gzdoom/src/g_doom/doom_sbar.cpp

1138 lines
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#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 "r_translate.h"
#define ST_EVILGRINCOUNT (2*TICRATE)
#define ST_STRAIGHTFACECOUNT (TICRATE/2)
#define ST_TURNCOUNT (1*TICRATE)
#define ST_OUCHCOUNT (1*TICRATE)
#define ST_RAMPAGEDELAY (2*TICRATE)
#define ST_MUCHPAIN 20
EXTERN_CVAR (Bool, vid_fps)
class FDoomStatusBar : public FBaseStatusBar
{
public:
FDoomStatusBar () : FBaseStatusBar (32)
{
static const char *sharedLumpNames[] =
{
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, "STTMINUS", "STTNUM0", "STTNUM1",
"STTNUM2", "STTNUM3", "STTNUM4", "STTNUM5", "STTNUM6",
"STTNUM7", "STTNUM8", "STTNUM9", "STYSNUM0", "STYSNUM1",
"STYSNUM2", "STYSNUM3", "STYSNUM4", "STYSNUM5", "STYSNUM6",
"STYSNUM7", "STYSNUM8", "STYSNUM9"
};
FTexture *tex;
FBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES);
tex = FBaseStatusBar::Images[imgBNumbers];
BigWidth = tex->GetWidth();
BigHeight = tex->GetHeight();
DoCommonInit ();
bEvilGrin = false;
}
~FDoomStatusBar ()
{
}
void NewGame ()
{
Images.Uninit ();
DoCommonInit ();
if (CPlayer != NULL)
{
AttachToPlayer (CPlayer);
}
}
void SetFace (void *skn)
{
const char *nameptrs[ST_NUMFACES];
char names[ST_NUMFACES][9];
char prefix[4];
int i, j;
int namespc;
int facenum;
FPlayerSkin *skin = (FPlayerSkin *)skn;
for (i = 0; i < ST_NUMFACES; i++)
{
nameptrs[i] = names[i];
}
if (skin->face[0] != 0)
{
prefix[0] = skin->face[0];
prefix[1] = skin->face[1];
prefix[2] = skin->face[2];
prefix[3] = 0;
namespc = skin->namespc;
}
else
{
prefix[0] = 'S';
prefix[1] = 'T';
prefix[2] = 'F';
prefix[3] = 0;
namespc = ns_global;
}
facenum = 0;
for (i = 0; i < ST_NUMPAINFACES; i++)
{
for (j = 0; j < ST_NUMSTRAIGHTFACES; j++)
{
sprintf (names[facenum++], "%sST%d%d", prefix, i, j);
}
sprintf (names[facenum++], "%sTR%d0", prefix, i); // turn right
sprintf (names[facenum++], "%sTL%d0", prefix, i); // turn left
sprintf (names[facenum++], "%sOUCH%d", prefix, i); // ouch!
sprintf (names[facenum++], "%sEVL%d", prefix, i); // evil grin ;)
sprintf (names[facenum++], "%sKILL%d", prefix, i); // pissed off
}
sprintf (names[facenum++], "%sGOD0", prefix);
sprintf (names[facenum++], "%sDEAD0", prefix);
Faces.Uninit ();
Faces.Init (nameptrs, ST_NUMFACES, namespc);
FaceIndex = 0;
FaceCount = 0;
OldFaceIndex = -1;
}
void MultiplayerChanged ()
{
FBaseStatusBar::MultiplayerChanged ();
if (multiplayer)
{
// draw face background
StatusBarTex.DrawToBar ("STFBANY", 143, 1,
- 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
translationtables[TRANSLATION_Players][int(CPlayer - players)]->Remap);
}
}
void AttachToPlayer (player_t *player)
{
player_t *oldplayer = CPlayer;
FBaseStatusBar::AttachToPlayer (player);
if (oldplayer != CPlayer)
{
SetFace (&skins[CPlayer->userinfo.skin]);
}
if (multiplayer)
{
// draw face background
StatusBarTex.DrawToBar ("STFBANY", 143, 1,
- 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
translationtables[TRANSLATION_Players][int(CPlayer - players)]->Remap);
}
bEvilGrin = false;
}
void Tick ()
{
FBaseStatusBar::Tick ();
RandomNumber = M_Random ();
UpdateFace ();
}
void Draw (EHudState state)
{
FBaseStatusBar::Draw (state);
if (state == HUD_Fullscreen)
{
SB_state = screen->GetPageCount ();
DrawFullScreenStuff ();
}
else if (state == HUD_StatusBar)
{
if (SB_state != 0)
{
SB_state--;
DrawImage (&StatusBarTex, 0, 0);
memset (OldArms, 255, sizeof(OldArms));
OldKeys = -1;
memset (OldAmmo, 255, sizeof(OldAmmo));
memset (OldMaxAmmo, 255, sizeof(OldMaxAmmo));
OldFaceIndex = -1;
OldHealth = -1;
OldArmor = -1;
OldActiveAmmo = -1;
OldFrags = -9999;
FaceHealth = -9999;
}
DrawMainBar ();
if (CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR))
{
DrawInventoryBar ();
SB_state = screen->GetPageCount ();
}
}
}
private:
struct FDoomStatusBarTexture : public FTexture
{
public:
FDoomStatusBarTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
~FDoomStatusBarTexture ();
- 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
void DrawToBar (const char *name, int x, int y, const BYTE *colormap_in = NULL);
protected:
void MakeTexture ();
FTexture * BaseTexture;
BYTE *Pixels;
}
StatusBarTex;
void DoCommonInit ()
{
static const char *doomLumpNames[] =
{
"STKEYS0", "STKEYS1", "STKEYS2", "STKEYS3", "STKEYS4",
"STKEYS5", "STKEYS6", "STKEYS7", "STKEYS8",
"STGNUM2", "STGNUM3", "STGNUM4", "STGNUM5", "STGNUM6",
"STGNUM7", "MEDIA0", "ARTIBOX", "SELECTBO", "INVGEML1",
"INVGEML2", "INVGEMR1", "INVGEMR2",
};
Images.Init (doomLumpNames, NUM_DOOMSB_IMAGES);
// In case somebody wants to use the Heretic status bar graphics...
{
FTexture *artibox = Images[imgARTIBOX];
FTexture *selectbox = Images[imgSELECTBOX];
if (artibox != NULL && selectbox != NULL)
{
selectbox->LeftOffset = artibox->LeftOffset;
selectbox->TopOffset = artibox->TopOffset;
}
}
StatusBarTex.Unload ();
if (!deathmatch)
{
StatusBarTex.DrawToBar ("STARMS", 104, 0);
}
StatusBarTex.DrawToBar ("STTPRCNT", 90, 3); // Health %
StatusBarTex.DrawToBar ("STTPRCNT", 221, 3); // Armor %
SB_state = screen->GetPageCount ();
FaceLastAttackDown = -1;
FacePriority = 0;
}
void DrawMainBar ()
{
int amount;
DrawAmmoStats ();
DrawFace ();
DrawKeys ();
if (!deathmatch)
{
DrawArms ();
}
else
{
if (OldFrags != CPlayer->fragcount)
{
OldFrags = CPlayer->fragcount;
FragsRefresh = screen->GetPageCount ();
}
if (FragsRefresh)
{
FragsRefresh--;
DrawNumber (OldFrags, 138/*110*/, 3, 2);
}
}
if (CPlayer->health != OldHealth)
{
OldHealth = CPlayer->health;
HealthRefresh = screen->GetPageCount ();
}
if (HealthRefresh)
{
HealthRefresh--;
DrawNumber (OldHealth, 90/*48*/, 3);
}
AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
int armorpoints = armor != NULL ? armor->Amount : 0;
if (armorpoints != OldArmor)
{
OldArmor = armorpoints;
ArmorRefresh = screen->GetPageCount ();
}
if (ArmorRefresh)
{
ArmorRefresh--;
DrawNumber (OldArmor, 221/*179*/, 3);
}
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)
{
DrawNumber (OldActiveAmmo, 44/*2*/, 3);
}
else
{
DrawPartialImage (&StatusBarTex, 2, BigWidth*3);
}
}
}
void DrawArms ()
{
BYTE arms[6];
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++)
{
const PClass *weap = LocalWeapons.Slots[i+2].GetWeapon (j);
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;
DrawArm (arms[i], i, x, 4, true);
DrawArm (arms[i+3], i+3, x, 14, false);
}
}
}
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);
}
DrawImage (pic, x, y);
}
}
void DrawAmmoStats ()
{
static const ENamedName ammoTypes[4] =
{
NAME_Clip,
NAME_Shell,
NAME_RocketAmmo,
NAME_Cell
};
int ammo[4], maxammo[4];
int i;
// Catalog the player's ammo
for (i = 0; i < 4; i++)
{
const PClass *type = PClass::FindClass (ammoTypes[i]);
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;
}
if (FaceRefresh || (CPlayer->mo->InvSel != NULL && !(level.flags & LEVEL_NOINVENTORYBAR)))
{
if (FaceRefresh)
{
FaceRefresh--;
}
DrawPartialImage (&StatusBarTex, 142, 37);
if (CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
{
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);
if (CPlayer->mo->InvSel->Amount != 1)
{
DrSmallNumber (CPlayer->mo->InvSel->Amount, 165, 24);
}
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
CPlayer->mo->InvFirst = ValidateInvFirst (7);
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
{
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);
if (item->Amount != 1)
{
DrSmallNumber (item->Amount, 66+i*31, 24);
}
if (item == CPlayer->mo->InvSel)
{
DrawImage (Images[imgSELECTBOX], 50+i*31, 2);
}
}
for (; i < 7; ++i)
{
DrawImage (Images[imgARTIBOX], 50+i*31, 2);
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
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)
{
DrawPartialImage (&StatusBarTex, x-BigWidth*size, size*BigWidth);
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)
{
// 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;
int x = -2;
int y = vid_fps? 12 : 2;
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;
y = vid_fps? 12 : 2;
x -= maxw + 2;
maxw = 0;
}
else
{
y += h + 2;
}
}
}
}
}
// Draw inventory
if (!(level.flags & LEVEL_NOINVENTORYBAR))
{
if (CPlayer->inventorytics == 0)
{
if (CPlayer->mo->InvSel != NULL)
{
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -14, ammotop - 1/*-24*/,
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,
TAG_DONE);
DrBNumberOuter (CPlayer->mo->InvSel->Amount, -68, ammotop - 18/*-41*/);
}
}
else
{
CPlayer->mo->InvFirst = ValidateInvFirst (7);
i = 0;
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
{
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,
TAG_DONE);
if (item->Amount != 1)
{
DrSmallNumberOuter (item->Amount, -90+i*31, -10, true);
}
if (item == CPlayer->mo->InvSel)
{
screen->DrawTexture (Images[imgSELECTBOX], -91+i*31, -2,
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?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
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
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;
}
}
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;
}
else if (CPlayer->mo != NULL)
{
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
if ((CPlayer->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(CPlayer->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
{
if (FaceLastAttackDown == -1)
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;
BYTE OldArms[6];
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 ()
{
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
CopySize(BaseTexture);
Pixels = NULL;
}
const BYTE *FDoomStatusBar::FDoomStatusBarTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
BaseTexture->GetColumn(column, spans_out);
return Pixels + column*Height;
}
const BYTE *FDoomStatusBar::FDoomStatusBarTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FDoomStatusBar::FDoomStatusBarTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
FDoomStatusBar::FDoomStatusBarTexture::~FDoomStatusBarTexture ()
{
Unload ();
}
void FDoomStatusBar::FDoomStatusBarTexture::MakeTexture ()
{
Pixels = new BYTE[Width*Height];
const BYTE *pix = BaseTexture->GetPixels();
memcpy(Pixels, pix, Width*Height);
}
- 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
void FDoomStatusBar::FDoomStatusBarTexture::DrawToBar (const char *name, int x, int y, const BYTE *colormap_in)
{
FTexture *pic;
BYTE colormap[256];
if (Pixels == NULL)
{
MakeTexture ();
}
if (colormap_in != NULL)
{
for (int i = 0; i < 256; ++i)
{
colormap[i] = colormap_in[i] == 255 ? Near255 : colormap_in[i];
}
}
else
{
for (int i = 0; i < 255; ++i)
{
colormap[i] = i;
}
colormap[255] = Near255;
}
pic = TexMan[name];
if (pic != NULL)
{
x -= pic->LeftOffset;
pic->CopyToBlock (Pixels, Width, Height, x, y, colormap);
}
}
FBaseStatusBar *CreateDoomStatusBar ()
{
return new FDoomStatusBar;
}