mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 07:10:53 +00:00
9bffe4ee50
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work. Currently this is not usable in mods because they cannot initialize custom status bars yet.
1492 lines
35 KiB
C++
1492 lines
35 KiB
C++
/*
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** shared_sbar.cpp
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** Base status bar implementation
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "templates.h"
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#include "sbar.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "c_console.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "w_wad.h"
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#include "v_text.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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#include "d_player.h"
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#include "serializer.h"
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#include "gstrings.h"
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#include "r_utility.h"
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#include "cmdlib.h"
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#include "g_levellocals.h"
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#include "virtual.h"
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#include "../version.h"
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#define XHAIRSHRINKSIZE (1./18)
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#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
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#define POWERUPICONSIZE 32
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IMPLEMENT_CLASS(DBaseStatusBar, false, true)
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IMPLEMENT_POINTERS_START(DBaseStatusBar)
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IMPLEMENT_POINTER(Messages[0])
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IMPLEMENT_POINTER(Messages[1])
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IMPLEMENT_POINTER(Messages[2])
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IMPLEMENT_POINTERS_END
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EXTERN_CVAR (Bool, am_showmonsters)
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EXTERN_CVAR (Bool, am_showsecrets)
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EXTERN_CVAR (Bool, am_showitems)
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EXTERN_CVAR (Bool, am_showtime)
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EXTERN_CVAR (Bool, am_showtotaltime)
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EXTERN_CVAR (Bool, noisedebug)
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EXTERN_CVAR (Int, con_scaletext)
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int active_con_scaletext();
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DBaseStatusBar *StatusBar;
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extern int setblocks;
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int gST_X, gST_Y;
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FTexture *CrosshairImage;
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static int CrosshairNum;
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// [RH] Base blending values (for e.g. underwater)
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int BaseBlendR, BaseBlendG, BaseBlendB;
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float BaseBlendA;
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CVAR (Int, paletteflash, 0, CVAR_ARCHIVE)
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CVAR (Flag, pf_hexenweaps, paletteflash, PF_HEXENWEAPONS)
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CVAR (Flag, pf_poison, paletteflash, PF_POISON)
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CVAR (Flag, pf_ice, paletteflash, PF_ICE)
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CVAR (Flag, pf_hazard, paletteflash, PF_HAZARD)
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// Stretch status bar to full screen width?
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CUSTOM_CVAR (Bool, st_scale, true, CVAR_ARCHIVE)
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{
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if (StatusBar)
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{
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StatusBar->CallSetScaled (self);
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setsizeneeded = true;
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}
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}
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CVAR (Int, crosshair, 0, CVAR_ARCHIVE)
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CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
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CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
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CVAR (Bool, crosshairhealth, true, CVAR_ARCHIVE);
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CVAR (Float, crosshairscale, 1.0, CVAR_ARCHIVE);
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CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE);
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CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 2) self = 2;
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}
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CVAR (Bool, idmypos, false, 0);
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CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity
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//---------------------------------------------------------------------------
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//
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// Format the map name, include the map label if wanted
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//
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//---------------------------------------------------------------------------
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void ST_FormatMapName(FString &mapname, const char *mapnamecolor)
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{
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cluster_info_t *cluster = FindClusterInfo (level.cluster);
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bool ishub = (cluster != NULL && (cluster->flags & CLUSTER_HUB));
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if (am_showmaplabel == 1 || (am_showmaplabel == 2 && !ishub))
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{
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mapname << level.MapName << ": ";
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}
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mapname << mapnamecolor << level.LevelName;
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}
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//---------------------------------------------------------------------------
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//
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// Load crosshair definitions
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//
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//---------------------------------------------------------------------------
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void ST_LoadCrosshair(bool alwaysload)
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{
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int num = 0;
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char name[16], size;
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if (!crosshairforce &&
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players[consoleplayer].camera != NULL &&
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players[consoleplayer].camera->player != NULL &&
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players[consoleplayer].camera->player->ReadyWeapon != NULL)
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{
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num = players[consoleplayer].camera->player->ReadyWeapon->Crosshair;
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}
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if (num == 0)
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{
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num = crosshair;
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}
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if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL)
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{ // No change.
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return;
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}
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if (CrosshairImage != NULL)
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{
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CrosshairImage->Unload ();
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}
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if (num == 0)
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{
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CrosshairNum = 0;
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CrosshairImage = NULL;
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return;
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}
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if (num < 0)
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{
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num = -num;
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}
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size = (SCREENWIDTH < 640) ? 'S' : 'B';
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mysnprintf (name, countof(name), "XHAIR%c%d", size, num);
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FTextureID texid = TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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if (!texid.isValid())
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{
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mysnprintf (name, countof(name), "XHAIR%c1", size);
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texid = TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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if (!texid.isValid())
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{
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texid = TexMan.CheckForTexture("XHAIRS1", FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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}
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}
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CrosshairNum = num;
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CrosshairImage = TexMan[texid];
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}
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//---------------------------------------------------------------------------
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//
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// ST_Clear
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//
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//---------------------------------------------------------------------------
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void ST_Clear()
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{
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if (StatusBar != NULL)
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{
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StatusBar->Destroy();
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StatusBar = NULL;
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}
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CrosshairImage = NULL;
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CrosshairNum = 0;
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}
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//---------------------------------------------------------------------------
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//
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// Constructor
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//
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//---------------------------------------------------------------------------
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DBaseStatusBar::DBaseStatusBar (int reltop, int hres, int vres)
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{
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CompleteBorder = false;
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Centering = false;
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FixedOrigin = false;
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CrosshairSize = 1.;
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RelTop = reltop;
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memset(Messages, 0, sizeof(Messages));
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Displacement = 0;
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CPlayer = NULL;
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ShowLog = false;
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HorizontalResolution = hres;
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VerticalResolution = vres;
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CallSetScaled (st_scale);
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}
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//---------------------------------------------------------------------------
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//
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// PROP Destroy
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::OnDestroy ()
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{
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for (size_t i = 0; i < countof(Messages); ++i)
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{
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DHUDMessage *msg = Messages[i];
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while (msg)
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{
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DHUDMessage *next = msg->Next;
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msg->Destroy();
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msg = next;
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}
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Messages[i] = NULL;
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}
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Super::OnDestroy();
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}
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//---------------------------------------------------------------------------
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//
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// PROC SetScaled
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//
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//---------------------------------------------------------------------------
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//[BL] Added force argument to have forcescaled mean forcescaled.
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// - Also, if the VerticalResolution is something other than the default (200)
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// We should always obey the value of scale.
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void DBaseStatusBar::SetScaled (bool scale, bool force)
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{
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Scaled = (RelTop != 0 || force) && ((SCREENWIDTH != 320 || HorizontalResolution != 320) && scale);
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if (!Scaled)
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{
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ST_X = (SCREENWIDTH - HorizontalResolution) / 2;
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ST_Y = SCREENHEIGHT - RelTop;
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gST_Y = ST_Y;
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if (RelTop > 0)
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{
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Displacement = double((ST_Y * VerticalResolution / SCREENHEIGHT) - (VerticalResolution - RelTop))/RelTop;
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}
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else
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{
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Displacement = 0;
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}
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}
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else
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{
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ST_X = 0;
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ST_Y = VerticalResolution - RelTop;
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float aspect = ActiveRatio(SCREENWIDTH, SCREENHEIGHT);
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if (!AspectTallerThanWide(aspect))
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{ // Normal resolution
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gST_Y = Scale (ST_Y, SCREENHEIGHT, VerticalResolution);
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}
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else
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{ // 5:4 resolution
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gST_Y = Scale(ST_Y - VerticalResolution/2, SCREENHEIGHT*3, Scale(VerticalResolution, AspectBaseHeight(aspect), 200)) + SCREENHEIGHT/2
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+ (SCREENHEIGHT - SCREENHEIGHT * AspectMultiplier(aspect) / 48) / 2;
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}
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Displacement = 0;
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}
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gST_X = ST_X;
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}
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DEFINE_ACTION_FUNCTION(DBaseStatusBar, SetScaled)
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{
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PARAM_SELF_PROLOGUE(DBaseStatusBar);
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PARAM_BOOL(scale);
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PARAM_BOOL_DEF(force);
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self->SetScaled(scale, force);
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return 0;
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}
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void DBaseStatusBar::CallSetScaled(bool scale, bool force)
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{
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IFVIRTUAL(DBaseStatusBar, SetScaled)
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{
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VMValue params[] = { (DObject*)this, scale, force };
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GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
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}
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else SetScaled(scale, force);
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}
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//---------------------------------------------------------------------------
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//
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// PROC AttachToPlayer
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::AttachToPlayer (player_t *player)
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{
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CPlayer = player;
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}
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DEFINE_ACTION_FUNCTION(DBaseStatusBar, AttachToPlayer)
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{
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PARAM_SELF_PROLOGUE(DBaseStatusBar);
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PARAM_POINTER(player, player_t);
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self->AttachToPlayer(player);
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return 0;
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}
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void DBaseStatusBar::CallAttachToPlayer(player_t *player)
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{
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IFVIRTUAL(DBaseStatusBar, AttachToPlayer)
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{
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VMValue params[] = { (DObject*)this, player };
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GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
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}
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else AttachToPlayer(player);
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}
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//---------------------------------------------------------------------------
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//
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// PROC GetPlayer
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//
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//---------------------------------------------------------------------------
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int DBaseStatusBar::GetPlayer ()
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{
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return int(CPlayer - players);
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}
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//---------------------------------------------------------------------------
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//
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// PROC Tick
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::Tick ()
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{
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for (size_t i = 0; i < countof(Messages); ++i)
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{
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DHUDMessage *msg = Messages[i];
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DHUDMessage **prev = &Messages[i];
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while (msg)
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{
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DHUDMessage *next = msg->Next;
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if (msg->Tick ())
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{
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*prev = next;
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msg->Destroy();
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}
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else
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{
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prev = &msg->Next;
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}
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msg = next;
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}
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// If the crosshair has been enlarged, shrink it.
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if (CrosshairSize > 1.)
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{
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CrosshairSize -= XHAIRSHRINKSIZE;
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if (CrosshairSize < 1.)
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{
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CrosshairSize = 1.;
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}
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}
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}
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}
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DEFINE_ACTION_FUNCTION(DBaseStatusBar, Tick)
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{
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PARAM_SELF_PROLOGUE(DBaseStatusBar);
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self->Tick();
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return 0;
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}
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void DBaseStatusBar::CallTick()
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{
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IFVIRTUAL(DBaseStatusBar, Tick)
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{
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VMValue params[] = { (DObject*)this };
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GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
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}
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else Tick();
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}
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//---------------------------------------------------------------------------
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//
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// PROC AttachMessage
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::AttachMessage (DHUDMessage *msg, uint32_t id, int layer)
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{
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DHUDMessage *old = NULL;
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DHUDMessage **prev;
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DObject *container = this;
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old = (id == 0 || id == 0xFFFFFFFF) ? NULL : DetachMessage (id);
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if (old != NULL)
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{
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old->Destroy();
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}
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// Merge unknown layers into the default layer.
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if ((size_t)layer >= countof(Messages))
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{
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layer = HUDMSGLayer_Default;
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}
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prev = &Messages[layer];
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// The ID serves as a priority, where lower numbers appear in front of
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// higher numbers. (i.e. The list is sorted in descending order, since
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// it gets drawn back to front.)
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while (*prev != NULL && (*prev)->SBarID > id)
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{
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container = *prev;
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prev = &(*prev)->Next;
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}
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msg->Next = *prev;
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msg->SBarID = id;
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*prev = msg;
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GC::WriteBarrier(container, msg);
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}
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//---------------------------------------------------------------------------
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//
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// PROC DetachMessage
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//
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//---------------------------------------------------------------------------
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DHUDMessage *DBaseStatusBar::DetachMessage (DHUDMessage *msg)
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{
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for (size_t i = 0; i < countof(Messages); ++i)
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{
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DHUDMessage *probe = Messages[i];
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DHUDMessage **prev = &Messages[i];
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while (probe && probe != msg)
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{
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prev = &probe->Next;
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probe = probe->Next;
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}
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if (probe != NULL)
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{
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*prev = probe->Next;
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probe->Next = NULL;
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return probe;
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}
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}
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return NULL;
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}
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DHUDMessage *DBaseStatusBar::DetachMessage (uint32_t id)
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{
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for (size_t i = 0; i < countof(Messages); ++i)
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{
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DHUDMessage *probe = Messages[i];
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DHUDMessage **prev = &Messages[i];
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while (probe && probe->SBarID != id)
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{
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prev = &probe->Next;
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probe = probe->Next;
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}
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if (probe != NULL)
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{
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*prev = probe->Next;
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probe->Next = NULL;
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return probe;
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}
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}
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return NULL;
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}
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|
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//---------------------------------------------------------------------------
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//
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// PROC DetachAllMessages
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::DetachAllMessages ()
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{
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for (size_t i = 0; i < countof(Messages); ++i)
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{
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DHUDMessage *probe = Messages[i];
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Messages[i] = NULL;
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while (probe != NULL)
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{
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DHUDMessage *next = probe->Next;
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probe->Destroy();
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probe = next;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC ShowPlayerName
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::ShowPlayerName ()
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{
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EColorRange color;
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color = (CPlayer == &players[consoleplayer]) ? CR_GOLD : CR_GREEN;
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AttachMessage (new DHUDMessageFadeOut (SmallFont, CPlayer->userinfo.GetName(),
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1.5f, 0.92f, 0, 0, color, 2.f, 0.35f), MAKE_ID('P','N','A','M'));
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}
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|
|
//---------------------------------------------------------------------------
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//
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// RefreshBackground
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::RefreshBackground () const
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{
|
|
int x, x2, y;
|
|
|
|
float ratio = ActiveRatio (SCREENWIDTH, SCREENHEIGHT);
|
|
x = (ratio < 1.5f || !Scaled) ? ST_X : SCREENWIDTH*(48-AspectMultiplier(ratio))/(48*2);
|
|
y = x == ST_X && x > 0 ? ST_Y : gST_Y;
|
|
|
|
if(!CompleteBorder)
|
|
{
|
|
if(y < SCREENHEIGHT)
|
|
{
|
|
V_DrawBorder (x+1, y, SCREENWIDTH, y+1);
|
|
V_DrawBorder (x+1, SCREENHEIGHT-1, SCREENWIDTH, SCREENHEIGHT);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
x = SCREENWIDTH;
|
|
}
|
|
|
|
if (x > 0)
|
|
{
|
|
if(!CompleteBorder)
|
|
{
|
|
x2 = ratio < 1.5f || !Scaled ? ST_X+HorizontalResolution :
|
|
SCREENWIDTH - (SCREENWIDTH*(48-AspectMultiplier(ratio))+48*2-1)/(48*2);
|
|
}
|
|
else
|
|
{
|
|
x2 = SCREENWIDTH;
|
|
}
|
|
|
|
V_DrawBorder (0, y, x+1, SCREENHEIGHT);
|
|
V_DrawBorder (x2-1, y, SCREENWIDTH, SCREENHEIGHT);
|
|
|
|
if (setblocks >= 10)
|
|
{
|
|
FTexture *p = TexMan[gameinfo.Border.b];
|
|
if (p != NULL)
|
|
{
|
|
screen->FlatFill(0, y, x, y + p->GetHeight(), p, true);
|
|
screen->FlatFill(x2, y, SCREENWIDTH, y + p->GetHeight(), p, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DBaseStatusBar, RefreshBackground)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DBaseStatusBar);
|
|
self->RefreshBackground();
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawCrosshair
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawCrosshair ()
|
|
{
|
|
static uint32_t prevcolor = 0xffffffff;
|
|
static int palettecolor = 0;
|
|
|
|
uint32_t color;
|
|
double size;
|
|
int w, h;
|
|
|
|
// Don't draw the crosshair in chasecam mode
|
|
if (players[consoleplayer].cheats & CF_CHASECAM)
|
|
return;
|
|
|
|
ST_LoadCrosshair();
|
|
|
|
// Don't draw the crosshair if there is none
|
|
if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL || r_viewpoint.camera->health <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (crosshairscale > 0.0f)
|
|
{
|
|
size = SCREENHEIGHT * crosshairscale / 200.;
|
|
}
|
|
else
|
|
{
|
|
size = 1.;
|
|
}
|
|
|
|
if (crosshairgrow)
|
|
{
|
|
size *= CrosshairSize;
|
|
}
|
|
w = int(CrosshairImage->GetWidth() * size);
|
|
h = int(CrosshairImage->GetHeight() * size);
|
|
|
|
if (crosshairhealth)
|
|
{
|
|
int health = Scale(CPlayer->health, 100, CPlayer->mo->GetDefault()->health);
|
|
|
|
if (health >= 85)
|
|
{
|
|
color = 0x00ff00;
|
|
}
|
|
else
|
|
{
|
|
int red, green;
|
|
health -= 25;
|
|
if (health < 0)
|
|
{
|
|
health = 0;
|
|
}
|
|
if (health < 30)
|
|
{
|
|
red = 255;
|
|
green = health * 255 / 30;
|
|
}
|
|
else
|
|
{
|
|
red = (60 - health) * 255 / 30;
|
|
green = 255;
|
|
}
|
|
color = (red<<16) | (green<<8);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
color = crosshaircolor;
|
|
}
|
|
|
|
if (color != prevcolor)
|
|
{
|
|
prevcolor = color;
|
|
palettecolor = ColorMatcher.Pick (RPART(color), GPART(color), BPART(color));
|
|
}
|
|
|
|
screen->DrawTexture (CrosshairImage,
|
|
viewwidth / 2 + viewwindowx,
|
|
viewheight / 2 + viewwindowy,
|
|
DTA_DestWidth, w,
|
|
DTA_DestHeight, h,
|
|
DTA_AlphaChannel, true,
|
|
DTA_FillColor, (palettecolor << 24) | (color & 0xFFFFFF),
|
|
TAG_DONE);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FlashCrosshair
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::FlashCrosshair ()
|
|
{
|
|
CrosshairSize = XHAIRPICKUPSIZE;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawMessages
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawMessages (int layer, int bottom)
|
|
{
|
|
DHUDMessage *msg = Messages[layer];
|
|
int visibility = 0;
|
|
|
|
if (viewactive)
|
|
{
|
|
visibility |= HUDMSG_NotWith3DView;
|
|
}
|
|
if (automapactive)
|
|
{
|
|
visibility |= viewactive ? HUDMSG_NotWithOverlayMap : HUDMSG_NotWithFullMap;
|
|
}
|
|
while (msg)
|
|
{
|
|
DHUDMessage *next = msg->Next;
|
|
msg->Draw (bottom, visibility);
|
|
msg = next;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draw
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::Draw (EHudState state)
|
|
{
|
|
// HUD_AltHud state is for popups only
|
|
if (state == HUD_AltHud)
|
|
return;
|
|
|
|
char line[64+10];
|
|
|
|
if (state == HUD_StatusBar)
|
|
{
|
|
RefreshBackground ();
|
|
}
|
|
|
|
if (idmypos)
|
|
{ // Draw current coordinates
|
|
int height = SmallFont->GetHeight();
|
|
char labels[3] = { 'X', 'Y', 'Z' };
|
|
int i;
|
|
|
|
int vwidth;
|
|
int vheight;
|
|
int xpos;
|
|
int y;
|
|
|
|
if (active_con_scaletext() == 1)
|
|
{
|
|
vwidth = SCREENWIDTH;
|
|
vheight = SCREENHEIGHT;
|
|
xpos = vwidth - 80;
|
|
y = gST_Y - height;
|
|
}
|
|
else if (active_con_scaletext() > 1)
|
|
{
|
|
vwidth = SCREENWIDTH / active_con_scaletext();
|
|
vheight = SCREENHEIGHT / active_con_scaletext();
|
|
xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
|
|
y = gST_Y/4 - height;
|
|
}
|
|
else
|
|
{
|
|
vwidth = SCREENWIDTH/2;
|
|
vheight = SCREENHEIGHT/2;
|
|
xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
|
|
y = gST_Y/2 - height;
|
|
}
|
|
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
if (active_con_scaletext() == 1)
|
|
y -= height * 4;
|
|
else if (active_con_scaletext() > 3)
|
|
y -= height;
|
|
else
|
|
y -= height * 2;
|
|
}
|
|
|
|
DVector3 pos = CPlayer->mo->Pos();
|
|
for (i = 2; i >= 0; y -= height, --i)
|
|
{
|
|
mysnprintf (line, countof(line), "%c: %d", labels[i], int(pos[i]));
|
|
screen->DrawText (SmallFont, CR_GREEN, xpos, y, line,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
|
|
TAG_DONE);
|
|
V_SetBorderNeedRefresh();
|
|
}
|
|
}
|
|
|
|
if (viewactive)
|
|
{
|
|
if (CPlayer && CPlayer->camera && CPlayer->camera->player)
|
|
{
|
|
DrawCrosshair ();
|
|
}
|
|
}
|
|
else if (automapactive)
|
|
{
|
|
int y, time = Tics2Seconds(level.time), height;
|
|
int totaltime = Tics2Seconds(level.totaltime);
|
|
EColorRange highlight = (gameinfo.gametype & GAME_DoomChex) ?
|
|
CR_UNTRANSLATED : CR_YELLOW;
|
|
|
|
height = SmallFont->GetHeight () * CleanYfac;
|
|
|
|
// Draw timer
|
|
y = 8;
|
|
if (am_showtime)
|
|
{
|
|
mysnprintf (line, countof(line), "%02d:%02d:%02d", time/3600, (time%3600)/60, time%60); // Time
|
|
screen->DrawText (SmallFont, CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
|
|
y+=8*CleanYfac;
|
|
}
|
|
if (am_showtotaltime)
|
|
{
|
|
mysnprintf (line, countof(line), "%02d:%02d:%02d", totaltime/3600, (totaltime%3600)/60, totaltime%60); // Total time
|
|
screen->DrawText (SmallFont, CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
|
|
// Draw map name
|
|
y = gST_Y - height;
|
|
if (gameinfo.gametype == GAME_Heretic && SCREENWIDTH > 320 && !Scaled)
|
|
{
|
|
y -= 8;
|
|
}
|
|
else if (gameinfo.gametype == GAME_Hexen)
|
|
{
|
|
if (Scaled)
|
|
{
|
|
y -= Scale (11, SCREENHEIGHT, 200);
|
|
}
|
|
else
|
|
{
|
|
if (SCREENWIDTH < 640)
|
|
{
|
|
y -= 12;
|
|
}
|
|
else
|
|
{ // Get past the tops of the gargoyles' wings
|
|
y -= 28;
|
|
}
|
|
}
|
|
}
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
if (Scaled)
|
|
{
|
|
y -= Scale (8, SCREENHEIGHT, 200);
|
|
}
|
|
else
|
|
{
|
|
y -= 8;
|
|
}
|
|
}
|
|
FString mapname;
|
|
|
|
ST_FormatMapName(mapname, TEXTCOLOR_GREY);
|
|
screen->DrawText (SmallFont, highlight,
|
|
(SCREENWIDTH - SmallFont->StringWidth (mapname)*CleanXfac)/2, y, mapname,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
if (!deathmatch)
|
|
{
|
|
int y = 8;
|
|
|
|
// Draw monster count
|
|
if (am_showmonsters)
|
|
{
|
|
mysnprintf (line, countof(line), "%s" TEXTCOLOR_GREY " %d/%d",
|
|
GStrings("AM_MONSTERS"), level.killed_monsters, level.total_monsters);
|
|
screen->DrawText (SmallFont, highlight, 8, y, line,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
y += height;
|
|
}
|
|
|
|
// Draw secret count
|
|
if (am_showsecrets)
|
|
{
|
|
mysnprintf (line, countof(line), "%s" TEXTCOLOR_GREY " %d/%d",
|
|
GStrings("AM_SECRETS"), level.found_secrets, level.total_secrets);
|
|
screen->DrawText (SmallFont, highlight, 8, y, line,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
y += height;
|
|
}
|
|
|
|
// Draw item count
|
|
if (am_showitems)
|
|
{
|
|
mysnprintf (line, countof(line), "%s" TEXTCOLOR_GREY " %d/%d",
|
|
GStrings("AM_ITEMS"), level.found_items, level.total_items);
|
|
screen->DrawText (SmallFont, highlight, 8, y, line,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DBaseStatusBar, Draw)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DBaseStatusBar);
|
|
PARAM_INT(state);
|
|
self->Draw((EHudState)state);
|
|
return 0;
|
|
}
|
|
|
|
void DBaseStatusBar::CallDraw(EHudState state)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, Draw)
|
|
{
|
|
VMValue params[] = { (DObject*)this, state, r_viewpoint.TicFrac };
|
|
GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
|
|
}
|
|
else Draw(state);
|
|
}
|
|
|
|
|
|
|
|
void DBaseStatusBar::DrawLog ()
|
|
{
|
|
int hudwidth, hudheight;
|
|
|
|
if (CPlayer->LogText.IsNotEmpty())
|
|
{
|
|
// This uses the same scaling as regular HUD messages
|
|
if (active_con_scaletext() == 0)
|
|
{
|
|
hudwidth = SCREENWIDTH / CleanXfac;
|
|
hudheight = SCREENHEIGHT / CleanYfac;
|
|
}
|
|
else
|
|
{
|
|
hudwidth = SCREENWIDTH / active_con_scaletext();
|
|
hudheight = SCREENHEIGHT / active_con_scaletext();
|
|
}
|
|
|
|
int linelen = hudwidth<640? Scale(hudwidth,9,10)-40 : 560;
|
|
FBrokenLines *lines = V_BreakLines (SmallFont, linelen, CPlayer->LogText);
|
|
int height = 20;
|
|
|
|
for (int i = 0; lines[i].Width != -1; i++) height += SmallFont->GetHeight () + 1;
|
|
|
|
int x,y,w;
|
|
|
|
if (linelen<560)
|
|
{
|
|
x=hudwidth/20;
|
|
y=hudheight/8;
|
|
w=hudwidth-2*x;
|
|
}
|
|
else
|
|
{
|
|
x=(hudwidth>>1)-300;
|
|
y=hudheight*3/10-(height>>1);
|
|
if (y<0) y=0;
|
|
w=600;
|
|
}
|
|
screen->Dim(0, 0.5f, Scale(x, SCREENWIDTH, hudwidth), Scale(y, SCREENHEIGHT, hudheight),
|
|
Scale(w, SCREENWIDTH, hudwidth), Scale(height, SCREENHEIGHT, hudheight));
|
|
x+=20;
|
|
y+=10;
|
|
for (int i = 0; lines[i].Width != -1; i++)
|
|
{
|
|
|
|
screen->DrawText (SmallFont, CR_UNTRANSLATED, x, y, lines[i].Text,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
|
|
y += SmallFont->GetHeight ()+1;
|
|
}
|
|
|
|
V_FreeBrokenLines (lines);
|
|
}
|
|
}
|
|
|
|
bool DBaseStatusBar::MustDrawLog(EHudState state)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, MustDrawLog)
|
|
{
|
|
VMValue params[] = { (DObject*)this };
|
|
int rv;
|
|
VMReturn ret(&rv);
|
|
GlobalVMStack.Call(func, params, countof(params), &ret, 1);
|
|
return !!rv;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, bool reset)
|
|
{
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawBottomStuff
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawBottomStuff (EHudState state)
|
|
{
|
|
DrawMessages (HUDMSGLayer_UnderHUD, (state == HUD_StatusBar) ? gST_Y : SCREENHEIGHT);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawTopStuff
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawTopStuff (EHudState state)
|
|
{
|
|
if (demoplayback && demover != DEMOGAMEVERSION)
|
|
{
|
|
screen->DrawText (SmallFont, CR_TAN, 0, ST_Y - 40 * CleanYfac,
|
|
"Demo was recorded with a different version\n"
|
|
"of " GAMENAME ". Expect it to go out of sync.",
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
|
|
DrawPowerups ();
|
|
if (automapactive && !viewactive)
|
|
{
|
|
DrawMessages (HUDMSGLayer_OverMap, (state == HUD_StatusBar) ? gST_Y : SCREENHEIGHT);
|
|
}
|
|
DrawMessages (HUDMSGLayer_OverHUD, (state == HUD_StatusBar) ? gST_Y : SCREENHEIGHT);
|
|
DrawConsistancy ();
|
|
DrawWaiting ();
|
|
if (ShowLog && MustDrawLog(state)) DrawLog ();
|
|
|
|
if (noisedebug)
|
|
{
|
|
S_NoiseDebug ();
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawPowerups
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawPowerups ()
|
|
{
|
|
// Each icon gets a 32x32 block to draw itself in.
|
|
int x, y;
|
|
AInventory *item;
|
|
const int yshift = SmallFont->GetHeight();
|
|
|
|
x = -20;
|
|
y = 17
|
|
+ (ST_IsTimeVisible() ? yshift : 0)
|
|
+ (ST_IsLatencyVisible() ? yshift : 0);
|
|
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
IFVIRTUALPTR(item, AInventory, DrawPowerup)
|
|
{
|
|
VMValue params[3] = { item, x, y };
|
|
VMReturn ret;
|
|
int retv;
|
|
|
|
ret.IntAt(&retv);
|
|
GlobalVMStack.Call(func, params, 3, &ret, 1);
|
|
if (retv)
|
|
{
|
|
x -= POWERUPICONSIZE;
|
|
if (x < -POWERUPICONSIZE * 5)
|
|
{
|
|
x = -20;
|
|
y += POWERUPICONSIZE * 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// BlendView
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::BlendView (float blend[4])
|
|
{
|
|
// [Nash] Allow user to set blend intensity
|
|
float cnt = (BaseBlendA * underwater_fade_scalar);
|
|
|
|
V_AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, cnt, blend);
|
|
V_AddPlayerBlend(CPlayer, blend, 1.0f, 228);
|
|
|
|
if (screen->Accel2D || (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up))
|
|
{
|
|
player_t *player = (CPlayer->camera != NULL && CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
|
|
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
|
|
}
|
|
|
|
V_SetBlend ((int)(blend[0] * 255.0f), (int)(blend[1] * 255.0f),
|
|
(int)(blend[2] * 255.0f), (int)(blend[3] * 256.0f));
|
|
}
|
|
|
|
void DBaseStatusBar::DrawConsistancy () const
|
|
{
|
|
static bool firsttime = true;
|
|
int i;
|
|
char conbuff[64], *buff_p;
|
|
|
|
if (!netgame)
|
|
return;
|
|
|
|
buff_p = NULL;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].inconsistant)
|
|
{
|
|
if (buff_p == NULL)
|
|
{
|
|
strcpy (conbuff, "Out of sync with:");
|
|
buff_p = conbuff + 17;
|
|
}
|
|
*buff_p++ = ' ';
|
|
*buff_p++ = '1' + i;
|
|
*buff_p = 0;
|
|
}
|
|
}
|
|
|
|
if (buff_p != NULL)
|
|
{
|
|
if (firsttime)
|
|
{
|
|
firsttime = false;
|
|
if (debugfile)
|
|
{
|
|
fprintf (debugfile, "%s as of tic %d (%d)\n", conbuff,
|
|
players[1-consoleplayer].inconsistant,
|
|
players[1-consoleplayer].inconsistant/ticdup);
|
|
}
|
|
}
|
|
screen->DrawText (SmallFont, CR_GREEN,
|
|
(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
|
|
0, conbuff, DTA_CleanNoMove, true, TAG_DONE);
|
|
BorderTopRefresh = screen->GetPageCount ();
|
|
}
|
|
}
|
|
|
|
void DBaseStatusBar::DrawWaiting () const
|
|
{
|
|
int i;
|
|
char conbuff[64], *buff_p;
|
|
|
|
if (!netgame)
|
|
return;
|
|
|
|
buff_p = NULL;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].waiting)
|
|
{
|
|
if (buff_p == NULL)
|
|
{
|
|
strcpy (conbuff, "Waiting for:");
|
|
buff_p = conbuff + 12;
|
|
}
|
|
*buff_p++ = ' ';
|
|
*buff_p++ = '1' + i;
|
|
*buff_p = 0;
|
|
}
|
|
}
|
|
|
|
if (buff_p != NULL)
|
|
{
|
|
screen->DrawText (SmallFont, CR_ORANGE,
|
|
(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
|
|
SmallFont->GetHeight()*CleanYfac, conbuff, DTA_CleanNoMove, true, TAG_DONE);
|
|
BorderTopRefresh = screen->GetPageCount ();
|
|
}
|
|
}
|
|
|
|
void DBaseStatusBar::FlashItem (const PClass *itemtype)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, FlashItem)
|
|
{
|
|
VMValue params[] = { (DObject*)this, (PClass*)itemtype };
|
|
GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DBaseStatusBar::NewGame ()
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, NewGame)
|
|
{
|
|
VMValue params[] = { (DObject*)this };
|
|
GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DBaseStatusBar::ShowPop (int popnum)
|
|
{
|
|
ShowLog = (popnum == POP_Log && !ShowLog);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DBaseStatusBar, ShowPop)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DBaseStatusBar);
|
|
PARAM_INT(state);
|
|
self->ShowPop(state);
|
|
return 0;
|
|
}
|
|
|
|
void DBaseStatusBar::CallShowPop(int pop)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, ShowPop)
|
|
{
|
|
VMValue params[] = { (DObject*)this, pop };
|
|
GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
|
|
}
|
|
else ShowPop(pop);
|
|
}
|
|
|
|
|
|
|
|
void DBaseStatusBar::ReceivedWeapon (AWeapon *weapon)
|
|
{
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DBaseStatusBar, ReceivedWeapon)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DBaseStatusBar);
|
|
PARAM_POINTER(w, AWeapon);
|
|
self->ReceivedWeapon(w);
|
|
return 0;
|
|
}
|
|
|
|
|
|
void DBaseStatusBar::SerializeMessages(FSerializer &arc)
|
|
{
|
|
arc.Array("hudmessages", Messages, 3, true);
|
|
}
|
|
|
|
void DBaseStatusBar::ScreenSizeChanged ()
|
|
{
|
|
st_scale.Callback ();
|
|
|
|
for (size_t i = 0; i < countof(Messages); ++i)
|
|
{
|
|
DHUDMessage *message = Messages[i];
|
|
while (message != NULL)
|
|
{
|
|
message->ScreenSizeChanged ();
|
|
message = message->Next;
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DBaseStatusBar, ScreenSizeChanged)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DBaseStatusBar);
|
|
self->ScreenSizeChanged();
|
|
return 0;
|
|
}
|
|
|
|
void DBaseStatusBar::CallScreenSizeChanged()
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, ScreenSizeChanged)
|
|
{
|
|
VMValue params[] = { (DObject*)this };
|
|
GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
|
|
}
|
|
else ScreenSizeChanged();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// ValidateInvFirst
|
|
//
|
|
// Returns an inventory item that, when drawn as the first item, is sure to
|
|
// include the selected item in the inventory bar.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AInventory *DBaseStatusBar::ValidateInvFirst (int numVisible) const
|
|
{
|
|
AInventory *item;
|
|
int i;
|
|
|
|
if (CPlayer->mo->InvFirst == NULL)
|
|
{
|
|
CPlayer->mo->InvFirst = CPlayer->mo->FirstInv();
|
|
if (CPlayer->mo->InvFirst == NULL)
|
|
{ // Nothing to show
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
assert (CPlayer->mo->InvFirst->Owner == CPlayer->mo);
|
|
|
|
// If there are fewer than numVisible items shown, see if we can shift the
|
|
// view left to show more.
|
|
for (i = 0, item = CPlayer->mo->InvFirst; item != NULL && i < numVisible; ++i, item = item->NextInv())
|
|
{ }
|
|
|
|
while (i < numVisible)
|
|
{
|
|
item = CPlayer->mo->InvFirst->PrevInv ();
|
|
if (item == NULL)
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
CPlayer->mo->InvFirst = item;
|
|
++i;
|
|
}
|
|
}
|
|
|
|
if (CPlayer->mo->InvSel == NULL)
|
|
{
|
|
// Nothing selected, so don't move the view.
|
|
return CPlayer->mo->InvFirst == NULL ? CPlayer->mo->Inventory : CPlayer->mo->InvFirst;
|
|
}
|
|
else
|
|
{
|
|
// Check if InvSel is already visible
|
|
for (item = CPlayer->mo->InvFirst, i = numVisible;
|
|
item != NULL && i != 0;
|
|
item = item->NextInv(), --i)
|
|
{
|
|
if (item == CPlayer->mo->InvSel)
|
|
{
|
|
return CPlayer->mo->InvFirst;
|
|
}
|
|
}
|
|
// Check if InvSel is to the right of the visible range
|
|
for (i = 1; item != NULL; item = item->NextInv(), ++i)
|
|
{
|
|
if (item == CPlayer->mo->InvSel)
|
|
{
|
|
// Found it. Now advance InvFirst
|
|
for (item = CPlayer->mo->InvFirst; i != 0; --i)
|
|
{
|
|
item = item->NextInv();
|
|
}
|
|
return item;
|
|
}
|
|
}
|
|
// Check if InvSel is to the left of the visible range
|
|
for (item = CPlayer->mo->Inventory;
|
|
item != CPlayer->mo->InvSel;
|
|
item = item->NextInv())
|
|
{ }
|
|
if (item != NULL)
|
|
{
|
|
// Found it, so let it become the first item shown
|
|
return item;
|
|
}
|
|
// Didn't find the selected item, so don't move the view.
|
|
// This should never happen, so let debug builds assert.
|
|
assert (item != NULL);
|
|
return CPlayer->mo->InvFirst;
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DBaseStatusBar, ValidateInvFirst)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DBaseStatusBar);
|
|
PARAM_INT(num);
|
|
ACTION_RETURN_POINTER(self->ValidateInvFirst(num));
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// DBaseStatusBar :: GetCurrentAmmo
|
|
//
|
|
// Returns the types and amounts of ammo used by the current weapon. If the
|
|
// weapon only uses one type of ammo, it is always returned as ammo1.
|
|
//
|
|
//============================================================================
|
|
|
|
void DBaseStatusBar::GetCurrentAmmo (AInventory *&ammo1, AInventory *&ammo2, int &ammocount1, int &ammocount2) const
|
|
{
|
|
if (CPlayer->ReadyWeapon != NULL)
|
|
{
|
|
ammo1 = CPlayer->ReadyWeapon->Ammo1;
|
|
ammo2 = CPlayer->ReadyWeapon->Ammo2;
|
|
if (ammo1 == NULL)
|
|
{
|
|
ammo1 = ammo2;
|
|
ammo2 = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ammo1 = ammo2 = NULL;
|
|
}
|
|
ammocount1 = ammo1 != NULL ? ammo1->Amount : 0;
|
|
ammocount2 = ammo2 != NULL ? ammo2->Amount : 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DBaseStatusBar, GetCurrentAmmo)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DBaseStatusBar);
|
|
AInventory *ammo1, *ammo2;
|
|
int ammocount1, ammocount2;
|
|
self->GetCurrentAmmo(ammo1, ammo2, ammocount1, ammocount2);
|
|
if (numret >= 1) ret[0].SetPointer(ammo1, ATAG_OBJECT);
|
|
if (numret >= 2) ret[1].SetPointer(ammo2, ATAG_OBJECT);
|
|
if (numret >= 3) ret[2].SetInt(ammocount1);
|
|
if (numret >= 4) ret[3].SetInt(ammocount2);
|
|
return MIN(numret, 4);
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// CCMD showpop
|
|
//
|
|
// Asks the status bar to show a pop screen.
|
|
//
|
|
//============================================================================
|
|
|
|
CCMD (showpop)
|
|
{
|
|
if (argv.argc() != 2)
|
|
{
|
|
Printf ("Usage: showpop <popnumber>\n");
|
|
}
|
|
else if (StatusBar != NULL)
|
|
{
|
|
int popnum = atoi (argv[1]);
|
|
if (popnum < 0)
|
|
{
|
|
popnum = 0;
|
|
}
|
|
StatusBar->CallShowPop (popnum);
|
|
}
|
|
}
|
|
|
|
DEFINE_FIELD(DBaseStatusBar, ST_X);
|
|
DEFINE_FIELD(DBaseStatusBar, ST_Y);
|
|
DEFINE_FIELD(DBaseStatusBar, RelTop);
|
|
DEFINE_FIELD(DBaseStatusBar, HorizontalResolution);
|
|
DEFINE_FIELD(DBaseStatusBar, VerticalResolution);
|
|
DEFINE_FIELD(DBaseStatusBar, Scaled);
|
|
DEFINE_FIELD(DBaseStatusBar, Centering);
|
|
DEFINE_FIELD(DBaseStatusBar, FixedOrigin);
|
|
DEFINE_FIELD(DBaseStatusBar, CompleteBorder);
|
|
DEFINE_FIELD(DBaseStatusBar, CrosshairSize);
|
|
DEFINE_FIELD(DBaseStatusBar, Displacement);
|
|
DEFINE_FIELD(DBaseStatusBar, CPlayer);
|
|
DEFINE_GLOBAL(StatusBar);
|
|
|
|
|
|
DBaseStatusBar *CreateStrifeStatusBar()
|
|
{
|
|
auto sb = (DBaseStatusBar *)PClass::FindClass("StrifeStatusBar")->CreateNew();
|
|
IFVIRTUALPTR(sb, DBaseStatusBar, Init)
|
|
{
|
|
VMValue params[] = { sb };
|
|
GlobalVMStack.Call(func, params, 1, nullptr, 0);
|
|
}
|
|
return sb;
|
|
}
|