mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 17:21:24 +00:00
a59de25107
* MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. SVN r1823 (trunk)
850 lines
19 KiB
C++
850 lines
19 KiB
C++
#include "doomtype.h"
|
|
#include "doomstat.h"
|
|
#include "v_font.h"
|
|
#include "v_video.h"
|
|
#include "sbar.h"
|
|
#include "r_defs.h"
|
|
#include "w_wad.h"
|
|
#include "m_random.h"
|
|
#include "d_player.h"
|
|
#include "st_stuff.h"
|
|
#include "r_local.h"
|
|
#include "m_swap.h"
|
|
#include "templates.h"
|
|
#include "a_keys.h"
|
|
#include "a_strifeglobal.h"
|
|
#include "gi.h"
|
|
#include "g_level.h"
|
|
#include "colormatcher.h"
|
|
#include "v_palette.h"
|
|
|
|
// Number of tics to move the popscreen up and down.
|
|
#define POP_TIME (TICRATE/8)
|
|
|
|
// Popscreen height when fully extended
|
|
#define POP_HEIGHT 104
|
|
|
|
// Number of tics to scroll keys left
|
|
#define KEY_TIME (TICRATE/3)
|
|
|
|
class FHealthBar : public FTexture
|
|
{
|
|
public:
|
|
FHealthBar ();
|
|
|
|
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
|
|
const BYTE *GetPixels ();
|
|
bool CheckModified ();
|
|
void Unload ();
|
|
|
|
void SetVial (int level);
|
|
|
|
protected:
|
|
BYTE Pixels[200*2];
|
|
BYTE Colors[8];
|
|
static const Span DummySpan[2];
|
|
|
|
int VialLevel;
|
|
bool NeedRefresh;
|
|
|
|
void MakeTexture ();
|
|
void FillBar (int min, int max, BYTE light, BYTE dark);
|
|
};
|
|
|
|
const FTexture::Span FHealthBar::DummySpan[2] = { { 0, 2 }, { 0, 0 } };
|
|
|
|
FHealthBar::FHealthBar ()
|
|
: VialLevel(0), NeedRefresh(false)
|
|
{
|
|
int i;
|
|
|
|
static const BYTE rgbs[8*3] =
|
|
{
|
|
180, 228, 128, // light green
|
|
128, 180, 80, // dark green
|
|
|
|
196, 204, 252, // light blue
|
|
148, 152, 200, // dark blue
|
|
|
|
224, 188, 0, // light gold
|
|
208, 128, 0, // dark gold
|
|
|
|
216, 44, 44, // light red
|
|
172, 28, 28 // dark red
|
|
};
|
|
|
|
Width = 200;
|
|
Height = 2;
|
|
WidthBits = 8;
|
|
HeightBits = 1;
|
|
WidthMask = 255;
|
|
|
|
for (i = 0; i < 8; ++i)
|
|
{
|
|
Colors[i] = ColorMatcher.Pick (rgbs[i*3], rgbs[i*3+1], rgbs[i*3+2]);
|
|
}
|
|
}
|
|
|
|
bool FHealthBar::CheckModified ()
|
|
{
|
|
return NeedRefresh;
|
|
}
|
|
|
|
void FHealthBar::Unload ()
|
|
{
|
|
}
|
|
|
|
const BYTE *FHealthBar::GetColumn (unsigned int column, const Span **spans_out)
|
|
{
|
|
if (NeedRefresh)
|
|
{
|
|
MakeTexture ();
|
|
}
|
|
if (column > 199)
|
|
{
|
|
column = 199;
|
|
}
|
|
if (spans_out != NULL)
|
|
{
|
|
*spans_out = &DummySpan[column >= (unsigned int)VialLevel*2];
|
|
}
|
|
return Pixels + column*2;
|
|
}
|
|
|
|
const BYTE *FHealthBar::GetPixels ()
|
|
{
|
|
if (NeedRefresh)
|
|
{
|
|
MakeTexture ();
|
|
}
|
|
return Pixels;
|
|
}
|
|
|
|
void FHealthBar::SetVial (int level)
|
|
{
|
|
if (level < 0)
|
|
{
|
|
level = 0;
|
|
}
|
|
else if (level > 200 && level != 999)
|
|
{
|
|
level = 200;
|
|
}
|
|
if (VialLevel != level)
|
|
{
|
|
VialLevel = level;
|
|
NeedRefresh = true;
|
|
}
|
|
}
|
|
|
|
void FHealthBar::MakeTexture ()
|
|
{
|
|
if (VialLevel == 999)
|
|
{
|
|
FillBar (0, 100, Colors[4], Colors[5]);
|
|
}
|
|
else
|
|
{
|
|
if (VialLevel <= 100)
|
|
{
|
|
if (VialLevel <= 10)
|
|
{
|
|
FillBar (0, VialLevel, Colors[6], Colors[7]);
|
|
}
|
|
else if (VialLevel <= 20)
|
|
{
|
|
FillBar (0, VialLevel, Colors[4], Colors[5]);
|
|
}
|
|
else
|
|
{
|
|
FillBar (0, VialLevel, Colors[0], Colors[1]);
|
|
}
|
|
FillBar (VialLevel, 100, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
int stop = 100 - (VialLevel - 100);
|
|
FillBar (0, stop, Colors[0], Colors[1]);
|
|
FillBar (stop, 100, Colors[2], Colors[3]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHealthBar::FillBar (int min, int max, BYTE light, BYTE dark)
|
|
{
|
|
#ifdef __BIG_ENDIAN__
|
|
SDWORD fill = (light << 24) | (dark << 16) | (light << 8) | dark;
|
|
#else
|
|
SDWORD fill = light | (dark << 8) | (light << 16) | (dark << 24);
|
|
#endif
|
|
if (max > min)
|
|
{
|
|
clearbuf (&Pixels[min*4], max - min, fill);
|
|
}
|
|
}
|
|
|
|
class DStrifeStatusBar : public DBaseStatusBar
|
|
{
|
|
DECLARE_CLASS(DStrifeStatusBar, DBaseStatusBar)
|
|
public:
|
|
DStrifeStatusBar () : DBaseStatusBar (32)
|
|
{
|
|
static const char *sharedLumpNames[] =
|
|
{
|
|
NULL, NULL, "INVFONY0", "INVFONY1", "INVFONY2",
|
|
"INVFONY3", "INVFONY4", "INVFONY5", "INVFONY6", "INVFONY7",
|
|
"INVFONY8", "INVFONY9", NULL, NULL, NULL,
|
|
NULL, NULL, NULL, NULL, NULL,
|
|
NULL, NULL, NULL, "INVFONG0", "INVFONG1",
|
|
"INVFONG2", "INVFONG3", "INVFONG4", "INVFONG5", "INVFONG6",
|
|
"INVFONG7", "INVFONG8", "INVFONG9"
|
|
};
|
|
|
|
DBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES);
|
|
DoCommonInit ();
|
|
}
|
|
|
|
~DStrifeStatusBar ()
|
|
{
|
|
}
|
|
|
|
void NewGame ()
|
|
{
|
|
Images.Uninit ();
|
|
DoCommonInit ();
|
|
if (CPlayer != NULL)
|
|
{
|
|
AttachToPlayer (CPlayer);
|
|
}
|
|
}
|
|
|
|
void Draw (EHudState state)
|
|
{
|
|
DBaseStatusBar::Draw (state);
|
|
|
|
if (state == HUD_Fullscreen)
|
|
{
|
|
SB_state = screen->GetPageCount ();
|
|
DrawFullScreenStuff ();
|
|
}
|
|
else if (state == HUD_StatusBar)
|
|
{
|
|
if (SB_state != 0)
|
|
{
|
|
SB_state--;
|
|
}
|
|
DrawMainBar ();
|
|
}
|
|
}
|
|
|
|
void ShowPop (int popnum)
|
|
{
|
|
DBaseStatusBar::ShowPop(popnum);
|
|
if (popnum == CurrentPop)
|
|
{
|
|
if (popnum == POP_Keys)
|
|
{
|
|
AInventory *item;
|
|
int i;
|
|
|
|
KeyPopPos += 10;
|
|
KeyPopScroll = 280;
|
|
|
|
for (item = CPlayer->mo->Inventory, i = 0;
|
|
item != NULL;
|
|
item = item->Inventory)
|
|
{
|
|
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
|
|
{
|
|
if (i == KeyPopPos)
|
|
{
|
|
return;
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
PendingPop = POP_None;
|
|
// Do not scroll keys horizontally when dropping the popscreen
|
|
KeyPopScroll = 0;
|
|
KeyPopPos -= 10;
|
|
}
|
|
else
|
|
{
|
|
KeyPopPos = 0;
|
|
PendingPop = popnum;
|
|
}
|
|
}
|
|
|
|
bool MustDrawLog(EHudState state)
|
|
{
|
|
// Tell the base class to draw the log if the pop screen won't be displayed.
|
|
return (state == HUD_None);
|
|
}
|
|
|
|
private:
|
|
void DoCommonInit ()
|
|
{
|
|
static const char *strifeLumpNames[] =
|
|
{
|
|
"INVCURS", "CURSOR01", "INVBACK", "INVTOP", "INVPOP", "INVPOP2",
|
|
"INVPBAK", "INVPBAK2",
|
|
"INVFONG0", "INVFONG1", "INVFONG2", "INVFONG3", "INVFONG4",
|
|
"INVFONG5", "INVFONG6", "INVFONG7", "INVFONG8", "INVFONG9",
|
|
"INVFONG%",
|
|
"INVFONY0", "INVFONY1", "INVFONY2", "INVFONY3", "INVFONY4",
|
|
"INVFONY5", "INVFONY6", "INVFONY7", "INVFONY8", "INVFONY9",
|
|
"INVFONY%",
|
|
"I_COMM", "I_MDKT", "I_ARM1", "I_ARM2"
|
|
};
|
|
|
|
Images.Init (strifeLumpNames, NUM_STRIFESB_IMAGES);
|
|
|
|
CursorImage = Images[imgINVCURS] != NULL ? imgINVCURS : imgCURSOR01;
|
|
|
|
SB_state = screen->GetPageCount ();
|
|
|
|
CurrentPop = POP_None;
|
|
PendingPop = POP_NoChange;
|
|
PopHeight = 0;
|
|
KeyPopPos = 0;
|
|
KeyPopScroll = 0;
|
|
ItemFlash = 0;
|
|
}
|
|
|
|
void Tick ()
|
|
{
|
|
DBaseStatusBar::Tick ();
|
|
|
|
if (ItemFlash > 0)
|
|
{
|
|
ItemFlash -= FRACUNIT/14;
|
|
if (ItemFlash < 0)
|
|
{
|
|
ItemFlash = 0;
|
|
}
|
|
}
|
|
|
|
PopHeightChange = 0;
|
|
if (PendingPop != POP_NoChange)
|
|
{
|
|
if (PopHeight < 0)
|
|
{
|
|
PopHeightChange = POP_HEIGHT / POP_TIME;
|
|
PopHeight += POP_HEIGHT / POP_TIME;
|
|
}
|
|
else
|
|
{
|
|
CurrentPop = PendingPop;
|
|
PendingPop = POP_NoChange;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (CurrentPop == POP_None)
|
|
{
|
|
PopHeight = 0;
|
|
}
|
|
else if (PopHeight > -POP_HEIGHT)
|
|
{
|
|
PopHeight -= POP_HEIGHT / POP_TIME;
|
|
if (PopHeight < -POP_HEIGHT)
|
|
{
|
|
PopHeight = -POP_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
PopHeightChange = -POP_HEIGHT / POP_TIME;
|
|
}
|
|
}
|
|
if (KeyPopScroll > 0)
|
|
{
|
|
KeyPopScroll -= 280 / KEY_TIME;
|
|
if (KeyPopScroll < 0)
|
|
{
|
|
KeyPopScroll = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FlashItem (const PClass *itemtype)
|
|
{
|
|
ItemFlash = FRACUNIT*3/4;
|
|
}
|
|
|
|
void DrawMainBar ()
|
|
{
|
|
AInventory *item;
|
|
int i;
|
|
|
|
// Pop screen (log, keys, and status)
|
|
if (CurrentPop != POP_None && PopHeight < 0)
|
|
{
|
|
DrawPopScreen (Scaled ? (ST_Y - 8) * screen->GetHeight() / 200 : ST_Y - 8);
|
|
}
|
|
|
|
DrawImage (Images[imgINVBACK], 0, 0);
|
|
DrawImage (Images[imgINVTOP], 0, -8);
|
|
|
|
// Health
|
|
DrINumber (CPlayer->health, 79, -6, imgFONG0);
|
|
if (CPlayer->cheats & CF_GODMODE)
|
|
{
|
|
HealthBar.SetVial (999);
|
|
}
|
|
else
|
|
{
|
|
HealthBar.SetVial (CPlayer->health);
|
|
}
|
|
DrawImage (&HealthBar, 49, 4);
|
|
DrawImage (&HealthBar, 49, 7);
|
|
|
|
// Armor
|
|
item = CPlayer->mo->FindInventory<ABasicArmor>();
|
|
if (item != NULL && item->Amount > 0)
|
|
{
|
|
DrawImage (TexMan(item->Icon), 2, 9);
|
|
DrINumber (item->Amount, 27, 23, imgFONY0);
|
|
}
|
|
|
|
// Ammo
|
|
AAmmo *ammo1, *ammo2;
|
|
int ammocount1, ammocount2;
|
|
|
|
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
|
|
if (ammo1 != NULL)
|
|
{
|
|
DrINumber (ammo1->Amount, 311, -6, imgFONG0);
|
|
DrawImage (TexMan(ammo1->Icon), 290, 13);
|
|
if (ammo2 != NULL)
|
|
{
|
|
/* int y = MIN (-5 - BigHeight, -5 - TexMan(ammo1->Icon)->GetHeight());
|
|
screen->DrawTexture (TexMan(ammo2->Icon), -14, y,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_CenterBottomOffset, true,
|
|
TAG_DONE);
|
|
DrBNumberOuterFont (ammo2->Amount, -67, y - BigHeight);
|
|
*/ }
|
|
}
|
|
|
|
// Sigil
|
|
item = CPlayer->mo->FindInventory<ASigil>();
|
|
if (item != NULL)
|
|
{
|
|
DrawImage (TexMan(item->Icon), 253, 7);
|
|
}
|
|
|
|
// Inventory
|
|
CPlayer->mo->InvFirst = ValidateInvFirst (6);
|
|
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 6; item = item->NextInv(), ++i)
|
|
{
|
|
if (item == CPlayer->mo->InvSel)
|
|
{
|
|
screen->DrawTexture (Images[CursorImage],
|
|
42 + 35*i + ST_X, 12 + ST_Y,
|
|
DTA_Bottom320x200, Scaled,
|
|
DTA_Alpha, FRACUNIT - ItemFlash,
|
|
TAG_DONE);
|
|
}
|
|
if (item->Icon.isValid())
|
|
{
|
|
DrawDimImage (TexMan(item->Icon), 48 + 35*i, 14, item->Amount <= 0);
|
|
}
|
|
DrINumber (item->Amount, 74 + 35*i, 23, imgFONY0);
|
|
}
|
|
}
|
|
|
|
void DrawFullScreenStuff ()
|
|
{
|
|
// Draw health
|
|
DrINumberOuter (CPlayer->health, 4, -10, false, 7);
|
|
screen->DrawTexture (Images[imgMEDI], 14, -17,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_CenterBottomOffset, true,
|
|
TAG_DONE);
|
|
|
|
// Draw armor
|
|
ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
|
|
if (armor != NULL && armor->Amount != 0)
|
|
{
|
|
DrINumberOuter (armor->Amount, 35, -10, false, 7);
|
|
screen->DrawTexture (TexMan(armor->Icon), 45, -17,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_CenterBottomOffset, true,
|
|
TAG_DONE);
|
|
}
|
|
|
|
// Draw ammo
|
|
AAmmo *ammo1, *ammo2;
|
|
int ammocount1, ammocount2;
|
|
|
|
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
|
|
if (ammo1 != NULL)
|
|
{
|
|
// Draw primary ammo in the bottom-right corner
|
|
DrINumberOuter (ammo1->Amount, -23, -10, false, 7);
|
|
screen->DrawTexture (TexMan(ammo1->Icon), -14, -17,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_CenterBottomOffset, true,
|
|
TAG_DONE);
|
|
if (ammo2 != NULL && ammo1!=ammo2)
|
|
{
|
|
// Draw secondary ammo just above the primary ammo
|
|
DrINumberOuter (ammo2->Amount, -23, -48, false, 7);
|
|
screen->DrawTexture (TexMan(ammo2->Icon), -14, -55,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_CenterBottomOffset, true,
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
|
|
if (deathmatch)
|
|
{ // Draw frags (in DM)
|
|
DrBNumberOuterFont (CPlayer->fragcount, -44, 1);
|
|
}
|
|
|
|
// Draw inventory
|
|
if (CPlayer->inventorytics == 0)
|
|
{
|
|
if (CPlayer->mo->InvSel != 0)
|
|
{
|
|
if (ItemFlash > 0)
|
|
{
|
|
FTexture *cursor = Images[CursorImage];
|
|
screen->DrawTexture (cursor, -28, -15,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_LeftOffset, cursor->GetWidth(),
|
|
DTA_TopOffset, cursor->GetHeight(),
|
|
DTA_Alpha, ItemFlash,
|
|
TAG_DONE);
|
|
}
|
|
DrINumberOuter (CPlayer->mo->InvSel->Amount, -51, -10, false, 7);
|
|
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -42, -17,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_CenterBottomOffset, true,
|
|
DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY,
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CPlayer->mo->InvFirst = ValidateInvFirst (6);
|
|
int i = 0;
|
|
AInventory *item;
|
|
if (CPlayer->mo->InvFirst != NULL)
|
|
{
|
|
for (item = CPlayer->mo->InvFirst; item != NULL && i < 6; item = item->NextInv(), ++i)
|
|
{
|
|
if (item == CPlayer->mo->InvSel)
|
|
{
|
|
screen->DrawTexture (Images[CursorImage], -100+i*35, -21,
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
DTA_Alpha, TRANSLUC75,
|
|
TAG_DONE);
|
|
}
|
|
if (item->Icon.isValid())
|
|
{
|
|
screen->DrawTexture (TexMan(item->Icon), -94 + i*35, -19,
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY,
|
|
TAG_DONE);
|
|
}
|
|
DrINumberOuter (item->Amount, -89 + i*35, -10, true, 7);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw pop screen (log, keys, and status)
|
|
if (CurrentPop != POP_None && PopHeight < 0)
|
|
{
|
|
DrawPopScreen (screen->GetHeight());
|
|
}
|
|
}
|
|
|
|
void DrawPopScreen (int bottom)
|
|
{
|
|
char buff[64];
|
|
const char *label;
|
|
int i;
|
|
AInventory *item;
|
|
int xscale, yscale, left, top;
|
|
int bars = (CurrentPop == POP_Status) ? imgINVPOP : imgINVPOP2;
|
|
int back = (CurrentPop == POP_Status) ? imgINVPBAK : imgINVPBAK2;
|
|
// Extrapolate the height of the popscreen for smoother movement
|
|
int height = clamp<int> (PopHeight + FixedMul (r_TicFrac, PopHeightChange), -POP_HEIGHT, 0);
|
|
|
|
xscale = CleanXfac;
|
|
yscale = CleanYfac;
|
|
left = screen->GetWidth()/2 - 160*CleanXfac;
|
|
top = bottom + height * yscale;
|
|
|
|
screen->DrawTexture (Images[back], left, top, DTA_CleanNoMove, true, DTA_Alpha, FRACUNIT*3/4, TAG_DONE);
|
|
screen->DrawTexture (Images[bars], left, top, DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
switch (CurrentPop)
|
|
{
|
|
case POP_Log:
|
|
// Draw the latest log message.
|
|
mysnprintf (buff, countof(buff), "%02d:%02d:%02d",
|
|
(level.time/TICRATE)/3600,
|
|
((level.time/TICRATE)%3600)/60,
|
|
(level.time/TICRATE)%60);
|
|
|
|
screen->DrawText (SmallFont2, CR_UNTRANSLATED, left+210*xscale, top+8*yscale, buff,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
if (CPlayer->LogText != NULL)
|
|
{
|
|
FBrokenLines *lines = V_BreakLines (SmallFont2, 272, CPlayer->LogText);
|
|
for (i = 0; lines[i].Width >= 0; ++i)
|
|
{
|
|
screen->DrawText (SmallFont2, CR_UNTRANSLATED, left+24*xscale, top+(18+i*12)*yscale,
|
|
lines[i].Text, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
V_FreeBrokenLines (lines);
|
|
}
|
|
break;
|
|
|
|
case POP_Keys:
|
|
// List the keys the player has.
|
|
int pos, endpos, leftcol;
|
|
int clipleft, clipright;
|
|
|
|
pos = KeyPopPos;
|
|
endpos = pos + 10;
|
|
leftcol = 20;
|
|
clipleft = left + 17*xscale;
|
|
clipright = left + (320-17)*xscale;
|
|
if (KeyPopScroll > 0)
|
|
{
|
|
// Extrapolate the scroll position for smoother scrolling
|
|
int scroll = MAX<int> (0,KeyPopScroll - FixedMul (r_TicFrac, 280/KEY_TIME));
|
|
pos -= 10;
|
|
leftcol = leftcol - 280 + scroll;
|
|
}
|
|
for (i = 0, item = CPlayer->mo->Inventory;
|
|
i < endpos && item != NULL;
|
|
item = item->Inventory)
|
|
{
|
|
if (!item->IsKindOf (RUNTIME_CLASS(AKey)))
|
|
continue;
|
|
|
|
if (i < pos)
|
|
{
|
|
i++;
|
|
continue;
|
|
}
|
|
|
|
label = item->GetTag();
|
|
|
|
int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1);
|
|
int rownum = (i % 5) * 18;
|
|
|
|
screen->DrawTexture (TexMan(item->Icon),
|
|
left + (colnum * 140 + leftcol)*xscale,
|
|
top + (6 + rownum)*yscale,
|
|
DTA_CleanNoMove, true,
|
|
DTA_ClipLeft, clipleft,
|
|
DTA_ClipRight, clipright,
|
|
TAG_DONE);
|
|
screen->DrawText (SmallFont2, CR_UNTRANSLATED,
|
|
left + (colnum * 140 + leftcol + 17)*xscale,
|
|
top + (11 + rownum)*yscale,
|
|
label,
|
|
DTA_CleanNoMove, true,
|
|
DTA_ClipLeft, clipleft,
|
|
DTA_ClipRight, clipright,
|
|
TAG_DONE);
|
|
i++;
|
|
}
|
|
break;
|
|
|
|
case POP_Status:
|
|
// Show miscellaneous status items.
|
|
|
|
// Print stats
|
|
DrINumber2 (CPlayer->accuracy, left+268*xscale, top+28*yscale, 7*xscale, imgFONY0);
|
|
DrINumber2 (CPlayer->stamina, left+268*xscale, top+52*yscale, 7*xscale, imgFONY0);
|
|
|
|
// How many keys does the player have?
|
|
for (i = 0, item = CPlayer->mo->Inventory;
|
|
item != NULL;
|
|
item = item->Inventory)
|
|
{
|
|
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
|
|
{
|
|
i++;
|
|
}
|
|
}
|
|
DrINumber2 (i, left+268*xscale, top+76*yscale, 7*xscale, imgFONY0);
|
|
|
|
// Does the player have a communicator?
|
|
item = CPlayer->mo->FindInventory (NAME_Communicator);
|
|
if (item != NULL)
|
|
{
|
|
screen->DrawTexture (TexMan(item->Icon),
|
|
left + 280*xscale,
|
|
top + 74*yscale,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
|
|
// How much ammo does the player have?
|
|
static const struct
|
|
{
|
|
ENamedName AmmoType;
|
|
int Y;
|
|
} AmmoList[7] =
|
|
{
|
|
{ NAME_ClipOfBullets, 19 },
|
|
{ NAME_PoisonBolts, 35 },
|
|
{ NAME_ElectricBolts, 43 },
|
|
{ NAME_HEGrenadeRounds, 59 },
|
|
{ NAME_PhosphorusGrenadeRounds, 67 },
|
|
{ NAME_MiniMissiles, 75 },
|
|
{ NAME_EnergyPod, 83 }
|
|
};
|
|
for (i = 0; i < 7; ++i)
|
|
{
|
|
const PClass *ammotype = PClass::FindClass(AmmoList[i].AmmoType);
|
|
item = CPlayer->mo->FindInventory (ammotype);
|
|
|
|
if (item == NULL)
|
|
{
|
|
DrINumber2 (0, left+206*xscale, top+AmmoList[i].Y*yscale, 7*xscale, imgFONY0);
|
|
DrINumber2 (((AInventory *)GetDefaultByType (ammotype))->MaxAmount,
|
|
left+239*xscale, top+AmmoList[i].Y*yscale, 7*xscale, imgFONY0);
|
|
}
|
|
else
|
|
{
|
|
DrINumber2 (item->Amount, left+206*xscale, top+AmmoList[i].Y*yscale, 7*xscale, imgFONY0);
|
|
DrINumber2 (item->MaxAmount, left+239*xscale, top+AmmoList[i].Y*yscale, 7*xscale, imgFONY0);
|
|
}
|
|
}
|
|
|
|
// What weapons does the player have?
|
|
static const struct
|
|
{
|
|
ENamedName TypeName;
|
|
int X, Y;
|
|
} WeaponList[6] =
|
|
{
|
|
{ NAME_StrifeCrossbow, 23, 19 },
|
|
{ NAME_AssaultGun, 21, 41 },
|
|
{ NAME_FlameThrower, 57, 50 },
|
|
{ NAME_MiniMissileLauncher, 20, 64 },
|
|
{ NAME_StrifeGrenadeLauncher, 55, 20 },
|
|
{ NAME_Mauler, 52, 75 },
|
|
};
|
|
for (i = 0; i < 6; ++i)
|
|
{
|
|
item = CPlayer->mo->FindInventory (WeaponList[i].TypeName);
|
|
|
|
if (item != NULL)
|
|
{
|
|
screen->DrawTexture (TexMan(item->Icon),
|
|
left + WeaponList[i].X*xscale,
|
|
top + WeaponList[i].Y*yscale,
|
|
DTA_CleanNoMove, true,
|
|
DTA_LeftOffset, 0,
|
|
DTA_TopOffset, 0,
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void DrINumber (signed int val, int x, int y, int imgBase) const
|
|
{
|
|
x -= 7;
|
|
|
|
if (val == 0)
|
|
{
|
|
DrawImage (Images[imgBase], x, y);
|
|
}
|
|
else
|
|
{
|
|
while (val != 0)
|
|
{
|
|
DrawImage (Images[imgBase+val%10], x, y);
|
|
val /= 10;
|
|
x -= 7;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrINumber2 (signed int val, int x, int y, int width, int imgBase) const
|
|
{
|
|
x -= width;
|
|
|
|
if (val == 0)
|
|
{
|
|
screen->DrawTexture (Images[imgBase], x, y, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
while (val != 0)
|
|
{
|
|
screen->DrawTexture (Images[imgBase+val%10], x, y, DTA_CleanNoMove, true, TAG_DONE);
|
|
val /= 10;
|
|
x -= width;
|
|
}
|
|
}
|
|
}
|
|
|
|
enum
|
|
{
|
|
imgINVCURS,
|
|
imgCURSOR01,
|
|
imgINVBACK,
|
|
imgINVTOP,
|
|
imgINVPOP,
|
|
imgINVPOP2,
|
|
imgINVPBAK,
|
|
imgINVPBAK2,
|
|
imgFONG0,
|
|
imgFONG1,
|
|
imgFONG2,
|
|
imgFONG3,
|
|
imgFONG4,
|
|
imgFONG5,
|
|
imgFONG6,
|
|
imgFONG7,
|
|
imgFONG8,
|
|
imgFONG9,
|
|
imgFONG_PERCENT,
|
|
imgFONY0,
|
|
imgFONY1,
|
|
imgFONY2,
|
|
imgFONY3,
|
|
imgFONY4,
|
|
imgFONY5,
|
|
imgFONY6,
|
|
imgFONY7,
|
|
imgFONY8,
|
|
imgFONY9,
|
|
imgFONY_PERCENT,
|
|
imgCOMM,
|
|
imgMEDI,
|
|
imgARM1,
|
|
imgARM2,
|
|
|
|
NUM_STRIFESB_IMAGES
|
|
};
|
|
|
|
FImageCollection Images;
|
|
FHealthBar HealthBar;
|
|
|
|
int CursorImage;
|
|
int CurrentPop, PendingPop, PopHeight, PopHeightChange;
|
|
int KeyPopPos, KeyPopScroll;
|
|
fixed_t ItemFlash;
|
|
};
|
|
|
|
IMPLEMENT_CLASS(DStrifeStatusBar);
|
|
|
|
DBaseStatusBar *CreateStrifeStatusBar ()
|
|
{
|
|
return new DStrifeStatusBar;
|
|
}
|