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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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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if (player->mo->IsKindOf (RUNTIME_CLASS(AMagePlayer)))
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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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else if (player->mo->IsKindOf (RUNTIME_CLASS(AClericPlayer)))
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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 ?
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translationtables[TRANSLATION_PlayersExtra] + (CPlayer-players)*256 : NULL);
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DrawImage (Images[imgLFEDGE], 0, 31);
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DrawImage (Images[imgRTEDGE], 277, 31);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC DrawMainBar
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//
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//---------------------------------------------------------------------------
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void DrawMainBar ()
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{
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int temp;
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// 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)
|
|
|
|
{
|
|
|
|
assert (oldarti->Amount > 0);
|
|
|
|
DrawImage (TexMan(oldarti->Icon), 143, 2);
|
|
|
|
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,
|
|
|
|
DTA_320x200, true,
|
|
|
|
TAG_DONE);
|
|
|
|
DrSmallNumber (ammo1->Amount, 86, 20);
|
|
|
|
|
|
|
|
screen->DrawTexture (TexMan[ammo2->Icon], 113+ST_X, 10+ST_Y,
|
|
|
|
DTA_CenterOffset, true,
|
|
|
|
DTA_320x200, true,
|
|
|
|
TAG_DONE);
|
|
|
|
DrSmallNumber (ammo2->Amount, 110, 20);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Draw one ammo
|
|
|
|
screen->DrawTexture (TexMan[ammo1->Icon], 100+ST_X, 10+ST_Y,
|
|
|
|
DTA_CenterOffset, true,
|
|
|
|
DTA_320x200, true,
|
|
|
|
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,
|
|
|
|
DTA_320x200, Scaled,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Locate Mana1 and Mana2 in the inventory, and decide which ones are used.
|
|
|
|
if (ammo1 == NULL)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else if (ammo1->GetClass() == manatype1)
|
|
|
|
{
|
|
|
|
mana1 = ammo1;
|
|
|
|
usemana1 = true;
|
|
|
|
}
|
|
|
|
else if (ammo1->GetClass() == manatype2)
|
|
|
|
{
|
|
|
|
mana2 = ammo1;
|
|
|
|
usemana2 = true;
|
|
|
|
}
|
|
|
|
if (ammo2 == NULL)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else if (ammo2->GetClass() == manatype1)
|
|
|
|
{
|
|
|
|
mana1 = ammo2;
|
|
|
|
usemana1 = true;
|
|
|
|
}
|
|
|
|
else if (ammo2->GetClass() == manatype2)
|
|
|
|
{
|
|
|
|
mana2 = ammo2;
|
|
|
|
usemana2 = true;
|
|
|
|
}
|
|
|
|
if (mana1 == NULL)
|
|
|
|
{
|
|
|
|
mana1 = static_cast<AAmmo*>(CPlayer->mo->FindInventory(manatype1));
|
|
|
|
}
|
|
|
|
if (mana2 == NULL)
|
|
|
|
{
|
|
|
|
mana2 = static_cast<AAmmo*>(CPlayer->mo->FindInventory(manatype2));
|
|
|
|
}
|
|
|
|
manacount1 = mana1 != NULL ? mana1->Amount : 0;
|
|
|
|
manacount2 = mana2 != NULL ? mana2->Amount : 0;
|
|
|
|
|
|
|
|
// Has Mana1 changed since last time?
|
|
|
|
if (oldmana1 != manacount1 || oldusemana1 != usemana1)
|
|
|
|
{
|
|
|
|
oldmana1 = manacount1;
|
|
|
|
oldusemana1 = usemana1;
|
|
|
|
Mana1Refresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Has Mana2 changed since last time?
|
|
|
|
if (oldmana2 != manacount2 || oldusemana2 != usemana2)
|
|
|
|
{
|
|
|
|
oldmana2 = manacount2;
|
|
|
|
oldusemana2 = usemana2;
|
|
|
|
Mana2Refresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
// Decide what to draw for vial 1
|
|
|
|
if (Mana1Refresh)
|
|
|
|
{
|
|
|
|
Mana1Refresh--;
|
|
|
|
DrawImage (Images[imgMANACLEAR], 77, 16);
|
|
|
|
DrSmallNumber (manacount1, 79, 19);
|
|
|
|
if (!usemana1)
|
|
|
|
{ // Draw Dim Mana icon
|
|
|
|
manaPatch1 = imgMANADIM1;
|
|
|
|
manaVialPatch1 = imgMANAVIALDIM1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
manaPatch1 = imgMANABRIGHT1;
|
|
|
|
manaVialPatch1 = manacount1 ? imgMANAVIAL1 : imgMANAVIALDIM1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Decide what to draw for vial 2
|
|
|
|
if (Mana2Refresh)
|
|
|
|
{
|
|
|
|
Mana2Refresh--;
|
|
|
|
DrawImage (Images[imgMANACLEAR], 109, 16);
|
|
|
|
DrSmallNumber (manacount2, 111, 19);
|
|
|
|
if (!usemana2)
|
|
|
|
{ // Draw Dim Mana icon
|
|
|
|
manaPatch2 = imgMANADIM2;
|
|
|
|
manaVialPatch2 = imgMANAVIALDIM2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
manaPatch2 = imgMANABRIGHT2;
|
|
|
|
manaVialPatch2 = manacount2 ? imgMANAVIAL2 : imgMANAVIALDIM2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Update mana graphics
|
|
|
|
if (manaPatch1 || manaPatch2 || manaVialPatch1)
|
|
|
|
{
|
|
|
|
if (manaVialPatch1)
|
|
|
|
{
|
|
|
|
DrawImage (Images[manaPatch1], 77, 2);
|
|
|
|
ManaVial1Pic.SetVial (Images[manaVialPatch1], CPlayer->mo, manatype1);
|
|
|
|
DrawImage (&ManaVial1Pic, 94, 2);
|
|
|
|
}
|
|
|
|
if (manaVialPatch2)
|
|
|
|
{
|
|
|
|
DrawImage (Images[manaPatch2], 110, 2);
|
|
|
|
ManaVial2Pic.SetVial (Images[manaVialPatch2], CPlayer->mo, manatype2);
|
|
|
|
DrawImage (&ManaVial2Pic, 102, 2);
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
{
|
|
|
|
DrawImage (TexMan(item->Icon), 50+i*31, 1);
|
|
|
|
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,
|
|
|
|
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,
|
|
|
|
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;
|
|
|
|
}
|