gzdoom-gles/src/g_strife/strife_sbar.cpp

855 lines
19 KiB
C++
Raw Normal View History

#include "doomtype.h"
#include "doomstat.h"
#include "v_font.h"
#include "v_video.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 "r_local.h"
#include "m_swap.h"
#include "templates.h"
#include "a_keys.h"
#include "a_strifeglobal.h"
#include "gi.h"
#include "g_level.h"
#include "colormatcher.h"
#include "v_palette.h"
// Number of tics to move the popscreen up and down.
#define POP_TIME (TICRATE/8)
// Popscreen height when fully extended
#define POP_HEIGHT 104
// Number of tics to scroll keys left
#define KEY_TIME (TICRATE/3)
class FHealthBar : public FTexture
{
public:
FHealthBar ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
bool CheckModified ();
void Unload ();
void SetVial (int level);
protected:
BYTE Pixels[200*2];
BYTE Colors[8];
static const Span DummySpan[2];
int VialLevel;
bool NeedRefresh;
void MakeTexture ();
void FillBar (int min, int max, BYTE light, BYTE dark);
};
const FTexture::Span FHealthBar::DummySpan[2] = { { 0, 2 }, { 0, 0 } };
FHealthBar::FHealthBar ()
: VialLevel(0), NeedRefresh(false)
{
int i;
static const BYTE rgbs[8*3] =
{
180, 228, 128, // light green
128, 180, 80, // dark green
196, 204, 252, // light blue
148, 152, 200, // dark blue
224, 188, 0, // light gold
208, 128, 0, // dark gold
216, 44, 44, // light red
172, 28, 28 // dark red
};
Width = 200;
Height = 2;
WidthBits = 8;
HeightBits = 1;
WidthMask = 255;
for (i = 0; i < 8; ++i)
{
Colors[i] = ColorMatcher.Pick (rgbs[i*3], rgbs[i*3+1], rgbs[i*3+2]);
}
}
bool FHealthBar::CheckModified ()
{
return NeedRefresh;
}
void FHealthBar::Unload ()
{
}
const BYTE *FHealthBar::GetColumn (unsigned int column, const Span **spans_out)
{
if (NeedRefresh)
{
MakeTexture ();
}
if (column > 199)
{
column = 199;
}
if (spans_out != NULL)
{
*spans_out = &DummySpan[column >= (unsigned int)VialLevel*2];
}
return Pixels + column*2;
}
const BYTE *FHealthBar::GetPixels ()
{
if (NeedRefresh)
{
MakeTexture ();
}
return Pixels;
}
void FHealthBar::SetVial (int level)
{
if (level < 0)
{
level = 0;
}
else if (level > 200 && level != 999)
{
level = 200;
}
if (VialLevel != level)
{
VialLevel = level;
NeedRefresh = true;
}
}
void FHealthBar::MakeTexture ()
{
if (VialLevel == 999)
{
FillBar (0, 100, Colors[4], Colors[5]);
}
else
{
if (VialLevel <= 100)
{
if (VialLevel <= 10)
{
FillBar (0, VialLevel, Colors[6], Colors[7]);
}
else if (VialLevel <= 20)
{
FillBar (0, VialLevel, Colors[4], Colors[5]);
}
else
{
FillBar (0, VialLevel, Colors[0], Colors[1]);
}
FillBar (VialLevel, 100, 0, 0);
}
else
{
int stop = 100 - (VialLevel - 100);
FillBar (0, stop, Colors[0], Colors[1]);
FillBar (stop, 100, Colors[2], Colors[3]);
}
}
}
void FHealthBar::FillBar (int min, int max, BYTE light, BYTE dark)
{
#ifdef WORDS_BIGENDIAN
SDWORD fill = (light << 24) | (dark << 16) | (light << 8) | dark;
#else
SDWORD fill = light | (dark << 8) | (light << 16) | (dark << 24);
#endif
if (max > min)
{
clearbuf (&Pixels[min*4], max - min, fill);
}
}
class DStrifeStatusBar : public DBaseStatusBar
{
DECLARE_CLASS(DStrifeStatusBar, DBaseStatusBar)
public:
DStrifeStatusBar () : DBaseStatusBar (32)
{
static const char *sharedLumpNames[] =
{
NULL, NULL, "INVFONY0", "INVFONY1", "INVFONY2",
"INVFONY3", "INVFONY4", "INVFONY5", "INVFONY6", "INVFONY7",
"INVFONY8", "INVFONY9", NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, "INVFONG0", "INVFONG1",
"INVFONG2", "INVFONG3", "INVFONG4", "INVFONG5", "INVFONG6",
"INVFONG7", "INVFONG8", "INVFONG9"
};
DBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES);
DoCommonInit ();
}
~DStrifeStatusBar ()
{
}
void NewGame ()
{
Images.Uninit ();
DoCommonInit ();
if (CPlayer != NULL)
{
AttachToPlayer (CPlayer);
}
}
void Draw (EHudState state)
{
DBaseStatusBar::Draw (state);
if (state == HUD_Fullscreen)
{
SB_state = screen->GetPageCount ();
DrawFullScreenStuff ();
}
else if (state == HUD_StatusBar)
{
if (SB_state != 0)
{
SB_state--;
}
DrawMainBar ();
}
}
void ShowPop (int popnum)
{
DBaseStatusBar::ShowPop(popnum);
if (popnum == CurrentPop)
{
if (popnum == POP_Keys)
{
AInventory *item;
int i;
KeyPopPos += 10;
KeyPopScroll = 280;
for (item = CPlayer->mo->Inventory, i = 0;
item != NULL;
item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
{
if (i == KeyPopPos)
{
return;
}
i++;
}
}
}
PendingPop = POP_None;
// Do not scroll keys horizontally when dropping the popscreen
KeyPopScroll = 0;
KeyPopPos -= 10;
}
else
{
KeyPopPos = 0;
PendingPop = popnum;
}
}
bool MustDrawLog(EHudState state)
{
// Tell the base class to draw the log if the pop screen won't be displayed.
return (state == HUD_None);
}
private:
void DoCommonInit ()
{
static const char *strifeLumpNames[] =
{
"INVCURS", "CURSOR01", "INVBACK", "INVTOP", "INVPOP", "INVPOP2",
"INVPBAK", "INVPBAK2",
"INVFONG0", "INVFONG1", "INVFONG2", "INVFONG3", "INVFONG4",
"INVFONG5", "INVFONG6", "INVFONG7", "INVFONG8", "INVFONG9",
"INVFONG%",
"INVFONY0", "INVFONY1", "INVFONY2", "INVFONY3", "INVFONY4",
"INVFONY5", "INVFONY6", "INVFONY7", "INVFONY8", "INVFONY9",
"INVFONY%",
"I_COMM", "I_MDKT", "I_ARM1", "I_ARM2"
};
Images.Init (strifeLumpNames, NUM_STRIFESB_IMAGES);
CursorImage = Images[imgINVCURS] != NULL ? imgINVCURS : imgCURSOR01;
SB_state = screen->GetPageCount ();
CurrentPop = POP_None;
PendingPop = POP_NoChange;
PopHeight = 0;
KeyPopPos = 0;
KeyPopScroll = 0;
ItemFlash = 0;
}
void Tick ()
{
DBaseStatusBar::Tick ();
if (ItemFlash > 0)
{
ItemFlash -= FRACUNIT/14;
if (ItemFlash < 0)
{
ItemFlash = 0;
}
}
PopHeightChange = 0;
if (PendingPop != POP_NoChange)
{
if (PopHeight < 0)
{
PopHeightChange = POP_HEIGHT / POP_TIME;
PopHeight += POP_HEIGHT / POP_TIME;
}
else
{
CurrentPop = PendingPop;
PendingPop = POP_NoChange;
}
}
else
{
if (CurrentPop == POP_None)
{
PopHeight = 0;
}
else if (PopHeight > -POP_HEIGHT)
{
PopHeight -= POP_HEIGHT / POP_TIME;
if (PopHeight < -POP_HEIGHT)
{
PopHeight = -POP_HEIGHT;
}
else
{
PopHeightChange = -POP_HEIGHT / POP_TIME;
}
}
if (KeyPopScroll > 0)
{
KeyPopScroll -= 280 / KEY_TIME;
if (KeyPopScroll < 0)
{
KeyPopScroll = 0;
}
}
}
}
void FlashItem (const PClass *itemtype)
{
ItemFlash = FRACUNIT*3/4;
}
void DrawMainBar ()
{
AInventory *item;
int i;
// Pop screen (log, keys, and status)
if (CurrentPop != POP_None && PopHeight < 0)
{
DrawPopScreen (Scaled ? (ST_Y - 8) * screen->GetHeight() / 200 : ST_Y - 8);
}
DrawImage (Images[imgINVBACK], 0, 0);
DrawImage (Images[imgINVTOP], 0, -8);
// Health
DrINumber (CPlayer->health, 79, -6, imgFONG0);
if (CPlayer->cheats & CF_GODMODE)
{
HealthBar.SetVial (999);
}
else
{
HealthBar.SetVial (CPlayer->health);
}
DrawImage (&HealthBar, 49, 4);
DrawImage (&HealthBar, 49, 7);
// Armor
item = CPlayer->mo->FindInventory<ABasicArmor>();
if (item != NULL && item->Amount > 0)
{
DrawImage (TexMan(item->Icon), 2, 9);
DrINumber (item->Amount, 27, 23, imgFONY0);
}
// Ammo
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
if (ammo1 != NULL)
{
DrINumber (ammo1->Amount, 311, -6, imgFONG0);
DrawImage (TexMan(ammo1->Icon), 290, 13);
if (ammo2 != NULL)
{
/* int y = MIN (-5 - BigHeight, -5 - TexMan(ammo1->Icon)->GetHeight());
screen->DrawTexture (TexMan(ammo2->Icon), -14, y,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
DrBNumberOuterFont (ammo2->Amount, -67, y - BigHeight);
*/ }
}
// Sigil
item = CPlayer->mo->FindInventory<ASigil>();
if (item != NULL)
{
DrawImage (TexMan(item->Icon), 253, 7);
}
// Inventory
CPlayer->mo->InvFirst = ValidateInvFirst (6);
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 6; item = item->NextInv(), ++i)
{
if (item == CPlayer->mo->InvSel)
{
screen->DrawTexture (Images[CursorImage],
42 + 35*i + ST_X, 12 + ST_Y,
DTA_Bottom320x200, Scaled,
DTA_Alpha, FRACUNIT - ItemFlash,
TAG_DONE);
}
if (item->Icon.isValid())
{
- 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), 48 + 35*i, 14, item->Amount <= 0);
}
DrINumber (item->Amount, 74 + 35*i, 23, imgFONY0);
}
}
void DrawFullScreenStuff ()
{
// Draw health
DrINumberOuter (CPlayer->health, 4, -10, false, 7);
screen->DrawTexture (Images[imgMEDI], 14, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
// Draw armor
ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
if (armor != NULL && armor->Amount != 0)
{
DrINumberOuter (armor->Amount, 35, -10, false, 7);
screen->DrawTexture (TexMan(armor->Icon), 45, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
}
// Draw ammo
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
if (ammo1 != NULL)
{
// Draw primary ammo in the bottom-right corner
DrINumberOuter (ammo1->Amount, -23, -10, false, 7);
screen->DrawTexture (TexMan(ammo1->Icon), -14, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
2006-04-30 21:49:18 +00:00
if (ammo2 != NULL && ammo1!=ammo2)
{
// Draw secondary ammo just above the primary ammo
DrINumberOuter (ammo2->Amount, -23, -48, false, 7);
screen->DrawTexture (TexMan(ammo2->Icon), -14, -55,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
}
}
if (deathmatch)
{ // Draw frags (in DM)
DrBNumberOuterFont (CPlayer->fragcount, -44, 1);
}
// Draw inventory
if (CPlayer->inventorytics == 0)
{
if (CPlayer->mo->InvSel != 0)
{
if (ItemFlash > 0)
{
FTexture *cursor = Images[CursorImage];
screen->DrawTexture (cursor, -28, -15,
DTA_HUDRules, HUD_Normal,
DTA_LeftOffset, cursor->GetWidth(),
DTA_TopOffset, cursor->GetHeight(),
DTA_Alpha, ItemFlash,
TAG_DONE);
}
DrINumberOuter (CPlayer->mo->InvSel->Amount, -51, -10, false, 7);
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -42, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
- 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);
}
}
else
{
CPlayer->mo->InvFirst = ValidateInvFirst (6);
int i = 0;
AInventory *item;
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst; item != NULL && i < 6; item = item->NextInv(), ++i)
{
if (item == CPlayer->mo->InvSel)
{
screen->DrawTexture (Images[CursorImage], -100+i*35, -21,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, TRANSLUC75,
TAG_DONE);
}
if (item->Icon.isValid())
{
screen->DrawTexture (TexMan(item->Icon), -94 + i*35, -19,
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, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
}
DrINumberOuter (item->Amount, -89 + i*35, -10, true, 7);
}
}
}
// Draw pop screen (log, keys, and status)
if (CurrentPop != POP_None && PopHeight < 0)
{
DrawPopScreen (screen->GetHeight());
}
}
void DrawPopScreen (int bottom)
{
char buff[64];
const char *label;
int i;
AInventory *item;
int xscale, yscale, left, top;
int bars = (CurrentPop == POP_Status) ? imgINVPOP : imgINVPOP2;
int back = (CurrentPop == POP_Status) ? imgINVPBAK : imgINVPBAK2;
// Extrapolate the height of the popscreen for smoother movement
int height = clamp<int> (PopHeight + FixedMul (r_TicFrac, PopHeightChange), -POP_HEIGHT, 0);
xscale = CleanXfac;
yscale = CleanYfac;
left = screen->GetWidth()/2 - 160*CleanXfac;
top = bottom + height * yscale;
screen->DrawTexture (Images[back], left, top, DTA_CleanNoMove, true, DTA_Alpha, FRACUNIT*3/4, TAG_DONE);
screen->DrawTexture (Images[bars], left, top, DTA_CleanNoMove, true, TAG_DONE);
switch (CurrentPop)
{
case POP_Log:
// Draw the latest log message.
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf (buff, countof(buff), "%02d:%02d:%02d",
(level.time/TICRATE)/3600,
((level.time/TICRATE)%3600)/60,
(level.time/TICRATE)%60);
screen->DrawText (SmallFont2, CR_UNTRANSLATED, left+210*xscale, top+8*yscale, buff,
DTA_CleanNoMove, true, TAG_DONE);
if (CPlayer->LogText != NULL)
{
FBrokenLines *lines = V_BreakLines (SmallFont2, 272, CPlayer->LogText);
2006-08-31 00:16:12 +00:00
for (i = 0; lines[i].Width >= 0; ++i)
{
screen->DrawText (SmallFont2, CR_UNTRANSLATED, left+24*xscale, top+(18+i*12)*yscale,
2006-08-31 00:16:12 +00:00
lines[i].Text, DTA_CleanNoMove, true, TAG_DONE);
}
V_FreeBrokenLines (lines);
}
break;
case POP_Keys:
// List the keys the player has.
int pos, endpos, leftcol;
int clipleft, clipright;
pos = KeyPopPos;
endpos = pos + 10;
leftcol = 20;
clipleft = left + 17*xscale;
clipright = left + (320-17)*xscale;
if (KeyPopScroll > 0)
{
// Extrapolate the scroll position for smoother scrolling
int scroll = MAX<int> (0,KeyPopScroll - FixedMul (r_TicFrac, 280/KEY_TIME));
pos -= 10;
leftcol = leftcol - 280 + scroll;
}
for (i = 0, item = CPlayer->mo->Inventory;
i < endpos && item != NULL;
item = item->Inventory)
{
if (!item->IsKindOf (RUNTIME_CLASS(AKey)))
continue;
if (i < pos)
{
i++;
continue;
}
label = item->GetClass()->Meta.GetMetaString (AMETA_StrifeName);
if (label == NULL)
{
label = item->GetClass()->TypeName.GetChars();
}
int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1);
int rownum = (i % 5) * 18;
screen->DrawTexture (TexMan(item->Icon),
left + (colnum * 140 + leftcol)*xscale,
top + (6 + rownum)*yscale,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright,
TAG_DONE);
screen->DrawText (SmallFont2, CR_UNTRANSLATED,
left + (colnum * 140 + leftcol + 17)*xscale,
top + (11 + rownum)*yscale,
label,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright,
TAG_DONE);
i++;
}
break;
case POP_Status:
// Show miscellaneous status items.
// Print stats
DrINumber2 (CPlayer->accuracy, left+268*xscale, top+28*yscale, 7*xscale, imgFONY0);
DrINumber2 (CPlayer->stamina, left+268*xscale, top+52*yscale, 7*xscale, imgFONY0);
// How many keys does the player have?
for (i = 0, item = CPlayer->mo->Inventory;
item != NULL;
item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
{
i++;
}
}
DrINumber2 (i, left+268*xscale, top+76*yscale, 7*xscale, imgFONY0);
// Does the player have a communicator?
item = CPlayer->mo->FindInventory (NAME_Communicator);
if (item != NULL)
{
screen->DrawTexture (TexMan(item->Icon),
left + 280*xscale,
top + 74*yscale,
DTA_CleanNoMove, true, TAG_DONE);
}
// How much ammo does the player have?
static const struct
{
ENamedName AmmoType;
int Y;
} AmmoList[7] =
{
{ NAME_ClipOfBullets, 19 },
{ NAME_PoisonBolts, 35 },
{ NAME_ElectricBolts, 43 },
{ NAME_HEGrenadeRounds, 59 },
{ NAME_PhosphorusGrenadeRounds, 67 },
{ NAME_MiniMissiles, 75 },
{ NAME_EnergyPod, 83 }
};
for (i = 0; i < 7; ++i)
{
const PClass *ammotype = PClass::FindClass(AmmoList[i].AmmoType);
item = CPlayer->mo->FindInventory (ammotype);
if (item == NULL)
{
DrINumber2 (0, left+206*xscale, top+AmmoList[i].Y*yscale, 7*xscale, imgFONY0);
DrINumber2 (((AInventory *)GetDefaultByType (ammotype))->MaxAmount,
left+239*xscale, top+AmmoList[i].Y*yscale, 7*xscale, imgFONY0);
}
else
{
DrINumber2 (item->Amount, left+206*xscale, top+AmmoList[i].Y*yscale, 7*xscale, imgFONY0);
DrINumber2 (item->MaxAmount, left+239*xscale, top+AmmoList[i].Y*yscale, 7*xscale, imgFONY0);
}
}
// What weapons does the player have?
static const struct
{
ENamedName TypeName;
int X, Y;
} WeaponList[6] =
{
{ NAME_StrifeCrossbow, 23, 19 },
{ NAME_AssaultGun, 21, 41 },
{ NAME_FlameThrower, 57, 50 },
{ NAME_MiniMissileLauncher, 20, 64 },
{ NAME_StrifeGrenadeLauncher, 55, 20 },
{ NAME_Mauler, 52, 75 },
};
for (i = 0; i < 6; ++i)
{
item = CPlayer->mo->FindInventory (WeaponList[i].TypeName);
if (item != NULL)
{
screen->DrawTexture (TexMan(item->Icon),
left + WeaponList[i].X*xscale,
top + WeaponList[i].Y*yscale,
DTA_CleanNoMove, true,
DTA_LeftOffset, 0,
DTA_TopOffset, 0,
TAG_DONE);
}
}
break;
}
}
void DrINumber (signed int val, int x, int y, int imgBase) const
{
x -= 7;
if (val == 0)
{
DrawImage (Images[imgBase], x, y);
}
else
{
while (val != 0)
{
DrawImage (Images[imgBase+val%10], x, y);
val /= 10;
x -= 7;
}
}
}
void DrINumber2 (signed int val, int x, int y, int width, int imgBase) const
{
x -= width;
if (val == 0)
{
screen->DrawTexture (Images[imgBase], x, y, DTA_CleanNoMove, true, TAG_DONE);
}
else
{
while (val != 0)
{
screen->DrawTexture (Images[imgBase+val%10], x, y, DTA_CleanNoMove, true, TAG_DONE);
val /= 10;
x -= width;
}
}
}
enum
{
imgINVCURS,
imgCURSOR01,
imgINVBACK,
imgINVTOP,
imgINVPOP,
imgINVPOP2,
imgINVPBAK,
imgINVPBAK2,
imgFONG0,
imgFONG1,
imgFONG2,
imgFONG3,
imgFONG4,
imgFONG5,
imgFONG6,
imgFONG7,
imgFONG8,
imgFONG9,
imgFONG_PERCENT,
imgFONY0,
imgFONY1,
imgFONY2,
imgFONY3,
imgFONY4,
imgFONY5,
imgFONY6,
imgFONY7,
imgFONY8,
imgFONY9,
imgFONY_PERCENT,
imgCOMM,
imgMEDI,
imgARM1,
imgARM2,
NUM_STRIFESB_IMAGES
};
FImageCollection Images;
FHealthBar HealthBar;
int CursorImage;
int CurrentPop, PendingPop, PopHeight, PopHeightChange;
int KeyPopPos, KeyPopScroll;
fixed_t ItemFlash;
};
IMPLEMENT_CLASS(DStrifeStatusBar);
DBaseStatusBar *CreateStrifeStatusBar ()
{
return new DStrifeStatusBar;
}