gzdoom/src/g_shared/shared_sbar.cpp
Randy Heit 38d7b7d203 - Fixed errors and warnings when compiling with GCC. (Unfortunately, the VC++ debug builds
become ungodly slow when using mods with complex DECORATE. The GCC debug builds run just
  fine, however. Hopefully this is something that can be fixed later with an assembly-optimized
  version of the main VM loop, because I don't relish the thought of being stuck with GDB
  for debugging.)
- Fixed: The ACS_Named* action specials were erroneously defined as taking strings instead of
  names.
- Fixed: Copy-paste error caused FxMultiNameState::Emit to generate code that called
  DecoNameToClass instead of DecoFindMultiNameState.
- Updated FxActionSpecialCall::Emit for named script specials.
- Fixed inverted asserts for FxMinusSign::Emit and FxUnaryNotBitwise::Emit.


SVN r3893 (scripting)
2012-10-18 03:19:27 +00:00

1796 lines
42 KiB
C++

/*
** shared_sbar.cpp
** Base status bar implementation
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
#include "templates.h"
#include "sbar.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "c_console.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "v_text.h"
#include "s_sound.h"
#include "gi.h"
#include "doomstat.h"
#include "g_level.h"
#include "d_net.h"
#include "colormatcher.h"
#include "v_palette.h"
#include "d_player.h"
#include "farchive.h"
#include "a_hexenglobal.h"
#include "../version.h"
#define XHAIRSHRINKSIZE (FRACUNIT/18)
#define XHAIRPICKUPSIZE (FRACUNIT*2+XHAIRSHRINKSIZE)
#define POWERUPICONSIZE 32
IMPLEMENT_POINTY_CLASS(DBaseStatusBar)
DECLARE_POINTER(Messages[0])
DECLARE_POINTER(Messages[1])
DECLARE_POINTER(Messages[2])
END_POINTERS
EXTERN_CVAR (Bool, am_showmonsters)
EXTERN_CVAR (Bool, am_showsecrets)
EXTERN_CVAR (Bool, am_showitems)
EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
EXTERN_CVAR (Bool, noisedebug)
EXTERN_CVAR (Int, con_scaletext)
DBaseStatusBar *StatusBar;
extern int setblocks;
int ST_X, ST_Y;
int SB_state = 3;
FTexture *CrosshairImage;
static int CrosshairNum;
// [RH] Base blending values (for e.g. underwater)
int BaseBlendR, BaseBlendG, BaseBlendB;
float BaseBlendA;
CVAR (Int, paletteflash, 0, CVAR_ARCHIVE)
CVAR (Flag, pf_hexenweaps, paletteflash, PF_HEXENWEAPONS)
CVAR (Flag, pf_poison, paletteflash, PF_POISON)
CVAR (Flag, pf_ice, paletteflash, PF_ICE)
CVAR (Flag, pf_hazard, paletteflash, PF_HAZARD)
// Stretch status bar to full screen width?
CUSTOM_CVAR (Bool, st_scale, true, CVAR_ARCHIVE)
{
if (StatusBar)
{
StatusBar->SetScaled (self);
setsizeneeded = true;
}
}
CVAR (Int, crosshair, 0, CVAR_ARCHIVE)
CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
CVAR (Bool, crosshairhealth, true, CVAR_ARCHIVE);
CVAR (Bool, crosshairscale, false, CVAR_ARCHIVE);
CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE);
CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
{
if (self < 0 || self > 2) self = 2;
}
CVAR (Bool, idmypos, false, 0);
//---------------------------------------------------------------------------
//
// Format the map name, include the map label if wanted
//
//---------------------------------------------------------------------------
void ST_FormatMapName(FString &mapname, const char *mapnamecolor)
{
cluster_info_t *cluster = FindClusterInfo (level.cluster);
bool ishub = (cluster != NULL && (cluster->flags & CLUSTER_HUB));
if (am_showmaplabel == 1 || (am_showmaplabel == 2 && !ishub))
{
mapname << level.mapname << ": ";
}
mapname << mapnamecolor << level.LevelName;
}
//---------------------------------------------------------------------------
//
// Load crosshair definitions
//
//---------------------------------------------------------------------------
void ST_LoadCrosshair(bool alwaysload)
{
int num = 0;
char name[16], size;
int lump;
if (!crosshairforce &&
players[consoleplayer].camera != NULL &&
players[consoleplayer].camera->player != NULL &&
players[consoleplayer].camera->player->ReadyWeapon != NULL)
{
num = players[consoleplayer].camera->player->ReadyWeapon->Crosshair;
}
if (num == 0)
{
num = crosshair;
}
if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL)
{ // No change.
return;
}
if (CrosshairImage != NULL)
{
CrosshairImage->Unload ();
}
if (num == 0)
{
CrosshairNum = 0;
CrosshairImage = NULL;
return;
}
if (num < 0)
{
num = -num;
}
size = (SCREENWIDTH < 640) ? 'S' : 'B';
mysnprintf (name, countof(name), "XHAIR%c%d", size, num);
if ((lump = Wads.CheckNumForName (name, ns_graphics)) == -1)
{
mysnprintf (name, countof(name), "XHAIR%c1", size);
if ((lump = Wads.CheckNumForName (name, ns_graphics)) == -1)
{
strcpy (name, "XHAIRS1");
}
num = 1;
}
CrosshairNum = num;
CrosshairImage = TexMan[TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch)];
}
//---------------------------------------------------------------------------
//
// ST_Clear
//
//---------------------------------------------------------------------------
void ST_Clear()
{
if (StatusBar != NULL)
{
StatusBar->Destroy();
StatusBar = NULL;
}
CrosshairImage = NULL;
CrosshairNum = 0;
}
//---------------------------------------------------------------------------
//
// Constructor
//
//---------------------------------------------------------------------------
DBaseStatusBar::DBaseStatusBar (int reltop, int hres, int vres)
{
CompleteBorder = false;
Centering = false;
FixedOrigin = false;
CrosshairSize = FRACUNIT;
RelTop = reltop;
memset(Messages, 0, sizeof(Messages));
Displacement = 0;
CPlayer = NULL;
ShowLog = false;
HorizontalResolution = hres;
VirticalResolution = vres;
SetScaled (st_scale);
}
//---------------------------------------------------------------------------
//
// PROP Destroy
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Destroy ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *msg = Messages[i];
while (msg)
{
DHUDMessage *next = msg->Next;
msg->Destroy();
msg = next;
}
Messages[i] = NULL;
}
Super::Destroy();
}
//---------------------------------------------------------------------------
//
// PROC SetScaled
//
//---------------------------------------------------------------------------
//[BL] Added force argument to have forcescaled mean forcescaled.
// - Also, if the VirticalResolution is something other than the default (200)
// We should always obey the value of scale.
void DBaseStatusBar::SetScaled (bool scale, bool force)
{
Scaled = (RelTop != 0 || force) && ((SCREENWIDTH != 320 || HorizontalResolution != 320) && scale);
if (!Scaled)
{
ST_X = (SCREENWIDTH - HorizontalResolution) / 2;
ST_Y = SCREENHEIGHT - RelTop;
::ST_Y = ST_Y;
if (RelTop > 0)
{
Displacement = ((ST_Y * VirticalResolution / SCREENHEIGHT) - (VirticalResolution - RelTop))*FRACUNIT/RelTop;
}
else
{
Displacement = 0;
}
}
else
{
ST_X = 0;
ST_Y = VirticalResolution - RelTop;
if (CheckRatio(SCREENWIDTH, SCREENHEIGHT) != 4)
{ // Normal resolution
::ST_Y = Scale (ST_Y, SCREENHEIGHT, VirticalResolution);
}
else
{ // 5:4 resolution
::ST_Y = Scale(ST_Y - VirticalResolution/2, SCREENHEIGHT*3, Scale(VirticalResolution, BaseRatioSizes[4][1], 200)) + SCREENHEIGHT/2
+ (SCREENHEIGHT - SCREENHEIGHT * BaseRatioSizes[4][3] / 48) / 2;
}
Displacement = 0;
}
::ST_X = ST_X;
SB_state = screen->GetPageCount ();
}
//---------------------------------------------------------------------------
//
// PROC AttachToPlayer
//
//---------------------------------------------------------------------------
void DBaseStatusBar::AttachToPlayer (player_t *player)
{
CPlayer = player;
SB_state = screen->GetPageCount ();
}
//---------------------------------------------------------------------------
//
// PROC GetPlayer
//
//---------------------------------------------------------------------------
int DBaseStatusBar::GetPlayer ()
{
return int(CPlayer - players);
}
//---------------------------------------------------------------------------
//
// PROC MultiplayerChanged
//
//---------------------------------------------------------------------------
void DBaseStatusBar::MultiplayerChanged ()
{
SB_state = screen->GetPageCount ();
}
//---------------------------------------------------------------------------
//
// PROC Tick
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Tick ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *msg = Messages[i];
DHUDMessage **prev = &Messages[i];
while (msg)
{
DHUDMessage *next = msg->Next;
if (msg->Tick ())
{
*prev = next;
msg->Destroy();
}
else
{
prev = &msg->Next;
}
msg = next;
}
// If the crosshair has been enlarged, shrink it.
if (CrosshairSize > FRACUNIT)
{
CrosshairSize -= XHAIRSHRINKSIZE;
if (CrosshairSize < FRACUNIT)
{
CrosshairSize = FRACUNIT;
}
}
}
}
//---------------------------------------------------------------------------
//
// PROC AttachMessage
//
//---------------------------------------------------------------------------
void DBaseStatusBar::AttachMessage (DHUDMessage *msg, DWORD id, int layer)
{
DHUDMessage *old = NULL;
DHUDMessage **prev;
DObject *container = this;
old = (id == 0 || id == 0xFFFFFFFF) ? NULL : DetachMessage (id);
if (old != NULL)
{
old->Destroy();
}
// Merge unknown layers into the default layer.
if ((size_t)layer >= countof(Messages))
{
layer = HUDMSGLayer_Default;
}
prev = &Messages[layer];
// The ID serves as a priority, where lower numbers appear in front of
// higher numbers. (i.e. The list is sorted in descending order, since
// it gets drawn back to front.)
while (*prev != NULL && (*prev)->SBarID > id)
{
container = *prev;
prev = &(*prev)->Next;
}
msg->Next = *prev;
msg->SBarID = id;
*prev = msg;
GC::WriteBarrier(container, msg);
}
//---------------------------------------------------------------------------
//
// PROC DetachMessage
//
//---------------------------------------------------------------------------
DHUDMessage *DBaseStatusBar::DetachMessage (DHUDMessage *msg)
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *probe = Messages[i];
DHUDMessage **prev = &Messages[i];
while (probe && probe != msg)
{
prev = &probe->Next;
probe = probe->Next;
}
if (probe != NULL)
{
*prev = probe->Next;
probe->Next = NULL;
// Redraw the status bar in case it was covered
if (screen != NULL)
{
SB_state = screen->GetPageCount();
}
return probe;
}
}
return NULL;
}
DHUDMessage *DBaseStatusBar::DetachMessage (DWORD id)
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *probe = Messages[i];
DHUDMessage **prev = &Messages[i];
while (probe && probe->SBarID != id)
{
prev = &probe->Next;
probe = probe->Next;
}
if (probe != NULL)
{
*prev = probe->Next;
probe->Next = NULL;
// Redraw the status bar in case it was covered
if (screen != NULL)
{
SB_state = screen->GetPageCount();
}
return probe;
}
}
return NULL;
}
//---------------------------------------------------------------------------
//
// PROC DetachAllMessages
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DetachAllMessages ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *probe = Messages[i];
Messages[i] = NULL;
while (probe != NULL)
{
DHUDMessage *next = probe->Next;
probe->Destroy();
probe = next;
}
}
}
//---------------------------------------------------------------------------
//
// PROC ShowPlayerName
//
//---------------------------------------------------------------------------
void DBaseStatusBar::ShowPlayerName ()
{
EColorRange color;
color = (CPlayer == &players[consoleplayer]) ? CR_GOLD : CR_GREEN;
AttachMessage (new DHUDMessageFadeOut (SmallFont, CPlayer->userinfo.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 DBaseStatusBar::DrawImage (FTexture *img,
int x, int y, FRemapTable *translation) const
{
if (img != NULL)
{
screen->DrawTexture (img, x + ST_X, y + ST_Y,
DTA_Translation, translation,
DTA_Bottom320x200, Scaled,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawImage
//
// Draws an optionally dimmed image with the status bar's upper-left corner
// as the origin.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawDimImage (FTexture *img,
int x, int y, bool dimmed) const
{
if (img != NULL)
{
screen->DrawTexture (img, x + ST_X, y + ST_Y,
DTA_ColorOverlay, dimmed ? DIM_OVERLAY : 0,
DTA_Bottom320x200, Scaled,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawImage
//
// Draws a translucent image with the status bar's upper-left corner as the
// origin.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::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_Bottom320x200, Scaled,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawPartialImage
//
// Draws a portion of an image with the status bar's upper-left corner as
// the origin. The image should be the same size as the status bar.
// Used for Doom's status bar.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawPartialImage (FTexture *img, int wx, int ww) const
{
if (img != NULL)
{
screen->DrawTexture (img, ST_X, ST_Y,
DTA_WindowLeft, wx,
DTA_WindowRight, wx + ww,
DTA_Bottom320x200, Scaled,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrINumber
//
// Draws a three digit number.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrINumber (signed int val, int x, int y, int imgBase) const
{
int oldval;
if (val > 999)
val = 999;
oldval = val;
if (val < 0)
{
if (val < -9)
{
DrawImage (Images[imgLAME], x+1, y+1);
return;
}
val = -val;
DrawImage (Images[imgBase+val], x+18, y);
DrawImage (Images[imgNEGATIVE], x+9, y);
return;
}
if (val > 99)
{
DrawImage (Images[imgBase+val/100], x, y);
}
val = val % 100;
if (val > 9 || oldval > 99)
{
DrawImage (Images[imgBase+val/10], x+9, y);
}
val = val % 10;
DrawImage (Images[imgBase+val], x+18, y);
}
//---------------------------------------------------------------------------
//
// PROC DrBNumber
//
// Draws an x digit number using the big font.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrBNumber (signed int val, int x, int y, int size) const
{
bool neg;
int i, w;
int power;
FTexture *pic;
pic = Images[imgBNumbers];
w = (pic != NULL) ? pic->GetWidth() : 0;
if (val == 0)
{
if (pic != NULL)
{
DrawImage (pic, x - w, y);
}
return;
}
if ( (neg = val < 0) )
{
val = -val;
size--;
}
for (i = size-1, power = 10; i > 0; i--)
{
power *= 10;
}
if (val >= power)
{
val = power - 1;
}
while (val != 0 && size--)
{
x -= w;
pic = Images[imgBNumbers + val % 10];
val /= 10;
if (pic != NULL)
{
DrawImage (pic, x, y);
}
}
if (neg)
{
pic = Images[imgBNEGATIVE];
if (pic != NULL)
{
DrawImage (pic, x - w, y);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrSmallNumber
//
// Draws a small three digit number.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrSmallNumber (int val, int x, int y) const
{
int digit = 0;
if (val > 999)
{
val = 999;
}
if (val > 99)
{
digit = val / 100;
DrawImage (Images[imgSmNumbers + digit], x, y);
val -= digit * 100;
}
if (val > 9 || digit)
{
digit = val / 10;
DrawImage (Images[imgSmNumbers + digit], x+4, y);
val -= digit * 10;
}
DrawImage (Images[imgSmNumbers + val], x+8, y);
}
//---------------------------------------------------------------------------
//
// PROC DrINumberOuter
//
// Draws a number outside the status bar, possibly scaled.
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrINumberOuter (signed int val, int x, int y, bool center, int w) const
{
bool negative = false;
x += w*2;
if (val < 0)
{
negative = true;
val = -val;
}
else if (val == 0)
{
screen->DrawTexture (Images[imgINumbers], x + 1, y + 1,
DTA_FillColor, 0, DTA_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 DBaseStatusBar::DrBNumberOuter (signed int val, int x, int y, int size) const
{
int xpos;
int w;
bool negative = false;
FTexture *pic;
pic = Images[imgBNumbers+3];
if (pic != NULL)
{
w = pic->GetWidth();
}
else
{
w = 0;
}
xpos = x + w/2 + (size-1)*w;
if (val == 0)
{
pic = Images[imgBNumbers];
if (pic != NULL)
{
screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_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 DBaseStatusBar::DrBNumberOuterFont (signed int val, int x, int y, int size) const
{
int xpos;
int w, v;
bool negative = false;
FTexture *pic;
w = 0;
BigFont->GetChar ('0', &w);
if (w > 1)
{
w--;
}
xpos = x + w/2 + (size-1)*w;
if (val == 0)
{
pic = BigFont->GetChar ('0', &v);
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_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 DBaseStatusBar::DrSmallNumberOuter (int val, int x, int y, bool center) const
{
int digit = 0;
if (val > 999)
{
val = 999;
}
if (val > 99)
{
digit = val / 100;
screen->DrawTexture (Images[imgSmNumbers + digit], x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
val -= digit * 100;
}
if (val > 9 || digit)
{
digit = val / 10;
screen->DrawTexture (Images[imgSmNumbers + digit], x+4, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
val -= digit * 10;
}
screen->DrawTexture (Images[imgSmNumbers + val], x+8, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
}
//---------------------------------------------------------------------------
//
// RefreshBackground
//
//---------------------------------------------------------------------------
void DBaseStatusBar::RefreshBackground () const
{
int x, x2, y, ratio;
ratio = CheckRatio (SCREENWIDTH, SCREENHEIGHT);
x = (!(ratio & 3) || !Scaled) ? ST_X : SCREENWIDTH*(48-BaseRatioSizes[ratio][3])/(48*2);
y = x == ST_X && x > 0 ? ST_Y : ::ST_Y;
if(!CompleteBorder)
{
if(y < SCREENHEIGHT)
{
V_DrawBorder (x+1, y, SCREENWIDTH, y+1);
V_DrawBorder (x+1, SCREENHEIGHT-1, SCREENWIDTH, SCREENHEIGHT);
}
}
else
{
x = SCREENWIDTH;
}
if (x > 0)
{
if(!CompleteBorder)
{
x2 = !(ratio & 3) || !Scaled ? ST_X+HorizontalResolution :
SCREENWIDTH - (SCREENWIDTH*(48-BaseRatioSizes[ratio][3])+48*2-1)/(48*2);
}
else
{
x2 = SCREENWIDTH;
}
V_DrawBorder (0, y, x+1, SCREENHEIGHT);
V_DrawBorder (x2-1, y, SCREENWIDTH, SCREENHEIGHT);
if (setblocks >= 10)
{
const gameborder_t *border = gameinfo.border;
FTexture *p;
p = TexMan[border->b];
screen->FlatFill(0, y, x, y + p->GetHeight(), p, true);
screen->FlatFill(x2, y, SCREENWIDTH, y + p->GetHeight(), p, true);
}
}
}
//---------------------------------------------------------------------------
//
// DrawCrosshair
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawCrosshair ()
{
static DWORD prevcolor = 0xffffffff;
static int palettecolor = 0;
DWORD color;
fixed_t size;
int w, h;
// Don't draw the crosshair in chasecam mode
if (players[consoleplayer].cheats & CF_CHASECAM)
return;
ST_LoadCrosshair();
// Don't draw the crosshair if there is none
if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL)
{
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 = Scale(CPlayer->health, 100, CPlayer->mo->GetDefault()->health);
if (health >= 85)
{
color = 0x00ff00;
}
else
{
int red, green;
health -= 25;
if (health < 0)
{
health = 0;
}
if (health < 30)
{
red = 255;
green = health * 255 / 30;
}
else
{
red = (60 - health) * 255 / 30;
green = 255;
}
color = (red<<16) | (green<<8);
}
}
else
{
color = crosshaircolor;
}
if (color != prevcolor)
{
prevcolor = color;
palettecolor = ColorMatcher.Pick (RPART(color), GPART(color), BPART(color));
}
screen->DrawTexture (CrosshairImage,
viewwidth / 2 + viewwindowx,
viewheight / 2 + viewwindowy,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_AlphaChannel, true,
DTA_FillColor, (palettecolor << 24) | (color & 0xFFFFFF),
TAG_DONE);
}
//---------------------------------------------------------------------------
//
// FlashCrosshair
//
//---------------------------------------------------------------------------
void DBaseStatusBar::FlashCrosshair ()
{
CrosshairSize = XHAIRPICKUPSIZE;
}
//---------------------------------------------------------------------------
//
// DrawMessages
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawMessages (int layer, int bottom)
{
DHUDMessage *msg = Messages[layer];
int visibility = 0;
if (viewactive)
{
visibility |= HUDMSG_NotWith3DView;
}
if (automapactive)
{
visibility |= viewactive ? HUDMSG_NotWithOverlayMap : HUDMSG_NotWithFullMap;
}
while (msg)
{
DHUDMessage *next = msg->Next;
msg->Draw (bottom, visibility);
msg = next;
}
}
//---------------------------------------------------------------------------
//
// Draw
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Draw (EHudState state)
{
char line[64+10];
if ((SB_state != 0 || BorderNeedRefresh) && state == HUD_StatusBar)
{
RefreshBackground ();
}
if (idmypos)
{ // Draw current coordinates
int height = SmallFont->GetHeight();
char labels[3] = { 'X', 'Y', 'Z' };
fixed_t *value;
int i;
int vwidth;
int vheight;
int xpos;
int y;
if (con_scaletext == 0)
{
vwidth = SCREENWIDTH;
vheight = SCREENHEIGHT;
xpos = vwidth - 80;
y = ::ST_Y - height;
}
else
{
vwidth = SCREENWIDTH/2;
vheight = SCREENHEIGHT/2;
xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
y = ::ST_Y/2 - height;
}
if (gameinfo.gametype == GAME_Strife)
{
if (con_scaletext == 0)
y -= height * 4;
else
y -= height * 2;
}
value = &CPlayer->mo->z;
for (i = 2, value = &CPlayer->mo->z; i >= 0; y -= height, --value, --i)
{
mysnprintf (line, countof(line), "%c: %d", labels[i], *value >> FRACBITS);
screen->DrawText (SmallFont, CR_GREEN, xpos, y, line,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
TAG_DONE);
BorderNeedRefresh = screen->GetPageCount();
}
}
if (viewactive)
{
if (CPlayer && CPlayer->camera && CPlayer->camera->player)
{
DrawCrosshair ();
}
}
else if (automapactive)
{
int y, time = level.time / TICRATE, height;
int totaltime = level.totaltime / TICRATE;
EColorRange highlight = (gameinfo.gametype & GAME_DoomChex) ?
CR_UNTRANSLATED : CR_YELLOW;
height = SmallFont->GetHeight () * CleanYfac;
// Draw timer
y = 8;
if (am_showtime)
{
mysnprintf (line, countof(line), "%02d:%02d:%02d", time/3600, (time%3600)/60, time%60); // Time
screen->DrawText (SmallFont, CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
y+=8*CleanYfac;
}
if (am_showtotaltime)
{
mysnprintf (line, countof(line), "%02d:%02d:%02d", totaltime/3600, (totaltime%3600)/60, totaltime%60); // Total time
screen->DrawText (SmallFont, CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
}
// Draw map name
y = ::ST_Y - height;
if (gameinfo.gametype == GAME_Heretic && SCREENWIDTH > 320 && !Scaled)
{
y -= 8;
}
else if (gameinfo.gametype == GAME_Hexen)
{
if (Scaled)
{
y -= Scale (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;
}
}
FString mapname;
ST_FormatMapName(mapname, TEXTCOLOR_GREY);
screen->DrawText (SmallFont, highlight,
(SCREENWIDTH - SmallFont->StringWidth (mapname)*CleanXfac)/2, y, mapname,
DTA_CleanNoMove, true, TAG_DONE);
if (!deathmatch)
{
int y = 8;
// Draw monster count
if (am_showmonsters)
{
mysnprintf (line, countof(line), "MONSTERS:" TEXTCOLOR_GREY " %d/%d",
level.killed_monsters, level.total_monsters);
screen->DrawText (SmallFont, highlight, 8, y, line,
DTA_CleanNoMove, true, TAG_DONE);
y += height;
}
// Draw secret count
if (am_showsecrets)
{
mysnprintf (line, countof(line), "SECRETS:" TEXTCOLOR_GREY " %d/%d",
level.found_secrets, level.total_secrets);
screen->DrawText (SmallFont, highlight, 8, y, line,
DTA_CleanNoMove, true, TAG_DONE);
y += height;
}
// Draw item count
if (am_showitems)
{
mysnprintf (line, countof(line), "ITEMS:" TEXTCOLOR_GREY " %d/%d",
level.found_items, level.total_items);
screen->DrawText (SmallFont, highlight, 8, y, line,
DTA_CleanNoMove, true, TAG_DONE);
}
}
}
}
void DBaseStatusBar::DrawLog ()
{
int hudwidth, hudheight;
if (CPlayer->LogText && *CPlayer->LogText)
{
// This uses the same scaling as regular HUD messages
switch (con_scaletext)
{
default:
hudwidth = SCREENWIDTH;
hudheight = SCREENHEIGHT;
break;
case 1:
hudwidth = SCREENWIDTH / CleanXfac;
hudheight = SCREENHEIGHT / CleanYfac;
break;
case 2:
hudwidth = SCREENWIDTH / 2;
hudheight = SCREENHEIGHT / 2;
break;
}
int linelen = hudwidth<640? Scale(hudwidth,9,10)-40 : 560;
FBrokenLines *lines = V_BreakLines (SmallFont, linelen, CPlayer->LogText);
int height = 20;
for (int i = 0; lines[i].Width != -1; i++) height += SmallFont->GetHeight () + 1;
int x,y,w;
if (linelen<560)
{
x=hudwidth/20;
y=hudheight/8;
w=hudwidth-2*x;
}
else
{
x=(hudwidth>>1)-300;
y=hudheight*3/10-(height>>1);
if (y<0) y=0;
w=600;
}
screen->Dim(0, 0.5f, Scale(x, SCREENWIDTH, hudwidth), Scale(y, SCREENHEIGHT, hudheight),
Scale(w, SCREENWIDTH, hudwidth), Scale(height, SCREENHEIGHT, hudheight));
x+=20;
y+=10;
for (int i = 0; lines[i].Width != -1; i++)
{
screen->DrawText (SmallFont, CR_UNTRANSLATED, x, y, lines[i].Text,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
y += SmallFont->GetHeight ()+1;
}
V_FreeBrokenLines (lines);
}
}
bool DBaseStatusBar::MustDrawLog(EHudState)
{
return true;
}
void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, bool reset)
{
}
//---------------------------------------------------------------------------
//
// DrawBottomStuff
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawBottomStuff (EHudState state)
{
DrawMessages (HUDMSGLayer_UnderHUD, (state == HUD_StatusBar) ? ::ST_Y : SCREENHEIGHT);
}
//---------------------------------------------------------------------------
//
// DrawTopStuff
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawTopStuff (EHudState state)
{
if (demoplayback && demover != DEMOGAMEVERSION)
{
screen->DrawText (SmallFont, CR_TAN, 0, ST_Y - 40 * CleanYfac,
"Demo was recorded with a different version\n"
"of ZDoom. Expect it to go out of sync.",
DTA_CleanNoMove, true, TAG_DONE);
}
DrawPowerups ();
if (automapactive && !viewactive)
{
DrawMessages (HUDMSGLayer_OverMap, (state == HUD_StatusBar) ? ::ST_Y : SCREENHEIGHT);
}
DrawMessages (HUDMSGLayer_OverHUD, (state == HUD_StatusBar) ? ::ST_Y : SCREENHEIGHT);
DrawConsistancy ();
if (ShowLog && MustDrawLog(state)) DrawLog ();
if (noisedebug)
{
S_NoiseDebug ();
}
}
//---------------------------------------------------------------------------
//
// DrawPowerups
//
//---------------------------------------------------------------------------
void DBaseStatusBar::DrawPowerups ()
{
// Each icon gets a 32x32 block to draw itself in.
int x, y;
AInventory *item;
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;
}
}
}
}
//---------------------------------------------------------------------------
//
// BlendView
//
//---------------------------------------------------------------------------
void DBaseStatusBar::BlendView (float blend[4])
{
V_AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, BaseBlendA, blend);
V_AddPlayerBlend(CPlayer, blend, 1.0f, 228);
if (screen->Accel2D || (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up))
{
player_t *player = (CPlayer->camera != NULL && CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
V_SetBlend ((int)(blend[0] * 255.0f), (int)(blend[1] * 255.0f),
(int)(blend[2] * 255.0f), (int)(blend[3] * 256.0f));
}
void DBaseStatusBar::DrawConsistancy () const
{
static bool firsttime = true;
int i;
char conbuff[64], *buff_p;
if (!netgame)
return;
buff_p = NULL;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].inconsistant)
{
if (buff_p == NULL)
{
strcpy (conbuff, "Out of sync with:");
buff_p = conbuff + 17;
}
*buff_p++ = ' ';
*buff_p++ = '1' + i;
*buff_p = 0;
}
}
if (buff_p != NULL)
{
if (firsttime)
{
firsttime = false;
if (debugfile)
{
fprintf (debugfile, "%s as of tic %d (%d)\n", conbuff,
players[1-consoleplayer].inconsistant,
players[1-consoleplayer].inconsistant/ticdup);
}
}
screen->DrawText (SmallFont, CR_GREEN,
(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
0, conbuff, DTA_CleanNoMove, true, TAG_DONE);
BorderTopRefresh = screen->GetPageCount ();
}
}
void DBaseStatusBar::FlashItem (const PClass *itemtype)
{
}
void DBaseStatusBar::NewGame ()
{
}
void DBaseStatusBar::SetInteger (int pname, int param)
{
}
void DBaseStatusBar::ShowPop (int popnum)
{
ShowLog = (popnum == POP_Log && !ShowLog);
}
void DBaseStatusBar::ReceivedWeapon (AWeapon *weapon)
{
}
void DBaseStatusBar::Serialize (FArchive &arc)
{
if (SaveVersion < 3821)
{
memset(Messages, 0, sizeof(Messages));
arc << Messages[HUDMSGLayer_Default];
}
else
{
for (size_t i = 0; i < countof(Messages); ++i)
{
arc << Messages[i];
}
}
}
void DBaseStatusBar::ScreenSizeChanged ()
{
st_scale.Callback ();
SB_state = screen->GetPageCount ();
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessage *message = Messages[i];
while (message != NULL)
{
message->ScreenSizeChanged ();
message = message->Next;
}
}
}
//---------------------------------------------------------------------------
//
// ValidateInvFirst
//
// Returns an inventory item that, when drawn as the first item, is sure to
// include the selected item in the inventory bar.
//
//---------------------------------------------------------------------------
AInventory *DBaseStatusBar::ValidateInvFirst (int numVisible) const
{
AInventory *item;
int i;
if (CPlayer->mo->InvFirst == NULL)
{
CPlayer->mo->InvFirst = CPlayer->mo->FirstInv();
if (CPlayer->mo->InvFirst == NULL)
{ // Nothing to show
return NULL;
}
}
assert (CPlayer->mo->InvFirst->Owner == CPlayer->mo);
// If there are fewer than numVisible items shown, see if we can shift the
// view left to show more.
for (i = 0, item = CPlayer->mo->InvFirst; item != NULL && i < numVisible; ++i, item = item->NextInv())
{ }
while (i < numVisible)
{
item = CPlayer->mo->InvFirst->PrevInv ();
if (item == NULL)
{
break;
}
else
{
CPlayer->mo->InvFirst = item;
++i;
}
}
if (CPlayer->mo->InvSel == NULL)
{
// Nothing selected, so don't move the view.
return CPlayer->mo->InvFirst == NULL ? CPlayer->mo->Inventory : CPlayer->mo->InvFirst;
}
else
{
// Check if InvSel is already visible
for (item = CPlayer->mo->InvFirst, i = numVisible;
item != NULL && i != 0;
item = item->NextInv(), --i)
{
if (item == CPlayer->mo->InvSel)
{
return CPlayer->mo->InvFirst;
}
}
// Check if InvSel is to the right of the visible range
for (i = 1; item != NULL; item = item->NextInv(), ++i)
{
if (item == CPlayer->mo->InvSel)
{
// Found it. Now advance InvFirst
for (item = CPlayer->mo->InvFirst; i != 0; --i)
{
item = item->NextInv();
}
return item;
}
}
// Check if InvSel is to the left of the visible range
for (item = CPlayer->mo->Inventory;
item != CPlayer->mo->InvSel;
item = item->NextInv())
{ }
if (item != NULL)
{
// Found it, so let it become the first item shown
return item;
}
// Didn't find the selected item, so don't move the view.
// This should never happen, so let debug builds assert.
assert (item != NULL);
return CPlayer->mo->InvFirst;
}
}
//============================================================================
//
// DBaseStatusBar :: GetCurrentAmmo
//
// Returns the types and amounts of ammo used by the current weapon. If the
// weapon only uses one type of ammo, it is always returned as ammo1.
//
//============================================================================
void DBaseStatusBar::GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&ammo2, int &ammocount1, int &ammocount2) const
{
if (CPlayer->ReadyWeapon != NULL)
{
ammo1 = CPlayer->ReadyWeapon->Ammo1;
ammo2 = CPlayer->ReadyWeapon->Ammo2;
if (ammo1 == NULL)
{
ammo1 = ammo2;
ammo2 = NULL;
}
}
else
{
ammo1 = ammo2 = NULL;
}
ammocount1 = ammo1 != NULL ? ammo1->Amount : 0;
ammocount2 = ammo2 != NULL ? ammo2->Amount : 0;
}
//============================================================================
//
// CCMD showpop
//
// Asks the status bar to show a pop screen.
//
//============================================================================
CCMD (showpop)
{
if (argv.argc() != 2)
{
Printf ("Usage: showpop <popnumber>\n");
}
else if (StatusBar != NULL)
{
int popnum = atoi (argv[1]);
if (popnum < 0)
{
popnum = 0;
}
StatusBar->ShowPop (popnum);
}
}