_LIVES].y,
|
|
hudinfo[HUD_LIVES].f|V_PERPLAYER|v_supertrans, face, colormap);
|
|
}
|
|
}
|
|
}
|
|
else if (stplyr->skincolor)
|
|
{
|
|
// skincolor face
|
|
UINT8 *colormap = R_GetTranslationColormap(stplyr->skin, stplyr->skincolor, GTC_CACHE);
|
|
V_DrawSmallMappedPatch(hudinfo[HUD_LIVES].x, hudinfo[HUD_LIVES].y,
|
|
hudinfo[HUD_LIVES].f|V_PERPLAYER|V_HUDTRANS, faceprefix[stplyr->skin], colormap);
|
|
}
|
|
|
|
// Metal Sonic recording
|
|
if (metalrecording)
|
|
{
|
|
if (((2*leveltime)/TICRATE) & 1)
|
|
V_DrawRightAlignedString(hudinfo[HUD_LIVES].x+58, hudinfo[HUD_LIVES].y+8,
|
|
hudinfo[HUD_LIVES].f|V_PERPLAYER|V_REDMAP|V_HUDTRANS, "REC");
|
|
}
|
|
// Spectator
|
|
else if (stplyr->spectator)
|
|
v_colmap = V_GRAYMAP;
|
|
// Tag
|
|
else if (gametyperules & GTR_TAG)
|
|
{
|
|
if (stplyr->pflags & PF_TAGIT)
|
|
{
|
|
V_DrawRightAlignedString(hudinfo[HUD_LIVES].x+58, hudinfo[HUD_LIVES].y+8, V_HUDTRANS|hudinfo[HUD_LIVES].f|V_PERPLAYER, "IT!");
|
|
v_colmap = V_ORANGEMAP;
|
|
}
|
|
}
|
|
// Team name
|
|
else if (G_GametypeHasTeams())
|
|
{
|
|
if (stplyr->ctfteam == 1)
|
|
{
|
|
V_DrawRightAlignedString(hudinfo[HUD_LIVES].x+58, hudinfo[HUD_LIVES].y+8, V_HUDTRANS|hudinfo[HUD_LIVES].f|V_PERPLAYER, "RED");
|
|
v_colmap = V_REDMAP;
|
|
}
|
|
else if (stplyr->ctfteam == 2)
|
|
{
|
|
V_DrawRightAlignedString(hudinfo[HUD_LIVES].x+58, hudinfo[HUD_LIVES].y+8, V_HUDTRANS|hudinfo[HUD_LIVES].f|V_PERPLAYER, "BLUE");
|
|
v_colmap = V_BLUEMAP;
|
|
}
|
|
}
|
|
// Lives number
|
|
else
|
|
{
|
|
boolean candrawlives = true;
|
|
|
|
// Co-op and Competition, normal life counter
|
|
if (G_GametypeUsesLives())
|
|
{
|
|
// Handle cooplives here
|
|
if ((netgame || multiplayer) && G_GametypeUsesCoopLives() && cv_cooplives.value == 3)
|
|
{
|
|
INT32 i;
|
|
livescount = 0;
|
|
notgreyedout = (stplyr->lives > 0);
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
if (players[i].lives < 1)
|
|
continue;
|
|
|
|
if (players[i].lives > 1)
|
|
notgreyedout = true;
|
|
|
|
if (players[i].lives == INFLIVES)
|
|
{
|
|
livescount = INFLIVES;
|
|
break;
|
|
}
|
|
else if (livescount < 99)
|
|
livescount += (players[i].lives);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
livescount = (((netgame || multiplayer) && G_GametypeUsesCoopLives() && cv_cooplives.value == 0) ? INFLIVES : stplyr->lives);
|
|
notgreyedout = true;
|
|
}
|
|
}
|
|
// Infinity symbol (Race)
|
|
else if (G_PlatformGametype() && !(gametyperules & GTR_LIVES))
|
|
{
|
|
livescount = INFLIVES;
|
|
notgreyedout = true;
|
|
}
|
|
// Otherwise nothing, sorry.
|
|
// Special Stages keep not showing lives,
|
|
// as G_GametypeUsesLives() returns false in
|
|
// Special Stages, and the infinity symbol
|
|
// cannot show up because Special Stages
|
|
// still have the GTR_LIVES gametype rule
|
|
// by default.
|
|
else
|
|
candrawlives = false;
|
|
|
|
// Draw the lives counter here.
|
|
if (candrawlives)
|
|
{
|
|
// x
|
|
V_DrawScaledPatch(hudinfo[HUD_LIVES].x+22, hudinfo[HUD_LIVES].y+10, hudinfo[HUD_LIVES].f|V_PERPLAYER|V_HUDTRANS, stlivex);
|
|
if (livescount == INFLIVES)
|
|
V_DrawCharacter(hudinfo[HUD_LIVES].x+50, hudinfo[HUD_LIVES].y+8,
|
|
'\x16' | 0x80 | hudinfo[HUD_LIVES].f|V_PERPLAYER|V_HUDTRANS, false);
|
|
else
|
|
{
|
|
if (stplyr->playerstate == PST_DEAD && !(stplyr->spectator) && (livescount || stplyr->deadtimer < (TICRATE<<1)) && !(stplyr->pflags & PF_FINISHED))
|
|
livescount++;
|
|
if (livescount > 99)
|
|
livescount = 99;
|
|
V_DrawRightAlignedString(hudinfo[HUD_LIVES].x+58, hudinfo[HUD_LIVES].y+8,
|
|
hudinfo[HUD_LIVES].f|V_PERPLAYER|(notgreyedout ? V_HUDTRANS : V_HUDTRANSHALF), va("%d",livescount));
|
|
}
|
|
}
|
|
#undef ST_drawLivesX
|
|
}
|
|
|
|
// name
|
|
v_colmap |= (V_HUDTRANS|hudinfo[HUD_LIVES].f|V_PERPLAYER);
|
|
if (strlen(skins[stplyr->skin].hudname) <= 5)
|
|
V_DrawRightAlignedString(hudinfo[HUD_LIVES].x+58, hudinfo[HUD_LIVES].y, v_colmap, skins[stplyr->skin].hudname);
|
|
else if (V_StringWidth(skins[stplyr->skin].hudname, v_colmap) <= 48)
|
|
V_DrawString(hudinfo[HUD_LIVES].x+18, hudinfo[HUD_LIVES].y, v_colmap, skins[stplyr->skin].hudname);
|
|
else if (V_ThinStringWidth(skins[stplyr->skin].hudname, v_colmap) <= 40)
|
|
V_DrawRightAlignedThinString(hudinfo[HUD_LIVES].x+58, hudinfo[HUD_LIVES].y, v_colmap, skins[stplyr->skin].hudname);
|
|
else
|
|
V_DrawThinString(hudinfo[HUD_LIVES].x+18, hudinfo[HUD_LIVES].y, v_colmap, skins[stplyr->skin].hudname);
|
|
|
|
// Power Stones collected
|
|
if (G_RingSlingerGametype() && LUA_HudEnabled(hud_powerstones))
|
|
{
|
|
INT32 workx = hudinfo[HUD_LIVES].x+1, j;
|
|
if ((leveltime & 1) && stplyr->powers[pw_invulnerability] && (stplyr->powers[pw_sneakers] == stplyr->powers[pw_invulnerability])) // hack; extremely unlikely to be activated unintentionally
|
|
{
|
|
for (j = 0; j < 7; ++j) // "super" indicator
|
|
{
|
|
V_DrawScaledPatch(workx, hudinfo[HUD_LIVES].y-9, V_HUDTRANS|hudinfo[HUD_LIVES].f|V_PERPLAYER, emeraldpics[1][j]);
|
|
workx += 8;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (j = 0; j < 7; ++j) // powerstones
|
|
{
|
|
if (stplyr->powers[pw_emeralds] & (1 << j))
|
|
V_DrawScaledPatch(workx, hudinfo[HUD_LIVES].y-9, V_HUDTRANS|hudinfo[HUD_LIVES].f|V_PERPLAYER, emeraldpics[1][j]);
|
|
workx += 8;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ST_drawInput(void)
|
|
{
|
|
const INT32 accent = V_SNAPTOLEFT|V_SNAPTOBOTTOM|(stplyr->skincolor ? Color_Index[stplyr->skincolor-1][4] : 0);
|
|
INT32 col;
|
|
UINT8 offs;
|
|
|
|
INT32 x = hudinfo[HUD_LIVES].x, y = hudinfo[HUD_LIVES].y;
|
|
|
|
if (stplyr->powers[pw_carry] == CR_NIGHTSMODE)
|
|
y -= 16;
|
|
|
|
if (F_GetPromptHideHud(y))
|
|
return;
|
|
|
|
// O backing
|
|
V_DrawFill(x, y-1, 16, 16, hudinfo[HUD_LIVES].f|20);
|
|
V_DrawFill(x, y+15, 16, 1, hudinfo[HUD_LIVES].f|29);
|
|
|
|
if (cv_showinputjoy.value) // joystick render!
|
|
{
|
|
/*V_DrawFill(x , y , 16, 1, hudinfo[HUD_LIVES].f|16);
|
|
V_DrawFill(x , y+15, 16, 1, hudinfo[HUD_LIVES].f|16);
|
|
V_DrawFill(x , y+ 1, 1, 14, hudinfo[HUD_LIVES].f|16);
|
|
V_DrawFill(x+15, y+ 1, 1, 14, hudinfo[HUD_LIVES].f|16); -- red's outline*/
|
|
if (stplyr->cmd.sidemove || stplyr->cmd.forwardmove)
|
|
{
|
|
// joystick hole
|
|
V_DrawFill(x+5, y+4, 6, 6, hudinfo[HUD_LIVES].f|29);
|
|
// joystick top
|
|
V_DrawFill(x+3+stplyr->cmd.sidemove/12,
|
|
y+2-stplyr->cmd.forwardmove/12,
|
|
10, 10, hudinfo[HUD_LIVES].f|29);
|
|
V_DrawFill(x+3+stplyr->cmd.sidemove/9,
|
|
y+1-stplyr->cmd.forwardmove/9,
|
|
10, 10, accent);
|
|
}
|
|
else
|
|
{
|
|
// just a limited, greyed out joystick top
|
|
V_DrawFill(x+3, y+11, 10, 1, hudinfo[HUD_LIVES].f|29);
|
|
V_DrawFill(x+3,
|
|
y+1,
|
|
10, 10, hudinfo[HUD_LIVES].f|16);
|
|
}
|
|
}
|
|
else // arrows!
|
|
{
|
|
// <
|
|
if (stplyr->cmd.sidemove < 0)
|
|
{
|
|
offs = 0;
|
|
col = accent;
|
|
}
|
|
else
|
|
{
|
|
offs = 1;
|
|
col = hudinfo[HUD_LIVES].f|16;
|
|
V_DrawFill(x- 2, y+10, 6, 1, hudinfo[HUD_LIVES].f|29);
|
|
V_DrawFill(x+ 4, y+ 9, 1, 1, hudinfo[HUD_LIVES].f|29);
|
|
V_DrawFill(x+ 5, y+ 8, 1, 1, hudinfo[HUD_LIVES].f|29);
|
|
}
|
|
V_DrawFill(x- 2, y+ 5-offs, 6, 6, col);
|
|
V_DrawFill(x+ 4, y+ 6-offs, 1, 4, col);
|
|
V_DrawFill(x+ 5, y+ 7-offs, 1, 2, col);
|
|
|
|
// ^
|
|
if (stplyr->cmd.forwardmove > 0)
|
|
{
|
|
offs = 0;
|
|
col = accent;
|
|
}
|
|
else
|
|
{
|
|
offs = 1;
|
|
col = hudinfo[HUD_LIVES].f|16;
|
|
V_DrawFill(x+ 5, y+ 3, 1, 1, hudinfo[HUD_LIVES].f|29);
|
|
V_DrawFill(x+ 6, y+ 4, 1, 1, hudinfo[HUD_LIVES].f|29);
|
|
V_DrawFill(x+ 7, y+ 5, 2, 1, hudinfo[HUD_LIVES].f|29);
|
|
V_DrawFill(x+ 9, y+ 4, 1, 1, hudinfo[HUD_LIVES].f|29);
|
|
V_DrawFill(x+10, y+ 3, 1, 1, hudinfo[HUD_LIVES].f|29);
|
|
}
|
|
V_DrawFill(x+ 5, y- 2-offs, 6, 6, col);
|
|
V_DrawFill(x+ 6, y+ 4-offs, 4, 1, col);
|
|
V_DrawFill(x+ 7, y+ 5-offs, 2, 1, col);
|
|
|
|
// >
|
|
if (stplyr->cmd.sidemove > 0)
|
|
{
|
|
offs = 0;
|
|
col = accent;
|
|
}
|
|
else
|
|
{
|
|
offs = 1;
|
|
col = hudinfo[HUD_LIVES].f|16;
|
|
V_DrawFill(x+12, y+10, 6, 1, hudinfo[HUD_LIVES].f|29);
|
|
V_DrawFill(x+11, y+ 9, 1, 1, hudinfo[HUD_LIVES].f|29);
|
|
V_DrawFill(x+10, y+ 8, 1, 1, hudinfo[HUD_LIVES].f|29);
|
|
}
|
|
V_DrawFill(x+12, y+ 5-offs, 6, 6, col);
|
|
V_DrawFill(x+11, y+ 6-offs, 1, 4, col);
|
|
V_DrawFill(x+10, y+ 7-offs, 1, 2, col);
|
|
|
|
// v
|
|
if (stplyr->cmd.forwardmove < 0)
|
|
{
|
|
offs = 0;
|
|
col = accent;
|
|
}
|
|
else
|
|
{
|
|
offs = 1;
|
|
col = hudinfo[HUD_LIVES].f|16;
|
|
V_DrawFill(x+ 5, y+17, 6, 1, hudinfo[HUD_LIVES].f|29);
|
|
}
|
|
V_DrawFill(x+ 5, y+12-offs, 6, 6, col);
|
|
V_DrawFill(x+ 6, y+11-offs, 4, 1, col);
|
|
V_DrawFill(x+ 7, y+10-offs, 2, 1, col);
|
|
}
|
|
|
|
#define drawbutt(xoffs, yoffs, butt, symb)\
|
|
if (stplyr->cmd.buttons & butt)\
|
|
{\
|
|
offs = 0;\
|
|
col = accent;\
|
|
}\
|
|
else\
|
|
{\
|
|
offs = 1;\
|
|
col = hudinfo[HUD_LIVES].f|16;\
|
|
V_DrawFill(x+16+(xoffs), y+9+(yoffs), 10, 1, hudinfo[HUD_LIVES].f|29);\
|
|
}\
|
|
V_DrawFill(x+16+(xoffs), y+(yoffs)-offs, 10, 10, col);\
|
|
V_DrawCharacter(x+16+1+(xoffs), y+1+(yoffs)-offs, hudinfo[HUD_LIVES].f|symb, false)
|
|
|
|
drawbutt( 4,-3, BT_JUMP, 'J');
|
|
drawbutt(15,-3, BT_USE, 'S');
|
|
|
|
V_DrawFill(x+16+4, y+8, 21, 10, hudinfo[HUD_LIVES].f|20); // sundial backing
|
|
if (stplyr->mo)
|
|
{
|
|
UINT8 i, precision;
|
|
angle_t ang = (stplyr->powers[pw_carry] == CR_NIGHTSMODE)
|
|
? (FixedAngle((stplyr->flyangle-90)<<FRACBITS)>>ANGLETOFINESHIFT)
|
|
: (stplyr->mo->angle - R_PointToAngle(stplyr->mo->x, stplyr->mo->y))>>ANGLETOFINESHIFT;
|
|
fixed_t xcomp = FINESINE(ang)>>13;
|
|
fixed_t ycomp = FINECOSINE(ang)>>14;
|
|
if (ycomp == 4)
|
|
ycomp = 3;
|
|
|
|
if (ycomp > 0)
|
|
V_DrawFill(x+16+13-xcomp, y+11-ycomp, 3, 3, accent); // point (behind)
|
|
|
|
precision = max(3, abs(xcomp));
|
|
for (i = 0; i < precision; i++) // line
|
|
{
|
|
V_DrawFill(x+16+14-(i*xcomp)/precision,
|
|
y+12-(i*ycomp)/precision,
|
|
1, 1, hudinfo[HUD_LIVES].f|16);
|
|
}
|
|
|
|
if (ycomp <= 0)
|
|
V_DrawFill(x+16+13-xcomp, y+11-ycomp, 3, 3, accent); // point (in front)
|
|
}
|
|
|
|
#undef drawbutt
|
|
|
|
// text above
|
|
x -= 2;
|
|
y -= 13;
|
|
if (stplyr->powers[pw_carry] != CR_NIGHTSMODE)
|
|
{
|
|
if (stplyr->pflags & PF_AUTOBRAKE)
|
|
{
|
|
V_DrawThinString(x, y,
|
|
hudinfo[HUD_LIVES].f|
|
|
((!stplyr->powers[pw_carry]
|
|
&& (stplyr->pflags & PF_APPLYAUTOBRAKE)
|
|
&& !(stplyr->cmd.sidemove || stplyr->cmd.forwardmove)
|
|
&& (stplyr->rmomx || stplyr->rmomy)
|
|
&& (!stplyr->capsule || (stplyr->capsule->reactiontime != (stplyr-players)+1)))
|
|
? 0 : V_GRAYMAP),
|
|
"AUTOBRAKE");
|
|
y -= 8;
|
|
}
|
|
switch (P_ControlStyle(stplyr))
|
|
{
|
|
case CS_LMAOGALOG:
|
|
V_DrawThinString(x, y, hudinfo[HUD_LIVES].f, "ANALOG");
|
|
y -= 8;
|
|
break;
|
|
|
|
case CS_SIMPLE:
|
|
V_DrawThinString(x, y, hudinfo[HUD_LIVES].f, "SIMPLE");
|
|
y -= 8;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
if (!demosynced) // should always be last, so it doesn't push anything else around
|
|
V_DrawThinString(x, y, hudinfo[HUD_LIVES].f|((leveltime & 4) ? V_YELLOWMAP : V_REDMAP), "BAD DEMO!!");
|
|
}
|
|
|
|
static patch_t *lt_patches[3];
|
|
static INT32 lt_scroll = 0;
|
|
static INT32 lt_mom = 0;
|
|
static INT32 lt_zigzag = 0;
|
|
|
|
tic_t lt_ticker = 0, lt_lasttic = 0;
|
|
tic_t lt_exitticker = 0, lt_endtime = 0;
|
|
|
|
//
|
|
// Load the graphics for the title card.
|
|
// Don't let LJ see this
|
|
//
|
|
static void ST_cacheLevelTitle(void)
|
|
{
|
|
#define SETPATCH(default, warning, custom, idx) \
|
|
{ \
|
|
lumpnum_t patlumpnum = LUMPERROR; \
|
|
if (mapheaderinfo[gamemap-1]->custom[0] != '\0') \
|
|
{ \
|
|
patlumpnum = W_CheckNumForName(mapheaderinfo[gamemap-1]->custom); \
|
|
if (patlumpnum != LUMPERROR) \
|
|
lt_patches[idx] = (patch_t *)W_CachePatchNum(patlumpnum, PU_HUDGFX); \
|
|
} \
|
|
if (patlumpnum == LUMPERROR) \
|
|
{ \
|
|
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_WARNINGTITLE)) \
|
|
lt_patches[idx] = (patch_t *)W_CachePatchName(default, PU_HUDGFX); \
|
|
else \
|
|
lt_patches[idx] = (patch_t *)W_CachePatchName(warning, PU_HUDGFX); \
|
|
} \
|
|
}
|
|
|
|
SETPATCH("LTACTBLU", "LTACTRED", ltactdiamond, 0)
|
|
SETPATCH("LTZIGZAG", "LTZIGRED", ltzzpatch, 1)
|
|
SETPATCH("LTZZTEXT", "LTZZWARN", ltzztext, 2)
|
|
|
|
#undef SETPATCH
|
|
}
|
|
|
|
//
|
|
// Start the title card.
|
|
//
|
|
void ST_startTitleCard(void)
|
|
{
|
|
// cache every HUD patch used
|
|
ST_cacheLevelTitle();
|
|
|
|
// initialize HUD variables
|
|
lt_ticker = lt_exitticker = lt_lasttic = 0;
|
|
lt_endtime = 2*TICRATE + (10*NEWTICRATERATIO);
|
|
lt_scroll = BASEVIDWIDTH * FRACUNIT;
|
|
lt_zigzag = -((lt_patches[1])->width * FRACUNIT);
|
|
lt_mom = 0;
|
|
}
|
|
|
|
//
|
|
// What happens before drawing the title card.
|
|
// Which is just setting the HUD translucency.
|
|
//
|
|
void ST_preDrawTitleCard(void)
|
|
{
|
|
if (!G_IsTitleCardAvailable())
|
|
return;
|
|
|
|
if (lt_ticker >= (lt_endtime + TICRATE))
|
|
return;
|
|
|
|
if (!lt_exitticker)
|
|
st_translucency = 0;
|
|
else
|
|
st_translucency = max(0, min((INT32)lt_exitticker-4, cv_translucenthud.value));
|
|
}
|
|
|
|
//
|
|
// Run the title card.
|
|
// Called from ST_Ticker.
|
|
//
|
|
void ST_runTitleCard(void)
|
|
{
|
|
boolean run = !(paused || P_AutoPause());
|
|
|
|
if (!G_IsTitleCardAvailable())
|
|
return;
|
|
|
|
if (lt_ticker >= (lt_endtime + TICRATE))
|
|
return;
|
|
|
|
if (run || (lt_ticker < PRELEVELTIME))
|
|
{
|
|
// tick
|
|
lt_ticker++;
|
|
if (lt_ticker >= lt_endtime)
|
|
lt_exitticker++;
|
|
|
|
// scroll to screen (level title)
|
|
if (!lt_exitticker)
|
|
{
|
|
if (abs(lt_scroll) > FRACUNIT)
|
|
lt_scroll -= (lt_scroll>>2);
|
|
else
|
|
lt_scroll = 0;
|
|
}
|
|
// scroll away from screen (level title)
|
|
else
|
|
{
|
|
lt_mom -= FRACUNIT*6;
|
|
lt_scroll += lt_mom;
|
|
}
|
|
|
|
// scroll to screen (zigzag)
|
|
if (!lt_exitticker)
|
|
{
|
|
if (abs(lt_zigzag) > FRACUNIT)
|
|
lt_zigzag -= (lt_zigzag>>2);
|
|
else
|
|
lt_zigzag = 0;
|
|
}
|
|
// scroll away from screen (zigzag)
|
|
else
|
|
lt_zigzag += lt_mom;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Draw the title card itself.
|
|
//
|
|
void ST_drawTitleCard(void)
|
|
{
|
|
char *lvlttl = mapheaderinfo[gamemap-1]->lvlttl;
|
|
char *subttl = mapheaderinfo[gamemap-1]->subttl;
|
|
INT32 actnum = mapheaderinfo[gamemap-1]->actnum;
|
|
INT32 lvlttlxpos, ttlnumxpos, zonexpos;
|
|
INT32 subttlxpos = BASEVIDWIDTH/2;
|
|
INT32 ttlscroll = FixedInt(lt_scroll);
|
|
INT32 zzticker;
|
|
patch_t *actpat, *zigzag, *zztext;
|
|
UINT8 colornum;
|
|
const UINT8 *colormap;
|
|
stplyr = &players[consoleplayer];
|
|
|
|
if (stplyr->skincolor)
|
|
colornum = stplyr->skincolor;
|
|
else
|
|
colornum = cv_playercolor.value;
|
|
|
|
colormap = R_GetTranslationColormap(TC_DEFAULT, colornum, GTC_CACHE);
|
|
|
|
if (!G_IsTitleCardAvailable())
|
|
return;
|
|
|
|
if (!LUA_HudEnabled(hud_stagetitle))
|
|
goto luahook;
|
|
|
|
if (lt_ticker >= (lt_endtime + TICRATE))
|
|
goto luahook;
|
|
|
|
if ((lt_ticker-lt_lasttic) > 1)
|
|
lt_ticker = lt_lasttic+1;
|
|
|
|
ST_cacheLevelTitle();
|
|
actpat = lt_patches[0];
|
|
zigzag = lt_patches[1];
|
|
zztext = lt_patches[2];
|
|
|
|
lvlttlxpos = ((BASEVIDWIDTH/2) - (V_LevelNameWidth(lvlttl)/2));
|
|
|
|
if (actnum > 0)
|
|
lvlttlxpos -= V_LevelActNumWidth(actnum);
|
|
|
|
ttlnumxpos = lvlttlxpos + V_LevelNameWidth(lvlttl);
|
|
zonexpos = ttlnumxpos - V_LevelNameWidth(M_GetText("Zone"));
|
|
ttlnumxpos++;
|
|
|
|
if (lvlttlxpos < 0)
|
|
lvlttlxpos = 0;
|
|
|
|
if (!splitscreen || (splitscreen && stplyr == &players[displayplayer]))
|
|
{
|
|
zzticker = lt_ticker;
|
|
V_DrawMappedPatch(FixedInt(lt_zigzag), (-zzticker) % zigzag->height, V_SNAPTOTOP|V_SNAPTOLEFT, zigzag, colormap);
|
|
V_DrawMappedPatch(FixedInt(lt_zigzag), (zigzag->height-zzticker) % zigzag->height, V_SNAPTOTOP|V_SNAPTOLEFT, zigzag, colormap);
|
|
V_DrawMappedPatch(FixedInt(lt_zigzag), (-zigzag->height+zzticker) % zztext->height, V_SNAPTOTOP|V_SNAPTOLEFT, zztext, colormap);
|
|
V_DrawMappedPatch(FixedInt(lt_zigzag), (zzticker) % zztext->height, V_SNAPTOTOP|V_SNAPTOLEFT, zztext, colormap);
|
|
}
|
|
|
|
if (actnum)
|
|
{
|
|
if (!splitscreen)
|
|
V_DrawMappedPatch(ttlnumxpos + ttlscroll, 104 - ttlscroll, 0, actpat, colormap);
|
|
V_DrawLevelActNum(ttlnumxpos + ttlscroll, 104, V_PERPLAYER, actnum);
|
|
}
|
|
|
|
V_DrawLevelTitle(lvlttlxpos - ttlscroll, 80, V_PERPLAYER, lvlttl);
|
|
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE))
|
|
V_DrawLevelTitle(zonexpos + ttlscroll, 104, V_PERPLAYER, M_GetText("Zone"));
|
|
V_DrawCenteredString(subttlxpos - ttlscroll, 135, V_PERPLAYER|V_ALLOWLOWERCASE, subttl);
|
|
|
|
lt_lasttic = lt_ticker;
|
|
|
|
luahook:
|
|
LUAh_TitleCardHUD(stplyr);
|
|
}
|
|
|
|
//
|
|
// Drawer for G_PreLevelTitleCard.
|
|
//
|
|
void ST_preLevelTitleCardDrawer(void)
|
|
{
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
|
|
ST_drawWipeTitleCard();
|
|
I_OsPolling();
|
|
I_UpdateNoBlit();
|
|
}
|
|
|
|
//
|
|
// Draw the title card while on a wipe.
|
|
// Also used in G_PreLevelTitleCard.
|
|
//
|
|
void ST_drawWipeTitleCard(void)
|
|
{
|
|
stplyr = &players[consoleplayer];
|
|
ST_preDrawTitleCard();
|
|
ST_drawTitleCard();
|
|
if (splitscreen)
|
|
{
|
|
stplyr = &players[secondarydisplayplayer];
|
|
ST_preDrawTitleCard();
|
|
ST_drawTitleCard();
|
|
}
|
|
}
|
|
|
|
static void ST_drawPowerupHUD(void)
|
|
{
|
|
patch_t *p = NULL;
|
|
UINT16 invulntime = 0;
|
|
INT32 offs = hudinfo[HUD_POWERUPS].x;
|
|
const UINT8 q = ((splitscreen && stplyr == &players[secondarydisplayplayer]) ? 1 : 0);
|
|
static INT32 flagoffs[2] = {0, 0}, shieldoffs[2] = {0, 0}, finishoffs[2] = {0, 0};
|
|
#define ICONSEP (16+4) // matches weapon rings HUD
|
|
|
|
if (F_GetPromptHideHud(hudinfo[HUD_POWERUPS].y))
|
|
return;
|
|
|
|
if (stplyr->spectator || stplyr->playerstate != PST_LIVE)
|
|
return;
|
|
|
|
// ---------
|
|
// Finish icon
|
|
// ---------
|
|
|
|
// Let's have a power-like icon to represent finishing the level!
|
|
if (stplyr->pflags & PF_FINISHED && cv_exitmove.value)
|
|
{
|
|
finishoffs[q] = ICONSEP;
|
|
V_DrawSmallScaledPatch(offs, hudinfo[HUD_POWERUPS].y, V_PERPLAYER|hudinfo[HUD_POWERUPS].f|V_HUDTRANS, fnshico);
|
|
}
|
|
else if (finishoffs[q])
|
|
{
|
|
if (finishoffs[q] > 1)
|
|
finishoffs[q] = 2*finishoffs[q]/3;
|
|
else
|
|
finishoffs[q] = 0;
|
|
}
|
|
|
|
offs -= finishoffs[q];
|
|
|
|
// -------
|
|
// Shields
|
|
// -------
|
|
|
|
// Graue 06-18-2004: no V_NOSCALESTART, no SCX, no SCY, snap to right
|
|
if (stplyr->powers[pw_shield] & SH_NOSTACK)
|
|
{
|
|
shieldoffs[q] = ICONSEP;
|
|
|
|
if ((stplyr->powers[pw_shield] & SH_NOSTACK & ~SH_FORCEHP) == SH_FORCE)
|
|
{
|
|
UINT8 i, max = (stplyr->powers[pw_shield] & SH_FORCEHP);
|
|
for (i = 0; i <= max; i++)
|
|
{
|
|
V_DrawSmallScaledPatch(offs-(i<<1), hudinfo[HUD_POWERUPS].y-(i<<1), (V_PERPLAYER|hudinfo[HUD_POWERUPS].f)|((i == max) ? V_HUDTRANS : V_HUDTRANSHALF), forceshield);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (stplyr->powers[pw_shield] & SH_NOSTACK)
|
|
{
|
|
case SH_WHIRLWIND: p = jumpshield; break;
|
|
case SH_ELEMENTAL: p = watershield; break;
|
|
case SH_ARMAGEDDON: p = bombshield; break;
|
|
case SH_ATTRACT: p = ringshield; break;
|
|
case SH_PITY: p = pityshield; break;
|
|
case SH_PINK: p = pinkshield; break;
|
|
case SH_FLAMEAURA: p = flameshield; break;
|
|
case SH_BUBBLEWRAP: p = bubbleshield; break;
|
|
case SH_THUNDERCOIN: p = thundershield; break;
|
|
default: break;
|
|
}
|
|
|
|
if (p)
|
|
V_DrawSmallScaledPatch(offs, hudinfo[HUD_POWERUPS].y, V_PERPLAYER|hudinfo[HUD_POWERUPS].f|V_HUDTRANS, p);
|
|
}
|
|
}
|
|
else if (shieldoffs[q])
|
|
{
|
|
if (shieldoffs[q] > 1)
|
|
shieldoffs[q] = 2*shieldoffs[q]/3;
|
|
else
|
|
shieldoffs[q] = 0;
|
|
}
|
|
|
|
offs -= shieldoffs[q];
|
|
|
|
// ---------
|
|
// CTF flags
|
|
// ---------
|
|
|
|
// YOU have a flag. Display a monitor-like icon for it.
|
|
if (stplyr->gotflag)
|
|
{
|
|
flagoffs[q] = ICONSEP;
|
|
p = (stplyr->gotflag & GF_REDFLAG) ? gotrflag : gotbflag;
|
|
V_DrawSmallScaledPatch(offs, hudinfo[HUD_POWERUPS].y, V_PERPLAYER|hudinfo[HUD_POWERUPS].f|V_HUDTRANS, p);
|
|
}
|
|
else if (flagoffs[q])
|
|
{
|
|
if (flagoffs[q] > 1)
|
|
flagoffs[q] = 2*flagoffs[q]/3;
|
|
else
|
|
flagoffs[q] = 0;
|
|
}
|
|
|
|
offs -= flagoffs[q];
|
|
|
|
// --------------------
|
|
// Timer-based powerups
|
|
// --------------------
|
|
|
|
#define DRAWTIMERICON(patch, timer) \
|
|
V_DrawSmallScaledPatch(offs, hudinfo[HUD_POWERUPS].y, V_PERPLAYER|hudinfo[HUD_POWERUPS].f|V_HUDTRANS, patch); \
|
|
V_DrawRightAlignedThinString(offs + 16, hudinfo[HUD_POWERUPS].y + 8, V_PERPLAYER|hudinfo[HUD_POWERUPS].f, va("%d", timer/TICRATE));
|
|
|
|
// Invincibility, both from monitor and after being hit
|
|
invulntime = stplyr->powers[pw_flashing] ? stplyr->powers[pw_flashing] : stplyr->powers[pw_invulnerability];
|
|
// Note: pw_flashing always makes the icon flicker regardless of time, unlike pw_invulnerability
|
|
if (stplyr->powers[pw_invulnerability] > 3*TICRATE || (invulntime && leveltime & 1))
|
|
{
|
|
DRAWTIMERICON(invincibility, invulntime)
|
|
}
|
|
|
|
if (invulntime > 7)
|
|
offs -= ICONSEP;
|
|
else
|
|
{
|
|
UINT8 a = ICONSEP, b = 7-invulntime;
|
|
while (b--)
|
|
a = 2*a/3;
|
|
offs -= a;
|
|
}
|
|
|
|
// Super Sneakers
|
|
if (stplyr->powers[pw_sneakers] > 3*TICRATE || (stplyr->powers[pw_sneakers] && leveltime & 1))
|
|
{
|
|
DRAWTIMERICON(sneakers, stplyr->powers[pw_sneakers])
|
|
}
|
|
|
|
if (stplyr->powers[pw_sneakers] > 7)
|
|
offs -= ICONSEP;
|
|
else
|
|
{
|
|
UINT8 a = ICONSEP, b = 7-stplyr->powers[pw_sneakers];
|
|
while (b--)
|
|
a = 2*a/3;
|
|
offs -= a;
|
|
}
|
|
|
|
// Gravity Boots
|
|
if (stplyr->powers[pw_gravityboots] > 3*TICRATE || (stplyr->powers[pw_gravityboots] && leveltime & 1))
|
|
{
|
|
DRAWTIMERICON(gravboots, stplyr->powers[pw_gravityboots])
|
|
}
|
|
|
|
#undef DRAWTIMERICON
|
|
#undef ICONSEP
|
|
}
|
|
|
|
static void ST_drawFirstPersonHUD(void)
|
|
{
|
|
patch_t *p = NULL;
|
|
UINT32 airtime;
|
|
spriteframe_t *sprframe;
|
|
// If both air timers are active, use the air timer with the least time left
|
|
if (stplyr->powers[pw_underwater] && stplyr->powers[pw_spacetime])
|
|
airtime = min(stplyr->powers[pw_underwater], stplyr->powers[pw_spacetime]);
|
|
else // Use whichever one is active otherwise
|
|
airtime = (stplyr->powers[pw_spacetime]) ? stplyr->powers[pw_spacetime] : stplyr->powers[pw_underwater];
|
|
|
|
if (airtime < 1)
|
|
return; // No air timers are active, nothing would be drawn anyway
|
|
|
|
airtime--; // The original code was all n*TICRATE + 1, so let's remove 1 tic for simplicity
|
|
|
|
if (airtime > 11*TICRATE)
|
|
return; // Not time to draw any drown numbers yet
|
|
|
|
if (!((airtime > 10*TICRATE - 5)
|
|
|| (airtime <= 9*TICRATE && airtime > 8*TICRATE - 5)
|
|
|| (airtime <= 7*TICRATE && airtime > 6*TICRATE - 5)
|
|
|| (airtime <= 5*TICRATE && airtime > 4*TICRATE - 5)
|
|
|| (airtime <= 3*TICRATE && airtime > 2*TICRATE - 5)
|
|
|| (airtime <= 1*TICRATE)))
|
|
return; // Don't draw anything between numbers
|
|
|
|
if (!((airtime % 10) < 5))
|
|
return; // Keep in line with the flashing thing from third person.
|
|
|
|
airtime /= (2*TICRATE); // To be strictly accurate it'd need to be ((airtime/TICRATE) - 1)/2, but integer division rounds down for us
|
|
|
|
if (stplyr->charflags & SF_MACHINE)
|
|
airtime += 6; // Robots use different drown numbers
|
|
|
|
// Get the front angle patch for the frame
|
|
sprframe = &sprites[SPR_DRWN].spriteframes[airtime];
|
|
p = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
|
|
|
|
// Display the countdown drown numbers!
|
|
if (p && !F_GetPromptHideHud(60 - SHORT(p->topoffset)))
|
|
V_DrawScaledPatch((BASEVIDWIDTH/2) - (SHORT(p->width)/2) + SHORT(p->leftoffset), 60 - SHORT(p->topoffset),
|
|
V_PERPLAYER|V_PERPLAYER|V_TRANSLUCENT, p);
|
|
}
|
|
|
|
static void ST_drawNightsRecords(void)
|
|
{
|
|
INT32 aflag = V_PERPLAYER;
|
|
|
|
if (!stplyr->texttimer)
|
|
return;
|
|
|
|
if (stplyr->texttimer < TICRATE/2)
|
|
aflag |= (9 - 9*stplyr->texttimer/(TICRATE/2)) << V_ALPHASHIFT;
|
|
|
|
switch (stplyr->textvar)
|
|
{
|
|
case 1: // A "Bonus Time Start" by any other name...
|
|
{
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, 52, V_GREENMAP|aflag, M_GetText("GET TO THE GOAL!"));
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, 60, aflag, M_GetText("SCORE MULTIPLIER START!"));
|
|
|
|
if (stplyr->finishedtime)
|
|
{
|
|
V_DrawString(BASEVIDWIDTH/2 - 48, 140, aflag, "TIME:");
|
|
V_DrawString(BASEVIDWIDTH/2 - 48, 148, aflag, "BONUS:");
|
|
V_DrawRightAlignedString(BASEVIDWIDTH/2 + 48, 140, V_ORANGEMAP|aflag, va("%d", (stplyr->startedtime - stplyr->finishedtime)/TICRATE));
|
|
V_DrawRightAlignedString(BASEVIDWIDTH/2 + 48, 148, V_ORANGEMAP|aflag, va("%d", (stplyr->finishedtime/TICRATE) * 100));
|
|
}
|
|
break;
|
|
}
|
|
case 2: // Get n Spheres
|
|
case 3: // Get n more Spheres
|
|
{
|
|
if (!stplyr->capsule)
|
|
return;
|
|
|
|
// Yes, this string is an abomination.
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, 60, aflag,
|
|
va(M_GetText("\x80GET\x82 %d\x80 %s%s%s!"), stplyr->capsule->health,
|
|
(stplyr->textvar == 3) ? M_GetText("MORE ") : "",
|
|
(G_IsSpecialStage(gamemap)) ? "SPHERE" : "CHIP",
|
|
(stplyr->capsule->health > 1) ? "S" : ""));
|
|
break;
|
|
}
|
|
case 4: // End Bonus
|
|
{
|
|
V_DrawString(BASEVIDWIDTH/2 - 56, 140, aflag, (G_IsSpecialStage(gamemap)) ? "SPHERES:" : "CHIPS:");
|
|
V_DrawString(BASEVIDWIDTH/2 - 56, 148, aflag, "BONUS:");
|
|
V_DrawRightAlignedString(BASEVIDWIDTH/2 + 56, 140, V_ORANGEMAP|aflag, va("%d", stplyr->finishedspheres));
|
|
V_DrawRightAlignedString(BASEVIDWIDTH/2 + 56, 148, V_ORANGEMAP|aflag, va("%d", stplyr->finishedspheres * 50));
|
|
ST_DrawNightsOverlayNum((BASEVIDWIDTH/2 + 56)<<FRACBITS, 160<<FRACBITS, FRACUNIT, aflag, stplyr->lastmarescore, nightsnum, SKINCOLOR_AZURE);
|
|
|
|
// If new record, say so!
|
|
if (!(netgame || multiplayer) && G_GetBestNightsScore(gamemap, stplyr->lastmare + 1) <= stplyr->lastmarescore)
|
|
{
|
|
if (stplyr->texttimer & 16)
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, 184, V_YELLOWMAP|aflag, "* NEW RECORD *");
|
|
}
|
|
|
|
if (P_HasGrades(gamemap, stplyr->lastmare + 1))
|
|
{
|
|
UINT8 grade = P_GetGrade(stplyr->lastmarescore, gamemap, stplyr->lastmare);
|
|
if (modeattacking || grade >= GRADE_A)
|
|
V_DrawTranslucentPatch(BASEVIDWIDTH/2 + 60, 160, aflag, ngradeletters[grade]);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// 2.0-1: [21:42] <+Rob> Beige - Lavender - Steel Blue - Peach - Orange - Purple - Silver - Yellow - Pink - Red - Blue - Green - Cyan - Gold
|
|
/*#define NUMLINKCOLORS 14
|
|
static skincolors_t linkColor[NUMLINKCOLORS] =
|
|
{SKINCOLOR_BEIGE, SKINCOLOR_LAVENDER, SKINCOLOR_AZURE, SKINCOLOR_PEACH, SKINCOLOR_ORANGE,
|
|
SKINCOLOR_MAGENTA, SKINCOLOR_SILVER, SKINCOLOR_SUPERGOLD4, SKINCOLOR_PINK, SKINCOLOR_RED,
|
|
SKINCOLOR_BLUE, SKINCOLOR_GREEN, SKINCOLOR_CYAN, SKINCOLOR_GOLD};*/
|
|
|
|
// 2.2 indev list: (unix time 1470866042) <Rob> Emerald, Aqua, Cyan, Blue, Pastel, Purple, Magenta, Rosy, Red, Orange, Gold, Yellow, Peridot
|
|
/*#define NUMLINKCOLORS 13
|
|
static skincolors_t linkColor[NUMLINKCOLORS] =
|
|
{SKINCOLOR_EMERALD, SKINCOLOR_AQUA, SKINCOLOR_CYAN, SKINCOLOR_BLUE, SKINCOLOR_PASTEL,
|
|
SKINCOLOR_PURPLE, SKINCOLOR_MAGENTA, SKINCOLOR_ROSY, SKINCOLOR_RED, SKINCOLOR_ORANGE,
|
|
SKINCOLOR_GOLD, SKINCOLOR_YELLOW, SKINCOLOR_PERIDOT};*/
|
|
|
|
// 2.2 indev list again: [19:59:52] <baldobo> Ruby > Red > Flame > Sunset > Orange > Gold > Yellow > Lime > Green > Aqua > cyan > Sky > Blue > Pastel > Purple > Bubblegum > Magenta > Rosy > repeat
|
|
// [20:00:25] <baldobo> Also Icy for the link freeze text color
|
|
// [20:04:03] <baldobo> I would start it on lime
|
|
/*#define NUMLINKCOLORS 18
|
|
static skincolors_t linkColor[NUMLINKCOLORS] =
|
|
{SKINCOLOR_LIME, SKINCOLOR_EMERALD, SKINCOLOR_AQUA, SKINCOLOR_CYAN, SKINCOLOR_SKY,
|
|
SKINCOLOR_SAPPHIRE, SKINCOLOR_PASTEL, SKINCOLOR_PURPLE, SKINCOLOR_BUBBLEGUM, SKINCOLOR_MAGENTA,
|
|
SKINCOLOR_ROSY, SKINCOLOR_RUBY, SKINCOLOR_RED, SKINCOLOR_FLAME, SKINCOLOR_SUNSET,
|
|
SKINCOLOR_ORANGE, SKINCOLOR_GOLD, SKINCOLOR_YELLOW};*/
|
|
|
|
// 2.2+ list for real this time: https://wiki.srb2.org/wiki/User:Rob/Sandbox (check history around 31/10/17, spoopy)
|
|
#define NUMLINKCOLORS 12
|
|
static skincolors_t linkColor[2][NUMLINKCOLORS] = {
|
|
{SKINCOLOR_EMERALD, SKINCOLOR_AQUA, SKINCOLOR_SKY, SKINCOLOR_BLUE, SKINCOLOR_PURPLE, SKINCOLOR_MAGENTA,
|
|
SKINCOLOR_ROSY, SKINCOLOR_RED, SKINCOLOR_ORANGE, SKINCOLOR_GOLD, SKINCOLOR_YELLOW, SKINCOLOR_PERIDOT},
|
|
{SKINCOLOR_SEAFOAM, SKINCOLOR_CYAN, SKINCOLOR_WAVE, SKINCOLOR_SAPPHIRE, SKINCOLOR_VAPOR, SKINCOLOR_BUBBLEGUM,
|
|
SKINCOLOR_VIOLET, SKINCOLOR_RUBY, SKINCOLOR_FLAME, SKINCOLOR_SUNSET, SKINCOLOR_SANDY, SKINCOLOR_LIME}};
|
|
|
|
static void ST_drawNiGHTSLink(void)
|
|
{
|
|
static INT32 prevsel[2] = {0, 0}, prevtime[2] = {0, 0};
|
|
const UINT8 q = ((splitscreen && stplyr == &players[secondarydisplayplayer]) ? 1 : 0);
|
|
INT32 sel = ((stplyr->linkcount-1) / 5) % NUMLINKCOLORS, aflag = V_PERPLAYER, mag = ((stplyr->linkcount-1 >= 300) ? 1 : 0);
|
|
skincolors_t colornum;
|
|
fixed_t x, y, scale;
|
|
|
|
if (sel != prevsel[q])
|
|
{
|
|
prevsel[q] = sel;
|
|
prevtime[q] = 2 + mag;
|
|
}
|
|
|
|
if (stplyr->powers[pw_nights_linkfreeze] && (!(stplyr->powers[pw_nights_linkfreeze] & 2) || (stplyr->powers[pw_nights_linkfreeze] > flashingtics)))
|
|
colornum = SKINCOLOR_ICY;
|
|
else
|
|
colornum = linkColor[mag][sel];
|
|
|
|
aflag |= ((stplyr->linktimer < (UINT32)nightslinktics/3)
|
|
? (9 - 9*stplyr->linktimer/(nightslinktics/3)) << V_ALPHASHIFT
|
|
: 0);
|
|
|
|
y = (160+11)<<FRACBITS;
|
|
aflag |= V_SNAPTOBOTTOM;
|
|
|
|
x = (160+4)<<FRACBITS;
|
|
|
|
if (prevtime[q])
|
|
{
|
|
scale = ((32 + prevtime[q])<<FRACBITS)/32;
|
|
prevtime[q]--;
|
|
}
|
|
else
|
|
scale = FRACUNIT;
|
|
|
|
y -= (11*scale);
|
|
|
|
ST_DrawNightsOverlayNum(x-(4*scale), y, scale, aflag, (stplyr->linkcount-1), nightsnum, colornum);
|
|
V_DrawFixedPatch(x+(4*scale), y, scale, aflag, nightslink,
|
|
colornum == 0 ? colormaps : R_GetTranslationColormap(TC_DEFAULT, colornum, GTC_CACHE));
|
|
|
|
// Show remaining link time left in debug
|
|
if (cv_debug & DBG_NIGHTSBASIC)
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, 180, V_SNAPTOBOTTOM, va("End in %d.%02d", stplyr->linktimer/TICRATE, G_TicsToCentiseconds(stplyr->linktimer)));
|
|
}
|
|
|
|
|
|
static void ST_drawNiGHTSHUD(void)
|
|
{
|
|
INT32 origamount;
|
|
INT32 total_spherecount, total_ringcount;
|
|
const boolean oldspecialstage = (G_IsSpecialStage(gamemap) && !(maptol & TOL_NIGHTS));
|
|
|
|
// Drill meter
|
|
if (LUA_HudEnabled(hud_nightsdrill) && stplyr->powers[pw_carry] == CR_NIGHTSMODE)
|
|
{
|
|
INT32 locx = 16, locy = 180;
|
|
INT32 dfill;
|
|
UINT8 fillpatch;
|
|
|
|
// Use which patch?
|
|
if (stplyr->pflags & PF_DRILLING)
|
|
fillpatch = (stplyr->drillmeter & 1) + 1;
|
|
else
|
|
fillpatch = 0;
|
|
|
|
V_DrawScaledPatch(locx, locy, V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_HUDTRANS, drillbar);
|
|
for (dfill = 0; dfill < stplyr->drillmeter/20 && dfill < 96; ++dfill)
|
|
V_DrawScaledPatch(locx + 2 + dfill, locy + 3, V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_HUDTRANS, drillfill[fillpatch]);
|
|
|
|
// Display actual drill amount and bumper time
|
|
if (!splitscreen && (cv_debug & DBG_NIGHTSBASIC))
|
|
{
|
|
if (stplyr->bumpertime)
|
|
V_DrawString(locx, locy - 8, V_REDMAP|V_MONOSPACE, va("BUMPER: 0.%02d", G_TicsToCentiseconds(stplyr->bumpertime)));
|
|
else
|
|
V_DrawString(locx, locy - 8, V_MONOSPACE, va("Drill: %3d%%", (stplyr->drillmeter*100)/(96*20)));
|
|
}
|
|
}
|
|
|
|
/*if (G_IsSpecialStage(gamemap))
|
|
{ // Since special stages share score, time, rings, etc.
|
|
// disable splitscreen mode for its HUD.
|
|
// --------------------------------------
|
|
// NOPE! Consistency between different splitscreen stuffs
|
|
// now we've got the screen squashing instead. ~toast
|
|
if (stplyr != &players[displayplayer])
|
|
return;
|
|
nosshack = splitscreen;
|
|
splitscreen = false;
|
|
}*/
|
|
|
|
// Link drawing
|
|
if (!oldspecialstage
|
|
// Don't display when the score is showing (it popping up for a split second when exiting a map is intentional)
|
|
&& !(stplyr->texttimer && stplyr->textvar == 4)
|
|
&& LUA_HudEnabled(hud_nightslink)
|
|
&& ((cv_debug & DBG_NIGHTSBASIC) || stplyr->linkcount > 1)) // When debugging, show "0 Link".
|
|
{
|
|
ST_drawNiGHTSLink();
|
|
}
|
|
|
|
if (gametyperules & GTR_RACE)
|
|
{
|
|
ST_drawScore();
|
|
ST_drawTime();
|
|
return;
|
|
}
|
|
|
|
// Begin drawing brackets/chip display
|
|
if (LUA_HudEnabled(hud_nightsspheres))
|
|
{
|
|
ST_DrawTopLeftOverlayPatch(16, 8, nbracket);
|
|
if (G_IsSpecialStage(gamemap))
|
|
ST_DrawTopLeftOverlayPatch(24, 16, (
|
|
(stplyr->bonustime && (leveltime & 4) && (states[S_BLUESPHEREBONUS].frame & FF_ANIMATE)) ? nssbon : nsshud));
|
|
else
|
|
ST_DrawTopLeftOverlayPatch(24, 16, *(((stplyr->bonustime) ? nbon : nhud)+((leveltime/2)%12)));
|
|
|
|
if (G_IsSpecialStage(gamemap))
|
|
{
|
|
INT32 i;
|
|
total_spherecount = total_ringcount = 0;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
total_spherecount += players[i].spheres;
|
|
total_ringcount += players[i].rings;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
total_spherecount = stplyr->spheres;
|
|
total_ringcount = stplyr->spheres;
|
|
}
|
|
|
|
if (stplyr->capsule)
|
|
{
|
|
INT32 amount;
|
|
const INT32 length = 88;
|
|
|
|
origamount = stplyr->capsule->spawnpoint->angle;
|
|
I_Assert(origamount > 0); // should not happen now
|
|
|
|
ST_DrawTopLeftOverlayPatch(72, 8, nbracket);
|
|
ST_DrawTopLeftOverlayPatch(74, 8 + 4, minicaps);
|
|
|
|
if (stplyr->capsule->reactiontime != 0)
|
|
{
|
|
INT32 r;
|
|
const INT32 orblength = 20;
|
|
|
|
for (r = 0; r < 5; r++)
|
|
{
|
|
V_DrawScaledPatch(230 - (7*r), 144, V_PERPLAYER|V_HUDTRANS, redstat);
|
|
V_DrawScaledPatch(188 - (7*r), 144, V_PERPLAYER|V_HUDTRANS, orngstat);
|
|
V_DrawScaledPatch(146 - (7*r), 144, V_PERPLAYER|V_HUDTRANS, yelstat);
|
|
V_DrawScaledPatch(104 - (7*r), 144, V_PERPLAYER|V_HUDTRANS, byelstat);
|
|
}
|
|
|
|
amount = (origamount - stplyr->capsule->health);
|
|
amount = (amount * orblength)/origamount;
|
|
|
|
if (amount > 0)
|
|
{
|
|
INT32 t;
|
|
|
|
// Fill up the bar with blue orbs... in reverse! (yuck)
|
|
for (r = amount; r > 0; r--)
|
|
{
|
|
t = r;
|
|
|
|
if (r > 15) ++t;
|
|
if (r > 10) ++t;
|
|
if (r > 5) ++t;
|
|
|
|
V_DrawScaledPatch(69 + (7*t), 144, V_PERPLAYER|V_HUDTRANS, bluestat);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
INT32 cfill;
|
|
|
|
// Lil' white box!
|
|
V_DrawScaledPatch(15, 8 + 34, V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOTOP|V_HUDTRANS, capsulebar);
|
|
|
|
amount = (origamount - stplyr->capsule->health);
|
|
amount = (amount * length)/origamount;
|
|
|
|
for (cfill = 0; cfill < amount && cfill < length; ++cfill)
|
|
V_DrawScaledPatch(15 + cfill + 1, 8 + 35, V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOTOP|V_HUDTRANS, capsulefill);
|
|
}
|
|
|
|
if (total_spherecount >= stplyr->capsule->health)
|
|
ST_DrawTopLeftOverlayPatch(40, 8 + 5, nredar[leveltime&7]);
|
|
else
|
|
ST_DrawTopLeftOverlayPatch(40, 8 + 5, narrow[(leveltime/2)&7]);
|
|
}
|
|
else if (oldspecialstage && total_spherecount < (INT32)ssspheres)
|
|
{
|
|
INT32 cfill, amount;
|
|
const INT32 length = 88;
|
|
UINT8 em = P_GetNextEmerald();
|
|
ST_DrawTopLeftOverlayPatch(72, 8, nbracket);
|
|
|
|
if (em <= 7)
|
|
ST_DrawTopLeftOverlayPatch(80, 8 + 8, emeraldpics[0][em]);
|
|
|
|
ST_DrawTopLeftOverlayPatch(40, 8 + 5, narrow[(leveltime/2)&7]);
|
|
|
|
// Lil' white box!
|
|
V_DrawScaledPatch(15, 8 + 34, V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOTOP|V_HUDTRANS, capsulebar);
|
|
|
|
amount = (total_spherecount * length)/ssspheres;
|
|
|
|
for (cfill = 0; cfill < amount && cfill < length; ++cfill)
|
|
V_DrawScaledPatch(15 + cfill + 1, 8 + 35, V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOTOP|V_HUDTRANS, capsulefill);
|
|
}
|
|
else
|
|
ST_DrawTopLeftOverlayPatch(40, 8 + 5, narrow[8]);
|
|
|
|
if (oldspecialstage)
|
|
{
|
|
// invert for s3k style junk
|
|
total_spherecount = ssspheres - total_spherecount;
|
|
if (total_spherecount < 0)
|
|
total_spherecount = 0;
|
|
|
|
if (nummaprings > 0) // don't count down if there ISN'T a valid maximum number of rings, like sonic 3
|
|
{
|
|
total_ringcount = nummaprings - total_ringcount;
|
|
if (total_ringcount < 0)
|
|
total_ringcount = 0;
|
|
}
|
|
|
|
// now rings! you know, for that perfect bonus.
|
|
V_DrawScaledPatch(272, 8, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, nbracket);
|
|
V_DrawScaledPatch(280, 16+1, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, nring);
|
|
V_DrawScaledPatch(280, 8+5, V_FLIP|V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, narrow[8]);
|
|
V_DrawTallNum(272, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, total_ringcount);
|
|
}
|
|
|
|
if (total_spherecount >= 100)
|
|
V_DrawTallNum((total_spherecount >= 1000) ? 76 : 72, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, total_spherecount);
|
|
else
|
|
V_DrawTallNum(68, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, total_spherecount);
|
|
}
|
|
|
|
// Score
|
|
if (!stplyr->exiting && !oldspecialstage && LUA_HudEnabled(hud_nightsscore))
|
|
ST_DrawNightsOverlayNum(304<<FRACBITS, 14<<FRACBITS, FRACUNIT, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT, stplyr->marescore, nightsnum, SKINCOLOR_AZURE);
|
|
|
|
// TODO give this its own section for Lua
|
|
if (!stplyr->exiting && LUA_HudEnabled(hud_nightsscore))
|
|
{
|
|
if (modeattacking == ATTACKING_NIGHTS)
|
|
{
|
|
INT32 maretime = max(stplyr->realtime - stplyr->marebegunat, 0);
|
|
|
|
#define VFLAGS V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_PERPLAYER|V_HUDTRANS
|
|
V_DrawScaledPatch(BASEVIDWIDTH-22, BASEVIDHEIGHT-20, VFLAGS, W_CachePatchName("NGRTIMER", PU_HUDGFX));
|
|
V_DrawPaddedTallNum(BASEVIDWIDTH-22, BASEVIDHEIGHT-20, VFLAGS, G_TicsToCentiseconds(maretime), 2);
|
|
V_DrawScaledPatch(BASEVIDWIDTH-46, BASEVIDHEIGHT-20, VFLAGS, sboperiod);
|
|
if (maretime < 60*TICRATE)
|
|
V_DrawTallNum(BASEVIDWIDTH-46, BASEVIDHEIGHT-20, VFLAGS, G_TicsToSeconds(maretime));
|
|
else
|
|
{
|
|
V_DrawPaddedTallNum(BASEVIDWIDTH-46, BASEVIDHEIGHT-20, VFLAGS, G_TicsToSeconds(maretime), 2);
|
|
V_DrawScaledPatch(BASEVIDWIDTH-70, BASEVIDHEIGHT-20, VFLAGS, sbocolon);
|
|
V_DrawTallNum(BASEVIDWIDTH-70, BASEVIDHEIGHT-20, VFLAGS, G_TicsToMinutes(maretime, true));
|
|
}
|
|
#undef VFLAGS
|
|
}
|
|
}
|
|
|
|
// Ideya time remaining
|
|
if (!stplyr->exiting && stplyr->nightstime > 0 && LUA_HudEnabled(hud_nightstime))
|
|
{
|
|
INT32 realnightstime = stplyr->nightstime/TICRATE;
|
|
INT32 numbersize;
|
|
UINT8 col = ((realnightstime < 10) ? SKINCOLOR_RED : SKINCOLOR_SUPERGOLD4);
|
|
|
|
if (G_IsSpecialStage(gamemap))
|
|
{
|
|
tic_t lowest_time = stplyr->nightstime;
|
|
INT32 i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE && players[i].nightstime < lowest_time)
|
|
lowest_time = players[i].nightstime;
|
|
realnightstime = lowest_time/TICRATE;
|
|
}
|
|
|
|
if (stplyr->powers[pw_flashing] > TICRATE) // was hit
|
|
{
|
|
UINT16 flashingLeft = stplyr->powers[pw_flashing]-(TICRATE);
|
|
if (flashingLeft < TICRATE/2) // Start fading out
|
|
{
|
|
UINT32 fadingFlag = (9 - 9*flashingLeft/(TICRATE/2)) << V_ALPHASHIFT;
|
|
V_DrawTranslucentPatch(160 - (minus5sec->width/2), 28, V_PERPLAYER|fadingFlag, minus5sec);
|
|
}
|
|
else
|
|
V_DrawScaledPatch(160 - (minus5sec->width/2), 28, V_PERPLAYER, minus5sec);
|
|
}
|
|
|
|
if (realnightstime < 10)
|
|
numbersize = 16/2;
|
|
else if (realnightstime < 100)
|
|
numbersize = 32/2;
|
|
else
|
|
numbersize = 48/2;
|
|
|
|
if ((oldspecialstage && leveltime & 2)
|
|
&& (stplyr->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER))
|
|
&& !(stplyr->powers[pw_shield] & SH_PROTECTWATER))
|
|
col = SKINCOLOR_ORANGE;
|
|
|
|
ST_DrawNightsOverlayNum((160 + numbersize)<<FRACBITS, 14<<FRACBITS, FRACUNIT, V_PERPLAYER|V_SNAPTOTOP, realnightstime, nightsnum, col);
|
|
|
|
// Show exact time in debug
|
|
if (cv_debug & DBG_NIGHTSBASIC)
|
|
V_DrawString(160 + numbersize + 8, 24, V_SNAPTOTOP|((realnightstime < 10) ? V_REDMAP : V_YELLOWMAP), va("%02d", G_TicsToCentiseconds(stplyr->nightstime)));
|
|
}
|
|
|
|
if (oldspecialstage)
|
|
{
|
|
if (leveltime < 5*TICRATE)
|
|
{
|
|
INT32 aflag = V_PERPLAYER;
|
|
tic_t drawtime = (5*TICRATE) - leveltime;
|
|
if (drawtime < TICRATE/2)
|
|
aflag |= (9 - 9*drawtime/(TICRATE/2)) << V_ALPHASHIFT;
|
|
// This one, not quite as much so.
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, 60, aflag,
|
|
va(M_GetText("\x80GET\x82 %d\x80 SPHERE%s!"), ssspheres,
|
|
(ssspheres > 1) ? "S" : ""));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Show pickup durations
|
|
if (cv_debug & DBG_NIGHTSBASIC)
|
|
{
|
|
UINT16 pwr;
|
|
|
|
if (stplyr->powers[pw_nights_superloop])
|
|
{
|
|
pwr = stplyr->powers[pw_nights_superloop];
|
|
V_DrawSmallScaledPatch(110, 44, 0, W_CachePatchName("NPRUA0",PU_CACHE));
|
|
V_DrawThinString(106, 52, V_MONOSPACE, va("%2d.%02d", pwr/TICRATE, G_TicsToCentiseconds(pwr)));
|
|
}
|
|
|
|
if (stplyr->powers[pw_nights_helper])
|
|
{
|
|
pwr = stplyr->powers[pw_nights_helper];
|
|
V_DrawSmallScaledPatch(150, 44, 0, W_CachePatchName("NPRUC0",PU_CACHE));
|
|
V_DrawThinString(146, 52, V_MONOSPACE, va("%2d.%02d", pwr/TICRATE, G_TicsToCentiseconds(pwr)));
|
|
}
|
|
|
|
if (stplyr->powers[pw_nights_linkfreeze])
|
|
{
|
|
pwr = stplyr->powers[pw_nights_linkfreeze];
|
|
V_DrawSmallScaledPatch(190, 44, 0, W_CachePatchName("NPRUE0",PU_CACHE));
|
|
V_DrawThinString(186, 52, V_MONOSPACE, va("%2d.%02d", pwr/TICRATE, G_TicsToCentiseconds(pwr)));
|
|
}
|
|
}
|
|
|
|
// Records/extra text
|
|
if (LUA_HudEnabled(hud_nightsrecords))
|
|
ST_drawNightsRecords();
|
|
}
|
|
}
|
|
|
|
static void ST_drawWeaponSelect(INT32 xoffs, INT32 y)
|
|
{
|
|
INT32 q = stplyr->weapondelay, del = 0, p = 16;
|
|
while (q)
|
|
{
|
|
if (q > p)
|
|
{
|
|
del += p;
|
|
q -= p;
|
|
q /= 2;
|
|
if (p > 1)
|
|
p /= 2;
|
|
}
|
|
else
|
|
{
|
|
del += q;
|
|
break;
|
|
}
|
|
}
|
|
V_DrawScaledPatch(6 + xoffs, y-2 - del/2, V_PERPLAYER|V_SNAPTOBOTTOM, curweapon);
|
|
}
|
|
|
|
static void ST_drawWeaponRing(powertype_t weapon, INT32 rwflag, INT32 wepflag, INT32 xoffs, INT32 y, patch_t *pat)
|
|
{
|
|
INT32 txtflags = 0, patflags = 0;
|
|
|
|
if (stplyr->powers[weapon])
|
|
{
|
|
if (stplyr->powers[weapon] >= rw_maximums[wepflag])
|
|
txtflags |= V_YELLOWMAP;
|
|
|
|
if (weapon == pw_infinityring
|
|
|| (stplyr->ringweapons & rwflag))
|
|
; //txtflags |= V_20TRANS;
|
|
else
|
|
{
|
|
txtflags |= V_TRANSLUCENT;
|
|
patflags = V_80TRANS;
|
|
}
|
|
|
|
V_DrawScaledPatch(8 + xoffs, y, V_PERPLAYER|V_SNAPTOBOTTOM|patflags, pat);
|
|
V_DrawRightAlignedThinString(24 + xoffs, y + 8, V_PERPLAYER|V_SNAPTOBOTTOM|txtflags, va("%d", stplyr->powers[weapon]));
|
|
|
|
if (stplyr->currentweapon == wepflag)
|
|
ST_drawWeaponSelect(xoffs, y);
|
|
}
|
|
else if (stplyr->ringweapons & rwflag)
|
|
V_DrawScaledPatch(8 + xoffs, y, V_PERPLAYER|V_SNAPTOBOTTOM|V_TRANSLUCENT, pat);
|
|
}
|
|
|
|
static void ST_drawMatchHUD(void)
|
|
{
|
|
char penaltystr[7];
|
|
const INT32 y = 176; // HUD_LIVES
|
|
INT32 offset = (BASEVIDWIDTH / 2) - (NUM_WEAPONS * 10) - 6;
|
|
|
|
if (F_GetPromptHideHud(y))
|
|
return;
|
|
|
|
if (!G_RingSlingerGametype())
|
|
return;
|
|
|
|
if (G_TagGametype() && !(stplyr->pflags & PF_TAGIT))
|
|
return;
|
|
|
|
{
|
|
if (stplyr->powers[pw_infinityring])
|
|
ST_drawWeaponRing(pw_infinityring, 0, 0, offset, y, infinityring);
|
|
else
|
|
{
|
|
if (stplyr->rings > 0)
|
|
V_DrawScaledPatch(8 + offset, y, V_PERPLAYER|V_SNAPTOBOTTOM, normring);
|
|
else
|
|
V_DrawTranslucentPatch(8 + offset, y, V_PERPLAYER|V_SNAPTOBOTTOM|V_80TRANS, normring);
|
|
|
|
if (!stplyr->currentweapon)
|
|
ST_drawWeaponSelect(offset, y);
|
|
}
|
|
|
|
ST_drawWeaponRing(pw_automaticring, RW_AUTO, WEP_AUTO, offset + 20, y, autoring);
|
|
ST_drawWeaponRing(pw_bouncering, RW_BOUNCE, WEP_BOUNCE, offset + 40, y, bouncering);
|
|
ST_drawWeaponRing(pw_scatterring, RW_SCATTER, WEP_SCATTER, offset + 60, y, scatterring);
|
|
ST_drawWeaponRing(pw_grenadering, RW_GRENADE, WEP_GRENADE, offset + 80, y, grenadering);
|
|
ST_drawWeaponRing(pw_explosionring, RW_EXPLODE, WEP_EXPLODE, offset + 100, y, explosionring);
|
|
ST_drawWeaponRing(pw_railring, RW_RAIL, WEP_RAIL, offset + 120, y, railring);
|
|
|
|
if (stplyr->ammoremovaltimer && leveltime % 8 < 4)
|
|
{
|
|
sprintf(penaltystr, "-%d", stplyr->ammoremoval);
|
|
V_DrawString(offset + 8 + stplyr->ammoremovalweapon * 20, y,
|
|
V_REDMAP, penaltystr);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
static void ST_drawTextHUD(void)
|
|
{
|
|
INT32 y = 42 + 16; // HUD_RINGS
|
|
boolean donef12 = false;
|
|
|
|
#define textHUDdraw(str) \
|
|
{\
|
|
V_DrawThinString(16, y, V_PERPLAYER|V_HUDTRANS|V_SNAPTOLEFT|V_SNAPTOTOP, str);\
|
|
y += 8;\
|
|
}
|
|
|
|
if (F_GetPromptHideHud(y))
|
|
return;
|
|
|
|
if (stplyr->spectator && (gametype != GT_COOP || stplyr->playerstate == PST_LIVE))
|
|
textHUDdraw(M_GetText("\x86""Spectator mode:"))
|
|
|
|
if (circuitmap)
|
|
{
|
|
if (stplyr->exiting)
|
|
textHUDdraw(M_GetText("\x82""FINISHED!"))
|
|
else
|
|
textHUDdraw(va("Lap:""\x82 %u/%d", stplyr->laps+1, cv_numlaps.value))
|
|
}
|
|
|
|
if (gametype != GT_COOP && (stplyr->exiting || (G_GametypeUsesLives() && stplyr->lives <= 0 && countdown != 1)))
|
|
{
|
|
if (!splitscreen && !donef12)
|
|
{
|
|
textHUDdraw(M_GetText("\x82""VIEWPOINT:""\x80 Switch view"))
|
|
donef12 = true;
|
|
}
|
|
}
|
|
else if ((gametyperules & GTR_RESPAWNDELAY) && stplyr->playerstate == PST_DEAD && stplyr->lives) // Death overrides spectator text.
|
|
{
|
|
INT32 respawntime = cv_respawntime.value - stplyr->deadtimer/TICRATE;
|
|
|
|
if (respawntime > 0 && !stplyr->spectator)
|
|
textHUDdraw(va(M_GetText("Respawn in %d..."), respawntime))
|
|
else
|
|
textHUDdraw(M_GetText("\x82""JUMP:""\x80 Respawn"))
|
|
}
|
|
else if (stplyr->spectator && (gametype != GT_COOP || stplyr->playerstate == PST_LIVE))
|
|
{
|
|
if (!splitscreen && !donef12)
|
|
{
|
|
textHUDdraw(M_GetText("\x82""VIEWPOINT:""\x80 Switch view"))
|
|
donef12 = true;
|
|
}
|
|
|
|
textHUDdraw(M_GetText("\x82""JUMP:""\x80 Rise"))
|
|
textHUDdraw(M_GetText("\x82""SPIN:""\x80 Lower"))
|
|
|
|
if (G_IsSpecialStage(gamemap))
|
|
textHUDdraw(M_GetText("\x82""Wait for the stage to end..."))
|
|
else if (G_PlatformGametype())
|
|
{
|
|
if (G_GametypeUsesCoopLives())
|
|
{
|
|
if (stplyr->lives <= 0
|
|
&& cv_cooplives.value == 2
|
|
&& (netgame || multiplayer))
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
if (&players[i] == stplyr)
|
|
continue;
|
|
|
|
if (players[i].lives > 1)
|
|
break;
|
|
}
|
|
|
|
if (i != MAXPLAYERS)
|
|
textHUDdraw(M_GetText("You'll steal a life on respawn..."))
|
|
else
|
|
textHUDdraw(M_GetText("Wait to respawn..."))
|
|
}
|
|
else
|
|
textHUDdraw(M_GetText("Wait to respawn..."))
|
|
}
|
|
}
|
|
else if (G_GametypeHasSpectators())
|
|
textHUDdraw(M_GetText("\x82""FIRE:""\x80 Enter game"))
|
|
}
|
|
|
|
if (gametype == GT_COOP && (!stplyr->spectator || (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap))) && (stplyr->exiting || (stplyr->pflags & PF_FINISHED)))
|
|
{
|
|
UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value);
|
|
if (numneeded)
|
|
{
|
|
INT32 i, total = 0, exiting = 0;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator)
|
|
continue;
|
|
if (players[i].lives <= 0)
|
|
continue;
|
|
|
|
total++;
|
|
if (players[i].exiting || (players[i].pflags & PF_FINISHED))
|
|
exiting++;
|
|
}
|
|
|
|
if (numneeded != 4)
|
|
{
|
|
total *= cv_playersforexit.value;
|
|
if (total & 3)
|
|
total += 4; // round up
|
|
total /= 4;
|
|
}
|
|
|
|
if (exiting < total)
|
|
{
|
|
if (!splitscreen && !donef12)
|
|
{
|
|
textHUDdraw(M_GetText("\x82""VIEWPOINT:""\x80 Switch view"))
|
|
donef12 = true;
|
|
}
|
|
total -= exiting;
|
|
textHUDdraw(va(M_GetText("%d player%s remaining"), total, ((total == 1) ? "" : "s")))
|
|
}
|
|
}
|
|
}
|
|
else if ((gametyperules & GTR_TAG) && (!stplyr->spectator))
|
|
{
|
|
if (leveltime < hidetime * TICRATE)
|
|
{
|
|
if (stplyr->pflags & PF_TAGIT)
|
|
{
|
|
if (gametyperules & GTR_BLINDFOLDED)
|
|
textHUDdraw(M_GetText("\x82""You are blindfolded!"))
|
|
textHUDdraw(M_GetText("Waiting for players to hide..."))
|
|
}
|
|
else if (gametype == GT_HIDEANDSEEK)
|
|
textHUDdraw(M_GetText("Hide before time runs out!"))
|
|
else
|
|
textHUDdraw(M_GetText("Flee before you are hunted!"))
|
|
}
|
|
else if (gametype == GT_HIDEANDSEEK && !(stplyr->pflags & PF_TAGIT))
|
|
{
|
|
if (!splitscreen && !donef12)
|
|
{
|
|
textHUDdraw(M_GetText("\x82""VIEWPOINT:""\x80 Switch view"))
|
|
donef12 = true;
|
|
}
|
|
if (gametyperules & GTR_HIDEFROZEN)
|
|
textHUDdraw(M_GetText("You cannot move while hiding."))
|
|
}
|
|
}
|
|
|
|
#undef textHUDdraw
|
|
|
|
}
|
|
|
|
static inline void ST_drawRaceHUD(void)
|
|
{
|
|
if (leveltime > TICRATE && leveltime <= 5*TICRATE)
|
|
ST_drawRaceNum(4*TICRATE - leveltime);
|
|
}
|
|
|
|
static void ST_drawTeamHUD(void)
|
|
{
|
|
patch_t *p;
|
|
#define SEP 20
|
|
|
|
if (F_GetPromptHideHud(0)) // y base is 0
|
|
return;
|
|
|
|
if (gametyperules & GTR_TEAMFLAGS)
|
|
p = bflagico;
|
|
else
|
|
p = bmatcico;
|
|
|
|
if (LUA_HudEnabled(hud_teamscores))
|
|
V_DrawSmallScaledPatch(BASEVIDWIDTH/2 - SEP - SHORT(p->width)/4, 4, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, p);
|
|
|
|
if (gametyperules & GTR_TEAMFLAGS)
|
|
p = rflagico;
|
|
else
|
|
p = rmatcico;
|
|
|
|
if (LUA_HudEnabled(hud_teamscores))
|
|
V_DrawSmallScaledPatch(BASEVIDWIDTH/2 + SEP - SHORT(p->width)/4, 4, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, p);
|
|
|
|
if (!(gametyperules & GTR_TEAMFLAGS))
|
|
goto num;
|
|
{
|
|
INT32 i;
|
|
UINT16 whichflag = 0;
|
|
|
|
// Show which flags aren't at base.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
// Blue flag isn't at base
|
|
if (players[i].gotflag & GF_BLUEFLAG && LUA_HudEnabled(hud_teamscores))
|
|
V_DrawScaledPatch(BASEVIDWIDTH/2 - SEP - SHORT(nonicon->width)/2, 0, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, nonicon);
|
|
|
|
// Red flag isn't at base
|
|
if (players[i].gotflag & GF_REDFLAG && LUA_HudEnabled(hud_teamscores))
|
|
V_DrawScaledPatch(BASEVIDWIDTH/2 + SEP - SHORT(nonicon2->width)/2, 0, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, nonicon2);
|
|
|
|
whichflag |= players[i].gotflag;
|
|
|
|
if ((whichflag & (GF_REDFLAG|GF_BLUEFLAG)) == (GF_REDFLAG|GF_BLUEFLAG))
|
|
break; // both flags were found, let's stop early
|
|
}
|
|
|
|
// Display a countdown timer showing how much time left until the flag returns to base.
|
|
{
|
|
if (blueflag && blueflag->fuse > 1 && LUA_HudEnabled(hud_teamscores))
|
|
V_DrawCenteredString(BASEVIDWIDTH/2 - SEP, 8, V_YELLOWMAP|V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", (blueflag->fuse / TICRATE)));
|
|
|
|
if (redflag && redflag->fuse > 1 && LUA_HudEnabled(hud_teamscores))
|
|
V_DrawCenteredString(BASEVIDWIDTH/2 + SEP, 8, V_YELLOWMAP|V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", (redflag->fuse / TICRATE)));
|
|
}
|
|
}
|
|
|
|
num:
|
|
if (LUA_HudEnabled(hud_teamscores))
|
|
V_DrawCenteredString(BASEVIDWIDTH/2 - SEP, 16, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", bluescore));
|
|
|
|
if (LUA_HudEnabled(hud_teamscores))
|
|
V_DrawCenteredString(BASEVIDWIDTH/2 + SEP, 16, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", redscore));
|
|
|
|
#undef SEP
|
|
}
|
|
|
|
/*static void ST_drawSpecialStageHUD(void)
|
|
{
|
|
if (ssspheres > 0)
|
|
{
|
|
if (hudinfo[HUD_SS_TOTALRINGS].x)
|
|
ST_DrawNumFromHud(HUD_SS_TOTALRINGS, ssspheres, V_HUDTRANS);
|
|
else if (cv_timetic.value == 2)
|
|
V_DrawTallNum(hudinfo[HUD_RINGSNUMTICS].x, hudinfo[HUD_SS_TOTALRINGS].y, hudinfo[HUD_RINGSNUMTICS].f|V_PERPLAYER|V_HUDTRANS, ssspheres);
|
|
else
|
|
V_DrawTallNum(hudinfo[HUD_RINGSNUM].x, hudinfo[HUD_SS_TOTALRINGS].y, hudinfo[HUD_RINGSNUM].f|V_PERPLAYER|V_HUDTRANS, ssspheres);
|
|
}
|
|
|
|
if (leveltime < 5*TICRATE && ssspheres > 0)
|
|
{
|
|
ST_DrawPatchFromHud(HUD_GETRINGS, getall, V_HUDTRANS);
|
|
ST_DrawNumFromHud(HUD_GETRINGSNUM, ssspheres, V_HUDTRANS);
|
|
}
|
|
|
|
if (sstimer)
|
|
{
|
|
V_DrawString(hudinfo[HUD_TIMELEFT].x, hudinfo[HUD_TIMELEFT].y, hudinfo[HUD_TIMELEFT].f|V_PERPLAYER|V_HUDTRANS, M_GetText("TIME LEFT"));
|
|
ST_DrawNumFromHud(HUD_TIMELEFTNUM, sstimer/TICRATE, V_HUDTRANS);
|
|
}
|
|
else
|
|
ST_DrawPatchFromHud(HUD_TIMEUP, timeup, V_HUDTRANS);
|
|
}*/
|
|
|
|
static INT32 ST_drawEmeraldHuntIcon(mobj_t *hunt, patch_t **patches, INT32 offset)
|
|
{
|
|
INT32 interval, i;
|
|
UINT32 dist = ((UINT32)P_AproxDistance(P_AproxDistance(stplyr->mo->x - hunt->x, stplyr->mo->y - hunt->y), stplyr->mo->z - hunt->z))>>FRACBITS;
|
|
|
|
if (dist < 128)
|
|
{
|
|
i = 5;
|
|
interval = 5;
|
|
}
|
|
else if (dist < 512)
|
|
{
|
|
i = 4;
|
|
interval = 10;
|
|
}
|
|
else if (dist < 1024)
|
|
{
|
|
i = 3;
|
|
interval = 20;
|
|
}
|
|
else if (dist < 2048)
|
|
{
|
|
i = 2;
|
|
interval = 30;
|
|
}
|
|
else if (dist < 3072)
|
|
{
|
|
i = 1;
|
|
interval = 35;
|
|
}
|
|
else
|
|
{
|
|
i = 0;
|
|
interval = 0;
|
|
}
|
|
|
|
if (!F_GetPromptHideHud(hudinfo[HUD_HUNTPICS].y))
|
|
V_DrawScaledPatch(hudinfo[HUD_HUNTPICS].x+offset, hudinfo[HUD_HUNTPICS].y, hudinfo[HUD_HUNTPICS].f|V_PERPLAYER|V_HUDTRANS, patches[i]);
|
|
return interval;
|
|
}
|
|
|
|
// Separated a few things to stop the SOUND EFFECTS BLARING UGH SHUT UP AAAA
|
|
static void ST_doHuntIconsAndSound(void)
|
|
{
|
|
INT32 interval = 0, newinterval = 0;
|
|
|
|
if (hunt1 && hunt1->health)
|
|
interval = ST_drawEmeraldHuntIcon(hunt1, hunthoming, -20);
|
|
|
|
if (hunt2 && hunt2->health)
|
|
{
|
|
newinterval = ST_drawEmeraldHuntIcon(hunt2, hunthoming, 0);
|
|
if (newinterval && (!interval || newinterval < interval))
|
|
interval = newinterval;
|
|
}
|
|
|
|
if (hunt3 && hunt3->health)
|
|
{
|
|
newinterval = ST_drawEmeraldHuntIcon(hunt3, hunthoming, 20);
|
|
if (newinterval && (!interval || newinterval < interval))
|
|
interval = newinterval;
|
|
}
|
|
|
|
if (!(P_AutoPause() || paused) && interval > 0 && leveltime && leveltime % interval == 0)
|
|
S_StartSound(NULL, sfx_emfind);
|
|
}
|
|
|
|
static void ST_doItemFinderIconsAndSound(void)
|
|
{
|
|
INT32 emblems[16];
|
|
thinker_t *th;
|
|
mobj_t *mo2;
|
|
|
|
UINT8 stemblems = 0, stunfound = 0;
|
|
INT32 i;
|
|
INT32 interval = 0, newinterval = 0;
|
|
INT32 soffset;
|
|
|
|
for (i = 0; i < numemblems; ++i)
|
|
{
|
|
if (emblemlocations[i].type > ET_SKIN || emblemlocations[i].level != gamemap)
|
|
continue;
|
|
|
|
emblems[stemblems++] = i;
|
|
|
|
if (!emblemlocations[i].collected)
|
|
++stunfound;
|
|
|
|
if (stemblems >= 16)
|
|
break;
|
|
}
|
|
// Found all/none exist? Don't waste our time
|
|
if (!stunfound)
|
|
return;
|
|
|
|
// Scan thinkers to find emblem mobj with these ids
|
|
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
|
{
|
|
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
if (mo2->type != MT_EMBLEM)
|
|
continue;
|
|
|
|
if (!(mo2->flags & MF_SPECIAL))
|
|
continue;
|
|
|
|
for (i = 0; i < stemblems; ++i)
|
|
{
|
|
if (mo2->health == emblems[i] + 1)
|
|
{
|
|
soffset = (i * 20) - ((stemblems - 1) * 10);
|
|
|
|
newinterval = ST_drawEmeraldHuntIcon(mo2, itemhoming, soffset);
|
|
if (newinterval && (!interval || newinterval < interval))
|
|
interval = newinterval;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if (!(P_AutoPause() || paused) && interval > 0 && leveltime && leveltime % interval == 0)
|
|
S_StartSound(NULL, sfx_emfind);
|
|
}
|
|
|
|
//
|
|
// Draw the status bar overlay, customisable: the user chooses which
|
|
// kind of information to overlay
|
|
//
|
|
static void ST_overlayDrawer(void)
|
|
{
|
|
// Decide whether to draw the stage title or not
|
|
boolean stagetitle = false;
|
|
|
|
// Check for a valid level title
|
|
// If the HUD is enabled
|
|
// And, if Lua is running, if the HUD library has the stage title enabled
|
|
if (G_IsTitleCardAvailable() && *mapheaderinfo[gamemap-1]->lvlttl != '\0' && !(hu_showscores && (netgame || multiplayer)))
|
|
{
|
|
stagetitle = true;
|
|
ST_preDrawTitleCard();
|
|
}
|
|
|
|
// hu_showscores = auto hide score/time/rings when tab rankings are shown
|
|
if (!(hu_showscores && (netgame || multiplayer)))
|
|
{
|
|
if ((maptol & TOL_NIGHTS || G_IsSpecialStage(gamemap)) &&
|
|
!F_GetPromptHideHudAll())
|
|
ST_drawNiGHTSHUD();
|
|
else
|
|
{
|
|
if (LUA_HudEnabled(hud_score))
|
|
ST_drawScore();
|
|
if (LUA_HudEnabled(hud_time))
|
|
ST_drawTime();
|
|
if (LUA_HudEnabled(hud_rings))
|
|
ST_drawRings();
|
|
|
|
if (!modeattacking && LUA_HudEnabled(hud_lives))
|
|
ST_drawLivesArea();
|
|
}
|
|
}
|
|
|
|
// GAME OVER hud
|
|
if ((gametype == GT_COOP)
|
|
&& (netgame || multiplayer)
|
|
&& (cv_cooplives.value == 0))
|
|
;
|
|
else if ((G_GametypeUsesLives() || gametype == GT_RACE) && stplyr->lives <= 0 && !(hu_showscores && (netgame || multiplayer)))
|
|
{
|
|
INT32 i = MAXPLAYERS;
|
|
INT32 deadtimer = stplyr->spectator ? TICRATE : (stplyr->deadtimer-(TICRATE<<1));
|
|
|
|
if (G_GametypeUsesCoopLives()
|
|
&& (netgame || multiplayer)
|
|
&& (cv_cooplives.value != 1))
|
|
{
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
if (&players[i] == stplyr)
|
|
continue;
|
|
|
|
if (players[i].lives > 0)
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i == MAXPLAYERS && deadtimer >= 0)
|
|
{
|
|
INT32 lvlttlx = min(6*deadtimer, BASEVIDWIDTH/2);
|
|
UINT32 flags = V_PERPLAYER|(stplyr->spectator ? V_HUDTRANSHALF : V_HUDTRANS);
|
|
|
|
V_DrawScaledPatch(lvlttlx - 8, BASEVIDHEIGHT/2, flags, (countdown == 1 ? slidtime : slidgame));
|
|
V_DrawScaledPatch(BASEVIDWIDTH + 8 - lvlttlx, BASEVIDHEIGHT/2, flags, slidover);
|
|
}
|
|
}
|
|
|
|
if (G_GametypeHasTeams())
|
|
ST_drawTeamHUD();
|
|
|
|
if (!hu_showscores) // hide the following if TAB is held
|
|
{
|
|
// Countdown timer for Race Mode
|
|
if (countdown > 1)
|
|
{
|
|
tic_t time = countdown/TICRATE + 1;
|
|
if (time < 4)
|
|
ST_drawRaceNum(countdown);
|
|
else
|
|
{
|
|
tic_t num = time;
|
|
INT32 sz = SHORT(tallnum[0]->width)/2, width = 0;
|
|
do
|
|
{
|
|
width += sz;
|
|
num /= 10;
|
|
} while (num);
|
|
V_DrawTallNum((BASEVIDWIDTH/2) + width, ((3*BASEVIDHEIGHT)>>2) - 7, V_PERPLAYER, time);
|
|
//V_DrawCenteredString(BASEVIDWIDTH/2, 176, V_PERPLAYER, va("%d", countdown/TICRATE + 1));
|
|
}
|
|
}
|
|
|
|
// If you are in overtime, put a big honkin' flashin' message on the screen.
|
|
if (((gametyperules & GTR_TIMELIMIT) && (gametyperules & GTR_OVERTIME)) && cv_overtime.value
|
|
&& (leveltime > (timelimitintics + TICRATE/2)) && cv_timelimit.value && (leveltime/TICRATE % 2 == 0))
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, 184, V_PERPLAYER, M_GetText("OVERTIME!"));
|
|
|
|
// Draw Match-related stuff
|
|
//\note Match HUD is drawn no matter what gametype.
|
|
// ... just not if you're a spectator.
|
|
if (!stplyr->spectator && LUA_HudEnabled(hud_weaponrings))
|
|
ST_drawMatchHUD();
|
|
|
|
// Race HUD Stuff
|
|
if (gametyperules & GTR_RACE)
|
|
ST_drawRaceHUD();
|
|
|
|
// Emerald Hunt Indicators
|
|
if (cv_itemfinder.value && M_SecretUnlocked(SECRET_ITEMFINDER))
|
|
ST_doItemFinderIconsAndSound();
|
|
else
|
|
ST_doHuntIconsAndSound();
|
|
|
|
if(!P_IsLocalPlayer(stplyr))
|
|
{
|
|
char name[MAXPLAYERNAME+1];
|
|
// shorten the name if its more than twelve characters.
|
|
strlcpy(name, player_names[stplyr-players], 13);
|
|
|
|
// Show name of player being displayed
|
|
V_DrawCenteredString((BASEVIDWIDTH/6), BASEVIDHEIGHT-80, 0, M_GetText("Viewpoint:"));
|
|
V_DrawCenteredString((BASEVIDWIDTH/6), BASEVIDHEIGHT-64, V_ALLOWLOWERCASE, name);
|
|
}
|
|
|
|
// This is where we draw all the fun cheese if you have the chasecam off!
|
|
if (!(maptol & TOL_NIGHTS))
|
|
{
|
|
if ((stplyr == &players[displayplayer] && !camera.chase)
|
|
|| ((splitscreen && stplyr == &players[secondarydisplayplayer]) && !camera2.chase))
|
|
{
|
|
ST_drawFirstPersonHUD();
|
|
if (cv_powerupdisplay.value)
|
|
ST_drawPowerupHUD(); // same as it ever was...
|
|
}
|
|
else if (cv_powerupdisplay.value == 2)
|
|
ST_drawPowerupHUD(); // same as it ever was...
|
|
}
|
|
}
|
|
else if (!(netgame || multiplayer) && cv_powerupdisplay.value == 2)
|
|
ST_drawPowerupHUD(); // same as it ever was...
|
|
|
|
if (!(netgame || multiplayer) || !hu_showscores)
|
|
LUAh_GameHUD(stplyr);
|
|
|
|
// draw level title Tails
|
|
if (stagetitle && (!WipeInAction) && (!WipeStageTitle))
|
|
ST_drawTitleCard();
|
|
|
|
if (!hu_showscores && (netgame || multiplayer) && LUA_HudEnabled(hud_textspectator))
|
|
ST_drawTextHUD();
|
|
|
|
if (modeattacking && !(demoplayback && hu_showscores))
|
|
ST_drawInput();
|
|
|
|
ST_drawDebugInfo();
|
|
}
|
|
|
|
void ST_Drawer(void)
|
|
{
|
|
if (needpatchrecache)
|
|
R_ReloadHUDGraphics();
|
|
|
|
#ifdef SEENAMES
|
|
if (cv_seenames.value && cv_allowseenames.value && displayplayer == consoleplayer && seenplayer && seenplayer->mo)
|
|
{
|
|
INT32 c = 0;
|
|
switch (cv_seenames.value)
|
|
{
|
|
case 1: // Colorless
|
|
break;
|
|
case 2: // Team
|
|
if (G_GametypeHasTeams())
|
|
c = (seenplayer->ctfteam == 1) ? V_REDMAP : V_BLUEMAP;
|
|
break;
|
|
case 3: // Ally/Foe
|
|
default:
|
|
// Green = Ally, Red = Foe
|
|
if (G_GametypeHasTeams())
|
|
c = (players[consoleplayer].ctfteam == seenplayer->ctfteam) ? V_GREENMAP : V_REDMAP;
|
|
else // Everyone is an ally, or everyone is a foe!
|
|
c = (G_RingSlingerGametype()) ? V_REDMAP : V_GREENMAP;
|
|
break;
|
|
}
|
|
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2 + 15, V_HUDTRANSHALF|c, player_names[seenplayer-players]);
|
|
}
|
|
#endif
|
|
|
|
// Doom's status bar only updated if necessary.
|
|
// However, ours updates every frame regardless, so the "refresh" param was removed
|
|
//(void)refresh;
|
|
|
|
// force a set of the palette by using doPaletteStuff()
|
|
if (vid.recalc)
|
|
st_palette = -1;
|
|
|
|
// Do red-/gold-shifts from damage/items
|
|
#ifdef HWRENDER
|
|
//25/08/99: Hurdler: palette changes is done for all players,
|
|
// not only player1! That's why this part
|
|
// of code is moved somewhere else.
|
|
if (rendermode == render_soft)
|
|
#endif
|
|
if (rendermode != render_none) ST_doPaletteStuff();
|
|
|
|
// Blindfold!
|
|
if ((gametyperules & GTR_BLINDFOLDED)
|
|
&& (leveltime < hidetime * TICRATE))
|
|
{
|
|
if (players[displayplayer].pflags & PF_TAGIT)
|
|
{
|
|
stplyr = &players[displayplayer];
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31|V_PERPLAYER);
|
|
}
|
|
else if (splitscreen && players[secondarydisplayplayer].pflags & PF_TAGIT)
|
|
{
|
|
stplyr = &players[secondarydisplayplayer];
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31|V_PERPLAYER);
|
|
}
|
|
}
|
|
|
|
st_translucency = cv_translucenthud.value;
|
|
|
|
if (st_overlay)
|
|
{
|
|
// No deadview!
|
|
stplyr = &players[displayplayer];
|
|
ST_overlayDrawer();
|
|
|
|
if (splitscreen)
|
|
{
|
|
stplyr = &players[secondarydisplayplayer];
|
|
ST_overlayDrawer();
|
|
}
|
|
}
|
|
}
|