mirror of
https://github.com/ZDoom/gzdoom.git
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1550 lines
33 KiB
C
1550 lines
33 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Status bar code.
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// Does the face/direction indicator animatin.
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// Does palette indicators as well (red pain/berserk, bright pickup)
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// [RH] Widget coordinates are relative to the console, not the screen!
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//
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include "i_system.h"
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#include "i_video.h"
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#include "z_zone.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "g_game.h"
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#include "st_stuff.h"
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#include "st_lib.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "p_inter.h"
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#include "am_map.h"
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#include "m_cheat.h"
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#include "s_sound.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "doomstat.h"
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#include "dstrings.h"
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#include "c_cmds.h"
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#include "c_cvars.h"
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#include "c_dispch.h"
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#include "version.h"
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cvar_t *idmypos;
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cvar_t *st_scale; // Stretch status bar to full screen width?
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// [RH] Needed when status bar scale changes
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BOOL setsizeneeded;
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BOOL automapactive;
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// [RH] Status bar background screen
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screen_t stbarscreen;
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// [RH] Active status bar screen
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screen_t stnumscreen;
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BOOL DrawNewHUD; // [RH] Draw the new HUD?
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// functions in st_new.c
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void ST_initNew (void);
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void ST_unloadNew (void);
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void ST_newDraw (void);
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// [RH] Base blending values (for e.g. underwater)
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int BaseBlendR, BaseBlendG, BaseBlendB;
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float BaseBlendA;
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//
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// STATUS BAR DATA
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//
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// N/256*100% probability
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// that the normal face state will change
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#define ST_FACEPROBABILITY 96
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// For Responder
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#define ST_TOGGLECHAT KEY_ENTER
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// Location of status bar
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#define ST_FX (143)
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// Should be set to patch width
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// for tall numbers later on
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#define ST_TALLNUMWIDTH (tallnum[0]->width)
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// Number of status faces.
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#define ST_NUMPAINFACES 5
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#define ST_NUMSTRAIGHTFACES 3
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#define ST_NUMTURNFACES 2
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#define ST_NUMSPECIALFACES 3
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#define ST_FACESTRIDE \
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(ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)
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#define ST_NUMEXTRAFACES 2
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#define ST_NUMFACES \
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(ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)
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#define ST_TURNOFFSET (ST_NUMSTRAIGHTFACES)
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#define ST_OUCHOFFSET (ST_TURNOFFSET + ST_NUMTURNFACES)
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#define ST_EVILGRINOFFSET (ST_OUCHOFFSET + 1)
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#define ST_RAMPAGEOFFSET (ST_EVILGRINOFFSET + 1)
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#define ST_GODFACE (ST_NUMPAINFACES*ST_FACESTRIDE)
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#define ST_DEADFACE (ST_GODFACE+1)
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#define ST_FACESX (143)
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#define ST_FACESY (0)
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#define ST_EVILGRINCOUNT (2*TICRATE)
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#define ST_STRAIGHTFACECOUNT (TICRATE/2)
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#define ST_TURNCOUNT (1*TICRATE)
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#define ST_OUCHCOUNT (1*TICRATE)
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#define ST_RAMPAGEDELAY (2*TICRATE)
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#define ST_MUCHPAIN 20
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// Location and size of statistics,
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// justified according to widget type.
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// Problem is, within which space? STbar? Screen?
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// Note: this could be read in by a lump.
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// Problem is, is the stuff rendered
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// into a buffer,
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// or into the frame buffer?
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// AMMO number pos.
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#define ST_AMMOWIDTH 3
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#define ST_AMMOX (44)
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#define ST_AMMOY (3)
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// HEALTH number pos.
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#define ST_HEALTHWIDTH 3
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#define ST_HEALTHX (90)
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#define ST_HEALTHY (3)
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// Weapon pos.
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#define ST_ARMSX (111)
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#define ST_ARMSY (4)
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#define ST_ARMSBGX (104)
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#define ST_ARMSBGY (0)
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#define ST_ARMSXSPACE 12
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#define ST_ARMSYSPACE 10
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// Frags pos.
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#define ST_FRAGSX (138)
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#define ST_FRAGSY (3)
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#define ST_FRAGSWIDTH 2
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// ARMOR number pos.
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#define ST_ARMORWIDTH 3
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#define ST_ARMORX (221)
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#define ST_ARMORY (3)
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// Key icon positions.
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#define ST_KEY0WIDTH 8
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#define ST_KEY0HEIGHT 5
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#define ST_KEY0X (239)
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#define ST_KEY0Y (3)
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#define ST_KEY1WIDTH ST_KEY0WIDTH
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#define ST_KEY1X (239)
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#define ST_KEY1Y (13)
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#define ST_KEY2WIDTH ST_KEY0WIDTH
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#define ST_KEY2X (239)
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#define ST_KEY2Y (23)
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// Ammunition counter.
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#define ST_AMMO0WIDTH 3
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#define ST_AMMO0HEIGHT 6
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#define ST_AMMO0X (288)
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#define ST_AMMO0Y (5)
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#define ST_AMMO1WIDTH ST_AMMO0WIDTH
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#define ST_AMMO1X (288)
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#define ST_AMMO1Y (11)
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#define ST_AMMO2WIDTH ST_AMMO0WIDTH
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#define ST_AMMO2X (288)
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#define ST_AMMO2Y (23)
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#define ST_AMMO3WIDTH ST_AMMO0WIDTH
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#define ST_AMMO3X (288)
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#define ST_AMMO3Y (17)
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// Indicate maximum ammunition.
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// Only needed because backpack exists.
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#define ST_MAXAMMO0WIDTH 3
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#define ST_MAXAMMO0HEIGHT 5
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#define ST_MAXAMMO0X (314)
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#define ST_MAXAMMO0Y (5)
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#define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH
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#define ST_MAXAMMO1X (314)
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#define ST_MAXAMMO1Y (11)
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#define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH
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#define ST_MAXAMMO2X (314)
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#define ST_MAXAMMO2Y (23)
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#define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH
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#define ST_MAXAMMO3X (314)
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#define ST_MAXAMMO3Y (17)
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// pistol
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#define ST_WEAPON0X (110)
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#define ST_WEAPON0Y (4)
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// shotgun
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#define ST_WEAPON1X (122)
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#define ST_WEAPON1Y (4)
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// chain gun
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#define ST_WEAPON2X (134)
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#define ST_WEAPON2Y (4)
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// missile launcher
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#define ST_WEAPON3X (110)
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#define ST_WEAPON3Y (13)
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// plasma gun
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#define ST_WEAPON4X (122)
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#define ST_WEAPON4Y (13)
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// bfg
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#define ST_WEAPON5X (134)
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#define ST_WEAPON5Y (13)
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// WPNS title
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#define ST_WPNSX (109)
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#define ST_WPNSY (23)
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// DETH title
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#define ST_DETHX (109)
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#define ST_DETHY (23)
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//Incoming messages window location
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//UNUSED
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// #define ST_MSGTEXTX (viewwindowx)
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// #define ST_MSGTEXTY (viewwindowy+realviewheight-18)
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#define ST_MSGTEXTX 0
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#define ST_MSGTEXTY 0
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// Dimensions given in characters.
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#define ST_MSGWIDTH 52
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// Or shall I say, in lines?
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#define ST_MSGHEIGHT 1
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#define ST_OUTTEXTX 0
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#define ST_OUTTEXTY 6
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// Width, in characters again.
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#define ST_OUTWIDTH 52
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// Height, in lines.
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#define ST_OUTHEIGHT 1
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// [RH] Turned these into variables
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// Size of statusbar.
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// Now ([RH] truly) sensitive for scaling.
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int ST_HEIGHT;
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int ST_WIDTH;
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int ST_X;
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int ST_Y;
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int SB_state = -1;
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// main player in game
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// [RH] not static
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player_t* plyr;
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// ST_Start() has just been called
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BOOL st_firsttime;
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// used to execute ST_Init() only once
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static int veryfirsttime = 1;
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// used for timing
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static unsigned int st_clock;
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// used for making messages go away
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static int st_msgcounter=0;
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// used when in chat
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static st_chatstateenum_t st_chatstate;
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// whether in automap or first-person
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static st_stateenum_t st_gamestate;
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// whether left-side main status bar is active
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static BOOL st_statusbaron;
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// whether status bar chat is active
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static BOOL st_chat;
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// value of st_chat before message popped up
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static BOOL st_oldchat;
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// whether chat window has the cursor on
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static BOOL st_cursoron;
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// !deathmatch
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static BOOL st_notdeathmatch;
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// !deathmatch && st_statusbaron
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static BOOL st_armson;
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// !deathmatch
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static BOOL st_fragson;
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// main bar left
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static patch_t* sbar;
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// 0-9, tall numbers
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// [RH] no longer static
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patch_t* tallnum[10];
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// tall % sign
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// [RH] no longer static
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patch_t* tallpercent;
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// 0-9, short, yellow (,different!) numbers
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static patch_t* shortnum[10];
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// 3 key-cards, 3 skulls, [RH] 3 combined
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patch_t* keys[NUMCARDS+NUMCARDS/2];
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// face status patches [RH] no longer static
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patch_t* faces[ST_NUMFACES];
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// face background
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static patch_t* faceback;
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// main bar right
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static patch_t* armsbg;
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// weapon ownership patches
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static patch_t* arms[6][2];
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// ready-weapon widget
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static st_number_t w_ready;
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// in deathmatch only, summary of frags stats
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static st_number_t w_frags;
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// health widget
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static st_percent_t w_health;
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// arms background
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static st_binicon_t w_armsbg;
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// weapon ownership widgets
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static st_multicon_t w_arms[6];
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// face status widget
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static st_multicon_t w_faces;
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// keycard widgets
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static st_multicon_t w_keyboxes[3];
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// armor widget
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static st_percent_t w_armor;
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// ammo widgets
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static st_number_t w_ammo[4];
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// max ammo widgets
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static st_number_t w_maxammo[4];
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// number of frags so far in deathmatch
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static int st_fragscount;
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// used to use appopriately pained face
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static int st_oldhealth = -1;
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// used for evil grin
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static BOOL oldweaponsowned[NUMWEAPONS];
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// count until face changes
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static int st_facecount = 0;
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// current face index, used by w_faces
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// [RH] not static anymore
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int st_faceindex = 0;
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// holds key-type for each key box on bar
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static int keyboxes[3];
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// a random number per tick
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static int st_randomnumber;
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// Massive bunches of cheat shit
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// to keep it from being easy to figure them out.
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// Yeah, right...
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unsigned char cheat_mus_seq[] =
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{
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0xb2, 0x26, 0xb6, 0xae, 0xea, 1, 0, 0, 0xff // idmus
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};
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unsigned char cheat_choppers_seq[] =
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{
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0xb2, 0x26, 0xe2, 0x32, 0xf6, 0x2a, 0x2a, 0xa6, 0x6a, 0xea, 0xff // id...
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};
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unsigned char cheat_god_seq[] =
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{
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0xb2, 0x26, 0x26, 0xaa, 0x26, 0xff // iddqd
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};
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unsigned char cheat_ammo_seq[] =
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{
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0xb2, 0x26, 0xf2, 0x66, 0xa2, 0xff // idkfa
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};
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unsigned char cheat_ammonokey_seq[] =
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{
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0xb2, 0x26, 0x66, 0xa2, 0xff // idfa
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};
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// Smashing Pumpkins Into Small Piles Of Putrid Debris.
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unsigned char cheat_noclip_seq[] =
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{
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0xb2, 0x26, 0xea, 0x2a, 0xb2, // idspispopd
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0xea, 0x2a, 0xf6, 0x2a, 0x26, 0xff
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};
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//
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unsigned char cheat_commercial_noclip_seq[] =
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{
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0xb2, 0x26, 0xe2, 0x36, 0xb2, 0x2a, 0xff // idclip
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};
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unsigned char cheat_powerup_seq[7][10] =
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{
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{ 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6e, 0xff }, // beholdv
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{ 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xea, 0xff }, // beholds
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{ 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xb2, 0xff }, // beholdi
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{ 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6a, 0xff }, // beholdr
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{ 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xa2, 0xff }, // beholda
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{ 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x36, 0xff }, // beholdl
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{ 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xff } // behold
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};
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unsigned char cheat_clev_seq[] =
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{
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0xb2, 0x26, 0xe2, 0x36, 0xa6, 0x6e, 1, 0, 0, 0xff // idclev
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};
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// my position cheat
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unsigned char cheat_mypos_seq[] =
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{
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0xb2, 0x26, 0xb6, 0xba, 0x2a, 0xf6, 0xea, 0xff // idmypos
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};
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// Now what?
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cheatseq_t cheat_mus = { cheat_mus_seq, 0 };
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cheatseq_t cheat_god = { cheat_god_seq, 0 };
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cheatseq_t cheat_ammo = { cheat_ammo_seq, 0 };
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cheatseq_t cheat_ammonokey = { cheat_ammonokey_seq, 0 };
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cheatseq_t cheat_noclip = { cheat_noclip_seq, 0 };
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cheatseq_t cheat_commercial_noclip = { cheat_commercial_noclip_seq, 0 };
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cheatseq_t cheat_powerup[7] =
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{
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{ cheat_powerup_seq[0], 0 },
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{ cheat_powerup_seq[1], 0 },
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{ cheat_powerup_seq[2], 0 },
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{ cheat_powerup_seq[3], 0 },
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{ cheat_powerup_seq[4], 0 },
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{ cheat_powerup_seq[5], 0 },
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{ cheat_powerup_seq[6], 0 }
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};
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cheatseq_t cheat_choppers = { cheat_choppers_seq, 0 };
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cheatseq_t cheat_clev = { cheat_clev_seq, 0 };
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cheatseq_t cheat_mypos = { cheat_mypos_seq, 0 };
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//
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// STATUS BAR CODE
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//
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void ST_Stop(void);
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void ST_refreshBackground(void)
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{
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if (st_statusbaron)
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{
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// [RH] If screen is wider than the status bar,
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// draw stuff around status bar.
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if (FG.width > ST_WIDTH) {
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R_DrawBorder (0, ST_Y, ST_X, FG.height);
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R_DrawBorder (FG.width - ST_X, ST_Y, FG.width, FG.height);
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}
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V_DrawPatch(0, 0, &BG, sbar);
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if (netgame) {
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// [RH] Always draw faceback with the player's color
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// using a translation rather than a different patch.
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V_ColorMap = translationtables + (plyr - players)*256;
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V_DrawTranslatedPatch (ST_FX, 0, &BG, faceback);
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}
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V_Blit (&BG, 0, 0, 320, 32,
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&stnumscreen, 0, 0, 320, 32);
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if (!st_scale->value || ST_WIDTH == 320)
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V_Blit (&stnumscreen, 0, 0, 320, 32,
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&FG, ST_X, ST_Y, ST_WIDTH, ST_HEIGHT);
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}
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}
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|
|
BOOL CheckCheatmode (void);
|
|
|
|
// Respond to keyboard input events, intercept cheats.
|
|
// [RH] Cheats eat the last keypress used to trigger them
|
|
BOOL ST_Responder (event_t *ev)
|
|
{
|
|
BOOL eat = false;
|
|
int i;
|
|
|
|
// Filter automap on/off.
|
|
if (ev->type == ev_keyup && ((ev->data1 & 0xffff0000) == AM_MSGHEADER))
|
|
{
|
|
switch(ev->data1)
|
|
{
|
|
case AM_MSGENTERED:
|
|
st_gamestate = AutomapState;
|
|
st_firsttime = true;
|
|
break;
|
|
|
|
case AM_MSGEXITED:
|
|
st_gamestate = FirstPersonState;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if a user keypress...
|
|
else if (ev->type == ev_keydown)
|
|
{
|
|
// cheats are now allowed in netgames if
|
|
// 'cheats' cvar is set...
|
|
|
|
// 'dqd' cheat for toggleable god mode
|
|
if (cht_CheckCheat(&cheat_god, (char)ev->data2))
|
|
{
|
|
if (CheckCheatmode ())
|
|
return false;
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
Net_WriteByte (CHT_IDDQD);
|
|
eat = true;
|
|
}
|
|
|
|
// 'fa' cheat for killer fucking arsenal
|
|
else if (cht_CheckCheat(&cheat_ammonokey, (char)ev->data2))
|
|
{
|
|
if (CheckCheatmode ())
|
|
return false;
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
Net_WriteByte (CHT_IDFA);
|
|
eat = true;
|
|
}
|
|
|
|
// 'kfa' cheat for key full ammo
|
|
else if (cht_CheckCheat(&cheat_ammo, (char)ev->data2))
|
|
{
|
|
if (CheckCheatmode ())
|
|
return false;
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
Net_WriteByte (CHT_IDKFA);
|
|
eat = true;
|
|
}
|
|
|
|
// Simplified, accepting both "noclip" and "idspispopd".
|
|
// no clipping mode cheat
|
|
else if ( cht_CheckCheat(&cheat_noclip, (char)ev->data2)
|
|
|| cht_CheckCheat(&cheat_commercial_noclip,(char)ev->data2) )
|
|
{
|
|
if (CheckCheatmode ())
|
|
return false;
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
Net_WriteByte (CHT_NOCLIP);
|
|
eat = true;
|
|
}
|
|
// 'behold?' power-up cheats
|
|
for (i=0;i<6;i++)
|
|
{
|
|
if (cht_CheckCheat(&cheat_powerup[i], (char)ev->data2))
|
|
{
|
|
if (CheckCheatmode ())
|
|
return false;
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
Net_WriteByte ((byte)(CHT_BEHOLDV + i));
|
|
eat = true;
|
|
}
|
|
}
|
|
|
|
// 'behold' power-up menu
|
|
if (cht_CheckCheat(&cheat_powerup[6], (char)ev->data2))
|
|
{
|
|
if (CheckCheatmode ())
|
|
return false;
|
|
|
|
Printf (PRINT_HIGH, "%s\n", STSTR_BEHOLD);
|
|
}
|
|
|
|
// 'choppers' invulnerability & chainsaw
|
|
else if (cht_CheckCheat(&cheat_choppers, (char)ev->data2))
|
|
{
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
Net_WriteByte (CHT_CHAINSAW);
|
|
eat = true;
|
|
}
|
|
|
|
// 'mypos' for player position
|
|
else if (cht_CheckCheat(&cheat_mypos, (char)ev->data2))
|
|
{
|
|
AddCommandString ("toggle idmypos");
|
|
eat = true;
|
|
}
|
|
|
|
// 'clev' change-level cheat
|
|
else if (cht_CheckCheat(&cheat_clev, (char)ev->data2))
|
|
{
|
|
char buf[3];
|
|
char *argv[2];
|
|
|
|
cht_GetParam(&cheat_clev, buf);
|
|
buf[2] = 0;
|
|
|
|
argv[0] = "idclev";
|
|
argv[1] = buf;
|
|
Cmd_idclev (plyr, 2, argv);
|
|
eat = true;
|
|
}
|
|
|
|
// 'idmus' change-music cheat
|
|
else if (cht_CheckCheat(&cheat_mus, (char)ev->data2))
|
|
{
|
|
char buf[16];
|
|
|
|
cht_GetParam(&cheat_mus, buf);
|
|
buf[2] = 0;
|
|
|
|
sprintf (buf + 3, "idmus %s\n", buf);
|
|
AddCommandString (buf + 3);
|
|
eat = true;
|
|
}
|
|
}
|
|
|
|
return eat;
|
|
}
|
|
|
|
|
|
|
|
int ST_calcPainOffset(void)
|
|
{
|
|
int health;
|
|
static int lastcalc;
|
|
static int oldhealth = -1;
|
|
|
|
health = plyr->health > 100 ? 100 : plyr->health;
|
|
|
|
if (health != oldhealth)
|
|
{
|
|
lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
|
|
oldhealth = health;
|
|
}
|
|
return lastcalc;
|
|
}
|
|
|
|
|
|
//
|
|
// This is a not-very-pretty routine which handles
|
|
// the face states and their timing.
|
|
// the precedence of expressions is:
|
|
// dead > evil grin > turned head > straight ahead
|
|
//
|
|
void ST_updateFaceWidget(void)
|
|
{
|
|
int i;
|
|
angle_t badguyangle;
|
|
angle_t diffang;
|
|
static int lastattackdown = -1;
|
|
static int priority = 0;
|
|
BOOL doevilgrin;
|
|
|
|
if (priority < 10)
|
|
{
|
|
// dead
|
|
if (!plyr->health)
|
|
{
|
|
priority = 9;
|
|
st_faceindex = ST_DEADFACE;
|
|
st_facecount = 1;
|
|
}
|
|
}
|
|
|
|
if (priority < 9)
|
|
{
|
|
if (plyr->bonuscount)
|
|
{
|
|
// picking up bonus
|
|
doevilgrin = false;
|
|
|
|
for (i=0;i<NUMWEAPONS;i++)
|
|
{
|
|
if (oldweaponsowned[i] != plyr->weaponowned[i])
|
|
{
|
|
doevilgrin = true;
|
|
oldweaponsowned[i] = plyr->weaponowned[i];
|
|
}
|
|
}
|
|
if (doevilgrin)
|
|
{
|
|
// evil grin if just picked up weapon
|
|
priority = 8;
|
|
st_facecount = ST_EVILGRINCOUNT;
|
|
st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if (priority < 8)
|
|
{
|
|
if (plyr->damagecount
|
|
&& plyr->attacker
|
|
&& plyr->attacker != plyr->mo)
|
|
{
|
|
// being attacked
|
|
priority = 7;
|
|
|
|
if (plyr->health - st_oldhealth > ST_MUCHPAIN)
|
|
{
|
|
st_facecount = ST_TURNCOUNT;
|
|
st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
|
|
}
|
|
else
|
|
{
|
|
badguyangle = R_PointToAngle2(plyr->mo->x,
|
|
plyr->mo->y,
|
|
plyr->attacker->x,
|
|
plyr->attacker->y);
|
|
|
|
if (badguyangle > plyr->mo->angle)
|
|
{
|
|
// whether right or left
|
|
diffang = badguyangle - plyr->mo->angle;
|
|
i = diffang > ANG180;
|
|
}
|
|
else
|
|
{
|
|
// whether left or right
|
|
diffang = plyr->mo->angle - badguyangle;
|
|
i = diffang <= ANG180;
|
|
} // confusing, aint it?
|
|
|
|
|
|
st_facecount = ST_TURNCOUNT;
|
|
st_faceindex = ST_calcPainOffset();
|
|
|
|
if (diffang < ANG45)
|
|
{
|
|
// head-on
|
|
st_faceindex += ST_RAMPAGEOFFSET;
|
|
}
|
|
else if (i)
|
|
{
|
|
// turn face right
|
|
st_faceindex += ST_TURNOFFSET;
|
|
}
|
|
else
|
|
{
|
|
// turn face left
|
|
st_faceindex += ST_TURNOFFSET+1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (priority < 7)
|
|
{
|
|
// getting hurt because of your own damn stupidity
|
|
if (plyr->damagecount)
|
|
{
|
|
if (plyr->health - st_oldhealth > ST_MUCHPAIN)
|
|
{
|
|
priority = 7;
|
|
st_facecount = ST_TURNCOUNT;
|
|
st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
|
|
}
|
|
else
|
|
{
|
|
priority = 6;
|
|
st_facecount = ST_TURNCOUNT;
|
|
st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (priority < 6)
|
|
{
|
|
// rapid firing
|
|
if (plyr->attackdown)
|
|
{
|
|
if (lastattackdown==-1)
|
|
lastattackdown = ST_RAMPAGEDELAY;
|
|
else if (!--lastattackdown)
|
|
{
|
|
priority = 5;
|
|
st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
|
|
st_facecount = 1;
|
|
lastattackdown = 1;
|
|
}
|
|
}
|
|
else
|
|
lastattackdown = -1;
|
|
|
|
}
|
|
|
|
if (priority < 5)
|
|
{
|
|
// invulnerability
|
|
if ((plyr->cheats & CF_GODMODE)
|
|
|| plyr->powers[pw_invulnerability])
|
|
{
|
|
priority = 4;
|
|
|
|
st_faceindex = ST_GODFACE;
|
|
st_facecount = 1;
|
|
|
|
}
|
|
}
|
|
|
|
// look left or look right if the facecount has timed out
|
|
if (!st_facecount)
|
|
{
|
|
st_faceindex = ST_calcPainOffset() + (st_randomnumber % 3);
|
|
st_facecount = ST_STRAIGHTFACECOUNT;
|
|
priority = 0;
|
|
}
|
|
|
|
st_facecount--;
|
|
|
|
}
|
|
|
|
void ST_updateWidgets(void)
|
|
{
|
|
static int largeammo = 1994; // means "n/a"
|
|
int i;
|
|
|
|
// must redirect the pointer if the ready weapon has changed.
|
|
// if (w_ready.data != plyr->readyweapon)
|
|
// {
|
|
if (weaponinfo[plyr->readyweapon].ammo == am_noammo)
|
|
w_ready.num = &largeammo;
|
|
else
|
|
w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo];
|
|
//{
|
|
// static int tic=0;
|
|
// static int dir=-1;
|
|
// if (!(tic&15))
|
|
// plyr->ammo[weaponinfo[plyr->readyweapon].ammo]+=dir;
|
|
// if (plyr->ammo[weaponinfo[plyr->readyweapon].ammo] == -100)
|
|
// dir = 1;
|
|
// tic++;
|
|
// }
|
|
w_ready.data = plyr->readyweapon;
|
|
|
|
// if (*w_ready.on)
|
|
// STlib_updateNum(&w_ready, true);
|
|
// refresh weapon change
|
|
// }
|
|
|
|
// update keycard multiple widgets
|
|
for (i=0;i<3;i++)
|
|
{
|
|
keyboxes[i] = plyr->cards[i] ? i : -1;
|
|
|
|
// [RH] show multiple keys per box, too
|
|
if (plyr->cards[i+3])
|
|
keyboxes[i] = (keyboxes[i] == -1) ? i+3 : i+6;
|
|
}
|
|
|
|
// refresh everything if this is him coming back to life
|
|
ST_updateFaceWidget();
|
|
|
|
// used by the w_armsbg widget
|
|
st_notdeathmatch = !((int)deathmatch->value);
|
|
|
|
// used by w_arms[] widgets
|
|
st_armson = st_statusbaron && !((int)deathmatch->value);
|
|
|
|
// used by w_frags widget
|
|
st_fragson = (int)deathmatch->value && st_statusbaron;
|
|
st_fragscount = plyr->fragcount; // [RH] Just use cumulative total
|
|
|
|
// get rid of chat window if up because of message
|
|
if (!--st_msgcounter)
|
|
st_chat = st_oldchat;
|
|
|
|
}
|
|
|
|
void ST_Ticker (void)
|
|
{
|
|
|
|
st_clock++;
|
|
st_randomnumber = M_Random();
|
|
ST_updateWidgets();
|
|
st_oldhealth = plyr->health;
|
|
|
|
}
|
|
|
|
static float st_palette[4];
|
|
|
|
// [RH] Amount of red flash for up to 114 damage points. Calculated by hand
|
|
// using a logarithmic scale and my trusty HP48G.
|
|
static byte 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
|
|
};
|
|
|
|
/*
|
|
=============
|
|
SV_AddBlend
|
|
[RH] This is from Q2.
|
|
=============
|
|
*/
|
|
void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
|
|
{
|
|
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;
|
|
}
|
|
|
|
void ST_doPaletteStuff (void)
|
|
{
|
|
float blend[4];
|
|
int cnt;
|
|
|
|
blend[0] = blend[1] = blend[2] = blend[3] = 0;
|
|
|
|
SV_AddBlend (BaseBlendR / 255.0f, BaseBlendG / 255.0f, BaseBlendB / 255.0f, BaseBlendA, blend);
|
|
if (plyr->powers[pw_ironfeet] > 4*32 || plyr->powers[pw_ironfeet]&8)
|
|
SV_AddBlend (0.0f, 1.0f, 0.0f, 0.125f, blend);
|
|
if (plyr->bonuscount) {
|
|
cnt = plyr->bonuscount << 3;
|
|
SV_AddBlend (0.8431f, 0.7294f, 0.2706f, cnt > 128 ? 0.5f : cnt / 255.0f, blend);
|
|
}
|
|
|
|
if (plyr->damagecount < 114)
|
|
cnt = damageToAlpha[plyr->damagecount];
|
|
else
|
|
cnt = damageToAlpha[113];
|
|
|
|
if (plyr->powers[pw_strength])
|
|
{
|
|
// slowly fade the berzerk out
|
|
int bzc = 128 - ((plyr->powers[pw_strength]>>3) & (~0x1f));
|
|
|
|
if (bzc > cnt)
|
|
cnt = bzc;
|
|
}
|
|
|
|
if (cnt)
|
|
{
|
|
if (cnt > 228)
|
|
cnt = 228;
|
|
|
|
SV_AddBlend (1.0f, 0.0f, 0.0f, cnt / 255.0f, blend);
|
|
}
|
|
|
|
if (memcmp (blend, st_palette, sizeof(blend))) {
|
|
memcpy (st_palette, blend, sizeof(blend));
|
|
V_SetBlend ((int)(blend[0] * 255.0f), (int)(blend[1] * 255.0f),
|
|
(int)(blend[2] * 255.0f), (int)(blend[3] * 256.0f));
|
|
}
|
|
}
|
|
|
|
void ST_drawWidgets(BOOL refresh)
|
|
{
|
|
int i;
|
|
|
|
// used by w_arms[] widgets
|
|
st_armson = st_statusbaron && !((int)deathmatch->value);
|
|
|
|
// used by w_frags widget
|
|
st_fragson = (int)deathmatch->value && st_statusbaron;
|
|
|
|
STlib_updateNum(&w_ready, refresh);
|
|
|
|
for (i=0;i<4;i++)
|
|
{
|
|
STlib_updateNum(&w_ammo[i], refresh);
|
|
STlib_updateNum(&w_maxammo[i], refresh);
|
|
}
|
|
|
|
STlib_updatePercent(&w_health, refresh);
|
|
STlib_updatePercent(&w_armor, refresh);
|
|
|
|
STlib_updateBinIcon(&w_armsbg, refresh);
|
|
|
|
for (i=0;i<6;i++)
|
|
STlib_updateMultIcon(&w_arms[i], refresh);
|
|
|
|
STlib_updateMultIcon(&w_faces, refresh);
|
|
|
|
for (i=0;i<3;i++)
|
|
STlib_updateMultIcon(&w_keyboxes[i], refresh);
|
|
|
|
STlib_updateNum(&w_frags, refresh);
|
|
|
|
if (st_scale->value && ST_WIDTH != 320 && st_statusbaron)
|
|
V_Blit (&stnumscreen, 0, 0, 320, 32,
|
|
&FG, ST_X, ST_Y, ST_WIDTH, ST_HEIGHT);
|
|
}
|
|
|
|
void ST_doRefresh(void)
|
|
{
|
|
|
|
st_firsttime = false;
|
|
|
|
// draw status bar background to off-screen buff
|
|
ST_refreshBackground();
|
|
|
|
// and refresh all widgets
|
|
ST_drawWidgets(true);
|
|
|
|
}
|
|
|
|
void ST_diffDraw(void)
|
|
{
|
|
// update all widgets
|
|
ST_drawWidgets(false);
|
|
}
|
|
|
|
void ST_Drawer (void)
|
|
{
|
|
if (noisedebug->value)
|
|
S_NoiseDebug ();
|
|
|
|
if (demoplayback && demover != GAMEVER)
|
|
V_DrawTextClean (CR_TAN, 0, ST_Y - 40 * CleanYfac,
|
|
"Demo was recorded with a different version\n"
|
|
"of ZDoom. Expect it to go out of sync.");
|
|
|
|
if (realviewheight == screen.height && viewactive)
|
|
{
|
|
if (DrawNewHUD)
|
|
ST_newDraw ();
|
|
SB_state = -1;
|
|
}
|
|
else
|
|
{
|
|
V_LockScreen (&stbarscreen);
|
|
V_LockScreen (&stnumscreen);
|
|
|
|
if (SB_state)
|
|
{
|
|
ST_doRefresh ();
|
|
SB_state = 0;
|
|
}
|
|
else
|
|
{
|
|
ST_diffDraw ();
|
|
}
|
|
|
|
V_UnlockScreen (&stnumscreen);
|
|
V_UnlockScreen (&stbarscreen);
|
|
}
|
|
|
|
|
|
if (viewheight <= ST_Y)
|
|
ST_nameDraw (ST_Y - 11 * CleanYfac);
|
|
else
|
|
ST_nameDraw (screen.height - 11 * CleanYfac);
|
|
|
|
// Do red-/gold-shifts from damage/items
|
|
ST_doPaletteStuff();
|
|
|
|
// [RH] Hey, it's somewhere to put the idmypos stuff!
|
|
if (idmypos->value)
|
|
Printf (PRINT_HIGH, "ang=%d;x,y=(%d,%d)\n",
|
|
players[consoleplayer].camera->angle/FRACUNIT,
|
|
players[consoleplayer].camera->x/FRACUNIT,
|
|
players[consoleplayer].camera->y/FRACUNIT);
|
|
}
|
|
|
|
static patch_t *LoadFaceGraphic (char *name, int namespc)
|
|
{
|
|
char othername[9];
|
|
int lump;
|
|
|
|
lump = (W_CheckNumForName)(name, namespc);
|
|
if (lump == -1) {
|
|
strcpy (othername, name);
|
|
othername[0] = 'S'; othername[1] = 'T'; othername[2] = 'F';
|
|
lump = W_GetNumForName (othername);
|
|
}
|
|
return W_CacheLumpNum (lump, PU_STATIC);
|
|
}
|
|
|
|
void ST_loadGraphics(void)
|
|
{
|
|
playerskin_t *skin;
|
|
int i, j;
|
|
int namespc;
|
|
int facenum;
|
|
char namebuf[9];
|
|
|
|
namebuf[8] = 0;
|
|
if (plyr)
|
|
skin = &skins[plyr->userinfo.skin];
|
|
else
|
|
skin = &skins[players[consoleplayer].userinfo.skin];
|
|
|
|
// Load the numbers, tall and short
|
|
for (i=0;i<10;i++)
|
|
{
|
|
sprintf(namebuf, "STTNUM%d", i);
|
|
tallnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
|
|
|
|
sprintf(namebuf, "STYSNUM%d", i);
|
|
shortnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
|
|
}
|
|
|
|
// Load percent key.
|
|
//Note: why not load STMINUS here, too?
|
|
tallpercent = (patch_t *) W_CacheLumpName("STTPRCNT", PU_STATIC);
|
|
|
|
// key cards
|
|
for (i=0;i<NUMCARDS+NUMCARDS/2;i++)
|
|
{
|
|
sprintf(namebuf, "STKEYS%d", i);
|
|
keys[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
|
|
}
|
|
|
|
// arms background
|
|
armsbg = (patch_t *) W_CacheLumpName("STARMS", PU_STATIC);
|
|
|
|
// arms ownership widgets
|
|
for (i=0;i<6;i++)
|
|
{
|
|
sprintf(namebuf, "STGNUM%d", i+2);
|
|
|
|
// gray #
|
|
arms[i][0] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
|
|
|
|
// yellow #
|
|
arms[i][1] = shortnum[i+2];
|
|
}
|
|
|
|
// face backgrounds for different color players
|
|
// [RH] only one face background used for all players
|
|
// different colors are accomplished with translations
|
|
faceback = (patch_t *) W_CacheLumpName("STFBANY", PU_STATIC);
|
|
|
|
// status bar background bits
|
|
sbar = (patch_t *) W_CacheLumpName("STBAR", PU_STATIC);
|
|
|
|
// face states
|
|
facenum = 0;
|
|
|
|
// [RH] Use face specified by "skin"
|
|
if (skin->face[0]) {
|
|
// The skin has its own face
|
|
strncpy (namebuf, skin->face, 3);
|
|
namespc = skin->namespc;
|
|
} else {
|
|
// The skin doesn't have its own face; use the normal one
|
|
namebuf[0] = 'S'; namebuf[1] = 'T'; namebuf[2] = 'F';
|
|
namespc = ns_global;
|
|
}
|
|
|
|
for (i = 0; i < ST_NUMPAINFACES; i++)
|
|
{
|
|
for (j = 0; j < ST_NUMSTRAIGHTFACES; j++)
|
|
{
|
|
sprintf(namebuf+3, "ST%d%d", i, j);
|
|
faces[facenum++] = LoadFaceGraphic (namebuf, namespc);
|
|
}
|
|
sprintf(namebuf+3, "TR%d0", i); // turn right
|
|
faces[facenum++] = LoadFaceGraphic (namebuf, namespc);
|
|
sprintf(namebuf+3, "TL%d0", i); // turn left
|
|
faces[facenum++] = LoadFaceGraphic (namebuf, namespc);
|
|
sprintf(namebuf+3, "OUCH%d", i); // ouch!
|
|
faces[facenum++] = LoadFaceGraphic (namebuf, namespc);
|
|
sprintf(namebuf+3, "EVL%d", i); // evil grin ;)
|
|
faces[facenum++] = LoadFaceGraphic (namebuf, namespc);
|
|
sprintf(namebuf+3, "KILL%d", i); // pissed off
|
|
faces[facenum++] = LoadFaceGraphic (namebuf, namespc);
|
|
}
|
|
strcpy (namebuf+3, "GOD0");
|
|
faces[facenum++] = LoadFaceGraphic (namebuf, namespc);
|
|
strcpy (namebuf+3, "DEAD0");
|
|
faces[facenum++] = LoadFaceGraphic (namebuf, namespc);
|
|
}
|
|
|
|
void ST_loadData (void)
|
|
{
|
|
ST_loadGraphics();
|
|
}
|
|
|
|
void ST_unloadGraphics (void)
|
|
{
|
|
|
|
int i;
|
|
|
|
// unload the numbers, tall and short
|
|
for (i=0;i<10;i++)
|
|
{
|
|
Z_ChangeTag(tallnum[i], PU_CACHE);
|
|
Z_ChangeTag(shortnum[i], PU_CACHE);
|
|
}
|
|
// unload tall percent
|
|
Z_ChangeTag(tallpercent, PU_CACHE);
|
|
|
|
// unload arms background
|
|
Z_ChangeTag(armsbg, PU_CACHE);
|
|
|
|
// unload gray #'s
|
|
for (i=0;i<6;i++)
|
|
Z_ChangeTag(arms[i][0], PU_CACHE);
|
|
|
|
// unload the key cards
|
|
for (i=0;i<NUMCARDS+NUMCARDS/2;i++)
|
|
Z_ChangeTag(keys[i], PU_CACHE);
|
|
|
|
Z_ChangeTag(sbar, PU_CACHE);
|
|
Z_ChangeTag(faceback, PU_CACHE);
|
|
|
|
for (i=0;i<ST_NUMFACES;i++)
|
|
Z_ChangeTag(faces[i], PU_CACHE);
|
|
|
|
// Note: nobody ain't seen no unloading
|
|
// of stminus yet. Dude.
|
|
|
|
|
|
}
|
|
|
|
void ST_unloadData(void)
|
|
{
|
|
ST_unloadGraphics();
|
|
ST_unloadNew();
|
|
}
|
|
|
|
void ST_initData(void)
|
|
{
|
|
|
|
int i;
|
|
|
|
st_firsttime = true;
|
|
if (players[consoleplayer].camera && players[consoleplayer].camera->player)
|
|
plyr = players[consoleplayer].camera->player; // [RH] use camera
|
|
else
|
|
plyr = &players[consoleplayer];
|
|
|
|
st_clock = 0;
|
|
st_chatstate = StartChatState;
|
|
st_gamestate = FirstPersonState;
|
|
|
|
st_statusbaron = true;
|
|
st_oldchat = st_chat = false;
|
|
st_cursoron = false;
|
|
|
|
st_faceindex = 0;
|
|
memset (st_palette, 255, sizeof(st_palette));
|
|
|
|
st_oldhealth = -1;
|
|
|
|
for (i=0;i<NUMWEAPONS;i++)
|
|
oldweaponsowned[i] = plyr->weaponowned[i];
|
|
|
|
for (i=0;i<3;i++)
|
|
keyboxes[i] = -1;
|
|
|
|
STlib_init();
|
|
ST_initNew();
|
|
|
|
}
|
|
|
|
|
|
|
|
void ST_createWidgets(void)
|
|
{
|
|
|
|
int i;
|
|
|
|
// ready weapon ammo
|
|
STlib_initNum(&w_ready,
|
|
ST_AMMOX,
|
|
ST_AMMOY,
|
|
tallnum,
|
|
&plyr->ammo[weaponinfo[plyr->readyweapon].ammo],
|
|
&st_statusbaron,
|
|
ST_AMMOWIDTH );
|
|
|
|
// the last weapon type
|
|
w_ready.data = plyr->readyweapon;
|
|
|
|
// health percentage
|
|
STlib_initPercent(&w_health,
|
|
ST_HEALTHX,
|
|
ST_HEALTHY,
|
|
tallnum,
|
|
&plyr->health,
|
|
&st_statusbaron,
|
|
tallpercent);
|
|
|
|
// arms background
|
|
STlib_initBinIcon(&w_armsbg,
|
|
ST_ARMSBGX,
|
|
ST_ARMSBGY,
|
|
armsbg,
|
|
&st_notdeathmatch,
|
|
&st_statusbaron);
|
|
|
|
// weapons owned
|
|
for(i=0;i<6;i++)
|
|
{
|
|
STlib_initMultIcon(&w_arms[i],
|
|
ST_ARMSX+(i%3)*ST_ARMSXSPACE,
|
|
ST_ARMSY+(i/3)*ST_ARMSYSPACE,
|
|
arms[i], (int *) &plyr->weaponowned[i+1],
|
|
&st_armson);
|
|
}
|
|
|
|
// frags sum
|
|
STlib_initNum(&w_frags,
|
|
ST_FRAGSX,
|
|
ST_FRAGSY,
|
|
tallnum,
|
|
&st_fragscount,
|
|
&st_fragson,
|
|
ST_FRAGSWIDTH);
|
|
|
|
// faces
|
|
STlib_initMultIcon(&w_faces,
|
|
ST_FACESX,
|
|
ST_FACESY,
|
|
faces,
|
|
&st_faceindex,
|
|
&st_statusbaron);
|
|
|
|
// armor percentage - should be colored later
|
|
STlib_initPercent(&w_armor,
|
|
ST_ARMORX,
|
|
ST_ARMORY,
|
|
tallnum,
|
|
&plyr->armorpoints,
|
|
&st_statusbaron, tallpercent);
|
|
|
|
// keyboxes 0-2
|
|
STlib_initMultIcon(&w_keyboxes[0],
|
|
ST_KEY0X,
|
|
ST_KEY0Y,
|
|
keys,
|
|
&keyboxes[0],
|
|
&st_statusbaron);
|
|
|
|
STlib_initMultIcon(&w_keyboxes[1],
|
|
ST_KEY1X,
|
|
ST_KEY1Y,
|
|
keys,
|
|
&keyboxes[1],
|
|
&st_statusbaron);
|
|
|
|
STlib_initMultIcon(&w_keyboxes[2],
|
|
ST_KEY2X,
|
|
ST_KEY2Y,
|
|
keys,
|
|
&keyboxes[2],
|
|
&st_statusbaron);
|
|
|
|
// ammo count (all four kinds)
|
|
STlib_initNum(&w_ammo[0],
|
|
ST_AMMO0X,
|
|
ST_AMMO0Y,
|
|
shortnum,
|
|
&plyr->ammo[0],
|
|
&st_statusbaron,
|
|
ST_AMMO0WIDTH);
|
|
|
|
STlib_initNum(&w_ammo[1],
|
|
ST_AMMO1X,
|
|
ST_AMMO1Y,
|
|
shortnum,
|
|
&plyr->ammo[1],
|
|
&st_statusbaron,
|
|
ST_AMMO1WIDTH);
|
|
|
|
STlib_initNum(&w_ammo[2],
|
|
ST_AMMO2X,
|
|
ST_AMMO2Y,
|
|
shortnum,
|
|
&plyr->ammo[2],
|
|
&st_statusbaron,
|
|
ST_AMMO2WIDTH);
|
|
|
|
STlib_initNum(&w_ammo[3],
|
|
ST_AMMO3X,
|
|
ST_AMMO3Y,
|
|
shortnum,
|
|
&plyr->ammo[3],
|
|
&st_statusbaron,
|
|
ST_AMMO3WIDTH);
|
|
|
|
// max ammo count (all four kinds)
|
|
STlib_initNum(&w_maxammo[0],
|
|
ST_MAXAMMO0X,
|
|
ST_MAXAMMO0Y,
|
|
shortnum,
|
|
&plyr->maxammo[0],
|
|
&st_statusbaron,
|
|
ST_MAXAMMO0WIDTH);
|
|
|
|
STlib_initNum(&w_maxammo[1],
|
|
ST_MAXAMMO1X,
|
|
ST_MAXAMMO1Y,
|
|
shortnum,
|
|
&plyr->maxammo[1],
|
|
&st_statusbaron,
|
|
ST_MAXAMMO1WIDTH);
|
|
|
|
STlib_initNum(&w_maxammo[2],
|
|
ST_MAXAMMO2X,
|
|
ST_MAXAMMO2Y,
|
|
shortnum,
|
|
&plyr->maxammo[2],
|
|
&st_statusbaron,
|
|
ST_MAXAMMO2WIDTH);
|
|
|
|
STlib_initNum(&w_maxammo[3],
|
|
ST_MAXAMMO3X,
|
|
ST_MAXAMMO3Y,
|
|
shortnum,
|
|
&plyr->maxammo[3],
|
|
&st_statusbaron,
|
|
ST_MAXAMMO3WIDTH);
|
|
|
|
}
|
|
|
|
static BOOL st_stopped = true;
|
|
|
|
|
|
void ST_Start (void)
|
|
{
|
|
|
|
if (!st_stopped)
|
|
ST_Stop();
|
|
|
|
ST_initData();
|
|
ST_createWidgets();
|
|
st_stopped = false;
|
|
SB_state = -1;
|
|
|
|
}
|
|
|
|
void ST_Stop (void)
|
|
{
|
|
if (st_stopped)
|
|
return;
|
|
|
|
V_SetBlend (0,0,0,0);
|
|
|
|
st_stopped = true;
|
|
}
|
|
|
|
// [RH] Enable/disable scaling of status bar
|
|
void ST_ChangeScale (cvar_t *var)
|
|
{
|
|
if (var->value) {
|
|
// Stretch status bar to fill fill width of screen
|
|
|
|
ST_WIDTH = screen.width;
|
|
if (ST_WIDTH == 320) {
|
|
// Do not scale height for 320 x 2X0 screens
|
|
ST_HEIGHT = 32;
|
|
} else {
|
|
ST_HEIGHT = (32 * screen.height) / 200;
|
|
}
|
|
} else {
|
|
// Do not stretch status bar
|
|
|
|
ST_WIDTH = 320;
|
|
ST_HEIGHT = 32;
|
|
}
|
|
|
|
ST_X = (screen.width-ST_WIDTH)/2;
|
|
ST_Y = screen.height - ST_HEIGHT;
|
|
|
|
setsizeneeded = true;
|
|
SB_state = -1;
|
|
}
|
|
|
|
void ST_Init (void)
|
|
{
|
|
veryfirsttime = 0;
|
|
|
|
if (!V_AllocScreen (&stbarscreen, 320, 32, 8) ||
|
|
!V_AllocScreen (&stnumscreen, 320, 32, 8))
|
|
I_FatalError ("Could not create status bar surface\n");
|
|
|
|
// [RH] Catch any changes to st_scale cvar...
|
|
st_scale->u.callback = ST_ChangeScale;
|
|
// [RH] ...and make sure the routine gets called at least once.
|
|
ST_ChangeScale (st_scale);
|
|
|
|
ST_loadData();
|
|
}
|