/* ** sbarinfo.h ** ** Header for custom status bar definitions. ** **--------------------------------------------------------------------------- ** Copyright 2008 Braden Obrzut ** 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 __SBarInfo_SBAR_H__ #define __SBarInfo_SBAR_H__ #include "tarray.h" #include "v_collection.h" #define NUMHUDS 9 class FBarTexture; class FScanner; struct SBarInfoCommand; //we need to be able to use this before it is defined. struct MugShotState; struct SBarInfoBlock { TArray commands; bool forceScaled; SBarInfoBlock(); }; struct SBarInfoCommand { SBarInfoCommand(); ~SBarInfoCommand(); void setString(FScanner &sc, const char* source, int strnum, int maxlength=-1, bool exact=false); int type; int special; int special2; int special3; int special4; int flags; int x; int y; int value; int sprite; FString string[2]; FFont *font; EColorRange translation; EColorRange translation2; EColorRange translation3; SBarInfoBlock subBlock; //for type SBarInfo_CMD_GAMEMODE }; struct SBarInfo { TArray Images; SBarInfoBlock huds[NUMHUDS]; bool automapbar; bool interpolateHealth; bool interpolateArmor; bool completeBorder; char spacingCharacter; int interpolationSpeed; int armorInterpolationSpeed; int height; int gameType; int GetGameType() { return gameType; } void ParseSBarInfo(int lump); void ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block); void ParseMugShotBlock(FScanner &sc, MugShotState &state); void getCoordinates(FScanner &sc, SBarInfoCommand &cmd); //retrieves the next two arguments as x and y. int getSignedInteger(FScanner &sc); //returns a signed integer. int newImage(const char* patchname); void Init(); EColorRange GetTranslation(FScanner &sc, char* translation); SBarInfo(); SBarInfo(int lumpnum); ~SBarInfo(); static void Load(); }; extern SBarInfo *SBarInfoScript; //Mug Shot scripting structs. struct MugShotState; struct MugShotFrame { TArray graphic; int delay; MugShotFrame(); ~MugShotFrame(); FTexture *getTexture(FPlayerSkin *skn, int random, int level=0, int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false, bool directional=false); }; struct MugShotState { bool usesLevels; bool health2; //health level is the 2nd character from the end. bool healthspecial; //like health2 only the 2nd frame gets the normal health type. bool directional; //faces direction of damage. unsigned int position; int time; int random; bool finished; FName state; TArray frames; MugShotState(); MugShotState(FString name); ~MugShotState(); void tick(); void reset(); MugShotFrame getCurrentFrame() { return frames[position]; } FTexture *getCurrentFrameTexture(FPlayerSkin *skn, int level=0, int direction=0) { return getCurrentFrame().getTexture(skn, random, level, direction, usesLevels, health2, healthspecial, directional); } }; extern TArray MugShotStates; const MugShotState *FindMugShotState(FString state); int FindMugShotStateIndex(FName state); // Enums used between the parser and the display enum //statusbar flags { STATUSBARFLAG_FORCESCALED = 1, }; enum //gametype flags { GAMETYPE_SINGLEPLAYER = 1, GAMETYPE_COOPERATIVE = 2, GAMETYPE_DEATHMATCH = 4, GAMETYPE_TEAMGAME = 8, }; enum //drawimage flags { DRAWIMAGE_PLAYERICON = 1, DRAWIMAGE_AMMO1 = 2, DRAWIMAGE_AMMO2 = 4, DRAWIMAGE_INVENTORYICON = 8, DRAWIMAGE_TRANSLATABLE = 16, DRAWIMAGE_WEAPONSLOT = 32, DRAWIMAGE_SWITCHABLE_AND = 64, DRAWIMAGE_INVULNERABILITY = 128, DRAWIMAGE_OFFSET_CENTER = 256, DRAWIMAGE_ARMOR = 512, DRAWIMAGE_WEAPONICON = 1024, }; enum //drawnumber flags { DRAWNUMBER_HEALTH = 1, DRAWNUMBER_ARMOR = 2, DRAWNUMBER_AMMO1 = 4, DRAWNUMBER_AMMO2 = 8, DRAWNUMBER_AMMO = 16, DRAWNUMBER_AMMOCAPACITY = 32, DRAWNUMBER_FRAGS = 64, DRAWNUMBER_INVENTORY = 128, DRAWNUMBER_KILLS = 256, DRAWNUMBER_MONSTERS = 512, DRAWNUMBER_ITEMS = 1024, DRAWNUMBER_TOTALITEMS = 2048, DRAWNUMBER_SECRETS = 4096, DRAWNUMBER_TOTALSECRETS = 8192, DRAWNUMBER_ARMORCLASS = 16384, }; enum //drawbar flags (will go into special2) { DRAWBAR_HORIZONTAL = 1, DRAWBAR_REVERSE = 2, DRAWBAR_COMPAREDEFAULTS = 4, }; enum //drawselectedinventory flags { DRAWSELECTEDINVENTORY_ALTERNATEONEMPTY = 1, DRAWSELECTEDINVENTORY_ARTIFLASH = 2, DRAWSELECTEDINVENTORY_ALWAYSSHOWCOUNTER = 4, }; enum //drawinventorybar flags { DRAWINVENTORYBAR_ALWAYSSHOW = 1, DRAWINVENTORYBAR_NOARTIBOX = 2, DRAWINVENTORYBAR_NOARROWS = 4, DRAWINVENTORYBAR_ALWAYSSHOWCOUNTER = 8, }; enum //drawgem flags { DRAWGEM_WIGGLE = 1, DRAWGEM_TRANSLATABLE = 2, DRAWGEM_ARMOR = 4, DRAWGEM_REVERSE = 8, }; enum //drawshader flags { DRAWSHADER_VERTICAL = 1, DRAWSHADER_REVERSE = 2, }; enum //drawmugshot flags { DRAWMUGSHOT_XDEATHFACE = 1, DRAWMUGSHOT_ANIMATEDGODMODE = 2, }; enum //drawkeybar flags { DRAWKEYBAR_VERTICAL = 1, }; enum //event flags { SBARINFOEVENT_NOT = 1, SBARINFOEVENT_OR = 2, SBARINFOEVENT_AND = 4, }; enum //Key words { SBARINFO_BASE, SBARINFO_HEIGHT, SBARINFO_INTERPOLATEHEALTH, SBARINFO_INTERPOLATEARMOR, SBARINFO_COMPLETEBORDER, SBARINFO_MONOSPACEFONTS, SBARINFO_STATUSBAR, SBARINFO_MUGSHOT, }; enum //Bar types { STBAR_NONE, STBAR_FULLSCREEN, STBAR_NORMAL, STBAR_AUTOMAP, STBAR_INVENTORY, STBAR_INVENTORYFULLSCREEN, STBAR_POPUPLOG, STBAR_POPUPKEYS, STBAR_POPUPSTATUS, }; enum //Bar key words { SBARINFO_DRAWIMAGE, SBARINFO_DRAWNUMBER, SBARINFO_DRAWSWITCHABLEIMAGE, SBARINFO_DRAWMUGSHOT, SBARINFO_DRAWSELECTEDINVENTORY, SBARINFO_DRAWINVENTORYBAR, SBARINFO_DRAWBAR, SBARINFO_DRAWGEM, SBARINFO_DRAWSHADER, SBARINFO_DRAWSTRING, SBARINFO_DRAWKEYBAR, SBARINFO_GAMEMODE, SBARINFO_PLAYERCLASS, SBARINFO_WEAPONAMMO, }; //All this so I can change the mugshot state in ACS... class FBarShader : public FTexture { public: FBarShader(bool vertical, bool reverse); const BYTE *GetColumn(unsigned int column, const Span **spans_out); const BYTE *GetPixels(); void Unload(); private: BYTE Pixels[512]; Span DummySpan[2]; }; class DSBarInfo : public DBaseStatusBar { DECLARE_CLASS(DSBarInfo, DBaseStatusBar) public: DSBarInfo(); ~DSBarInfo(); void Draw(EHudState state); void NewGame(); void AttachToPlayer(player_t *player); void Tick(); void ReceivedWeapon (AWeapon *weapon); void FlashItem(const PClass *itemtype); void SetMugShotState(const char* stateName, bool waitTillDone=false); private: void doCommands(SBarInfoBlock &block); void DrawGraphic(FTexture* texture, int x, int y, int flags); void DrawString(const char* str, int x, int y, EColorRange translation, int spacing=0); void DrawNumber(int num, int len, int x, int y, EColorRange translation, int spacing=0); void DrawFace(int accuracy, bool xdth, bool animatedgodmode, int x, int y); int updateState(bool xdth, bool animatedgodmode); void DrawInventoryBar(int type, int num, int x, int y, bool alwaysshow, int counterx, int countery, EColorRange translation, bool drawArtiboxes, bool noArrows, bool alwaysshowcounter); void DrawGem(FTexture* chain, FTexture* gem, int value, int x, int y, int padleft, int padright, int chainsize, bool wiggle, bool translate); FRemapTable* getTranslation(); FImageCollection Images; FPlayerSkin *oldSkin; FFont *drawingFont; FString lastPrefix; MugShotState *currentState; bool weaponGrin; bool damageFaceActive; int lastDamageAngle; int rampageTimer; int oldHealth; int oldArmor; int mugshotHealth; int chainWiggle; int artiflash; unsigned int invBarOffset; FBarShader shader_horz_normal; FBarShader shader_horz_reverse; FBarShader shader_vert_normal; FBarShader shader_vert_reverse; }; #endif //__SBarInfo_SBAR_H__