qzdoom/src/g_hexen/hexen_sbar.cpp

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#include <assert.h>
#include "doomtype.h"
#include "doomstat.h"
#include "v_font.h"
#include "sbar.h"
#include "r_defs.h"
#include "w_wad.h"
#include "m_random.h"
#include "d_player.h"
#include "st_stuff.h"
#include "v_video.h"
#include "r_draw.h"
#include "templates.h"
#include "a_hexenglobal.h"
#include "a_keys.h"
class FManaBar : public FTexture
{
public:
FManaBar ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
bool CheckModified ();
void SetVial (FTexture *pic, AActor *actor, const PClass *manaType);
protected:
BYTE Pixels[5*24];
static const Span DummySpan[2];
FTexture *VialPic;
int VialLevel;
bool NeedRefresh;
void MakeTexture ();
};
const FTexture::Span FManaBar::DummySpan[2] = { { 0, 24 }, { 0, 0 } };
FManaBar::FManaBar ()
: VialPic(0), VialLevel(0), NeedRefresh(false)
{
Width = 5;
Height = 24;
WidthBits = 2;
HeightBits = 5;
WidthMask = 3;
}
void FManaBar::Unload ()
{
if (VialPic != 0)
{
VialPic->Unload ();
}
}
bool FManaBar::CheckModified ()
{
return NeedRefresh;
}
const BYTE *FManaBar::GetColumn (unsigned int column, const Span **spans_out)
{
if (NeedRefresh)
{
MakeTexture ();
}
if (column > 4)
{
column = 4;
}
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + column*24;
}
const BYTE *FManaBar::GetPixels ()
{
if (NeedRefresh)
{
MakeTexture ();
}
return Pixels;
}
void FManaBar::SetVial (FTexture *pic, AActor *actor, const PClass *manaType)
{
int level;
AInventory *ammo;
ammo = actor->FindInventory (manaType);
level = ammo != NULL ? ammo->Amount : 0;
level = MIN (22*level/MAX_MANA, 22);
if (VialPic != pic || VialLevel != level)
{
VialPic = pic;
VialLevel = level;
NeedRefresh = true;
}
}
void FManaBar::MakeTexture ()
{
int run = 22 - VialLevel;
BYTE color0 = GPalette.Remap[0];
NeedRefresh = false;
VialPic->CopyToBlock (Pixels, 5, 24, 0, 0);
memset (Pixels + 25, color0, run);
memset (Pixels + 25+24, color0, run);
memset (Pixels + 25+24+24, color0, run);
}
class FHexenStatusBar : public FBaseStatusBar
{
public:
FHexenStatusBar () : FBaseStatusBar (38)
{
static const char *hexenLumpNames[NUM_HEXENSB_IMAGES] =
{
"H2BAR", "H2TOP", "INVBAR", "LFEDGE", "RTEDGE",
"STATBAR", "KEYBAR", "SELECTBO", "ARTICLS", "ARMCLS",
"MANACLS", "MANAVL1", "MANAVL2", "MANAVL1D", "MANAVL2D",
"MANADIM1", "MANADIM2", "MANABRT1", "MANABRT2", "INVGEML1",
"INVGEML2", "INVGEMR1", "INVGEMR2", "KILLS", "USEARTIA",
"USEARTIB", "USEARTIC", "USEARTID", "USEARTIE", "KEYSLOT1",
"KEYSLOT2", "KEYSLOT3", "KEYSLOT4", "KEYSLOT5", "KEYSLOT6",
"KEYSLOT7", "KEYSLOT8", "KEYSLOT9", "KEYSLOTA", "KEYSLOTB",
"ARMSLOT1", "ARMSLOT2", "ARMSLOT3", "ARMSLOT4", "ARTIBOX",
"HAMOBACK"
};
static const char *classLumpNames[3][NUM_HEXENCLASSSB_IMAGES] =
{
{
"WPSLOT0", "WPFULL0", "WPIECEF1", "WPIECEF2",
"WPIECEF3", "CHAIN", "LIFEGMF2"
},
{
"WPSLOT1", "WPFULL1", "WPIECEC1", "WPIECEC2",
"WPIECEC3", "CHAIN2", "LIFEGMC2"
},
{
"WPSLOT2", "WPFULL2", "WPIECEM1", "WPIECEM2",
"WPIECEM3", "CHAIN3", "LIFEGMM2"
}
};
static const char *sharedLumpNames[] =
{
"LAME", "NEGNUM", "IN0", "IN1", "IN2",
"IN3", "IN4", "IN5", "IN6", "IN7",
"IN8", "IN9", "FONTB13", "FONTB16", "FONTB17",
"FONTB18", "FONTB19", "FONTB20", "FONTB21", "FONTB22",
"FONTB23", "FONTB24", "FONTB25", "SMALLIN0", "SMALLIN1",
"SMALLIN2", "SMALLIN3", "SMALLIN4", "SMALLIN5", "SMALLIN6",
"SMALLIN7", "SMALLIN8", "SMALLIN9",
"INRED0", "INRED1", "INRED2", "INRED3", "INRED4",
"INRED5", "INRED6", "INRED7", "INRED8", "INRED9"
};
FBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES + 10);
Images.Init (hexenLumpNames, NUM_HEXENSB_IMAGES);
ClassImages[0].Init (classLumpNames[0], NUM_HEXENCLASSSB_IMAGES);
ClassImages[1].Init (classLumpNames[1], NUM_HEXENCLASSSB_IMAGES);
ClassImages[2].Init (classLumpNames[2], NUM_HEXENCLASSSB_IMAGES);
oldarti = NULL;
oldartiCount = 0;
oldammo1 = oldammo2 = NULL;
oldammocount1 = oldammocount2 = -1;
oldfrags = -9999;
oldmana1 = -1;
oldmana2 = -1;
oldusemana1 = -1;
oldusemana2 = -1;
olddrawbars = -1;
oldarmor = -1;
oldhealth = -1;
oldlife = -1;
oldpieces = -1;
oldkeys[0] = oldkeys[1] = oldkeys[2] = oldkeys[3] = oldkeys[4] = NULL;
HealthMarker = 0;
ArtifactFlash = 0;
ArtiRefresh = 0;
FragHealthRefresh = 0;
KeysRefresh = 0;
ArmorRefresh = 0;
HealthRefresh = 0;
Mana1Refresh = 0;
Mana2Refresh = 0;
AmmoRefresh = 0;
}
~FHexenStatusBar ()
{
}
void Tick ()
{
int curHealth;
FBaseStatusBar::Tick ();
if (CPlayer->mo == NULL)
{
curHealth = 0;
}
else
{
curHealth = CPlayer->mo->health;
}
if (curHealth < 0)
{
curHealth = 0;
}
if (curHealth < HealthMarker)
{
HealthMarker -= clamp ((HealthMarker - curHealth) >> 2, 1, 6);
}
else if (curHealth > HealthMarker)
{
HealthMarker += clamp ((curHealth - HealthMarker) >> 2, 1, 6);
}
if (ArtifactFlash > 0)
{
if (--ArtifactFlash == 0)
{
ArtiRefresh = screen->GetPageCount ();
}
}
}
void Draw (EHudState state)
{
FBaseStatusBar::Draw (state);
if (state == HUD_Fullscreen)
{
DrawFullScreenStuff ();
SB_state = screen->GetPageCount ();
}
else if (state == HUD_StatusBar)
{
if (SB_state > 0)
{
DrawImage (Images[imgH2BAR], 0, -27);
oldhealth = -1;
}
DrawCommonBar ();
if (CPlayer->inventorytics == 0)
{
if (SB_state < 0)
{
SB_state = screen->GetPageCount ();
}
if (SB_state != 0)
{
// Main interface
SB_state--;
DrawImage (Images[!automapactive ? imgSTATBAR : imgKEYBAR], 38, 0);
oldarti = NULL;
oldammo1 = oldammo2 = NULL;
oldmana1 = -1;
oldmana2 = -1;
oldusemana1 = -1;
oldusemana2 = -1;
olddrawbars = -1;
oldarmor = -1;
oldpieces = -1;
oldfrags = -9999; //can't use -1, 'cuz of negative frags
oldlife = -1;
oldkeys[0] = oldkeys[1] = oldkeys[2] = oldkeys[3] = oldkeys[4] = NULL;
ArtiRefresh = 0;
//oldhealth = -1;
}
if (!automapactive)
{
DrawMainBar ();
}
else
{
DrawKeyBar ();
}
}
else
{
if (SB_state > -1)
{
SB_state = -screen->GetPageCount () - 1;
}
if (SB_state < -1)
{
SB_state++;
}
DrawInventoryBar ();
}
}
}
void AttachToPlayer (player_s *player)
{
FBaseStatusBar::AttachToPlayer (player);
if (player->mo != NULL)
{
if (player->mo->IsKindOf (RUNTIME_CLASS(AMagePlayer)))
{
FourthWeaponShift = 6;
FourthWeaponClass = 2;
LifeBarClass = 2;
}
else if (player->mo->IsKindOf (RUNTIME_CLASS(AClericPlayer)))
{
FourthWeaponShift = 3;
FourthWeaponClass = 1;
LifeBarClass = 1;
}
else
{
FourthWeaponShift = 0;
FourthWeaponClass = 0;
LifeBarClass = 0;
}
}
}
void SetInteger (int pname, int param)
{
if (pname == 0)
{
FourthWeaponShift = param;
FourthWeaponClass = param / 3;
}
}
private:
//---------------------------------------------------------------------------
//
// PROC DrawCommonBar
//
//---------------------------------------------------------------------------
void DrawCommonBar ()
{
int healthPos;
DrawImage (Images[imgH2TOP], 0, -27);
if (oldhealth != HealthMarker)
{
oldhealth = HealthMarker;
HealthRefresh = screen->GetPageCount ();
}
if (HealthRefresh)
{
int lifeClass = LifeBarClass;
HealthRefresh--;
healthPos = clamp (HealthMarker, 0, 100);
DrawImage (ClassImages[lifeClass][imgCHAIN], 35+((healthPos*196/100)%9), 31);
DrawImage (ClassImages[lifeClass][imgLIFEGEM], 7+(healthPos*11/5), 31, multiplayer ?
translationtables[TRANSLATION_PlayersExtra] + (CPlayer-players)*256 : NULL);
DrawImage (Images[imgLFEDGE], 0, 31);
DrawImage (Images[imgRTEDGE], 277, 31);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawMainBar
//
//---------------------------------------------------------------------------
void DrawMainBar ()
{
int temp;
// Ready artifact
if (ArtifactFlash)
{
DrawImage (Images[imgARTICLEAR], 144, -1);
DrawImage (Images[imgUSEARTIA + ArtifactFlash], 148, 2);
oldarti = NULL; // so that the correct artifact fills in after the flash
}
else if (oldarti != CPlayer->InvSel
|| (oldarti != NULL && oldartiCount != oldarti->Amount))
{
oldarti = CPlayer->InvSel;
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);
}
}
// 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;
}
// If the weapon uses some ammo that is not mana, do not draw
// the mana bars; draw the specific used ammo instead.
drawbar = !((ammo1 != NULL && ammo1->GetClass() != RUNTIME_CLASS(AMana1) && ammo1->GetClass() != RUNTIME_CLASS(AMana2)) ||
(ammo2 != NULL && ammo2->GetClass() != RUNTIME_CLASS(AMana1) && ammo2->GetClass() != RUNTIME_CLASS(AMana2)));
if (drawbar != olddrawbars)
{
AmmoRefresh = screen->GetPageCount ();
olddrawbars = drawbar;
oldmana1 = -1;
oldmana2 = -1;
}
if (drawbar && oldammo2 != ammo2)
{
AmmoRefresh = screen->GetPageCount ();
}
if (drawbar)
{
DrawManaBars (ammo1, ammo2);
}
else
{
DrawMainAltAmmo (ammo1, ammo2, ammocount1, ammocount2);
}
// Armor
temp = GetArmorPercent (NULL);
if (oldarmor != temp)
{
oldarmor = temp;
ArmorRefresh = screen->GetPageCount ();
}
if (ArmorRefresh)
{
ArmorRefresh--;
DrawImage (Images[imgARMCLEAR], 255, 16);
DrINumber (temp / (5*FRACUNIT), 250, 14);
}
// Weapon Pieces
if (oldpieces != CPlayer->pieces)
{
DrawWeaponPieces();
oldpieces = CPlayer->pieces;
}
}
//---------------------------------------------------------------------------
//
// PROC DrawMainAltAmmo
//
// Draw a generic ammo readout on the main bar, instead of the mana bars.
//
//---------------------------------------------------------------------------
void DrawMainAltAmmo (AAmmo *ammo1, AAmmo *ammo2, int ammocount1, int ammocount2)
{
if (ammo1 != oldammo1 || ammocount1 != oldammocount1)
{
AmmoRefresh = screen->GetPageCount ();
oldammo1 = ammo1;
oldammocount1 = ammocount1;
}
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);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawManaBars
//
// Draws the mana bars on the main status bar
//
//---------------------------------------------------------------------------
void DrawManaBars (AAmmo *ammo1, AAmmo *ammo2)
{
AAmmo *mana1 = NULL, *mana2 = NULL;
int usemana1 = false, usemana2 = false;
int manacount1, manacount2;
int manaPatch1, manaPatch2;
int manaVialPatch1, manaVialPatch2;
manaPatch1 = 0;
manaPatch2 = 0;
manaVialPatch1 = 0;
manaVialPatch2 = 0;
if (AmmoRefresh)
{
Mana1Refresh = MAX(AmmoRefresh, Mana1Refresh);
Mana2Refresh = MAX(AmmoRefresh, Mana2Refresh);
AmmoRefresh--;
screen->DrawTexture (Images[imgSTATBAR], ST_X+38, ST_Y,
DTA_WindowLeft, 39,
DTA_WindowRight, 87,
DTA_320x200, Scaled,
TAG_DONE);
}
// Locate Mana1 and Mana2 in the inventory, and decide which ones are used.
if (ammo1 == NULL)
{
}
else if (ammo1->GetClass() == RUNTIME_CLASS(AMana1))
{
mana1 = ammo1;
usemana1 = true;
}
else if (ammo1->GetClass() == RUNTIME_CLASS(AMana2))
{
mana2 = ammo1;
usemana2 = true;
}
if (ammo2 == NULL)
{
}
else if (ammo2->GetClass() == RUNTIME_CLASS(AMana1))
{
mana1 = ammo2;
usemana1 = true;
}
else if (ammo2->GetClass() == RUNTIME_CLASS(AMana2))
{
mana2 = ammo2;
usemana2 = true;
}
if (mana1 == NULL)
{
mana1 = CPlayer->mo->FindInventory<AMana1> ();
}
if (mana2 == NULL)
{
mana2 = CPlayer->mo->FindInventory<AMana2> ();
}
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, RUNTIME_CLASS(AMana1));
DrawImage (&ManaVial1Pic, 94, 2);
}
if (manaVialPatch2)
{
DrawImage (Images[manaPatch2], 110, 2);
ManaVial2Pic.SetVial (Images[manaVialPatch2], CPlayer->mo, RUNTIME_CLASS(AMana2));
DrawImage (&ManaVial2Pic, 102, 2);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawInventoryBar
//
//---------------------------------------------------------------------------
void DrawInventoryBar ()
{
const AInventory *item;
int i;
DrawImage (Images[imgINVBAR], 38, 0);
CPlayer->InvFirst = ValidateInvFirst (7);
if (CPlayer->InvFirst != NULL)
{
for (item = CPlayer->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
{
DrawImage (TexMan(item->Icon), 50+i*31, 1);
if (item->Amount != 1)
{
DrSmallNumber (item->Amount, 68+i*31, 23);
}
if (item == CPlayer->InvSel)
{
DrawImage (Images[imgSELECTBOX], 51+i*31, 1);
}
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->InvFirst)
{
DrawImage (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], 42, 1);
}
// Is there something to the right?
if (item != NULL)
{
DrawImage (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 269, 1);
}
}
}
//==========================================================================
//
// DrawKeyBar
//
//==========================================================================
void DrawKeyBar ()
{
AInventory *item;
AHexenArmor *armor;
AKey *keys[5];
int i;
int temp;
bool different;
keys[0] = keys[1] = keys[2] = keys[3] = keys[4] = NULL;
for (item = CPlayer->mo->Inventory, i = 0;
item != NULL && i < 5;
item = item->Inventory)
{
if (item->Icon > 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);
}
}
//---------------------------------------------------------------------------
//
// 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);
}
else if (CPlayer->InvSel != NULL)
{
screen->DrawTexture (Images[imgARTIBOX], -80, -30,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (TexMan(CPlayer->InvSel->Icon), -82, -31,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
if (CPlayer->InvSel->Amount != 1)
{
DrSmallNumberOuter (CPlayer->InvSel->Amount, -64, -8, false);
}
}
}
else
{
CPlayer->InvFirst = ValidateInvFirst (7);
i = 0;
if (CPlayer->InvFirst != NULL)
{
for (item = CPlayer->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
{
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (TexMan(item->Icon), -108+i*31, -33,
DTA_HUDRules, HUD_HorizCenter,
TAG_DONE);
if (item->Amount != 1)
{
DrSmallNumberOuter (item->Amount, -90+i*31, -11, true);
}
if (item == CPlayer->InvSel)
{
screen->DrawTexture (Images[imgSELECTBOX], -107+i*31, -33,
DTA_HUDRules, HUD_HorizCenter,
TAG_DONE);
}
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->InvFirst)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], -118, -33,
DTA_HUDRules, HUD_HorizCenter, TAG_DONE);
}
// Is there something to the right?
if (item != NULL)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 113, -33,
DTA_HUDRules, HUD_HorizCenter, TAG_DONE);
}
}
for (; i < 7; i++)
{
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
}
}
// Mana
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
bool drawmana;
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
// If the weapon uses some ammo that is not mana, do not draw
// the mana blocks; draw the specific used ammo instead.
drawmana = !((ammo1 != NULL && ammo1->GetClass() != RUNTIME_CLASS(AMana1) && ammo1->GetClass() != RUNTIME_CLASS(AMana2)) ||
(ammo2 != NULL && ammo2->GetClass() != RUNTIME_CLASS(AMana1) && ammo2->GetClass() != RUNTIME_CLASS(AMana2)));
if (drawmana)
{
int manaImage;
int ammo = 0;
if (CPlayer->ReadyWeapon != NULL)
{
if (CPlayer->ReadyWeapon->Ammo1 != NULL)
{
if (CPlayer->ReadyWeapon->Ammo1->GetClass() == RUNTIME_CLASS(AMana1))
{
ammo |= 1;
}
else if (CPlayer->ReadyWeapon->Ammo1->GetClass() == RUNTIME_CLASS(AMana2))
{
ammo |= 2;
}
}
if (CPlayer->ReadyWeapon->Ammo2 != NULL)
{
if (CPlayer->ReadyWeapon->Ammo2->GetClass() == RUNTIME_CLASS(AMana1))
{
ammo |= 1;
}
else if (CPlayer->ReadyWeapon->Ammo2->GetClass() == RUNTIME_CLASS(AMana2))
{
ammo |= 2;
}
}
}
item = CPlayer->mo->FindInventory (RUNTIME_CLASS(AMana1));
i = item != NULL ? item->Amount : 0;
manaImage = ((ammo & 1) && i > 0) ? imgMANABRIGHT1 : imgMANADIM1;
screen->DrawTexture (Images[manaImage], -17, -30,
DTA_HUDRules, HUD_Normal, TAG_DONE);
DrINumberOuter (i, -47, -30);
item = CPlayer->mo->FindInventory (RUNTIME_CLASS(AMana2));
i = item != NULL ? item->Amount : 0;
manaImage = ((ammo & 2) && i > 0) ? imgMANABRIGHT2 : imgMANADIM2;
screen->DrawTexture (Images[manaImage], -17, -15,
DTA_HUDRules, HUD_Normal, TAG_DONE);
DrINumberOuter (i, -47, -15);
}
else
{
}
}
//---------------------------------------------------------------------------
//
// PROC FlashItem
//
//---------------------------------------------------------------------------
void FlashItem (const PClass *itemtype)
{
ArtifactFlash = 4;
}
static const char patcharti[][10];
static const char ammopic[][10];
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;
}