/* ** 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 #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 "r_draw.h" #include "w_wad.h" #include "v_text.h" #include "s_sound.h" #include "gi.h" #include "p_effect.h" #include "../version.h" #define XHAIRSHRINKSIZE (FRACUNIT/18) #define XHAIRPICKUPSIZE (FRACUNIT*2+XHAIRSHRINKSIZE) #define POWERUPICONSIZE 32 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 (Bool, hud_scale) FBaseStatusBar *StatusBar; extern int setblocks; int ST_X, ST_Y; int SB_state = 3; FTexture *CrosshairImage; // [RH] Base blending values (for e.g. underwater) int BaseBlendR, BaseBlendG, BaseBlendB; float BaseBlendA; // Stretch status bar to full screen width? CUSTOM_CVAR (Bool, st_scale, true, CVAR_ARCHIVE) { if (StatusBar) { StatusBar->SetScaled (self); setsizeneeded = true; } } CUSTOM_CVAR (Int, crosshair, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { int num = self; char name[16], size; int lump; if (CrosshairImage != NULL) { CrosshairImage->Unload (); } if (num == 0) { CrosshairImage = NULL; return; } if (num < 0) { num = -num; } size = (SCREENWIDTH < 640) ? 'S' : 'B'; sprintf (name, "XHAIR%c%d", size, num); if ((lump = Wads.CheckNumForName (name, ns_graphics)) == -1) { sprintf (name, "XHAIR%c1", size); if ((lump = Wads.CheckNumForName (name, ns_graphics)) == -1) { strcpy (name, "XHAIRS1"); } } CrosshairImage = TexMan[TexMan.AddPatch (name)]; } CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR (Bool, crosshairhealth, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR (Bool, crosshairscale, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR (Bool, idmypos, false, 0); // [RH] Amount of red flash for up to 114 damage points. Calculated by hand // using a logarithmic scale and my trusty HP48G. BYTE FBaseStatusBar::DamageToAlpha[114] = { 0, 8, 16, 23, 30, 36, 42, 47, 53, 58, 62, 67, 71, 75, 79, 83, 87, 90, 94, 97, 100, 103, 107, 109, 112, 115, 118, 120, 123, 125, 128, 130, 133, 135, 137, 139, 141, 143, 145, 147, 149, 151, 153, 155, 157, 159, 160, 162, 164, 165, 167, 169, 170, 172, 173, 175, 176, 178, 179, 181, 182, 183, 185, 186, 187, 189, 190, 191, 192, 194, 195, 196, 197, 198, 200, 201, 202, 203, 204, 205, 206, 207, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 221, 222, 223, 224, 225, 226, 227, 228, 229, 229, 230, 231, 232, 233, 234, 235, 235, 236, 237 }; //--------------------------------------------------------------------------- // // Constructor // //--------------------------------------------------------------------------- FBaseStatusBar::FBaseStatusBar (int reltop) { Centering = false; FixedOrigin = false; CrosshairSize = FRACUNIT; RelTop = reltop; Messages = NULL; Displacement = 0; CPlayer = NULL; SetScaled (st_scale); } //--------------------------------------------------------------------------- // // Destructor // //--------------------------------------------------------------------------- FBaseStatusBar::~FBaseStatusBar () { DHUDMessage *msg; msg = Messages; while (msg) { DHUDMessage *next = msg->Next; delete msg; msg = next; } } //--------------------------------------------------------------------------- // // PROC SetScaled // //--------------------------------------------------------------------------- void FBaseStatusBar::SetScaled (bool scale) { Scaled = RelTop != 0 && (SCREENWIDTH != 320 && scale); if (!Scaled) { ST_X = (SCREENWIDTH - 320) / 2; ST_Y = SCREENHEIGHT - RelTop; ::ST_Y = ST_Y; if (RelTop > 0) { Displacement = ((ST_Y * 200 / SCREENHEIGHT) - (200 - RelTop))*FRACUNIT/RelTop; } else { Displacement = 0; } } else { ST_X = 0; ST_Y = 200 - RelTop; ::ST_Y = Scale (ST_Y, SCREENHEIGHT, 200); // If this is odd, add one to make it even and close the gap between the // status bar and the rest of the screen ::ST_Y += (::ST_Y & 1); Displacement = 0; } ::ST_X = ST_X; SB_state = screen->GetPageCount (); } //--------------------------------------------------------------------------- // // PROC AttachToPlayer // //--------------------------------------------------------------------------- void FBaseStatusBar::AttachToPlayer (player_s *player) { CPlayer = player; SB_state = screen->GetPageCount (); } //--------------------------------------------------------------------------- // // PROC GetPlayer // //--------------------------------------------------------------------------- int FBaseStatusBar::GetPlayer () { return int(CPlayer - players); } //--------------------------------------------------------------------------- // // PROC MultiplayerChanged // //--------------------------------------------------------------------------- void FBaseStatusBar::MultiplayerChanged () { SB_state = screen->GetPageCount (); } //--------------------------------------------------------------------------- // // PROC Tick // //--------------------------------------------------------------------------- void FBaseStatusBar::Tick () { DHUDMessage *msg = Messages; DHUDMessage **prev = &Messages; while (msg) { DHUDMessage *next = msg->Next; if (msg->Tick ()) { *prev = next; delete msg; } else { prev = &msg->Next; } msg = next; } // If the crosshair has been enlarged, shrink it. if (CrosshairSize > FRACUNIT) { CrosshairSize -= XHAIRSHRINKSIZE; if (CrosshairSize < FRACUNIT) { CrosshairSize = FRACUNIT; } } } //--------------------------------------------------------------------------- // // PROC AttachMessage // //--------------------------------------------------------------------------- void FBaseStatusBar::AttachMessage (DHUDMessage *msg, DWORD id) { DHUDMessage *old = NULL; DHUDMessage **prev; old = (id == 0 || id == 0xFFFFFFFF) ? NULL : DetachMessage (id); if (old != NULL) { delete old; } prev = &Messages; // 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) { prev = &(*prev)->Next; } msg->Next = *prev; msg->SBarID = id; *prev = msg; } //--------------------------------------------------------------------------- // // PROC DetachMessage // //--------------------------------------------------------------------------- DHUDMessage *FBaseStatusBar::DetachMessage (DHUDMessage *msg) { DHUDMessage *probe = Messages; DHUDMessage **prev = &Messages; 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 SB_state = screen->GetPageCount (); } return probe; } DHUDMessage *FBaseStatusBar::DetachMessage (DWORD id) { DHUDMessage *probe = Messages; DHUDMessage **prev = &Messages; 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 SB_state = screen->GetPageCount (); } return probe; } //--------------------------------------------------------------------------- // // PROC DetachAllMessages // //--------------------------------------------------------------------------- void FBaseStatusBar::DetachAllMessages () { DHUDMessage *probe = Messages; Messages = NULL; while (probe != NULL) { DHUDMessage *next = probe->Next; delete probe; probe = next; } } //--------------------------------------------------------------------------- // // PROC CheckMessage // //--------------------------------------------------------------------------- bool FBaseStatusBar::CheckMessage (DHUDMessage *msg) { DHUDMessage *probe = Messages; while (probe && probe != msg) { probe = probe->Next; } return (probe == msg); } //--------------------------------------------------------------------------- // // PROC ShowPlayerName // //--------------------------------------------------------------------------- void FBaseStatusBar::ShowPlayerName () { EColorRange color; color = (CPlayer == &players[consoleplayer]) ? CR_GOLD : CR_GREEN; AttachMessage (new DHUDMessageFadeOut (CPlayer->userinfo.netname, 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 FBaseStatusBar::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_320x200, Scaled, TAG_DONE); } } //--------------------------------------------------------------------------- // // PROC DrawImage // // Draws an optionally dimmed image with the status bar's upper-left corner // as the origin. // //--------------------------------------------------------------------------- void FBaseStatusBar::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_320x200, Scaled, TAG_DONE); } } //--------------------------------------------------------------------------- // // PROC DrawImage // // Draws a translucent image with the status bar's upper-left corner as the // origin. // //--------------------------------------------------------------------------- void FBaseStatusBar::DrawFadedImage (FTexture *img, int x, int y, fixed_t shade) const { if (img != NULL) { screen->DrawTexture (img, x + ST_X, y + ST_Y, DTA_Alpha, shade, DTA_320x200, 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 FBaseStatusBar::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_320x200, Scaled, TAG_DONE); } } //--------------------------------------------------------------------------- // // PROC DrINumber // // Draws a three digit number. // //--------------------------------------------------------------------------- void FBaseStatusBar::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 FBaseStatusBar::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 FBaseStatusBar::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 FBaseStatusBar::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_Alpha, HR_SHADOW, 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_Alpha, HR_SHADOW, 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_Alpha, HR_SHADOW, 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 FBaseStatusBar::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_Alpha, HR_SHADOW, 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_Alpha, HR_SHADOW, 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_Alpha, HR_SHADOW, 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 FBaseStatusBar::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_Alpha, HR_SHADOW, 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_Alpha, HR_SHADOW, 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_Alpha, HR_SHADOW, 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 FBaseStatusBar::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 FBaseStatusBar::RefreshBackground () const { int x, x2, y, i, ratio; if (SCREENWIDTH > 320) { ratio = CheckRatio (SCREENWIDTH, SCREENHEIGHT); x = !(ratio & 3) || !Scaled ? ST_X : SCREENWIDTH*(48-BaseRatioSizes[ratio][3])/(48*2); if (x > 0) { y = x == ST_X ? ST_Y : ::ST_Y; x2 = !(ratio & 3) || !Scaled ? ST_X+320 : SCREENWIDTH - (SCREENWIDTH*(48-BaseRatioSizes[ratio][3])+48*2-1)/(48*2); R_DrawBorder (0, y, x, SCREENHEIGHT); R_DrawBorder (x2, y, SCREENWIDTH, SCREENHEIGHT); if (setblocks >= 10) { const gameborder_t *border = gameinfo.border; for (i = x - border->size; i > -border->size; i -= border->size) { screen->DrawTexture (TexMan[border->b], i, y, TAG_DONE); } for (i = x2; i < SCREENWIDTH; i += border->size) { screen->DrawTexture (TexMan[border->b], i, y, TAG_DONE); } } } } } //--------------------------------------------------------------------------- // // DrawCrosshair // //--------------------------------------------------------------------------- void FBaseStatusBar::DrawCrosshair () { static DWORD prevcolor = 0xffffffff; static int palettecolor = 0; DWORD color; fixed_t size; int w, h; // Don't draw the crosshair in chasecam mode if (players[consoleplayer].cheats & CF_CHASECAM) return; // Don't draw the crosshair if there is none if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL) { return; } if (crosshairscale) { size = SCREENHEIGHT * FRACUNIT / 200; } else { size = FRACUNIT; } if (crosshairgrow) { size = FixedMul (size, CrosshairSize); } w = (CrosshairImage->GetWidth() * size) >> FRACBITS; h = (CrosshairImage->GetHeight() * size) >> FRACBITS; if (crosshairhealth) { int health = CPlayer->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, realviewwidth / 2 + viewwindowx, realviewheight / 2 + viewwindowy, DTA_DestWidth, w, DTA_DestHeight, h, DTA_AlphaChannel, true, DTA_FillColor, (palettecolor << 24) | (color & 0xFFFFFF), TAG_DONE); } //--------------------------------------------------------------------------- // // FlashCrosshair // //--------------------------------------------------------------------------- void FBaseStatusBar::FlashCrosshair () { CrosshairSize = XHAIRPICKUPSIZE; } //--------------------------------------------------------------------------- // // DrawMessages // //--------------------------------------------------------------------------- void FBaseStatusBar::DrawMessages (int bottom) const { DHUDMessage *msg = Messages; while (msg) { DHUDMessage *next = msg->Next; msg->Draw (bottom); msg = next; } } //--------------------------------------------------------------------------- // // Draw // //--------------------------------------------------------------------------- void FBaseStatusBar::Draw (EHudState state) { char line[64+10]; if ((SB_state != 0 || BorderNeedRefresh) && state == HUD_StatusBar) { RefreshBackground (); } if (idmypos) { // Draw current coordinates int height = screen->Font->GetHeight(); int y = ::ST_Y - height; char labels[3] = { 'X', 'Y', 'Z' }; fixed_t *value; int i; if (gameinfo.gametype == GAME_Strife) { y -= height * 4; } value = &CPlayer->mo->z; for (i = 2, value = &CPlayer->mo->z; i >= 0; y -= height, --value, --i) { sprintf (line, "%c: %d", labels[i], *value >> FRACBITS); screen->DrawText (CR_GREEN, SCREENWIDTH - 80, y, line, TAG_DONE); BorderNeedRefresh = screen->GetPageCount(); } } if (viewactive) { if (CPlayer && CPlayer->camera && CPlayer->camera->player) { DrawCrosshair (); } } else if (automapactive) { int y, i, time = level.time / TICRATE, height; int totaltime = level.totaltime / TICRATE; EColorRange highlight = (gameinfo.gametype == GAME_Doom) ? CR_UNTRANSLATED : CR_YELLOW; height = screen->Font->GetHeight () * CleanYfac; // Draw timer y = 8; if (am_showtime) { sprintf (line, "%02d:%02d:%02d", time/3600, (time%3600)/60, time%60); // Time screen->DrawText (CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE); y+=8*CleanYfac; } if (am_showtotaltime) { sprintf (line, "%02d:%02d:%02d", totaltime/3600, (totaltime%3600)/60, totaltime%60); // Total time screen->DrawText (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 (10, SCREENHEIGHT, 200); } else { if (SCREENWIDTH < 640) { y -= 11; } else { // Get past the tops of the gargoyles' wings y -= 26; } } } else if (gameinfo.gametype == GAME_Strife) { if (Scaled) { y -= Scale (8, SCREENHEIGHT, 200); } else { y -= 8; } } cluster_info_t *cluster = FindClusterInfo (level.cluster); i = 0; if (cluster == NULL || !(cluster->flags & CLUSTER_HUB)) { i = sprintf (line, "%s: ", level.mapname); } line[i] = TEXTCOLOR_ESCAPE; line[i+1] = CR_GREY + 'A'; strcpy (&line[i+2], level.level_name); screen->DrawText (highlight, (SCREENWIDTH - SmallFont->StringWidth (line)*CleanXfac)/2, y, line, DTA_CleanNoMove, true, TAG_DONE); if (!deathmatch) { int y = 8; // Draw monster count if (am_showmonsters) { sprintf (line, "MONSTERS:" TEXTCOLOR_GREY " %d/%d", level.killed_monsters, level.total_monsters); screen->DrawText (highlight, 8, y, line, DTA_CleanNoMove, true, TAG_DONE); y += height; } // Draw secret count if (am_showsecrets) { sprintf (line, "SECRETS:" TEXTCOLOR_GREY " %d/%d", level.found_secrets, level.total_secrets); screen->DrawText (highlight, 8, y, line, DTA_CleanNoMove, true, TAG_DONE); y += height; } // Draw item count if (am_showitems) { sprintf (line, "ITEMS:" TEXTCOLOR_GREY " %d/%d", level.found_items, level.total_items); screen->DrawText (highlight, 8, y, line, DTA_CleanNoMove, true, TAG_DONE); } } } if (noisedebug) { S_NoiseDebug (); } } //--------------------------------------------------------------------------- // // DrawTopStuff // //--------------------------------------------------------------------------- void FBaseStatusBar::DrawTopStuff (EHudState state) { if (demoplayback && demover != DEMOGAMEVERSION) { screen->DrawText (CR_TAN, 0, ST_Y - 40 * CleanYfac, "Demo was recorded with a different version\n" "of ZDoom. Expect it to go out of sync.", DTA_CleanNoMove, true, TAG_DONE); } DrawPowerups (); if (state == HUD_StatusBar) { DrawMessages (::ST_Y); } else { DrawMessages (SCREENHEIGHT); } DrawConsistancy (); } //--------------------------------------------------------------------------- // // DrawPowerups // //--------------------------------------------------------------------------- void FBaseStatusBar::DrawPowerups () { // Each icon gets a 32x32 block to draw itself in. int x, y; AInventory *item; x = -20; y = 17; 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; } } } } /* ============= SV_AddBlend [RH] This is from Q2. ============= */ void FBaseStatusBar::AddBlend (float r, float g, float b, float a, float v_blend[4]) { float a2, a3; if (a <= 0) return; a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha a3 = v_blend[3]/a2; // fraction of color from old v_blend[0] = v_blend[0]*a3 + r*(1-a3); v_blend[1] = v_blend[1]*a3 + g*(1-a3); v_blend[2] = v_blend[2]*a3 + b*(1-a3); v_blend[3] = a2; } //--------------------------------------------------------------------------- // // BlendView // //--------------------------------------------------------------------------- void FBaseStatusBar::BlendView (float blend[4]) { int cnt; AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, BaseBlendA, blend); // [RH] All powerups can effect the screen blending now for (AInventory *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory) { PalEntry color = item->GetBlend (); if (color.a != 0) { AddBlend (color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f, blend); } } if (CPlayer->bonuscount) { cnt = CPlayer->bonuscount << 3; AddBlend (0.8431f, 0.7333f, 0.2706f, cnt > 128 ? 0.5f : cnt / 255.f, blend); } cnt = DamageToAlpha[MIN (113, CPlayer->damagecount)]; if (cnt) { if (cnt > 228) cnt = 228; AddBlend (1.f, 0.f, 0.f, cnt / 255.f, blend); } // Unlike Doom, I did not have any utility source to look at to find the // exact numbers to use here, so I've had to guess by looking at how they // affect the white color in Hexen's palette and picking an alpha value // that seems reasonable. if (CPlayer->poisoncount) { cnt = MIN (CPlayer->poisoncount, 64); AddBlend (0.04f, 0.2571f, 0.f, cnt/93.2571428571f, blend); } if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8)) { AddBlend (0.f, 1.f, 0.f, 0.125f, blend); } if (CPlayer->mo->DamageType == NAME_Ice) { AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend); } if (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up) { player_t *player = (CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer; 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 FBaseStatusBar::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); } #ifdef _DEBUG AddCommandString ("showrngs"); #endif } screen->DrawText (CR_GREEN, (screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2, 0, conbuff, DTA_CleanNoMove, true, TAG_DONE); BorderTopRefresh = screen->GetPageCount (); } } void FBaseStatusBar::FlashItem (const PClass *itemtype) { } void FBaseStatusBar::SetFace (void *) { } void FBaseStatusBar::NewGame () { } void FBaseStatusBar::SetInteger (int pname, int param) { } void FBaseStatusBar::ShowPop (int popnum) { } void FBaseStatusBar::ReceivedWeapon (AWeapon *weapon) { } void FBaseStatusBar::Serialize (FArchive &arc) { arc << Messages; } void FBaseStatusBar::ScreenSizeChanged () { st_scale.Callback (); SB_state = screen->GetPageCount (); DHUDMessage *message = Messages; 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 *FBaseStatusBar::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; } } //============================================================================ // // FBaseStatusBar :: 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 FBaseStatusBar::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 \n"); } else if (StatusBar != NULL) { int popnum = atoi (argv[1]); if (popnum < 0) { popnum = 0; } StatusBar->ShowPop (popnum); } }