2008-01-27 11:25:03 +00:00
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/*
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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 "r_draw.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 "p_effect.h"
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#include "../version.h"
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#define XHAIRSHRINKSIZE (FRACUNIT/18)
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#define XHAIRPICKUPSIZE (FRACUNIT*2+XHAIRSHRINKSIZE)
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#define POWERUPICONSIZE 32
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2008-03-12 15:21:17 +00:00
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IMPLEMENT_POINTY_CLASS(DBaseStatusBar)
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DECLARE_POINTER(Messages)
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END_POINTERS
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2008-01-27 11:25:03 +00:00
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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 (Bool, hud_scale)
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EXTERN_CVAR (Int, con_scaletext)
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2008-03-12 15:21:17 +00:00
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DBaseStatusBar *StatusBar;
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2008-01-27 11:25:03 +00:00
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extern int setblocks;
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int ST_X, ST_Y;
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int SB_state = 3;
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FTexture *CrosshairImage;
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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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// 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->SetScaled (self);
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setsizeneeded = true;
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}
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}
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CUSTOM_CVAR (Int, crosshair, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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int num = self;
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char name[16], size;
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int lump;
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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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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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Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
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mysnprintf (name, countof(name), "XHAIR%c%d", size, num);
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2008-01-27 11:25:03 +00:00
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if ((lump = Wads.CheckNumForName (name, ns_graphics)) == -1)
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{
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Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
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mysnprintf (name, countof(name), "XHAIR%c1", size);
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2008-01-27 11:25:03 +00:00
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if ((lump = Wads.CheckNumForName (name, ns_graphics)) == -1)
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{
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strcpy (name, "XHAIRS1");
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}
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}
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CrosshairImage = TexMan[TexMan.AddPatch (name)];
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}
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CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Bool, crosshairhealth, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Bool, crosshairscale, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Bool, idmypos, false, 0);
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// [RH] Amount of red flash for up to 114 damage points. Calculated by hand
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// using a logarithmic scale and my trusty HP48G.
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2008-03-12 15:21:17 +00:00
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BYTE DBaseStatusBar::DamageToAlpha[114] =
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2008-01-27 11:25:03 +00:00
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{
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0, 8, 16, 23, 30, 36, 42, 47, 53, 58, 62, 67, 71, 75, 79,
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83, 87, 90, 94, 97, 100, 103, 107, 109, 112, 115, 118, 120, 123, 125,
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128, 130, 133, 135, 137, 139, 141, 143, 145, 147, 149, 151, 153, 155, 157,
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159, 160, 162, 164, 165, 167, 169, 170, 172, 173, 175, 176, 178, 179, 181,
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182, 183, 185, 186, 187, 189, 190, 191, 192, 194, 195, 196, 197, 198, 200,
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201, 202, 203, 204, 205, 206, 207, 209, 210, 211, 212, 213, 214, 215, 216,
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217, 218, 219, 220, 221, 221, 222, 223, 224, 225, 226, 227, 228, 229, 229,
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230, 231, 232, 233, 234, 235, 235, 236, 237
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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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2008-03-12 15:21:17 +00:00
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DBaseStatusBar::DBaseStatusBar (int reltop)
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2008-01-27 11:25:03 +00:00
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{
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Centering = false;
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FixedOrigin = false;
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CrosshairSize = FRACUNIT;
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RelTop = reltop;
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Messages = NULL;
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Displacement = 0;
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CPlayer = NULL;
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ShowLog = false;
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SetScaled (st_scale);
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}
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//---------------------------------------------------------------------------
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//
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2008-03-12 15:21:17 +00:00
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// PROP Destroy
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2008-01-27 11:25:03 +00:00
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//
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//---------------------------------------------------------------------------
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2008-03-12 15:21:17 +00:00
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void DBaseStatusBar::Destroy ()
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2008-01-27 11:25:03 +00:00
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{
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DHUDMessage *msg;
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msg = Messages;
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while (msg)
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{
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DHUDMessage *next = msg->Next;
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2008-03-12 15:21:17 +00:00
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msg->Destroy();
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2008-01-27 11:25:03 +00:00
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msg = next;
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}
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2008-03-12 15:21:17 +00:00
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Super::Destroy();
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2008-01-27 11:25:03 +00:00
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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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2008-03-12 15:21:17 +00:00
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void DBaseStatusBar::SetScaled (bool scale)
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2008-01-27 11:25:03 +00:00
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{
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Scaled = RelTop != 0 && (SCREENWIDTH != 320 && scale);
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if (!Scaled)
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{
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ST_X = (SCREENWIDTH - 320) / 2;
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ST_Y = SCREENHEIGHT - RelTop;
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::ST_Y = ST_Y;
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if (RelTop > 0)
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{
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Displacement = ((ST_Y * 200 / SCREENHEIGHT) - (200 - RelTop))*FRACUNIT/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 = 200 - RelTop;
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if (CheckRatio(SCREENWIDTH, SCREENHEIGHT) != 4)
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{ // Normal resolution
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::ST_Y = Scale (ST_Y, SCREENHEIGHT, 200);
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}
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else
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{ // 5:4 resolution
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::ST_Y = Scale(ST_Y - 100, SCREENHEIGHT*3, BaseRatioSizes[4][1]) + SCREENHEIGHT/2
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+ (SCREENHEIGHT - SCREENHEIGHT * BaseRatioSizes[4][3] / 48) / 2;
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}
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Displacement = 0;
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}
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::ST_X = ST_X;
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SB_state = screen->GetPageCount ();
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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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Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
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void DBaseStatusBar::AttachToPlayer (player_t *player)
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2008-01-27 11:25:03 +00:00
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{
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CPlayer = player;
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SB_state = screen->GetPageCount ();
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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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2008-03-12 15:21:17 +00:00
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int DBaseStatusBar::GetPlayer ()
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2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
return int(CPlayer - players);
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC MultiplayerChanged
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::MultiplayerChanged ()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
SB_state = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC Tick
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::Tick ()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
DHUDMessage *msg = Messages;
|
|
|
|
DHUDMessage **prev = &Messages;
|
|
|
|
|
|
|
|
while (msg)
|
|
|
|
{
|
|
|
|
DHUDMessage *next = msg->Next;
|
|
|
|
|
|
|
|
if (msg->Tick ())
|
|
|
|
{
|
|
|
|
*prev = next;
|
2008-03-12 15:21:17 +00:00
|
|
|
msg->Destroy();
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
prev = &msg->Next;
|
|
|
|
}
|
|
|
|
msg = next;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If the crosshair has been enlarged, shrink it.
|
|
|
|
if (CrosshairSize > FRACUNIT)
|
|
|
|
{
|
|
|
|
CrosshairSize -= XHAIRSHRINKSIZE;
|
|
|
|
if (CrosshairSize < FRACUNIT)
|
|
|
|
{
|
|
|
|
CrosshairSize = FRACUNIT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC AttachMessage
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::AttachMessage (DHUDMessage *msg, DWORD id)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
DHUDMessage *old = NULL;
|
|
|
|
DHUDMessage **prev;
|
2008-03-12 15:21:17 +00:00
|
|
|
DObject *container = this;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
old = (id == 0 || id == 0xFFFFFFFF) ? NULL : DetachMessage (id);
|
|
|
|
if (old != NULL)
|
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
old->Destroy();
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
container = *prev;
|
2008-01-27 11:25:03 +00:00
|
|
|
prev = &(*prev)->Next;
|
|
|
|
}
|
|
|
|
|
|
|
|
msg->Next = *prev;
|
|
|
|
msg->SBarID = id;
|
|
|
|
*prev = msg;
|
2008-03-12 15:21:17 +00:00
|
|
|
GC::WriteBarrier(container, msg);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DetachMessage
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
DHUDMessage *DBaseStatusBar::DetachMessage (DHUDMessage *msg)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
DHUDMessage *DBaseStatusBar::DetachMessage (DWORD id)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DetachAllMessages ()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
DHUDMessage *probe = Messages;
|
|
|
|
|
|
|
|
Messages = NULL;
|
|
|
|
while (probe != NULL)
|
|
|
|
{
|
|
|
|
DHUDMessage *next = probe->Next;
|
2008-03-12 15:21:17 +00:00
|
|
|
probe->Destroy();
|
2008-01-27 11:25:03 +00:00
|
|
|
probe = next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC CheckMessage
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
bool DBaseStatusBar::CheckMessage (DHUDMessage *msg)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
DHUDMessage *probe = Messages;
|
|
|
|
while (probe && probe != msg)
|
|
|
|
{
|
|
|
|
probe = probe->Next;
|
|
|
|
}
|
|
|
|
return (probe == msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC ShowPlayerName
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::ShowPlayerName ()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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.
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrawImage (FTexture *img,
|
2008-01-27 11:25:03 +00:00
|
|
|
int x, int y, FRemapTable *translation) const
|
|
|
|
{
|
|
|
|
if (img != NULL)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (img, x + ST_X, y + ST_Y,
|
|
|
|
DTA_Translation, translation,
|
|
|
|
DTA_Bottom320x200, Scaled,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrawImage
|
|
|
|
//
|
|
|
|
// Draws an optionally dimmed image with the status bar's upper-left corner
|
|
|
|
// as the origin.
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrawDimImage (FTexture *img,
|
2008-01-27 11:25:03 +00:00
|
|
|
int x, int y, bool dimmed) const
|
|
|
|
{
|
|
|
|
if (img != NULL)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (img, x + ST_X, y + ST_Y,
|
|
|
|
DTA_ColorOverlay, dimmed ? DIM_OVERLAY : 0,
|
|
|
|
DTA_Bottom320x200, Scaled,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrawImage
|
|
|
|
//
|
|
|
|
// Draws a translucent image with the status bar's upper-left corner as the
|
|
|
|
// origin.
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrawFadedImage (FTexture *img,
|
2008-01-27 11:25:03 +00:00
|
|
|
int x, int y, fixed_t shade) const
|
|
|
|
{
|
|
|
|
if (img != NULL)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (img, x + ST_X, y + ST_Y,
|
|
|
|
DTA_Alpha, shade,
|
|
|
|
DTA_Bottom320x200, 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.
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrawPartialImage (FTexture *img, int wx, int ww) const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (img != NULL)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (img, ST_X, ST_Y,
|
|
|
|
DTA_WindowLeft, wx,
|
|
|
|
DTA_WindowRight, wx + ww,
|
|
|
|
DTA_Bottom320x200, Scaled,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrINumber
|
|
|
|
//
|
|
|
|
// Draws a three digit number.
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrINumber (signed int val, int x, int y, int imgBase) const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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.
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrBNumber (signed int val, int x, int y, int size) const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
bool neg;
|
|
|
|
int i, w;
|
|
|
|
int power;
|
|
|
|
FTexture *pic;
|
|
|
|
|
|
|
|
pic = Images[imgBNumbers];
|
|
|
|
w = (pic != NULL) ? pic->GetWidth() : 0;
|
|
|
|
|
|
|
|
if (val == 0)
|
|
|
|
{
|
|
|
|
if (pic != NULL)
|
|
|
|
{
|
|
|
|
DrawImage (pic, x - w, y);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( (neg = val < 0) )
|
|
|
|
{
|
|
|
|
val = -val;
|
|
|
|
size--;
|
|
|
|
}
|
|
|
|
for (i = size-1, power = 10; i > 0; i--)
|
|
|
|
{
|
|
|
|
power *= 10;
|
|
|
|
}
|
|
|
|
if (val >= power)
|
|
|
|
{
|
|
|
|
val = power - 1;
|
|
|
|
}
|
|
|
|
while (val != 0 && size--)
|
|
|
|
{
|
|
|
|
x -= w;
|
|
|
|
pic = Images[imgBNumbers + val % 10];
|
|
|
|
val /= 10;
|
|
|
|
if (pic != NULL)
|
|
|
|
{
|
|
|
|
DrawImage (pic, x, y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (neg)
|
|
|
|
{
|
|
|
|
pic = Images[imgBNEGATIVE];
|
|
|
|
if (pic != NULL)
|
|
|
|
{
|
|
|
|
DrawImage (pic, x - w, y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrSmallNumber
|
|
|
|
//
|
|
|
|
// Draws a small three digit number.
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrSmallNumber (int val, int x, int y) const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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
|
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//
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// Draws a number outside the status bar, possibly scaled.
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//
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//---------------------------------------------------------------------------
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2008-03-12 15:21:17 +00:00
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void DBaseStatusBar::DrINumberOuter (signed int val, int x, int y, bool center, int w) const
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2008-01-27 11:25:03 +00:00
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{
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bool negative = false;
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x += w*2;
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if (val < 0)
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{
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negative = true;
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val = -val;
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}
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else if (val == 0)
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{
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screen->DrawTexture (Images[imgINumbers], x + 1, y + 1,
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DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
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DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
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screen->DrawTexture (Images[imgINumbers], x, y,
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DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
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return;
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}
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int oval = val;
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int ox = x;
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// First the shadow
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while (val != 0)
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{
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screen->DrawTexture (Images[imgINumbers + val % 10], x + 1, y + 1,
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DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
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DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
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x -= w;
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val /= 10;
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}
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if (negative)
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{
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screen->DrawTexture (Images[imgNEGATIVE], x + 1, y + 1,
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DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
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DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
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}
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// Then the real deal
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val = oval;
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x = ox;
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while (val != 0)
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{
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screen->DrawTexture (Images[imgINumbers + val % 10], x, y,
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DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
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x -= w;
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val /= 10;
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}
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if (negative)
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{
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screen->DrawTexture (Images[imgNEGATIVE], x, y,
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DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC DrBNumberOuter
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//
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// Draws a three digit number using the big font outside the status bar.
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//
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//---------------------------------------------------------------------------
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|
2008-03-12 15:21:17 +00:00
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void DBaseStatusBar::DrBNumberOuter (signed int val, int x, int y, int size) const
|
2008-01-27 11:25:03 +00:00
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{
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int xpos;
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int w;
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bool negative = false;
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FTexture *pic;
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pic = Images[imgBNumbers+3];
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if (pic != NULL)
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{
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w = pic->GetWidth();
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}
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else
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{
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w = 0;
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}
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xpos = x + w/2 + (size-1)*w;
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if (val == 0)
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{
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pic = Images[imgBNumbers];
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if (pic != NULL)
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{
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screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
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DTA_HUDRules, HUD_Normal,
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DTA_Alpha, HR_SHADOW,
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DTA_FillColor, 0,
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TAG_DONE);
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screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
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DTA_HUDRules, HUD_Normal,
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TAG_DONE);
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}
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return;
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}
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else if (val < 0)
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{
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negative = true;
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val = -val;
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}
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int oval = val;
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int oxpos = xpos;
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// Draw shadow first
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while (val != 0)
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{
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pic = Images[val % 10 + imgBNumbers];
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if (pic != NULL)
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{
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screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
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DTA_HUDRules, HUD_Normal,
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DTA_Alpha, HR_SHADOW,
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DTA_FillColor, 0,
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TAG_DONE);
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}
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val /= 10;
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xpos -= w;
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}
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if (negative)
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{
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pic = Images[imgBNEGATIVE];
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if (pic != NULL)
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{
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screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
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DTA_HUDRules, HUD_Normal,
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DTA_Alpha, HR_SHADOW,
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DTA_FillColor, 0,
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TAG_DONE);
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}
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|
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|
}
|
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|
|
// Then draw the real thing
|
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|
|
val = oval;
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|
xpos = oxpos;
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|
while (val != 0)
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|
{
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|
pic = Images[val % 10 + imgBNumbers];
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if (pic != NULL)
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{
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screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
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DTA_HUDRules, HUD_Normal,
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TAG_DONE);
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|
}
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|
val /= 10;
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|
xpos -= w;
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|
}
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|
if (negative)
|
|
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|
{
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|
pic = Images[imgBNEGATIVE];
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|
if (pic != NULL)
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|
{
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|
screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
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DTA_HUDRules, HUD_Normal,
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TAG_DONE);
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|
}
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|
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|
}
|
|
|
|
}
|
|
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|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrBNumberOuter
|
|
|
|
//
|
|
|
|
// Draws a three digit number using the real big font outside the status bar.
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
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|
void DBaseStatusBar::DrBNumberOuterFont (signed int val, int x, int y, int size) const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
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|
int xpos;
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|
int w, v;
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|
bool negative = false;
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FTexture *pic;
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w = 0;
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BigFont->GetChar ('0', &w);
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if (w > 1)
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{
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|
w--;
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}
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xpos = x + w/2 + (size-1)*w;
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if (val == 0)
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{
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|
pic = BigFont->GetChar ('0', &v);
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screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
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DTA_HUDRules, HUD_Normal,
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DTA_Alpha, HR_SHADOW,
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DTA_FillColor, 0,
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DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
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TAG_DONE);
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screen->DrawTexture (pic, xpos - v/2, y,
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DTA_HUDRules, HUD_Normal,
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DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
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|
TAG_DONE);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (val < 0)
|
|
|
|
{
|
|
|
|
negative = true;
|
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|
|
val = -val;
|
|
|
|
}
|
|
|
|
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|
|
|
int oval = val;
|
|
|
|
int oxpos = xpos;
|
|
|
|
|
|
|
|
// First the shadow
|
|
|
|
while (val != 0)
|
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|
|
{
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|
pic = BigFont->GetChar ('0' + val % 10, &v);
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screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
|
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DTA_HUDRules, HUD_Normal,
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DTA_Alpha, HR_SHADOW,
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|
DTA_FillColor, 0,
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DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
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TAG_DONE);
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|
val /= 10;
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xpos -= w;
|
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|
|
}
|
|
|
|
if (negative)
|
|
|
|
{
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|
|
|
pic = BigFont->GetChar ('-', &v);
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|
|
if (pic != NULL)
|
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|
|
{
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|
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
|
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|
DTA_HUDRules, HUD_Normal,
|
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|
DTA_Alpha, HR_SHADOW,
|
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|
|
DTA_FillColor, 0,
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|
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
|
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|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Then the foreground number
|
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|
|
val = oval;
|
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|
|
xpos = oxpos;
|
|
|
|
while (val != 0)
|
|
|
|
{
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|
pic = BigFont->GetChar ('0' + val % 10, &v);
|
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|
screen->DrawTexture (pic, xpos - v/2, y,
|
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|
DTA_HUDRules, HUD_Normal,
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|
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
|
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|
|
TAG_DONE);
|
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|
|
val /= 10;
|
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|
|
xpos -= w;
|
|
|
|
}
|
|
|
|
if (negative)
|
|
|
|
{
|
|
|
|
pic = BigFont->GetChar ('-', &v);
|
|
|
|
if (pic != NULL)
|
|
|
|
{
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|
|
screen->DrawTexture (pic, xpos - v/2, y,
|
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|
|
DTA_HUDRules, HUD_Normal,
|
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|
|
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrSmallNumberOuter
|
|
|
|
//
|
|
|
|
// Draws a small three digit number outside the status bar.
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrSmallNumberOuter (int val, int x, int y, bool center) const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int digit = 0;
|
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|
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|
|
if (val > 999)
|
|
|
|
{
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|
|
val = 999;
|
|
|
|
}
|
|
|
|
if (val > 99)
|
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|
|
{
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|
|
digit = val / 100;
|
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|
|
screen->DrawTexture (Images[imgSmNumbers + digit], x, y,
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|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
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|
|
val -= digit * 100;
|
|
|
|
}
|
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|
|
if (val > 9 || digit)
|
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|
|
{
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|
|
digit = val / 10;
|
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|
|
screen->DrawTexture (Images[imgSmNumbers + digit], x+4, y,
|
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|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
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|
|
val -= digit * 10;
|
|
|
|
}
|
|
|
|
screen->DrawTexture (Images[imgSmNumbers + val], x+8, y,
|
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|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// RefreshBackground
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::RefreshBackground () const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int x, x2, y, 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 (setblocks >= 10)
|
|
|
|
{
|
|
|
|
const gameborder_t *border = gameinfo.border;
|
|
|
|
FTexture *p;
|
|
|
|
|
|
|
|
p = TexMan[border->b];
|
|
|
|
screen->FlatFill(0, y, x, y + p->GetHeight(), p, true);
|
|
|
|
screen->FlatFill(x2, y, SCREENWIDTH, y + p->GetHeight(), p, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// DrawCrosshair
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrawCrosshair ()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
static DWORD prevcolor = 0xffffffff;
|
|
|
|
static int palettecolor = 0;
|
|
|
|
|
|
|
|
DWORD color;
|
|
|
|
fixed_t size;
|
|
|
|
int w, h;
|
|
|
|
|
|
|
|
// 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)
|
|
|
|
{
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
int health = Scale(CPlayer->health, 100, CPlayer->mo->GetDefault()->health);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
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 << 24) | (color & 0xFFFFFF),
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// FlashCrosshair
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::FlashCrosshair ()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
CrosshairSize = XHAIRPICKUPSIZE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// DrawMessages
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrawMessages (int bottom)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
DHUDMessage *msg = Messages;
|
|
|
|
while (msg)
|
|
|
|
{
|
|
|
|
DHUDMessage *next = msg->Next;
|
|
|
|
msg->Draw (bottom);
|
|
|
|
msg = next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// Draw
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::Draw (EHudState state)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
char line[64+10];
|
|
|
|
|
|
|
|
if ((SB_state != 0 || BorderNeedRefresh) && state == HUD_StatusBar)
|
|
|
|
{
|
|
|
|
RefreshBackground ();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (idmypos)
|
|
|
|
{ // Draw current coordinates
|
|
|
|
int height = screen->Font->GetHeight();
|
|
|
|
char labels[3] = { 'X', 'Y', 'Z' };
|
|
|
|
fixed_t *value;
|
|
|
|
int i;
|
|
|
|
|
2008-06-14 15:37:17 +00:00
|
|
|
int vwidth;
|
|
|
|
int vheight;
|
|
|
|
int xpos;
|
|
|
|
int y;
|
|
|
|
|
|
|
|
if (con_scaletext == 0)
|
|
|
|
{
|
|
|
|
vwidth = SCREENWIDTH;
|
|
|
|
vheight = SCREENHEIGHT;
|
|
|
|
xpos = vwidth - 80;
|
|
|
|
y = ::ST_Y - height;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vwidth = SCREENWIDTH/2;
|
|
|
|
vheight = SCREENHEIGHT/2;
|
|
|
|
xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
|
|
|
|
y = ::ST_Y/2 - height;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
2008-06-14 15:37:17 +00:00
|
|
|
if (con_scaletext == 0)
|
|
|
|
y -= height * 4;
|
|
|
|
else
|
|
|
|
y -= height * 2;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
value = &CPlayer->mo->z;
|
|
|
|
for (i = 2, value = &CPlayer->mo->z; i >= 0; y -= height, --value, --i)
|
|
|
|
{
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (line, countof(line), "%c: %d", labels[i], *value >> FRACBITS);
|
2008-06-14 15:37:17 +00:00
|
|
|
screen->DrawText (CR_GREEN, xpos, y, line,
|
|
|
|
DTA_KeepRatio, true,
|
|
|
|
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
|
|
|
|
TAG_DONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
BorderNeedRefresh = screen->GetPageCount();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (viewactive)
|
|
|
|
{
|
|
|
|
if (CPlayer && CPlayer->camera && 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)
|
|
|
|
{
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (line, countof(line), "%02d:%02d:%02d", time/3600, (time%3600)/60, time%60); // Time
|
2008-01-27 11:25:03 +00:00
|
|
|
screen->DrawText (CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
y+=8*CleanYfac;
|
|
|
|
}
|
|
|
|
if (am_showtotaltime)
|
|
|
|
{
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (line, countof(line), "%02d:%02d:%02d", totaltime/3600, (totaltime%3600)/60, totaltime%60); // Total time
|
2008-01-27 11:25:03 +00:00
|
|
|
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))
|
|
|
|
{
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
i = mysnprintf (line, countof(line), "%s: ", level.mapname);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
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)
|
|
|
|
{
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (line, countof(line), "MONSTERS:" TEXTCOLOR_GREY " %d/%d",
|
|
|
|
level.killed_monsters, level.total_monsters);
|
2008-01-27 11:25:03 +00:00
|
|
|
screen->DrawText (highlight, 8, y, line,
|
|
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
y += height;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw secret count
|
|
|
|
if (am_showsecrets)
|
|
|
|
{
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (line, countof(line), "SECRETS:" TEXTCOLOR_GREY " %d/%d",
|
|
|
|
level.found_secrets, level.total_secrets);
|
2008-01-27 11:25:03 +00:00
|
|
|
screen->DrawText (highlight, 8, y, line,
|
|
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
y += height;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw item count
|
|
|
|
if (am_showitems)
|
|
|
|
{
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (line, countof(line), "ITEMS:" TEXTCOLOR_GREY " %d/%d",
|
|
|
|
level.found_items, level.total_items);
|
2008-01-27 11:25:03 +00:00
|
|
|
screen->DrawText (highlight, 8, y, line,
|
|
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (noisedebug)
|
|
|
|
{
|
|
|
|
S_NoiseDebug ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrawLog ()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int hudwidth, hudheight;
|
|
|
|
|
|
|
|
if (CPlayer->LogText && *CPlayer->LogText)
|
|
|
|
{
|
|
|
|
// This uses the same scaling as regular HUD messages
|
|
|
|
switch (con_scaletext)
|
|
|
|
{
|
|
|
|
default:
|
|
|
|
hudwidth = SCREENWIDTH;
|
|
|
|
hudheight = SCREENHEIGHT;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 1:
|
|
|
|
hudwidth = SCREENWIDTH / CleanXfac;
|
|
|
|
hudheight = SCREENHEIGHT / CleanYfac;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2:
|
|
|
|
hudwidth = SCREENWIDTH / 2;
|
|
|
|
hudheight = SCREENHEIGHT / 2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
screen->SetFont(SmallFont);
|
|
|
|
for (int i = 0; lines[i].Width != -1; i++)
|
|
|
|
{
|
|
|
|
|
|
|
|
screen->DrawText (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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
bool DBaseStatusBar::MustDrawLog(EHudState)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, bool reset)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// DrawTopStuff
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrawTopStuff (EHudState state)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (demoplayback && demover != DEMOGAMEVERSION)
|
|
|
|
{
|
|
|
|
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 ();
|
|
|
|
if (ShowLog && MustDrawLog(state)) DrawLog ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// DrawPowerups
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrawPowerups ()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
// 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.
|
|
|
|
=============
|
|
|
|
*/
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::AddBlend (float r, float g, float b, float a, float v_blend[4])
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::BlendView (float blend[4])
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
APlayerPawn *mo = players[consoleplayer].mo;
|
|
|
|
|
|
|
|
// [CW] If no damage fade is specified, assume defaults.
|
|
|
|
if (!mo->HasDamageFade)
|
|
|
|
{
|
|
|
|
mo->HasDamageFade = true;
|
|
|
|
mo->RedDamageFade = 255;
|
|
|
|
mo->GreenDamageFade = 0;
|
|
|
|
mo->BlueDamageFade = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
AddBlend (mo->RedDamageFade / 255, mo->GreenDamageFade / 255, mo->BlueDamageFade / 255, cnt / 255.f, blend);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// 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 == NAME_Ice)
|
|
|
|
{
|
|
|
|
AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
|
|
|
|
}
|
|
|
|
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
if (screen->Accel2D || (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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));
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::DrawConsistancy () const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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 (CR_GREEN,
|
|
|
|
(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
|
|
|
|
0, conbuff, DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
BorderTopRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::FlashItem (const PClass *itemtype)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
void DBaseStatusBar::SetFace (void *skn)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
}
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
|
|
|
|
void DBaseStatusBar::AddFaceToImageCollection (void *skn, FImageCollection *images)
|
|
|
|
{
|
|
|
|
AddFaceToImageCollectionActual (skn, images, false);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::NewGame ()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::SetInteger (int pname, int param)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::ShowPop (int popnum)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
ShowLog = (popnum == POP_Log && !ShowLog);
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::ReceivedWeapon (AWeapon *weapon)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::Serialize (FArchive &arc)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
arc << Messages;
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::ScreenSizeChanged ()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
st_scale.Callback ();
|
|
|
|
SB_state = screen->GetPageCount ();
|
|
|
|
|
|
|
|
DHUDMessage *message = Messages;
|
|
|
|
while (message != NULL)
|
|
|
|
{
|
|
|
|
message->ScreenSizeChanged ();
|
|
|
|
message = message->Next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// AddFaceToImageCollectionActual
|
|
|
|
//
|
|
|
|
// Adds face graphics for specified skin to the specified image collection.
|
|
|
|
// If not in DOOM statusbar and no face in current skin, do NOT default STF*
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void DBaseStatusBar::AddFaceToImageCollectionActual (void *skn, FImageCollection *images, bool isDoom)
|
|
|
|
{
|
|
|
|
const char *nameptrs[ST_NUMFACES];
|
|
|
|
char names[ST_NUMFACES][9];
|
|
|
|
char prefix[4];
|
|
|
|
int i, j;
|
|
|
|
int namespc;
|
|
|
|
int facenum;
|
|
|
|
FPlayerSkin *skin = (FPlayerSkin *)skn;
|
|
|
|
|
|
|
|
if ((skin->face[0] == 0) && !isDoom)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < ST_NUMFACES; i++)
|
|
|
|
{
|
|
|
|
nameptrs[i] = names[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (skin->face[0] != 0)
|
|
|
|
{
|
|
|
|
prefix[0] = skin->face[0];
|
|
|
|
prefix[1] = skin->face[1];
|
|
|
|
prefix[2] = skin->face[2];
|
|
|
|
prefix[3] = 0;
|
|
|
|
namespc = skin->namespc;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
prefix[0] = 'S';
|
|
|
|
prefix[1] = 'T';
|
|
|
|
prefix[2] = 'F';
|
|
|
|
prefix[3] = 0;
|
|
|
|
namespc = ns_global;
|
|
|
|
}
|
|
|
|
|
|
|
|
facenum = 0;
|
|
|
|
|
|
|
|
for (i = 0; i < ST_NUMPAINFACES; i++)
|
|
|
|
{
|
|
|
|
for (j = 0; j < ST_NUMSTRAIGHTFACES; j++)
|
|
|
|
{
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sST%d%d", prefix, i, j);
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
}
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sTR%d0", prefix, i); // turn right
|
|
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sTL%d0", prefix, i); // turn left
|
|
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sOUCH%d", prefix, i); // ouch!
|
|
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sEVL%d", prefix, i); // evil grin ;)
|
|
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sKILL%d", prefix, i); // pissed off
|
|
|
|
}
|
|
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sGOD0", prefix);
|
|
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sDEAD0", prefix);
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
|
|
|
|
images->Add (nameptrs, ST_NUMFACES, namespc);
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// ValidateInvFirst
|
|
|
|
//
|
|
|
|
// Returns an inventory item that, when drawn as the first item, is sure to
|
|
|
|
// include the selected item in the inventory bar.
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
AInventory *DBaseStatusBar::ValidateInvFirst (int numVisible) const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
2008-03-12 15:21:17 +00:00
|
|
|
// DBaseStatusBar :: GetCurrentAmmo
|
2008-01-27 11:25:03 +00:00
|
|
|
//
|
|
|
|
// 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.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
void DBaseStatusBar::GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&ammo2, int &ammocount1, int &ammocount2) const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|