#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_utility.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 __BIG_ENDIAN__ 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_StatusBar) { if (SB_state != 0) { SB_state--; } DrawMainBar (); } else { if (state == HUD_Fullscreen) { ST_SetNeedRefresh(); DrawFullScreenStuff (); } // Draw pop screen (log, keys, and status) if (CurrentPop != POP_None && PopHeight < 0) { DrawPopScreen (screen->GetHeight()); } } } 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 false; } 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; ST_SetNeedRefresh(); 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(); 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(); 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()) { 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(); 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); 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, 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, DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY, TAG_DONE); } DrINumberOuter (item->Amount, -89 + i*35, -10, true, 7); } } } } 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 (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. 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); for (i = 0; lines[i].Width >= 0; ++i) { screen->DrawText (SmallFont2, CR_UNTRANSLATED, left+24*xscale, top+(18+i*12)*yscale, 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 (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->GetTag(); 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->mo->accuracy, left+268*xscale, top+28*yscale, 7*xscale, imgFONY0); DrINumber2 (CPlayer->mo->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; }