/* ** sbar.h ** Base status bar definition ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __SBAR_H__ #define __SBAR_H__ #include "dobject.h" #include "v_collection.h" #include "v_text.h" class player_t; struct FRemapTable; extern int SB_state; enum EHudState { HUD_StatusBar, HUD_Fullscreen, HUD_None }; class AWeapon; // HUD Message base object -------------------------------------------------- class DHUDMessage : public DObject { DECLARE_CLASS (DHUDMessage, DObject) HAS_OBJECT_POINTERS public: DHUDMessage (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight, EColorRange textColor, float holdTime); virtual ~DHUDMessage (); virtual void Serialize (FArchive &arc); void Draw (int bottom, int visibility); virtual void ResetText (const char *text); virtual void DrawSetup (); virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight); virtual bool Tick (); // Returns true to indicate time for removal virtual void ScreenSizeChanged (); void SetVisibility(int vis) { VisibilityFlags = vis; } void SetRenderStyle(ERenderStyle style) { Style = style; } void SetAlpha(fixed_t alpha) { Alpha = alpha; } protected: FBrokenLines *Lines; int Width, Height, NumLines; float Left, Top; bool CenterX; int HoldTics; int Tics; int State; int VisibilityFlags; int HUDWidth, HUDHeight; EColorRange TextColor; FFont *Font; FRenderStyle Style; fixed_t Alpha; DHUDMessage () : SourceText(NULL) {} private: TObjPtr Next; DWORD SBarID; char *SourceText; friend class DBaseStatusBar; }; // HUD message visibility flags enum { HUDMSG_NotWith3DView = 1, HUDMSG_NotWithFullMap = 2, HUDMSG_NotWithOverlayMap = 4, }; // HUD Message; appear instantly, then fade out type ------------------------ class DHUDMessageFadeOut : public DHUDMessage { DECLARE_CLASS (DHUDMessageFadeOut, DHUDMessage) public: DHUDMessageFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight, EColorRange textColor, float holdTime, float fadeOutTime); virtual void Serialize (FArchive &arc); virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight); virtual bool Tick (); protected: int FadeOutTics; DHUDMessageFadeOut() {} }; // HUD Message; fade in, then fade out type --------------------------------- class DHUDMessageFadeInOut : public DHUDMessageFadeOut { DECLARE_CLASS (DHUDMessageFadeInOut, DHUDMessageFadeOut) public: DHUDMessageFadeInOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight, EColorRange textColor, float holdTime, float fadeInTime, float fadeOutTime); virtual void Serialize (FArchive &arc); virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight); virtual bool Tick (); protected: int FadeInTics; DHUDMessageFadeInOut() {} }; // HUD Message; type on, then fade out type --------------------------------- class DHUDMessageTypeOnFadeOut : public DHUDMessageFadeOut { DECLARE_CLASS (DHUDMessageTypeOnFadeOut, DHUDMessageFadeOut) public: DHUDMessageTypeOnFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight, EColorRange textColor, float typeTime, float holdTime, float fadeOutTime); virtual void Serialize (FArchive &arc); virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight); virtual bool Tick (); virtual void ScreenSizeChanged (); protected: float TypeOnTime; int CurrLine; int LineVisible; int LineLen; DHUDMessageTypeOnFadeOut() {} }; // Mug shots ---------------------------------------------------------------- struct FMugShotFrame { TArray Graphic; int Delay; FMugShotFrame(); ~FMugShotFrame(); FTexture *GetTexture(const char *default_face, const char *skin_face, int random, int level=0, int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false, bool directional=false); }; struct FMugShotState { BYTE bUsesLevels:1; BYTE bHealth2:1; // Health level is the 2nd character from the end. BYTE bHealthSpecial:1; // Like health2 only the 2nd frame gets the normal health type. BYTE bDirectional:1; // Faces direction of damage. BYTE bFinished:1; unsigned int Position; int Time; int Random; FName State; TArray Frames; FMugShotState(FName name); ~FMugShotState(); void Tick(); void Reset(); FMugShotFrame &GetCurrentFrame() { return Frames[Position]; } FTexture *GetCurrentFrameTexture(const char *default_face, const char *skin_face, int level=0, int direction=0) { return GetCurrentFrame().GetTexture(default_face, skin_face, Random, level, direction, bUsesLevels, bHealth2, bHealthSpecial, bDirectional); } private: FMugShotState(); }; class player_t; class FMugShot { public: enum StateFlags { STANDARD = 0x0, XDEATHFACE = 0x1, ANIMATEDGODMODE = 0x2, DISABLEGRIN = 0x4, DISABLEOUCH = 0x8, DISABLEPAIN = 0x10, DISABLERAMPAGE = 0x20, }; FMugShot(); void Grin(bool grin=true) { bEvilGrin = grin; } void Reset(); void Tick(player_t *player); bool SetState(const char *state_name, bool wait_till_done=false, bool reset=false); int UpdateState(player_t *player, StateFlags stateflags=STANDARD); FTexture *GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags=STANDARD); private: FMugShotState *CurrentState; int RampageTimer; int LastDamageAngle; int FaceHealth; bool bEvilGrin; bool bDamageFaceActive; bool bNormal; bool bOuchActive; }; extern TArray MugShotStates; FMugShotState *FindMugShotState(FName state); int FindMugShotStateIndex(FName state); // Base Status Bar ---------------------------------------------------------- class FTexture; class AAmmo; enum { HUDMSGLayer_OverHUD, HUDMSGLayer_UnderHUD, HUDMSGLayer_OverMap, NUM_HUDMSGLAYERS, HUDMSGLayer_Default = HUDMSGLayer_OverHUD, }; class DBaseStatusBar : public DObject { DECLARE_CLASS (DBaseStatusBar, DObject) HAS_OBJECT_POINTERS public: // Popup screens for Strife's status bar enum { POP_NoChange = -1, POP_None, POP_Log, POP_Keys, POP_Status }; // Status face stuff enum { ST_NUMPAINFACES = 5, ST_NUMSTRAIGHTFACES = 3, ST_NUMTURNFACES = 2, ST_NUMSPECIALFACES = 3, ST_NUMEXTRAFACES = 2, ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES, ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES, ST_TURNOFFSET = ST_NUMSTRAIGHTFACES, ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES, ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1, ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1, ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE, ST_DEADFACE = ST_GODFACE + 1 }; DBaseStatusBar (int reltop, int hres=320, int vres=200); void Destroy (); void SetScaled (bool scale, bool force=false); void AttachMessage (DHUDMessage *msg, uint32 id=0, int layer=HUDMSGLayer_Default); DHUDMessage *DetachMessage (DHUDMessage *msg); DHUDMessage *DetachMessage (uint32 id); void DetachAllMessages (); void ShowPlayerName (); fixed_t GetDisplacement () { return Displacement; } int GetPlayer (); static void AddBlend (float r, float g, float b, float a, float v_blend[4]); virtual void Serialize (FArchive &arc); virtual void Tick (); virtual void Draw (EHudState state); void DrawBottomStuff (EHudState state); void DrawTopStuff (EHudState state); virtual void FlashItem (const PClass *itemtype); virtual void AttachToPlayer (player_t *player); virtual void FlashCrosshair (); virtual void BlendView (float blend[4]); virtual void NewGame (); virtual void ScreenSizeChanged (); virtual void MultiplayerChanged (); virtual void SetInteger (int pname, int param); virtual void ShowPop (int popnum); virtual void ReceivedWeapon (AWeapon *weapon); virtual bool MustDrawLog(EHudState state); virtual void SetMugShotState (const char *state_name, bool wait_till_done=false, bool reset=false); void DrawLog(); protected: void DrawPowerups (); void UpdateRect (int x, int y, int width, int height) const; void DrawImage (FTexture *image, int x, int y, FRemapTable *translation=NULL) const; void DrawDimImage (FTexture *image, int x, int y, bool dimmed) const; void DrawFadedImage (FTexture *image, int x, int y, fixed_t shade) const; void DrawPartialImage (FTexture *image, int wx, int ww) const; void DrINumber (signed int val, int x, int y, int imgBase=imgINumbers) const; void DrBNumber (signed int val, int x, int y, int w=3) const; void DrSmallNumber (int val, int x, int y) const; void DrINumberOuter (signed int val, int x, int y, bool center=false, int w=9) const; void DrBNumberOuter (signed int val, int x, int y, int w=3) const; void DrBNumberOuterFont (signed int val, int x, int y, int w=3) const; void DrSmallNumberOuter (int val, int x, int y, bool center) const; void RefreshBackground () const; void GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&ammo2, int &ammocount1, int &ammocount2) const; public: AInventory *ValidateInvFirst (int numVisible) const; void DrawCrosshair (); int ST_X, ST_Y; int RelTop; int HorizontalResolution, VirticalResolution; bool Scaled; bool Centering; bool FixedOrigin; bool CompleteBorder; fixed_t CrosshairSize; fixed_t Displacement; enum { imgLAME = 0, imgNEGATIVE = 1, imgINumbers = 2, imgBNEGATIVE = 12, imgBNumbers = 13, imgSmNumbers = 23, NUM_BASESB_IMAGES = 33 }; FImageCollection Images; player_t *CPlayer; private: DBaseStatusBar() {} bool RepositionCoords (int &x, int &y, int xo, int yo, const int w, const int h) const; void DrawMessages (int layer, int bottom); void DrawConsistancy () const; TObjPtr Messages[NUM_HUDMSGLAYERS]; bool ShowLog; }; extern DBaseStatusBar *StatusBar; // Status bar factories ----------------------------------------------------- DBaseStatusBar *CreateStrifeStatusBar(); DBaseStatusBar *CreateCustomStatusBar(int script=0); // Crosshair stuff ---------------------------------------------------------- void ST_FormatMapName(FString &mapname, const char *mapnamecolor = ""); void ST_LoadCrosshair(bool alwaysload=false); void ST_Clear(); extern FTexture *CrosshairImage; FTextureID GetWeaponIcon(AWeapon *weapon); #endif /* __SBAR_H__ */