gzdoom-gles/src/g_hexen/hexen_sbar.cpp

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#include <assert.h>
#include "doomtype.h"
#include "doomstat.h"
#include "v_font.h"
#include "sbar.h"
#include "r_defs.h"
#include "w_wad.h"
#include "m_random.h"
#include "d_player.h"
#include "st_stuff.h"
#include "v_video.h"
#include "r_draw.h"
#include "templates.h"
#include "a_hexenglobal.h"
#include "a_keys.h"
#include "r_translate.h"
#include "a_weaponpiece.h"
class FManaBar : public FTexture
{
public:
FManaBar ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
bool CheckModified ();
void SetVial (FTexture *pic, AActor *actor, const PClass *manaType);
protected:
BYTE Pixels[5*24];
static const Span DummySpan[2];
FTexture *VialPic;
int VialLevel;
bool NeedRefresh;
void MakeTexture ();
};
const FTexture::Span FManaBar::DummySpan[2] = { { 0, 24 }, { 0, 0 } };
FManaBar::FManaBar ()
: VialPic(0), VialLevel(0), NeedRefresh(false)
{
Width = 5;
Height = 24;
WidthBits = 2;
HeightBits = 5;
WidthMask = 3;
}
void FManaBar::Unload ()
{
if (VialPic != 0)
{
VialPic->Unload ();
}
}
bool FManaBar::CheckModified ()
{
return NeedRefresh;
}
const BYTE *FManaBar::GetColumn (unsigned int column, const Span **spans_out)
{
if (NeedRefresh)
{
MakeTexture ();
}
if (column > 4)
{
column = 4;
}
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + column*24;
}
const BYTE *FManaBar::GetPixels ()
{
if (NeedRefresh)
{
MakeTexture ();
}
return Pixels;
}
void FManaBar::SetVial (FTexture *pic, AActor *actor, const PClass *manaType)
{
int level;
AInventory *ammo;
ammo = actor->FindInventory (manaType);
level = ammo != NULL ? ammo->Amount : 0;
level = MIN (22*level/MAX_MANA, 22);
if (VialPic != pic || VialLevel != level)
{
VialPic = pic;
VialLevel = level;
NeedRefresh = true;
}
}
void FManaBar::MakeTexture ()
{
int run = 22 - VialLevel;
BYTE color0 = GPalette.Remap[0];
NeedRefresh = false;
VialPic->CopyToBlock (Pixels, 5, 24, 0, 0);
memset (Pixels + 25, color0, run);
memset (Pixels + 25+24, color0, run);
memset (Pixels + 25+24+24, color0, run);
}
class DHexenStatusBar : public DBaseStatusBar
{
DECLARE_CLASS(DHexenStatusBar, DBaseStatusBar)
HAS_OBJECT_POINTERS
public:
DHexenStatusBar () : DBaseStatusBar (38)
{
static const char *hexenLumpNames[NUM_HEXENSB_IMAGES] =
{
"H2BAR", "H2TOP", "INVBAR", "LFEDGE", "RTEDGE",
"STATBAR", "KEYBAR", "SELECTBO", "ARTICLS", "ARMCLS",
"MANACLS", "MANAVL1", "MANAVL2", "MANAVL1D", "MANAVL2D",
"MANADIM1", "MANADIM2", "MANABRT1", "MANABRT2", "INVGEML1",
"INVGEML2", "INVGEMR1", "INVGEMR2", "KILLS", "USEARTIA",
"USEARTIB", "USEARTIC", "USEARTID", "USEARTIE", "KEYSLOT1",
"KEYSLOT2", "KEYSLOT3", "KEYSLOT4", "KEYSLOT5", "KEYSLOT6",
"KEYSLOT7", "KEYSLOT8", "KEYSLOT9", "KEYSLOTA", "KEYSLOTB",
"ARMSLOT1", "ARMSLOT2", "ARMSLOT3", "ARMSLOT4", "ARTIBOX",
"HAMOBACK"
};
static const char *classLumpNames[3][NUM_HEXENCLASSSB_IMAGES] =
{
{
"WPSLOT0", "WPFULL0", "WPIECEF1", "WPIECEF2",
"WPIECEF3", "CHAIN", "LIFEGMF2"
},
{
"WPSLOT1", "WPFULL1", "WPIECEC1", "WPIECEC2",
"WPIECEC3", "CHAIN2", "LIFEGMC2"
},
{
"WPSLOT2", "WPFULL2", "WPIECEM1", "WPIECEM2",
"WPIECEM3", "CHAIN3", "LIFEGMM2"
}
};
static const char *sharedLumpNames[] =
{
"LAME", "NEGNUM", "IN0", "IN1", "IN2",
"IN3", "IN4", "IN5", "IN6", "IN7",
"IN8", "IN9", "FONTB13", "FONTB16", "FONTB17",
"FONTB18", "FONTB19", "FONTB20", "FONTB21", "FONTB22",
"FONTB23", "FONTB24", "FONTB25", "SMALLIN0", "SMALLIN1",
"SMALLIN2", "SMALLIN3", "SMALLIN4", "SMALLIN5", "SMALLIN6",
"SMALLIN7", "SMALLIN8", "SMALLIN9",
"INRED0", "INRED1", "INRED2", "INRED3", "INRED4",
"INRED5", "INRED6", "INRED7", "INRED8", "INRED9"
};
DBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES + 10);
Images.Init (hexenLumpNames, NUM_HEXENSB_IMAGES);
ClassImages[0].Init (classLumpNames[0], NUM_HEXENCLASSSB_IMAGES);
ClassImages[1].Init (classLumpNames[1], NUM_HEXENCLASSSB_IMAGES);
ClassImages[2].Init (classLumpNames[2], NUM_HEXENCLASSSB_IMAGES);
oldarti = NULL;
oldartiCount = 0;
oldammo1 = oldammo2 = NULL;
oldammocount1 = oldammocount2 = -1;
oldfrags = -9999;
oldmana1 = -1;
oldmana2 = -1;
oldusemana1 = -1;
oldusemana2 = -1;
olddrawbars = -1;
oldarmor = -1;
oldhealth = -1;
oldlife = -1;
oldpieces = -1;
oldkeys[0] = oldkeys[1] = oldkeys[2] = oldkeys[3] = oldkeys[4] = NULL;
HealthMarker = 0;
ArtifactFlash = 0;
ArtiRefresh = 0;
FragHealthRefresh = 0;
KeysRefresh = 0;
ArmorRefresh = 0;
HealthRefresh = 0;
Mana1Refresh = 0;
Mana2Refresh = 0;
AmmoRefresh = 0;
}
~DHexenStatusBar ()
{
}
void Tick ()
{
int curHealth;
DBaseStatusBar::Tick ();
if (CPlayer->mo == NULL)
{
curHealth = 0;
}
else
{
curHealth = CPlayer->mo->health;
}
if (curHealth < 0)
{
curHealth = 0;
}
if (curHealth < HealthMarker)
{
HealthMarker -= clamp ((HealthMarker - curHealth) >> 2, 1, 6);
}
else if (curHealth > HealthMarker)
{
HealthMarker += clamp ((curHealth - HealthMarker) >> 2, 1, 6);
}
if (ArtifactFlash > 0)
{
if (--ArtifactFlash == 0)
{
ArtiRefresh = screen->GetPageCount ();
}
}
}
void Draw (EHudState state)
{
DBaseStatusBar::Draw (state);
if (state == HUD_Fullscreen)
{
DrawFullScreenStuff ();
SB_state = screen->GetPageCount ();
}
else if (state == HUD_StatusBar)
{
if (SB_state > 0)
{
DrawImage (Images[imgH2BAR], 0, -27);
oldhealth = -1;
}
DrawCommonBar ();
if (CPlayer->inventorytics == 0)
{
if (SB_state < 0)
{
SB_state = screen->GetPageCount ();
}
if (SB_state != 0)
{
// Main interface
SB_state--;
DrawImage (Images[!automapactive ? imgSTATBAR : imgKEYBAR], 38, 0);
oldarti = NULL;
oldammo1 = oldammo2 = NULL;
oldmana1 = -1;
oldmana2 = -1;
oldusemana1 = -1;
oldusemana2 = -1;
olddrawbars = -1;
oldarmor = -1;
oldpieces = -1;
oldfrags = -9999; //can't use -1, 'cuz of negative frags
oldlife = -1;
oldkeys[0] = oldkeys[1] = oldkeys[2] = oldkeys[3] = oldkeys[4] = NULL;
ArtiRefresh = 0;
//oldhealth = -1;
}
if (!automapactive)
{
DrawMainBar ();
}
else
{
DrawKeyBar ();
}
}
else
{
if (SB_state > -1)
{
SB_state = -screen->GetPageCount () - 1;
}
if (SB_state < -1)
{
SB_state++;
}
DrawInventoryBar ();
}
}
}
void AttachToPlayer (player_t *player)
{
DBaseStatusBar::AttachToPlayer (player);
if (player->mo != NULL)
{
if (player->mo->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
{
FourthWeaponClass = 2;
LifeBarClass = 2;
}
else if (player->mo->IsKindOf (PClass::FindClass(NAME_ClericPlayer)))
{
FourthWeaponClass = 1;
LifeBarClass = 1;
}
else
{
FourthWeaponClass = 0;
LifeBarClass = 0;
}
}
}
private:
//---------------------------------------------------------------------------
//
// PROC DrawCommonBar
//
//---------------------------------------------------------------------------
void DrawCommonBar ()
{
int healthPos;
DrawImage (Images[imgH2TOP], 0, -27);
if (oldhealth != HealthMarker)
{
oldhealth = HealthMarker;
HealthRefresh = screen->GetPageCount ();
}
if (HealthRefresh)
{
int lifeClass = LifeBarClass;
HealthRefresh--;
healthPos = clamp (HealthMarker, 0, 100);
DrawImage (ClassImages[lifeClass][imgCHAIN], 35+((healthPos*196/100)%9), 31);
DrawImage (ClassImages[lifeClass][imgLIFEGEM], 7+(healthPos*11/5), 31, multiplayer ?
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
translationtables[TRANSLATION_PlayersExtra][int(CPlayer - players)] : NULL);
DrawImage (Images[imgLFEDGE], 0, 31);
DrawImage (Images[imgRTEDGE], 277, 31);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawMainBar
//
//---------------------------------------------------------------------------
void DrawMainBar ()
{
int temp;
// Ready artifact
if (ArtifactFlash)
{
DrawImage (Images[imgARTICLEAR], 144, -1);
DrawImage (Images[imgUSEARTIA + ArtifactFlash], 148, 2);
oldarti = NULL; // so that the correct artifact fills in after the flash
}
else if (oldarti != CPlayer->mo->InvSel
|| (oldarti != NULL && oldartiCount != oldarti->Amount))
{
oldarti = CPlayer->mo->InvSel;
GC::WriteBarrier(this, oldarti);
oldartiCount = oldarti != NULL ? oldarti->Amount : 0;
ArtiRefresh = screen->GetPageCount ();
}
if (ArtiRefresh)
{
ArtiRefresh--;
DrawImage (Images[imgARTICLEAR], 144, -1);
if (oldarti != NULL)
{
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DrawDimImage (TexMan(oldarti->Icon), 143, 2, oldarti->Amount <= 0);
if (oldartiCount != 1)
{
DrSmallNumber (oldartiCount, 162, 23);
}
}
}
// Frags
if (deathmatch)
{
temp = CPlayer->fragcount;
if (temp != oldfrags)
{
oldfrags = temp;
FragHealthRefresh = screen->GetPageCount ();
}
if (FragHealthRefresh)
{
FragHealthRefresh--;
DrawImage (Images[imgKILLS], 38, 1);
DrINumber (temp, 40, 15);
}
}
else
{
temp = MAX (0, HealthMarker);
if (oldlife != temp)
{
oldlife = temp;
FragHealthRefresh = screen->GetPageCount ();
}
if (FragHealthRefresh)
{
FragHealthRefresh--;
DrawImage (Images[imgARMCLEAR], 41, 16);
DrINumber (temp, 40, 14, temp >= 25 ? imgINumbers : NUM_BASESB_IMAGES);
}
}
// Mana
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
int drawbar;
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
2006-04-30 21:49:18 +00:00
if (ammo1==ammo2)
{
// Don't show the same ammo twice.
ammo2=NULL;
}
// If the weapon uses some ammo that is not mana, do not draw
// the mana bars; draw the specific used ammo instead.
const PClass *mana1 = PClass::FindClass(NAME_Mana1);
const PClass *mana2 = PClass::FindClass(NAME_Mana2);
drawbar = !((ammo1 != NULL && ammo1->GetClass() != mana1 && ammo1->GetClass() != mana2) ||
(ammo2 != NULL && ammo2->GetClass() != mana1 && ammo2->GetClass() != mana2));
if (drawbar != olddrawbars)
{
AmmoRefresh = screen->GetPageCount ();
olddrawbars = drawbar;
oldmana1 = -1;
oldmana2 = -1;
}
if (drawbar && oldammo2 != ammo2)
{
AmmoRefresh = screen->GetPageCount ();
}
if (drawbar)
{
DrawManaBars (ammo1, ammo2, mana1, mana2);
}
else
{
DrawMainAltAmmo (ammo1, ammo2, ammocount1, ammocount2);
}
// Armor
temp = GetArmorPercent (NULL);
if (oldarmor != temp)
{
oldarmor = temp;
ArmorRefresh = screen->GetPageCount ();
}
if (ArmorRefresh)
{
ArmorRefresh--;
DrawImage (Images[imgARMCLEAR], 255, 16);
DrINumber (temp / (5*FRACUNIT), 250, 14);
}
// Weapon Pieces
DrawWeaponPieces();
}
//---------------------------------------------------------------------------
//
// PROC DrawMainAltAmmo
//
// Draw a generic ammo readout on the main bar, instead of the mana bars.
//
//---------------------------------------------------------------------------
void DrawMainAltAmmo (AAmmo *ammo1, AAmmo *ammo2, int ammocount1, int ammocount2)
{
if (ammo1 != oldammo1 || ammocount1 != oldammocount1)
{
AmmoRefresh = screen->GetPageCount ();
oldammo1 = ammo1;
oldammocount1 = ammocount1;
GC::WriteBarrier(this, ammo1);
}
if (ammo2 != oldammo2 || ammocount2 != oldammocount2)
{
AmmoRefresh = screen->GetPageCount ();
oldammo2 = ammo2;
oldammocount2 = ammocount2;
GC::WriteBarrier(this, ammo2);
}
if (AmmoRefresh)
{
AmmoRefresh--;
DrawImage (Images[imgAMMOBACK], 77, 2);
if (ammo2 != NULL)
{ // Draw both ammos
AmmoRefresh--;
screen->DrawTexture (TexMan[ammo1->Icon], 89+ST_X, 10+ST_Y,
DTA_CenterOffset, true,
DTA_Bottom320x200, true,
TAG_DONE);
DrSmallNumber (ammo1->Amount, 86, 20);
screen->DrawTexture (TexMan[ammo2->Icon], 113+ST_X, 10+ST_Y,
DTA_CenterOffset, true,
DTA_Bottom320x200, true,
TAG_DONE);
DrSmallNumber (ammo2->Amount, 110, 20);
}
else
{ // Draw one ammo
screen->DrawTexture (TexMan[ammo1->Icon], 100+ST_X, 10+ST_Y,
DTA_CenterOffset, true,
DTA_Bottom320x200, true,
TAG_DONE);
DrSmallNumber (ammo1->Amount, 97, 20);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawManaBars
//
// Draws the mana bars on the main status bar
//
//---------------------------------------------------------------------------
void DrawManaBars (AAmmo *ammo1, AAmmo *ammo2, const PClass *manatype1, const PClass *manatype2)
{
AAmmo *mana1 = NULL, *mana2 = NULL;
int usemana1 = false, usemana2 = false;
int manacount1, manacount2;
int manaPatch1, manaPatch2;
int manaVialPatch1, manaVialPatch2;
manaPatch1 = 0;
manaPatch2 = 0;
manaVialPatch1 = 0;
manaVialPatch2 = 0;
if (AmmoRefresh)
{
Mana1Refresh = MAX(AmmoRefresh, Mana1Refresh);
Mana2Refresh = MAX(AmmoRefresh, Mana2Refresh);
AmmoRefresh--;
screen->DrawTexture (Images[imgSTATBAR], ST_X+38, ST_Y,
DTA_WindowLeft, 39,
DTA_WindowRight, 87,
DTA_Bottom320x200, Scaled,
TAG_DONE);
}
// Locate Mana1 and Mana2 in the inventory, and decide which ones are used.
if (ammo1 == NULL)
{
}
else if (ammo1->GetClass() == manatype1)
{
mana1 = ammo1;
usemana1 = true;
}
else if (ammo1->GetClass() == manatype2)
{
mana2 = ammo1;
usemana2 = true;
}
if (ammo2 == NULL)
{
}
else if (ammo2->GetClass() == manatype1)
{
mana1 = ammo2;
usemana1 = true;
}
else if (ammo2->GetClass() == manatype2)
{
mana2 = ammo2;
usemana2 = true;
}
if (mana1 == NULL)
{
mana1 = static_cast<AAmmo*>(CPlayer->mo->FindInventory(manatype1));
}
if (mana2 == NULL)
{
mana2 = static_cast<AAmmo*>(CPlayer->mo->FindInventory(manatype2));
}
manacount1 = mana1 != NULL ? mana1->Amount : 0;
manacount2 = mana2 != NULL ? mana2->Amount : 0;
// Has Mana1 changed since last time?
if (oldmana1 != manacount1 || oldusemana1 != usemana1)
{
oldmana1 = manacount1;
oldusemana1 = usemana1;
Mana1Refresh = screen->GetPageCount ();
}
// Has Mana2 changed since last time?
if (oldmana2 != manacount2 || oldusemana2 != usemana2)
{
oldmana2 = manacount2;
oldusemana2 = usemana2;
Mana2Refresh = screen->GetPageCount ();
}
// Decide what to draw for vial 1
if (Mana1Refresh)
{
Mana1Refresh--;
DrawImage (Images[imgMANACLEAR], 77, 16);
DrSmallNumber (manacount1, 79, 19);
if (!usemana1)
{ // Draw Dim Mana icon
manaPatch1 = imgMANADIM1;
manaVialPatch1 = imgMANAVIALDIM1;
}
else
{
manaPatch1 = imgMANABRIGHT1;
manaVialPatch1 = manacount1 ? imgMANAVIAL1 : imgMANAVIALDIM1;
}
}
// Decide what to draw for vial 2
if (Mana2Refresh)
{
Mana2Refresh--;
DrawImage (Images[imgMANACLEAR], 109, 16);
DrSmallNumber (manacount2, 111, 19);
if (!usemana2)
{ // Draw Dim Mana icon
manaPatch2 = imgMANADIM2;
manaVialPatch2 = imgMANAVIALDIM2;
}
else
{
manaPatch2 = imgMANABRIGHT2;
manaVialPatch2 = manacount2 ? imgMANAVIAL2 : imgMANAVIALDIM2;
}
}
// Update mana graphics
if (manaPatch1 || manaPatch2 || manaVialPatch1)
{
if (manaVialPatch1)
{
DrawImage (Images[manaPatch1], 77, 2);
ManaVial1Pic.SetVial (Images[manaVialPatch1], CPlayer->mo, manatype1);
DrawImage (&ManaVial1Pic, 94, 2);
}
if (manaVialPatch2)
{
DrawImage (Images[manaPatch2], 110, 2);
ManaVial2Pic.SetVial (Images[manaVialPatch2], CPlayer->mo, manatype2);
DrawImage (&ManaVial2Pic, 102, 2);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawInventoryBar
//
//---------------------------------------------------------------------------
void DrawInventoryBar ()
{
AInventory *item;
int i;
DrawImage (Images[imgINVBAR], 38, 0);
CPlayer->mo->InvFirst = ValidateInvFirst (7);
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
{
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DrawDimImage (TexMan(item->Icon), 50+i*31, 1, item->Amount <= 0);
if (item->Amount != 1)
{
DrSmallNumber (item->Amount, 68+i*31, 23);
}
if (item == CPlayer->mo->InvSel)
{
DrawImage (Images[imgSELECTBOX], 51+i*31, 1);
}
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
DrawImage (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], 42, 1);
}
// Is there something to the right?
if (item != NULL)
{
DrawImage (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 269, 1);
}
}
}
//==========================================================================
//
// DrawKeyBar
//
//==========================================================================
void DrawKeyBar ()
{
AInventory *item;
AHexenArmor *armor;
AKey *keys[5];
int i;
int temp;
bool different;
keys[0] = keys[1] = keys[2] = keys[3] = keys[4] = NULL;
for (item = CPlayer->mo->Inventory, i = 0;
item != NULL && i < 5;
item = item->Inventory)
{
if (item->Icon.isValid() &&
item->IsKindOf (RUNTIME_CLASS(AKey)) &&
item->GetClass() != RUNTIME_CLASS(AKey))
{
keys[i++] = static_cast<AKey*>(item);
}
}
different = false;
for (i = 0; i < 5; ++i)
{
if (keys[i] != oldkeys[i])
{
oldkeys[i] = keys[i];
GC::WriteBarrier(this, keys[i]);
different = true;
}
}
if (different)
{
KeysRefresh = screen->GetPageCount ();
}
if (KeysRefresh)
{
KeysRefresh--;
for (i = 0; i < 5 && keys[i] != NULL; i++)
{
DrawImage (TexMan[keys[i]->Icon], 46 + i*20, 2);
}
}
temp = GetArmorPercent (&armor);
if (oldarmor != temp && armor != NULL)
{
for (i = 0; i < 4; i++)
{
if (armor->Slots[i] > 0 && armor->SlotsIncrement[i] > 0)
{
DrawFadedImage (Images[imgARMSLOT1+i], 150+31*i, 2,
MIN<fixed_t> (OPAQUE, Scale (armor->Slots[i], OPAQUE,
armor->SlotsIncrement[i])));
}
}
oldarmor = temp;
}
}
//==========================================================================
//
// GetArmorPercent
//
//==========================================================================
fixed_t GetArmorPercent (AHexenArmor **armorp)
{
AHexenArmor *harmor = CPlayer->mo->FindInventory<AHexenArmor>();
fixed_t amount = 0;
if (harmor != NULL)
{
amount = harmor->Slots[0]
+ harmor->Slots[1]
+ harmor->Slots[2]
+ harmor->Slots[3]
+ harmor->Slots[4];
}
// [RH] Count basic armor too.
ABasicArmor *barmor = CPlayer->mo->FindInventory<ABasicArmor>();
if (barmor != NULL)
{
amount += barmor->SavePercent;
}
if (armorp != NULL)
{
*armorp = harmor;
}
return amount;
}
//==========================================================================
//
// DrawWeaponPieces
//
//==========================================================================
void DrawWeaponPieces ()
{
static ENamedName FourthWeaponNames[] = { NAME_FWeapQuietus, NAME_CWeapWraithverge, NAME_MWeapBloodscourge };
for(AInventory *inv = CPlayer->mo->Inventory; inv != NULL; inv = inv->Inventory)
{
if (inv->IsA(RUNTIME_CLASS(AWeaponHolder)))
{
AWeaponHolder *hold = static_cast<AWeaponHolder*>(inv);
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
if (hold->PieceWeapon->TypeName == FourthWeaponNames[(int)FourthWeaponClass])
{
// Weapon Pieces
if (oldpieces != hold->PieceMask)
{
oldpieces = hold->PieceMask;
static int PieceX[3][3] =
{
{ 190, 225, 234 },
{ 190, 212, 225 },
{ 190, 205, 224 },
};
int pieces = oldpieces;
int weapClass = FourthWeaponClass;
if (pieces == 7)
{
DrawImage (ClassImages[weapClass][imgWEAPONFULL], 190, 0);
return;
}
DrawImage (ClassImages[weapClass][imgWEAPONSLOT], 190, 0);
if (pieces & WPIECE1)
{
DrawImage (ClassImages[weapClass][imgPIECE1], PieceX[weapClass][0], 0);
}
if (pieces & WPIECE2)
{
DrawImage (ClassImages[weapClass][imgPIECE2], PieceX[weapClass][1], 0);
}
if (pieces & WPIECE3)
{
DrawImage (ClassImages[weapClass][imgPIECE3], PieceX[weapClass][2], 0);
}
}
return;
}
}
}
if (oldpieces != 0)
{
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
DrawImage (ClassImages[(int)FourthWeaponClass][imgWEAPONSLOT], 190, 0);
oldpieces = 0;
}
}
//---------------------------------------------------------------------------
//
// PROC DrawFullScreenStuff
//
//---------------------------------------------------------------------------
void DrawFullScreenStuff ()
{
AInventory *item;
int i;
// Health
DrBNumberOuter (MAX (0, CPlayer->mo->health), 5, -20);
// Frags
if (deathmatch)
{
DrINumberOuter (CPlayer->fragcount, 45, -15);
}
// Inventory
if (CPlayer->inventorytics == 0)
{
if (ArtifactFlash)
{
screen->DrawTexture (Images[imgARTIBOX], -80, -30,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (Images[imgUSEARTIA + ArtifactFlash], -76, -26,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
else if (CPlayer->mo->InvSel != NULL)
{
screen->DrawTexture (Images[imgARTIBOX], -80, -30,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -82, -31,
DTA_HUDRules, HUD_Normal,
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
if (CPlayer->mo->InvSel->Amount != 1)
{
DrSmallNumberOuter (CPlayer->mo->InvSel->Amount, -64, -8, false);
}
}
}
else
{
CPlayer->mo->InvFirst = ValidateInvFirst (7);
i = 0;
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
{
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (TexMan(item->Icon), -108+i*31, -33,
DTA_HUDRules, HUD_HorizCenter,
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DTA_ColorOverlay, item->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
if (item->Amount != 1)
{
DrSmallNumberOuter (item->Amount, -90+i*31, -11, true);
}
if (item == CPlayer->mo->InvSel)
{
screen->DrawTexture (Images[imgSELECTBOX], -107+i*31, -33,
DTA_HUDRules, HUD_HorizCenter,
TAG_DONE);
}
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], -118, -33,
DTA_HUDRules, HUD_HorizCenter, TAG_DONE);
}
// Is there something to the right?
if (item != NULL)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 113, -33,
DTA_HUDRules, HUD_HorizCenter, TAG_DONE);
}
}
for (; i < 7; i++)
{
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
}
}
// Mana
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
bool drawmana;
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
// If the weapon uses some ammo that is not mana, do not draw
// the mana blocks; draw the specific used ammo instead.
const PClass *mana1 = PClass::FindClass(NAME_Mana1);
const PClass *mana2 = PClass::FindClass(NAME_Mana2);
drawmana = !((ammo1 != NULL && ammo1->GetClass() != mana1 && ammo1->GetClass() != mana2) ||
(ammo2 != NULL && ammo2->GetClass() != mana1 && ammo2->GetClass() != mana2));
if (drawmana)
{
int manaImage;
int ammo = 0;
if (CPlayer->ReadyWeapon != NULL)
{
if (CPlayer->ReadyWeapon->Ammo1 != NULL)
{
if (CPlayer->ReadyWeapon->Ammo1->GetClass() == mana1)
{
ammo |= 1;
}
else if (CPlayer->ReadyWeapon->Ammo1->GetClass() == mana2)
{
ammo |= 2;
}
}
if (CPlayer->ReadyWeapon->Ammo2 != NULL)
{
if (CPlayer->ReadyWeapon->Ammo2->GetClass() == mana1)
{
ammo |= 1;
}
else if (CPlayer->ReadyWeapon->Ammo2->GetClass() == mana2)
{
ammo |= 2;
}
}
}
item = CPlayer->mo->FindInventory (mana1);
i = item != NULL ? item->Amount : 0;
manaImage = ((ammo & 1) && i > 0) ? imgMANABRIGHT1 : imgMANADIM1;
screen->DrawTexture (Images[manaImage], -17, -30,
DTA_HUDRules, HUD_Normal, TAG_DONE);
DrINumberOuter (i, -47, -30);
item = CPlayer->mo->FindInventory (mana2);
i = item != NULL ? item->Amount : 0;
manaImage = ((ammo & 2) && i > 0) ? imgMANABRIGHT2 : imgMANADIM2;
screen->DrawTexture (Images[manaImage], -17, -15,
DTA_HUDRules, HUD_Normal, TAG_DONE);
DrINumberOuter (i, -47, -15);
}
else
{
}
}
//---------------------------------------------------------------------------
//
// PROC FlashItem
//
//---------------------------------------------------------------------------
void FlashItem (const PClass *itemtype)
{
ArtifactFlash = 4;
}
static const char patcharti[][10];
static const char ammopic[][10];
TObjPtr<AInventory> oldarti;
TObjPtr<AAmmo> oldammo1, oldammo2;
TObjPtr<AKey> oldkeys[5];
int oldammocount1, oldammocount2;
int oldartiCount;
int oldfrags;
int oldmana1;
int oldmana2;
int oldusemana1;
int oldusemana2;
int olddrawbars;
int oldarmor;
int oldhealth;
int oldlife;
int oldpieces;
enum
{
imgH2BAR,
imgH2TOP,
imgINVBAR,
imgLFEDGE,
imgRTEDGE,
imgSTATBAR,
imgKEYBAR,
imgSELECTBOX,
imgARTICLEAR,
imgARMCLEAR,
imgMANACLEAR,
imgMANAVIAL1,
imgMANAVIAL2,
imgMANAVIALDIM1,
imgMANAVIALDIM2,
imgMANADIM1,
imgMANADIM2,
imgMANABRIGHT1,
imgMANABRIGHT2,
imgINVLFGEM1,
imgINVLFGEM2,
imgINVRTGEM1,
imgINVRTGEM2,
imgKILLS,
imgUSEARTIA,
imgUSEARTIB,
imgUSEARTIC,
imgUSEARTID,
imgUSEARTIE,
imgKEYSLOT1,
imgKEYSLOT2,
imgKEYSLOT3,
imgKEYSLOT4,
imgKEYSLOT5,
imgKEYSLOT6,
imgKEYSLOT7,
imgKEYSLOT8,
imgKEYSLOT9,
imgKEYSLOTA,
imgKEYSLOTB,
imgARMSLOT1,
imgARMSLOT2,
imgARMSLOT3,
imgARMSLOT4,
imgARTIBOX,
imgAMMOBACK,
NUM_HEXENSB_IMAGES
};
enum
{
imgWEAPONSLOT,
imgWEAPONFULL,
imgPIECE1,
imgPIECE2,
imgPIECE3,
imgCHAIN,
imgLIFEGEM,
NUM_HEXENCLASSSB_IMAGES
};
FImageCollection Images;
FImageCollection ClassImages[3];
int HealthMarker;
char ArtifactFlash;
char FourthWeaponClass;
char LifeBarClass;
char ArtiRefresh;
char FragHealthRefresh;
char KeysRefresh;
char ArmorRefresh;
char HealthRefresh;
char Mana1Refresh;
char Mana2Refresh;
char AmmoRefresh;
FManaBar ManaVial1Pic;
FManaBar ManaVial2Pic;
};
IMPLEMENT_POINTY_CLASS(DHexenStatusBar)
DECLARE_POINTER(oldarti)
DECLARE_POINTER(oldammo1)
DECLARE_POINTER(oldammo2)
DECLARE_POINTER(oldkeys[0])
DECLARE_POINTER(oldkeys[1])
DECLARE_POINTER(oldkeys[2])
DECLARE_POINTER(oldkeys[3])
DECLARE_POINTER(oldkeys[4])
END_POINTERS
DBaseStatusBar *CreateHexenStatusBar ()
{
return new DHexenStatusBar;
}