qzdoom/src/g_heretic/heretic_sbar.cpp

780 lines
18 KiB
C++
Raw Normal View History

#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_keys.h"
#include "r_translate.h"
static FRandom pr_chainwiggle;
// This texture is used to shade each end of the health chain
class FHereticShader : public FTexture
{
public:
FHereticShader ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
private:
static const BYTE Pixels[10*16];
static const Span DummySpan[2];
};
static FHereticShader ChainShade;
const FTexture::Span FHereticShader::DummySpan[2] = { { 0, 10 }, { 0, 0 } };
const BYTE FHereticShader::Pixels[10*16] =
{
254, 254, 254, 254, 254, 254, 254, 254, 254, 254,
240, 240, 240, 240, 240, 240, 240, 240, 240, 240,
224, 224, 224, 224, 224, 224, 224, 224, 224, 224,
208, 208, 208, 208, 208, 208, 208, 208, 208, 208,
192, 192, 192, 192, 192, 192, 192, 192, 192, 192,
176, 176, 176, 176, 176, 176, 176, 176, 176, 176,
160, 160, 160, 160, 160, 160, 160, 160, 160, 160,
144, 144, 144, 144, 144, 144, 144, 144, 144, 144,
128, 128, 128, 128, 128, 128, 128, 128, 128, 128,
112, 112, 112, 112, 112, 112, 112, 112, 112, 112,
96, 96, 96, 96, 96, 96, 96, 96, 96, 96,
80, 80, 80, 80, 80, 80, 80, 80, 80, 80,
64, 64, 64, 64, 64, 64, 64, 64, 64, 64,
48, 48, 48, 48, 48, 48, 48, 48, 48, 48,
32, 32, 32, 32, 32, 32, 32, 32, 32, 32,
16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
};
FHereticShader::FHereticShader ()
{
Width = 16;
Height = 10;
WidthBits = 4;
HeightBits = 4;
WidthMask = 15;
}
void FHereticShader::Unload ()
{
}
const BYTE *FHereticShader::GetColumn (unsigned int column, const Span **spans_out)
{
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + 10*(column & 15);
}
const BYTE *FHereticShader::GetPixels ()
{
return Pixels;
}
class FHereticStatusBar : public FBaseStatusBar
{
public:
FHereticStatusBar () : FBaseStatusBar (42)
{
static const char *hereticLumpNames[NUM_HERETICSB_IMAGES] =
{
"LTFACE", "RTFACE", "BARBACK", "INVBAR", "CHAIN",
NULL, "LIFEGEM2", "LTFCTOP", "RTFCTOP", "SELECTBO",
"INVGEML1", "INVGEML2", "INVGEMR1", "INVGEMR2", "BLACKSQ",
"ARMCLEAR", "CHAINBACK","GOD1", "GOD2", "USEARTIA",
"USEARTIB", "USEARTIC", "USEARTID", "YKEYICON", "GKEYICON",
"BKEYICON", "ARTIBOX", "PTN1A0", "PTN1B0", "PTN1C0"
};
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"
};
if (deathmatch)
{
hereticLumpNames[5] = "STATBAR";
}
else
{
hereticLumpNames[5] = "LIFEBAR";
}
FBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES);
Images.Init (hereticLumpNames, NUM_HERETICSB_IMAGES);
oldarti = NULL;
oldammo1 = oldammo2 = NULL;
oldammocount1 = oldammocount2 = -1;
oldartiCount = 0;
oldfrags = -9999;
oldarmor = -1;
oldhealth = -1;
oldlife = -1;
oldkeys = -1;
HealthMarker = 0;
ChainWiggle = 0;
ArtifactFlash = 0;
}
~FHereticStatusBar ()
{
}
void Tick ()
{
int curHealth;
FBaseStatusBar::Tick ();
if (level.time & 1)
{
ChainWiggle = pr_chainwiggle() & 1;
}
curHealth = CPlayer->health;
if (curHealth < 0)
{
curHealth = 0;
}
if (curHealth < HealthMarker)
{
HealthMarker -= clamp ((HealthMarker - curHealth) >> 2, 1, 8);
}
else if (curHealth > HealthMarker)
{
HealthMarker += clamp ((curHealth - HealthMarker) >> 2, 1, 8);
}
if (ArtifactFlash > 0)
{
if (--ArtifactFlash == 0)
{
ArtiRefresh = screen->GetPageCount ();
}
}
}
void Draw (EHudState state)
{
FBaseStatusBar::Draw (state);
if (state == HUD_Fullscreen)
{
DrawFullScreenStuff ();
SB_state = screen->GetPageCount ();
}
else if (state == HUD_StatusBar)
{
if (SB_state > 0)
{
DrawImage (Images[imgBARBACK], 0, 0);
if (CPlayer->cheats&CF_GODMODE)
{
DrawImage (Images[imgGOD1], 16, 9);
DrawImage (Images[imgGOD2], 287, 9);
}
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[imgSTATBAR], 34, 2);
oldarti = NULL;
oldammo1 = oldammo2 = NULL;
oldammocount1 = oldammocount2 = -1;
oldarmor = -1;
oldfrags = -9999; //can't use -1, 'cuz of negative frags
oldlife = -1;
oldkeys = -1;
oldhealth = -1;
ArtiRefresh = 0;
}
DrawMainBar ();
}
else
{
if (SB_state > -1)
{
SB_state = -screen->GetPageCount () - 1;
}
if (SB_state < -1)
{
SB_state++;
DrawImage (Images[imgINVBAR], 34, 2);
}
DrawInventoryBar ();
}
}
}
private:
//---------------------------------------------------------------------------
//
// PROC DrawCommonBar
//
//---------------------------------------------------------------------------
void DrawCommonBar ()
{
int chainY;
int healthPos;
DrawImage (Images[imgLTFCTOP], 0, -10);
//DrawImage (Images[imgRTFCTOP], 290, -10);
screen->DrawTexture (Images[imgRTFCTOP], ST_X+290, ST_Y,
DTA_Bottom320x200, Scaled,
DTA_TopOffset, Images[imgRTFCTOP]->GetHeight(),
TAG_DONE);
if (oldhealth != HealthMarker)
{
oldhealth = HealthMarker;
HealthRefresh = screen->GetPageCount ();
}
if (HealthRefresh)
{
HealthRefresh--;
healthPos = HealthMarker;
if (healthPos < 0)
{
healthPos = 0;
}
if (healthPos > 100)
{
healthPos = 100;
}
healthPos = (healthPos * 256) / 100;
chainY = (HealthMarker == (CPlayer->health > 0 ? CPlayer->health : 0)) ? 33 : 33 + ChainWiggle;
DrawImage (Images[imgCHAINBACK], 0, 32);
DrawImage (Images[imgCHAIN], 2+(healthPos%17), chainY);
DrawImage (Images[imgLIFEGEM], 17+healthPos, chainY, multiplayer ?
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
translationtables[TRANSLATION_PlayersExtra][int(CPlayer - players)] : NULL);
DrawImage (Images[imgLTFACE], 0, 32);
DrawImage (Images[imgRTFACE], 276, 32);
screen->DrawTexture (&ChainShade, ST_X+19, ST_Y+32,
DTA_Bottom320x200, Scaled,
DTA_AlphaChannel, true,
DTA_FillColor, 0,
TAG_DONE);
screen->DrawTexture (&ChainShade, ST_X+277, ST_Y+32,
DTA_Bottom320x200, Scaled,
DTA_AlphaChannel, true,
DTA_FillColor, 0,
DTA_FlipX, true,
TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawMainBar
//
//---------------------------------------------------------------------------
void DrawMainBar ()
{
AInventory *item;
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
int temp;
int playerkeys;
// Ready artifact
if (ArtifactFlash)
{
DrawImage (Images[imgBLACKSQ], 180, 3);
DrawImage (Images[imgUSEARTIA + ArtifactFlash], 182, 3);
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;
oldartiCount = oldarti != NULL ? oldarti->Amount : 0;
ArtiRefresh = screen->GetPageCount ();
}
if (ArtiRefresh)
{
ArtiRefresh--;
DrawImage (Images[imgBLACKSQ], 180, 3);
if (oldarti != NULL)
{
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DrawDimImage (TexMan(oldarti->Icon), 179, 2, oldarti->Amount <= 0);
if (oldartiCount != 1)
{
DrSmallNumber (oldartiCount, 197, 24);
}
}
}
// Frags
if (deathmatch)
{
temp = CPlayer->fragcount;
if (temp != oldfrags)
{
oldfrags = temp;
FragHealthRefresh = screen->GetPageCount ();
}
if (FragHealthRefresh)
{
FragHealthRefresh--;
DrawImage (Images[imgARMCLEAR], 57, 13);
DrINumber (temp, 61, 12);
}
}
else
{
temp = MAX(0, HealthMarker);
if (oldlife != temp)
{
oldlife = temp;
FragHealthRefresh = screen->GetPageCount ();
}
if (FragHealthRefresh)
{
FragHealthRefresh--;
DrawImage (Images[imgARMCLEAR], 57, 13);
DrINumber (temp, 61, 12);
}
}
// Keys
playerkeys = 0;
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
{
int keynum = static_cast<AKey*>(item)->KeyNumber;
if (keynum >= 1 && keynum <= 3)
{
playerkeys |= 1 << (keynum-1);
}
}
}
if (oldkeys != playerkeys)
{
oldkeys = playerkeys;
KeysRefresh = screen->GetPageCount ();
}
if (KeysRefresh)
{
KeysRefresh--;
// [RH] Erase the key images so the player can drop keys
// and see the status update.
screen->DrawTexture (Images[imgSTATBAR], ST_X+34, ST_Y+2,
DTA_WindowLeft, 119,
DTA_WindowRight, 129,
DTA_Bottom320x200, Scaled,
TAG_DONE);
if (playerkeys & 4)
{
DrawImage (Images[imgYKEYICON], 153, 6);
}
if (playerkeys & 1)
{
DrawImage (Images[imgGKEYICON], 153, 14);
}
if (playerkeys & 2)
{
DrawImage (Images[imgBKEYICON], 153, 22);
}
}
// Ammo
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
if (ammo1 == ammo2)
2006-04-30 21:49:18 +00:00
{
// Don't show the same ammo twice.
ammo2 = NULL;
2006-04-30 21:49:18 +00:00
}
if (oldammo1 != ammo1 || oldammo2 != ammo2 ||
oldammocount1 != ammocount1 || oldammocount2 != ammocount2)
{
oldammo1 = ammo1;
oldammo2 = ammo2;
oldammocount1 = ammocount1;
oldammocount2 = ammocount2;
AmmoRefresh = screen->GetPageCount ();
}
if (AmmoRefresh)
{
AmmoRefresh--;
DrawImage (Images[imgBLACKSQ], 108, 3);
if (ammo2 != NULL)
{ // Draw both ammos
screen->DrawTexture (TexMan[ammo1->Icon], 115+ST_X, 11+ST_Y,
DTA_CenterOffset, true,
DTA_Bottom320x200, Scaled,
TAG_DONE);
DrSmallNumber (ammo1->Amount, 124, 7);
screen->DrawTexture (TexMan[ammo2->Icon], 115+ST_X, 22+ST_Y,
DTA_CenterOffset, true,
DTA_Bottom320x200, Scaled,
TAG_DONE);
DrSmallNumber (ammo2->Amount, 124, 19);
}
else if (ammo1 != NULL)
{ // Draw just one ammo
DrINumber (ammo1->Amount, 109, 4);
screen->DrawTexture (TexMan[ammo1->Icon], 123+ST_X, 22+ST_Y,
DTA_CenterOffset, true,
DTA_Bottom320x200, Scaled,
TAG_DONE);
}
}
// Armor
AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
int armorpoints = armor != NULL ? armor->Amount : 0;
if (oldarmor != armorpoints)
{
oldarmor = armorpoints;
ArmorRefresh = screen->GetPageCount ();
}
if (ArmorRefresh)
{
ArmorRefresh--;
DrawImage (Images[imgARMCLEAR], 224, 13);
DrINumber (armorpoints, 228, 12);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawInventoryBar
//
//---------------------------------------------------------------------------
void DrawInventoryBar ()
{
const AInventory *item;
int i;
DrawImage (Images[imgINVBAR], 34, 2);
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)
{
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DrawDimImage (TexMan(item->Icon), 50+i*31, 2, item->Amount <= 0);
if (item->Amount != 1)
{
DrSmallNumber (item->Amount, 65+i*31, 24);
}
if (item == CPlayer->mo->InvSel)
{
DrawImage (Images[imgSELECTBOX], 50+i*31, 31);
}
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
DrawImage (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], 38, 1);
}
// Is there something to the right?
if (item != NULL)
{
DrawImage (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 269, 1);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawFullScreenStuff
//
//---------------------------------------------------------------------------
void DrawFullScreenStuff ()
{
const AInventory *item;
FTexture *pic;
int i;
// Draw health
if (CPlayer->mo->health > 0)
{
pic = Images[imgPTN1 + gametic/3%3];
screen->DrawTexture (pic, 48, -3,
DTA_HUDRules, HUD_Normal,
DTA_LeftOffset, pic->GetWidth()/2,
DTA_TopOffset, pic->GetHeight(),
TAG_DONE);
DrBNumberOuter (CPlayer->mo->health, 5, -21);
}
else
{
DrBNumberOuter (0, 5, -20);
}
// Draw armor
ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
if (armor != NULL && armor->Amount != 0)
{
pic = TexMan(armor->Icon);
screen->DrawTexture (pic, 56, -24,
DTA_HUDRules, HUD_Normal,
DTA_LeftOffset, pic->GetWidth()/2,
DTA_TopOffset, pic->GetHeight(),
TAG_DONE);
DrBNumberOuter (armor->Amount, 5, -43);
}
if (deathmatch)
{
// Draw frag count
DrINumberOuter (CPlayer->fragcount, 45, -16);
}
else
{
// Draw keys
int playerkeys = 0;
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
{
int keynum = static_cast<const AKey*>(item)->KeyNumber;
if (keynum >= 1 && keynum <= 3)
{
playerkeys |= 1 << (keynum-1);
}
}
}
i = -7;
if (playerkeys & 2)
{
screen->DrawTexture (Images[imgBKEYICON], 54, i,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
i -= 8;
}
if (playerkeys & 1)
{
screen->DrawTexture (Images[imgGKEYICON], 54, i,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
i -= 8;
}
if (playerkeys & 4)
{
screen->DrawTexture (Images[imgYKEYICON], 54, i,
DTA_HUDRules, HUD_Normal,
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, -29, -15);
screen->DrawTexture (TexMan(ammo1->Icon), -14, -22,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
2006-04-30 21:49:18 +00:00
if (ammo2 != NULL && ammo2!=ammo1)
{
// Draw secondary ammo just above the primary ammo
DrINumberOuter (ammo2->Amount, -29, -56);
screen->DrawTexture (TexMan(ammo2->Icon), -14, -63,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
}
}
// Draw inventory
if (CPlayer->inventorytics == 0)
{
if (ArtifactFlash)
{
screen->DrawTexture (Images[imgARTIBOX], -61, -31,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, TRANSLUC50,
TAG_DONE);
screen->DrawTexture (Images[imgUSEARTIA + ArtifactFlash], -61, -31,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
else if (CPlayer->mo->InvSel != NULL)
{
screen->DrawTexture (Images[imgARTIBOX], -61, -31,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, TRANSLUC50,
TAG_DONE);
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -61, -31,
DTA_HUDRules, HUD_Normal,
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
if (CPlayer->mo->InvSel->Amount != 1)
{
DrSmallNumberOuter (CPlayer->mo->InvSel->Amount, -46, -9, 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], -100+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (TexMan(item->Icon), -100+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DTA_ColorOverlay, item->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
if (item->Amount != 1)
{
DrSmallNumberOuter (item->Amount, -84+i*31, -10, true);
}
if (item == CPlayer->mo->InvSel)
{
screen->DrawTexture (Images[imgSELECTBOX], -100+i*31, -3,
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], -112, -33,
DTA_HUDRules, HUD_HorizCenter, TAG_DONE);
}
// Is there something to the right?
if (item != NULL)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 119, -33,
DTA_HUDRules, HUD_HorizCenter, TAG_DONE);
}
}
for (; i < 7; i++)
{
screen->DrawTexture (Images[imgARTIBOX], -100+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
}
}
}
//---------------------------------------------------------------------------
//
// PROC FlashItem
//
//---------------------------------------------------------------------------
void FlashItem (const PClass *itemtype)
{
ArtifactFlash = 4;
}
static const char patcharti[][10];
static const char ammopic[][10];
AInventory *oldarti;
AAmmo *oldammo1, *oldammo2;
int oldammocount1, oldammocount2;
int oldartiCount;
int oldfrags;
int oldarmor;
int oldhealth;
int oldlife;
int oldkeys;
enum
{
imgLTFACE,
imgRTFACE,
imgBARBACK,
imgINVBAR,
imgCHAIN,
imgSTATBAR,
imgLIFEGEM,
imgLTFCTOP,
imgRTFCTOP,
imgSELECTBOX,
imgINVLFGEM1,
imgINVLFGEM2,
imgINVRTGEM1,
imgINVRTGEM2,
imgBLACKSQ,
imgARMCLEAR,
imgCHAINBACK,
imgGOD1,
imgGOD2,
imgUSEARTIA,
imgUSEARTIB,
imgUSEARTIC,
imgUSEARTID,
imgYKEYICON,
imgGKEYICON,
imgBKEYICON,
imgARTIBOX,
imgPTN1,
imgPTN2,
imgPTN3,
NUM_HERETICSB_IMAGES
};
FImageCollection Images;
int HealthMarker;
int ChainWiggle;
int ArtifactFlash;
char HealthRefresh;
char ArtiRefresh;
char FragHealthRefresh;
char KeysRefresh;
char AmmoRefresh;
char ArmorRefresh;
};
FBaseStatusBar *CreateHereticStatusBar ()
{
return new FHereticStatusBar;
}