/* Emacs style mode select -*- C++ -*- *----------------------------------------------------------------------------- * * * PrBoom: a Doom port merged with LxDoom and LSDLDoom * based on BOOM, a modified and improved DOOM engine * Copyright (C) 1999 by * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman * Copyright (C) 1999-2000 by * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze * Copyright 2005, 2006 by * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * DESCRIPTION: * Status bar code. * Does the face/direction indicator animatin. * Does palette indicators as well (red pain/berserk, bright pickup) * *-----------------------------------------------------------------------------*/ #include "doomdef.h" #include "doomstat.h" #include "m_random.h" #include "i_video.h" #include "w_wad.h" #include "st_stuff.h" #include "st_lib.h" #include "r_main.h" #include "am_map.h" #include "m_cheat.h" #include "s_sound.h" #include "sounds.h" #include "dstrings.h" #include "r_draw.h" // // STATUS BAR DATA // // Palette indices. // For damage/bonus red-/gold-shifts #define STARTREDPALS 1 #define STARTBONUSPALS 9 #define NUMREDPALS 8 #define NUMBONUSPALS 4 // Radiation suit, green shift. #define RADIATIONPAL 13 // Location of status bar #define ST_X 0 #define ST_X2 104 // proff 08/18/98: Changed for high-res #define ST_FX (ST_X+143) #define ST_FY (ST_Y+1) //#define ST_FX 143 //#define ST_FY 169 // Should be set to patch width // for tall numbers later on #define ST_TALLNUMWIDTH (tallnum[0]->width) // Number of status faces. #define ST_NUMPAINFACES 5 #define ST_NUMSTRAIGHTFACES 3 #define ST_NUMTURNFACES 2 #define ST_NUMSPECIALFACES 3 #define ST_FACESTRIDE \ (ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES) #define ST_NUMEXTRAFACES 2 #define ST_NUMFACES \ (ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES) #define ST_TURNOFFSET (ST_NUMSTRAIGHTFACES) #define ST_OUCHOFFSET (ST_TURNOFFSET + ST_NUMTURNFACES) #define ST_EVILGRINOFFSET (ST_OUCHOFFSET + 1) #define ST_RAMPAGEOFFSET (ST_EVILGRINOFFSET + 1) #define ST_GODFACE (ST_NUMPAINFACES*ST_FACESTRIDE) #define ST_DEADFACE (ST_GODFACE+1) // proff 08/18/98: Changed for high-res #define ST_FACESX (ST_X+143) #define ST_FACESY (ST_Y) //#define ST_FACESX 143 //#define ST_FACESY 168 #define ST_EVILGRINCOUNT (2*TICRATE) #define ST_STRAIGHTFACECOUNT (TICRATE/2) #define ST_TURNCOUNT (1*TICRATE) #define ST_OUCHCOUNT (1*TICRATE) #define ST_RAMPAGEDELAY (2*TICRATE) #define ST_MUCHPAIN 20 // Location and size of statistics, // justified according to widget type. // Problem is, within which space? STbar? Screen? // Note: this could be read in by a lump. // Problem is, is the stuff rendered // into a buffer, // or into the frame buffer? // I dunno, why don't you go and find out!!! killough // AMMO number pos. #define ST_AMMOWIDTH 3 // proff 08/18/98: Changed for high-res #define ST_AMMOX (ST_X+44) #define ST_AMMOY (ST_Y+3) //#define ST_AMMOX 44 //#define ST_AMMOY 171 // HEALTH number pos. #define ST_HEALTHWIDTH 3 // proff 08/18/98: Changed for high-res #define ST_HEALTHX (ST_X+90) #define ST_HEALTHY (ST_Y+3) //#define ST_HEALTHX 90 //#define ST_HEALTHY 171 // Weapon pos. // proff 08/18/98: Changed for high-res #define ST_ARMSX (ST_X+111) #define ST_ARMSY (ST_Y+4) #define ST_ARMSBGX (ST_X+104) #define ST_ARMSBGY (ST_Y) //#define ST_ARMSX 111 //#define ST_ARMSY 172 //#define ST_ARMSBGX 104 //#define ST_ARMSBGY 168 #define ST_ARMSXSPACE 12 #define ST_ARMSYSPACE 10 // Frags pos. // proff 08/18/98: Changed for high-res #define ST_FRAGSX (ST_X+138) #define ST_FRAGSY (ST_Y+3) //#define ST_FRAGSX 138 //#define ST_FRAGSY 171 #define ST_FRAGSWIDTH 2 // ARMOR number pos. #define ST_ARMORWIDTH 3 // proff 08/18/98: Changed for high-res #define ST_ARMORX (ST_X+221) #define ST_ARMORY (ST_Y+3) //#define ST_ARMORX 221 //#define ST_ARMORY 171 // Key icon positions. #define ST_KEY0WIDTH 8 #define ST_KEY0HEIGHT 5 // proff 08/18/98: Changed for high-res #define ST_KEY0X (ST_X+239) #define ST_KEY0Y (ST_Y+3) //#define ST_KEY0X 239 //#define ST_KEY0Y 171 #define ST_KEY1WIDTH ST_KEY0WIDTH // proff 08/18/98: Changed for high-res #define ST_KEY1X (ST_X+239) #define ST_KEY1Y (ST_Y+13) //#define ST_KEY1X 239 //#define ST_KEY1Y 181 #define ST_KEY2WIDTH ST_KEY0WIDTH // proff 08/18/98: Changed for high-res #define ST_KEY2X (ST_X+239) #define ST_KEY2Y (ST_Y+23) //#define ST_KEY2X 239 //#define ST_KEY2Y 191 // Ammunition counter. #define ST_AMMO0WIDTH 3 #define ST_AMMO0HEIGHT 6 // proff 08/18/98: Changed for high-res #define ST_AMMO0X (ST_X+288) #define ST_AMMO0Y (ST_Y+5) //#define ST_AMMO0X 288 //#define ST_AMMO0Y 173 #define ST_AMMO1WIDTH ST_AMMO0WIDTH // proff 08/18/98: Changed for high-res #define ST_AMMO1X (ST_X+288) #define ST_AMMO1Y (ST_Y+11) //#define ST_AMMO1X 288 //#define ST_AMMO1Y 179 #define ST_AMMO2WIDTH ST_AMMO0WIDTH // proff 08/18/98: Changed for high-res #define ST_AMMO2X (ST_X+288) #define ST_AMMO2Y (ST_Y+23) //#define ST_AMMO2X 288 //#define ST_AMMO2Y 191 #define ST_AMMO3WIDTH ST_AMMO0WIDTH // proff 08/18/98: Changed for high-res #define ST_AMMO3X (ST_X+288) #define ST_AMMO3Y (ST_Y+17) //#define ST_AMMO3X 288 //#define ST_AMMO3Y 185 // Indicate maximum ammunition. // Only needed because backpack exists. #define ST_MAXAMMO0WIDTH 3 #define ST_MAXAMMO0HEIGHT 5 // proff 08/18/98: Changed for high-res #define ST_MAXAMMO0X (ST_X+314) #define ST_MAXAMMO0Y (ST_Y+5) //#define ST_MAXAMMO0X 314 //#define ST_MAXAMMO0Y 173 #define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH // proff 08/18/98: Changed for high-res #define ST_MAXAMMO1X (ST_X+314) #define ST_MAXAMMO1Y (ST_Y+11) //#define ST_MAXAMMO1X 314 //#define ST_MAXAMMO1Y 179 #define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH // proff 08/18/98: Changed for high-res #define ST_MAXAMMO2X (ST_X+314) #define ST_MAXAMMO2Y (ST_Y+23) //#define ST_MAXAMMO2X 314 //#define ST_MAXAMMO2Y 191 #define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH // proff 08/18/98: Changed for high-res #define ST_MAXAMMO3X (ST_X+314) #define ST_MAXAMMO3Y (ST_Y+17) //#define ST_MAXAMMO3X 314 //#define ST_MAXAMMO3Y 185 // killough 2/8/98: weapon info position macros UNUSED, removed here // main player in game static player_t *plyr; // ST_Start() has just been called static boolean st_firsttime; // used to execute ST_Init() only once static int veryfirsttime = 1; // CPhipps - no longer do direct PLAYPAL handling here // used for timing static unsigned int st_clock; // used for making messages go away static int st_msgcounter=0; // used when in chat static st_chatstateenum_t st_chatstate; // whether in automap or first-person static st_stateenum_t st_gamestate; // whether left-side main status bar is active static boolean st_statusbaron; // whether status bar chat is active static boolean st_chat; // value of st_chat before message popped up static boolean st_oldchat; // whether chat window has the cursor on static boolean st_cursoron; // !deathmatch static boolean st_notdeathmatch; // !deathmatch && st_statusbaron static boolean st_armson; // !deathmatch static boolean st_fragson; // 0-9, tall numbers static patchnum_t tallnum[10]; // tall % sign static patchnum_t tallpercent; // 0-9, short, yellow (,different!) numbers static patchnum_t shortnum[10]; // 3 key-cards, 3 skulls, 3 card/skull combos // jff 2/24/98 extend number of patches by three skull/card combos static patchnum_t keys[NUMCARDS+3]; // face status patches static patchnum_t faces[ST_NUMFACES]; // face background static patchnum_t faceback; // CPhipps - single background, translated for different players //e6y: status bar background static patchnum_t stbarbg; // main bar right static patchnum_t armsbg; // weapon ownership patches static patchnum_t arms[6][2]; // ready-weapon widget static st_number_t w_ready; //jff 2/16/98 status color change levels int ammo_red; // ammo percent less than which status is red int ammo_yellow; // ammo percent less is yellow more green int health_red; // health amount less than which status is red int health_yellow; // health amount less than which status is yellow int health_green; // health amount above is blue, below is green int armor_red; // armor amount less than which status is red int armor_yellow; // armor amount less than which status is yellow int armor_green; // armor amount above is blue, below is green // in deathmatch only, summary of frags stats static st_number_t w_frags; // health widget static st_percent_t w_health; // arms background static st_binicon_t w_armsbg; // weapon ownership widgets static st_multicon_t w_arms[6]; // face status widget static st_multicon_t w_faces; // keycard widgets static st_multicon_t w_keyboxes[3]; // armor widget static st_percent_t w_armor; // ammo widgets static st_number_t w_ammo[4]; // max ammo widgets static st_number_t w_maxammo[4]; // number of frags so far in deathmatch static int st_fragscount; // used to use appopriately pained face static int st_oldhealth = -1; // used for evil grin static boolean oldweaponsowned[NUMWEAPONS]; // count until face changes static int st_facecount = 0; // current face index, used by w_faces static int st_faceindex = 0; // holds key-type for each key box on bar static int keyboxes[3]; // a random number per tick static int st_randomnumber; extern char *mapnames[]; // // STATUS BAR CODE // static void ST_Stop(void); static void ST_refreshBackground(void) { int y=0; if (st_statusbaron) { // proff 05/17/2000: draw to the frontbuffer in OpenGL if (V_GetMode() == VID_MODEGL) y=ST_Y; V_DrawNumPatch(ST_X, y, BG, stbarbg.lumpnum, CR_DEFAULT, VPT_STRETCH); if (st_armson) V_DrawNumPatch(ST_ARMSBGX, y, BG, armsbg.lumpnum, CR_DEFAULT, VPT_STRETCH); // killough 3/7/98: make face background change with displayplayer if (netgame) { V_DrawNumPatch(ST_FX, y, BG, faceback.lumpnum, displayplayer ? CR_LIMIT+displayplayer : CR_DEFAULT, displayplayer ? (VPT_TRANS | VPT_STRETCH) : VPT_STRETCH); } V_CopyRect(ST_X, y, BG, ST_SCALED_WIDTH, ST_SCALED_HEIGHT, ST_X, ST_SCALED_Y, FG, VPT_NONE); } } // Respond to keyboard input events, // intercept cheats. boolean ST_Responder(event_t *ev) { // Filter automap on/off. if (ev->type == ev_keyup && (ev->data1 & 0xffff0000) == AM_MSGHEADER) { 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;iweaponowned[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 ; ifrags[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.numweaponowned[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(); }