gzdoom-last-svn/src/g_shared/sbarinfo_display.cpp
Christoph Oelckers a2b23a7e43 - 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

1465 lines
40 KiB
C++

/*
** sbarinfo_display.cpp
**
** Contains all functions required for the display of custom statusbars.
**
**---------------------------------------------------------------------------
** Copyright 2008 Braden Obrzut
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "doomtype.h"
#include "doomstat.h"
#include "v_font.h"
#include "v_video.h"
#include "sbar.h"
#include "r_defs.h"
#include "w_wad.h"
#include "m_random.h"
#include "d_player.h"
#include "st_stuff.h"
#include "r_local.h"
#include "m_swap.h"
#include "a_keys.h"
#include "templates.h"
#include "i_system.h"
#include "sbarinfo.h"
#include "gi.h"
#include "r_translate.h"
#include "r_main.h"
static FRandom pr_chainwiggle; //use the same method of chain wiggling as heretic.
#define ST_RAMPAGETIME (TICRATE*2)
#define ARTIFLASH_OFFSET (invBarOffset+6)
EXTERN_CVAR(Int, fraglimit)
EXTERN_CVAR(Int, screenblocks)
enum
{
imgARTIBOX,
imgSELECTBOX,
imgINVLFGEM1,
imgINVLFGEM2,
imgINVRTGEM1,
imgINVRTGEM2,
};
// Custom Mug Shot Stuff (Find mug shot state functions are with the parser).
MugShotFrame::MugShotFrame()
{
}
MugShotFrame::~MugShotFrame()
{
graphic.Clear();
}
//Assemble a graphic name with the specified prefix and return the FTexture.
FTexture *MugShotFrame::getTexture(FString &defaultFace, FPlayerSkin *skin, int random, int level, int direction, bool usesLevels, bool health2, bool healthspecial, bool directional)
{
int index = !directional ? random % graphic.Size() : direction;
if(index > (signed int) (graphic.Size()-1))
index = graphic.Size()-1;
char* sprite = new char[9];
memcpy(sprite, skin->face[0] != 0 ? skin->face : defaultFace, 3);
memcpy(sprite+3, graphic[index], strlen(graphic[index]));
sprite[3+strlen(graphic[index])] = '\0';
if(usesLevels) //change the last character to the level
{
if(!health2 && (!healthspecial || index == 1))
sprite[2+strlen(graphic[index])] += level;
else
sprite[1+strlen(graphic[index])] += level;
}
return TexMan[TexMan.CheckForTexture(sprite, 0, true)];
}
MugShotState::MugShotState()
{
}
MugShotState::MugShotState(FString name)
{
name.ToLower();
state = FName(name);
usesLevels = false;
health2 = false;
healthspecial = false;
directional = false;
random = M_Random();
}
MugShotState::~MugShotState()
{
frames.Clear();
}
void MugShotState::tick()
{
if(time == -1) //When the delay is negative 1 stay on this frame indefinitely
return;
if(time != 0)
{
time--;
}
else if(position != frames.Size()-1)
{
position++;
time = frames[position].delay;
random = M_Random();
}
else
{
finished = true;
}
}
void MugShotState::reset()
{
time = frames[0].delay;
position = 0;
finished = false;
random = M_Random();
}
//Used for shading
FBarShader::FBarShader(bool vertical, bool reverse) //make an alpha map
{
int i;
Width = vertical ? 2 : 256;
Height = vertical ? 256 : 2;
CalcBitSize();
// Fill the column/row with shading values.
// Vertical shaders have have minimum alpha at the top
// and maximum alpha at the bottom, unless flipped by
// setting reverse to true. Horizontal shaders are just
// the opposite.
if (vertical)
{
if (!reverse)
{
for (i = 0; i < 256; ++i)
{
Pixels[i] = i;
Pixels[256+i] = i;
}
}
else
{
for (i = 0; i < 256; ++i)
{
Pixels[i] = 255 - i;
Pixels[256+i] = 255 -i;
}
}
}
else
{
if (!reverse)
{
for (i = 0; i < 256; ++i)
{
Pixels[i*2] = 255 - i;
Pixels[i*2+1] = 255 - i;
}
}
else
{
for (i = 0; i < 256; ++i)
{
Pixels[i*2] = i;
Pixels[i*2+1] = i;
}
}
}
DummySpan[0].TopOffset = 0;
DummySpan[0].Length = vertical ? 256 : 1;
DummySpan[1].TopOffset = 0;
DummySpan[1].Length = 0;
}
const BYTE *FBarShader::GetColumn(unsigned int column, const Span **spans_out)
{
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + (column & WidthMask) * 256;
}
const BYTE *FBarShader::GetPixels()
{
return Pixels;
}
void FBarShader::Unload()
{
}
//SBarInfo Display
DSBarInfo::DSBarInfo () : DBaseStatusBar (SBarInfoScript->height),
shader_horz_normal(false, false),
shader_horz_reverse(false, true),
shader_vert_normal(true, false),
shader_vert_reverse(true, true)
{
static const char *InventoryBarLumps[] =
{
"ARTIBOX", "SELECTBO", "INVGEML1",
"INVGEML2", "INVGEMR1", "INVGEMR2",
"USEARTIA", "USEARTIB", "USEARTIC", "USEARTID",
};
TArray<const char *> patchnames;
patchnames.Resize(SBarInfoScript->Images.Size()+10);
unsigned int i = 0;
for(i = 0;i < SBarInfoScript->Images.Size();i++)
{
patchnames[i] = SBarInfoScript->Images[i];
}
for(i = 0;i < 10;i++)
{
patchnames[i+SBarInfoScript->Images.Size()] = InventoryBarLumps[i];
}
for (i = 0;i < numskins;i++)
{
AddFaceToImageCollection (&skins[i], &Images);
}
invBarOffset = SBarInfoScript->Images.Size();
Images.Init(&patchnames[0], patchnames.Size());
drawingFont = V_GetFont("ConFont");
rampageTimer = 0;
oldHealth = 0;
oldArmor = 0;
mugshotHealth = -1;
lastPrefix = "";
weaponGrin = false;
damageFaceActive = false;
lastDamageAngle = 1;
chainWiggle = 0;
artiflash = 4;
currentState = NULL;
}
DSBarInfo::~DSBarInfo ()
{
Images.Uninit();
}
void DSBarInfo::Draw (EHudState state)
{
DBaseStatusBar::Draw(state);
int hud = STBAR_NORMAL;
if(state == HUD_StatusBar)
{
if(SBarInfoScript->completeBorder) //Fill the statusbar with the border before we draw.
{
FTexture *b = TexMan[gameinfo.border->b];
R_DrawBorder(viewwindowx, viewwindowy + realviewheight + b->GetHeight(), viewwindowx + realviewwidth, SCREENHEIGHT);
if(screenblocks == 10)
screen->FlatFill(viewwindowx, viewwindowy + realviewheight, viewwindowx + realviewwidth, viewwindowy + realviewheight + b->GetHeight(), b, true);
}
if(SBarInfoScript->automapbar && automapactive)
{
hud = STBAR_AUTOMAP;
}
else
{
hud = STBAR_NORMAL;
}
}
else if(state == HUD_Fullscreen)
{
hud = STBAR_FULLSCREEN;
}
else
{
hud = STBAR_NONE;
}
if(SBarInfoScript->huds[hud].forceScaled) //scale the statusbar
{
SetScaled(true);
setsizeneeded = true;
}
doCommands(SBarInfoScript->huds[hud]);
if(CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR))
{
if(state == HUD_StatusBar)
doCommands(SBarInfoScript->huds[STBAR_INVENTORY]);
else if(state == HUD_Fullscreen)
doCommands(SBarInfoScript->huds[STBAR_INVENTORYFULLSCREEN]);
}
if(currentPopup != POP_None)
{
if(currentPopup == POP_Log)
doCommands(SBarInfoScript->huds[STBAR_POPUPLOG]);
else if(currentPopup == POP_Keys)
doCommands(SBarInfoScript->huds[STBAR_POPUPKEYS]);
else if(currentPopup == POP_Status)
doCommands(SBarInfoScript->huds[STBAR_POPUPSTATUS]);
}
}
void DSBarInfo::NewGame ()
{
if (CPlayer != NULL)
{
AttachToPlayer (CPlayer);
}
}
void DSBarInfo::AttachToPlayer (player_t *player)
{
player_t *oldplayer = CPlayer;
currentState = NULL;
DBaseStatusBar::AttachToPlayer(player);
}
void DSBarInfo::Tick ()
{
DBaseStatusBar::Tick();
if(level.time & 1)
chainWiggle = pr_chainwiggle() & 1;
if(!SBarInfoScript->interpolateHealth)
{
oldHealth = CPlayer->health;
}
else
{
if(oldHealth > CPlayer->health)
{
oldHealth -= clamp((oldHealth - CPlayer->health) >> 2, 1, SBarInfoScript->interpolationSpeed);
}
else if(oldHealth < CPlayer->health)
{
oldHealth += clamp((CPlayer->health - oldHealth) >> 2, 1, SBarInfoScript->interpolationSpeed);
}
}
AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
if(armor == NULL)
{
oldArmor = 0;
}
else
{
if(!SBarInfoScript->interpolateArmor)
{
oldArmor = armor->Amount;
}
else
{
if(oldArmor > armor->Amount)
{
oldArmor -= clamp((oldArmor - armor->Amount) >> 2, 1, SBarInfoScript->armorInterpolationSpeed);
}
else if(oldArmor < armor->Amount)
{
oldArmor += clamp((armor->Amount - oldArmor) >> 2, 1, SBarInfoScript->armorInterpolationSpeed);
}
}
}
if(artiflash)
{
artiflash--;
}
//Do some stuff related to the mug shot that has to be done at 35fps
if(currentState != NULL)
{
currentState->tick();
if(currentState->finished)
currentState = NULL;
}
if((CPlayer->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(CPlayer->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
{
if(rampageTimer != ST_RAMPAGETIME)
{
rampageTimer++;
}
}
else
{
rampageTimer = 0;
}
mugshotHealth = CPlayer->health;
}
void DSBarInfo::ReceivedWeapon (AWeapon *weapon)
{
weaponGrin = true;
}
void DSBarInfo::FlashItem(const PClass *itemtype)
{
artiflash = 4;
}
void DSBarInfo::ShowPop(int popnum)
{
DBaseStatusBar::ShowPop(popnum);
if(popnum != currentPopup)
currentPopup = popnum;
else
currentPopup = POP_None;
}
//Public so it can be called by ACS
//Sets the mug shot state and resets it if it is not the state we are already on.
//waitTillDone is basically a priority variable when just to true the state won't change unless the previous state is finished.
void DSBarInfo::SetMugShotState(const char* stateName, bool waitTillDone)
{
MugShotState *state = (MugShotState *) FindMugShotState(stateName);
if(state != currentState)
{
if(!waitTillDone || currentState == NULL || currentState->finished)
{
currentState = state;
state->reset();
}
}
}
void DSBarInfo::doCommands(SBarInfoBlock &block)
{
//prepare ammo counts
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
GetCurrentAmmo(ammo1, ammo2, ammocount1, ammocount2);
ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
int health = CPlayer->mo->health;
int armorAmount = armor != NULL ? armor->Amount : 0;
if(SBarInfoScript->interpolateHealth)
{
health = oldHealth;
}
if(SBarInfoScript->interpolateArmor)
{
armorAmount = oldArmor;
}
for(unsigned int i = 0;i < block.commands.Size();i++)
{
SBarInfoCommand& cmd = block.commands[i];
switch(cmd.type) //read and execute all the commands
{
case SBARINFO_DRAWSWITCHABLEIMAGE: //draw the alt image if we don't have the item else this is like a normal drawimage
{
int drawAlt = 0;
if((cmd.flags & DRAWIMAGE_WEAPONSLOT)) //weaponslots
{
drawAlt = 1; //draw off state until we know we have something.
for (int i = 0; i < MAX_WEAPONS_PER_SLOT; i++)
{
const PClass *weap = LocalWeapons.Slots[cmd.value].GetWeapon(i);
if(weap == NULL)
{
continue;
}
else if(CPlayer->mo->FindInventory(weap) != NULL)
{
drawAlt = 0;
break;
}
}
}
else if((cmd.flags & DRAWIMAGE_INVULNERABILITY))
{
if(CPlayer->cheats&CF_GODMODE)
{
drawAlt = 1;
}
}
else //check the inventory items and draw selected sprite
{
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0]));
if(item == NULL || item->Amount == 0)
drawAlt = 1;
if((cmd.flags & DRAWIMAGE_SWITCHABLE_AND))
{
item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[1]));
if((item != NULL && item->Amount != 0) && drawAlt == 0) //both
{
drawAlt = 0;
}
else if((item != NULL && item->Amount != 0) && drawAlt == 1) //2nd
{
drawAlt = 3;
}
else if((item == NULL || item->Amount == 0) && drawAlt == 0) //1st
{
drawAlt = 2;
}
}
}
if(drawAlt != 0) //draw 'off' image
{
if(cmd.special != -1 && drawAlt == 1)
DrawGraphic(Images[cmd.special], cmd.x, cmd.y, cmd.flags);
else if(cmd.special2 != -1 && drawAlt == 2)
DrawGraphic(Images[cmd.special2], cmd.x, cmd.y, cmd.flags);
else if(cmd.special3 != -1 && drawAlt == 3)
DrawGraphic(Images[cmd.special3], cmd.x, cmd.y, cmd.flags);
break;
}
}
case SBARINFO_DRAWIMAGE:
if((cmd.flags & DRAWIMAGE_PLAYERICON))
DrawGraphic(TexMan[CPlayer->mo->ScoreIcon], cmd.x, cmd.y, cmd.flags);
else if((cmd.flags & DRAWIMAGE_AMMO1))
{
if(ammo1 != NULL)
DrawGraphic(TexMan[ammo1->Icon], cmd.x, cmd.y, cmd.flags);
}
else if((cmd.flags & DRAWIMAGE_AMMO2))
{
if(ammo2 != NULL)
DrawGraphic(TexMan[ammo2->Icon], cmd.x, cmd.y, cmd.flags);
}
else if((cmd.flags & DRAWIMAGE_ARMOR))
{
if(armor != NULL && armor->Amount != 0)
DrawGraphic(TexMan(armor->Icon), cmd.x, cmd.y, cmd.flags);
}
else if((cmd.flags & DRAWIMAGE_WEAPONICON))
{
AWeapon *weapon = CPlayer->ReadyWeapon;
if(weapon != NULL && weapon->Icon > 0)
{
DrawGraphic(TexMan[weapon->Icon], cmd.x, cmd.y, cmd.flags);
}
}
else if((cmd.flags & DRAWIMAGE_INVENTORYICON))
{
DrawGraphic(TexMan[cmd.sprite], cmd.x, cmd.y, cmd.flags);
}
else
{
DrawGraphic(Images[cmd.sprite], cmd.x, cmd.y, cmd.flags);
}
break;
case SBARINFO_DRAWNUMBER:
{
int value = cmd.value;
if(drawingFont != cmd.font)
{
drawingFont = cmd.font;
}
if(cmd.flags == DRAWNUMBER_HEALTH)
{
value = health;
if(SBarInfoScript->lowerHealthCap && cmd.value < 0) //health shouldn't display negatives
{
value = 0;
}
}
else if(cmd.flags == DRAWNUMBER_ARMOR)
{
value = armorAmount;
}
else if(cmd.flags == DRAWNUMBER_AMMO1)
{
value = ammocount1;
if(ammo1 == NULL) //no ammo, do not draw
{
continue;
}
}
else if(cmd.flags == DRAWNUMBER_AMMO2)
{
value = ammocount2;
if(ammo2 == NULL) //no ammo, do not draw
{
continue;
}
}
else if(cmd.flags == DRAWNUMBER_AMMO)
{
const PClass* ammo = PClass::FindClass(cmd.string[0]);
AInventory* item = CPlayer->mo->FindInventory(ammo);
if(item != NULL)
{
value = item->Amount;
}
else
{
value = 0;
}
}
else if(cmd.flags == DRAWNUMBER_AMMOCAPACITY)
{
const PClass* ammo = PClass::FindClass(cmd.string[0]);
AInventory* item = CPlayer->mo->FindInventory(ammo);
if(item != NULL)
{
value = item->MaxAmount;
}
else
{
value = ((AInventory *)GetDefaultByType(ammo))->MaxAmount;
}
}
else if(cmd.flags == DRAWNUMBER_FRAGS)
value = CPlayer->fragcount;
else if(cmd.flags == DRAWNUMBER_KILLS)
value = level.killed_monsters;
else if(cmd.flags == DRAWNUMBER_MONSTERS)
value = level.total_monsters;
else if(cmd.flags == DRAWNUMBER_ITEMS)
value = level.found_items;
else if(cmd.flags == DRAWNUMBER_TOTALITEMS)
value = level.total_items;
else if(cmd.flags == DRAWNUMBER_SECRETS)
value = level.found_secrets;
else if(cmd.flags == DRAWNUMBER_TOTALSECRETS)
value = level.total_secrets;
else if(cmd.flags == DRAWNUMBER_ARMORCLASS)
{
AHexenArmor *harmor = CPlayer->mo->FindInventory<AHexenArmor>();
if(harmor != NULL)
{
value = harmor->Slots[0] + harmor->Slots[1] +
harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4];
}
//Hexen counts basic armor also so we should too.
if(armor != NULL)
{
value += armor->SavePercent;
}
value /= (5*FRACUNIT);
}
else if(cmd.flags == DRAWNUMBER_GLOBALVAR)
value = ACS_GlobalVars[cmd.value];
else if(cmd.flags == DRAWNUMBER_INVENTORY)
{
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0]));
if(item != NULL)
{
value = item->Amount;
}
else
{
value = 0;
}
}
if(cmd.special3 != -1 && cmd.value <= cmd.special3) //low
DrawNumber(value, cmd.special, cmd.x, cmd.y, cmd.translation2, cmd.special2);
else if(cmd.special4 != -1 && cmd.value >= cmd.special4) //high
DrawNumber(value, cmd.special, cmd.x, cmd.y, cmd.translation3, cmd.special2);
else
DrawNumber(value, cmd.special, cmd.x, cmd.y, cmd.translation, cmd.special2);
break;
}
case SBARINFO_DRAWMUGSHOT:
{
bool xdth = false;
bool animatedgodmode = false;
if(cmd.flags & DRAWMUGSHOT_XDEATHFACE)
xdth = true;
if(cmd.flags & DRAWMUGSHOT_ANIMATEDGODMODE)
animatedgodmode = true;
DrawFace(cmd.string[0], cmd.special, xdth, animatedgodmode, cmd.x, cmd.y);
break;
}
case SBARINFO_DRAWSELECTEDINVENTORY:
if(CPlayer->mo->InvSel != NULL && !(level.flags & LEVEL_NOINVENTORYBAR))
{
if((cmd.flags & DRAWSELECTEDINVENTORY_ARTIFLASH) && artiflash)
{
DrawDimImage(Images[ARTIFLASH_OFFSET+(4-artiflash)], cmd.x, cmd.y, CPlayer->mo->InvSel->Amount <= 0);
}
else
{
DrawDimImage(TexMan(CPlayer->mo->InvSel->Icon), cmd.x, cmd.y, CPlayer->mo->InvSel->Amount <= 0);
}
if((cmd.flags & DRAWSELECTEDINVENTORY_ALWAYSSHOWCOUNTER) || CPlayer->mo->InvSel->Amount != 1)
{
if(drawingFont != cmd.font)
{
drawingFont = cmd.font;
}
DrawNumber(CPlayer->mo->InvSel->Amount, 3, cmd.special2, cmd.special3, cmd.translation, cmd.special4);
}
}
else if((cmd.flags & DRAWSELECTEDINVENTORY_ALTERNATEONEMPTY))
{
doCommands(cmd.subBlock);
}
break;
case SBARINFO_DRAWINVENTORYBAR:
{
bool alwaysshow = false;
bool artibox = true;
bool noarrows = false;
bool alwaysshowcounter = false;
if((cmd.flags & DRAWINVENTORYBAR_ALWAYSSHOW))
alwaysshow = true;
if((cmd.flags & DRAWINVENTORYBAR_NOARTIBOX))
artibox = false;
if((cmd.flags & DRAWINVENTORYBAR_NOARROWS))
noarrows = true;
if((cmd.flags & DRAWINVENTORYBAR_ALWAYSSHOWCOUNTER))
alwaysshowcounter = true;
if(drawingFont != cmd.font)
{
drawingFont = cmd.font;
}
DrawInventoryBar(cmd.special, cmd.value, cmd.x, cmd.y, alwaysshow, cmd.special2, cmd.special3, cmd.translation, artibox, noarrows, alwaysshowcounter);
break;
}
case SBARINFO_DRAWBAR:
{
if(cmd.sprite == -1 || Images[cmd.sprite] == NULL)
break; //don't draw anything.
bool horizontal = !!((cmd.special2 & DRAWBAR_HORIZONTAL));
bool reverse = !!((cmd.special2 & DRAWBAR_REVERSE));
fixed_t value = 0;
int max = 0;
if(cmd.flags == DRAWNUMBER_HEALTH)
{
value = health;
if(value < 0) //health shouldn't display negatives
{
value = 0;
}
if(!(cmd.special2 & DRAWBAR_COMPAREDEFAULTS))
{
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); //max comparer
if(item != NULL)
{
max = item->Amount;
}
else
{
max = 0;
}
}
else //default to the class's health
{
max = CPlayer->mo->GetDefault()->health;
}
}
else if(cmd.flags == DRAWNUMBER_ARMOR)
{
value = armorAmount;
if(!((cmd.special2 & DRAWBAR_COMPAREDEFAULTS) == DRAWBAR_COMPAREDEFAULTS))
{
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); //max comparer
if(item != NULL)
{
max = item->Amount;
}
else
{
max = 0;
}
}
else //default to 100
{
max = 100;
}
}
else if(cmd.flags == DRAWNUMBER_AMMO1)
{
value = ammocount1;
if(ammo1 == NULL) //no ammo, draw as empty
{
value = 0;
max = 1;
}
else
max = ammo1->MaxAmount;
}
else if(cmd.flags == DRAWNUMBER_AMMO2)
{
value = ammocount2;
if(ammo2 == NULL) //no ammo, draw as empty
{
value = 0;
max = 1;
}
else
max = ammo2->MaxAmount;
}
else if(cmd.flags == DRAWNUMBER_AMMO)
{
const PClass* ammo = PClass::FindClass(cmd.string[0]);
AInventory* item = CPlayer->mo->FindInventory(ammo);
if(item != NULL)
{
value = item->Amount;
max = item->MaxAmount;
}
else
{
value = 0;
}
}
else if(cmd.flags == DRAWNUMBER_FRAGS)
{
value = CPlayer->fragcount;
max = fraglimit;
}
else if(cmd.flags == DRAWNUMBER_KILLS)
{
value = level.killed_monsters;
max = level.total_monsters;
}
else if(cmd.flags == DRAWNUMBER_ITEMS)
{
value = level.found_items;
max = level.total_items;
}
else if(cmd.flags == DRAWNUMBER_SECRETS)
{
value = level.found_secrets;
max = level.total_secrets;
}
else if(cmd.flags == DRAWNUMBER_INVENTORY)
{
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0]));
if(item != NULL)
{
value = item->Amount;
max = item->MaxAmount;
}
else
{
value = 0;
}
}
if(cmd.special3 != 0)
value = max - value; //invert since the new drawing method requires drawing the bg on the fg.
if(max != 0 && value > 0)
{
value = (value << FRACBITS) / max;
if(value > FRACUNIT)
value = FRACUNIT;
}
else if(cmd.special3 != 0 && max == 0 && value <= 0)
{
value = FRACUNIT;
}
else
{
value = 0;
}
assert(Images[cmd.sprite] != NULL);
FTexture *fg = Images[cmd.sprite];
FTexture *bg = (cmd.special != -1) ? Images[cmd.special] : NULL;
int x, y, w, h;
int cx, cy, cw, ch, cr, cb;
// Calc real screen coordinates for bar
x = cmd.x + ST_X;
y = cmd.y + ST_Y;
w = fg->GetScaledWidth();
h = fg->GetScaledHeight();
if (Scaled)
{
screen->VirtualToRealCoordsInt(x, y, w, h, 320, 200, true);
}
if(cmd.special3 != 0)
{
//Draw the whole foreground
screen->DrawTexture(fg, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
TAG_DONE);
}
else
{
// Draw background
if (bg != NULL && bg->GetScaledWidth() == fg->GetScaledWidth() && bg->GetScaledHeight() == fg->GetScaledHeight())
{
screen->DrawTexture(bg, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
TAG_DONE);
}
else
{
screen->Clear(x, y, x + w, y + h, GPalette.BlackIndex, 0);
}
}
// Calc clipping rect for background
cx = cmd.x + ST_X + cmd.special3;
cy = cmd.y + ST_Y + cmd.special3;
cw = fg->GetScaledWidth() - fg->GetScaledLeftOffset() - cmd.special3 * 2;
ch = fg->GetScaledHeight() - fg->GetScaledTopOffset() - cmd.special3 * 2;
if (Scaled)
{
screen->VirtualToRealCoordsInt(cx, cy, cw, ch, 320, 200, true);
}
if (horizontal)
{
if ((cmd.special3 != 0 && reverse) || (cmd.special3 == 0 && !reverse))
{ // left to right
cr = cx + FixedMul(cw, value);
}
else
{ // right to left
cr = cx + cw;
cx += FixedMul(cw, FRACUNIT - value);
}
cb = cy + ch;
}
else
{
if ((cmd.special3 != 0 && reverse) || (cmd.special3 == 0 && !reverse))
{ // bottom to top
cb = cy + ch;
cy += FixedMul(ch, FRACUNIT - value);
}
else
{ // top to bottom
cb = cy + FixedMul(ch, value);
}
cr = cx + cw;
}
// Draw background
if(cmd.special3 != 0)
{
if (bg != NULL && bg->GetScaledWidth() == fg->GetScaledWidth() && bg->GetScaledHeight() == fg->GetScaledHeight())
{
screen->DrawTexture(bg, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_ClipLeft, cx,
DTA_ClipTop, cy,
DTA_ClipRight, cr,
DTA_ClipBottom, cb,
TAG_DONE);
}
else
{
screen->Clear(cx, cy, cr, cb, GPalette.BlackIndex, 0);
}
}
else
{
screen->DrawTexture(fg, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_ClipLeft, cx,
DTA_ClipTop, cy,
DTA_ClipRight, cr,
DTA_ClipBottom, cb,
TAG_DONE);
}
break;
}
case SBARINFO_DRAWGEM:
{
int value = (cmd.flags & DRAWGEM_ARMOR) ? armorAmount : health;
int max = 100;
bool wiggle = false;
bool translate = !!(cmd.flags & DRAWGEM_TRANSLATABLE);
if(max != 0 || value < 0)
{
value = (value*100)/max;
if(value > 100)
value = 100;
}
else
{
value = 0;
}
value = (cmd.flags & DRAWGEM_REVERSE) ? 100 - value : value;
if(health != CPlayer->health)
{
wiggle = !!(cmd.flags & DRAWGEM_WIGGLE);
}
DrawGem(Images[cmd.special], Images[cmd.sprite], value, cmd.x, cmd.y, cmd.special2, cmd.special3, cmd.special4+1, wiggle, translate);
break;
}
case SBARINFO_DRAWSHADER:
{
FBarShader *const shaders[4] =
{
&shader_horz_normal, &shader_horz_reverse,
&shader_vert_normal, &shader_vert_reverse
};
bool vertical = !!(cmd.flags & DRAWSHADER_VERTICAL);
bool reverse = !!(cmd.flags & DRAWSHADER_REVERSE);
screen->DrawTexture (shaders[(vertical << 1) + reverse], ST_X+cmd.x, ST_Y+cmd.y,
DTA_DestWidth, cmd.special,
DTA_DestHeight, cmd.special2,
DTA_Bottom320x200, Scaled,
DTA_AlphaChannel, true,
DTA_FillColor, 0,
TAG_DONE);
break;
}
case SBARINFO_DRAWSTRING:
if(drawingFont != cmd.font)
{
drawingFont = cmd.font;
}
DrawString(cmd.string[0], cmd.x - drawingFont->StringWidth(cmd.string[0]), cmd.y, cmd.translation, cmd.special);
break;
case SBARINFO_DRAWKEYBAR:
{
bool vertical = !!(cmd.flags & DRAWKEYBAR_VERTICAL);
AInventory *item = CPlayer->mo->Inventory;
if(item == NULL)
break;
for(int i = 0;i < cmd.value;i++)
{
while(item->Icon <= 0 || item->GetClass() == RUNTIME_CLASS(AKey) || !item->IsKindOf(RUNTIME_CLASS(AKey)))
{
item = item->Inventory;
if(item == NULL)
goto FinishDrawKeyBar;
}
if(!vertical)
DrawImage(TexMan[item->Icon], cmd.x+(cmd.special*i), cmd.y);
else
DrawImage(TexMan[item->Icon], cmd.x, cmd.y+(cmd.special*i));
item = item->Inventory;
if(item == NULL)
break;
}
FinishDrawKeyBar:
break;
}
case SBARINFO_GAMEMODE:
if(((cmd.flags & GAMETYPE_SINGLEPLAYER) && !multiplayer) ||
((cmd.flags & GAMETYPE_DEATHMATCH) && deathmatch) ||
((cmd.flags & GAMETYPE_COOPERATIVE) && multiplayer && !deathmatch) ||
((cmd.flags & GAMETYPE_TEAMGAME) && teamplay))
{
doCommands(cmd.subBlock);
}
break;
case SBARINFO_PLAYERCLASS:
{
if(CPlayer->cls == NULL) break; //No class so we can not continue
int spawnClass = CPlayer->cls->ClassIndex;
if(cmd.special == spawnClass || cmd.special2 == spawnClass || cmd.special3 == spawnClass)
{
doCommands(cmd.subBlock);
}
break;
}
case SBARINFO_ASPECTRATIO:
if(CheckRatio(screen->GetWidth(), screen->GetHeight()) == cmd.value)
{
doCommands(cmd.subBlock);
}
break;
case SBARINFO_WEAPONAMMO:
if(CPlayer->ReadyWeapon != NULL)
{
const PClass *AmmoType1 = CPlayer->ReadyWeapon->AmmoType1;
const PClass *AmmoType2 = CPlayer->ReadyWeapon->AmmoType2;
const PClass *IfAmmo1 = PClass::FindClass(cmd.string[0]);
const PClass *IfAmmo2 = (cmd.flags & SBARINFOEVENT_OR) || (cmd.flags & SBARINFOEVENT_AND) ?
PClass::FindClass(cmd.string[1]) : NULL;
bool usesammo1 = (AmmoType1 != NULL);
bool usesammo2 = (AmmoType2 != NULL);
if(!(cmd.flags & SBARINFOEVENT_NOT) && !usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble.
{
doCommands(cmd.subBlock);
break;
}
//Or means only 1 ammo type needs to match and means both need to match.
if((cmd.flags & SBARINFOEVENT_OR) || (cmd.flags & SBARINFOEVENT_AND))
{
bool match1 = ((usesammo1 && (AmmoType1 == IfAmmo1 || AmmoType1 == IfAmmo2)) || !usesammo1);
bool match2 = ((usesammo2 && (AmmoType2 == IfAmmo1 || AmmoType2 == IfAmmo2)) || !usesammo2);
if(((cmd.flags & SBARINFOEVENT_OR) && (match1 || match2)) || ((cmd.flags & SBARINFOEVENT_AND) && (match1 && match2)))
{
if(!(cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock);
}
else if(cmd.flags & SBARINFOEVENT_NOT)
{
doCommands(cmd.subBlock);
}
}
else //Every thing here could probably be one long if statement but then it would be more confusing.
{
if((usesammo1 && (AmmoType1 == IfAmmo1)) || (usesammo2 && (AmmoType2 == IfAmmo1)))
{
if(!(cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock);
}
else if(cmd.flags & SBARINFOEVENT_NOT)
{
doCommands(cmd.subBlock);
}
}
}
break;
case SBARINFO_ININVENTORY:
{
AInventory *item1 = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0]));
AInventory *item2 = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[1]));
if(cmd.flags & SBARINFOEVENT_AND)
{
if((item1 != NULL && item2 != NULL) && !(cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock);
else if((item1 == NULL || item2 == NULL) && (cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock);
}
else if(cmd.flags & SBARINFOEVENT_OR)
{
if((item1 != NULL || item2 != NULL) && !(cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock);
else if((item1 == NULL && item2 == NULL) && (cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock);
}
else if((item1 != NULL) && !(cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock);
else if((item1 == NULL) && (cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock);
break;
}
}
}
}
//draws an image with the specified flags
void DSBarInfo::DrawGraphic(FTexture* texture, int x, int y, int flags)
{
if((flags & DRAWIMAGE_OFFSET_CENTER))
{
x -= (texture->GetWidth()/2)-texture->LeftOffset;
y -= (texture->GetHeight()/2)-texture->TopOffset;
}
x += ST_X;
y += ST_Y;
int w = texture->GetScaledWidth();
int h = texture->GetScaledHeight();
screen->VirtualToRealCoordsInt(x, y, w, h, 320, 200, true);
if((flags & DRAWIMAGE_TRANSLATABLE))
{
screen->DrawTexture(texture, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_Translation, getTranslation(),
TAG_DONE);
}
else
{
screen->DrawTexture(texture, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
TAG_DONE);
}
}
void DSBarInfo::DrawString(const char* str, int x, int y, EColorRange translation, int spacing)
{
x += spacing;
while(*str != '\0')
{
if(*str == ' ')
{
x += drawingFont->GetSpaceWidth();
str++;
continue;
}
int width;
if(SBarInfoScript->spacingCharacter == '\0') //No monospace?
width = drawingFont->GetCharWidth((int) *str);
else
width = drawingFont->GetCharWidth((int) SBarInfoScript->spacingCharacter);
FTexture* character = drawingFont->GetChar((int) *str, &width);
if(character == NULL) //missing character.
{
str++;
continue;
}
if(SBarInfoScript->spacingCharacter == '\0') //If we are monospaced lets use the offset
x += (character->LeftOffset+1); //ignore x offsets since we adapt to character size
int rx = x + ST_X;
int ry = y + ST_Y;
int rw = character->GetScaledWidth();
int rh = character->GetScaledHeight();
screen->VirtualToRealCoordsInt(rx, ry, rw, rh, 320, 200, true);
screen->DrawTexture(character, rx, ry,
DTA_DestWidth, rw,
DTA_DestHeight, rh,
DTA_Translation, drawingFont->GetColorTranslation(translation),
TAG_DONE);
if(SBarInfoScript->spacingCharacter == '\0')
x += width + spacing - (character->LeftOffset+1);
else //width gets changed at the call to GetChar()
x += drawingFont->GetCharWidth((int) SBarInfoScript->spacingCharacter) + spacing;
str++;
}
}
//draws the specified number up to len digits
void DSBarInfo::DrawNumber(int num, int len, int x, int y, EColorRange translation, int spacing)
{
FString value;
int maxval = (int) ceil(pow(10., len))-1;
num = clamp(num, -maxval, maxval);
value.Format("%d", num);
if(SBarInfoScript->spacingCharacter == '\0')
x -= int(drawingFont->StringWidth(value)+(spacing * value.Len()));
else //monospaced so just multiplay the character size
x -= int((drawingFont->GetCharWidth((int) SBarInfoScript->spacingCharacter) + spacing) * value.Len());
DrawString(value, x, y, translation, spacing);
}
//draws the mug shot
void DSBarInfo::DrawFace(FString &defaultFace, int accuracy, bool xdth, bool animatedgodmode, int x, int y)
{
int angle = updateState(xdth, animatedgodmode);
int level = 0;
for(level = 0;CPlayer->health < (accuracy-level-1)*(CPlayer->mo->GetMaxHealth()/accuracy);level++);
if(currentState != NULL)
{
FTexture *face = currentState->getCurrentFrameTexture(defaultFace, &skins[CPlayer->userinfo.skin], level, angle);
x += ST_X;
y += ST_Y;
int w = face->GetScaledWidth();
int h = face->GetScaledHeight();
screen->VirtualToRealCoordsInt(x, y, w, h, 320, 200, true);
screen->DrawTexture(face, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
TAG_DONE);
}
}
int DSBarInfo::updateState(bool xdth, bool animatedgodmode)
{
int i;
angle_t badguyangle;
angle_t diffang;
if(CPlayer->health > 0)
{
if(weaponGrin)
{
weaponGrin = false;
if(CPlayer->bonuscount)
{
SetMugShotState("grin", false);
return 0;
}
}
if (CPlayer->damagecount)
{
int damageAngle = 1;
if(CPlayer->attacker && CPlayer->attacker != CPlayer->mo)
{
if(CPlayer->mo != NULL)
{
//The next 12 lines is from the Doom statusbar code.
badguyangle = R_PointToAngle2(CPlayer->mo->x, CPlayer->mo->y, CPlayer->attacker->x, CPlayer->attacker->y);
if(badguyangle > CPlayer->mo->angle)
{
// whether right or left
diffang = badguyangle - CPlayer->mo->angle;
i = diffang > ANG180;
}
else
{
// whether left or right
diffang = CPlayer->mo->angle - badguyangle;
i = diffang <= ANG180;
} // confusing, aint it?
if(i && diffang >= ANG45)
{
damageAngle = 0;
}
else if(!i && diffang >= ANG45)
{
damageAngle = 2;
}
}
}
const char* stateName = new char[5];
if (mugshotHealth != -1 && CPlayer->health - mugshotHealth > 20)
stateName = "ouch";
else
stateName = "pain";
char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
sprintf(fullStateName, "%s.%s", stateName, (const char*) CPlayer->LastDamageType);
if(FindMugShotState(fullStateName) != NULL)
SetMugShotState(fullStateName);
else
SetMugShotState(stateName);
damageFaceActive = !(currentState == NULL);
lastDamageAngle = damageAngle;
return damageAngle;
}
if(damageFaceActive)
{
if(currentState == NULL)
damageFaceActive = false;
else
{
const char* stateName = new char[5];
if (mugshotHealth != -1 && CPlayer->health - mugshotHealth > 20)
stateName = "ouch";
else
stateName = "pain";
char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
sprintf(fullStateName, "%s.%s", stateName, (const char*) CPlayer->LastDamageType);
if(FindMugShotState(fullStateName) != NULL)
SetMugShotState(fullStateName);
else
SetMugShotState(stateName);
return lastDamageAngle;
}
}
if(rampageTimer == ST_RAMPAGETIME)
{
SetMugShotState("rampage", true);
return 0;
}
if((CPlayer->cheats & CF_GODMODE) || (CPlayer->mo != NULL && CPlayer->mo->flags2 & MF2_INVULNERABLE))
{
if(animatedgodmode)
SetMugShotState("godanimated", true);
else
SetMugShotState("god", true);
}
else
SetMugShotState("normal", true);
}
else
{
const char* stateName = new char[7];
if(!xdth || !(CPlayer->cheats & CF_EXTREMELYDEAD))
stateName = "death";
else
stateName = "xdeath";
//new string the size of stateName and the damage type put together
char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
sprintf(fullStateName, "%s.%s", stateName, (const char*) CPlayer->LastDamageType);
if(FindMugShotState(fullStateName) != NULL)
SetMugShotState(fullStateName);
else
SetMugShotState(stateName);
}
return 0;
}
void DSBarInfo::DrawInventoryBar(int type, int num, int x, int y, bool alwaysshow,
int counterx, int countery, EColorRange translation, bool drawArtiboxes, bool noArrows, bool alwaysshowcounter)
{ //yes, there is some Copy & Paste here too
AInventory *item;
int i;
// If the player has no artifacts, don't draw the bar
CPlayer->mo->InvFirst = ValidateInvFirst(num);
if(CPlayer->mo->InvFirst != NULL || alwaysshow)
{
for(item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < num; item = item->NextInv(), ++i)
{
if(drawArtiboxes)
{
DrawImage (Images[invBarOffset + imgARTIBOX], x+i*31, y);
}
DrawDimImage (TexMan(item->Icon), x+i*31, y, item->Amount <= 0);
if(alwaysshowcounter || item->Amount != 1)
{
DrawNumber(item->Amount, 3, counterx+i*31, countery, translation);
}
if(item == CPlayer->mo->InvSel)
{
if(type == GAME_Heretic)
{
DrawImage(Images[invBarOffset + imgSELECTBOX], x+i*31, y+29);
}
else
{
DrawImage(Images[invBarOffset + imgSELECTBOX], x+i*31, y);
}
}
}
for (; i < num && drawArtiboxes; ++i)
{
DrawImage (Images[invBarOffset + imgARTIBOX], x+i*31, y);
}
// Is there something to the left?
if (!noArrows && CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
DrawImage (Images[!(gametic & 4) ?
invBarOffset + imgINVLFGEM1 : invBarOffset + imgINVLFGEM2], x-12, y);
}
// Is there something to the right?
if (!noArrows && item != NULL)
{
DrawImage (Images[!(gametic & 4) ?
invBarOffset + imgINVRTGEM1 : invBarOffset + imgINVRTGEM2], x+num*31+2, y);
}
}
}
//draws heretic/hexen style life gems
void DSBarInfo::DrawGem(FTexture* chain, FTexture* gem, int value, int x, int y, int padleft, int padright, int chainsize,
bool wiggle, bool translate)
{
if(value > 100)
value = 100;
else if(value < 0)
value = 0;
if(wiggle)
y += chainWiggle;
int gemWidth = gem->GetWidth();
int chainWidth = chain->GetWidth();
int offset = (int) (((double) (chainWidth-padleft-padright)/100)*value);
if(chain != NULL)
{
DrawImage(chain, x+(offset%chainsize), y);
}
if(gem != NULL)
DrawImage(gem, x+padleft+offset, y, translate ? getTranslation() : NULL);
}
FRemapTable* DSBarInfo::getTranslation()
{
if(gameinfo.gametype & GAME_Raven)
return translationtables[TRANSLATION_PlayersExtra][int(CPlayer - players)];
return translationtables[TRANSLATION_Players][int(CPlayer - players)];
}
IMPLEMENT_CLASS(DSBarInfo);
DBaseStatusBar *CreateCustomStatusBar ()
{
return new DSBarInfo;
}