2006-02-24 04:48:15 +00:00
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#include "doomtype.h"
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#include "doomstat.h"
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#include "v_font.h"
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#include "v_video.h"
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#include "sbar.h"
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#include "r_defs.h"
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#include "w_wad.h"
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#include "m_random.h"
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#include "d_player.h"
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#include "st_stuff.h"
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#include "r_local.h"
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#include "m_swap.h"
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#include "a_keys.h"
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#include "templates.h"
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2006-04-21 21:42:12 +00:00
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#include "i_system.h"
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2007-12-26 16:06:03 +00:00
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#include "r_translate.h"
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2006-02-24 04:48:15 +00:00
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2007-03-07 02:24:24 +00:00
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2006-02-24 04:48:15 +00:00
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#define ST_EVILGRINCOUNT (2*TICRATE)
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#define ST_STRAIGHTFACECOUNT (TICRATE/2)
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#define ST_TURNCOUNT (1*TICRATE)
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#define ST_OUCHCOUNT (1*TICRATE)
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#define ST_RAMPAGEDELAY (2*TICRATE)
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#define ST_MUCHPAIN 20
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2006-10-04 07:45:44 +00:00
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EXTERN_CVAR (Bool, vid_fps)
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2006-02-24 04:48:15 +00:00
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class FDoomStatusBar : public FBaseStatusBar
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{
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public:
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FDoomStatusBar () : FBaseStatusBar (32)
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{
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static const char *sharedLumpNames[] =
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{
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NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, "STTMINUS", "STTNUM0", "STTNUM1",
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"STTNUM2", "STTNUM3", "STTNUM4", "STTNUM5", "STTNUM6",
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"STTNUM7", "STTNUM8", "STTNUM9", "STYSNUM0", "STYSNUM1",
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"STYSNUM2", "STYSNUM3", "STYSNUM4", "STYSNUM5", "STYSNUM6",
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"STYSNUM7", "STYSNUM8", "STYSNUM9"
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};
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FTexture *tex;
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FBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES);
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2006-04-18 06:07:09 +00:00
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tex = FBaseStatusBar::Images[imgBNumbers];
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2006-02-24 04:48:15 +00:00
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BigWidth = tex->GetWidth();
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BigHeight = tex->GetHeight();
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DoCommonInit ();
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bEvilGrin = false;
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}
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~FDoomStatusBar ()
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{
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}
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void NewGame ()
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{
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Images.Uninit ();
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DoCommonInit ();
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if (CPlayer != NULL)
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{
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AttachToPlayer (CPlayer);
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}
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}
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void SetFace (void *skn)
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{
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const char *nameptrs[ST_NUMFACES];
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char names[ST_NUMFACES][9];
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char prefix[4];
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int i, j;
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int namespc;
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int facenum;
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FPlayerSkin *skin = (FPlayerSkin *)skn;
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for (i = 0; i < ST_NUMFACES; i++)
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{
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nameptrs[i] = names[i];
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}
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if (skin->face[0] != 0)
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{
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prefix[0] = skin->face[0];
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prefix[1] = skin->face[1];
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prefix[2] = skin->face[2];
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prefix[3] = 0;
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namespc = skin->namespc;
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}
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else
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{
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prefix[0] = 'S';
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prefix[1] = 'T';
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prefix[2] = 'F';
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prefix[3] = 0;
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namespc = ns_global;
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}
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facenum = 0;
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for (i = 0; i < ST_NUMPAINFACES; i++)
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{
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for (j = 0; j < ST_NUMSTRAIGHTFACES; j++)
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{
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sprintf (names[facenum++], "%sST%d%d", prefix, i, j);
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}
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sprintf (names[facenum++], "%sTR%d0", prefix, i); // turn right
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sprintf (names[facenum++], "%sTL%d0", prefix, i); // turn left
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sprintf (names[facenum++], "%sOUCH%d", prefix, i); // ouch!
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sprintf (names[facenum++], "%sEVL%d", prefix, i); // evil grin ;)
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sprintf (names[facenum++], "%sKILL%d", prefix, i); // pissed off
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}
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sprintf (names[facenum++], "%sGOD0", prefix);
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sprintf (names[facenum++], "%sDEAD0", prefix);
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Faces.Uninit ();
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Faces.Init (nameptrs, ST_NUMFACES, namespc);
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FaceIndex = 0;
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FaceCount = 0;
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OldFaceIndex = -1;
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}
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void MultiplayerChanged ()
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{
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FBaseStatusBar::MultiplayerChanged ();
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if (multiplayer)
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{
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// draw face background
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StatusBarTex.DrawToBar ("STFBANY", 143, 1,
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- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
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translationtables[TRANSLATION_Players][int(CPlayer - players)]->Remap);
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2006-02-24 04:48:15 +00:00
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}
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}
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void AttachToPlayer (player_t *player)
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{
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player_t *oldplayer = CPlayer;
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FBaseStatusBar::AttachToPlayer (player);
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if (oldplayer != CPlayer)
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{
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SetFace (&skins[CPlayer->userinfo.skin]);
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}
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if (multiplayer)
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{
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// draw face background
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StatusBarTex.DrawToBar ("STFBANY", 143, 1,
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- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
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translationtables[TRANSLATION_Players][int(CPlayer - players)]->Remap);
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2006-02-24 04:48:15 +00:00
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}
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bEvilGrin = false;
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}
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void Tick ()
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{
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FBaseStatusBar::Tick ();
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RandomNumber = M_Random ();
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UpdateFace ();
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}
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void Draw (EHudState state)
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{
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FBaseStatusBar::Draw (state);
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if (state == HUD_Fullscreen)
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{
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SB_state = screen->GetPageCount ();
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DrawFullScreenStuff ();
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}
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else if (state == HUD_StatusBar)
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{
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if (SB_state != 0)
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{
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SB_state--;
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DrawImage (&StatusBarTex, 0, 0);
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memset (OldArms, 255, sizeof(OldArms));
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OldKeys = -1;
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memset (OldAmmo, 255, sizeof(OldAmmo));
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memset (OldMaxAmmo, 255, sizeof(OldMaxAmmo));
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OldFaceIndex = -1;
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OldHealth = -1;
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OldArmor = -1;
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OldActiveAmmo = -1;
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OldFrags = -9999;
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FaceHealth = -9999;
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}
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DrawMainBar ();
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if (CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR))
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{
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DrawInventoryBar ();
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SB_state = screen->GetPageCount ();
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}
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}
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}
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private:
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2006-04-21 21:42:12 +00:00
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struct FDoomStatusBarTexture : public FTexture
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2006-02-24 04:48:15 +00:00
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{
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public:
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FDoomStatusBarTexture ();
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2006-04-21 21:42:12 +00:00
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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~FDoomStatusBarTexture ();
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- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
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void DrawToBar (const char *name, int x, int y, const BYTE *colormap_in = NULL);
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2006-04-21 21:42:12 +00:00
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protected:
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void MakeTexture ();
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FTexture * BaseTexture;
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BYTE *Pixels;
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2006-02-24 04:48:15 +00:00
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}
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StatusBarTex;
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void DoCommonInit ()
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{
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static const char *doomLumpNames[] =
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{
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"STKEYS0", "STKEYS1", "STKEYS2", "STKEYS3", "STKEYS4",
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"STKEYS5", "STKEYS6", "STKEYS7", "STKEYS8",
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"STGNUM2", "STGNUM3", "STGNUM4", "STGNUM5", "STGNUM6",
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"STGNUM7", "MEDIA0", "ARTIBOX", "SELECTBO", "INVGEML1",
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"INVGEML2", "INVGEMR1", "INVGEMR2",
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};
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Images.Init (doomLumpNames, NUM_DOOMSB_IMAGES);
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// In case somebody wants to use the Heretic status bar graphics...
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{
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FTexture *artibox = Images[imgARTIBOX];
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FTexture *selectbox = Images[imgSELECTBOX];
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if (artibox != NULL && selectbox != NULL)
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{
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selectbox->LeftOffset = artibox->LeftOffset;
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selectbox->TopOffset = artibox->TopOffset;
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}
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}
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StatusBarTex.Unload ();
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if (!deathmatch)
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{
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StatusBarTex.DrawToBar ("STARMS", 104, 0);
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}
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StatusBarTex.DrawToBar ("STTPRCNT", 90, 3); // Health %
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StatusBarTex.DrawToBar ("STTPRCNT", 221, 3); // Armor %
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SB_state = screen->GetPageCount ();
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FaceLastAttackDown = -1;
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FacePriority = 0;
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}
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void DrawMainBar ()
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{
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int amount;
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DrawAmmoStats ();
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DrawFace ();
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DrawKeys ();
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if (!deathmatch)
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{
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DrawArms ();
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}
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else
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{
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if (OldFrags != CPlayer->fragcount)
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{
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OldFrags = CPlayer->fragcount;
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FragsRefresh = screen->GetPageCount ();
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}
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if (FragsRefresh)
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{
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FragsRefresh--;
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2006-04-18 06:07:09 +00:00
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DrawNumber (OldFrags, 138/*110*/, 3, 2);
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2006-02-24 04:48:15 +00:00
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}
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}
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if (CPlayer->health != OldHealth)
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{
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OldHealth = CPlayer->health;
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HealthRefresh = screen->GetPageCount ();
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}
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if (HealthRefresh)
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{
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HealthRefresh--;
|
2006-04-18 06:07:09 +00:00
|
|
|
DrawNumber (OldHealth, 90/*48*/, 3);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
|
|
|
|
int armorpoints = armor != NULL ? armor->Amount : 0;
|
|
|
|
if (armorpoints != OldArmor)
|
|
|
|
{
|
|
|
|
OldArmor = armorpoints;
|
|
|
|
ArmorRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
if (ArmorRefresh)
|
|
|
|
{
|
|
|
|
ArmorRefresh--;
|
2006-04-18 06:07:09 +00:00
|
|
|
DrawNumber (OldArmor, 221/*179*/, 3);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
if (CPlayer->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
AAmmo *ammo = CPlayer->ReadyWeapon->Ammo1;
|
|
|
|
amount = ammo != NULL ? ammo->Amount : -9999;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
amount = -9999;
|
|
|
|
}
|
|
|
|
if (amount != OldActiveAmmo)
|
|
|
|
{
|
|
|
|
OldActiveAmmo = amount;
|
|
|
|
ActiveAmmoRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
if (ActiveAmmoRefresh)
|
|
|
|
{
|
|
|
|
ActiveAmmoRefresh--;
|
|
|
|
if (OldActiveAmmo != -9999)
|
|
|
|
{
|
2006-04-18 06:07:09 +00:00
|
|
|
DrawNumber (OldActiveAmmo, 44/*2*/, 3);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DrawPartialImage (&StatusBarTex, 2, BigWidth*3);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawArms ()
|
|
|
|
{
|
2006-09-14 00:02:31 +00:00
|
|
|
BYTE arms[6];
|
2006-02-24 04:48:15 +00:00
|
|
|
int i, j;
|
|
|
|
|
|
|
|
// Catalog the weapons the player owns
|
|
|
|
memset (arms, 0, sizeof(arms));
|
|
|
|
for (i = 0; i < 6; i++)
|
|
|
|
{
|
|
|
|
for (j = 0; j < MAX_WEAPONS_PER_SLOT; j++)
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *weap = LocalWeapons.Slots[i+2].GetWeapon (j);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (weap != NULL && CPlayer->mo->FindInventory (weap) != NULL)
|
|
|
|
{
|
|
|
|
arms[i] = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw slots that have changed ownership since last time
|
|
|
|
for (i = 0; i < 6; i++)
|
|
|
|
{
|
|
|
|
if (arms[i] != OldArms[i])
|
|
|
|
{
|
|
|
|
ArmsRefresh[i%3] = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Remember the arms state for next time
|
|
|
|
memcpy (OldArms, arms, sizeof(arms));
|
|
|
|
|
|
|
|
for (i = 0; i < 3; i++)
|
|
|
|
{
|
|
|
|
if (ArmsRefresh[i])
|
|
|
|
{
|
|
|
|
ArmsRefresh[i]--;
|
|
|
|
int x = 111 + i * 12;
|
|
|
|
|
2006-04-18 06:07:09 +00:00
|
|
|
DrawArm (arms[i], i, x, 4, true);
|
|
|
|
DrawArm (arms[i+3], i+3, x, 14, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-04-18 06:07:09 +00:00
|
|
|
void DrawArm (int on, int picnum, int x, int y, bool drawBackground)
|
|
|
|
{
|
|
|
|
int w;
|
|
|
|
FTexture *pic = on ? FBaseStatusBar::Images[imgSmNumbers + 2 + picnum] : Images[imgGNUM2 + picnum];
|
|
|
|
|
|
|
|
if (pic != NULL)
|
|
|
|
{
|
|
|
|
w = pic->GetWidth();
|
|
|
|
x -= pic->LeftOffset;
|
|
|
|
y -= pic->TopOffset;
|
|
|
|
|
|
|
|
if (drawBackground)
|
|
|
|
{
|
|
|
|
DrawPartialImage (&StatusBarTex, x, w);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2006-04-18 06:07:09 +00:00
|
|
|
DrawImage (pic, x, y);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawAmmoStats ()
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
static const ENamedName ammoTypes[4] =
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
NAME_Clip,
|
|
|
|
NAME_Shell,
|
|
|
|
NAME_RocketAmmo,
|
|
|
|
NAME_Cell
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
int ammo[4], maxammo[4];
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// Catalog the player's ammo
|
|
|
|
for (i = 0; i < 4; i++)
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *type = PClass::FindClass (ammoTypes[i]);
|
2006-02-24 04:48:15 +00:00
|
|
|
AInventory *item = CPlayer->mo->FindInventory (type);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
ammo[i] = item->Amount;
|
|
|
|
maxammo[i] = item->MaxAmount;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ammo[i] = 0;
|
|
|
|
maxammo[i] = ((AInventory *)GetDefaultByType (type))->MaxAmount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw ammo amounts that have changed since last time
|
|
|
|
for (i = 0; i < 4; i++)
|
|
|
|
{
|
|
|
|
if (ammo[i] != OldAmmo[i])
|
|
|
|
{
|
|
|
|
AmmoRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
if (maxammo[i] != OldMaxAmmo[i])
|
|
|
|
{
|
|
|
|
MaxAmmoRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Remember ammo counts for next time
|
|
|
|
memcpy (OldAmmo, ammo, sizeof(ammo));
|
|
|
|
memcpy (OldMaxAmmo, maxammo, sizeof(ammo));
|
|
|
|
|
|
|
|
if (AmmoRefresh)
|
|
|
|
{
|
|
|
|
AmmoRefresh--;
|
|
|
|
DrawPartialImage (&StatusBarTex, 276, 4*3);
|
|
|
|
for (i = 0; i < 4; i++)
|
|
|
|
{
|
|
|
|
DrSmallNumber (ammo[i], 276, 5 + 6*i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (MaxAmmoRefresh)
|
|
|
|
{
|
|
|
|
MaxAmmoRefresh--;
|
|
|
|
DrawPartialImage (&StatusBarTex, 302, 4*3);
|
|
|
|
for (i = 0; i < 4; i++)
|
|
|
|
{
|
|
|
|
DrSmallNumber (maxammo[i], 302, 5 + 6*i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawFace ()
|
|
|
|
{
|
|
|
|
// If a player has an inventory item selected, it takes the place of the
|
|
|
|
// face, for lack of a better place to put it.
|
|
|
|
if (OldFaceIndex != FaceIndex)
|
|
|
|
{
|
|
|
|
FaceRefresh = screen->GetPageCount ();
|
|
|
|
OldFaceIndex = FaceIndex;
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (FaceRefresh || (CPlayer->mo->InvSel != NULL && !(level.flags & LEVEL_NOINVENTORYBAR)))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (FaceRefresh)
|
|
|
|
{
|
|
|
|
FaceRefresh--;
|
|
|
|
}
|
|
|
|
DrawPartialImage (&StatusBarTex, 142, 37);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DrawImage (Faces[FaceIndex], 143, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
DrawDimImage (TexMan(CPlayer->mo->InvSel->Icon), 144, 0, CPlayer->mo->InvSel->Amount <= 0);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->InvSel->Amount != 1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
DrSmallNumber (CPlayer->mo->InvSel->Amount, 165, 24);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
OldFaceIndex = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawKeys ()
|
|
|
|
{
|
|
|
|
AInventory *item;
|
|
|
|
int keys;
|
|
|
|
|
|
|
|
// Catalog the player's current keys
|
|
|
|
keys = 0;
|
|
|
|
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
|
|
|
|
{
|
|
|
|
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
|
|
|
|
{
|
|
|
|
int keynum = static_cast<AKey*>(item)->KeyNumber;
|
|
|
|
if (keynum >= 1 && keynum <= 6)
|
|
|
|
{
|
|
|
|
keys |= 1 << (keynum-1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Remember keys for next time
|
|
|
|
if (OldKeys != keys)
|
|
|
|
{
|
|
|
|
OldKeys = keys;
|
|
|
|
KeysRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw keys that have changed since last time
|
|
|
|
if (KeysRefresh)
|
|
|
|
{
|
|
|
|
KeysRefresh--;
|
|
|
|
DrawPartialImage (&StatusBarTex, 239, 8);
|
|
|
|
|
|
|
|
// Blue Keys
|
|
|
|
switch (keys & (2|16))
|
|
|
|
{
|
|
|
|
case 2: DrawImage (Images[imgKEYS0], 239, 3); break;
|
|
|
|
case 16: DrawImage (Images[imgKEYS3], 239, 3); break;
|
|
|
|
case 18: DrawImage (Images[imgKEYS6], 239, 3); break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Yellow Keys
|
|
|
|
switch (keys & (4|32))
|
|
|
|
{
|
|
|
|
case 4: DrawImage (Images[imgKEYS1], 239, 13); break;
|
|
|
|
case 32: DrawImage (Images[imgKEYS4], 239, 13); break;
|
|
|
|
case 36: DrawImage (Images[imgKEYS7], 239, 13); break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Red Keys
|
|
|
|
switch (keys & (1|8))
|
|
|
|
{
|
|
|
|
case 1: DrawImage (Images[imgKEYS2], 239, 23); break;
|
|
|
|
case 8: DrawImage (Images[imgKEYS5], 239, 23); break;
|
|
|
|
case 9: DrawImage (Images[imgKEYS8], 239, 23); break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrawInventoryBar
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void DrawInventoryBar ()
|
|
|
|
{
|
|
|
|
const AInventory *item;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// If the player has no artifacts, don't draw the bar
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
CPlayer->mo->InvFirst = ValidateInvFirst (7);
|
|
|
|
if (CPlayer->mo->InvFirst != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DrawImage (Images[imgARTIBOX], 50+i*31, 2);
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
DrawDimImage (TexMan(item->Icon), 50+i*31, 2, item->Amount <= 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (item->Amount != 1)
|
|
|
|
{
|
|
|
|
DrSmallNumber (item->Amount, 66+i*31, 24);
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (item == CPlayer->mo->InvSel)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DrawImage (Images[imgSELECTBOX], 50+i*31, 2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (; i < 7; ++i)
|
|
|
|
{
|
|
|
|
DrawImage (Images[imgARTIBOX], 50+i*31, 2);
|
|
|
|
}
|
|
|
|
// Is there something to the left?
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DrawImage (Images[!(gametic & 4) ?
|
|
|
|
imgINVLFGEM1 : imgINVLFGEM2], 38, 2);
|
|
|
|
}
|
|
|
|
// Is there something to the right?
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
DrawImage (Images[!(gametic & 4) ?
|
|
|
|
imgINVRTGEM1 : imgINVRTGEM2], 269, 2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawNumber (int val, int x, int y, int size=3)
|
|
|
|
{
|
2006-04-18 06:07:09 +00:00
|
|
|
DrawPartialImage (&StatusBarTex, x-BigWidth*size, size*BigWidth);
|
2006-02-24 04:48:15 +00:00
|
|
|
DrBNumber (val, x, y, size);
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawFullScreenStuff ()
|
|
|
|
{
|
|
|
|
const AInventory *item;
|
|
|
|
int i;
|
|
|
|
int ammotop;
|
|
|
|
|
|
|
|
// Draw health
|
|
|
|
screen->DrawTexture (Images[imgMEDI], 20, -2,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_CenterBottomOffset, true,
|
|
|
|
TAG_DONE);
|
|
|
|
DrBNumberOuter (CPlayer->health, 40, -BigHeight-4);
|
|
|
|
|
|
|
|
// Draw armor
|
|
|
|
ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
|
|
|
|
if (armor != NULL && armor->Amount != 0)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (TexMan(armor->Icon), 20, -24,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_CenterBottomOffset, true,
|
|
|
|
TAG_DONE);
|
|
|
|
DrBNumberOuter (armor->Amount, 40, -39);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw ammo
|
|
|
|
AAmmo *ammo1, *ammo2;
|
|
|
|
int ammocount1, ammocount2;
|
|
|
|
|
|
|
|
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
|
|
|
|
ammotop = -1;
|
|
|
|
if (ammo1 != NULL)
|
|
|
|
{
|
|
|
|
FTexture *ammoIcon = TexMan(ammo1->Icon);
|
|
|
|
// Draw primary ammo in the bottom-right corner
|
|
|
|
screen->DrawTexture (ammoIcon, -14, -4,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_CenterBottomOffset, true,
|
|
|
|
TAG_DONE);
|
|
|
|
DrBNumberOuter (ammo1->Amount, -67, -4 - BigHeight);
|
|
|
|
ammotop = -4 - BigHeight;
|
2006-04-30 21:49:18 +00:00
|
|
|
if (ammo2 != NULL && ammo2!=ammo1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
// Draw secondary ammo just above the primary ammo
|
|
|
|
int y = MIN (-6 - BigHeight, -6 - (ammoIcon != NULL ? ammoIcon->GetHeight() : 0));
|
|
|
|
screen->DrawTexture (TexMan(ammo2->Icon), -14, y,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_CenterBottomOffset, true,
|
|
|
|
TAG_DONE);
|
|
|
|
DrBNumberOuter (ammo2->Amount, -67, y - BigHeight);
|
|
|
|
ammotop = y - BigHeight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (deathmatch)
|
|
|
|
{ // Draw frags (in DM)
|
|
|
|
DrBNumberOuter (CPlayer->fragcount, -44, 1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Draw keys (not DM)
|
|
|
|
int maxw = 0;
|
|
|
|
int count = 0;
|
2006-10-04 07:45:44 +00:00
|
|
|
int x = -2;
|
|
|
|
int y = vid_fps? 12 : 2;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
|
|
|
|
{
|
|
|
|
if (item->Icon > 0 && item->IsKindOf (RUNTIME_CLASS(AKey)))
|
|
|
|
{
|
|
|
|
FTexture *keypic = TexMan(item->Icon);
|
|
|
|
if (keypic != NULL)
|
|
|
|
{
|
|
|
|
int w = keypic->GetWidth ();
|
|
|
|
int h = keypic->GetHeight ();
|
|
|
|
if (w > maxw)
|
|
|
|
{
|
|
|
|
maxw = w;
|
|
|
|
}
|
|
|
|
screen->DrawTexture (keypic, x, y,
|
|
|
|
DTA_LeftOffset, w,
|
|
|
|
DTA_TopOffset, 0,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
TAG_DONE);
|
|
|
|
if (++count == 3)
|
|
|
|
{
|
|
|
|
count = 0;
|
2006-10-04 07:45:44 +00:00
|
|
|
y = vid_fps? 12 : 2;
|
2006-02-24 04:48:15 +00:00
|
|
|
x -= maxw + 2;
|
|
|
|
maxw = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
y += h + 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw inventory
|
|
|
|
if (!(level.flags & LEVEL_NOINVENTORYBAR))
|
|
|
|
{
|
|
|
|
if (CPlayer->inventorytics == 0)
|
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->InvSel != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -14, ammotop - 1/*-24*/,
|
2006-02-24 04:48:15 +00:00
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_CenterBottomOffset, true,
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
DrBNumberOuter (CPlayer->mo->InvSel->Amount, -68, ammotop - 18/*-41*/);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
CPlayer->mo->InvFirst = ValidateInvFirst (7);
|
2006-02-24 04:48:15 +00:00
|
|
|
i = 0;
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->InvFirst != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
|
|
DTA_Alpha, HX_SHADOW,
|
|
|
|
TAG_DONE);
|
|
|
|
screen->DrawTexture (TexMan(item->Icon), -105+i*31, -32,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
DTA_ColorOverlay, item->Amount > 0 ? 0 : DIM_OVERLAY,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
|
|
|
if (item->Amount != 1)
|
|
|
|
{
|
|
|
|
DrSmallNumberOuter (item->Amount, -90+i*31, -10, true);
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (item == CPlayer->mo->InvSel)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2007-12-29 03:02:25 +00:00
|
|
|
screen->DrawTexture (Images[imgSELECTBOX], -91+i*31, -2,
|
2006-02-24 04:48:15 +00:00
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
|
|
DTA_CenterBottomOffset, true,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (; i < 7; i++)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
|
|
DTA_Alpha, HX_SHADOW,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
// Is there something to the left?
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[!(gametic & 4) ?
|
|
|
|
imgINVLFGEM1 : imgINVLFGEM2], -118, -33,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
// Is there something to the right?
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[!(gametic & 4) ?
|
|
|
|
imgINVRTGEM1 : imgINVRTGEM2], 113, -33,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int CalcPainOffset ()
|
|
|
|
{
|
|
|
|
int health;
|
|
|
|
static int lastcalc;
|
|
|
|
static int oldhealth = -1;
|
|
|
|
|
|
|
|
health = CPlayer->health > 100 ? 100 : CPlayer->health;
|
|
|
|
|
|
|
|
if (health != oldhealth)
|
|
|
|
{
|
|
|
|
lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
|
|
|
|
oldhealth = health;
|
|
|
|
}
|
|
|
|
return lastcalc;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ReceivedWeapon (AWeapon *weapon)
|
|
|
|
{
|
|
|
|
bEvilGrin = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// This is a not-very-pretty routine which handles the face states
|
|
|
|
// and their timing. The precedence of expressions is:
|
|
|
|
// dead > evil grin > turned head > straight ahead
|
|
|
|
//
|
|
|
|
void UpdateFace ()
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
angle_t badguyangle;
|
|
|
|
angle_t diffang;
|
2006-04-16 13:29:50 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (FacePriority < 10)
|
|
|
|
{
|
|
|
|
// dead
|
|
|
|
if (CPlayer->health <= 0)
|
|
|
|
{
|
|
|
|
FacePriority = 9;
|
|
|
|
FaceIndex = ST_DEADFACE;
|
|
|
|
FaceCount = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FacePriority < 9)
|
|
|
|
{
|
|
|
|
if (CPlayer->bonuscount)
|
|
|
|
{
|
|
|
|
// picking up bonus
|
|
|
|
if (bEvilGrin)
|
|
|
|
{
|
|
|
|
// evil grin if just picked up weapon
|
|
|
|
bEvilGrin = false;
|
|
|
|
FacePriority = 8;
|
|
|
|
FaceCount = ST_EVILGRINCOUNT;
|
|
|
|
FaceIndex = CalcPainOffset() + ST_EVILGRINOFFSET;
|
|
|
|
}
|
|
|
|
}
|
2006-04-16 13:29:50 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
// This happens when a weapon is added to the inventory
|
|
|
|
// by other means than being picked up.
|
|
|
|
bEvilGrin = false;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (FacePriority < 8)
|
|
|
|
{
|
|
|
|
if (CPlayer->damagecount
|
|
|
|
&& CPlayer->attacker
|
|
|
|
&& CPlayer->attacker != CPlayer->mo)
|
|
|
|
{
|
|
|
|
// being attacked
|
|
|
|
FacePriority = 7;
|
|
|
|
|
|
|
|
if (FaceHealth != -9999 && FaceHealth - CPlayer->health > ST_MUCHPAIN)
|
|
|
|
{
|
|
|
|
FaceCount = ST_TURNCOUNT;
|
|
|
|
FaceIndex = CalcPainOffset() + ST_OUCHOFFSET;
|
|
|
|
FacePriority = 8;
|
|
|
|
}
|
2006-12-19 16:08:48 +00:00
|
|
|
else if (CPlayer->mo != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
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?
|
|
|
|
|
|
|
|
|
|
|
|
FaceCount = ST_TURNCOUNT;
|
|
|
|
FaceIndex = CalcPainOffset();
|
|
|
|
|
|
|
|
if (diffang < ANG45)
|
|
|
|
{
|
|
|
|
// head-on
|
|
|
|
FaceIndex += ST_RAMPAGEOFFSET;
|
|
|
|
}
|
|
|
|
else if (i)
|
|
|
|
{
|
|
|
|
// turn face right
|
|
|
|
FaceIndex += ST_TURNOFFSET;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// turn face left
|
|
|
|
FaceIndex += ST_TURNOFFSET+1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FacePriority < 7)
|
|
|
|
{
|
|
|
|
// getting hurt because of your own damn stupidity
|
|
|
|
if (CPlayer->damagecount)
|
|
|
|
{
|
|
|
|
if (OldHealth != -1 && CPlayer->health - OldHealth > ST_MUCHPAIN)
|
|
|
|
{
|
|
|
|
FacePriority = 7;
|
|
|
|
FaceCount = ST_TURNCOUNT;
|
|
|
|
FaceIndex = CalcPainOffset() + ST_OUCHOFFSET;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FacePriority = 6;
|
|
|
|
FaceCount = ST_TURNCOUNT;
|
|
|
|
FaceIndex = CalcPainOffset() + ST_RAMPAGEOFFSET;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FacePriority < 6)
|
|
|
|
{
|
|
|
|
// rapid firing
|
2007-12-06 08:55:17 +00:00
|
|
|
if ((CPlayer->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(CPlayer->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2007-02-28 16:49:19 +00:00
|
|
|
if (FaceLastAttackDown == -1)
|
2006-02-24 04:48:15 +00:00
|
|
|
FaceLastAttackDown = ST_RAMPAGEDELAY;
|
|
|
|
else if (!--FaceLastAttackDown)
|
|
|
|
{
|
|
|
|
FacePriority = 5;
|
|
|
|
FaceIndex = CalcPainOffset() + ST_RAMPAGEOFFSET;
|
|
|
|
FaceCount = 1;
|
|
|
|
FaceLastAttackDown = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FaceLastAttackDown = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FacePriority < 5)
|
|
|
|
{
|
|
|
|
// invulnerability
|
|
|
|
if ((CPlayer->cheats & CF_GODMODE)
|
|
|
|
|| (CPlayer->mo != NULL && CPlayer->mo->flags2 & MF2_INVULNERABLE))
|
|
|
|
{
|
|
|
|
FacePriority = 4;
|
|
|
|
FaceIndex = ST_GODFACE;
|
|
|
|
FaceCount = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// look left or look right if the facecount has timed out
|
|
|
|
if (!FaceCount)
|
|
|
|
{
|
|
|
|
FaceIndex = CalcPainOffset() + (RandomNumber % 3);
|
|
|
|
FaceCount = ST_STRAIGHTFACECOUNT;
|
|
|
|
FacePriority = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
FaceCount--;
|
|
|
|
FaceHealth = CPlayer->health;
|
|
|
|
}
|
|
|
|
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
imgKEYS0,
|
|
|
|
imgKEYS1,
|
|
|
|
imgKEYS2,
|
|
|
|
imgKEYS3,
|
|
|
|
imgKEYS4,
|
|
|
|
imgKEYS5,
|
|
|
|
imgKEYS6,
|
|
|
|
imgKEYS7,
|
|
|
|
imgKEYS8,
|
|
|
|
imgGNUM2,
|
|
|
|
imgGNUM3,
|
|
|
|
imgGNUM4,
|
|
|
|
imgGNUM5,
|
|
|
|
imgGNUM6,
|
|
|
|
imgGNUM7,
|
|
|
|
imgMEDI,
|
|
|
|
imgARTIBOX,
|
|
|
|
imgSELECTBOX,
|
|
|
|
imgINVLFGEM1,
|
|
|
|
imgINVLFGEM2,
|
|
|
|
imgINVRTGEM1,
|
|
|
|
imgINVRTGEM2,
|
|
|
|
|
|
|
|
NUM_DOOMSB_IMAGES
|
|
|
|
};
|
|
|
|
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
ST_NUMPAINFACES = 5,
|
|
|
|
ST_NUMSTRAIGHTFACES = 3,
|
|
|
|
ST_NUMTURNFACES = 2,
|
|
|
|
ST_NUMSPECIALFACES = 3,
|
|
|
|
ST_NUMEXTRAFACES = 2,
|
|
|
|
ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
|
|
|
|
ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
|
|
|
|
|
|
|
|
ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
|
|
|
|
ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
|
|
|
|
ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
|
|
|
|
ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
|
|
|
|
ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
|
|
|
|
ST_DEADFACE = ST_GODFACE + 1
|
|
|
|
};
|
|
|
|
|
|
|
|
FImageCollection Images;
|
|
|
|
FImageCollection Faces;
|
|
|
|
|
|
|
|
int BigWidth;
|
|
|
|
int BigHeight;
|
|
|
|
|
|
|
|
int FaceIndex;
|
|
|
|
int FaceCount;
|
|
|
|
int RandomNumber;
|
|
|
|
int OldFaceIndex;
|
2006-09-14 00:02:31 +00:00
|
|
|
BYTE OldArms[6];
|
2006-02-24 04:48:15 +00:00
|
|
|
int OldKeys;
|
|
|
|
int OldAmmo[4];
|
|
|
|
int OldMaxAmmo[4];
|
|
|
|
int OldHealth;
|
|
|
|
int OldArmor;
|
|
|
|
int OldActiveAmmo;
|
|
|
|
int OldFrags;
|
|
|
|
int FaceHealth;
|
|
|
|
int FaceLastAttackDown;
|
|
|
|
int FacePriority;
|
|
|
|
|
|
|
|
char HealthRefresh;
|
|
|
|
char ArmorRefresh;
|
|
|
|
char ActiveAmmoRefresh;
|
|
|
|
char FragsRefresh;
|
|
|
|
char ArmsRefresh[3];
|
|
|
|
char AmmoRefresh;
|
|
|
|
char MaxAmmoRefresh;
|
|
|
|
char FaceRefresh;
|
|
|
|
char KeysRefresh;
|
|
|
|
|
|
|
|
bool bEvilGrin;
|
|
|
|
};
|
|
|
|
|
|
|
|
FDoomStatusBar::FDoomStatusBarTexture::FDoomStatusBarTexture ()
|
|
|
|
{
|
2006-04-21 21:42:12 +00:00
|
|
|
BaseTexture = TexMan[TexMan.AddPatch("STBAR")];
|
|
|
|
if (BaseTexture==NULL)
|
|
|
|
{
|
|
|
|
I_Error("Fatal error: STBAR not found");
|
|
|
|
}
|
|
|
|
UseType = FTexture::TEX_MiscPatch;
|
|
|
|
Name[0]=0; // doesn't need a name
|
|
|
|
|
|
|
|
// now copy all the properties from the base texture
|
2007-04-29 12:07:27 +00:00
|
|
|
CopySize(BaseTexture);
|
2006-04-21 21:42:12 +00:00
|
|
|
Pixels = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
const BYTE *FDoomStatusBar::FDoomStatusBarTexture::GetColumn (unsigned int column, const Span **spans_out)
|
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{
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if (Pixels == NULL)
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{
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MakeTexture ();
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}
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BaseTexture->GetColumn(column, spans_out);
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return Pixels + column*Height;
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}
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const BYTE *FDoomStatusBar::FDoomStatusBarTexture::GetPixels ()
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{
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if (Pixels == NULL)
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{
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MakeTexture ();
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}
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return Pixels;
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}
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void FDoomStatusBar::FDoomStatusBarTexture::Unload ()
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{
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if (Pixels != NULL)
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{
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delete[] Pixels;
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Pixels = NULL;
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}
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}
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FDoomStatusBar::FDoomStatusBarTexture::~FDoomStatusBarTexture ()
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{
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Unload ();
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}
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void FDoomStatusBar::FDoomStatusBarTexture::MakeTexture ()
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{
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Pixels = new BYTE[Width*Height];
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const BYTE *pix = BaseTexture->GetPixels();
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memcpy(Pixels, pix, Width*Height);
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2006-02-24 04:48:15 +00:00
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}
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- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
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void FDoomStatusBar::FDoomStatusBarTexture::DrawToBar (const char *name, int x, int y, const BYTE *colormap_in)
|
2006-02-24 04:48:15 +00:00
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{
|
2006-04-18 06:07:09 +00:00
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FTexture *pic;
|
2006-02-24 04:48:15 +00:00
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BYTE colormap[256];
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if (Pixels == NULL)
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{
|
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|
MakeTexture ();
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}
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if (colormap_in != NULL)
|
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{
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for (int i = 0; i < 256; ++i)
|
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{
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colormap[i] = colormap_in[i] == 255 ? Near255 : colormap_in[i];
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}
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}
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|
else
|
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{
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for (int i = 0; i < 255; ++i)
|
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|
{
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colormap[i] = i;
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}
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colormap[255] = Near255;
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|
}
|
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|
|
2006-04-18 06:07:09 +00:00
|
|
|
pic = TexMan[name];
|
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|
|
if (pic != NULL)
|
|
|
|
{
|
|
|
|
x -= pic->LeftOffset;
|
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|
|
pic->CopyToBlock (Pixels, Width, Height, x, y, colormap);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
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|
|
|
FBaseStatusBar *CreateDoomStatusBar ()
|
|
|
|
{
|
|
|
|
return new FDoomStatusBar;
|
|
|
|
}
|