mirror of
https://github.com/DrBeef/DVR.git
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1161 lines
31 KiB
C
1161 lines
31 KiB
C
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* 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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*
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*-----------------------------------------------------------------------------*/
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#include "doomdef.h"
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#include "doomstat.h"
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#include "m_random.h"
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#include "i_video.h"
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#include "w_wad.h"
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#include "st_stuff.h"
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#include "st_lib.h"
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#include "r_main.h"
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#include "am_map.h"
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#include "m_cheat.h"
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#include "s_sound.h"
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#include "sounds.h"
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#include "dstrings.h"
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#include "r_draw.h"
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//
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// STATUS BAR DATA
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//
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// Palette indices.
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// For damage/bonus red-/gold-shifts
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#define STARTREDPALS 1
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#define STARTBONUSPALS 9
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#define NUMREDPALS 8
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#define NUMBONUSPALS 4
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// Radiation suit, green shift.
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#define RADIATIONPAL 13
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// Location of status bar
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#define ST_X 0
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#define ST_X2 104
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// proff 08/18/98: Changed for high-res
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#define ST_FX (ST_X+143)
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#define ST_FY (ST_Y+1)
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//#define ST_FX 143
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//#define ST_FY 169
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// Should be set to patch width
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// for tall numbers later on
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#define ST_TALLNUMWIDTH (tallnum[0]->width)
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// Number of status faces.
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#define ST_NUMPAINFACES 5
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#define ST_NUMSTRAIGHTFACES 3
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#define ST_NUMTURNFACES 2
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#define ST_NUMSPECIALFACES 3
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#define ST_FACESTRIDE \
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(ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)
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#define ST_NUMEXTRAFACES 2
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#define ST_NUMFACES \
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(ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)
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#define ST_TURNOFFSET (ST_NUMSTRAIGHTFACES)
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#define ST_OUCHOFFSET (ST_TURNOFFSET + ST_NUMTURNFACES)
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#define ST_EVILGRINOFFSET (ST_OUCHOFFSET + 1)
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#define ST_RAMPAGEOFFSET (ST_EVILGRINOFFSET + 1)
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#define ST_GODFACE (ST_NUMPAINFACES*ST_FACESTRIDE)
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#define ST_DEADFACE (ST_GODFACE+1)
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// proff 08/18/98: Changed for high-res
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#define ST_FACESX (ST_X+143)
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#define ST_FACESY (ST_Y)
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//#define ST_FACESX 143
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//#define ST_FACESY 168
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#define ST_EVILGRINCOUNT (2*TICRATE)
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#define ST_STRAIGHTFACECOUNT (TICRATE/2)
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#define ST_TURNCOUNT (1*TICRATE)
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#define ST_OUCHCOUNT (1*TICRATE)
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#define ST_RAMPAGEDELAY (2*TICRATE)
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#define ST_MUCHPAIN 20
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// Location and size of statistics,
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// justified according to widget type.
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// Problem is, within which space? STbar? Screen?
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// Note: this could be read in by a lump.
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// Problem is, is the stuff rendered
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// into a buffer,
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// or into the frame buffer?
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// I dunno, why don't you go and find out!!! killough
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// AMMO number pos.
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#define ST_AMMOWIDTH 3
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// proff 08/18/98: Changed for high-res
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#define ST_AMMOX (ST_X+44)
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#define ST_AMMOY (ST_Y+3)
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//#define ST_AMMOX 44
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//#define ST_AMMOY 171
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// HEALTH number pos.
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#define ST_HEALTHWIDTH 3
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// proff 08/18/98: Changed for high-res
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#define ST_HEALTHX (ST_X+90)
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#define ST_HEALTHY (ST_Y+3)
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//#define ST_HEALTHX 90
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//#define ST_HEALTHY 171
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// Weapon pos.
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// proff 08/18/98: Changed for high-res
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#define ST_ARMSX (ST_X+111)
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#define ST_ARMSY (ST_Y+4)
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#define ST_ARMSBGX (ST_X+104)
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#define ST_ARMSBGY (ST_Y)
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//#define ST_ARMSX 111
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//#define ST_ARMSY 172
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//#define ST_ARMSBGX 104
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//#define ST_ARMSBGY 168
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#define ST_ARMSXSPACE 12
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#define ST_ARMSYSPACE 10
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// Frags pos.
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// proff 08/18/98: Changed for high-res
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#define ST_FRAGSX (ST_X+138)
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#define ST_FRAGSY (ST_Y+3)
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//#define ST_FRAGSX 138
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//#define ST_FRAGSY 171
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#define ST_FRAGSWIDTH 2
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// ARMOR number pos.
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#define ST_ARMORWIDTH 3
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// proff 08/18/98: Changed for high-res
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#define ST_ARMORX (ST_X+221)
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#define ST_ARMORY (ST_Y+3)
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//#define ST_ARMORX 221
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//#define ST_ARMORY 171
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// Key icon positions.
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#define ST_KEY0WIDTH 8
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#define ST_KEY0HEIGHT 5
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// proff 08/18/98: Changed for high-res
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#define ST_KEY0X (ST_X+239)
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#define ST_KEY0Y (ST_Y+3)
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//#define ST_KEY0X 239
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//#define ST_KEY0Y 171
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#define ST_KEY1WIDTH ST_KEY0WIDTH
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// proff 08/18/98: Changed for high-res
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#define ST_KEY1X (ST_X+239)
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#define ST_KEY1Y (ST_Y+13)
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//#define ST_KEY1X 239
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//#define ST_KEY1Y 181
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#define ST_KEY2WIDTH ST_KEY0WIDTH
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// proff 08/18/98: Changed for high-res
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#define ST_KEY2X (ST_X+239)
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#define ST_KEY2Y (ST_Y+23)
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//#define ST_KEY2X 239
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//#define ST_KEY2Y 191
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// Ammunition counter.
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#define ST_AMMO0WIDTH 3
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#define ST_AMMO0HEIGHT 6
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// proff 08/18/98: Changed for high-res
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#define ST_AMMO0X (ST_X+288)
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#define ST_AMMO0Y (ST_Y+5)
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//#define ST_AMMO0X 288
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//#define ST_AMMO0Y 173
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#define ST_AMMO1WIDTH ST_AMMO0WIDTH
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// proff 08/18/98: Changed for high-res
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#define ST_AMMO1X (ST_X+288)
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#define ST_AMMO1Y (ST_Y+11)
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//#define ST_AMMO1X 288
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//#define ST_AMMO1Y 179
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#define ST_AMMO2WIDTH ST_AMMO0WIDTH
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// proff 08/18/98: Changed for high-res
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#define ST_AMMO2X (ST_X+288)
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#define ST_AMMO2Y (ST_Y+23)
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//#define ST_AMMO2X 288
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//#define ST_AMMO2Y 191
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#define ST_AMMO3WIDTH ST_AMMO0WIDTH
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// proff 08/18/98: Changed for high-res
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#define ST_AMMO3X (ST_X+288)
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#define ST_AMMO3Y (ST_Y+17)
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//#define ST_AMMO3X 288
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//#define ST_AMMO3Y 185
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// Indicate maximum ammunition.
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// Only needed because backpack exists.
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#define ST_MAXAMMO0WIDTH 3
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#define ST_MAXAMMO0HEIGHT 5
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// proff 08/18/98: Changed for high-res
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#define ST_MAXAMMO0X (ST_X+314)
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#define ST_MAXAMMO0Y (ST_Y+5)
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//#define ST_MAXAMMO0X 314
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//#define ST_MAXAMMO0Y 173
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#define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH
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// proff 08/18/98: Changed for high-res
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#define ST_MAXAMMO1X (ST_X+314)
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#define ST_MAXAMMO1Y (ST_Y+11)
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//#define ST_MAXAMMO1X 314
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//#define ST_MAXAMMO1Y 179
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#define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH
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// proff 08/18/98: Changed for high-res
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#define ST_MAXAMMO2X (ST_X+314)
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#define ST_MAXAMMO2Y (ST_Y+23)
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//#define ST_MAXAMMO2X 314
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//#define ST_MAXAMMO2Y 191
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#define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH
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// proff 08/18/98: Changed for high-res
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#define ST_MAXAMMO3X (ST_X+314)
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#define ST_MAXAMMO3Y (ST_Y+17)
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//#define ST_MAXAMMO3X 314
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//#define ST_MAXAMMO3Y 185
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// killough 2/8/98: weapon info position macros UNUSED, removed here
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// main player in game
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static player_t *plyr;
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// ST_Start() has just been called
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static boolean st_firsttime;
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// used to execute ST_Init() only once
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static int veryfirsttime = 1;
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// CPhipps - no longer do direct PLAYPAL handling here
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// used for timing
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static unsigned int st_clock;
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// used for making messages go away
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static int st_msgcounter=0;
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// used when in chat
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static st_chatstateenum_t st_chatstate;
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// whether in automap or first-person
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static st_stateenum_t st_gamestate;
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// whether left-side main status bar is active
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static boolean st_statusbaron;
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// whether status bar chat is active
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static boolean st_chat;
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// value of st_chat before message popped up
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static boolean st_oldchat;
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// whether chat window has the cursor on
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static boolean st_cursoron;
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// !deathmatch
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static boolean st_notdeathmatch;
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// !deathmatch && st_statusbaron
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static boolean st_armson;
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// !deathmatch
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static boolean st_fragson;
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// 0-9, tall numbers
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static patchnum_t tallnum[10];
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// tall % sign
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static patchnum_t tallpercent;
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// 0-9, short, yellow (,different!) numbers
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static patchnum_t shortnum[10];
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// 3 key-cards, 3 skulls, 3 card/skull combos
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// jff 2/24/98 extend number of patches by three skull/card combos
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static patchnum_t keys[NUMCARDS+3];
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// face status patches
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static patchnum_t faces[ST_NUMFACES];
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// face background
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static patchnum_t faceback; // CPhipps - single background, translated for different players
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//e6y: status bar background
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static patchnum_t stbarbg;
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// main bar right
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static patchnum_t armsbg;
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// weapon ownership patches
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static patchnum_t arms[6][2];
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// ready-weapon widget
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static st_number_t w_ready;
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//jff 2/16/98 status color change levels
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int ammo_red; // ammo percent less than which status is red
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int ammo_yellow; // ammo percent less is yellow more green
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int health_red; // health amount less than which status is red
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int health_yellow; // health amount less than which status is yellow
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int health_green; // health amount above is blue, below is green
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int armor_red; // armor amount less than which status is red
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int armor_yellow; // armor amount less than which status is yellow
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int armor_green; // armor amount above is blue, below is green
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// in deathmatch only, summary of frags stats
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static st_number_t w_frags;
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// health widget
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static st_percent_t w_health;
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// arms background
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static st_binicon_t w_armsbg;
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// weapon ownership widgets
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static st_multicon_t w_arms[6];
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// face status widget
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static st_multicon_t w_faces;
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// keycard widgets
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static st_multicon_t w_keyboxes[3];
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// armor widget
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static st_percent_t w_armor;
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// ammo widgets
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static st_number_t w_ammo[4];
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// max ammo widgets
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static st_number_t w_maxammo[4];
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// number of frags so far in deathmatch
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static int st_fragscount;
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// used to use appopriately pained face
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static int st_oldhealth = -1;
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// used for evil grin
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static boolean oldweaponsowned[NUMWEAPONS];
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// count until face changes
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static int st_facecount = 0;
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// current face index, used by w_faces
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static int st_faceindex = 0;
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// holds key-type for each key box on bar
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static int keyboxes[3];
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// a random number per tick
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static int st_randomnumber;
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extern char *mapnames[];
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//
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// STATUS BAR CODE
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//
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static void ST_Stop(void);
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static void ST_refreshBackground(void)
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{
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int y=0;
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if (st_statusbaron)
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{
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// proff 05/17/2000: draw to the frontbuffer in OpenGL
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||
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if (V_GetMode() == VID_MODEGL)
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y=ST_Y;
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V_DrawNumPatch(ST_X, y, BG, stbarbg.lumpnum, CR_DEFAULT, VPT_STRETCH);
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if (st_armson)
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V_DrawNumPatch(ST_ARMSBGX, y, BG, armsbg.lumpnum, CR_DEFAULT, VPT_STRETCH);
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// killough 3/7/98: make face background change with displayplayer
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if (netgame)
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{
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V_DrawNumPatch(ST_FX, y, BG, faceback.lumpnum,
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displayplayer ? CR_LIMIT+displayplayer : CR_DEFAULT,
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displayplayer ? (VPT_TRANS | VPT_STRETCH) : VPT_STRETCH);
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||
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}
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V_CopyRect(ST_X, y, BG, ST_SCALED_WIDTH, ST_SCALED_HEIGHT, ST_X, ST_SCALED_Y, FG, VPT_NONE);
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}
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}
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||
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||
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// Respond to keyboard input events,
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||
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// intercept cheats.
|
||
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boolean ST_Responder(event_t *ev)
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||
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{
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||
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// Filter automap on/off.
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||
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if (ev->type == ev_keyup && (ev->data1 & 0xffff0000) == AM_MSGHEADER)
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||
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{
|
||
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switch(ev->data1)
|
||
|
{
|
||
|
case AM_MSGENTERED:
|
||
|
st_gamestate = AutomapState;
|
||
|
st_firsttime = true;
|
||
|
break;
|
||
|
|
||
|
case AM_MSGEXITED:
|
||
|
st_gamestate = FirstPersonState;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else // if a user keypress...
|
||
|
if (ev->type == ev_keydown) // Try cheat responder in m_cheat.c
|
||
|
return M_FindCheats(ev->data1); // killough 4/17/98, 5/2/98
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
static int ST_calcPainOffset(void)
|
||
|
{
|
||
|
static int lastcalc;
|
||
|
static int oldhealth = -1;
|
||
|
int health = plyr->health > 100 ? 100 : plyr->health;
|
||
|
|
||
|
if (health != oldhealth)
|
||
|
{
|
||
|
lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
|
||
|
oldhealth = health;
|
||
|
}
|
||
|
return lastcalc;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// This is a not-very-pretty routine which handles
|
||
|
// the face states and their timing.
|
||
|
// the precedence of expressions is:
|
||
|
// dead > evil grin > turned head > straight ahead
|
||
|
//
|
||
|
|
||
|
static void ST_updateFaceWidget(void)
|
||
|
{
|
||
|
int i;
|
||
|
angle_t badguyangle;
|
||
|
angle_t diffang;
|
||
|
static int lastattackdown = -1;
|
||
|
static int priority = 0;
|
||
|
boolean doevilgrin;
|
||
|
|
||
|
if (priority < 10)
|
||
|
{
|
||
|
// dead
|
||
|
if (!plyr->health)
|
||
|
{
|
||
|
priority = 9;
|
||
|
st_faceindex = ST_DEADFACE;
|
||
|
st_facecount = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (priority < 9)
|
||
|
{
|
||
|
if (plyr->bonuscount)
|
||
|
{
|
||
|
// picking up bonus
|
||
|
doevilgrin = false;
|
||
|
|
||
|
for (i=0;i<NUMWEAPONS;i++)
|
||
|
{
|
||
|
if (oldweaponsowned[i] != plyr->weaponowned[i])
|
||
|
{
|
||
|
doevilgrin = true;
|
||
|
oldweaponsowned[i] = plyr->weaponowned[i];
|
||
|
}
|
||
|
}
|
||
|
if (doevilgrin)
|
||
|
{
|
||
|
// evil grin if just picked up weapon
|
||
|
priority = 8;
|
||
|
st_facecount = ST_EVILGRINCOUNT;
|
||
|
st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if (priority < 8)
|
||
|
{
|
||
|
if (plyr->damagecount && plyr->attacker && plyr->attacker != plyr->mo)
|
||
|
{
|
||
|
// being attacked
|
||
|
priority = 7;
|
||
|
|
||
|
// haleyjd 10/12/03: classic DOOM problem of missing OUCH face
|
||
|
// was due to inversion of this test:
|
||
|
// if(plyr->health - st_oldhealth > ST_MUCHPAIN)
|
||
|
if(st_oldhealth - plyr->health > ST_MUCHPAIN)
|
||
|
{
|
||
|
st_facecount = ST_TURNCOUNT;
|
||
|
st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
badguyangle = R_PointToAngle2(plyr->mo->x,
|
||
|
plyr->mo->y,
|
||
|
plyr->attacker->x,
|
||
|
plyr->attacker->y);
|
||
|
|
||
|
if (badguyangle > plyr->mo->angle)
|
||
|
{
|
||
|
// whether right or left
|
||
|
diffang = badguyangle - plyr->mo->angle;
|
||
|
i = diffang > ANG180;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// whether left or right
|
||
|
diffang = plyr->mo->angle - badguyangle;
|
||
|
i = diffang <= ANG180;
|
||
|
} // confusing, aint it?
|
||
|
|
||
|
|
||
|
st_facecount = ST_TURNCOUNT;
|
||
|
st_faceindex = ST_calcPainOffset();
|
||
|
|
||
|
if (diffang < ANG45)
|
||
|
{
|
||
|
// head-on
|
||
|
st_faceindex += ST_RAMPAGEOFFSET;
|
||
|
}
|
||
|
else if (i)
|
||
|
{
|
||
|
// turn face right
|
||
|
st_faceindex += ST_TURNOFFSET;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// turn face left
|
||
|
st_faceindex += ST_TURNOFFSET+1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (priority < 7)
|
||
|
{
|
||
|
// getting hurt because of your own damn stupidity
|
||
|
if (plyr->damagecount)
|
||
|
{
|
||
|
// haleyjd 10/12/03: classic DOOM problem of missing OUCH face
|
||
|
// was due to inversion of this test:
|
||
|
// if(plyr->health - st_oldhealth > ST_MUCHPAIN)
|
||
|
if(st_oldhealth - plyr->health > ST_MUCHPAIN)
|
||
|
{
|
||
|
priority = 7;
|
||
|
st_facecount = ST_TURNCOUNT;
|
||
|
st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
priority = 6;
|
||
|
st_facecount = ST_TURNCOUNT;
|
||
|
st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if (priority < 6)
|
||
|
{
|
||
|
// rapid firing
|
||
|
if (plyr->attackdown)
|
||
|
{
|
||
|
if (lastattackdown==-1)
|
||
|
lastattackdown = ST_RAMPAGEDELAY;
|
||
|
else if (!--lastattackdown)
|
||
|
{
|
||
|
priority = 5;
|
||
|
st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
|
||
|
st_facecount = 1;
|
||
|
lastattackdown = 1;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
lastattackdown = -1;
|
||
|
|
||
|
}
|
||
|
|
||
|
if (priority < 5)
|
||
|
{
|
||
|
// invulnerability
|
||
|
if ((plyr->cheats & CF_GODMODE)
|
||
|
|| plyr->powers[pw_invulnerability])
|
||
|
{
|
||
|
priority = 4;
|
||
|
|
||
|
st_faceindex = ST_GODFACE;
|
||
|
st_facecount = 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// look left or look right if the facecount has timed out
|
||
|
if (!st_facecount)
|
||
|
{
|
||
|
st_faceindex = ST_calcPainOffset() + (st_randomnumber % 3);
|
||
|
st_facecount = ST_STRAIGHTFACECOUNT;
|
||
|
priority = 0;
|
||
|
}
|
||
|
|
||
|
st_facecount--;
|
||
|
|
||
|
}
|
||
|
|
||
|
int sts_traditional_keys; // killough 2/28/98: traditional status bar keys
|
||
|
|
||
|
static void ST_updateWidgets(void)
|
||
|
{
|
||
|
static int largeammo = 1994; // means "n/a"
|
||
|
int i;
|
||
|
|
||
|
// must redirect the pointer if the ready weapon has changed.
|
||
|
// if (w_ready.data != plyr->readyweapon)
|
||
|
// {
|
||
|
if (weaponinfo[plyr->readyweapon].ammo == am_noammo)
|
||
|
w_ready.num = &largeammo;
|
||
|
else
|
||
|
w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo];
|
||
|
//{
|
||
|
// static int tic=0;
|
||
|
// static int dir=-1;
|
||
|
// if (!(tic&15))
|
||
|
// plyr->ammo[weaponinfo[plyr->readyweapon].ammo]+=dir;
|
||
|
// if (plyr->ammo[weaponinfo[plyr->readyweapon].ammo] == -100)
|
||
|
// dir = 1;
|
||
|
// tic++;
|
||
|
// }
|
||
|
w_ready.data = plyr->readyweapon;
|
||
|
|
||
|
// if (*w_ready.on)
|
||
|
// STlib_updateNum(&w_ready, true);
|
||
|
// refresh weapon change
|
||
|
// }
|
||
|
|
||
|
// update keycard multiple widgets
|
||
|
for (i=0;i<3;i++)
|
||
|
{
|
||
|
keyboxes[i] = plyr->cards[i] ? i : -1;
|
||
|
|
||
|
//jff 2/24/98 select double key
|
||
|
//killough 2/28/98: preserve traditional keys by config option
|
||
|
|
||
|
if (plyr->cards[i+3])
|
||
|
keyboxes[i] = keyboxes[i]==-1 || sts_traditional_keys ? i+3 : i+6;
|
||
|
}
|
||
|
|
||
|
// refresh everything if this is him coming back to life
|
||
|
ST_updateFaceWidget();
|
||
|
|
||
|
// used by the w_armsbg widget
|
||
|
st_notdeathmatch = !deathmatch;
|
||
|
|
||
|
// used by w_arms[] widgets
|
||
|
st_armson = st_statusbaron && !deathmatch;
|
||
|
|
||
|
// used by w_frags widget
|
||
|
st_fragson = deathmatch && st_statusbaron;
|
||
|
st_fragscount = 0;
|
||
|
|
||
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
||
|
{
|
||
|
if (i != displayplayer) // killough 3/7/98
|
||
|
st_fragscount += plyr->frags[i];
|
||
|
else
|
||
|
st_fragscount -= plyr->frags[i];
|
||
|
}
|
||
|
|
||
|
// get rid of chat window if up because of message
|
||
|
if (!--st_msgcounter)
|
||
|
st_chat = st_oldchat;
|
||
|
|
||
|
}
|
||
|
|
||
|
void ST_Ticker(void)
|
||
|
{
|
||
|
st_clock++;
|
||
|
st_randomnumber = M_Random();
|
||
|
ST_updateWidgets();
|
||
|
st_oldhealth = plyr->health;
|
||
|
}
|
||
|
|
||
|
int st_palette = 0;
|
||
|
|
||
|
static void ST_doPaletteStuff(void)
|
||
|
{
|
||
|
int palette;
|
||
|
int cnt = plyr->damagecount;
|
||
|
|
||
|
if (plyr->powers[pw_strength])
|
||
|
{
|
||
|
// slowly fade the berzerk out
|
||
|
int bzc = 12 - (plyr->powers[pw_strength]>>6);
|
||
|
if (bzc > cnt)
|
||
|
cnt = bzc;
|
||
|
}
|
||
|
|
||
|
if (cnt)
|
||
|
{
|
||
|
palette = (cnt+7)>>3;
|
||
|
if (palette >= NUMREDPALS)
|
||
|
palette = NUMREDPALS-1;
|
||
|
|
||
|
/* cph 2006/08/06 - if in the menu, reduce the red tint - navigating to
|
||
|
* load a game can be tricky if the screen is all red */
|
||
|
if (menuactive) palette >>=1;
|
||
|
|
||
|
palette += STARTREDPALS;
|
||
|
}
|
||
|
else
|
||
|
if (plyr->bonuscount)
|
||
|
{
|
||
|
palette = (plyr->bonuscount+7)>>3;
|
||
|
if (palette >= NUMBONUSPALS)
|
||
|
palette = NUMBONUSPALS-1;
|
||
|
palette += STARTBONUSPALS;
|
||
|
}
|
||
|
else
|
||
|
if (plyr->powers[pw_ironfeet] > 4*32 || plyr->powers[pw_ironfeet] & 8)
|
||
|
palette = RADIATIONPAL;
|
||
|
else
|
||
|
palette = 0;
|
||
|
|
||
|
if (palette != st_palette) {
|
||
|
V_SetPalette(st_palette = palette); // CPhipps - use new palette function
|
||
|
|
||
|
// have to redraw the entire status bar when the palette changes
|
||
|
// in truecolor modes - POPE
|
||
|
if (V_GetMode() == VID_MODE15 || V_GetMode() == VID_MODE16 || V_GetMode() == VID_MODE32)
|
||
|
st_firsttime = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void ST_drawWidgets(boolean refresh)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// used by w_arms[] widgets
|
||
|
st_armson = st_statusbaron && !deathmatch;
|
||
|
|
||
|
// used by w_frags widget
|
||
|
st_fragson = deathmatch && st_statusbaron;
|
||
|
|
||
|
//jff 2/16/98 make color of ammo depend on amount
|
||
|
if (*w_ready.num*100 < ammo_red*plyr->maxammo[weaponinfo[w_ready.data].ammo])
|
||
|
STlib_updateNum(&w_ready, CR_RED, refresh);
|
||
|
else
|
||
|
if (*w_ready.num*100 <
|
||
|
ammo_yellow*plyr->maxammo[weaponinfo[w_ready.data].ammo])
|
||
|
STlib_updateNum(&w_ready, CR_GOLD, refresh);
|
||
|
else
|
||
|
STlib_updateNum(&w_ready, CR_GREEN, refresh);
|
||
|
|
||
|
for (i=0;i<4;i++)
|
||
|
{
|
||
|
STlib_updateNum(&w_ammo[i], CR_DEFAULT, refresh); //jff 2/16/98 no xlation
|
||
|
STlib_updateNum(&w_maxammo[i], CR_DEFAULT, refresh);
|
||
|
}
|
||
|
|
||
|
//jff 2/16/98 make color of health depend on amount
|
||
|
if (*w_health.n.num<health_red)
|
||
|
STlib_updatePercent(&w_health, CR_RED, refresh);
|
||
|
else if (*w_health.n.num<health_yellow)
|
||
|
STlib_updatePercent(&w_health, CR_GOLD, refresh);
|
||
|
else if (*w_health.n.num<=health_green)
|
||
|
STlib_updatePercent(&w_health, CR_GREEN, refresh);
|
||
|
else
|
||
|
STlib_updatePercent(&w_health, CR_BLUE2, refresh); //killough 2/28/98
|
||
|
|
||
|
//jff 2/16/98 make color of armor depend on amount
|
||
|
if (*w_armor.n.num<armor_red)
|
||
|
STlib_updatePercent(&w_armor, CR_RED, refresh);
|
||
|
else if (*w_armor.n.num<armor_yellow)
|
||
|
STlib_updatePercent(&w_armor, CR_GOLD, refresh);
|
||
|
else if (*w_armor.n.num<=armor_green)
|
||
|
STlib_updatePercent(&w_armor, CR_GREEN, refresh);
|
||
|
else
|
||
|
STlib_updatePercent(&w_armor, CR_BLUE2, refresh); //killough 2/28/98
|
||
|
|
||
|
//e6y: moved to ST_refreshBackground() for correct single-pass stretching
|
||
|
//STlib_updateBinIcon(&w_armsbg, refresh);
|
||
|
|
||
|
for (i=0;i<6;i++)
|
||
|
STlib_updateMultIcon(&w_arms[i], refresh);
|
||
|
|
||
|
STlib_updateMultIcon(&w_faces, refresh);
|
||
|
|
||
|
for (i=0;i<3;i++)
|
||
|
STlib_updateMultIcon(&w_keyboxes[i], refresh);
|
||
|
|
||
|
STlib_updateNum(&w_frags, CR_DEFAULT, refresh);
|
||
|
|
||
|
}
|
||
|
|
||
|
static void ST_doRefresh(void)
|
||
|
{
|
||
|
|
||
|
st_firsttime = false;
|
||
|
|
||
|
// draw status bar background to off-screen buff
|
||
|
ST_refreshBackground();
|
||
|
|
||
|
// and refresh all widgets
|
||
|
ST_drawWidgets(true);
|
||
|
|
||
|
}
|
||
|
|
||
|
static void ST_diffDraw(void)
|
||
|
{
|
||
|
// update all widgets
|
||
|
ST_drawWidgets(false);
|
||
|
}
|
||
|
|
||
|
void ST_Drawer(boolean statusbaron, boolean refresh)
|
||
|
{
|
||
|
/* cph - let status bar on be controlled
|
||
|
* completely by the call from D_Display
|
||
|
* proff - really do it
|
||
|
*/
|
||
|
st_firsttime = st_firsttime || refresh;
|
||
|
|
||
|
ST_doPaletteStuff(); // Do red-/gold-shifts from damage/items
|
||
|
|
||
|
if (statusbaron) {
|
||
|
if (st_firsttime || (V_GetMode() == VID_MODEGL))
|
||
|
ST_doRefresh(); /* If just after ST_Start(), refresh all */
|
||
|
else
|
||
|
ST_diffDraw(); /* Otherwise, update as little as possible */
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// ST_loadGraphics
|
||
|
//
|
||
|
// CPhipps - Loads graphics needed for status bar if doload is true,
|
||
|
// unloads them otherwise
|
||
|
//
|
||
|
static void ST_loadGraphics(boolean doload)
|
||
|
{
|
||
|
int i, facenum;
|
||
|
char namebuf[9];
|
||
|
// cph - macro that either acquires a pointer and lock for a lump, or
|
||
|
// unlocks it. var is referenced exactly once in either case, so ++ in arg works
|
||
|
|
||
|
// Load the numbers, tall and short
|
||
|
for (i=0;i<10;i++)
|
||
|
{
|
||
|
sprintf(namebuf, "STTNUM%d", i);
|
||
|
R_SetPatchNum(&tallnum[i],namebuf);
|
||
|
sprintf(namebuf, "STYSNUM%d", i);
|
||
|
R_SetPatchNum(&shortnum[i],namebuf);
|
||
|
}
|
||
|
|
||
|
// Load percent key.
|
||
|
R_SetPatchNum(&tallpercent,"STTPRCNT");
|
||
|
|
||
|
// key cards
|
||
|
for (i=0;i<NUMCARDS+3;i++) //jff 2/23/98 show both keys too
|
||
|
{
|
||
|
sprintf(namebuf, "STKEYS%d", i);
|
||
|
R_SetPatchNum(&keys[i], namebuf);
|
||
|
}
|
||
|
|
||
|
//e6y: status bar background
|
||
|
R_SetPatchNum(&stbarbg, "STBAR");
|
||
|
|
||
|
// arms background
|
||
|
R_SetPatchNum(&armsbg, "STARMS");
|
||
|
|
||
|
// arms ownership widgets
|
||
|
for (i=0;i<6;i++)
|
||
|
{
|
||
|
sprintf(namebuf, "STGNUM%d", i+2);
|
||
|
|
||
|
// gray #
|
||
|
R_SetPatchNum(&arms[i][0], namebuf);
|
||
|
|
||
|
// yellow #
|
||
|
arms[i][1] = shortnum[i+2];
|
||
|
}
|
||
|
|
||
|
// face backgrounds for different color players
|
||
|
// killough 3/7/98: add better support for spy mode by loading all
|
||
|
// player face backgrounds and using displayplayer to choose them:
|
||
|
R_SetPatchNum(&faceback, "STFB0");
|
||
|
|
||
|
// face states
|
||
|
facenum = 0;
|
||
|
for (i=0;i<ST_NUMPAINFACES;i++)
|
||
|
{
|
||
|
int j;
|
||
|
for (j=0;j<ST_NUMSTRAIGHTFACES;j++)
|
||
|
{
|
||
|
sprintf(namebuf, "STFST%d%d", i, j);
|
||
|
R_SetPatchNum(&faces[facenum++], namebuf);
|
||
|
}
|
||
|
sprintf(namebuf, "STFTR%d0", i); // turn right
|
||
|
R_SetPatchNum(&faces[facenum++], namebuf);
|
||
|
sprintf(namebuf, "STFTL%d0", i); // turn left
|
||
|
R_SetPatchNum(&faces[facenum++], namebuf);
|
||
|
sprintf(namebuf, "STFOUCH%d", i); // ouch!
|
||
|
R_SetPatchNum(&faces[facenum++], namebuf);
|
||
|
sprintf(namebuf, "STFEVL%d", i); // evil grin ;)
|
||
|
R_SetPatchNum(&faces[facenum++], namebuf);
|
||
|
sprintf(namebuf, "STFKILL%d", i); // pissed off
|
||
|
R_SetPatchNum(&faces[facenum++], namebuf);
|
||
|
}
|
||
|
R_SetPatchNum(&faces[facenum++], "STFGOD0");
|
||
|
R_SetPatchNum(&faces[facenum++], "STFDEAD0");
|
||
|
}
|
||
|
|
||
|
static void ST_loadData(void)
|
||
|
{
|
||
|
ST_loadGraphics(true);
|
||
|
}
|
||
|
|
||
|
static void ST_unloadData(void)
|
||
|
{
|
||
|
ST_loadGraphics(false);
|
||
|
}
|
||
|
|
||
|
static void ST_initData(void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
st_firsttime = true;
|
||
|
plyr = &players[displayplayer]; // killough 3/7/98
|
||
|
|
||
|
st_clock = 0;
|
||
|
st_chatstate = StartChatState;
|
||
|
st_gamestate = FirstPersonState;
|
||
|
|
||
|
st_statusbaron = true;
|
||
|
st_oldchat = st_chat = false;
|
||
|
st_cursoron = false;
|
||
|
|
||
|
st_faceindex = 0;
|
||
|
st_palette = -1;
|
||
|
|
||
|
st_oldhealth = -1;
|
||
|
|
||
|
for (i=0;i<NUMWEAPONS;i++)
|
||
|
oldweaponsowned[i] = plyr->weaponowned[i];
|
||
|
|
||
|
for (i=0;i<3;i++)
|
||
|
keyboxes[i] = -1;
|
||
|
|
||
|
STlib_init();
|
||
|
}
|
||
|
|
||
|
static void ST_createWidgets(void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// ready weapon ammo
|
||
|
STlib_initNum(&w_ready,
|
||
|
ST_AMMOX,
|
||
|
ST_AMMOY,
|
||
|
tallnum,
|
||
|
&plyr->ammo[weaponinfo[plyr->readyweapon].ammo],
|
||
|
&st_statusbaron,
|
||
|
ST_AMMOWIDTH );
|
||
|
|
||
|
// the last weapon type
|
||
|
w_ready.data = plyr->readyweapon;
|
||
|
|
||
|
// health percentage
|
||
|
STlib_initPercent(&w_health,
|
||
|
ST_HEALTHX,
|
||
|
ST_HEALTHY,
|
||
|
tallnum,
|
||
|
&plyr->health,
|
||
|
&st_statusbaron,
|
||
|
&tallpercent);
|
||
|
|
||
|
// arms background
|
||
|
STlib_initBinIcon(&w_armsbg,
|
||
|
ST_ARMSBGX,
|
||
|
ST_ARMSBGY,
|
||
|
&armsbg,
|
||
|
&st_notdeathmatch,
|
||
|
&st_statusbaron);
|
||
|
|
||
|
// weapons owned
|
||
|
for(i=0;i<6;i++)
|
||
|
{
|
||
|
STlib_initMultIcon(&w_arms[i],
|
||
|
ST_ARMSX+(i%3)*ST_ARMSXSPACE,
|
||
|
ST_ARMSY+(i/3)*ST_ARMSYSPACE,
|
||
|
arms[i], (int *) &plyr->weaponowned[i+1],
|
||
|
&st_armson);
|
||
|
}
|
||
|
|
||
|
// frags sum
|
||
|
STlib_initNum(&w_frags,
|
||
|
ST_FRAGSX,
|
||
|
ST_FRAGSY,
|
||
|
tallnum,
|
||
|
&st_fragscount,
|
||
|
&st_fragson,
|
||
|
ST_FRAGSWIDTH);
|
||
|
|
||
|
// faces
|
||
|
STlib_initMultIcon(&w_faces,
|
||
|
ST_FACESX,
|
||
|
ST_FACESY,
|
||
|
faces,
|
||
|
&st_faceindex,
|
||
|
&st_statusbaron);
|
||
|
|
||
|
// armor percentage - should be colored later
|
||
|
STlib_initPercent(&w_armor,
|
||
|
ST_ARMORX,
|
||
|
ST_ARMORY,
|
||
|
tallnum,
|
||
|
&plyr->armorpoints,
|
||
|
&st_statusbaron, &tallpercent);
|
||
|
|
||
|
// keyboxes 0-2
|
||
|
STlib_initMultIcon(&w_keyboxes[0],
|
||
|
ST_KEY0X,
|
||
|
ST_KEY0Y,
|
||
|
keys,
|
||
|
&keyboxes[0],
|
||
|
&st_statusbaron);
|
||
|
|
||
|
STlib_initMultIcon(&w_keyboxes[1],
|
||
|
ST_KEY1X,
|
||
|
ST_KEY1Y,
|
||
|
keys,
|
||
|
&keyboxes[1],
|
||
|
&st_statusbaron);
|
||
|
|
||
|
STlib_initMultIcon(&w_keyboxes[2],
|
||
|
ST_KEY2X,
|
||
|
ST_KEY2Y,
|
||
|
keys,
|
||
|
&keyboxes[2],
|
||
|
&st_statusbaron);
|
||
|
|
||
|
// ammo count (all four kinds)
|
||
|
STlib_initNum(&w_ammo[0],
|
||
|
ST_AMMO0X,
|
||
|
ST_AMMO0Y,
|
||
|
shortnum,
|
||
|
&plyr->ammo[0],
|
||
|
&st_statusbaron,
|
||
|
ST_AMMO0WIDTH);
|
||
|
|
||
|
STlib_initNum(&w_ammo[1],
|
||
|
ST_AMMO1X,
|
||
|
ST_AMMO1Y,
|
||
|
shortnum,
|
||
|
&plyr->ammo[1],
|
||
|
&st_statusbaron,
|
||
|
ST_AMMO1WIDTH);
|
||
|
|
||
|
STlib_initNum(&w_ammo[2],
|
||
|
ST_AMMO2X,
|
||
|
ST_AMMO2Y,
|
||
|
shortnum,
|
||
|
&plyr->ammo[2],
|
||
|
&st_statusbaron,
|
||
|
ST_AMMO2WIDTH);
|
||
|
|
||
|
STlib_initNum(&w_ammo[3],
|
||
|
ST_AMMO3X,
|
||
|
ST_AMMO3Y,
|
||
|
shortnum,
|
||
|
&plyr->ammo[3],
|
||
|
&st_statusbaron,
|
||
|
ST_AMMO3WIDTH);
|
||
|
|
||
|
// max ammo count (all four kinds)
|
||
|
STlib_initNum(&w_maxammo[0],
|
||
|
ST_MAXAMMO0X,
|
||
|
ST_MAXAMMO0Y,
|
||
|
shortnum,
|
||
|
&plyr->maxammo[0],
|
||
|
&st_statusbaron,
|
||
|
ST_MAXAMMO0WIDTH);
|
||
|
|
||
|
STlib_initNum(&w_maxammo[1],
|
||
|
ST_MAXAMMO1X,
|
||
|
ST_MAXAMMO1Y,
|
||
|
shortnum,
|
||
|
&plyr->maxammo[1],
|
||
|
&st_statusbaron,
|
||
|
ST_MAXAMMO1WIDTH);
|
||
|
|
||
|
STlib_initNum(&w_maxammo[2],
|
||
|
ST_MAXAMMO2X,
|
||
|
ST_MAXAMMO2Y,
|
||
|
shortnum,
|
||
|
&plyr->maxammo[2],
|
||
|
&st_statusbaron,
|
||
|
ST_MAXAMMO2WIDTH);
|
||
|
|
||
|
STlib_initNum(&w_maxammo[3],
|
||
|
ST_MAXAMMO3X,
|
||
|
ST_MAXAMMO3Y,
|
||
|
shortnum,
|
||
|
&plyr->maxammo[3],
|
||
|
&st_statusbaron,
|
||
|
ST_MAXAMMO3WIDTH);
|
||
|
}
|
||
|
|
||
|
static boolean st_stopped = true;
|
||
|
|
||
|
void ST_Start(void)
|
||
|
{
|
||
|
if (!st_stopped)
|
||
|
ST_Stop();
|
||
|
ST_initData();
|
||
|
ST_createWidgets();
|
||
|
st_stopped = false;
|
||
|
}
|
||
|
|
||
|
static void ST_Stop(void)
|
||
|
{
|
||
|
if (st_stopped)
|
||
|
return;
|
||
|
V_SetPalette(0);
|
||
|
st_stopped = true;
|
||
|
}
|
||
|
|
||
|
void ST_Init(void)
|
||
|
{
|
||
|
veryfirsttime = 0;
|
||
|
ST_loadData();
|
||
|
}
|