gzdoom/src/g_shared/shared_sbar.cpp

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/*
** shared_sbar.cpp
** Base status bar implementation
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
#include "templates.h"
#include "sbar.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "c_console.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "v_text.h"
#include "s_sound.h"
#include "gi.h"
#include "doomstat.h"
#include "g_level.h"
#include "d_net.h"
#include "colormatcher.h"
#include "v_palette.h"
#include "d_player.h"
#include "serializer.h"
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#include "gstrings.h"
#include "r_utility.h"
#include "cmdlib.h"
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#include "../version.h"
#define XHAIRSHRINKSIZE (1./18)
#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
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#define POWERUPICONSIZE 32
IMPLEMENT_CLASS(DBaseStatusBar, false, true)
IMPLEMENT_POINTERS_START(DBaseStatusBar)
IMPLEMENT_POINTER(Messages[0])
IMPLEMENT_POINTER(Messages[1])
IMPLEMENT_POINTER(Messages[2])
IMPLEMENT_POINTERS_END
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EXTERN_CVAR (Bool, am_showmonsters)
EXTERN_CVAR (Bool, am_showsecrets)
EXTERN_CVAR (Bool, am_showitems)
EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
EXTERN_CVAR (Bool, noisedebug)
EXTERN_CVAR (Int, con_scaletext)
int active_con_scaletext();
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DBaseStatusBar *StatusBar;
extern int setblocks;
int ST_X, ST_Y;
int SB_state = 3;
FTexture *CrosshairImage;
static int CrosshairNum;
// [RH] Base blending values (for e.g. underwater)
int BaseBlendR, BaseBlendG, BaseBlendB;
float BaseBlendA;
CVAR (Int, paletteflash, 0, CVAR_ARCHIVE)
CVAR (Flag, pf_hexenweaps, paletteflash, PF_HEXENWEAPONS)
CVAR (Flag, pf_poison, paletteflash, PF_POISON)
CVAR (Flag, pf_ice, paletteflash, PF_ICE)
CVAR (Flag, pf_hazard, paletteflash, PF_HAZARD)
// Stretch status bar to full screen width?
CUSTOM_CVAR (Bool, st_scale, true, CVAR_ARCHIVE)
{
if (StatusBar)
{
StatusBar->SetScaled (self);
setsizeneeded = true;
}
}
CVAR (Int, crosshair, 0, CVAR_ARCHIVE)
CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
CVAR (Bool, crosshairhealth, true, CVAR_ARCHIVE);
CVAR (Float, crosshairscale, 1.0, CVAR_ARCHIVE);
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CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE);
CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
{
if (self < 0 || self > 2) self = 2;
}
CVAR (Bool, idmypos, false, 0);
CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity
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//---------------------------------------------------------------------------
//
// Format the map name, include the map label if wanted
//
//---------------------------------------------------------------------------
void ST_FormatMapName(FString &mapname, const char *mapnamecolor)
{
cluster_info_t *cluster = FindClusterInfo (level.cluster);
bool ishub = (cluster != NULL && (cluster->flags & CLUSTER_HUB));
if (am_showmaplabel == 1 || (am_showmaplabel == 2 && !ishub))
{
mapname << level.MapName << ": ";
}
mapname << mapnamecolor << level.LevelName;
}
//---------------------------------------------------------------------------
//
// Load crosshair definitions
//
//---------------------------------------------------------------------------
void ST_LoadCrosshair(bool alwaysload)
{
int num = 0;
char name[16], size;
if (!crosshairforce &&
players[consoleplayer].camera != NULL &&
players[consoleplayer].camera->player != NULL &&
players[consoleplayer].camera->player->ReadyWeapon != NULL)
{
num = players[consoleplayer].camera->player->ReadyWeapon->Crosshair;
}
if (num == 0)
{
num = crosshair;
}
if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL)
{ // No change.
return;
}
if (CrosshairImage != NULL)
{
CrosshairImage->Unload ();
}
if (num == 0)
{
CrosshairNum = 0;
CrosshairImage = NULL;
return;
}
if (num < 0)
{
num = -num;
}
size = (SCREENWIDTH < 640) ? 'S' : 'B';
mysnprintf (name, countof(name), "XHAIR%c%d", size, num);
FTextureID texid = TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
if (!texid.isValid())
{
mysnprintf (name, countof(name), "XHAIR%c1", size);
texid = TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
if (!texid.isValid())
{
texid = TexMan.CheckForTexture("XHAIRS1", FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
}
}
CrosshairNum = num;
CrosshairImage = TexMan[texid];
}
//---------------------------------------------------------------------------
//
// ST_Clear
//
//---------------------------------------------------------------------------
void ST_Clear()
{
if (StatusBar != NULL)
{
StatusBar->Destroy();
StatusBar = NULL;
}
CrosshairImage = NULL;
CrosshairNum = 0;
}
//---------------------------------------------------------------------------
//
// ST_SetNeedRefresh
//
//---------------------------------------------------------------------------
void ST_SetNeedRefresh()
{
SB_state = (StatusBar == NULL || screen == NULL) ? 0 : screen->GetPageCount();
}
//---------------------------------------------------------------------------
//
// Constructor
//
//---------------------------------------------------------------------------
DBaseStatusBar::DBaseStatusBar (int reltop, int hres, int vres)
{
CompleteBorder = false;
Centering = false;
FixedOrigin = false;
CrosshairSize = 1.;
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RelTop = reltop;
memset(Messages, 0, sizeof(Messages));
Displacement = 0;
CPlayer = NULL;
ShowLog = false;
HorizontalResolution = hres;
VirticalResolution = vres;
SetScaled (st_scale);
}
//---------------------------------------------------------------------------
//
// PROP Destroy
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Destroy ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *msg = Messages[i];
while (msg)
{
DHUDMessage *next = msg->Next;
msg->Destroy();
msg = next;
}
Messages[i] = NULL;
}
Super::Destroy();
}
//---------------------------------------------------------------------------
//
// PROC SetScaled
//
//---------------------------------------------------------------------------
//[BL] Added force argument to have forcescaled mean forcescaled.
// - Also, if the VirticalResolution is something other than the default (200)
// We should always obey the value of scale.
void DBaseStatusBar::SetScaled (bool scale, bool force)
{
Scaled = (RelTop != 0 || force) && ((SCREENWIDTH != 320 || HorizontalResolution != 320) && scale);
if (!Scaled)
{
ST_X = (SCREENWIDTH - HorizontalResolution) / 2;
ST_Y = SCREENHEIGHT - RelTop;
::ST_Y = ST_Y;
if (RelTop > 0)
{
Displacement = double((ST_Y * VirticalResolution / SCREENHEIGHT) - (VirticalResolution - RelTop))/RelTop;
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}
else
{
Displacement = 0;
}
}
else
{
ST_X = 0;
ST_Y = VirticalResolution - RelTop;
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float aspect = ActiveRatio(SCREENWIDTH, SCREENHEIGHT);
if (!AspectTallerThanWide(aspect))
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{ // Normal resolution
::ST_Y = Scale (ST_Y, SCREENHEIGHT, VirticalResolution);
}
else
{ // 5:4 resolution
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::ST_Y = Scale(ST_Y - VirticalResolution/2, SCREENHEIGHT*3, Scale(VirticalResolution, AspectBaseHeight(aspect), 200)) + SCREENHEIGHT/2
+ (SCREENHEIGHT - SCREENHEIGHT * AspectMultiplier(aspect) / 48) / 2;
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}
Displacement = 0;
}
::ST_X = ST_X;
ST_SetNeedRefresh();
}
//---------------------------------------------------------------------------
//
// PROC AttachToPlayer
//
//---------------------------------------------------------------------------
void DBaseStatusBar::AttachToPlayer (player_t *player)
{
CPlayer = player;
ST_SetNeedRefresh();
}
//---------------------------------------------------------------------------
//
// PROC GetPlayer
//
//---------------------------------------------------------------------------
int DBaseStatusBar::GetPlayer ()
{
return int(CPlayer - players);
}
//---------------------------------------------------------------------------
//
// PROC MultiplayerChanged
//
//---------------------------------------------------------------------------
void DBaseStatusBar::MultiplayerChanged ()
{
ST_SetNeedRefresh();
}
//---------------------------------------------------------------------------
//
// PROC Tick
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Tick ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *msg = Messages[i];
DHUDMessage **prev = &Messages[i];
while (msg)
{
DHUDMessage *next = msg->Next;
if (msg->Tick ())
{
*prev = next;
msg->Destroy();
}
else
{
prev = &msg->Next;
}
msg = next;
}
// If the crosshair has been enlarged, shrink it.
if (CrosshairSize > 1.)
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{
CrosshairSize -= XHAIRSHRINKSIZE;
if (CrosshairSize < 1.)
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{
CrosshairSize = 1.;
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}
}
}
}
//---------------------------------------------------------------------------
//
// PROC AttachMessage
//
//---------------------------------------------------------------------------
void DBaseStatusBar::AttachMessage (DHUDMessage *msg, DWORD id, int layer)
{
DHUDMessage *old = NULL;
DHUDMessage **prev;
DObject *container = this;
old = (id == 0 || id == 0xFFFFFFFF) ? NULL : DetachMessage (id);
if (old != NULL)
{
old->Destroy();
}
// Merge unknown layers into the default layer.
if ((size_t)layer >= countof(Messages))
{
layer = HUDMSGLayer_Default;
}
prev = &Messages[layer];
// The ID serves as a priority, where lower numbers appear in front of
// higher numbers. (i.e. The list is sorted in descending order, since
// it gets drawn back to front.)
while (*prev != NULL && (*prev)->SBarID > id)
{
container = *prev;
prev = &(*prev)->Next;
}
msg->Next = *prev;
msg->SBarID = id;
*prev = msg;
GC::WriteBarrier(container, msg);
}
//---------------------------------------------------------------------------
//
// PROC DetachMessage
//
//---------------------------------------------------------------------------
DHUDMessage *DBaseStatusBar::DetachMessage (DHUDMessage *msg)
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *probe = Messages[i];
DHUDMessage **prev = &Messages[i];
while (probe && probe != msg)
{
prev = &probe->Next;
probe = probe->Next;
}
if (probe != NULL)
{
*prev = probe->Next;
probe->Next = NULL;
// Redraw the status bar in case it was covered
if (screen != NULL)
{
ST_SetNeedRefresh();
}
return probe;
}
}
return NULL;
}
DHUDMessage *DBaseStatusBar::DetachMessage (DWORD id)
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *probe = Messages[i];
DHUDMessage **prev = &Messages[i];
while (probe && probe->SBarID != id)
{
prev = &probe->Next;
probe = probe->Next;
}
if (probe != NULL)
{
*prev = probe->Next;
probe->Next = NULL;
// Redraw the status bar in case it was covered
if (screen != NULL)
{
ST_SetNeedRefresh();
}
return probe;
}
}
return NULL;
}
//---------------------------------------------------------------------------
//
// PROC DetachAllMessages
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DetachAllMessages ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *probe = Messages[i];
Messages[i] = NULL;
while (probe != NULL)
{
DHUDMessage *next = probe->Next;
probe->Destroy();
probe = next;
}
}
}
//---------------------------------------------------------------------------
//
// PROC ShowPlayerName
//
//---------------------------------------------------------------------------
void DBaseStatusBar::ShowPlayerName ()
{
EColorRange color;
color = (CPlayer == &players[consoleplayer]) ? CR_GOLD : CR_GREEN;
AttachMessage (new DHUDMessageFadeOut (SmallFont, CPlayer->userinfo.GetName(),
1.5f, 0.92f, 0, 0, color, 2.f, 0.35f), MAKE_ID('P','N','A','M'));
}
//---------------------------------------------------------------------------
//
// PROC DrawImage
//
// Draws an image with the status bar's upper-left corner as the origin.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawImage (FTexture *img,
int x, int y, FRemapTable *translation) const
{
if (img != NULL)
{
screen->DrawTexture (img, x + ST_X, y + ST_Y,
DTA_Translation, translation,
DTA_Bottom320x200, Scaled,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawImage
//
// Draws an optionally dimmed image with the status bar's upper-left corner
// as the origin.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawDimImage (FTexture *img,
int x, int y, bool dimmed) const
{
if (img != NULL)
{
screen->DrawTexture (img, x + ST_X, y + ST_Y,
DTA_ColorOverlay, dimmed ? DIM_OVERLAY : 0,
DTA_Bottom320x200, Scaled,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawPartialImage
//
// Draws a portion of an image with the status bar's upper-left corner as
// the origin. The image should be the same size as the status bar.
// Used for Doom's status bar.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawPartialImage (FTexture *img, int wx, int ww) const
{
if (img != NULL)
{
screen->DrawTexture (img, ST_X, ST_Y,
DTA_WindowLeft, wx,
DTA_WindowRight, wx + ww,
DTA_Bottom320x200, Scaled,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrINumber
//
// Draws a three digit number.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrINumber (signed int val, int x, int y, int imgBase) const
{
int oldval;
if (val > 999)
val = 999;
oldval = val;
if (val < 0)
{
if (val < -9)
{
DrawImage (Images[imgLAME], x+1, y+1);
return;
}
val = -val;
DrawImage (Images[imgBase+val], x+18, y);
DrawImage (Images[imgNEGATIVE], x+9, y);
return;
}
if (val > 99)
{
DrawImage (Images[imgBase+val/100], x, y);
}
val = val % 100;
if (val > 9 || oldval > 99)
{
DrawImage (Images[imgBase+val/10], x+9, y);
}
val = val % 10;
DrawImage (Images[imgBase+val], x+18, y);
}
//---------------------------------------------------------------------------
//
// PROC DrBNumber
//
// Draws an x digit number using the big font.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrBNumber (signed int val, int x, int y, int size) const
{
bool neg;
int i, w;
int power;
FTexture *pic;
pic = Images[imgBNumbers];
w = (pic != NULL) ? pic->GetWidth() : 0;
if (val == 0)
{
if (pic != NULL)
{
DrawImage (pic, x - w, y);
}
return;
}
if ( (neg = val < 0) )
{
val = -val;
size--;
}
for (i = size-1, power = 10; i > 0; i--)
{
power *= 10;
}
if (val >= power)
{
val = power - 1;
}
while (val != 0 && size--)
{
x -= w;
pic = Images[imgBNumbers + val % 10];
val /= 10;
if (pic != NULL)
{
DrawImage (pic, x, y);
}
}
if (neg)
{
pic = Images[imgBNEGATIVE];
if (pic != NULL)
{
DrawImage (pic, x - w, y);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrSmallNumber
//
// Draws a small three digit number.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrSmallNumber (int val, int x, int y) const
{
int digit = 0;
if (val > 999)
{
val = 999;
}
if (val > 99)
{
digit = val / 100;
DrawImage (Images[imgSmNumbers + digit], x, y);
val -= digit * 100;
}
if (val > 9 || digit)
{
digit = val / 10;
DrawImage (Images[imgSmNumbers + digit], x+4, y);
val -= digit * 10;
}
DrawImage (Images[imgSmNumbers + val], x+8, y);
}
//---------------------------------------------------------------------------
//
// PROC DrINumberOuter
//
// Draws a number outside the status bar, possibly scaled.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrINumberOuter (signed int val, int x, int y, bool center, int w) const
{
bool negative = false;
x += w*2;
if (val < 0)
{
negative = true;
val = -val;
}
else if (val == 0)
{
screen->DrawTexture (Images[imgINumbers], x + 1, y + 1,
DTA_FillColor, 0, DTA_AlphaF, HR_SHADOW,
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DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
screen->DrawTexture (Images[imgINumbers], x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
return;
}
int oval = val;
int ox = x;
// First the shadow
while (val != 0)
{
screen->DrawTexture (Images[imgINumbers + val % 10], x + 1, y + 1,
DTA_FillColor, 0, DTA_AlphaF, HR_SHADOW,
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DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
x -= w;
val /= 10;
}
if (negative)
{
screen->DrawTexture (Images[imgNEGATIVE], x + 1, y + 1,
DTA_FillColor, 0, DTA_AlphaF, HR_SHADOW,
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DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
}
// Then the real deal
val = oval;
x = ox;
while (val != 0)
{
screen->DrawTexture (Images[imgINumbers + val % 10], x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
x -= w;
val /= 10;
}
if (negative)
{
screen->DrawTexture (Images[imgNEGATIVE], x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrBNumberOuter
//
// Draws a three digit number using the big font outside the status bar.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrBNumberOuter (signed int val, int x, int y, int size) const
{
int xpos;
int w;
bool negative = false;
FTexture *pic;
pic = Images[imgBNumbers+3];
if (pic != NULL)
{
w = pic->GetWidth();
}
else
{
w = 0;
}
xpos = x + w/2 + (size-1)*w;
if (val == 0)
{
pic = Images[imgBNumbers];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_AlphaF, HR_SHADOW,
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DTA_FillColor, 0,
TAG_DONE);
screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
return;
}
else if (val < 0)
{
negative = true;
val = -val;
}
int oval = val;
int oxpos = xpos;
// Draw shadow first
while (val != 0)
{
pic = Images[val % 10 + imgBNumbers];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_AlphaF, HR_SHADOW,
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DTA_FillColor, 0,
TAG_DONE);
}
val /= 10;
xpos -= w;
}
if (negative)
{
pic = Images[imgBNEGATIVE];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_AlphaF, HR_SHADOW,
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DTA_FillColor, 0,
TAG_DONE);
}
}
// Then draw the real thing
val = oval;
xpos = oxpos;
while (val != 0)
{
pic = Images[val % 10 + imgBNumbers];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
val /= 10;
xpos -= w;
}
if (negative)
{
pic = Images[imgBNEGATIVE];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrBNumberOuter
//
// Draws a three digit number using the real big font outside the status bar.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrBNumberOuterFont (signed int val, int x, int y, int size) const
{
int xpos;
int w, v;
bool negative = false;
FTexture *pic;
w = 0;
BigFont->GetChar ('0', &w);
if (w > 1)
{
w--;
}
xpos = x + w/2 + (size-1)*w;
if (val == 0)
{
pic = BigFont->GetChar ('0', &v);
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_AlphaF, HR_SHADOW,
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DTA_FillColor, 0,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
screen->DrawTexture (pic, xpos - v/2, y,
DTA_HUDRules, HUD_Normal,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
return;
}
else if (val < 0)
{
negative = true;
val = -val;
}
int oval = val;
int oxpos = xpos;
// First the shadow
while (val != 0)
{
pic = BigFont->GetChar ('0' + val % 10, &v);
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_AlphaF, HR_SHADOW,
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DTA_FillColor, 0,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
val /= 10;
xpos -= w;
}
if (negative)
{
pic = BigFont->GetChar ('-', &v);
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_AlphaF, HR_SHADOW,
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DTA_FillColor, 0,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
}
}
// Then the foreground number
val = oval;
xpos = oxpos;
while (val != 0)
{
pic = BigFont->GetChar ('0' + val % 10, &v);
screen->DrawTexture (pic, xpos - v/2, y,
DTA_HUDRules, HUD_Normal,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
val /= 10;
xpos -= w;
}
if (negative)
{
pic = BigFont->GetChar ('-', &v);
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - v/2, y,
DTA_HUDRules, HUD_Normal,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
TAG_DONE);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrSmallNumberOuter
//
// Draws a small three digit number outside the status bar.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrSmallNumberOuter (int val, int x, int y, bool center) const
{
int digit = 0;
if (val > 999)
{
val = 999;
}
if (val > 99)
{
digit = val / 100;
screen->DrawTexture (Images[imgSmNumbers + digit], x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
val -= digit * 100;
}
if (val > 9 || digit)
{
digit = val / 10;
screen->DrawTexture (Images[imgSmNumbers + digit], x+4, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
val -= digit * 10;
}
screen->DrawTexture (Images[imgSmNumbers + val], x+8, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
}
//---------------------------------------------------------------------------
//
// RefreshBackground
//
//---------------------------------------------------------------------------
void DBaseStatusBar::RefreshBackground () const
{
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int x, x2, y;
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float ratio = ActiveRatio (SCREENWIDTH, SCREENHEIGHT);
x = (ratio < 1.5f || !Scaled) ? ST_X : SCREENWIDTH*(48-AspectMultiplier(ratio))/(48*2);
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y = x == ST_X && x > 0 ? ST_Y : ::ST_Y;
if(!CompleteBorder)
{
if(y < SCREENHEIGHT)
{
V_DrawBorder (x+1, y, SCREENWIDTH, y+1);
V_DrawBorder (x+1, SCREENHEIGHT-1, SCREENWIDTH, SCREENHEIGHT);
}
}
else
{
x = SCREENWIDTH;
}
if (x > 0)
{
if(!CompleteBorder)
{
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x2 = ratio < 1.5f || !Scaled ? ST_X+HorizontalResolution :
SCREENWIDTH - (SCREENWIDTH*(48-AspectMultiplier(ratio))+48*2-1)/(48*2);
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}
else
{
x2 = SCREENWIDTH;
}
V_DrawBorder (0, y, x+1, SCREENHEIGHT);
V_DrawBorder (x2-1, y, SCREENWIDTH, SCREENHEIGHT);
if (setblocks >= 10)
{
FTexture *p = TexMan[gameinfo.Border.b];
if (p != NULL)
{
screen->FlatFill(0, y, x, y + p->GetHeight(), p, true);
screen->FlatFill(x2, y, SCREENWIDTH, y + p->GetHeight(), p, true);
}
}
}
}
//---------------------------------------------------------------------------
//
// DrawCrosshair
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawCrosshair ()
{
static DWORD prevcolor = 0xffffffff;
static int palettecolor = 0;
DWORD color;
double size;
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int w, h;
// Don't draw the crosshair in chasecam mode
if (players[consoleplayer].cheats & CF_CHASECAM)
return;
ST_LoadCrosshair();
// Don't draw the crosshair if there is none
if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL || camera->health <= 0)
{
return;
}
if (crosshairscale > 0.0f)
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{
size = SCREENHEIGHT * crosshairscale / 200.;
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}
else
{
size = 1.;
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}
if (crosshairgrow)
{
size *= CrosshairSize;
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}
w = int(CrosshairImage->GetWidth() * size);
h = int(CrosshairImage->GetHeight() * size);
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if (crosshairhealth)
{
int health = Scale(CPlayer->health, 100, CPlayer->mo->GetDefault()->health);
if (health >= 85)
{
color = 0x00ff00;
}
else
{
int red, green;
health -= 25;
if (health < 0)
{
health = 0;
}
if (health < 30)
{
red = 255;
green = health * 255 / 30;
}
else
{
red = (60 - health) * 255 / 30;
green = 255;
}
color = (red<<16) | (green<<8);
}
}
else
{
color = crosshaircolor;
}
if (color != prevcolor)
{
prevcolor = color;
palettecolor = ColorMatcher.Pick (RPART(color), GPART(color), BPART(color));
}
screen->DrawTexture (CrosshairImage,
viewwidth / 2 + viewwindowx,
viewheight / 2 + viewwindowy,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_AlphaChannel, true,
DTA_FillColor, (palettecolor << 24) | (color & 0xFFFFFF),
TAG_DONE);
}
//---------------------------------------------------------------------------
//
// FlashCrosshair
//
//---------------------------------------------------------------------------
void DBaseStatusBar::FlashCrosshair ()
{
CrosshairSize = XHAIRPICKUPSIZE;
}
//---------------------------------------------------------------------------
//
// DrawMessages
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawMessages (int layer, int bottom)
{
DHUDMessage *msg = Messages[layer];
int visibility = 0;
if (viewactive)
{
visibility |= HUDMSG_NotWith3DView;
}
if (automapactive)
{
visibility |= viewactive ? HUDMSG_NotWithOverlayMap : HUDMSG_NotWithFullMap;
}
while (msg)
{
DHUDMessage *next = msg->Next;
msg->Draw (bottom, visibility);
msg = next;
}
}
//---------------------------------------------------------------------------
//
// Draw
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Draw (EHudState state)
{
// HUD_AltHud state is for popups only
if (state == HUD_AltHud)
return;
char line[64+10];
if ((SB_state != 0 || BorderNeedRefresh) && state == HUD_StatusBar)
{
RefreshBackground ();
}
if (idmypos)
{ // Draw current coordinates
int height = SmallFont->GetHeight();
char labels[3] = { 'X', 'Y', 'Z' };
int i;
int vwidth;
int vheight;
int xpos;
int y;
if (active_con_scaletext() == 1)
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{
vwidth = SCREENWIDTH;
vheight = SCREENHEIGHT;
xpos = vwidth - 80;
y = ::ST_Y - height;
}
else if (active_con_scaletext() > 1)
{
vwidth = SCREENWIDTH / active_con_scaletext();
vheight = SCREENHEIGHT / active_con_scaletext();
xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
y = ::ST_Y/4 - height;
}
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else
{
vwidth = SCREENWIDTH/2;
vheight = SCREENHEIGHT/2;
xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
y = ::ST_Y/2 - height;
}
if (gameinfo.gametype == GAME_Strife)
{
if (active_con_scaletext() == 1)
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y -= height * 4;
else if (active_con_scaletext() > 3)
y -= height;
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else
y -= height * 2;
}
DVector3 pos = CPlayer->mo->Pos();
for (i = 2; i >= 0; y -= height, --i)
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{
mysnprintf (line, countof(line), "%c: %d", labels[i], int(pos[i]));
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screen->DrawText (SmallFont, CR_GREEN, xpos, y, line,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
TAG_DONE);
V_SetBorderNeedRefresh();
}
}
if (viewactive)
{
if (CPlayer && CPlayer->camera && CPlayer->camera->player)
{
DrawCrosshair ();
}
}
else if (automapactive)
{
int y, time = Tics2Seconds(level.time), height;
int totaltime = Tics2Seconds(level.totaltime);
EColorRange highlight = (gameinfo.gametype & GAME_DoomChex) ?
CR_UNTRANSLATED : CR_YELLOW;
height = SmallFont->GetHeight () * CleanYfac;
// Draw timer
y = 8;
if (am_showtime)
{
mysnprintf (line, countof(line), "%02d:%02d:%02d", time/3600, (time%3600)/60, time%60); // Time
screen->DrawText (SmallFont, CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
y+=8*CleanYfac;
}
if (am_showtotaltime)
{
mysnprintf (line, countof(line), "%02d:%02d:%02d", totaltime/3600, (totaltime%3600)/60, totaltime%60); // Total time
screen->DrawText (SmallFont, CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
}
// Draw map name
y = ::ST_Y - height;
if (gameinfo.gametype == GAME_Heretic && SCREENWIDTH > 320 && !Scaled)
{
y -= 8;
}
else if (gameinfo.gametype == GAME_Hexen)
{
if (Scaled)
{
y -= Scale (11, SCREENHEIGHT, 200);
}
else
{
if (SCREENWIDTH < 640)
{
y -= 12;
}
else
{ // Get past the tops of the gargoyles' wings
y -= 28;
}
}
}
else if (gameinfo.gametype == GAME_Strife)
{
if (Scaled)
{
y -= Scale (8, SCREENHEIGHT, 200);
}
else
{
y -= 8;
}
}
FString mapname;
ST_FormatMapName(mapname, TEXTCOLOR_GREY);
screen->DrawText (SmallFont, highlight,
(SCREENWIDTH - SmallFont->StringWidth (mapname)*CleanXfac)/2, y, mapname,
DTA_CleanNoMove, true, TAG_DONE);
if (!deathmatch)
{
int y = 8;
// Draw monster count
if (am_showmonsters)
{
mysnprintf (line, countof(line), "%s" TEXTCOLOR_GREY " %d/%d",
GStrings("AM_MONSTERS"), level.killed_monsters, level.total_monsters);
screen->DrawText (SmallFont, highlight, 8, y, line,
DTA_CleanNoMove, true, TAG_DONE);
y += height;
}
// Draw secret count
if (am_showsecrets)
{
mysnprintf (line, countof(line), "%s" TEXTCOLOR_GREY " %d/%d",
GStrings("AM_SECRETS"), level.found_secrets, level.total_secrets);
screen->DrawText (SmallFont, highlight, 8, y, line,
DTA_CleanNoMove, true, TAG_DONE);
y += height;
}
// Draw item count
if (am_showitems)
{
mysnprintf (line, countof(line), "%s" TEXTCOLOR_GREY " %d/%d",
GStrings("AM_ITEMS"), level.found_items, level.total_items);
screen->DrawText (SmallFont, highlight, 8, y, line,
DTA_CleanNoMove, true, TAG_DONE);
}
}
}
}
void DBaseStatusBar::DrawLog ()
{
int hudwidth, hudheight;
if (CPlayer->LogText.IsNotEmpty())
{
// This uses the same scaling as regular HUD messages
if (active_con_scaletext() == 0)
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{
hudwidth = SCREENWIDTH / CleanXfac;
hudheight = SCREENHEIGHT / CleanYfac;
}
else
{
hudwidth = SCREENWIDTH / active_con_scaletext();
hudheight = SCREENHEIGHT / active_con_scaletext();
2016-03-01 15:47:10 +00:00
}
int linelen = hudwidth<640? Scale(hudwidth,9,10)-40 : 560;
FBrokenLines *lines = V_BreakLines (SmallFont, linelen, CPlayer->LogText);
int height = 20;
for (int i = 0; lines[i].Width != -1; i++) height += SmallFont->GetHeight () + 1;
int x,y,w;
if (linelen<560)
{
x=hudwidth/20;
y=hudheight/8;
w=hudwidth-2*x;
}
else
{
x=(hudwidth>>1)-300;
y=hudheight*3/10-(height>>1);
if (y<0) y=0;
w=600;
}
screen->Dim(0, 0.5f, Scale(x, SCREENWIDTH, hudwidth), Scale(y, SCREENHEIGHT, hudheight),
Scale(w, SCREENWIDTH, hudwidth), Scale(height, SCREENHEIGHT, hudheight));
x+=20;
y+=10;
for (int i = 0; lines[i].Width != -1; i++)
{
screen->DrawText (SmallFont, CR_UNTRANSLATED, x, y, lines[i].Text,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
y += SmallFont->GetHeight ()+1;
}
V_FreeBrokenLines (lines);
}
}
bool DBaseStatusBar::MustDrawLog(EHudState)
{
return true;
}
void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, bool reset)
{
}
//---------------------------------------------------------------------------
//
// DrawBottomStuff
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawBottomStuff (EHudState state)
{
DrawMessages (HUDMSGLayer_UnderHUD, (state == HUD_StatusBar) ? ::ST_Y : SCREENHEIGHT);
}
//---------------------------------------------------------------------------
//
// DrawTopStuff
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawTopStuff (EHudState state)
{
if (demoplayback && demover != DEMOGAMEVERSION)
{
screen->DrawText (SmallFont, CR_TAN, 0, ST_Y - 40 * CleanYfac,
"Demo was recorded with a different version\n"
"of " GAMENAME ". Expect it to go out of sync.",
DTA_CleanNoMove, true, TAG_DONE);
}
DrawPowerups ();
if (automapactive && !viewactive)
{
DrawMessages (HUDMSGLayer_OverMap, (state == HUD_StatusBar) ? ::ST_Y : SCREENHEIGHT);
}
DrawMessages (HUDMSGLayer_OverHUD, (state == HUD_StatusBar) ? ::ST_Y : SCREENHEIGHT);
DrawConsistancy ();
DrawWaiting ();
if (ShowLog && MustDrawLog(state)) DrawLog ();
if (noisedebug)
{
S_NoiseDebug ();
}
}
//---------------------------------------------------------------------------
//
// DrawPowerups
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawPowerups ()
{
// Each icon gets a 32x32 block to draw itself in.
int x, y;
AInventory *item;
const int yshift = SmallFont->GetHeight();
x = -20;
y = 17
+ (ST_IsTimeVisible() ? yshift : 0)
+ (ST_IsLatencyVisible() ? yshift : 0);
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
if (item->DrawPowerup (x, y))
{
x -= POWERUPICONSIZE;
if (x < -POWERUPICONSIZE*5)
{
x = -20;
y += POWERUPICONSIZE*2;
}
}
}
}
//---------------------------------------------------------------------------
//
// BlendView
//
//---------------------------------------------------------------------------
void DBaseStatusBar::BlendView (float blend[4])
{
// [Nash] Allow user to set blend intensity
float cnt = (BaseBlendA * underwater_fade_scalar);
V_AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, cnt, blend);
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V_AddPlayerBlend(CPlayer, blend, 1.0f, 228);
if (screen->Accel2D || (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up))
{
player_t *player = (CPlayer->camera != NULL && CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
V_SetBlend ((int)(blend[0] * 255.0f), (int)(blend[1] * 255.0f),
(int)(blend[2] * 255.0f), (int)(blend[3] * 256.0f));
}
void DBaseStatusBar::DrawConsistancy () const
{
static bool firsttime = true;
int i;
char conbuff[64], *buff_p;
if (!netgame)
return;
buff_p = NULL;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].inconsistant)
{
if (buff_p == NULL)
{
strcpy (conbuff, "Out of sync with:");
buff_p = conbuff + 17;
}
*buff_p++ = ' ';
*buff_p++ = '1' + i;
*buff_p = 0;
}
}
if (buff_p != NULL)
{
if (firsttime)
{
firsttime = false;
if (debugfile)
{
fprintf (debugfile, "%s as of tic %d (%d)\n", conbuff,
players[1-consoleplayer].inconsistant,
players[1-consoleplayer].inconsistant/ticdup);
}
}
screen->DrawText (SmallFont, CR_GREEN,
(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
0, conbuff, DTA_CleanNoMove, true, TAG_DONE);
BorderTopRefresh = screen->GetPageCount ();
}
}
void DBaseStatusBar::DrawWaiting () const
{
int i;
char conbuff[64], *buff_p;
if (!netgame)
return;
buff_p = NULL;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].waiting)
{
if (buff_p == NULL)
{
strcpy (conbuff, "Waiting for:");
buff_p = conbuff + 12;
}
*buff_p++ = ' ';
*buff_p++ = '1' + i;
*buff_p = 0;
}
}
if (buff_p != NULL)
{
screen->DrawText (SmallFont, CR_ORANGE,
(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
SmallFont->GetHeight()*CleanYfac, conbuff, DTA_CleanNoMove, true, TAG_DONE);
BorderTopRefresh = screen->GetPageCount ();
}
}
void DBaseStatusBar::FlashItem (const PClass *itemtype)
{
}
void DBaseStatusBar::NewGame ()
{
}
void DBaseStatusBar::SetInteger (int pname, int param)
{
}
void DBaseStatusBar::ShowPop (int popnum)
{
ShowLog = (popnum == POP_Log && !ShowLog);
}
void DBaseStatusBar::ReceivedWeapon (AWeapon *weapon)
{
}
void DBaseStatusBar::SerializeMessages(FSerializer &arc)
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{
arc.Array("hudmessages", Messages, 3, true);
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}
void DBaseStatusBar::ScreenSizeChanged ()
{
st_scale.Callback ();
ST_SetNeedRefresh();
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *message = Messages[i];
while (message != NULL)
{
message->ScreenSizeChanged ();
message = message->Next;
}
}
}
//---------------------------------------------------------------------------
//
// ValidateInvFirst
//
// Returns an inventory item that, when drawn as the first item, is sure to
// include the selected item in the inventory bar.
//
//---------------------------------------------------------------------------
AInventory *DBaseStatusBar::ValidateInvFirst (int numVisible) const
{
AInventory *item;
int i;
if (CPlayer->mo->InvFirst == NULL)
{
CPlayer->mo->InvFirst = CPlayer->mo->FirstInv();
if (CPlayer->mo->InvFirst == NULL)
{ // Nothing to show
return NULL;
}
}
assert (CPlayer->mo->InvFirst->Owner == CPlayer->mo);
// If there are fewer than numVisible items shown, see if we can shift the
// view left to show more.
for (i = 0, item = CPlayer->mo->InvFirst; item != NULL && i < numVisible; ++i, item = item->NextInv())
{ }
while (i < numVisible)
{
item = CPlayer->mo->InvFirst->PrevInv ();
if (item == NULL)
{
break;
}
else
{
CPlayer->mo->InvFirst = item;
++i;
}
}
if (CPlayer->mo->InvSel == NULL)
{
// Nothing selected, so don't move the view.
return CPlayer->mo->InvFirst == NULL ? CPlayer->mo->Inventory : CPlayer->mo->InvFirst;
}
else
{
// Check if InvSel is already visible
for (item = CPlayer->mo->InvFirst, i = numVisible;
item != NULL && i != 0;
item = item->NextInv(), --i)
{
if (item == CPlayer->mo->InvSel)
{
return CPlayer->mo->InvFirst;
}
}
// Check if InvSel is to the right of the visible range
for (i = 1; item != NULL; item = item->NextInv(), ++i)
{
if (item == CPlayer->mo->InvSel)
{
// Found it. Now advance InvFirst
for (item = CPlayer->mo->InvFirst; i != 0; --i)
{
item = item->NextInv();
}
return item;
}
}
// Check if InvSel is to the left of the visible range
for (item = CPlayer->mo->Inventory;
item != CPlayer->mo->InvSel;
item = item->NextInv())
{ }
if (item != NULL)
{
// Found it, so let it become the first item shown
return item;
}
// Didn't find the selected item, so don't move the view.
// This should never happen, so let debug builds assert.
assert (item != NULL);
return CPlayer->mo->InvFirst;
}
}
//============================================================================
//
// DBaseStatusBar :: GetCurrentAmmo
//
// Returns the types and amounts of ammo used by the current weapon. If the
// weapon only uses one type of ammo, it is always returned as ammo1.
//
//============================================================================
void DBaseStatusBar::GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&ammo2, int &ammocount1, int &ammocount2) const
{
if (CPlayer->ReadyWeapon != NULL)
{
ammo1 = CPlayer->ReadyWeapon->Ammo1;
ammo2 = CPlayer->ReadyWeapon->Ammo2;
if (ammo1 == NULL)
{
ammo1 = ammo2;
ammo2 = NULL;
}
}
else
{
ammo1 = ammo2 = NULL;
}
ammocount1 = ammo1 != NULL ? ammo1->Amount : 0;
ammocount2 = ammo2 != NULL ? ammo2->Amount : 0;
}
//============================================================================
//
// CCMD showpop
//
// Asks the status bar to show a pop screen.
//
//============================================================================
CCMD (showpop)
{
if (argv.argc() != 2)
{
Printf ("Usage: showpop <popnumber>\n");
}
else if (StatusBar != NULL)
{
int popnum = atoi (argv[1]);
if (popnum < 0)
{
popnum = 0;
}
StatusBar->ShowPop (popnum);
}
}