qzdoom-gpl/src/g_hexen/hexen_sbar.cpp
Christoph Oelckers 8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00

1178 lines
27 KiB
C++

#include <assert.h>
#include "doomtype.h"
#include "doomstat.h"
#include "v_font.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 "v_video.h"
#include "r_draw.h"
#include "templates.h"
#include "a_hexenglobal.h"
#include "a_keys.h"
#include "r_translate.h"
class FManaBar : public FTexture
{
public:
FManaBar ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
bool CheckModified ();
void SetVial (FTexture *pic, AActor *actor, const PClass *manaType);
protected:
BYTE Pixels[5*24];
static const Span DummySpan[2];
FTexture *VialPic;
int VialLevel;
bool NeedRefresh;
void MakeTexture ();
};
const FTexture::Span FManaBar::DummySpan[2] = { { 0, 24 }, { 0, 0 } };
FManaBar::FManaBar ()
: VialPic(0), VialLevel(0), NeedRefresh(false)
{
Width = 5;
Height = 24;
WidthBits = 2;
HeightBits = 5;
WidthMask = 3;
}
void FManaBar::Unload ()
{
if (VialPic != 0)
{
VialPic->Unload ();
}
}
bool FManaBar::CheckModified ()
{
return NeedRefresh;
}
const BYTE *FManaBar::GetColumn (unsigned int column, const Span **spans_out)
{
if (NeedRefresh)
{
MakeTexture ();
}
if (column > 4)
{
column = 4;
}
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + column*24;
}
const BYTE *FManaBar::GetPixels ()
{
if (NeedRefresh)
{
MakeTexture ();
}
return Pixels;
}
void FManaBar::SetVial (FTexture *pic, AActor *actor, const PClass *manaType)
{
int level;
AInventory *ammo;
ammo = actor->FindInventory (manaType);
level = ammo != NULL ? ammo->Amount : 0;
level = MIN (22*level/MAX_MANA, 22);
if (VialPic != pic || VialLevel != level)
{
VialPic = pic;
VialLevel = level;
NeedRefresh = true;
}
}
void FManaBar::MakeTexture ()
{
int run = 22 - VialLevel;
BYTE color0 = GPalette.Remap[0];
NeedRefresh = false;
VialPic->CopyToBlock (Pixels, 5, 24, 0, 0);
memset (Pixels + 25, color0, run);
memset (Pixels + 25+24, color0, run);
memset (Pixels + 25+24+24, color0, run);
}
class DHexenStatusBar : public DBaseStatusBar
{
DECLARE_CLASS(DHexenStatusBar, DBaseStatusBar)
HAS_OBJECT_POINTERS
public:
DHexenStatusBar () : DBaseStatusBar (38)
{
static const char *hexenLumpNames[NUM_HEXENSB_IMAGES] =
{
"H2BAR", "H2TOP", "INVBAR", "LFEDGE", "RTEDGE",
"STATBAR", "KEYBAR", "SELECTBO", "ARTICLS", "ARMCLS",
"MANACLS", "MANAVL1", "MANAVL2", "MANAVL1D", "MANAVL2D",
"MANADIM1", "MANADIM2", "MANABRT1", "MANABRT2", "INVGEML1",
"INVGEML2", "INVGEMR1", "INVGEMR2", "KILLS", "USEARTIA",
"USEARTIB", "USEARTIC", "USEARTID", "USEARTIE", "KEYSLOT1",
"KEYSLOT2", "KEYSLOT3", "KEYSLOT4", "KEYSLOT5", "KEYSLOT6",
"KEYSLOT7", "KEYSLOT8", "KEYSLOT9", "KEYSLOTA", "KEYSLOTB",
"ARMSLOT1", "ARMSLOT2", "ARMSLOT3", "ARMSLOT4", "ARTIBOX",
"HAMOBACK"
};
static const char *classLumpNames[3][NUM_HEXENCLASSSB_IMAGES] =
{
{
"WPSLOT0", "WPFULL0", "WPIECEF1", "WPIECEF2",
"WPIECEF3", "CHAIN", "LIFEGMF2"
},
{
"WPSLOT1", "WPFULL1", "WPIECEC1", "WPIECEC2",
"WPIECEC3", "CHAIN2", "LIFEGMC2"
},
{
"WPSLOT2", "WPFULL2", "WPIECEM1", "WPIECEM2",
"WPIECEM3", "CHAIN3", "LIFEGMM2"
}
};
static const char *sharedLumpNames[] =
{
"LAME", "NEGNUM", "IN0", "IN1", "IN2",
"IN3", "IN4", "IN5", "IN6", "IN7",
"IN8", "IN9", "FONTB13", "FONTB16", "FONTB17",
"FONTB18", "FONTB19", "FONTB20", "FONTB21", "FONTB22",
"FONTB23", "FONTB24", "FONTB25", "SMALLIN0", "SMALLIN1",
"SMALLIN2", "SMALLIN3", "SMALLIN4", "SMALLIN5", "SMALLIN6",
"SMALLIN7", "SMALLIN8", "SMALLIN9",
"INRED0", "INRED1", "INRED2", "INRED3", "INRED4",
"INRED5", "INRED6", "INRED7", "INRED8", "INRED9"
};
DBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES + 10);
Images.Init (hexenLumpNames, NUM_HEXENSB_IMAGES);
ClassImages[0].Init (classLumpNames[0], NUM_HEXENCLASSSB_IMAGES);
ClassImages[1].Init (classLumpNames[1], NUM_HEXENCLASSSB_IMAGES);
ClassImages[2].Init (classLumpNames[2], NUM_HEXENCLASSSB_IMAGES);
oldarti = NULL;
oldartiCount = 0;
oldammo1 = oldammo2 = NULL;
oldammocount1 = oldammocount2 = -1;
oldfrags = -9999;
oldmana1 = -1;
oldmana2 = -1;
oldusemana1 = -1;
oldusemana2 = -1;
olddrawbars = -1;
oldarmor = -1;
oldhealth = -1;
oldlife = -1;
oldpieces = -1;
oldkeys[0] = oldkeys[1] = oldkeys[2] = oldkeys[3] = oldkeys[4] = NULL;
HealthMarker = 0;
ArtifactFlash = 0;
ArtiRefresh = 0;
FragHealthRefresh = 0;
KeysRefresh = 0;
ArmorRefresh = 0;
HealthRefresh = 0;
Mana1Refresh = 0;
Mana2Refresh = 0;
AmmoRefresh = 0;
}
~DHexenStatusBar ()
{
}
void Tick ()
{
int curHealth;
DBaseStatusBar::Tick ();
if (CPlayer->mo == NULL)
{
curHealth = 0;
}
else
{
curHealth = CPlayer->mo->health;
}
if (curHealth < 0)
{
curHealth = 0;
}
if (curHealth < HealthMarker)
{
HealthMarker -= clamp ((HealthMarker - curHealth) >> 2, 1, 6);
}
else if (curHealth > HealthMarker)
{
HealthMarker += clamp ((curHealth - HealthMarker) >> 2, 1, 6);
}
if (ArtifactFlash > 0)
{
if (--ArtifactFlash == 0)
{
ArtiRefresh = screen->GetPageCount ();
}
}
}
void Draw (EHudState state)
{
DBaseStatusBar::Draw (state);
if (state == HUD_Fullscreen)
{
DrawFullScreenStuff ();
SB_state = screen->GetPageCount ();
}
else if (state == HUD_StatusBar)
{
if (SB_state > 0)
{
DrawImage (Images[imgH2BAR], 0, -27);
oldhealth = -1;
}
DrawCommonBar ();
if (CPlayer->inventorytics == 0)
{
if (SB_state < 0)
{
SB_state = screen->GetPageCount ();
}
if (SB_state != 0)
{
// Main interface
SB_state--;
DrawImage (Images[!automapactive ? imgSTATBAR : imgKEYBAR], 38, 0);
oldarti = NULL;
oldammo1 = oldammo2 = NULL;
oldmana1 = -1;
oldmana2 = -1;
oldusemana1 = -1;
oldusemana2 = -1;
olddrawbars = -1;
oldarmor = -1;
oldpieces = -1;
oldfrags = -9999; //can't use -1, 'cuz of negative frags
oldlife = -1;
oldkeys[0] = oldkeys[1] = oldkeys[2] = oldkeys[3] = oldkeys[4] = NULL;
ArtiRefresh = 0;
//oldhealth = -1;
}
if (!automapactive)
{
DrawMainBar ();
}
else
{
DrawKeyBar ();
}
}
else
{
if (SB_state > -1)
{
SB_state = -screen->GetPageCount () - 1;
}
if (SB_state < -1)
{
SB_state++;
}
DrawInventoryBar ();
}
}
}
void AttachToPlayer (player_t *player)
{
DBaseStatusBar::AttachToPlayer (player);
if (player->mo != NULL)
{
if (player->mo->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
{
FourthWeaponShift = 6;
FourthWeaponClass = 2;
LifeBarClass = 2;
}
else if (player->mo->IsKindOf (PClass::FindClass(NAME_ClericPlayer)))
{
FourthWeaponShift = 3;
FourthWeaponClass = 1;
LifeBarClass = 1;
}
else
{
FourthWeaponShift = 0;
FourthWeaponClass = 0;
LifeBarClass = 0;
}
}
}
void SetInteger (int pname, int param)
{
if (pname == 0)
{
FourthWeaponShift = param;
FourthWeaponClass = param / 3;
}
}
private:
//---------------------------------------------------------------------------
//
// PROC DrawCommonBar
//
//---------------------------------------------------------------------------
void DrawCommonBar ()
{
int healthPos;
DrawImage (Images[imgH2TOP], 0, -27);
if (oldhealth != HealthMarker)
{
oldhealth = HealthMarker;
HealthRefresh = screen->GetPageCount ();
}
if (HealthRefresh)
{
int lifeClass = LifeBarClass;
HealthRefresh--;
healthPos = clamp (HealthMarker, 0, 100);
DrawImage (ClassImages[lifeClass][imgCHAIN], 35+((healthPos*196/100)%9), 31);
DrawImage (ClassImages[lifeClass][imgLIFEGEM], 7+(healthPos*11/5), 31, multiplayer ?
translationtables[TRANSLATION_PlayersExtra][int(CPlayer - players)] : NULL);
DrawImage (Images[imgLFEDGE], 0, 31);
DrawImage (Images[imgRTEDGE], 277, 31);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawMainBar
//
//---------------------------------------------------------------------------
void DrawMainBar ()
{
int temp;
// Ready artifact
if (ArtifactFlash)
{
DrawImage (Images[imgARTICLEAR], 144, -1);
DrawImage (Images[imgUSEARTIA + ArtifactFlash], 148, 2);
oldarti = NULL; // so that the correct artifact fills in after the flash
}
else if (oldarti != CPlayer->mo->InvSel
|| (oldarti != NULL && oldartiCount != oldarti->Amount))
{
oldarti = CPlayer->mo->InvSel;
GC::WriteBarrier(this, oldarti);
oldartiCount = oldarti != NULL ? oldarti->Amount : 0;
ArtiRefresh = screen->GetPageCount ();
}
if (ArtiRefresh)
{
ArtiRefresh--;
DrawImage (Images[imgARTICLEAR], 144, -1);
if (oldarti != NULL)
{
DrawDimImage (TexMan(oldarti->Icon), 143, 2, oldarti->Amount <= 0);
if (oldartiCount != 1)
{
DrSmallNumber (oldartiCount, 162, 23);
}
}
}
// Frags
if (deathmatch)
{
temp = CPlayer->fragcount;
if (temp != oldfrags)
{
oldfrags = temp;
FragHealthRefresh = screen->GetPageCount ();
}
if (FragHealthRefresh)
{
FragHealthRefresh--;
DrawImage (Images[imgKILLS], 38, 1);
DrINumber (temp, 40, 15);
}
}
else
{
temp = MAX (0, HealthMarker);
if (oldlife != temp)
{
oldlife = temp;
FragHealthRefresh = screen->GetPageCount ();
}
if (FragHealthRefresh)
{
FragHealthRefresh--;
DrawImage (Images[imgARMCLEAR], 41, 16);
DrINumber (temp, 40, 14, temp >= 25 ? imgINumbers : NUM_BASESB_IMAGES);
}
}
// Mana
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
int drawbar;
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
if (ammo1==ammo2)
{
// Don't show the same ammo twice.
ammo2=NULL;
}
// If the weapon uses some ammo that is not mana, do not draw
// the mana bars; draw the specific used ammo instead.
const PClass *mana1 = PClass::FindClass(NAME_Mana1);
const PClass *mana2 = PClass::FindClass(NAME_Mana2);
drawbar = !((ammo1 != NULL && ammo1->GetClass() != mana1 && ammo1->GetClass() != mana2) ||
(ammo2 != NULL && ammo2->GetClass() != mana1 && ammo2->GetClass() != mana2));
if (drawbar != olddrawbars)
{
AmmoRefresh = screen->GetPageCount ();
olddrawbars = drawbar;
oldmana1 = -1;
oldmana2 = -1;
}
if (drawbar && oldammo2 != ammo2)
{
AmmoRefresh = screen->GetPageCount ();
}
if (drawbar)
{
DrawManaBars (ammo1, ammo2, mana1, mana2);
}
else
{
DrawMainAltAmmo (ammo1, ammo2, ammocount1, ammocount2);
}
// Armor
temp = GetArmorPercent (NULL);
if (oldarmor != temp)
{
oldarmor = temp;
ArmorRefresh = screen->GetPageCount ();
}
if (ArmorRefresh)
{
ArmorRefresh--;
DrawImage (Images[imgARMCLEAR], 255, 16);
DrINumber (temp / (5*FRACUNIT), 250, 14);
}
// Weapon Pieces
if (oldpieces != CPlayer->pieces)
{
DrawWeaponPieces();
oldpieces = CPlayer->pieces;
}
}
//---------------------------------------------------------------------------
//
// PROC DrawMainAltAmmo
//
// Draw a generic ammo readout on the main bar, instead of the mana bars.
//
//---------------------------------------------------------------------------
void DrawMainAltAmmo (AAmmo *ammo1, AAmmo *ammo2, int ammocount1, int ammocount2)
{
if (ammo1 != oldammo1 || ammocount1 != oldammocount1)
{
AmmoRefresh = screen->GetPageCount ();
oldammo1 = ammo1;
oldammocount1 = ammocount1;
GC::WriteBarrier(this, ammo1);
}
if (ammo2 != oldammo2 || ammocount2 != oldammocount2)
{
AmmoRefresh = screen->GetPageCount ();
oldammo2 = ammo2;
oldammocount2 = ammocount2;
GC::WriteBarrier(this, ammo2);
}
if (AmmoRefresh)
{
AmmoRefresh--;
DrawImage (Images[imgAMMOBACK], 77, 2);
if (ammo2 != NULL)
{ // Draw both ammos
AmmoRefresh--;
screen->DrawTexture (TexMan[ammo1->Icon], 89+ST_X, 10+ST_Y,
DTA_CenterOffset, true,
DTA_Bottom320x200, true,
TAG_DONE);
DrSmallNumber (ammo1->Amount, 86, 20);
screen->DrawTexture (TexMan[ammo2->Icon], 113+ST_X, 10+ST_Y,
DTA_CenterOffset, true,
DTA_Bottom320x200, true,
TAG_DONE);
DrSmallNumber (ammo2->Amount, 110, 20);
}
else
{ // Draw one ammo
screen->DrawTexture (TexMan[ammo1->Icon], 100+ST_X, 10+ST_Y,
DTA_CenterOffset, true,
DTA_Bottom320x200, true,
TAG_DONE);
DrSmallNumber (ammo1->Amount, 97, 20);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawManaBars
//
// Draws the mana bars on the main status bar
//
//---------------------------------------------------------------------------
void DrawManaBars (AAmmo *ammo1, AAmmo *ammo2, const PClass *manatype1, const PClass *manatype2)
{
AAmmo *mana1 = NULL, *mana2 = NULL;
int usemana1 = false, usemana2 = false;
int manacount1, manacount2;
int manaPatch1, manaPatch2;
int manaVialPatch1, manaVialPatch2;
manaPatch1 = 0;
manaPatch2 = 0;
manaVialPatch1 = 0;
manaVialPatch2 = 0;
if (AmmoRefresh)
{
Mana1Refresh = MAX(AmmoRefresh, Mana1Refresh);
Mana2Refresh = MAX(AmmoRefresh, Mana2Refresh);
AmmoRefresh--;
screen->DrawTexture (Images[imgSTATBAR], ST_X+38, ST_Y,
DTA_WindowLeft, 39,
DTA_WindowRight, 87,
DTA_Bottom320x200, Scaled,
TAG_DONE);
}
// Locate Mana1 and Mana2 in the inventory, and decide which ones are used.
if (ammo1 == NULL)
{
}
else if (ammo1->GetClass() == manatype1)
{
mana1 = ammo1;
usemana1 = true;
}
else if (ammo1->GetClass() == manatype2)
{
mana2 = ammo1;
usemana2 = true;
}
if (ammo2 == NULL)
{
}
else if (ammo2->GetClass() == manatype1)
{
mana1 = ammo2;
usemana1 = true;
}
else if (ammo2->GetClass() == manatype2)
{
mana2 = ammo2;
usemana2 = true;
}
if (mana1 == NULL)
{
mana1 = static_cast<AAmmo*>(CPlayer->mo->FindInventory(manatype1));
}
if (mana2 == NULL)
{
mana2 = static_cast<AAmmo*>(CPlayer->mo->FindInventory(manatype2));
}
manacount1 = mana1 != NULL ? mana1->Amount : 0;
manacount2 = mana2 != NULL ? mana2->Amount : 0;
// Has Mana1 changed since last time?
if (oldmana1 != manacount1 || oldusemana1 != usemana1)
{
oldmana1 = manacount1;
oldusemana1 = usemana1;
Mana1Refresh = screen->GetPageCount ();
}
// Has Mana2 changed since last time?
if (oldmana2 != manacount2 || oldusemana2 != usemana2)
{
oldmana2 = manacount2;
oldusemana2 = usemana2;
Mana2Refresh = screen->GetPageCount ();
}
// Decide what to draw for vial 1
if (Mana1Refresh)
{
Mana1Refresh--;
DrawImage (Images[imgMANACLEAR], 77, 16);
DrSmallNumber (manacount1, 79, 19);
if (!usemana1)
{ // Draw Dim Mana icon
manaPatch1 = imgMANADIM1;
manaVialPatch1 = imgMANAVIALDIM1;
}
else
{
manaPatch1 = imgMANABRIGHT1;
manaVialPatch1 = manacount1 ? imgMANAVIAL1 : imgMANAVIALDIM1;
}
}
// Decide what to draw for vial 2
if (Mana2Refresh)
{
Mana2Refresh--;
DrawImage (Images[imgMANACLEAR], 109, 16);
DrSmallNumber (manacount2, 111, 19);
if (!usemana2)
{ // Draw Dim Mana icon
manaPatch2 = imgMANADIM2;
manaVialPatch2 = imgMANAVIALDIM2;
}
else
{
manaPatch2 = imgMANABRIGHT2;
manaVialPatch2 = manacount2 ? imgMANAVIAL2 : imgMANAVIALDIM2;
}
}
// Update mana graphics
if (manaPatch1 || manaPatch2 || manaVialPatch1)
{
if (manaVialPatch1)
{
DrawImage (Images[manaPatch1], 77, 2);
ManaVial1Pic.SetVial (Images[manaVialPatch1], CPlayer->mo, manatype1);
DrawImage (&ManaVial1Pic, 94, 2);
}
if (manaVialPatch2)
{
DrawImage (Images[manaPatch2], 110, 2);
ManaVial2Pic.SetVial (Images[manaVialPatch2], CPlayer->mo, manatype2);
DrawImage (&ManaVial2Pic, 102, 2);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawInventoryBar
//
//---------------------------------------------------------------------------
void DrawInventoryBar ()
{
AInventory *item;
int i;
DrawImage (Images[imgINVBAR], 38, 0);
CPlayer->mo->InvFirst = ValidateInvFirst (7);
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
{
DrawDimImage (TexMan(item->Icon), 50+i*31, 1, item->Amount <= 0);
if (item->Amount != 1)
{
DrSmallNumber (item->Amount, 68+i*31, 23);
}
if (item == CPlayer->mo->InvSel)
{
DrawImage (Images[imgSELECTBOX], 51+i*31, 1);
}
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
DrawImage (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], 42, 1);
}
// Is there something to the right?
if (item != NULL)
{
DrawImage (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 269, 1);
}
}
}
//==========================================================================
//
// DrawKeyBar
//
//==========================================================================
void DrawKeyBar ()
{
AInventory *item;
AHexenArmor *armor;
AKey *keys[5];
int i;
int temp;
bool different;
keys[0] = keys[1] = keys[2] = keys[3] = keys[4] = NULL;
for (item = CPlayer->mo->Inventory, i = 0;
item != NULL && i < 5;
item = item->Inventory)
{
if (item->Icon.isValid() &&
item->IsKindOf (RUNTIME_CLASS(AKey)) &&
item->GetClass() != RUNTIME_CLASS(AKey))
{
keys[i++] = static_cast<AKey*>(item);
}
}
different = false;
for (i = 0; i < 5; ++i)
{
if (keys[i] != oldkeys[i])
{
oldkeys[i] = keys[i];
GC::WriteBarrier(this, keys[i]);
different = true;
}
}
if (different)
{
KeysRefresh = screen->GetPageCount ();
}
if (KeysRefresh)
{
KeysRefresh--;
for (i = 0; i < 5 && keys[i] != NULL; i++)
{
DrawImage (TexMan[keys[i]->Icon], 46 + i*20, 2);
}
}
temp = GetArmorPercent (&armor);
if (oldarmor != temp && armor != NULL)
{
for (i = 0; i < 4; i++)
{
if (armor->Slots[i] > 0 && armor->SlotsIncrement[i] > 0)
{
DrawFadedImage (Images[imgARMSLOT1+i], 150+31*i, 2,
MIN<fixed_t> (OPAQUE, Scale (armor->Slots[i], OPAQUE,
armor->SlotsIncrement[i])));
}
}
oldarmor = temp;
}
}
//==========================================================================
//
// GetArmorPercent
//
//==========================================================================
fixed_t GetArmorPercent (AHexenArmor **armorp)
{
AHexenArmor *harmor = CPlayer->mo->FindInventory<AHexenArmor>();
fixed_t amount = 0;
if (harmor != NULL)
{
amount = harmor->Slots[0]
+ harmor->Slots[1]
+ harmor->Slots[2]
+ harmor->Slots[3]
+ harmor->Slots[4];
}
// [RH] Count basic armor too.
ABasicArmor *barmor = CPlayer->mo->FindInventory<ABasicArmor>();
if (barmor != NULL)
{
amount += barmor->SavePercent;
}
if (armorp != NULL)
{
*armorp = harmor;
}
return amount;
}
//==========================================================================
//
// DrawWeaponPieces
//
//==========================================================================
void DrawWeaponPieces ()
{
static int PieceX[3][3] =
{
{ 190, 225, 234 },
{ 190, 212, 225 },
{ 190, 205, 224 },
};
int pieces = (CPlayer->pieces >> FourthWeaponShift) & 7;
int weapClass = FourthWeaponClass;
if (pieces == 7)
{
DrawImage (ClassImages[weapClass][imgWEAPONFULL], 190, 0);
return;
}
DrawImage (ClassImages[weapClass][imgWEAPONSLOT], 190, 0);
if (pieces & WPIECE1)
{
DrawImage (ClassImages[weapClass][imgPIECE1], PieceX[weapClass][0], 0);
}
if (pieces & WPIECE2)
{
DrawImage (ClassImages[weapClass][imgPIECE2], PieceX[weapClass][1], 0);
}
if (pieces & WPIECE3)
{
DrawImage (ClassImages[weapClass][imgPIECE3], PieceX[weapClass][2], 0);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawFullScreenStuff
//
//---------------------------------------------------------------------------
void DrawFullScreenStuff ()
{
AInventory *item;
int i;
// Health
DrBNumberOuter (MAX (0, CPlayer->mo->health), 5, -20);
// Frags
if (deathmatch)
{
DrINumberOuter (CPlayer->fragcount, 45, -15);
}
// Inventory
if (CPlayer->inventorytics == 0)
{
if (ArtifactFlash)
{
screen->DrawTexture (Images[imgARTIBOX], -80, -30,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (Images[imgUSEARTIA + ArtifactFlash], -76, -26,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
else if (CPlayer->mo->InvSel != NULL)
{
screen->DrawTexture (Images[imgARTIBOX], -80, -30,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -82, -31,
DTA_HUDRules, HUD_Normal,
DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
if (CPlayer->mo->InvSel->Amount != 1)
{
DrSmallNumberOuter (CPlayer->mo->InvSel->Amount, -64, -8, false);
}
}
}
else
{
CPlayer->mo->InvFirst = ValidateInvFirst (7);
i = 0;
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
{
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (TexMan(item->Icon), -108+i*31, -33,
DTA_HUDRules, HUD_HorizCenter,
DTA_ColorOverlay, item->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
if (item->Amount != 1)
{
DrSmallNumberOuter (item->Amount, -90+i*31, -11, true);
}
if (item == CPlayer->mo->InvSel)
{
screen->DrawTexture (Images[imgSELECTBOX], -107+i*31, -33,
DTA_HUDRules, HUD_HorizCenter,
TAG_DONE);
}
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], -118, -33,
DTA_HUDRules, HUD_HorizCenter, TAG_DONE);
}
// Is there something to the right?
if (item != NULL)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 113, -33,
DTA_HUDRules, HUD_HorizCenter, TAG_DONE);
}
}
for (; i < 7; i++)
{
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
}
}
// Mana
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
bool drawmana;
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
// If the weapon uses some ammo that is not mana, do not draw
// the mana blocks; draw the specific used ammo instead.
const PClass *mana1 = PClass::FindClass(NAME_Mana1);
const PClass *mana2 = PClass::FindClass(NAME_Mana2);
drawmana = !((ammo1 != NULL && ammo1->GetClass() != mana1 && ammo1->GetClass() != mana2) ||
(ammo2 != NULL && ammo2->GetClass() != mana1 && ammo2->GetClass() != mana2));
if (drawmana)
{
int manaImage;
int ammo = 0;
if (CPlayer->ReadyWeapon != NULL)
{
if (CPlayer->ReadyWeapon->Ammo1 != NULL)
{
if (CPlayer->ReadyWeapon->Ammo1->GetClass() == mana1)
{
ammo |= 1;
}
else if (CPlayer->ReadyWeapon->Ammo1->GetClass() == mana2)
{
ammo |= 2;
}
}
if (CPlayer->ReadyWeapon->Ammo2 != NULL)
{
if (CPlayer->ReadyWeapon->Ammo2->GetClass() == mana1)
{
ammo |= 1;
}
else if (CPlayer->ReadyWeapon->Ammo2->GetClass() == mana2)
{
ammo |= 2;
}
}
}
item = CPlayer->mo->FindInventory (mana1);
i = item != NULL ? item->Amount : 0;
manaImage = ((ammo & 1) && i > 0) ? imgMANABRIGHT1 : imgMANADIM1;
screen->DrawTexture (Images[manaImage], -17, -30,
DTA_HUDRules, HUD_Normal, TAG_DONE);
DrINumberOuter (i, -47, -30);
item = CPlayer->mo->FindInventory (mana2);
i = item != NULL ? item->Amount : 0;
manaImage = ((ammo & 2) && i > 0) ? imgMANABRIGHT2 : imgMANADIM2;
screen->DrawTexture (Images[manaImage], -17, -15,
DTA_HUDRules, HUD_Normal, TAG_DONE);
DrINumberOuter (i, -47, -15);
}
else
{
}
}
//---------------------------------------------------------------------------
//
// PROC FlashItem
//
//---------------------------------------------------------------------------
void FlashItem (const PClass *itemtype)
{
ArtifactFlash = 4;
}
static const char patcharti[][10];
static const char ammopic[][10];
TObjPtr<AInventory> oldarti;
TObjPtr<AAmmo> oldammo1, oldammo2;
TObjPtr<AKey> oldkeys[5];
int oldammocount1, oldammocount2;
int oldartiCount;
int oldfrags;
int oldmana1;
int oldmana2;
int oldusemana1;
int oldusemana2;
int olddrawbars;
int oldarmor;
int oldhealth;
int oldlife;
int oldpieces;
enum
{
imgH2BAR,
imgH2TOP,
imgINVBAR,
imgLFEDGE,
imgRTEDGE,
imgSTATBAR,
imgKEYBAR,
imgSELECTBOX,
imgARTICLEAR,
imgARMCLEAR,
imgMANACLEAR,
imgMANAVIAL1,
imgMANAVIAL2,
imgMANAVIALDIM1,
imgMANAVIALDIM2,
imgMANADIM1,
imgMANADIM2,
imgMANABRIGHT1,
imgMANABRIGHT2,
imgINVLFGEM1,
imgINVLFGEM2,
imgINVRTGEM1,
imgINVRTGEM2,
imgKILLS,
imgUSEARTIA,
imgUSEARTIB,
imgUSEARTIC,
imgUSEARTID,
imgUSEARTIE,
imgKEYSLOT1,
imgKEYSLOT2,
imgKEYSLOT3,
imgKEYSLOT4,
imgKEYSLOT5,
imgKEYSLOT6,
imgKEYSLOT7,
imgKEYSLOT8,
imgKEYSLOT9,
imgKEYSLOTA,
imgKEYSLOTB,
imgARMSLOT1,
imgARMSLOT2,
imgARMSLOT3,
imgARMSLOT4,
imgARTIBOX,
imgAMMOBACK,
NUM_HEXENSB_IMAGES
};
enum
{
imgWEAPONSLOT,
imgWEAPONFULL,
imgPIECE1,
imgPIECE2,
imgPIECE3,
imgCHAIN,
imgLIFEGEM,
NUM_HEXENCLASSSB_IMAGES
};
FImageCollection Images;
FImageCollection ClassImages[3];
int HealthMarker;
char ArtifactFlash;
char FourthWeaponShift;
char FourthWeaponClass;
char LifeBarClass;
char ArtiRefresh;
char FragHealthRefresh;
char KeysRefresh;
char ArmorRefresh;
char HealthRefresh;
char Mana1Refresh;
char Mana2Refresh;
char AmmoRefresh;
FManaBar ManaVial1Pic;
FManaBar ManaVial2Pic;
};
IMPLEMENT_POINTY_CLASS(DHexenStatusBar)
DECLARE_POINTER(oldarti)
DECLARE_POINTER(oldammo1)
DECLARE_POINTER(oldammo2)
DECLARE_POINTER(oldkeys[0])
DECLARE_POINTER(oldkeys[1])
DECLARE_POINTER(oldkeys[2])
DECLARE_POINTER(oldkeys[3])
DECLARE_POINTER(oldkeys[4])
END_POINTERS
DBaseStatusBar *CreateHexenStatusBar ()
{
return new DHexenStatusBar;
}