/* ** sbarinfo_display.cpp ** ** Contains all functions required for the display of custom statusbars. ** **--------------------------------------------------------------------------- ** Copyright 2008 Braden Obrzut ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "doomtype.h" #include "doomstat.h" #include "v_font.h" #include "v_video.h" #include "sbar.h" #include "r_defs.h" #include "w_wad.h" #include "m_random.h" #include "d_player.h" #include "st_stuff.h" #include "r_local.h" #include "m_swap.h" #include "a_keys.h" #include "templates.h" #include "i_system.h" #include "sbarinfo.h" #include "gi.h" #include "r_translate.h" #include "r_main.h" #include "a_weaponpiece.h" #include "a_strifeglobal.h" #include "g_level.h" #include "v_palette.h" #include "p_acs.h" #include "gstrings.h" #define ARTIFLASH_OFFSET (statusBar->invBarOffset+6) enum { imgARTIBOX, imgSELECTBOX, imgCURSOR, imgINVLFGEM1, imgINVLFGEM2, imgINVRTGEM1, imgINVRTGEM2, }; EXTERN_CVAR(Int, fraglimit) EXTERN_CVAR(Int, screenblocks) EXTERN_CVAR(Bool, vid_fps) EXTERN_CVAR(Bool, hud_scale) class DSBarInfo; //////////////////////////////////////////////////////////////////////////////// /** * This class is used to help prevent errors that may occur from adding or * subtracting from coordinates. * * In order to provide the maximum flexibility, coordinates are packed into * an int with one bit reserved for relCenter. */ class SBarInfoCoordinate { public: SBarInfoCoordinate &Add(int add) { value += add; return *this; } int Coordinate() const { return value; } bool RelCenter() const { return relCenter; } void Set(int coord, bool center) { value = coord; relCenter = center; } void SetCoord(int coord) { value = coord; } void SetRelCenter(bool center) { relCenter = center; } int operator* () const { return Coordinate(); } SBarInfoCoordinate operator+ (int add) const { return SBarInfoCoordinate(*this).Add(add); } SBarInfoCoordinate operator+ (const SBarInfoCoordinate &other) const { return SBarInfoCoordinate(*this).Add(other.Coordinate()); } SBarInfoCoordinate operator- (int sub) const { return SBarInfoCoordinate(*this).Add(-sub); } SBarInfoCoordinate operator- (const SBarInfoCoordinate &other) const { return SBarInfoCoordinate(*this).Add(-other.Coordinate()); } void operator+= (int add) { Add(add); } void operator-= (int sub) { Add(-sub); } protected: unsigned relCenter:1; int value:31; }; class SBarInfoMainBlock; //////////////////////////////////////////////////////////////////////////////// /* There are three major classes here. The SBarInfoCommand is our root class. * SBarInfoCommandFlowControl would be the base class for command which * implements a sub-block. And SBarInfoMainBlock which is the root for a * single hud (so all commands are held inside a MainBlock at some point). * * A MainBlock can be passed NULL for the first argument of the Draw function. */ class SBarInfoCommand { public: enum Offset { TOP = 0x1, VMIDDLE = 0x2, BOTTOM = 0x4, LEFT = 0x10, RIGHT = 0x20, HMIDDLE = 0x40, CENTER = VMIDDLE|HMIDDLE, CENTER_BOTTOM = BOTTOM|HMIDDLE }; SBarInfoCommand(SBarInfo *script) : script(script) {} virtual ~SBarInfoCommand() {} virtual void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)=0; virtual void Parse(FScanner &sc, bool fullScreenOffsets)=0; virtual void Reset() {} virtual void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged) {} protected: void GetCoordinates(FScanner &sc, bool fullScreenOffsets, SBarInfoCoordinate &x, SBarInfoCoordinate &y) { bool negative = false; bool relCenter = false; SBarInfoCoordinate *coords[2] = {&x, &y}; for(int i = 0;i < 2;i++) { negative = false; relCenter = false; if(i > 0) sc.MustGetToken(','); // [-]INT center negative = sc.CheckToken('-'); sc.MustGetToken(TK_IntConst); coords[i]->Set(negative ? -sc.Number : sc.Number, false); if(sc.CheckToken('+')) { sc.MustGetToken(TK_Identifier); if(!sc.Compare("center")) sc.ScriptError("Expected 'center' but got '%s' instead.", sc.String); relCenter = true; } if(fullScreenOffsets) { coords[i]->SetRelCenter(relCenter); } } //if(!fullScreenOffsets) // y.SetCoord((negative ? -sc.Number : sc.Number) - (200 - script->height)); } EColorRange GetTranslation(FScanner &sc) { sc.MustGetToken(TK_Identifier); EColorRange returnVal = CR_UNTRANSLATED; FString namedTranslation; //we must send in "[translation]" const BYTE *trans_ptr; namedTranslation.Format("[%s]", sc.String); trans_ptr = (const BYTE *)(&namedTranslation[0]); if((returnVal = V_ParseFontColor(trans_ptr, CR_UNTRANSLATED, CR_UNTRANSLATED)) == CR_UNDEFINED) { sc.ScriptError("Missing definition for color %s.", sc.String); } return returnVal; } SBarInfo *script; }; class SBarInfoCommandFlowControl : public SBarInfoCommand { public: SBarInfoCommandFlowControl(SBarInfo *script) : SBarInfoCommand(script), truth(false) {} ~SBarInfoCommandFlowControl() { for(unsigned int i = 0;i < 2;i++) { for(unsigned int j = 0;j < commands[i].Size();j++) delete commands[i][j]; } } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { for(unsigned int i = 0;i < commands[truth].Size();i++) commands[truth][i]->Draw(block, statusBar); } int NumCommands() const { return commands[truth].Size(); } void Parse(FScanner &sc, bool fullScreenOffsets) { bool elseBlock = false; SBarInfoCommand *cmd = NULL; // Should loop no more than twice. while(true) { if(sc.CheckToken('{')) { while((cmd = NextCommand(sc)) != NULL) { cmd->Parse(sc, fullScreenOffsets); commands[!elseBlock].Push(cmd); } } else { if((cmd = NextCommand(sc)) != NULL) { cmd->Parse(sc, fullScreenOffsets); commands[!elseBlock].Push(cmd); } else sc.ScriptError("Missing command for flow control statement."); } if(!elseBlock && sc.CheckToken(TK_Else)) { elseBlock = true; continue; } break; } } void Reset() { for(unsigned int i = 0;i < 2;i++) { for(unsigned int j = 0;j < commands[i].Size();j++) commands[i][j]->Reset(); } } void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged) { for(unsigned int i = 0;i < commands[truth].Size();i++) commands[truth][i]->Tick(block, statusBar, hudChanged); } protected: void SetTruth(bool truth, const SBarInfoMainBlock *block, const DSBarInfo *statusBar) { // If there is no change we don't need to do anything. Do note // that this should not change more than once per tick. If it does // there may be cosmetic problems. if(this->truth == truth) return; this->truth = truth; if(block != NULL) Tick(block, statusBar, true); } private: SBarInfoCommand *NextCommand(FScanner &sc); bool truth; TArray commands[2]; }; class SBarInfoMainBlock : public SBarInfoCommandFlowControl { public: SBarInfoMainBlock(SBarInfo *script) : SBarInfoCommandFlowControl(script), alpha(FRACUNIT), forceScaled(false), fullScreenOffsets(false) { SetTruth(true, NULL, NULL); } int Alpha() const { return alpha; } void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, int xOffset, int yOffset, int alpha) { this->xOffset = xOffset; this->yOffset = yOffset; this->alpha = alpha; SBarInfoCommandFlowControl::Draw(this, statusBar); } bool ForceScaled() const { return forceScaled; } bool FullScreenOffsets() const { return fullScreenOffsets; } void Parse(FScanner &sc, bool fullScreenOffsets) { this->fullScreenOffsets = fullScreenOffsets; if(sc.CheckToken(',')) { while(sc.CheckToken(TK_Identifier)) { if(sc.Compare("forcescaled")) forceScaled = true; else if(sc.Compare("fullscreenoffsets")) this->fullScreenOffsets = true; else sc.ScriptError("Unkown flag '%s'.", sc.String); if(!sc.CheckToken('|') && !sc.CheckToken(',')) { SBarInfoCommandFlowControl::Parse(sc, this->fullScreenOffsets); return; } } sc.MustGetToken(TK_FloatConst); alpha = fixed_t(FRACUNIT * sc.Float); } SBarInfoCommandFlowControl::Parse(sc, this->fullScreenOffsets); } void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged) { SBarInfoCommandFlowControl::Tick(this, statusBar, hudChanged); } int XOffset() const { return xOffset; } int YOffset() const { return yOffset; } private: int alpha; bool forceScaled; bool fullScreenOffsets; int xOffset; int yOffset; }; //////////////////////////////////////////////////////////////////////////////// SBarInfo *SBarInfoScript[2] = {NULL,NULL}; enum //Key words { SBARINFO_BASE, SBARINFO_HEIGHT, SBARINFO_INTERPOLATEHEALTH, SBARINFO_INTERPOLATEARMOR, SBARINFO_COMPLETEBORDER, SBARINFO_MONOSPACEFONTS, SBARINFO_LOWERHEALTHCAP, SBARINFO_RESOLUTION, SBARINFO_STATUSBAR, SBARINFO_MUGSHOT, SBARINFO_CREATEPOPUP, }; enum //Bar types { STBAR_NONE, STBAR_FULLSCREEN, STBAR_NORMAL, STBAR_AUTOMAP, STBAR_INVENTORY, STBAR_INVENTORYFULLSCREEN, STBAR_POPUPLOG, STBAR_POPUPKEYS, STBAR_POPUPSTATUS, }; static const char *SBarInfoTopLevel[] = { "base", "height", "interpolatehealth", "interpolatearmor", "completeborder", "monospacefonts", "lowerhealthcap", "resolution", "statusbar", "mugshot", "createpopup", NULL }; static const char *StatusBars[] = { "none", "fullscreen", "normal", "automap", "inventory", "inventoryfullscreen", "popuplog", "popupkeys", "popupstatus", NULL }; static void FreeSBarInfoScript() { for(int i = 0;i < 2;i++) { if (SBarInfoScript[i] != NULL) { delete SBarInfoScript[i]; SBarInfoScript[i] = NULL; } } } void SBarInfo::Load() { if(gameinfo.statusbar.IsNotEmpty()) { int lump = Wads.CheckNumForFullName(gameinfo.statusbar, true); if(lump != -1) { Printf ("ParseSBarInfo: Loading default status bar definition.\n"); if(SBarInfoScript[SCRIPT_DEFAULT] == NULL) SBarInfoScript[SCRIPT_DEFAULT] = new SBarInfo(lump); else SBarInfoScript[SCRIPT_DEFAULT]->ParseSBarInfo(lump); } } if(Wads.CheckNumForName("SBARINFO") != -1) { Printf ("ParseSBarInfo: Loading custom status bar definition.\n"); int lastlump, lump; lastlump = 0; while((lump = Wads.FindLump("SBARINFO", &lastlump)) != -1) { if(SBarInfoScript[SCRIPT_CUSTOM] == NULL) SBarInfoScript[SCRIPT_CUSTOM] = new SBarInfo(lump); else //We now have to load multiple SBarInfo Lumps so the 2nd time we need to use this method instead. SBarInfoScript[SCRIPT_CUSTOM]->ParseSBarInfo(lump); } } atterm(FreeSBarInfoScript); } //SBarInfo Script Reader void SBarInfo::ParseSBarInfo(int lump) { gameType = gameinfo.gametype; bool baseSet = false; FScanner sc(lump); sc.SetCMode(true); while(sc.CheckToken(TK_Identifier) || sc.CheckToken(TK_Include)) { if(sc.TokenType == TK_Include) { sc.MustGetToken(TK_StringConst); int lump = Wads.CheckNumForFullName(sc.String, true); if (lump == -1) sc.ScriptError("Lump '%s' not found", sc.String); ParseSBarInfo(lump); continue; } switch(sc.MustMatchString(SBarInfoTopLevel)) { case SBARINFO_BASE: baseSet = true; if(!sc.CheckToken(TK_None)) sc.MustGetToken(TK_Identifier); if(sc.Compare("Doom")) { int lump = Wads.CheckNumForFullName("sbarinfo/doom.txt", true); if(lump == -1) sc.ScriptError("Standard Doom Status Bar not found."); ParseSBarInfo(lump); } else if(sc.Compare("Heretic")) gameType = GAME_Heretic; else if(sc.Compare("Hexen")) gameType = GAME_Hexen; else if(sc.Compare("Strife")) gameType = GAME_Strife; else if(sc.Compare("None")) gameType = GAME_Any; else sc.ScriptError("Bad game name: %s", sc.String); sc.MustGetToken(';'); break; case SBARINFO_HEIGHT: sc.MustGetToken(TK_IntConst); this->height = sc.Number; sc.MustGetToken(';'); break; case SBARINFO_INTERPOLATEHEALTH: //mimics heretics interpolated health values. if(sc.CheckToken(TK_True)) { interpolateHealth = true; } else { sc.MustGetToken(TK_False); interpolateHealth = false; } if(sc.CheckToken(',')) //speed param { sc.MustGetToken(TK_IntConst); this->interpolationSpeed = sc.Number; } sc.MustGetToken(';'); break; case SBARINFO_INTERPOLATEARMOR: //Since interpolatehealth is such a popular command if(sc.CheckToken(TK_True)) { interpolateArmor = true; } else { sc.MustGetToken(TK_False); interpolateArmor = false; } if(sc.CheckToken(',')) //speed { sc.MustGetToken(TK_IntConst); this->armorInterpolationSpeed = sc.Number; } sc.MustGetToken(';'); break; case SBARINFO_COMPLETEBORDER: //draws the border instead of an HOM if(sc.CheckToken(TK_True)) { completeBorder = true; } else { sc.MustGetToken(TK_False); completeBorder = false; } sc.MustGetToken(';'); break; case SBARINFO_MONOSPACEFONTS: if(sc.CheckToken(TK_True)) { sc.MustGetToken(','); sc.MustGetToken(TK_StringConst); spacingCharacter = sc.String[0]; } else { sc.MustGetToken(TK_False); spacingCharacter = '\0'; sc.MustGetToken(','); sc.MustGetToken(TK_StringConst); //Don't tell anyone we're just ignoring this ;) } sc.MustGetToken(';'); break; case SBARINFO_LOWERHEALTHCAP: if(sc.CheckToken(TK_False)) { lowerHealthCap = false; } else { sc.MustGetToken(TK_True); lowerHealthCap = true; } sc.MustGetToken(';'); break; case SBARINFO_RESOLUTION: sc.MustGetToken(TK_IntConst); resW = sc.Number; sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); resH = sc.Number; sc.MustGetToken(';'); break; case SBARINFO_STATUSBAR: { if(!baseSet) //If the user didn't explicitly define a base, do so now. gameType = GAME_Any; int barNum = 0; if(!sc.CheckToken(TK_None)) { sc.MustGetToken(TK_Identifier); barNum = sc.MustMatchString(StatusBars); } if (this->huds[barNum] != NULL) { delete this->huds[barNum]; } this->huds[barNum] = new SBarInfoMainBlock(this); if(barNum == STBAR_AUTOMAP) { automapbar = true; } this->huds[barNum]->Parse(sc, false); break; } case SBARINFO_MUGSHOT: { sc.MustGetToken(TK_StringConst); FMugShotState state(sc.String); if(sc.CheckToken(',')) //first loop must be a comma { do { sc.MustGetToken(TK_Identifier); if(sc.Compare("health")) state.bUsesLevels = true; else if(sc.Compare("health2")) state.bUsesLevels = state.bHealth2 = true; else if(sc.Compare("healthspecial")) state.bUsesLevels = state.bHealthSpecial = true; else if(sc.Compare("directional")) state.bDirectional = true; else sc.ScriptError("Unknown MugShot state flag '%s'.", sc.String); } while(sc.CheckToken(',') || sc.CheckToken('|')); } ParseMugShotBlock(sc, state); int index; if((index = FindMugShotStateIndex(state.State)) != -1) //We already had this state, remove the old one. { MugShotStates.Delete(index); } MugShotStates.Push(state); break; } case SBARINFO_CREATEPOPUP: { int pop = 0; sc.MustGetToken(TK_Identifier); if(sc.Compare("log")) pop = 0; else if(sc.Compare("keys")) pop = 1; else if(sc.Compare("status")) pop = 2; else sc.ScriptError("Unkown popup: '%s'", sc.String); Popup &popup = popups[pop]; sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); popup.width = sc.Number; sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); popup.height = sc.Number; sc.MustGetToken(','); if(!sc.CheckToken(TK_None)) { sc.MustGetToken(TK_Identifier); if(sc.Compare("slideinbottom")) { popup.transition = Popup::TRANSITION_SLIDEINBOTTOM; sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); popup.speed = sc.Number; } else if(sc.Compare("pushup")) { popup.transition = Popup::TRANSITION_PUSHUP; sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); popup.speed = sc.Number; } else if(sc.Compare("fade")) { popup.transition = Popup::TRANSITION_FADE; sc.MustGetToken(','); sc.MustGetToken(TK_FloatConst); popup.speed = fixed_t(FRACUNIT * (1.0 / (35.0 * sc.Float))); sc.MustGetToken(','); sc.MustGetToken(TK_FloatConst); popup.speed2 = fixed_t(FRACUNIT * (1.0 / (35.0 * sc.Float))); } else sc.ScriptError("Unkown transition type: '%s'", sc.String); } popup.init(); sc.MustGetToken(';'); break; } } } } void SBarInfo::ParseMugShotBlock(FScanner &sc, FMugShotState &state) { sc.MustGetToken('{'); while(!sc.CheckToken('}')) { FMugShotFrame frame; bool multiframe = false; if(sc.CheckToken('{')) multiframe = true; do { sc.MustGetToken(TK_Identifier); if(strlen(sc.String) > 5) sc.ScriptError("MugShot frames cannot exceed 5 characters."); frame.Graphic.Push(sc.String); } while(multiframe && sc.CheckToken(',')); if(multiframe) sc.MustGetToken('}'); bool negative = sc.CheckToken('-'); sc.MustGetToken(TK_IntConst); frame.Delay = (negative ? -1 : 1)*sc.Number; sc.MustGetToken(';'); state.Frames.Push(frame); } } void SBarInfo::ResetHuds() { for(int i = 0;i < NUMHUDS;i++) huds[i]->Reset(); } int SBarInfo::newImage(const char *patchname) { if(patchname[0] == '\0' || stricmp(patchname, "nullimage") == 0) { return -1; } for(unsigned int i = 0;i < this->Images.Size();i++) //did we already load it? { if(stricmp(this->Images[i], patchname) == 0) { return i; } } return this->Images.Push(patchname); } SBarInfo::SBarInfo() //make results more predicable { Init(); } SBarInfo::SBarInfo(int lumpnum) { Init(); ParseSBarInfo(lumpnum); } void SBarInfo::Init() { automapbar = false; interpolateHealth = false; interpolateArmor = false; completeBorder = false; lowerHealthCap = true; interpolationSpeed = 8; armorInterpolationSpeed = 8; height = 0; spacingCharacter = '\0'; resW = 320; resH = 200; for(unsigned int i = 0;i < NUMHUDS;i++) huds[i] = new SBarInfoMainBlock(this); } SBarInfo::~SBarInfo() { for (size_t i = 0; i < NUMHUDS; ++i) { delete huds[i]; // huds[i].commands.Clear(); } } //Popup Popup::Popup() : transition(TRANSITION_NONE), opened(false), moving(false), height(320), width(200), speed(0), speed2(0), alpha(FRACUNIT), x(320), y(200), displacementX(0), displacementY(0) { } void Popup::init() { x = width; y = height; switch(transition) { case TRANSITION_SLIDEINBOTTOM: case TRANSITION_PUSHUP: x = 0; break; case TRANSITION_FADE: alpha = 0; x = 0; y = 0; break; default: break; } } void Popup::tick() { switch(transition) { case TRANSITION_SLIDEINBOTTOM: case TRANSITION_PUSHUP: if(moving) { int oldY = y; if(opened) y -= clamp(height + (y - height), 1, speed); else y += clamp(height - y, 1, speed); if(transition == TRANSITION_PUSHUP) displacementY += y - oldY; } if(y != 0 && y != height) moving = true; else moving = false; break; case TRANSITION_FADE: if(moving) { if(opened) alpha = clamp(alpha + speed, 0, FRACUNIT); else alpha = clamp(alpha - speed2, 0, FRACUNIT); } if(alpha == 0 || alpha == FRACUNIT) moving = false; else moving = true; break; default: if(opened) { y = 0; x = 0; } else { y = height; x = width; } moving = false; break; } } bool Popup::isDoneMoving() { return !moving; } int Popup::getXOffset() { return x; } int Popup::getYOffset() { return y; } int Popup::getAlpha(int maxAlpha) { double a = (double) alpha / (double) FRACUNIT; double b = (double) maxAlpha / (double) FRACUNIT; return fixed_t((a * b) * FRACUNIT); } int Popup::getXDisplacement() { return displacementX; } int Popup::getYDisplacement() { return displacementY; } void Popup::open() { opened = true; moving = true; } void Popup::close() { opened = false; moving = true; } //////////////////////////////////////////////////////////////////////////////// inline void adjustRelCenter(const SBarInfoCoordinate &x, const SBarInfoCoordinate &y, double &outX, double &outY, const double &xScale, const double &yScale) { if(x.RelCenter()) outX = *x + (SCREENWIDTH/(hud_scale ? xScale*2 : 2)); else outX = *x; if(y.RelCenter()) outY = *y + (SCREENHEIGHT/(hud_scale ? yScale*2 : 2)); else outY = *y; } class DSBarInfo : public DBaseStatusBar { DECLARE_CLASS(DSBarInfo, DBaseStatusBar) public: DSBarInfo (SBarInfo *script=NULL) : DBaseStatusBar(script->height, script->resW, script->resH), ammo1(NULL), ammo2(NULL), ammocount1(0), ammocount2(0), armor(NULL), pendingPopup(POP_None), currentPopup(POP_None), lastHud(-1), lastInventoryBar(NULL), lastPopup(NULL) { this->script = script; static const char *InventoryBarLumps[] = { "ARTIBOX", "SELECTBO", "INVCURS", "INVGEML1", "INVGEML2", "INVGEMR1", "INVGEMR2", "USEARTIA", "USEARTIB", "USEARTIC", "USEARTID", }; TArray patchnames; patchnames.Resize(script->Images.Size()+10); unsigned int i = 0; for(i = 0;i < script->Images.Size();i++) { patchnames[i] = script->Images[i]; } for(i = 0;i < 10;i++) { patchnames[i+script->Images.Size()] = InventoryBarLumps[i]; } invBarOffset = script->Images.Size(); Images.Init(&patchnames[0], patchnames.Size()); } ~DSBarInfo () { Images.Uninit(); } void Draw (EHudState state) { DBaseStatusBar::Draw(state); int hud = STBAR_NORMAL; if(state == HUD_StatusBar) { if(script->completeBorder) //Fill the statusbar with the border before we draw. { FTexture *b = TexMan[gameinfo.border->b]; R_DrawBorder(viewwindowx, viewwindowy + viewheight + b->GetHeight(), viewwindowx + viewwidth, SCREENHEIGHT); if(screenblocks == 10) screen->FlatFill(viewwindowx, viewwindowy + viewheight, viewwindowx + viewwidth, viewwindowy + viewheight + b->GetHeight(), b, true); } if(script->automapbar && automapactive) { hud = STBAR_AUTOMAP; } else { hud = STBAR_NORMAL; } } else if(state == HUD_Fullscreen) { hud = STBAR_FULLSCREEN; } else { hud = STBAR_NONE; } bool oldhud_scale = hud_scale; if(script->huds[hud]->ForceScaled()) //scale the statusbar { SetScaled(true, true); setsizeneeded = true; if(script->huds[hud]->FullScreenOffsets()) hud_scale = true; } //prepare ammo counts GetCurrentAmmo(ammo1, ammo2, ammocount1, ammocount2); armor = CPlayer->mo->FindInventory(); if(hud != lastHud) script->huds[hud]->Tick(NULL, this, true); if(currentPopup != POP_None && !script->huds[hud]->FullScreenOffsets()) script->huds[hud]->Draw(NULL, this, script->popups[currentPopup-1].getXDisplacement(), script->popups[currentPopup-1].getYDisplacement(), FRACUNIT); else script->huds[hud]->Draw(NULL, this, 0, 0, FRACUNIT); lastHud = hud; if(CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR) && (state == HUD_StatusBar || state == HUD_Fullscreen)) { SBarInfoMainBlock *inventoryBar = state == HUD_StatusBar ? script->huds[STBAR_INVENTORY] : script->huds[STBAR_INVENTORYFULLSCREEN]; if(inventoryBar != lastInventoryBar) inventoryBar->Tick(NULL, this, true); // No overlay? Lets cancel it. if(inventoryBar->NumCommands() == 0) CPlayer->inventorytics = 0; else inventoryBar->Draw(NULL, this, 0, 0, FRACUNIT); } if(currentPopup != POP_None) { int popbar = 0; if(currentPopup == POP_Log) popbar = STBAR_POPUPLOG; else if(currentPopup == POP_Keys) popbar = STBAR_POPUPKEYS; else if(currentPopup == POP_Status) popbar = STBAR_POPUPSTATUS; if(script->huds[popbar] != lastPopup) { lastPopup = script->huds[popbar]; lastPopup->Tick(NULL, this, true); } script->huds[popbar]->Draw(NULL, this, script->popups[currentPopup-1].getXOffset(), script->popups[currentPopup-1].getYOffset(), script->popups[currentPopup-1].getAlpha()); } else lastPopup = NULL; if(script->huds[hud]->ForceScaled() && script->huds[hud]->FullScreenOffsets()) hud_scale = oldhud_scale; } void NewGame () { if (CPlayer != NULL) { AttachToPlayer (CPlayer); // Reset the huds script->ResetHuds(); lastHud = -1; // Reset } } void SetMugShotState (const char *state_name, bool wait_till_done, bool reset) { script->MugShot.SetState(state_name, wait_till_done, reset); } void Tick () { DBaseStatusBar::Tick(); script->MugShot.Tick(CPlayer); if(currentPopup != POP_None) { script->popups[currentPopup-1].tick(); if(script->popups[currentPopup-1].opened == false && script->popups[currentPopup-1].isDoneMoving()) { currentPopup = pendingPopup; if(currentPopup != POP_None) script->popups[currentPopup-1].open(); } if (lastPopup != NULL) lastPopup->Tick(NULL, this, false); } if(lastHud != -1) script->huds[lastHud]->Tick(NULL, this, false); if(lastInventoryBar != NULL && CPlayer->inventorytics > 0) lastInventoryBar->Tick(NULL, this, false); } void ReceivedWeapon(AWeapon *weapon) { script->MugShot.Grin(); } // void DSBarInfo::FlashItem(const PClass *itemtype) - Is defined with CommandDrawSelectedInventory void FlashItem(const PClass *itemtype); void ShowPop(int popnum) { DBaseStatusBar::ShowPop(popnum); if(popnum != currentPopup) { pendingPopup = popnum; } else pendingPopup = POP_None; if(currentPopup != POP_None) script->popups[currentPopup-1].close(); else { currentPopup = pendingPopup; pendingPopup = POP_None; if(currentPopup != POP_None) script->popups[currentPopup-1].open(); } } //draws an image with the specified flags void DrawGraphic(FTexture* texture, SBarInfoCoordinate x, SBarInfoCoordinate y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, bool translate=false, bool dim=false, int offsetflags=0, bool alphaMap=false, int forceWidth=-1, int forceHeight=-1, fixed_t cx=0, fixed_t cy=0, fixed_t cr=0, fixed_t cb=0, bool clearDontDraw=false) const { if (texture == NULL) return; double dx = *x; double dy = *y; if((offsetflags & SBarInfoCommand::CENTER) == SBarInfoCommand::CENTER) { x -= (texture->GetScaledWidthDouble()/2.0)-texture->LeftOffset; y -= (texture->GetScaledHeightDouble()/2.0)-texture->TopOffset; } x += xOffset; y += yOffset; double w, h; if(!fullScreenOffsets) { double tmp = 0; dx += ST_X; dy += ST_Y - (Scaled ? script->resH : 200) + script->height; w = forceWidth < 0 ? texture->GetScaledWidth() : forceWidth; h = forceHeight < 0 ? texture->GetScaledHeight() : forceHeight; double dcx = cx == 0 ? 0 : dx + ((double) cx / FRACUNIT) - texture->GetScaledLeftOffsetDouble(); double dcy = cy == 0 ? 0 : dy + ((double) cy / FRACUNIT) - texture->GetScaledTopOffsetDouble(); double dcr = cr == 0 ? INT_MAX : dx + w - ((double) cr / FRACUNIT); double dcb = cb == 0 ? INT_MAX : dy + h - ((double) cb / FRACUNIT); if(Scaled) { if(cx != 0 || cy != 0) screen->VirtualToRealCoords(dcx, dcy, tmp, tmp, script->resW, script->resH, true); if(cr != 0 || cb != 0 || clearDontDraw) screen->VirtualToRealCoords(dcr, dcb, tmp, tmp, script->resW, script->resH, true); screen->VirtualToRealCoords(dx, dy, w, h, script->resW, script->resH, true); } else { dy += 200 - script->resH; dcy += 200 - script->resH; dcb += 200 - script->resH; } if(clearDontDraw) screen->Clear(static_cast(MAX(dx, dcx)), static_cast(MAX(dy, dcy)), static_cast(dcr), static_cast(dcb), GPalette.BlackIndex, 0); else { if(alphaMap) { screen->DrawTexture(texture, dx, dy, DTA_DestWidthF, w, DTA_DestHeightF, h, DTA_ClipLeft, static_cast(dcx), DTA_ClipTop, static_cast(dcy), DTA_ClipRight, static_cast(dcr), DTA_ClipBottom, static_cast(dcb), DTA_Translation, translate ? GetTranslation() : 0, DTA_ColorOverlay, dim ? DIM_OVERLAY : 0, DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM, DTA_Alpha, alpha, DTA_AlphaChannel, alphaMap, DTA_FillColor, 0, TAG_DONE); } else { screen->DrawTexture(texture, dx, dy, DTA_DestWidthF, w, DTA_DestHeightF, h, DTA_ClipLeft, static_cast(dcx), DTA_ClipTop, static_cast(dcy), DTA_ClipRight, static_cast(dcr), DTA_ClipBottom, static_cast(dcb), DTA_Translation, translate ? GetTranslation() : 0, DTA_ColorOverlay, dim ? DIM_OVERLAY : 0, DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM, DTA_Alpha, alpha, TAG_DONE); } } } else { double rx, ry, rcx=0, rcy=0, rcr=INT_MAX, rcb=INT_MAX; double xScale = !hud_scale ? 1.0 : (double) CleanXfac*320.0/(double) script->resW;//(double) SCREENWIDTH/(double) script->resW; double yScale = !hud_scale ? 1.0 : (double) CleanYfac*200.0/(double) script->resH;//(double) SCREENHEIGHT/(double) script->resH; adjustRelCenter(x, y, rx, ry, xScale, yScale); // We can't use DTA_HUDRules since it forces a width and height. // Translation: No high res. bool xright = rx < 0; bool ybot = ry < 0; w = (forceWidth < 0 ? texture->GetScaledWidthDouble() : forceWidth); h = (forceHeight < 0 ? texture->GetScaledHeightDouble() : forceHeight); if(vid_fps && rx < 0 && ry >= 0) ry += 10; if(hud_scale) { rx *= xScale; ry *= yScale; w *= xScale; h *= yScale; } if(xright) rx = SCREENWIDTH + rx; if(ybot) ry = SCREENHEIGHT + ry; // Check for clipping if(cx != 0 || cy != 0 || cr != 0 || cb != 0) { rcx = cx == 0 ? 0 : rx+(((double) cx/FRACUNIT)*xScale); rcy = cy == 0 ? 0 : ry+(((double) cy/FRACUNIT)*yScale); rcr = cr == 0 ? INT_MAX : rx+w-(((double) cr/FRACUNIT)*xScale); rcb = cb == 0 ? INT_MAX : ry+h-(((double) cb/FRACUNIT)*yScale); // Fix the clipping for fullscreenoffsets. /*if(ry < 0) { if(rcy != 0) rcy = hud_scale ? SCREENHEIGHT + (int) (rcy*CleanYfac*200.0/script->resH) : SCREENHEIGHT + rcy; if(rcb != INT_MAX) rcb = hud_scale ? SCREENHEIGHT + (int) (rcb*CleanYfac*200.0/script->resH) : SCREENHEIGHT + rcb; } else if(hud_scale) { rcy *= (int) (CleanYfac*200.0/script->resH); if(rcb != INT_MAX) rcb *= (int) (CleanYfac*200.0/script->resH); } if(rx < 0) { if(rcx != 0) rcx = hud_scale ? SCREENWIDTH + (int) (rcx*CleanXfac*320.0/script->resW) : SCREENWIDTH + rcx; if(rcr != INT_MAX) rcr = hud_scale ? SCREENWIDTH + (int) (rcr*CleanXfac*320.0/script->resW) : SCREENWIDTH + rcr; } else if(hud_scale) { rcx *= (int) (CleanXfac*320.0/script->resW); if(rcr != INT_MAX) rcr *= (int) (CleanXfac*320.0/script->resW); }*/ } if(clearDontDraw) screen->Clear(static_cast(rcx), static_cast(rcy), static_cast(MIN(rcr, w)), static_cast(MIN(rcb, h)), GPalette.BlackIndex, 0); else { if(alphaMap) { screen->DrawTexture(texture, rx, ry, DTA_DestWidthF, w, DTA_DestHeightF, h, DTA_ClipLeft, static_cast(rcx), DTA_ClipTop, static_cast(rcy), DTA_ClipRight, static_cast(rcr), DTA_ClipBottom, static_cast(rcb), DTA_Translation, translate ? GetTranslation() : 0, DTA_ColorOverlay, dim ? DIM_OVERLAY : 0, DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM, DTA_Alpha, alpha, DTA_AlphaChannel, alphaMap, DTA_FillColor, 0, TAG_DONE); } else { screen->DrawTexture(texture, rx, ry, DTA_DestWidthF, w, DTA_DestHeightF, h, DTA_ClipLeft, static_cast(rcx), DTA_ClipTop, static_cast(rcy), DTA_ClipRight, static_cast(rcr), DTA_ClipBottom, static_cast(rcb), DTA_Translation, translate ? GetTranslation() : 0, DTA_ColorOverlay, dim ? DIM_OVERLAY : 0, DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM, DTA_Alpha, alpha, TAG_DONE); } } } } void DrawString(FFont *font, const char* str, SBarInfoCoordinate x, SBarInfoCoordinate y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, EColorRange translation, int spacing=0, bool drawshadow=false) const { x += spacing; double ax = *x; double ay = *y; double xScale = 1.0; double yScale = 1.0; if(fullScreenOffsets) { if(hud_scale) { xScale = (double) CleanXfac*320.0/(double) script->resW;//(double) SCREENWIDTH/(double) script->resW; yScale = (double) CleanYfac*200.0/(double) script->resH;//(double) SCREENWIDTH/(double) script->resW; } adjustRelCenter(x, y, ax, ay, xScale, yScale); } while(*str != '\0') { if(*str == ' ') { ax += font->GetSpaceWidth(); str++; continue; } int width; if(script->spacingCharacter == '\0') //No monospace? width = font->GetCharWidth((int) *str); else width = font->GetCharWidth((int) script->spacingCharacter); FTexture* character = font->GetChar((int) *str, &width); if(character == NULL) //missing character. { str++; continue; } if(script->spacingCharacter == '\0') //If we are monospaced lets use the offset ax += (character->LeftOffset+1); //ignore x offsets since we adapt to character size double rx, ry, rw, rh; rx = ax + xOffset; ry = ay + yOffset; rw = character->GetScaledWidthDouble(); rh = character->GetScaledHeightDouble(); if(!fullScreenOffsets) { rx += ST_X; ry += ST_Y - (Scaled ? script->resH : 200) + script->height; if(Scaled) screen->VirtualToRealCoords(rx, ry, rw, rh, script->resW, script->resH, true); else { ry += (200 - script->resH); } } else { if(vid_fps && ax < 0 && ay >= 0) ry += 10; bool xright = rx < 0; bool ybot = ry < 0; if(hud_scale) { rx *= xScale; ry *= yScale; rw *= xScale; rh *= yScale; } if(xright) rx = SCREENWIDTH + rx; if(ybot) ry = SCREENHEIGHT + ry; } if(drawshadow) { int salpha = fixed_t(((double) alpha / (double) FRACUNIT) * ((double) HR_SHADOW / (double) FRACUNIT) * FRACUNIT); screen->DrawTexture(character, rx+2, ry+2, DTA_DestWidthF, rw, DTA_DestHeightF, rh, DTA_Alpha, salpha, DTA_FillColor, 0, TAG_DONE); } screen->DrawTexture(character, rx, ry, DTA_DestWidthF, rw, DTA_DestHeightF, rh, DTA_Translation, font->GetColorTranslation(translation), DTA_Alpha, alpha, TAG_DONE); if(script->spacingCharacter == '\0') ax += width + spacing - (character->LeftOffset+1); else //width gets changed at the call to GetChar() ax += font->GetCharWidth((int) script->spacingCharacter) + spacing; str++; } } FRemapTable* GetTranslation() const { if(gameinfo.gametype & GAME_Raven) return translationtables[TRANSLATION_PlayersExtra][int(CPlayer - players)]; return translationtables[TRANSLATION_Players][int(CPlayer - players)]; } AAmmo *ammo1, *ammo2; int ammocount1, ammocount2; ABasicArmor *armor; FImageCollection Images; unsigned int invBarOffset; private: SBarInfo *script; int pendingPopup; int currentPopup; int lastHud; SBarInfoMainBlock *lastInventoryBar; SBarInfoMainBlock *lastPopup; }; IMPLEMENT_CLASS(DSBarInfo); DBaseStatusBar *CreateCustomStatusBar (int script) { if(SBarInfoScript[script] == NULL) I_FatalError("Tried to create a status bar with no script!"); return new DSBarInfo(SBarInfoScript[script]); } #include "sbarinfo_commands.cpp"