#include "doomtype.h" #include "doomstat.h" #include "v_font.h" #include "v_video.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 "r_local.h" #include "m_swap.h" #include "a_keys.h" #include "templates.h" #include "i_system.h" #include "sbarinfo.h" #include "sc_man.h" #define ST_FACETIME (TICRATE/2) #define ST_PAINTIME (TICRATE) #define ST_GRINTIME (TICRATE*2) #define ST_RAMPAGETIME (TICRATE*2) #define ST_XDTHTIME (TICRATE*(3/2)) #define ST_NUMFACES 80 //9 levels with 8 faces each, 1 god, 1 death, 6 xdeath EXTERN_CVAR(Int, fraglimit) SBarInfo SBarInfoScript; enum //gametype flags { GAMETYPE_SINGLEPLAYER = 1, GAMETYPE_COOPERATIVE = 2, GAMETYPE_DEATHMATCH = 4, GAMETYPE_TEAMGAME = 8, }; enum //drawimage flags { DRAWIMAGE_PLAYERICON = 1, DRAWIMAGE_AMMO1 = 2, DRAWIMAGE_AMMO2 = 4, DRAWIMAGE_TRANSLATABLE = 8, DRAWIMAGE_WEAPONSLOT = 16, DRAWIMAGE_SWITCHABLE_AND = 32, DRAWIMAGE_INVULNERABILITY = 64, DRAWIMAGE_OFFSET_CENTER = 128, }; enum //drawnumber flags { DRAWNUMBER_HEALTH = 1, DRAWNUMBER_ARMOR = 2, DRAWNUMBER_AMMO1 = 4, DRAWNUMBER_AMMO2 = 8, DRAWNUMBER_AMMO = 16, DRAWNUMBER_AMMOCAPACITY = 32, DRAWNUMBER_FRAGS = 64, DRAWNUMBER_INVENTORY = 128, }; enum //drawbar flags (will go into special2) { DRAWBAR_HORIZONTAL = 1, DRAWBAR_REVERSE = 2, DRAWBAR_COMPAREDEFAULTS = 4, }; enum //drawselectedinventory flags { DRAWSELECTEDINVENTORY_ALTERNATEONEMPTY = 1, }; enum //drawinventorybar flags { DRAWINVENTORYBAR_ALWAYSSHOW = 1, DRAWINVENTORYBAR_NOARTIBOX = 2, }; static const char *SBarInfoTopLevel[] = { "base", "height", "interpolatehealth", "statusbar", NULL }; enum { SBARINFO_BASE, SBARINFO_HEIGHT, SBARINFO_INTERPOLATEHEALTH, SBARINFO_STATUSBAR, }; static const char *StatusBars[] = { "none", "fullscreen", "normal", "automap", "inventory", "inventoryfullscreen", NULL }; enum { STBAR_NONE, STBAR_FULLSCREEN, STBAR_NORMAL, STBAR_AUTOMAP, STBAR_INVENTORY, STBAR_INVENTORYFULLSCREEN, }; static const char *SBarInfoRoutineLevel[] = { "drawimage", "drawnumber", "drawswitchableimage", "drawmugshot", "drawselectedinventory", "drawinventorybar", "drawbar", "gamemode", "playerclass", NULL }; enum { SBARINFO_DRAWIMAGE, SBARINFO_DRAWNUMBER, SBARINFO_DRAWSWITCHABLEIMAGE, SBARINFO_DRAWMUGSHOT, SBARINFO_DRAWSELECTEDINVENTORY, SBARINFO_DRAWINVENTORYBAR, SBARINFO_DRAWBAR, SBARINFO_GAMEMODE, SBARINFO_PLAYERCLASS, }; //Laz Bar Script Reader int SBarInfo::ParseSBarInfo(int lump) { int stbar = GAME_Any; SC_OpenLumpNum(lump, Wads.GetLumpFullName(lump)); SC_SetCMode(true); while(SC_CheckToken(TK_Identifier) || SC_CheckToken(TK_Include)) { if(sc_TokenType == TK_Include) { SC_MustGetToken(TK_StringConst); int lump = Wads.CheckNumForFullName(sc_String); //zip/pk3 //Do a normal wad lookup. if (lump==-1 && strlen(sc_String) <= 8 && !strchr(sc_String, '/')) lump = Wads.CheckNumForName(sc_String); if (lump==-1) SC_ScriptError("Lump '%s' not found", sc_String); SC_SaveScriptState(); ParseSBarInfo(lump); SC_RestoreScriptState(); continue; } switch(SC_MustMatchString(SBarInfoTopLevel)) { case SBARINFO_BASE: SC_MustGetToken(TK_Identifier); if(SC_Compare("Doom")) stbar = GAME_Doom; else if(SC_Compare("Heretic")) stbar = GAME_Heretic; else if(SC_Compare("Hexen")) stbar = GAME_Hexen; else if(SC_Compare("Strife")) stbar = GAME_Strife; else if(SC_Compare("None")) stbar = GAME_Any; else SC_ScriptError("Bad game name: %s", sc_String); SC_MustGetToken(';'); break; case SBARINFO_HEIGHT: SC_MustGetToken(TK_IntConst); this->height = sc_Number; SC_MustGetToken(';'); break; case SBARINFO_INTERPOLATEHEALTH: //mimics heretics interpolated health values. if(SC_CheckToken(TK_True)) { interpolateHealth = true; } else { SC_TokenMustBe(TK_False); interpolateHealth = false; } if(SC_CheckToken(',')) //speed param { SC_MustGetToken(TK_IntConst); this->interpolationSpeed = sc_Number; } SC_MustGetToken(';'); break; case SBARINFO_STATUSBAR: { SC_MustGetToken(TK_Identifier); int barNum = SC_MustMatchString(StatusBars); SC_MustGetToken('{'); if(barNum == STBAR_AUTOMAP) { automapbar = true; } ParseSBarInfoBlock(this->huds[barNum]); break; } } } SC_SetCMode(false); SC_Close(); return stbar; } void SBarInfo::ParseSBarInfoBlock(SBarInfoBlock &block) { while(SC_CheckToken(TK_Identifier)) { SBarInfoCommand cmd = *new SBarInfoCommand(); switch(cmd.type = SC_MustMatchString(SBarInfoRoutineLevel)) { case SBARINFO_DRAWSWITCHABLEIMAGE: SC_MustGetToken(TK_Identifier); if(SC_Compare("weaponslot")) { cmd.flags = DRAWIMAGE_WEAPONSLOT; SC_MustGetToken(TK_IntConst); cmd.value = sc_Number; } else if(SC_Compare("invulnerable")) { cmd.flags = DRAWIMAGE_INVULNERABILITY; } else { cmd.setString(sc_String, 0); const PClass* item = PClass::FindClass(sc_String); if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of Inventory { SC_ScriptError("'%s' is not a type of inventory item.", sc_String); } } if(SC_CheckToken(TK_AndAnd)) { cmd.flags += DRAWIMAGE_SWITCHABLE_AND; SC_MustGetToken(TK_Identifier); cmd.setString(sc_String, 1); const PClass* item = PClass::FindClass(sc_String); if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of Inventory { SC_ScriptError("'%s' is not a type of inventory item.", sc_String); } SC_MustGetToken(','); SC_MustGetToken(TK_StringConst); cmd.special = newImage(sc_String); SC_MustGetToken(','); SC_MustGetToken(TK_StringConst); cmd.special2 = newImage(sc_String); SC_MustGetToken(','); SC_MustGetToken(TK_StringConst); cmd.special3 = newImage(sc_String); SC_MustGetToken(','); } else { SC_MustGetToken(','); SC_MustGetToken(TK_StringConst); cmd.special = newImage(sc_String); SC_MustGetToken(','); } case SBARINFO_DRAWIMAGE: { bool getImage = true; if(SC_CheckToken(TK_Identifier)) { getImage = false; if(SC_Compare("playericon")) cmd.flags += DRAWIMAGE_PLAYERICON; else if(SC_Compare("ammoicon1")) cmd.flags += DRAWIMAGE_AMMO1; else if(SC_Compare("ammoicon2")) cmd.flags += DRAWIMAGE_AMMO2; else if(SC_Compare("translatable")) { cmd.flags += DRAWIMAGE_TRANSLATABLE; getImage = true; } else SC_ScriptError("Unknown imagetype '%s'.", sc_String); } if(getImage) { SC_MustGetToken(TK_StringConst); cmd.sprite = newImage(sc_String); } SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); cmd.x = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); cmd.y = sc_Number - (200 - SBarInfoScript.height); //the position should be absolute on the screen. if(SC_CheckToken(',')) { SC_MustGetToken(TK_Identifier); if(SC_Compare("center")) cmd.flags += DRAWIMAGE_OFFSET_CENTER; else SC_ScriptError("Expected 'center' got '%s' instead.", sc_String); } SC_MustGetToken(';'); break; } case SBARINFO_DRAWNUMBER: SC_MustGetToken(TK_IntConst); cmd.special = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_Identifier); cmd.font = V_GetFont(sc_String); SC_MustGetToken(','); SC_MustGetToken(TK_Identifier); cmd.translation = this->GetTranslation(sc_String); SC_MustGetToken(','); if(SC_CheckToken(TK_IntConst)) { cmd.value = sc_Number; SC_MustGetToken(','); } else { SC_MustGetToken(TK_Identifier); if(SC_Compare("health")) cmd.flags = DRAWNUMBER_HEALTH; else if(SC_Compare("armor")) cmd.flags = DRAWNUMBER_ARMOR; else if(SC_Compare("ammo1")) cmd.flags = DRAWNUMBER_AMMO1; else if(SC_Compare("ammo2")) cmd.flags = DRAWNUMBER_AMMO2; else if(SC_Compare("ammo")) //request the next string to be an ammo type { SC_MustGetToken(TK_Identifier); cmd.setString(sc_String, 0); cmd.flags = DRAWNUMBER_AMMO; const PClass* ammo = PClass::FindClass(sc_String); if(ammo == NULL || !PClass::FindClass("Ammo")->IsAncestorOf(ammo)) //must be a kind of ammo { SC_ScriptError("'%s' is not a type of ammo.", sc_String); } } else if(SC_Compare("ammocapacity")) { SC_MustGetToken(TK_Identifier); cmd.setString(sc_String, 0); cmd.flags = DRAWNUMBER_AMMOCAPACITY; const PClass* ammo = PClass::FindClass(sc_String); if(ammo == NULL || !PClass::FindClass("Ammo")->IsAncestorOf(ammo)) //must be a kind of ammo { SC_ScriptError("'%s' is not a type of ammo.", sc_String); } } else if(SC_Compare("frags")) cmd.flags = DRAWNUMBER_FRAGS; else { cmd.flags = DRAWNUMBER_INVENTORY; SC_MustGetToken(TK_Identifier); cmd.setString(sc_String, 0); const PClass* item = PClass::FindClass(sc_String); if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of ammo { SC_ScriptError("'%s' is not a type of inventory item.", sc_String); } } SC_MustGetToken(','); } SC_MustGetToken(TK_IntConst); cmd.x = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); cmd.y = sc_Number - (200 - SBarInfoScript.height); if(SC_CheckToken(',')) { SC_MustGetToken(TK_IntConst); cmd.special2 = sc_Number; } SC_MustGetToken(';'); break; case SBARINFO_DRAWMUGSHOT: SC_MustGetToken(TK_StringConst); cmd.setString(sc_String, 0, 3, true); SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); //accuracy cmd.special = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); //xdeath face (could be later used as flags cmd.special2 = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); cmd.x = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); cmd.y = sc_Number - (200 - SBarInfoScript.height); SC_MustGetToken(';'); break; case SBARINFO_DRAWSELECTEDINVENTORY: { bool alternateonempty = false; SC_MustGetToken(TK_Identifier); if(SC_Compare("alternateonempty")) { alternateonempty = true; cmd.flags = DRAWSELECTEDINVENTORY_ALTERNATEONEMPTY; SC_MustGetToken(','); SC_MustGetToken(TK_Identifier); } cmd.font = V_GetFont(sc_String); SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); cmd.x = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); cmd.y = sc_Number - (200 - SBarInfoScript.height); cmd.special2 = cmd.x + 30; cmd.special3 = cmd.y + 24; cmd.translation = CR_GOLD; if(SC_CheckToken(',')) //more font information { SC_MustGetToken(TK_IntConst); cmd.special2 = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); cmd.special3 = sc_Number - (200 - SBarInfoScript.height); if(SC_CheckToken(',')) { SC_MustGetToken(TK_Identifier); cmd.translation = this->GetTranslation(sc_String); if(SC_CheckToken(',')) { SC_MustGetToken(TK_IntConst); cmd.special4 = sc_Number; } } } if(alternateonempty) { SC_MustGetToken('{'); this->ParseSBarInfoBlock(cmd.subBlock); } else { SC_MustGetToken(';'); } break; } case SBARINFO_DRAWINVENTORYBAR: SC_MustGetToken(TK_Identifier); if(SC_Compare("Heretic")) { cmd.special = GAME_Heretic; } if(SC_Compare("Doom") || SC_Compare("Heretic")) { SC_MustGetToken(','); while(SC_CheckToken(TK_Identifier)) { if(SC_Compare("alwaysshow")) { cmd.flags += DRAWINVENTORYBAR_ALWAYSSHOW; } else if(SC_Compare("noatribox")) { cmd.flags += DRAWINVENTORYBAR_NOARTIBOX; } else { SC_ScriptError("Unknown flag '%s'.", sc_String); } SC_MustGetToken(','); } SC_MustGetToken(TK_IntConst); cmd.value = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_Identifier); cmd.font = V_GetFont(sc_String); } else { SC_ScriptError("Unkown style '%s'.", sc_String); } SC_MustGetToken(','); SC_MustGetNumber(); cmd.x = sc_Number; SC_MustGetToken(','); SC_MustGetNumber(); cmd.y = sc_Number - (200 - SBarInfoScript.height); cmd.special2 = cmd.x + 26; cmd.special3 = cmd.y + 22; cmd.translation = CR_GOLD; if(SC_CheckToken(',')) //more font information { SC_MustGetToken(TK_IntConst); cmd.special2 = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); cmd.special3 = sc_Number - (200 - SBarInfoScript.height); if(SC_CheckToken(',')) { SC_MustGetToken(TK_Identifier); cmd.translation = this->GetTranslation(sc_String); if(SC_CheckToken(',')) { SC_MustGetToken(TK_IntConst); cmd.special4 = sc_Number; } } } SC_MustGetToken(';'); break; case SBARINFO_DRAWBAR: SC_MustGetToken(TK_StringConst); cmd.sprite = newImage(sc_String); SC_MustGetToken(','); SC_MustGetToken(TK_StringConst); cmd.special = newImage(sc_String); SC_MustGetToken(','); SC_MustGetToken(TK_Identifier); //yeah, this is the same as drawnumber, there might be a better way to copy it... if(SC_Compare("health")) { cmd.flags = DRAWNUMBER_HEALTH; if(SC_CheckToken(TK_Identifier)) //comparing reference { cmd.setString(sc_String, 0); const PClass* item = PClass::FindClass(sc_String); if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of inventory { SC_ScriptError("'%s' is not a type of inventory item.", sc_String); } } else cmd.special2 = DRAWBAR_COMPAREDEFAULTS; } else if(SC_Compare("armor")) { cmd.flags = DRAWNUMBER_ARMOR; if(SC_CheckToken(TK_Identifier)) { cmd.setString(sc_String, 0); const PClass* item = PClass::FindClass(sc_String); if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of inventory { SC_ScriptError("'%s' is not a type of inventory item.", sc_String); } } else cmd.special2 = DRAWBAR_COMPAREDEFAULTS; } else if(SC_Compare("ammo1")) cmd.flags = DRAWNUMBER_AMMO1; else if(SC_Compare("ammo2")) cmd.flags = DRAWNUMBER_AMMO2; else if(SC_Compare("ammo")) //request the next string to be an ammo type { SC_MustGetToken(TK_Identifier); cmd.setString(sc_String, 0); cmd.flags = DRAWNUMBER_AMMO; const PClass* ammo = PClass::FindClass(sc_String); if(ammo == NULL || !PClass::FindClass("Ammo")->IsAncestorOf(ammo)) //must be a kind of ammo { SC_ScriptError("'%s' is not a type of ammo.", sc_String); } } else if(SC_Compare("frags")) cmd.flags = DRAWNUMBER_FRAGS; else { cmd.flags = DRAWNUMBER_INVENTORY; cmd.setString(sc_String, 0); const PClass* item = PClass::FindClass(sc_String); if(item == NULL || !PClass::FindClass("Inventory")->IsAncestorOf(item)) //must be a kind of ammo { SC_ScriptError("'%s' is not a type of inventory item.", sc_String); } } SC_MustGetToken(','); SC_MustGetToken(TK_Identifier); if(SC_Compare("horizontal")) cmd.special2 += DRAWBAR_HORIZONTAL; else if(!SC_Compare("vertical")) SC_ScriptError("Unknown direction '%s'.", sc_String); SC_MustGetToken(','); if(SC_CheckToken(TK_Identifier)) { if(!SC_Compare("reverse")) { SC_ScriptError("Exspected 'reverse', got '%s' instead.", sc_String); } cmd.special2 += DRAWBAR_REVERSE; SC_MustGetToken(','); } SC_MustGetToken(TK_IntConst); cmd.x = sc_Number; SC_MustGetToken(','); SC_MustGetToken(TK_IntConst); cmd.y = sc_Number - (200 - SBarInfoScript.height); SC_MustGetToken(';'); break; case SBARINFO_GAMEMODE: while(SC_CheckToken(TK_Identifier)) { if(SC_Compare("singleplayer")) cmd.flags += GAMETYPE_SINGLEPLAYER; else if(SC_Compare("cooperative")) cmd.flags += GAMETYPE_COOPERATIVE; else if(SC_Compare("deathmatch")) cmd.flags += GAMETYPE_DEATHMATCH; else if(SC_Compare("teamgame")) cmd.flags += GAMETYPE_TEAMGAME; else SC_ScriptError("Unknown gamemode: %s", sc_String); if(SC_CheckToken('{')) break; SC_MustGetToken(','); } this->ParseSBarInfoBlock(cmd.subBlock); break; case SBARINFO_PLAYERCLASS: cmd.special = cmd.special2 = cmd.special3 = -1; for(int i = 0;i < 3 && SC_CheckToken(TK_Identifier);i++) //up to 3 classes { for(unsigned int c = 0;c < PlayerClasses.Size();c++) { if(stricmp(sc_String, PlayerClasses[c].Type->Meta.GetMetaString(APMETA_DisplayName)) == 0) { if(i == 0) cmd.special = c; else if(i == 1) cmd.special2 = c; else //should be 2 cmd.special3 = c; if(SC_CheckToken('{') || i == 2) break; SC_MustGetToken(','); } } } this->ParseSBarInfoBlock(cmd.subBlock); break; } block.commands.Push(cmd); } SC_MustGetToken('}'); } int SBarInfo::newImage(const char* patchname) { if(stricmp(patchname, "nullimage") == 0) { return -1; } // if(strlen(patchname) > 8) // { // SC_ScriptError("Graphic names can not be greater then 8 characters long."); // } for(unsigned int i = 0;i < this->Images.Size();i++) //did we already load it? { if(stricmp(this->Images[i], patchname) == 0) { return i; } } char * name = new char[9]; memset(name, '\0', 9); memcpy(name, patchname, 8); this->Images.Push(name); return this->Images.Size() - 1; } //converts a string into a tranlation. EColorRange SBarInfo::GetTranslation(char* translation) { EColorRange returnVal = CR_UNTRANSLATED; char* namedTranslation = new char[strlen(translation)+3]; //we must send in "[translation]" sprintf(namedTranslation, "[%s]", translation); if((returnVal = V_ParseFontColor((const BYTE*&) namedTranslation, CR_UNTRANSLATED, CR_UNTRANSLATED)) == CR_UNDEFINED) { SC_ScriptError("Missing definition for color %s.", translation); } return returnVal; } SBarInfo::SBarInfo() //make results more predicable { automapbar = false; interpolateHealth = false; interpolationSpeed = 8; height = 0; } void SBarInfoCommand::setString(const char* source, int strnum, int maxlength, bool exact) { if(!exact) { if(maxlength != -1 && strlen(source) > (unsigned int) maxlength) { SC_ScriptError("%s is greater than %d characters.", source, maxlength); return; } } else { if(maxlength != -1 && strlen(source) != (unsigned int) maxlength) { SC_ScriptError("%s must be %d characters.", source, maxlength); return; } } this->string[strnum] = new char[strlen(source) + 1]; memset(this->string[strnum], '\0', strlen(source) + 1); memcpy(this->string[strnum], source, strlen(source)); } SBarInfoCommand::SBarInfoCommand() //sets the default values for more predicable behavior { type = 0; special = 0; special2 = 0; special3 = 0; special4 = 0; flags = 0; x = 0; y = 0; value = 0; sprite = 0; string[0] = ""; string[1] = ""; translation = CR_UNTRANSLATED; font = V_GetFont("CONFONT"); } enum { ST_FACENORMALRIGHT, ST_FACENORMAL, ST_FACENORMALLEFT, ST_FACEPAINRIGHT, ST_FACEPAINLEFT, ST_FACEOUCH, ST_FACEGRIN, ST_FACEPAIN, ST_FACEGOD = 72, ST_FACEDEAD = 73, ST_FACEXDEAD = 74, }; enum { imgARTIBOX, imgSELECTBOX, imgINVLFGEM1, imgINVLFGEM2, imgINVRTGEM1, imgINVRTGEM2, }; //The next class allows us to draw bars class FBarTexture : public FTexture { public: void Unload() { if(image != NULL) { image->Unload (); } } const BYTE *GetColumn(unsigned int column, const Span **spans_out) { if (column > (unsigned int) Width) { column = Width; } image->GetColumn(column, spans_out); return Pixels + column*Height; } const BYTE *GetPixels() { return Pixels; } void PrepareTexture(FTexture* bar, FTexture* bg, int value, bool horizontal, bool reverse) { if(value < 0) value = 0; else if(value > 100) value = 100; image = bar; //width and height are supposed to be the end result, Width and Height are the input image. If that makes sense. int width = Width = bar->GetWidth(); int height = Height = bar->GetHeight(); if(horizontal) { width = (int) (((double) width/100)*value); } Pixels = new BYTE[Width*Height]; bar->CopyToBlock(Pixels, Width, Height, 0, 0); //draw the bar int run = bar->GetHeight() - (int) (((double) height/100)*value); int visible = bar->GetHeight() - run; if(bg == NULL || bg->GetWidth() != bar->GetWidth() || bg->GetHeight() != bar->GetHeight()) { BYTE color0 = GPalette.Remap[0]; if(!horizontal) { if(!reverse) //remove offset if we are not reversing the direction. { visible = 0; } for(int i = 0;i < Width;i++) { memset(Pixels + i*Height + visible, color0, run); } } else { for(int i = reverse ? 0 : width;(reverse && i < Width - width) || (!reverse && i < Width);i++) { memset(Pixels + i*Height, color0, Height); } } } else { BYTE* PixelData = (BYTE*) bg->GetPixels(); if(!horizontal) { if(!reverse) { visible = 0; } for(int i = 0;i < width;i++) { memcpy(Pixels + i*Height + visible, PixelData + i*Height, run); } } else { for(int i = reverse ? 0 : width;(reverse && i < Width - width) || (!reverse && i < Width);i++) { memcpy(Pixels + i*Height, PixelData + i*Height, Height); } } } } protected: BYTE* Pixels; FTexture* image; }; //SBarInfo Display class FSBarInfo : public FBaseStatusBar { public: FSBarInfo () : FBaseStatusBar (SBarInfoScript.height) { static const char *InventoryBarLumps[] = { "ARTIBOX", "SELECTBO", "INVGEML1", "INVGEML2", "INVGEMR1", "INVGEMR2", }; TArray patchnames; patchnames.Resize(SBarInfoScript.Images.Size()+6); unsigned int i = 0; for(i = 0;i < SBarInfoScript.Images.Size();i++) { patchnames[i] = SBarInfoScript.Images[i]; } for(i = 0;i < 6;i++) { patchnames[i+SBarInfoScript.Images.Size()] = InventoryBarLumps[i]; } invBarOffset = SBarInfoScript.Images.Size(); Images.Init(&patchnames[0], patchnames.Size()); drawingFont = V_GetFont("ConFont"); faceTimer = ST_FACETIME; faceIndex = 0; if(SBarInfoScript.interpolateHealth) { oldHealth = 0; } mugshotHealth = -1; lastPrefix = new char[4]; weaponGrin = false; } ~FSBarInfo () { Images.Uninit(); Faces.Uninit(); } void Draw (EHudState state) { FBaseStatusBar::Draw(state); int hud = 2; if(state == HUD_StatusBar) { if(SBarInfoScript.automapbar && automapactive) { hud = 3; } else { hud = 2; } } else if(state == HUD_Fullscreen) { hud = 1; } else { hud = 0; } doCommands(SBarInfoScript.huds[hud]); if(CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR)) { if(state == HUD_StatusBar) doCommands(SBarInfoScript.huds[4]); else if(state == HUD_Fullscreen) doCommands(SBarInfoScript.huds[5]); } } void NewGame () { if (CPlayer != NULL) { AttachToPlayer (CPlayer); } } void AttachToPlayer (player_t *player) { player_t *oldplayer = CPlayer; FBaseStatusBar::AttachToPlayer(player); if (oldplayer != CPlayer) { SetFace(&skins[CPlayer->userinfo.skin], "STF"); } } void Tick () { FBaseStatusBar::Tick(); getNewFace(M_Random()); if(!SBarInfoScript.interpolateHealth) { oldHealth = CPlayer->health; } else { if(oldHealth > CPlayer->health) { oldHealth -= clamp((oldHealth - CPlayer->health) >> 2, 1, 8); } else if(oldHealth < CPlayer->health) { oldHealth += clamp((CPlayer->health - oldHealth) >> 2, 1, 8); } } } void SetFace (void *skn) { SetFace((FPlayerSkin *)skn, "STF"); } void ReceivedWeapon (AWeapon *weapon) { weaponGrin = true; } private: //code from doom_sbar.cpp but it should do fine. void SetFace (FPlayerSkin *skin, char* defPrefix) { oldSkin = skin; const char *nameptrs[ST_NUMFACES]; char names[ST_NUMFACES][9]; char prefix[4]; int i, j; int namespc; int facenum; for (i = 0; i < ST_NUMFACES; i++) { nameptrs[i] = names[i]; } if (skin->face[0] != 0) { prefix[0] = skin->face[0]; prefix[1] = skin->face[1]; prefix[2] = skin->face[2]; prefix[3] = 0; namespc = skin->namespc; } else { prefix[0] = defPrefix[0]; prefix[1] = defPrefix[1]; prefix[2] = defPrefix[2]; prefix[3] = 0; namespc = ns_global; } if(stricmp(prefix, lastPrefix) == 0) { return; } lastPrefix = prefix; facenum = 0; for (i = 0; i < 9; i++) //levels { for (j = 0; j < 3; j++) { sprintf (names[facenum++], "%sST%d%d", prefix, i, j); } sprintf (names[facenum++], "%sTR%d0", prefix, i); // turn right sprintf (names[facenum++], "%sTL%d0", prefix, i); // turn left sprintf (names[facenum++], "%sOUCH%d", prefix, i); // ouch! sprintf (names[facenum++], "%sEVL%d", prefix, i); // evil grin ;) sprintf (names[facenum++], "%sKILL%d", prefix, i); // pissed off } sprintf (names[facenum++], "%sGOD0", prefix); sprintf (names[facenum++], "%sDEAD0", prefix); for(i = 0;i < 6;i++) //xdeath { sprintf (names[facenum++], "%sXDTH%d", prefix, i); } Faces.Uninit (); Faces.Init (nameptrs, ST_NUMFACES, namespc); faceIndex = ST_FACENORMAL; faceTimer = 0; } void doCommands(SBarInfoBlock &block) { //prepare ammo counts AAmmo *ammo1, *ammo2; int ammocount1, ammocount2; GetCurrentAmmo(ammo1, ammo2, ammocount1, ammocount2); int health = CPlayer->mo->health; if(SBarInfoScript.interpolateHealth) { health = oldHealth; } for(unsigned int i = 0;i < block.commands.Size();i++) { SBarInfoCommand cmd = block.commands[i]; switch(cmd.type) //read and execute all the commands { case SBARINFO_DRAWSWITCHABLEIMAGE: //draw the alt image if we don't have the item else this is like a normal drawimage { int drawAlt = 0; if((cmd.flags & DRAWIMAGE_WEAPONSLOT) == DRAWIMAGE_WEAPONSLOT) //weaponslots { drawAlt = 1; //draw off state until we know we have something. for (int i = 0; i < MAX_WEAPONS_PER_SLOT; i++) { const PClass *weap = LocalWeapons.Slots[cmd.value].GetWeapon(i); if(weap == NULL) { continue; } else if(CPlayer->mo->FindInventory(weap) != NULL) { drawAlt = 0; break; } } } else if((cmd.flags & DRAWIMAGE_INVULNERABILITY) == DRAWIMAGE_INVULNERABILITY) { if(CPlayer->cheats&CF_GODMODE) { drawAlt = 1; } } else //check the inventory items and draw selected sprite { AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); if(item == NULL) drawAlt = 1; if((cmd.flags & DRAWIMAGE_SWITCHABLE_AND) == DRAWIMAGE_SWITCHABLE_AND) { item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[1])); if(item != NULL && drawAlt == 0) //both { drawAlt = 0; } else if(item != NULL && drawAlt == 1) //2nd { drawAlt = 3; } else if(item == NULL && drawAlt == 0) //1st { drawAlt = 2; } } } if(drawAlt != 0) //draw 'off' image { if(cmd.special != -1 && drawAlt == 1) DrawGraphic(Images[cmd.special], cmd.x, cmd.y, cmd.flags); else if(cmd.special2 != -1 && drawAlt == 2) DrawGraphic(Images[cmd.special2], cmd.x, cmd.y, cmd.flags); else if(cmd.special3 != -1 && drawAlt == 3) DrawGraphic(Images[cmd.special3], cmd.x, cmd.y, cmd.flags); break; } } case SBARINFO_DRAWIMAGE: if((cmd.flags & DRAWIMAGE_PLAYERICON) == DRAWIMAGE_PLAYERICON) DrawGraphic(TexMan[CPlayer->mo->ScoreIcon], cmd.x, cmd.y, cmd.flags); else if((cmd.flags & DRAWIMAGE_AMMO1) == DRAWIMAGE_AMMO1) { if(ammo1 != NULL) DrawGraphic(TexMan[ammo1->Icon], cmd.x, cmd.y, cmd.flags); } else if((cmd.flags & DRAWIMAGE_AMMO2) == DRAWIMAGE_AMMO2) { if(ammo2 != NULL) DrawGraphic(TexMan[ammo2->Icon], cmd.x, cmd.y, cmd.flags); } else { DrawGraphic(Images[cmd.sprite], cmd.x, cmd.y, cmd.flags); } break; case SBARINFO_DRAWNUMBER: if(drawingFont != cmd.font) { drawingFont = cmd.font; } if(cmd.flags == DRAWNUMBER_HEALTH) { cmd.value = health; if(cmd.value < 0) //health shouldn't display negatives { cmd.value = 0; } } else if(cmd.flags == DRAWNUMBER_ARMOR) { AInventory *armor = CPlayer->mo->FindInventory(); cmd.value = armor != NULL ? armor->Amount : 0; } else if(cmd.flags == DRAWNUMBER_AMMO1) { cmd.value = ammocount1; if(ammo1 == NULL) //no ammo, do not draw { continue; } } else if(cmd.flags == DRAWNUMBER_AMMO2) { cmd.value = ammocount2; if(ammo2 == NULL) //no ammo, do not draw { continue; } } else if(cmd.flags == DRAWNUMBER_AMMO) { const PClass* ammo = PClass::FindClass(cmd.string[0]); AInventory* item = CPlayer->mo->FindInventory(ammo); if(item != NULL) { cmd.value = item->Amount; } else { cmd.value = 0; } } else if(cmd.flags == DRAWNUMBER_AMMOCAPACITY) { const PClass* ammo = PClass::FindClass(cmd.string[0]); AInventory* item = CPlayer->mo->FindInventory(ammo); if(item != NULL) { cmd.value = item->MaxAmount; } else { cmd.value = ((AInventory *)GetDefaultByType(ammo))->MaxAmount; } } else if(cmd.flags == DRAWNUMBER_FRAGS) cmd.value = CPlayer->fragcount; else if(cmd.flags == DRAWNUMBER_INVENTORY) { AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); if(item != NULL) { cmd.value = item->Amount; } else { cmd.value = 0; } } DrawNumber(cmd.value, cmd.special, cmd.x, cmd.y, cmd.translation, cmd.special2); break; case SBARINFO_DRAWMUGSHOT: { bool xdth = false; if(cmd.special2 != 0) xdth = true; SetFace(oldSkin, cmd.string[0]); DrawFace(cmd.special, xdth, cmd.x, cmd.y); break; } case SBARINFO_DRAWSELECTEDINVENTORY: if(CPlayer->mo->InvSel != NULL && !(level.flags & LEVEL_NOINVENTORYBAR)) { DrawImage(TexMan(CPlayer->mo->InvSel->Icon), cmd.x, cmd.y, CPlayer->mo->InvSel->Amount > 0 ? NULL : DIM_MAP); if(CPlayer->mo->InvSel->Amount != 1) { if(drawingFont != cmd.font) { drawingFont = cmd.font; } DrawNumber(CPlayer->mo->InvSel->Amount, 3, cmd.special2, cmd.special3, cmd.translation, cmd.special4); } } else if((cmd.flags & DRAWSELECTEDINVENTORY_ALTERNATEONEMPTY) == DRAWSELECTEDINVENTORY_ALTERNATEONEMPTY) { doCommands(cmd.subBlock); } break; case SBARINFO_DRAWINVENTORYBAR: { bool alwaysshow = false; bool artibox = true; if((cmd.flags & DRAWINVENTORYBAR_ALWAYSSHOW) == DRAWINVENTORYBAR_ALWAYSSHOW) alwaysshow = true; if((cmd.flags & DRAWINVENTORYBAR_NOARTIBOX) == DRAWINVENTORYBAR_NOARTIBOX) artibox = false; if(drawingFont != cmd.font) { drawingFont = cmd.font; } DrawInventoryBar(cmd.special, cmd.value, cmd.x, cmd.y, alwaysshow, cmd.special2, cmd.special3, cmd.translation, artibox); break; } case SBARINFO_DRAWBAR: { if(cmd.sprite == -1) break; //don't draw anything. bool horizontal = ((cmd.special2 & DRAWBAR_HORIZONTAL) == DRAWBAR_HORIZONTAL); bool reverse = ((cmd.special2 & DRAWBAR_REVERSE) == DRAWBAR_REVERSE); int value = 0; int max = 0; if(cmd.flags == DRAWNUMBER_HEALTH) { value = health; if(cmd.value < 0) //health shouldn't display negatives { value = 0; } if(!((cmd.special2 & DRAWBAR_COMPAREDEFAULTS) == DRAWBAR_COMPAREDEFAULTS)) { AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); //max comparer if(item != NULL) { max = item->Amount; } else { max = 0; } } else //default to the classes health { max = CPlayer->mo->GetDefault()->health; } } else if(cmd.flags == DRAWNUMBER_ARMOR) { AInventory *armor = CPlayer->mo->FindInventory(); value = armor != NULL ? armor->Amount : 0; if(!((cmd.special2 & DRAWBAR_COMPAREDEFAULTS) == DRAWBAR_COMPAREDEFAULTS)) { AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); //max comparer if(item != NULL) { max = item->Amount; } else { max = 0; } } else //default to 100 { max = 100; } } else if(cmd.flags == DRAWNUMBER_AMMO1) { value = ammocount1; if(ammo1 == NULL) //no ammo, do not draw { continue; } max = ammo1->MaxAmount; } else if(cmd.flags == DRAWNUMBER_AMMO2) { value = ammocount2; if(ammo2 == NULL) //no ammo, do not draw { continue; } max = ammo2->MaxAmount; } else if(cmd.flags == DRAWNUMBER_AMMO) { const PClass* ammo = PClass::FindClass(cmd.string[0]); AInventory* item = CPlayer->mo->FindInventory(ammo); if(item != NULL) { value = item->Amount; max = item->MaxAmount; } else { value = 0; } } else if(cmd.flags == DRAWNUMBER_FRAGS) { value = CPlayer->fragcount; max = fraglimit; } else if(cmd.flags == DRAWNUMBER_INVENTORY) { AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); if(item != NULL) { value = item->Amount; max = item->MaxAmount; } else { value = 0; } } if(max != 0 || value < 0) { value = (value*100)/max; if(value > 100) value = 100; } else { value = 0; } FBarTexture* bar = new FBarTexture(); if(cmd.special != -1) bar->PrepareTexture(Images[cmd.sprite], Images[cmd.special], value, horizontal, reverse); else bar->PrepareTexture(Images[cmd.sprite], NULL, value, horizontal, reverse); DrawImage(bar, cmd.x, cmd.y); break; } case SBARINFO_GAMEMODE: if(((cmd.flags & GAMETYPE_SINGLEPLAYER) == GAMETYPE_SINGLEPLAYER && !multiplayer) || ((cmd.flags & GAMETYPE_DEATHMATCH) == GAMETYPE_DEATHMATCH && deathmatch) || ((cmd.flags & GAMETYPE_COOPERATIVE) == GAMETYPE_COOPERATIVE && multiplayer && !deathmatch) || ((cmd.flags & GAMETYPE_TEAMGAME) == GAMETYPE_TEAMGAME && teamplay)) { doCommands(cmd.subBlock); } break; case SBARINFO_PLAYERCLASS: int spawnClass = CPlayer->GetSpawnClass(); if(cmd.special == spawnClass || cmd.special2 == spawnClass || cmd.special3 == spawnClass) { doCommands(cmd.subBlock); } break; } } } //draws and image with the specified flags void DrawGraphic(FTexture* texture, int x, int y, int flags) { if((flags & DRAWIMAGE_OFFSET_CENTER) == DRAWIMAGE_OFFSET_CENTER) { x -= (texture->GetWidth()/2)-texture->LeftOffset; y -= (texture->GetHeight()/2)-texture->TopOffset; } if((flags & DRAWIMAGE_TRANSLATABLE) == DRAWIMAGE_TRANSLATABLE) DrawImage(texture, x, y, translationtables[TRANSLATION_Players] + (CPlayer - players)*256); else DrawImage(texture, x, y); } void DrawString(const char* str, int x, int y, EColorRange translation, int spacing=0) { x += spacing; while(*str != '\0') { int width = drawingFont->GetCharWidth((int) *str); FTexture* character = drawingFont->GetChar((int) *str, &width); if(character == NULL) //missing character. { str++; continue; } x += (character->LeftOffset+1); //ignore x offsets since we adapt to character size DrawImage(character, x, y, drawingFont->GetColorTranslation(translation)); x += width + spacing - (character->LeftOffset+1); str++; } } //draws the specified number up to len digits void DrawNumber(int num, int len, int x, int y, EColorRange translation, int spacing=0) { FString value; int maxval = (int) pow(10., len); num = clamp(num, -maxval+1, maxval-1); value.Format("%d", num); x -= int(drawingFont->StringWidth(value)+(spacing * value.Len())); DrawString(value, x, y, translation, spacing); } //draws the mug shot void DrawFace(int accuracy, bool xdth, int x, int y) { if(CPlayer->health > 0) { if(faceIndex == ST_FACEGOD) //nothing fancy to do here { DrawImage(Faces[ST_FACEGOD], x, y); } else { int level = 0; for(level = 0;CPlayer->health < (accuracy-level-1)*(100/accuracy);level++); int face = faceIndex + level*8; DrawImage(Faces[face], x, y); } } else //dead { if(!xdth || CPlayer->mo->health > -CPlayer->mo->GetDefault()->health) { DrawImage(Faces[ST_FACEDEAD], x, y); } else { if(faceIndex != ST_FACEXDEAD+6 && faceIndex >= ST_FACEXDEAD) //animate { if(faceTimer == 0) { faceIndex++; faceTimer = ST_XDTHTIME; } faceTimer--; } else if(faceIndex < ST_FACEXDEAD) //set to xdeath { faceIndex = ST_FACEXDEAD; faceTimer = ST_XDTHTIME; } DrawImage(Faces[faceIndex], x, y); } } } //Does some face drawing logic. void getNewFace(int number) { int i; angle_t badguyangle; angle_t diffang; if(CPlayer->health > 0) { if(weaponGrin) { weaponGrin = false; if(CPlayer->bonuscount) { faceTimer = ST_GRINTIME; faceIndex = ST_FACEGRIN; return; } } // getting hurt if (CPlayer->damagecount) { int damageAngle = ST_FACEPAIN; if(CPlayer->attacker && CPlayer->attacker != CPlayer->mo) { if(CPlayer->mo != NULL) { //some more doom_sbar C&P badguyangle = R_PointToAngle2(CPlayer->mo->x, CPlayer->mo->y, CPlayer->attacker->x, CPlayer->attacker->y); if (badguyangle > CPlayer->mo->angle) { // whether right or left diffang = badguyangle - CPlayer->mo->angle; i = diffang > ANG180; } else { // whether left or right diffang = CPlayer->mo->angle - badguyangle; i = diffang <= ANG180; } // confusing, aint it? if(i && diffang >= ANG45) { damageAngle = ST_FACEPAINRIGHT; } else if(!i && diffang >= ANG45) { damageAngle = ST_FACEPAINLEFT; } } } faceTimer = ST_PAINTIME; if (mugshotHealth != -1 && CPlayer->health - mugshotHealth > 20) { faceIndex = ST_FACEOUCH; } else { faceIndex = damageAngle; } return; } // invulnerability if ((CPlayer->cheats & CF_GODMODE) || (CPlayer->mo != NULL && CPlayer->mo->flags2 & MF2_INVULNERABLE)) { faceIndex = ST_FACEGOD; faceTimer = 1; } if (faceTimer == 0) { faceIndex = (number % 3); //should generate 0, 1, or 2 faceTimer = ST_FACETIME; } faceTimer--; mugshotHealth = CPlayer->health; } } void DrawInventoryBar(int type, int num, int x, int y, bool alwaysshow, int counterx, int countery, EColorRange translation, bool drawArtiboxes) //yes, there is some Copy & Paste here too { const AInventory *item; int i; // If the player has no artifacts, don't draw the bar CPlayer->mo->InvFirst = ValidateInvFirst(num); if(CPlayer->mo->InvFirst != NULL || alwaysshow) { for(item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < num; item = item->NextInv(), ++i) { if(drawArtiboxes) { DrawImage (Images[invBarOffset + imgARTIBOX], x+i*31, y); } DrawImage (TexMan(item->Icon), x+i*31, y, item->Amount > 0 ? NULL : DIM_MAP); if(item->Amount != 1) { DrawNumber(item->Amount, 3, counterx+i*31, countery, translation); } if(item == CPlayer->mo->InvSel) { if(type == GAME_Heretic) { DrawImage(Images[invBarOffset + imgSELECTBOX], x+i*31, y+29); } else { DrawImage(Images[invBarOffset + imgSELECTBOX], x+i*31, y); } } } for (; i < num && drawArtiboxes; ++i) { DrawImage (Images[invBarOffset + imgARTIBOX], x+i*31, y); } // Is there something to the left? if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst) { DrawImage (Images[!(gametic & 4) ? invBarOffset + imgINVLFGEM1 : invBarOffset + imgINVLFGEM2], 38, 2); } // Is there something to the right? if (item != NULL) { DrawImage (Images[!(gametic & 4) ? invBarOffset + imgINVRTGEM1 : invBarOffset + imgINVRTGEM2], 269, 2); } } } FImageCollection Images; FImageCollection Faces; FPlayerSkin *oldSkin; FFont *drawingFont; char* lastPrefix; bool weaponGrin; int faceTimer; int faceIndex; int oldHealth; int mugshotHealth; unsigned int invBarOffset; }; FBaseStatusBar *CreateCustomStatusBar () { return new FSBarInfo; }