gzdoom-gles/src/g_shared/shared_sbar.cpp
Christoph Oelckers 25f90d6221 SVN r27 (trunk)
2006-04-11 16:27:41 +00:00

1639 lines
38 KiB
C++

/*
** shared_sbar.cpp
** Base status bar implementation
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 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.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
#include "templates.h"
#include "sbar.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "m_swap.h"
#include "r_draw.h"
#include "w_wad.h"
#include "v_text.h"
#include "s_sound.h"
#include "gi.h"
#include "p_effect.h"
#include "../version.h"
#define XHAIRSHRINKSIZE (FRACUNIT/18)
#define XHAIRPICKUPSIZE (FRACUNIT*2+XHAIRSHRINKSIZE)
#define POWERUPICONSIZE 32
EXTERN_CVAR (Bool, am_showmonsters)
EXTERN_CVAR (Bool, am_showsecrets)
EXTERN_CVAR (Bool, am_showitems)
EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
EXTERN_CVAR (Bool, noisedebug)
EXTERN_CVAR (Bool, hud_scale)
FBaseStatusBar *StatusBar;
extern int setblocks;
int ST_X, ST_Y;
int SB_state = 3;
FTexture *CrosshairImage;
// [RH] Base blending values (for e.g. underwater)
int BaseBlendR, BaseBlendG, BaseBlendB;
float BaseBlendA;
// Stretch status bar to full screen width?
CUSTOM_CVAR (Bool, st_scale, true, CVAR_ARCHIVE)
{
if (StatusBar)
{
StatusBar->SetScaled (self);
setsizeneeded = true;
}
}
CUSTOM_CVAR (Int, crosshair, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
int num = self;
char name[16], size;
int lump;
if (CrosshairImage != NULL)
{
CrosshairImage->Unload ();
}
if (num == 0)
{
CrosshairImage = NULL;
return;
}
if (num < 0)
{
num = -num;
}
size = (SCREENWIDTH < 640) ? 'S' : 'B';
sprintf (name, "XHAIR%c%d", size, num);
if ((lump = Wads.CheckNumForName (name)) == -1)
{
sprintf (name, "XHAIR%c1", size);
if ((lump = Wads.CheckNumForName (name)) == -1)
{
strcpy (name, "XHAIRS1");
}
}
CrosshairImage = TexMan[TexMan.AddPatch (name)];
}
CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR (Bool, crosshairhealth, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR (Bool, crosshairscale, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR (Bool, idmypos, false, 0);
// [RH] Amount of red flash for up to 114 damage points. Calculated by hand
// using a logarithmic scale and my trusty HP48G.
byte FBaseStatusBar::DamageToAlpha[114] =
{
0, 8, 16, 23, 30, 36, 42, 47, 53, 58, 62, 67, 71, 75, 79,
83, 87, 90, 94, 97, 100, 103, 107, 109, 112, 115, 118, 120, 123, 125,
128, 130, 133, 135, 137, 139, 141, 143, 145, 147, 149, 151, 153, 155, 157,
159, 160, 162, 164, 165, 167, 169, 170, 172, 173, 175, 176, 178, 179, 181,
182, 183, 185, 186, 187, 189, 190, 191, 192, 194, 195, 196, 197, 198, 200,
201, 202, 203, 204, 205, 206, 207, 209, 210, 211, 212, 213, 214, 215, 216,
217, 218, 219, 220, 221, 221, 222, 223, 224, 225, 226, 227, 228, 229, 229,
230, 231, 232, 233, 234, 235, 235, 236, 237
};
//---------------------------------------------------------------------------
//
// Constructor
//
//---------------------------------------------------------------------------
FBaseStatusBar::FBaseStatusBar (int reltop)
{
Centering = false;
FixedOrigin = false;
CrosshairSize = FRACUNIT;
RelTop = reltop;
Messages = NULL;
Displacement = 0;
CPlayer = NULL;
SetScaled (st_scale);
}
//---------------------------------------------------------------------------
//
// Destructor
//
//---------------------------------------------------------------------------
FBaseStatusBar::~FBaseStatusBar ()
{
DHUDMessage *msg;
msg = Messages;
while (msg)
{
DHUDMessage *next = msg->Next;
delete msg;
msg = next;
}
}
//---------------------------------------------------------------------------
//
// PROC SetScaled
//
//---------------------------------------------------------------------------
void FBaseStatusBar::SetScaled (bool scale)
{
Scaled = RelTop != 0 && (SCREENWIDTH != 320 && scale);
if (!Scaled)
{
ST_X = (SCREENWIDTH - 320) / 2;
ST_Y = SCREENHEIGHT - RelTop;
::ST_Y = ST_Y;
if (RelTop > 0)
{
Displacement = ((ST_Y * 200 / SCREENHEIGHT) - (200 - RelTop))*FRACUNIT/RelTop;
}
else
{
Displacement = 0;
}
}
else
{
bool wide = !(CheckRatio (SCREENWIDTH, SCREENHEIGHT) & 3);
int basewidth = wide ? 1280 : 960;
ST_X = 0;
ST_Y = 200 - RelTop;
::ST_Y = Scale (ST_Y, SCREENHEIGHT, 200);
Displacement = 0;
}
::ST_X = ST_X;
SB_state = screen->GetPageCount ();
}
//---------------------------------------------------------------------------
//
// PROC AttachToPlayer
//
//---------------------------------------------------------------------------
void FBaseStatusBar::AttachToPlayer (player_s *player)
{
CPlayer = player;
SB_state = screen->GetPageCount ();
}
//---------------------------------------------------------------------------
//
// PROC GetPlayer
//
//---------------------------------------------------------------------------
int FBaseStatusBar::GetPlayer ()
{
return int(CPlayer - players);
}
//---------------------------------------------------------------------------
//
// PROC MultiplayerChanged
//
//---------------------------------------------------------------------------
void FBaseStatusBar::MultiplayerChanged ()
{
SB_state = screen->GetPageCount ();
}
//---------------------------------------------------------------------------
//
// PROC Tick
//
//---------------------------------------------------------------------------
void FBaseStatusBar::Tick ()
{
DHUDMessage *msg = Messages;
DHUDMessage **prev = &Messages;
while (msg)
{
DHUDMessage *next = msg->Next;
if (msg->Tick ())
{
*prev = next;
delete msg;
}
else
{
prev = &msg->Next;
}
msg = next;
}
}
//---------------------------------------------------------------------------
//
// PROC AttachMessage
//
//---------------------------------------------------------------------------
void FBaseStatusBar::AttachMessage (DHUDMessage *msg, DWORD id)
{
DHUDMessage *old = NULL;
DHUDMessage **prev;
old = (id == 0 || id == 0xFFFFFFFF) ? NULL : DetachMessage (id);
if (old != NULL)
{
delete old;
}
prev = &Messages;
// The ID serves as a priority, where lower numbers appear in front of
// higher numbers. (i.e. The list is sorted in descending order, since
// it gets drawn back to front.)
while (*prev != NULL && (*prev)->SBarID > id)
{
prev = &(*prev)->Next;
}
msg->Next = *prev;
msg->SBarID = id;
*prev = msg;
}
//---------------------------------------------------------------------------
//
// PROC DetachMessage
//
//---------------------------------------------------------------------------
DHUDMessage *FBaseStatusBar::DetachMessage (DHUDMessage *msg)
{
DHUDMessage *probe = Messages;
DHUDMessage **prev = &Messages;
while (probe && probe != msg)
{
prev = &probe->Next;
probe = probe->Next;
}
if (probe != NULL)
{
*prev = probe->Next;
probe->Next = NULL;
// Redraw the status bar in case it was covered
SB_state = screen->GetPageCount ();
}
return probe;
}
DHUDMessage *FBaseStatusBar::DetachMessage (DWORD id)
{
DHUDMessage *probe = Messages;
DHUDMessage **prev = &Messages;
while (probe && probe->SBarID != id)
{
prev = &probe->Next;
probe = probe->Next;
}
if (probe != NULL)
{
*prev = probe->Next;
probe->Next = NULL;
// Redraw the status bar in case it was covered
SB_state = screen->GetPageCount ();
}
return probe;
}
//---------------------------------------------------------------------------
//
// PROC DetachAllMessages
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DetachAllMessages ()
{
DHUDMessage *probe = Messages;
Messages = NULL;
while (probe != NULL)
{
DHUDMessage *next = probe->Next;
delete probe;
probe = next;
}
}
//---------------------------------------------------------------------------
//
// PROC CheckMessage
//
//---------------------------------------------------------------------------
bool FBaseStatusBar::CheckMessage (DHUDMessage *msg)
{
DHUDMessage *probe = Messages;
while (probe && probe != msg)
{
probe = probe->Next;
}
return (probe == msg);
}
//---------------------------------------------------------------------------
//
// PROC ShowPlayerName
//
//---------------------------------------------------------------------------
void FBaseStatusBar::ShowPlayerName ()
{
EColorRange color;
color = (CPlayer == &players[consoleplayer]) ? CR_GOLD : CR_GREEN;
AttachMessage (new DHUDMessageFadeOut (CPlayer->userinfo.netname,
1.5f, 0.92f, 0, 0, color, 2.f, 0.35f), MAKE_ID('P','N','A','M'));
}
//---------------------------------------------------------------------------
//
// PROC DrawImage
//
// Draws an image with the status bar's upper-left corner as the origin.
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrawImage (FTexture *img,
int x, int y, byte *translation) const
{
if (img != NULL)
{
screen->DrawTexture (img, x + ST_X, y + ST_Y,
DTA_Translation, translation,
DTA_320x200, Scaled,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawImage
//
// Draws a translucent image with the status bar's upper-left corner as the
// origin.
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrawFadedImage (FTexture *img,
int x, int y, fixed_t shade) const
{
if (img != NULL)
{
screen->DrawTexture (img, x + ST_X, y + ST_Y,
DTA_Alpha, shade,
DTA_320x200, Scaled,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawPartialImage
//
// Draws a portion of an image with the status bar's upper-left corner as
// the origin. The image should be the same size as the status bar.
// Used for Doom's status bar.
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrawPartialImage (FTexture *img, int wx, int ww) const
{
if (img != NULL)
{
screen->DrawTexture (img, ST_X, ST_Y,
DTA_WindowLeft, wx,
DTA_WindowRight, wx + ww,
DTA_320x200, Scaled,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrINumber
//
// Draws a three digit number.
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrINumber (signed int val, int x, int y, int imgBase) const
{
int oldval;
if (val > 999)
val = 999;
oldval = val;
if (val < 0)
{
if (val < -9)
{
DrawImage (Images[imgLAME], x+1, y+1);
return;
}
val = -val;
DrawImage (Images[imgBase+val], x+18, y);
DrawImage (Images[imgNEGATIVE], x+9, y);
return;
}
if (val > 99)
{
DrawImage (Images[imgBase+val/100], x, y);
}
val = val % 100;
if (val > 9 || oldval > 99)
{
DrawImage (Images[imgBase+val/10], x+9, y);
}
val = val % 10;
DrawImage (Images[imgBase+val], x+18, y);
}
//---------------------------------------------------------------------------
//
// PROC DrBNumber
//
// Draws an x digit number using the big font.
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrBNumber (signed int val, int x, int y, int size) const
{
int xpos;
int index;
int w, h;
bool neg;
int i;
int power;
FTexture *pic = Images[imgBNumbers+3];
if (pic != NULL)
{
w = pic->GetWidth ();
h = pic->GetHeight ();
}
else
{
w = h = 0;
}
xpos = x + w/2 + w*size;
for (i = size-1, power = 10; i > 0; i--)
{
power *= 10;
}
if (val >= power)
{
val = power - 1;
}
if ( (neg = val < 0) )
{
if (size == 2 && val < -9)
{
val = -9;
}
else if (size == 3 && val < -99)
{
val = -99;
}
val = -val;
size--;
}
if (val == 0)
{
pic = Images[imgBNumbers];
if (pic != NULL)
{
DrawImage (pic, xpos - pic->GetWidth()/2 - w, y);
}
return;
}
while (val != 0 && size--)
{
xpos -= w;
int oldval = val;
val /= 10;
index = imgBNumbers + (oldval - val*10);
pic = Images[index];
if (pic != NULL)
{
DrawImage (pic, xpos - pic->GetWidth()/2, y);
}
}
if (neg)
{
xpos -= w;
pic = Images[imgBNEGATIVE];
if (pic != NULL)
{
DrawImage (pic, xpos - pic->GetWidth()/2, y);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrSmallNumber
//
// Draws a small three digit number.
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrSmallNumber (int val, int x, int y) const
{
int digit = 0;
if (val > 999)
{
val = 999;
}
if (val > 99)
{
digit = val / 100;
DrawImage (Images[imgSmNumbers + digit], x, y);
val -= digit * 100;
}
if (val > 9 || digit)
{
digit = val / 10;
DrawImage (Images[imgSmNumbers + digit], x+4, y);
val -= digit * 10;
}
DrawImage (Images[imgSmNumbers + val], x+8, y);
}
//---------------------------------------------------------------------------
//
// PROC DrINumberOuter
//
// Draws a number outside the status bar, possibly scaled.
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrINumberOuter (signed int val, int x, int y, bool center, int w) const
{
bool negative = false;
x += w*2;
if (val < 0)
{
negative = true;
val = -val;
}
else if (val == 0)
{
screen->DrawTexture (Images[imgINumbers], x + 1, y + 1,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
screen->DrawTexture (Images[imgINumbers], x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
return;
}
int oval = val;
int ox = x;
// First the shadow
while (val != 0)
{
screen->DrawTexture (Images[imgINumbers + val % 10], x + 1, y + 1,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
x -= w;
val /= 10;
}
if (negative)
{
screen->DrawTexture (Images[imgNEGATIVE], x + 1, y + 1,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
}
// Then the real deal
val = oval;
x = ox;
while (val != 0)
{
screen->DrawTexture (Images[imgINumbers + val % 10], x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
x -= w;
val /= 10;
}
if (negative)
{
screen->DrawTexture (Images[imgNEGATIVE], x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrBNumberOuter
//
// Draws a three digit number using the big font outside the status bar.
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrBNumberOuter (signed int val, int x, int y, int size) const
{
int xpos;
int w;
bool negative = false;
FTexture *pic;
pic = Images[imgBNumbers+3];
if (pic != NULL)
{
w = pic->GetWidth();
}
else
{
w = 0;
}
xpos = x + w/2 + (size-1)*w;
if (val == 0)
{
pic = Images[imgBNumbers];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0,
TAG_DONE);
screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
return;
}
else if (val < 0)
{
negative = true;
val = -val;
}
int oval = val;
int oxpos = xpos;
// Draw shadow first
while (val != 0)
{
pic = Images[val % 10 + imgBNumbers];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0,
TAG_DONE);
}
val /= 10;
xpos -= w;
}
if (negative)
{
pic = Images[imgBNEGATIVE];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0,
TAG_DONE);
}
}
// Then draw the real thing
val = oval;
xpos = oxpos;
while (val != 0)
{
pic = Images[val % 10 + imgBNumbers];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
val /= 10;
xpos -= w;
}
if (negative)
{
pic = Images[imgBNEGATIVE];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrBNumberOuter
//
// Draws a three digit number using the real big font outside the status bar.
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrBNumberOuterFont (signed int val, int x, int y, int size) const
{
int xpos;
int w, v;
bool negative = false;
FTexture *pic;
w = 0;
BigFont->GetChar ('0', &w);
if (w > 1)
{
w--;
}
xpos = x + w/2 + (size-1)*w;
if (val == 0)
{
pic = BigFont->GetChar ('0', &v);
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
screen->DrawTexture (pic, xpos - v/2, y,
DTA_HUDRules, HUD_Normal,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
return;
}
else if (val < 0)
{
negative = true;
val = -val;
}
int oval = val;
int oxpos = xpos;
// First the shadow
while (val != 0)
{
pic = BigFont->GetChar ('0' + val % 10, &v);
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
val /= 10;
xpos -= w;
}
if (negative)
{
pic = BigFont->GetChar ('-', &v);
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
}
}
// Then the foreground number
val = oval;
xpos = oxpos;
while (val != 0)
{
pic = BigFont->GetChar ('0' + val % 10, &v);
screen->DrawTexture (pic, xpos - v/2, y,
DTA_HUDRules, HUD_Normal,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
val /= 10;
xpos -= w;
}
if (negative)
{
pic = BigFont->GetChar ('-', &v);
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - v/2, y,
DTA_HUDRules, HUD_Normal,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrSmallNumberOuter
//
// Draws a small three digit number outside the status bar.
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrSmallNumberOuter (int val, int x, int y, bool center) const
{
int digit = 0;
if (val > 999)
{
val = 999;
}
if (val > 99)
{
digit = val / 100;
screen->DrawTexture (Images[imgSmNumbers + digit], x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
val -= digit * 100;
}
if (val > 9 || digit)
{
digit = val / 10;
screen->DrawTexture (Images[imgSmNumbers + digit], x+4, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
val -= digit * 10;
}
screen->DrawTexture (Images[imgSmNumbers + val], x+8, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
}
//---------------------------------------------------------------------------
//
// RefreshBackground
//
//---------------------------------------------------------------------------
void FBaseStatusBar::RefreshBackground () const
{
int x, x2, y, i, ratio;
if (SCREENWIDTH > 320)
{
ratio = CheckRatio (SCREENWIDTH, SCREENHEIGHT);
x = !(ratio & 3) || !Scaled ? ST_X : SCREENWIDTH*(48-BaseRatioSizes[ratio][3])/(48*2);
if (x > 0)
{
y = x == ST_X ? ST_Y : ::ST_Y;
x2 = !(ratio & 3) || !Scaled ? ST_X+320 :
SCREENWIDTH - (SCREENWIDTH*(48-BaseRatioSizes[ratio][3])+48*2-1)/(48*2);
R_DrawBorder (0, y, x, SCREENHEIGHT);
R_DrawBorder (x2, y, SCREENWIDTH, SCREENHEIGHT);
if (Scaled && ::ST_Y + RelTop*SCREENHEIGHT/200 != SCREENHEIGHT)
{ // Fill the thin line beneath the status bar that we got thanks to rounding error
R_DrawBorder (x, SCREENHEIGHT-1, x2, SCREENHEIGHT);
}
if (setblocks >= 10)
{
const gameborder_t *border = gameinfo.border;
for (i = x - border->size; i > -border->size; i -= border->size)
{
screen->DrawTexture (TexMan[border->b], i, y, TAG_DONE);
}
for (i = x2; i < SCREENWIDTH; i += border->size)
{
screen->DrawTexture (TexMan[border->b], i, y, TAG_DONE);
}
}
}
}
}
//---------------------------------------------------------------------------
//
// DrawCrosshair
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrawCrosshair ()
{
static DWORD prevcolor = 0xffffffff;
static int palettecolor = 0;
DWORD color;
fixed_t size;
int w, h;
if (CrosshairSize > FRACUNIT)
{
CrosshairSize -= XHAIRSHRINKSIZE;
if (CrosshairSize < FRACUNIT)
{
CrosshairSize = FRACUNIT;
}
}
// Don't draw the crosshair in chasecam mode
if (players[consoleplayer].cheats & CF_CHASECAM)
return;
// Don't draw the crosshair if there is none
if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL)
{
return;
}
if (crosshairscale)
{
size = SCREENHEIGHT * FRACUNIT / 200;
}
else
{
size = FRACUNIT;
}
if (crosshairgrow)
{
size = FixedMul (size, CrosshairSize);
}
w = (CrosshairImage->GetWidth() * size) >> FRACBITS;
h = (CrosshairImage->GetHeight() * size) >> FRACBITS;
if (crosshairhealth)
{
int health = CPlayer->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,
realviewwidth / 2 + viewwindowx,
realviewheight / 2 + viewwindowy,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_AlphaChannel, true,
DTA_FillColor, palettecolor,
TAG_DONE);
}
//---------------------------------------------------------------------------
//
// FlashCrosshair
//
//---------------------------------------------------------------------------
void FBaseStatusBar::FlashCrosshair ()
{
CrosshairSize = XHAIRPICKUPSIZE;
}
//---------------------------------------------------------------------------
//
// DrawMessages
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrawMessages (int bottom) const
{
DHUDMessage *msg = Messages;
while (msg)
{
DHUDMessage *next = msg->Next;
msg->Draw (bottom);
msg = next;
}
}
//---------------------------------------------------------------------------
//
// Draw
//
//---------------------------------------------------------------------------
void FBaseStatusBar::Draw (EHudState state)
{
float blend[4];
char line[64+10];
blend[0] = blend[1] = blend[2] = blend[3] = 0;
BlendView (blend);
if ((SB_state != 0 || BorderNeedRefresh) && state == HUD_StatusBar)
{
RefreshBackground ();
}
if (idmypos)
{ // Draw current coordinates
int height = screen->Font->GetHeight();
int y = ::ST_Y - height;
char labels[3] = { 'X', 'Y', 'Z' };
fixed_t *value;
int i;
if (gameinfo.gametype == GAME_Strife)
{
y -= height * 4;
}
value = &CPlayer->mo->z;
for (i = 2, value = &CPlayer->mo->z; i >= 0; y -= height, --value, --i)
{
sprintf (line, "%c: %ld", labels[i], *value >> FRACBITS);
screen->DrawText (CR_GREEN, SCREENWIDTH - 80, y, line, TAG_DONE);
BorderNeedRefresh = screen->GetPageCount();
}
}
if (viewactive)
{
if (CPlayer && CPlayer->camera->player)
{
DrawCrosshair ();
}
}
else if (automapactive)
{
int y, i, time = level.time / TICRATE, height;
int totaltime = level.totaltime / TICRATE;
EColorRange highlight = (gameinfo.gametype == GAME_Doom) ?
CR_UNTRANSLATED : CR_YELLOW;
height = screen->Font->GetHeight () * CleanYfac;
// Draw timer
y = 8;
if (am_showtime)
{
sprintf (line, "%02d:%02d:%02d", time/3600, (time%3600)/60, time%60); // Time
screen->DrawText (CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
y+=8*CleanYfac;
}
if (am_showtotaltime)
{
sprintf (line, "%02d:%02d:%02d", totaltime/3600, (totaltime%3600)/60, totaltime%60); // Total time
screen->DrawText (CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
}
// Draw map name
y = ::ST_Y - height;
if (gameinfo.gametype == GAME_Heretic && SCREENWIDTH > 320 && !Scaled)
{
y -= 8;
}
else if (gameinfo.gametype == GAME_Hexen)
{
if (Scaled)
{
y -= Scale (10, SCREENHEIGHT, 200);
}
else
{
if (SCREENWIDTH < 640)
{
y -= 11;
}
else
{ // Get past the tops of the gargoyles' wings
y -= 26;
}
}
}
else if (gameinfo.gametype == GAME_Strife)
{
if (Scaled)
{
y -= Scale (8, SCREENHEIGHT, 200);
}
else
{
y -= 8;
}
}
cluster_info_t *cluster = FindClusterInfo (level.cluster);
i = 0;
if (cluster == NULL || !(cluster->flags & CLUSTER_HUB))
{
i = sprintf (line, "%s: ", level.mapname);
}
line[i] = TEXTCOLOR_ESCAPE;
line[i+1] = CR_GREY + 'A';
strcpy (&line[i+2], level.level_name);
screen->DrawText (highlight,
(SCREENWIDTH - SmallFont->StringWidth (line)*CleanXfac)/2, y, line,
DTA_CleanNoMove, true, TAG_DONE);
if (!deathmatch)
{
int y = 8;
// Draw monster count
if (am_showmonsters)
{
sprintf (line, "MONSTERS:"
TEXTCOLOR_GREY " %d/%d",
level.killed_monsters, level.total_monsters);
screen->DrawText (highlight, 8, y, line,
DTA_CleanNoMove, true, TAG_DONE);
y += height;
}
// Draw secret count
if (am_showsecrets)
{
sprintf (line, "SECRETS:"
TEXTCOLOR_GREY " %d/%d",
level.found_secrets, level.total_secrets);
screen->DrawText (highlight, 8, y, line,
DTA_CleanNoMove, true, TAG_DONE);
y += height;
}
// Draw item count
if (am_showitems)
{
sprintf (line, "ITEMS:"
TEXTCOLOR_GREY " %d/%d",
level.found_items, level.total_items);
screen->DrawText (highlight, 8, y, line,
DTA_CleanNoMove, true, TAG_DONE);
}
}
}
if (noisedebug)
{
S_NoiseDebug ();
}
}
//---------------------------------------------------------------------------
//
// DrawTopStuff
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrawTopStuff (EHudState state)
{
if (demoplayback && demover != GAMEVER)
{
screen->DrawText (CR_TAN, 0, ST_Y - 40 * CleanYfac,
"Demo was recorded with a different version\n"
"of ZDoom. Expect it to go out of sync.",
DTA_CleanNoMove, true, TAG_DONE);
}
DrawPowerups ();
if (state == HUD_StatusBar)
{
DrawMessages (::ST_Y);
}
else
{
DrawMessages (SCREENHEIGHT);
}
DrawConsistancy ();
}
//---------------------------------------------------------------------------
//
// DrawPowerups
//
//---------------------------------------------------------------------------
void FBaseStatusBar::DrawPowerups ()
{
// Each icon gets a 32x32 block to draw itself in.
int x, y;
AInventory *item;
x = -20;
y = 17;
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
if (item->DrawPowerup (x, y))
{
x -= POWERUPICONSIZE;
if (x < -POWERUPICONSIZE*5)
{
x = -20;
y += POWERUPICONSIZE*2;
}
}
}
}
/*
=============
SV_AddBlend
[RH] This is from Q2.
=============
*/
void FBaseStatusBar::AddBlend (float r, float g, float b, float a, float v_blend[4])
{
float a2, a3;
if (a <= 0)
return;
a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
a3 = v_blend[3]/a2; // fraction of color from old
v_blend[0] = v_blend[0]*a3 + r*(1-a3);
v_blend[1] = v_blend[1]*a3 + g*(1-a3);
v_blend[2] = v_blend[2]*a3 + b*(1-a3);
v_blend[3] = a2;
}
//---------------------------------------------------------------------------
//
// BlendView
//
//---------------------------------------------------------------------------
void FBaseStatusBar::BlendView (float blend[4])
{
int cnt;
AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, BaseBlendA, blend);
// [RH] All powerups can effect the screen blending now
for (AInventory *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
PalEntry color = item->GetBlend ();
if (color.a != 0)
{
AddBlend (color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f, blend);
}
}
if (CPlayer->bonuscount)
{
cnt = CPlayer->bonuscount << 3;
AddBlend (0.8431f, 0.7333f, 0.2706f, cnt > 128 ? 0.5f : cnt / 255.f, blend);
}
cnt = DamageToAlpha[MIN (113, CPlayer->damagecount)];
if (cnt)
{
if (cnt > 228)
cnt = 228;
AddBlend (1.f, 0.f, 0.f, cnt / 255.f, blend);
}
// Unlike Doom, I did not have any utility source to look at to find the
// exact numbers to use here, so I've had to guess by looking at how they
// affect the white color in Hexen's palette and picking an alpha value
// that seems reasonable.
if (CPlayer->poisoncount)
{
cnt = MIN (CPlayer->poisoncount, 64);
AddBlend (0.04f, 0.2571f, 0.f, cnt/93.2571428571f, blend);
}
if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8))
{
AddBlend (0.f, 1.f, 0.f, 0.125f, blend);
}
if (CPlayer->mo->DamageType == MOD_ICE)
{
AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
}
if (CPlayer->camera != NULL)
{
player_t *player = (CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
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 FBaseStatusBar::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);
}
#ifdef _DEBUG
AddCommandString ("showrngs");
#endif
}
screen->DrawText (CR_GREEN,
(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
0, conbuff, DTA_CleanNoMove, true, TAG_DONE);
BorderTopRefresh = screen->GetPageCount ();
}
}
void FBaseStatusBar::FlashItem (const TypeInfo *itemtype)
{
}
void FBaseStatusBar::SetFace (void *)
{
}
void FBaseStatusBar::NewGame ()
{
}
void FBaseStatusBar::SetInteger (int pname, int param)
{
}
void FBaseStatusBar::ShowPop (int popnum)
{
}
void FBaseStatusBar::ReceivedWeapon (AWeapon *weapon)
{
}
void FBaseStatusBar::Serialize (FArchive &arc)
{
arc << Messages;
}
void FBaseStatusBar::ScreenSizeChanged ()
{
st_scale.Callback ();
SB_state = screen->GetPageCount ();
DHUDMessage *message = Messages;
while (message != NULL)
{
message->ScreenSizeChanged ();
message = message->Next;
}
}
//---------------------------------------------------------------------------
//
// ValidateInvFirst
//
// Returns an inventory item that, when drawn as the first item, is sure to
// include the selected item in the inventory bar.
//
//---------------------------------------------------------------------------
AInventory *FBaseStatusBar::ValidateInvFirst (int numVisible) const
{
AInventory *item;
int i;
if (CPlayer->InvFirst == NULL)
{
CPlayer->InvFirst = CPlayer->mo->FirstInv();
if (CPlayer->InvFirst == NULL)
{ // Nothing to show
return NULL;
}
}
assert (CPlayer->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->InvFirst; item != NULL && i < numVisible; ++i, item = item->NextInv())
{ }
while (i < numVisible)
{
item = CPlayer->InvFirst->PrevInv ();
if (item == NULL)
{
break;
}
else
{
CPlayer->InvFirst = item;
++i;
}
}
if (CPlayer->InvSel == NULL)
{
// Nothing selected, so don't move the view.
return CPlayer->InvFirst == NULL ? CPlayer->mo->Inventory : CPlayer->InvFirst;
}
else
{
// Check if InvSel is already visible
for (item = CPlayer->InvFirst, i = numVisible;
item != NULL && i != 0;
item = item->NextInv(), --i)
{
if (item == CPlayer->InvSel)
{
return CPlayer->InvFirst;
}
}
// Check if InvSel is to the right of the visible range
for (i = 1; item != NULL; item = item->NextInv(), ++i)
{
if (item == CPlayer->InvSel)
{
// Found it. Now advance InvFirst
for (item = CPlayer->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->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->InvFirst;
}
}
//============================================================================
//
// FBaseStatusBar :: 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 FBaseStatusBar::GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&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;
}
//============================================================================
//
// 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->ShowPop (popnum);
}
}