2006-02-24 04:48:15 +00:00
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#include <assert.h>
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#include "doomtype.h"
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#include "doomstat.h"
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#include "v_font.h"
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#include "sbar.h"
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#include "r_defs.h"
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#include "w_wad.h"
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#include "m_random.h"
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#include "d_player.h"
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#include "st_stuff.h"
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#include "v_video.h"
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#include "r_draw.h"
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#include "templates.h"
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#include "a_hexenglobal.h"
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#include "a_keys.h"
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2007-12-26 16:06:03 +00:00
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#include "r_translate.h"
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2006-02-24 04:48:15 +00:00
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2007-03-07 02:24:24 +00:00
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2006-02-24 04:48:15 +00:00
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class FManaBar : public FTexture
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{
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public:
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FManaBar ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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bool CheckModified ();
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2006-05-10 02:40:43 +00:00
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void SetVial (FTexture *pic, AActor *actor, const PClass *manaType);
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2006-02-24 04:48:15 +00:00
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protected:
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BYTE Pixels[5*24];
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static const Span DummySpan[2];
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FTexture *VialPic;
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int VialLevel;
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bool NeedRefresh;
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void MakeTexture ();
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};
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const FTexture::Span FManaBar::DummySpan[2] = { { 0, 24 }, { 0, 0 } };
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FManaBar::FManaBar ()
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: VialPic(0), VialLevel(0), NeedRefresh(false)
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{
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Width = 5;
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Height = 24;
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WidthBits = 2;
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HeightBits = 5;
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WidthMask = 3;
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}
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void FManaBar::Unload ()
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{
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if (VialPic != 0)
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{
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VialPic->Unload ();
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}
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}
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bool FManaBar::CheckModified ()
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{
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return NeedRefresh;
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}
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const BYTE *FManaBar::GetColumn (unsigned int column, const Span **spans_out)
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{
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if (NeedRefresh)
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{
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MakeTexture ();
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}
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if (column > 4)
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{
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column = 4;
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}
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if (spans_out != NULL)
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{
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*spans_out = DummySpan;
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}
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return Pixels + column*24;
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}
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const BYTE *FManaBar::GetPixels ()
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{
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if (NeedRefresh)
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{
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MakeTexture ();
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}
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return Pixels;
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}
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2006-05-10 02:40:43 +00:00
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void FManaBar::SetVial (FTexture *pic, AActor *actor, const PClass *manaType)
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2006-02-24 04:48:15 +00:00
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{
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int level;
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AInventory *ammo;
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ammo = actor->FindInventory (manaType);
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level = ammo != NULL ? ammo->Amount : 0;
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level = MIN (22*level/MAX_MANA, 22);
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if (VialPic != pic || VialLevel != level)
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{
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VialPic = pic;
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VialLevel = level;
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NeedRefresh = true;
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}
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}
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void FManaBar::MakeTexture ()
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{
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int run = 22 - VialLevel;
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BYTE color0 = GPalette.Remap[0];
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NeedRefresh = false;
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VialPic->CopyToBlock (Pixels, 5, 24, 0, 0);
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memset (Pixels + 25, color0, run);
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memset (Pixels + 25+24, color0, run);
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memset (Pixels + 25+24+24, color0, run);
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}
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class FHexenStatusBar : public FBaseStatusBar
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{
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public:
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FHexenStatusBar () : FBaseStatusBar (38)
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{
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static const char *hexenLumpNames[NUM_HEXENSB_IMAGES] =
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{
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"H2BAR", "H2TOP", "INVBAR", "LFEDGE", "RTEDGE",
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"STATBAR", "KEYBAR", "SELECTBO", "ARTICLS", "ARMCLS",
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"MANACLS", "MANAVL1", "MANAVL2", "MANAVL1D", "MANAVL2D",
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"MANADIM1", "MANADIM2", "MANABRT1", "MANABRT2", "INVGEML1",
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"INVGEML2", "INVGEMR1", "INVGEMR2", "KILLS", "USEARTIA",
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"USEARTIB", "USEARTIC", "USEARTID", "USEARTIE", "KEYSLOT1",
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"KEYSLOT2", "KEYSLOT3", "KEYSLOT4", "KEYSLOT5", "KEYSLOT6",
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"KEYSLOT7", "KEYSLOT8", "KEYSLOT9", "KEYSLOTA", "KEYSLOTB",
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"ARMSLOT1", "ARMSLOT2", "ARMSLOT3", "ARMSLOT4", "ARTIBOX",
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"HAMOBACK"
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};
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static const char *classLumpNames[3][NUM_HEXENCLASSSB_IMAGES] =
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{
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{
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"WPSLOT0", "WPFULL0", "WPIECEF1", "WPIECEF2",
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"WPIECEF3", "CHAIN", "LIFEGMF2"
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},
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{
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"WPSLOT1", "WPFULL1", "WPIECEC1", "WPIECEC2",
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"WPIECEC3", "CHAIN2", "LIFEGMC2"
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},
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{
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"WPSLOT2", "WPFULL2", "WPIECEM1", "WPIECEM2",
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"WPIECEM3", "CHAIN3", "LIFEGMM2"
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}
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};
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static const char *sharedLumpNames[] =
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{
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"LAME", "NEGNUM", "IN0", "IN1", "IN2",
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"IN3", "IN4", "IN5", "IN6", "IN7",
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"IN8", "IN9", "FONTB13", "FONTB16", "FONTB17",
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"FONTB18", "FONTB19", "FONTB20", "FONTB21", "FONTB22",
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"FONTB23", "FONTB24", "FONTB25", "SMALLIN0", "SMALLIN1",
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"SMALLIN2", "SMALLIN3", "SMALLIN4", "SMALLIN5", "SMALLIN6",
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"SMALLIN7", "SMALLIN8", "SMALLIN9",
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"INRED0", "INRED1", "INRED2", "INRED3", "INRED4",
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"INRED5", "INRED6", "INRED7", "INRED8", "INRED9"
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};
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FBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES + 10);
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Images.Init (hexenLumpNames, NUM_HEXENSB_IMAGES);
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ClassImages[0].Init (classLumpNames[0], NUM_HEXENCLASSSB_IMAGES);
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ClassImages[1].Init (classLumpNames[1], NUM_HEXENCLASSSB_IMAGES);
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ClassImages[2].Init (classLumpNames[2], NUM_HEXENCLASSSB_IMAGES);
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oldarti = NULL;
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oldartiCount = 0;
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oldammo1 = oldammo2 = NULL;
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oldammocount1 = oldammocount2 = -1;
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oldfrags = -9999;
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oldmana1 = -1;
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oldmana2 = -1;
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oldusemana1 = -1;
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oldusemana2 = -1;
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olddrawbars = -1;
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oldarmor = -1;
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oldhealth = -1;
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oldlife = -1;
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oldpieces = -1;
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oldkeys[0] = oldkeys[1] = oldkeys[2] = oldkeys[3] = oldkeys[4] = NULL;
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HealthMarker = 0;
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ArtifactFlash = 0;
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ArtiRefresh = 0;
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FragHealthRefresh = 0;
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KeysRefresh = 0;
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ArmorRefresh = 0;
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HealthRefresh = 0;
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Mana1Refresh = 0;
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Mana2Refresh = 0;
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AmmoRefresh = 0;
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}
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~FHexenStatusBar ()
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{
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}
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void Tick ()
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{
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int curHealth;
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FBaseStatusBar::Tick ();
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if (CPlayer->mo == NULL)
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{
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curHealth = 0;
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}
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else
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{
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curHealth = CPlayer->mo->health;
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}
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if (curHealth < 0)
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{
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curHealth = 0;
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}
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if (curHealth < HealthMarker)
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{
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HealthMarker -= clamp ((HealthMarker - curHealth) >> 2, 1, 6);
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}
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else if (curHealth > HealthMarker)
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{
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HealthMarker += clamp ((curHealth - HealthMarker) >> 2, 1, 6);
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}
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2006-06-17 20:29:41 +00:00
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2006-02-24 04:48:15 +00:00
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if (ArtifactFlash > 0)
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{
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if (--ArtifactFlash == 0)
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{
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ArtiRefresh = screen->GetPageCount ();
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}
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}
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}
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void Draw (EHudState state)
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{
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FBaseStatusBar::Draw (state);
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if (state == HUD_Fullscreen)
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{
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DrawFullScreenStuff ();
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SB_state = screen->GetPageCount ();
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}
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else if (state == HUD_StatusBar)
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{
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if (SB_state > 0)
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{
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DrawImage (Images[imgH2BAR], 0, -27);
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oldhealth = -1;
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}
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DrawCommonBar ();
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if (CPlayer->inventorytics == 0)
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{
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if (SB_state < 0)
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{
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SB_state = screen->GetPageCount ();
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}
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if (SB_state != 0)
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{
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// Main interface
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SB_state--;
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DrawImage (Images[!automapactive ? imgSTATBAR : imgKEYBAR], 38, 0);
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oldarti = NULL;
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oldammo1 = oldammo2 = NULL;
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oldmana1 = -1;
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oldmana2 = -1;
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oldusemana1 = -1;
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oldusemana2 = -1;
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olddrawbars = -1;
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oldarmor = -1;
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oldpieces = -1;
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oldfrags = -9999; //can't use -1, 'cuz of negative frags
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oldlife = -1;
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oldkeys[0] = oldkeys[1] = oldkeys[2] = oldkeys[3] = oldkeys[4] = NULL;
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2006-05-12 03:14:40 +00:00
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ArtiRefresh = 0;
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2006-02-24 04:48:15 +00:00
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//oldhealth = -1;
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}
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if (!automapactive)
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{
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DrawMainBar ();
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}
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else
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{
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DrawKeyBar ();
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}
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}
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else
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{
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if (SB_state > -1)
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{
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SB_state = -screen->GetPageCount () - 1;
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}
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if (SB_state < -1)
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{
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SB_state++;
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}
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DrawInventoryBar ();
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}
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}
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}
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void AttachToPlayer (player_s *player)
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{
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FBaseStatusBar::AttachToPlayer (player);
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if (player->mo != NULL)
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{
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2006-11-07 10:20:09 +00:00
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if (player->mo->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
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2006-02-24 04:48:15 +00:00
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{
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FourthWeaponShift = 6;
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FourthWeaponClass = 2;
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LifeBarClass = 2;
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}
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2006-11-07 10:20:09 +00:00
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else if (player->mo->IsKindOf (PClass::FindClass(NAME_ClericPlayer)))
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2006-02-24 04:48:15 +00:00
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{
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FourthWeaponShift = 3;
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FourthWeaponClass = 1;
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LifeBarClass = 1;
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}
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else
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{
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FourthWeaponShift = 0;
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FourthWeaponClass = 0;
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LifeBarClass = 0;
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}
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}
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}
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void SetInteger (int pname, int param)
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{
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if (pname == 0)
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{
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FourthWeaponShift = param;
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FourthWeaponClass = param / 3;
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}
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}
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private:
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//---------------------------------------------------------------------------
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//
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// PROC DrawCommonBar
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//
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//---------------------------------------------------------------------------
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void DrawCommonBar ()
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{
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int healthPos;
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DrawImage (Images[imgH2TOP], 0, -27);
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if (oldhealth != HealthMarker)
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{
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oldhealth = HealthMarker;
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HealthRefresh = screen->GetPageCount ();
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}
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if (HealthRefresh)
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2006-06-17 20:29:41 +00:00
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{
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int lifeClass = LifeBarClass;
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2006-02-24 04:48:15 +00:00
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HealthRefresh--;
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healthPos = clamp (HealthMarker, 0, 100);
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DrawImage (ClassImages[lifeClass][imgCHAIN], 35+((healthPos*196/100)%9), 31);
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DrawImage (ClassImages[lifeClass][imgLIFEGEM], 7+(healthPos*11/5), 31, 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);
|
2006-02-24 04:48:15 +00:00
|
|
|
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
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
else if (oldarti != CPlayer->mo->InvSel
|
2006-02-24 04:48:15 +00:00
|
|
|
|| (oldarti != NULL && oldartiCount != oldarti->Amount))
|
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
oldarti = CPlayer->mo->InvSel;
|
2006-02-24 04:48:15 +00:00
|
|
|
oldartiCount = oldarti != NULL ? oldarti->Amount : 0;
|
|
|
|
ArtiRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
if (ArtiRefresh)
|
|
|
|
{
|
|
|
|
ArtiRefresh--;
|
|
|
|
DrawImage (Images[imgARTICLEAR], 144, -1);
|
|
|
|
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), 143, 2, oldarti->Amount <= 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
2006-06-17 20:29:41 +00:00
|
|
|
|
|
|
|
// Mana
|
|
|
|
AAmmo *ammo1, *ammo2;
|
|
|
|
int ammocount1, ammocount2;
|
|
|
|
int drawbar;
|
|
|
|
|
|
|
|
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
|
2006-04-30 21:49:18 +00:00
|
|
|
if (ammo1==ammo2)
|
|
|
|
{
|
|
|
|
// Don't show the same ammo twice.
|
|
|
|
ammo2=NULL;
|
|
|
|
}
|
2006-06-17 20:29:41 +00:00
|
|
|
|
|
|
|
// 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;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// 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)
|
2006-06-17 20:29:41 +00:00
|
|
|
{
|
|
|
|
if (ammo1 != oldammo1 || ammocount1 != oldammocount1)
|
|
|
|
{
|
|
|
|
AmmoRefresh = screen->GetPageCount ();
|
|
|
|
oldammo1 = ammo1;
|
|
|
|
oldammocount1 = ammocount1;
|
|
|
|
}
|
|
|
|
if (ammo2 != oldammo2 || ammocount2 != oldammocount2)
|
|
|
|
{
|
|
|
|
AmmoRefresh = screen->GetPageCount ();
|
|
|
|
oldammo2 = ammo2;
|
|
|
|
oldammocount2 = ammocount2;
|
|
|
|
}
|
|
|
|
|
|
|
|
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,
|
2008-01-08 01:08:27 +00:00
|
|
|
DTA_Bottom320x200, true,
|
2006-06-17 20:29:41 +00:00
|
|
|
TAG_DONE);
|
|
|
|
DrSmallNumber (ammo1->Amount, 86, 20);
|
|
|
|
|
|
|
|
screen->DrawTexture (TexMan[ammo2->Icon], 113+ST_X, 10+ST_Y,
|
|
|
|
DTA_CenterOffset, true,
|
2008-01-08 01:08:27 +00:00
|
|
|
DTA_Bottom320x200, true,
|
2006-06-17 20:29:41 +00:00
|
|
|
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,
|
2008-01-08 01:08:27 +00:00
|
|
|
DTA_Bottom320x200, true,
|
2006-06-17 20:29:41 +00:00
|
|
|
TAG_DONE);
|
|
|
|
DrSmallNumber (ammo1->Amount, 97, 20);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrawManaBars
|
|
|
|
//
|
|
|
|
// Draws the mana bars on the main status bar
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2006-06-17 20:29:41 +00:00
|
|
|
void DrawManaBars (AAmmo *ammo1, AAmmo *ammo2, const PClass *manatype1, const PClass *manatype2)
|
|
|
|
{
|
2006-02-24 04:48:15 +00:00
|
|
|
AAmmo *mana1 = NULL, *mana2 = NULL;
|
|
|
|
int usemana1 = false, usemana2 = false;
|
|
|
|
int manacount1, manacount2;
|
2006-06-17 20:29:41 +00:00
|
|
|
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,
|
2008-01-08 01:08:27 +00:00
|
|
|
DTA_Bottom320x200, Scaled,
|
2006-06-17 20:29:41 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrawInventoryBar
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void DrawInventoryBar ()
|
|
|
|
{
|
|
|
|
const AInventory *item;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
DrawImage (Images[imgINVBAR], 38, 0);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
CPlayer->mo->InvFirst = ValidateInvFirst (7);
|
|
|
|
if (CPlayer->mo->InvFirst != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- 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, 1, item->Amount <= 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (item->Amount != 1)
|
|
|
|
{
|
|
|
|
DrSmallNumber (item->Amount, 68+i*31, 23);
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (item == CPlayer->mo->InvSel)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DrawImage (Images[imgSELECTBOX], 51+i*31, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Is there something to the left?
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-06-17 20:29:41 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// 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 > 0 &&
|
|
|
|
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];
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC DrawFullScreenStuff
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void DrawFullScreenStuff ()
|
|
|
|
{
|
|
|
|
const 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);
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
else if (CPlayer->mo->InvSel != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgARTIBOX], -80, -30,
|
|
|
|
DTA_HUDRules, HUD_Normal,
|
|
|
|
DTA_Alpha, HX_SHADOW,
|
|
|
|
TAG_DONE);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -82, -31,
|
2006-02-24 04:48:15 +00:00
|
|
|
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,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->InvSel->Amount != 1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
DrSmallNumberOuter (CPlayer->mo->InvSel->Amount, -64, -8, false);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
CPlayer->mo->InvFirst = ValidateInvFirst (7);
|
2006-02-24 04:48:15 +00:00
|
|
|
i = 0;
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->InvFirst != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
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,
|
- 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,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
|
|
|
if (item->Amount != 1)
|
|
|
|
{
|
|
|
|
DrSmallNumberOuter (item->Amount, -90+i*31, -11, true);
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (item == CPlayer->mo->InvSel)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
screen->DrawTexture (Images[imgSELECTBOX], -107+i*31, -33,
|
|
|
|
DTA_HUDRules, HUD_HorizCenter,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Is there something to the left?
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
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
|
2006-06-17 20:29:41 +00:00
|
|
|
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));
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (drawmana)
|
|
|
|
{
|
|
|
|
int manaImage;
|
|
|
|
int ammo = 0;
|
|
|
|
|
|
|
|
if (CPlayer->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
if (CPlayer->ReadyWeapon->Ammo1 != NULL)
|
|
|
|
{
|
2006-06-17 20:29:41 +00:00
|
|
|
if (CPlayer->ReadyWeapon->Ammo1->GetClass() == mana1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
ammo |= 1;
|
|
|
|
}
|
2006-06-17 20:29:41 +00:00
|
|
|
else if (CPlayer->ReadyWeapon->Ammo1->GetClass() == mana2)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
ammo |= 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (CPlayer->ReadyWeapon->Ammo2 != NULL)
|
|
|
|
{
|
2006-06-17 20:29:41 +00:00
|
|
|
if (CPlayer->ReadyWeapon->Ammo2->GetClass() == mana1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
ammo |= 1;
|
|
|
|
}
|
2006-06-17 20:29:41 +00:00
|
|
|
else if (CPlayer->ReadyWeapon->Ammo2->GetClass() == mana2)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
ammo |= 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-06-17 20:29:41 +00:00
|
|
|
item = CPlayer->mo->FindInventory (mana1);
|
2006-02-24 04:48:15 +00:00
|
|
|
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);
|
|
|
|
|
2006-06-17 20:29:41 +00:00
|
|
|
item = CPlayer->mo->FindInventory (mana2);
|
2006-02-24 04:48:15 +00:00
|
|
|
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
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
void FlashItem (const PClass *itemtype)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
ArtifactFlash = 4;
|
|
|
|
}
|
|
|
|
|
|
|
|
static const char patcharti[][10];
|
|
|
|
static const char ammopic[][10];
|
|
|
|
|
|
|
|
AInventory *oldarti;
|
|
|
|
AAmmo *oldammo1, *oldammo2;
|
|
|
|
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;
|
|
|
|
};
|
|
|
|
|
|
|
|
FBaseStatusBar *CreateHexenStatusBar ()
|
|
|
|
{
|
|
|
|
return new FHexenStatusBar;
|
|
|
|
}
|