#include #include "doomtype.h" #include "doomstat.h" #include "v_font.h" #include "sbar.h" #include "r_defs.h" #include "w_wad.h" #include "m_random.h" #include "d_player.h" #include "st_stuff.h" #include "v_video.h" #include "r_draw.h" #include "templates.h" #include "a_hexenglobal.h" #include "a_keys.h" #include "r_translate.h" class FManaBar : public FTexture { public: FManaBar (); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); void Unload (); bool CheckModified (); void SetVial (FTexture *pic, AActor *actor, const PClass *manaType); protected: BYTE Pixels[5*24]; static const Span DummySpan[2]; FTexture *VialPic; int VialLevel; bool NeedRefresh; void MakeTexture (); }; const FTexture::Span FManaBar::DummySpan[2] = { { 0, 24 }, { 0, 0 } }; FManaBar::FManaBar () : VialPic(0), VialLevel(0), NeedRefresh(false) { Width = 5; Height = 24; WidthBits = 2; HeightBits = 5; WidthMask = 3; } void FManaBar::Unload () { if (VialPic != 0) { VialPic->Unload (); } } bool FManaBar::CheckModified () { return NeedRefresh; } const BYTE *FManaBar::GetColumn (unsigned int column, const Span **spans_out) { if (NeedRefresh) { MakeTexture (); } if (column > 4) { column = 4; } if (spans_out != NULL) { *spans_out = DummySpan; } return Pixels + column*24; } const BYTE *FManaBar::GetPixels () { if (NeedRefresh) { MakeTexture (); } return Pixels; } void FManaBar::SetVial (FTexture *pic, AActor *actor, const PClass *manaType) { int level; AInventory *ammo; ammo = actor->FindInventory (manaType); level = ammo != NULL ? ammo->Amount : 0; level = MIN (22*level/MAX_MANA, 22); if (VialPic != pic || VialLevel != level) { VialPic = pic; VialLevel = level; NeedRefresh = true; } } void FManaBar::MakeTexture () { int run = 22 - VialLevel; BYTE color0 = GPalette.Remap[0]; NeedRefresh = false; VialPic->CopyToBlock (Pixels, 5, 24, 0, 0); memset (Pixels + 25, color0, run); memset (Pixels + 25+24, color0, run); memset (Pixels + 25+24+24, color0, run); } class 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 (PClass::FindClass(NAME_MagePlayer))) { FourthWeaponShift = 6; FourthWeaponClass = 2; LifeBarClass = 2; } else if (player->mo->IsKindOf (PClass::FindClass(NAME_ClericPlayer))) { FourthWeaponShift = 3; FourthWeaponClass = 1; LifeBarClass = 1; } else { FourthWeaponShift = 0; FourthWeaponClass = 0; LifeBarClass = 0; } } } void SetInteger (int pname, int param) { if (pname == 0) { FourthWeaponShift = param; FourthWeaponClass = param / 3; } } private: //--------------------------------------------------------------------------- // // PROC DrawCommonBar // //--------------------------------------------------------------------------- void DrawCommonBar () { int healthPos; DrawImage (Images[imgH2TOP], 0, -27); if (oldhealth != HealthMarker) { oldhealth = HealthMarker; HealthRefresh = screen->GetPageCount (); } if (HealthRefresh) { int lifeClass = LifeBarClass; HealthRefresh--; healthPos = clamp (HealthMarker, 0, 100); DrawImage (ClassImages[lifeClass][imgCHAIN], 35+((healthPos*196/100)%9), 31); DrawImage (ClassImages[lifeClass][imgLIFEGEM], 7+(healthPos*11/5), 31, multiplayer ? translationtables[TRANSLATION_PlayersExtra][int(CPlayer - players)] : NULL); DrawImage (Images[imgLFEDGE], 0, 31); DrawImage (Images[imgRTEDGE], 277, 31); } } //--------------------------------------------------------------------------- // // PROC DrawMainBar // //--------------------------------------------------------------------------- void DrawMainBar () { int temp; // Ready artifact if (ArtifactFlash) { DrawImage (Images[imgARTICLEAR], 144, -1); DrawImage (Images[imgUSEARTIA + ArtifactFlash], 148, 2); oldarti = NULL; // so that the correct artifact fills in after the flash } else if (oldarti != CPlayer->mo->InvSel || (oldarti != NULL && oldartiCount != oldarti->Amount)) { oldarti = CPlayer->mo->InvSel; oldartiCount = oldarti != NULL ? oldarti->Amount : 0; ArtiRefresh = screen->GetPageCount (); } if (ArtiRefresh) { ArtiRefresh--; DrawImage (Images[imgARTICLEAR], 144, -1); if (oldarti != NULL) { DrawDimImage (TexMan(oldarti->Icon), 143, 2, oldarti->Amount <= 0); if (oldartiCount != 1) { DrSmallNumber (oldartiCount, 162, 23); } } } // Frags if (deathmatch) { temp = CPlayer->fragcount; if (temp != oldfrags) { oldfrags = temp; FragHealthRefresh = screen->GetPageCount (); } if (FragHealthRefresh) { FragHealthRefresh--; DrawImage (Images[imgKILLS], 38, 1); DrINumber (temp, 40, 15); } } else { temp = MAX (0, HealthMarker); if (oldlife != temp) { oldlife = temp; FragHealthRefresh = screen->GetPageCount (); } if (FragHealthRefresh) { FragHealthRefresh--; DrawImage (Images[imgARMCLEAR], 41, 16); DrINumber (temp, 40, 14, temp >= 25 ? imgINumbers : NUM_BASESB_IMAGES); } } // Mana AAmmo *ammo1, *ammo2; int ammocount1, ammocount2; int drawbar; GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2); if (ammo1==ammo2) { // Don't show the same ammo twice. ammo2=NULL; } // If the weapon uses some ammo that is not mana, do not draw // the mana bars; draw the specific used ammo instead. const PClass *mana1 = PClass::FindClass(NAME_Mana1); const PClass *mana2 = PClass::FindClass(NAME_Mana2); drawbar = !((ammo1 != NULL && ammo1->GetClass() != mana1 && ammo1->GetClass() != mana2) || (ammo2 != NULL && ammo2->GetClass() != mana1 && ammo2->GetClass() != mana2)); if (drawbar != olddrawbars) { AmmoRefresh = screen->GetPageCount (); olddrawbars = drawbar; oldmana1 = -1; oldmana2 = -1; } if (drawbar && oldammo2 != ammo2) { AmmoRefresh = screen->GetPageCount (); } if (drawbar) { DrawManaBars (ammo1, ammo2, mana1, mana2); } else { DrawMainAltAmmo (ammo1, ammo2, ammocount1, ammocount2); } // Armor temp = GetArmorPercent (NULL); if (oldarmor != temp) { oldarmor = temp; ArmorRefresh = screen->GetPageCount (); } if (ArmorRefresh) { ArmorRefresh--; DrawImage (Images[imgARMCLEAR], 255, 16); DrINumber (temp / (5*FRACUNIT), 250, 14); } // Weapon Pieces if (oldpieces != CPlayer->pieces) { DrawWeaponPieces(); oldpieces = CPlayer->pieces; } } //--------------------------------------------------------------------------- // // PROC DrawMainAltAmmo // // Draw a generic ammo readout on the main bar, instead of the mana bars. // //--------------------------------------------------------------------------- void DrawMainAltAmmo (AAmmo *ammo1, AAmmo *ammo2, int ammocount1, int ammocount2) { if (ammo1 != oldammo1 || ammocount1 != oldammocount1) { AmmoRefresh = screen->GetPageCount (); oldammo1 = ammo1; oldammocount1 = ammocount1; } 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_Bottom320x200, true, TAG_DONE); DrSmallNumber (ammo1->Amount, 86, 20); screen->DrawTexture (TexMan[ammo2->Icon], 113+ST_X, 10+ST_Y, DTA_CenterOffset, true, DTA_Bottom320x200, true, TAG_DONE); DrSmallNumber (ammo2->Amount, 110, 20); } else { // Draw one ammo screen->DrawTexture (TexMan[ammo1->Icon], 100+ST_X, 10+ST_Y, DTA_CenterOffset, true, DTA_Bottom320x200, true, TAG_DONE); DrSmallNumber (ammo1->Amount, 97, 20); } } } //--------------------------------------------------------------------------- // // PROC DrawManaBars // // Draws the mana bars on the main status bar // //--------------------------------------------------------------------------- void DrawManaBars (AAmmo *ammo1, AAmmo *ammo2, const PClass *manatype1, const PClass *manatype2) { AAmmo *mana1 = NULL, *mana2 = NULL; int usemana1 = false, usemana2 = false; int manacount1, manacount2; int manaPatch1, manaPatch2; int manaVialPatch1, manaVialPatch2; manaPatch1 = 0; manaPatch2 = 0; manaVialPatch1 = 0; manaVialPatch2 = 0; if (AmmoRefresh) { Mana1Refresh = MAX(AmmoRefresh, Mana1Refresh); Mana2Refresh = MAX(AmmoRefresh, Mana2Refresh); AmmoRefresh--; screen->DrawTexture (Images[imgSTATBAR], ST_X+38, ST_Y, DTA_WindowLeft, 39, DTA_WindowRight, 87, DTA_Bottom320x200, Scaled, TAG_DONE); } // Locate Mana1 and Mana2 in the inventory, and decide which ones are used. if (ammo1 == NULL) { } else if (ammo1->GetClass() == manatype1) { mana1 = ammo1; usemana1 = true; } else if (ammo1->GetClass() == manatype2) { mana2 = ammo1; usemana2 = true; } if (ammo2 == NULL) { } else if (ammo2->GetClass() == manatype1) { mana1 = ammo2; usemana1 = true; } else if (ammo2->GetClass() == manatype2) { mana2 = ammo2; usemana2 = true; } if (mana1 == NULL) { mana1 = static_cast(CPlayer->mo->FindInventory(manatype1)); } if (mana2 == NULL) { mana2 = static_cast(CPlayer->mo->FindInventory(manatype2)); } manacount1 = mana1 != NULL ? mana1->Amount : 0; manacount2 = mana2 != NULL ? mana2->Amount : 0; // Has Mana1 changed since last time? if (oldmana1 != manacount1 || oldusemana1 != usemana1) { oldmana1 = manacount1; oldusemana1 = usemana1; Mana1Refresh = screen->GetPageCount (); } // Has Mana2 changed since last time? if (oldmana2 != manacount2 || oldusemana2 != usemana2) { oldmana2 = manacount2; oldusemana2 = usemana2; Mana2Refresh = screen->GetPageCount (); } // Decide what to draw for vial 1 if (Mana1Refresh) { Mana1Refresh--; DrawImage (Images[imgMANACLEAR], 77, 16); DrSmallNumber (manacount1, 79, 19); if (!usemana1) { // Draw Dim Mana icon manaPatch1 = imgMANADIM1; manaVialPatch1 = imgMANAVIALDIM1; } else { manaPatch1 = imgMANABRIGHT1; manaVialPatch1 = manacount1 ? imgMANAVIAL1 : imgMANAVIALDIM1; } } // Decide what to draw for vial 2 if (Mana2Refresh) { Mana2Refresh--; DrawImage (Images[imgMANACLEAR], 109, 16); DrSmallNumber (manacount2, 111, 19); if (!usemana2) { // Draw Dim Mana icon manaPatch2 = imgMANADIM2; manaVialPatch2 = imgMANAVIALDIM2; } else { manaPatch2 = imgMANABRIGHT2; manaVialPatch2 = manacount2 ? imgMANAVIAL2 : imgMANAVIALDIM2; } } // Update mana graphics if (manaPatch1 || manaPatch2 || manaVialPatch1) { if (manaVialPatch1) { DrawImage (Images[manaPatch1], 77, 2); ManaVial1Pic.SetVial (Images[manaVialPatch1], CPlayer->mo, manatype1); DrawImage (&ManaVial1Pic, 94, 2); } if (manaVialPatch2) { DrawImage (Images[manaPatch2], 110, 2); ManaVial2Pic.SetVial (Images[manaVialPatch2], CPlayer->mo, manatype2); DrawImage (&ManaVial2Pic, 102, 2); } } } //--------------------------------------------------------------------------- // // PROC DrawInventoryBar // //--------------------------------------------------------------------------- void DrawInventoryBar () { const AInventory *item; int i; DrawImage (Images[imgINVBAR], 38, 0); CPlayer->mo->InvFirst = ValidateInvFirst (7); if (CPlayer->mo->InvFirst != NULL) { for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i) { DrawDimImage (TexMan(item->Icon), 50+i*31, 1, item->Amount <= 0); if (item->Amount != 1) { DrSmallNumber (item->Amount, 68+i*31, 23); } if (item == CPlayer->mo->InvSel) { DrawImage (Images[imgSELECTBOX], 51+i*31, 1); } } // Is there something to the left? if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst) { DrawImage (Images[!(gametic & 4) ? imgINVLFGEM1 : imgINVLFGEM2], 42, 1); } // Is there something to the right? if (item != NULL) { DrawImage (Images[!(gametic & 4) ? imgINVRTGEM1 : imgINVRTGEM2], 269, 1); } } } //========================================================================== // // DrawKeyBar // //========================================================================== void DrawKeyBar () { AInventory *item; AHexenArmor *armor; AKey *keys[5]; int i; int temp; bool different; keys[0] = keys[1] = keys[2] = keys[3] = keys[4] = NULL; for (item = CPlayer->mo->Inventory, i = 0; item != NULL && i < 5; item = item->Inventory) { if (item->Icon > 0 && item->IsKindOf (RUNTIME_CLASS(AKey)) && item->GetClass() != RUNTIME_CLASS(AKey)) { keys[i++] = static_cast(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 (OPAQUE, Scale (armor->Slots[i], OPAQUE, armor->SlotsIncrement[i]))); } } oldarmor = temp; } } //========================================================================== // // GetArmorPercent // //========================================================================== fixed_t GetArmorPercent (AHexenArmor **armorp) { AHexenArmor *harmor = CPlayer->mo->FindInventory(); 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(); 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->mo->InvSel != NULL) { screen->DrawTexture (Images[imgARTIBOX], -80, -30, DTA_HUDRules, HUD_Normal, DTA_Alpha, HX_SHADOW, TAG_DONE); screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -82, -31, DTA_HUDRules, HUD_Normal, DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY, TAG_DONE); if (CPlayer->mo->InvSel->Amount != 1) { DrSmallNumberOuter (CPlayer->mo->InvSel->Amount, -64, -8, false); } } } else { CPlayer->mo->InvFirst = ValidateInvFirst (7); i = 0; if (CPlayer->mo->InvFirst != NULL) { for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i) { screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32, DTA_HUDRules, HUD_HorizCenter, DTA_Alpha, HX_SHADOW, TAG_DONE); screen->DrawTexture (TexMan(item->Icon), -108+i*31, -33, DTA_HUDRules, HUD_HorizCenter, DTA_ColorOverlay, item->Amount > 0 ? 0 : DIM_OVERLAY, TAG_DONE); if (item->Amount != 1) { DrSmallNumberOuter (item->Amount, -90+i*31, -11, true); } if (item == CPlayer->mo->InvSel) { screen->DrawTexture (Images[imgSELECTBOX], -107+i*31, -33, DTA_HUDRules, HUD_HorizCenter, TAG_DONE); } } // Is there something to the left? if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst) { screen->DrawTexture (Images[!(gametic & 4) ? imgINVLFGEM1 : imgINVLFGEM2], -118, -33, DTA_HUDRules, HUD_HorizCenter, TAG_DONE); } // Is there something to the right? if (item != NULL) { screen->DrawTexture (Images[!(gametic & 4) ? imgINVRTGEM1 : imgINVRTGEM2], 113, -33, DTA_HUDRules, HUD_HorizCenter, TAG_DONE); } } for (; i < 7; i++) { screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32, DTA_HUDRules, HUD_HorizCenter, DTA_Alpha, HX_SHADOW, TAG_DONE); } } // Mana AAmmo *ammo1, *ammo2; int ammocount1, ammocount2; bool drawmana; GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2); // If the weapon uses some ammo that is not mana, do not draw // the mana blocks; draw the specific used ammo instead. const PClass *mana1 = PClass::FindClass(NAME_Mana1); const PClass *mana2 = PClass::FindClass(NAME_Mana2); drawmana = !((ammo1 != NULL && ammo1->GetClass() != mana1 && ammo1->GetClass() != mana2) || (ammo2 != NULL && ammo2->GetClass() != mana1 && ammo2->GetClass() != mana2)); if (drawmana) { int manaImage; int ammo = 0; if (CPlayer->ReadyWeapon != NULL) { if (CPlayer->ReadyWeapon->Ammo1 != NULL) { if (CPlayer->ReadyWeapon->Ammo1->GetClass() == mana1) { ammo |= 1; } else if (CPlayer->ReadyWeapon->Ammo1->GetClass() == mana2) { ammo |= 2; } } if (CPlayer->ReadyWeapon->Ammo2 != NULL) { if (CPlayer->ReadyWeapon->Ammo2->GetClass() == mana1) { ammo |= 1; } else if (CPlayer->ReadyWeapon->Ammo2->GetClass() == mana2) { ammo |= 2; } } } item = CPlayer->mo->FindInventory (mana1); i = item != NULL ? item->Amount : 0; manaImage = ((ammo & 1) && i > 0) ? imgMANABRIGHT1 : imgMANADIM1; screen->DrawTexture (Images[manaImage], -17, -30, DTA_HUDRules, HUD_Normal, TAG_DONE); DrINumberOuter (i, -47, -30); item = CPlayer->mo->FindInventory (mana2); i = item != NULL ? item->Amount : 0; manaImage = ((ammo & 2) && i > 0) ? imgMANABRIGHT2 : imgMANADIM2; screen->DrawTexture (Images[manaImage], -17, -15, DTA_HUDRules, HUD_Normal, TAG_DONE); DrINumberOuter (i, -47, -15); } else { } } //--------------------------------------------------------------------------- // // PROC FlashItem // //--------------------------------------------------------------------------- void FlashItem (const PClass *itemtype) { ArtifactFlash = 4; } static const char patcharti[][10]; static const char ammopic[][10]; 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; }