mirror of
https://github.com/ZDoom/qzdoom.git
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d027aafb4c
ceiling and floor of the front sector, the renderer did not add it to the solid clip list. - Blends created with the ACS fade commands now degrade to transparent overlays when the console is visible, just as they do for the menu. SVN r240 (trunk)
1616 lines
37 KiB
C++
1616 lines
37 KiB
C++
/*
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** shared_sbar.cpp
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** Base status bar implementation
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "templates.h"
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#include "sbar.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "c_console.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "r_draw.h"
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#include "w_wad.h"
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#include "v_text.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "p_effect.h"
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#include "../version.h"
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#define XHAIRSHRINKSIZE (FRACUNIT/18)
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#define XHAIRPICKUPSIZE (FRACUNIT*2+XHAIRSHRINKSIZE)
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#define POWERUPICONSIZE 32
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EXTERN_CVAR (Bool, am_showmonsters)
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EXTERN_CVAR (Bool, am_showsecrets)
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EXTERN_CVAR (Bool, am_showitems)
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EXTERN_CVAR (Bool, am_showtime)
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EXTERN_CVAR (Bool, am_showtotaltime)
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EXTERN_CVAR (Bool, noisedebug)
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EXTERN_CVAR (Bool, hud_scale)
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FBaseStatusBar *StatusBar;
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extern int setblocks;
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int ST_X, ST_Y;
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int SB_state = 3;
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FTexture *CrosshairImage;
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// [RH] Base blending values (for e.g. underwater)
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int BaseBlendR, BaseBlendG, BaseBlendB;
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float BaseBlendA;
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// Stretch status bar to full screen width?
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CUSTOM_CVAR (Bool, st_scale, true, CVAR_ARCHIVE)
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{
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if (StatusBar)
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{
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StatusBar->SetScaled (self);
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setsizeneeded = true;
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}
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}
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CUSTOM_CVAR (Int, crosshair, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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int num = self;
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char name[16], size;
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int lump;
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if (CrosshairImage != NULL)
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{
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CrosshairImage->Unload ();
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}
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if (num == 0)
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{
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CrosshairImage = NULL;
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return;
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}
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if (num < 0)
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{
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num = -num;
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}
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size = (SCREENWIDTH < 640) ? 'S' : 'B';
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sprintf (name, "XHAIR%c%d", size, num);
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if ((lump = Wads.CheckNumForName (name, ns_graphics)) == -1)
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{
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sprintf (name, "XHAIR%c1", size);
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if ((lump = Wads.CheckNumForName (name, ns_graphics)) == -1)
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{
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strcpy (name, "XHAIRS1");
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}
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}
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CrosshairImage = TexMan[TexMan.AddPatch (name)];
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}
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CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Bool, crosshairhealth, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Bool, crosshairscale, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Bool, idmypos, false, 0);
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// [RH] Amount of red flash for up to 114 damage points. Calculated by hand
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// using a logarithmic scale and my trusty HP48G.
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byte FBaseStatusBar::DamageToAlpha[114] =
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{
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0, 8, 16, 23, 30, 36, 42, 47, 53, 58, 62, 67, 71, 75, 79,
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83, 87, 90, 94, 97, 100, 103, 107, 109, 112, 115, 118, 120, 123, 125,
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128, 130, 133, 135, 137, 139, 141, 143, 145, 147, 149, 151, 153, 155, 157,
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159, 160, 162, 164, 165, 167, 169, 170, 172, 173, 175, 176, 178, 179, 181,
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182, 183, 185, 186, 187, 189, 190, 191, 192, 194, 195, 196, 197, 198, 200,
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201, 202, 203, 204, 205, 206, 207, 209, 210, 211, 212, 213, 214, 215, 216,
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217, 218, 219, 220, 221, 221, 222, 223, 224, 225, 226, 227, 228, 229, 229,
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230, 231, 232, 233, 234, 235, 235, 236, 237
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};
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//---------------------------------------------------------------------------
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//
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// Constructor
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//
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//---------------------------------------------------------------------------
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FBaseStatusBar::FBaseStatusBar (int reltop)
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{
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Centering = false;
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FixedOrigin = false;
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CrosshairSize = FRACUNIT;
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RelTop = reltop;
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Messages = NULL;
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Displacement = 0;
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CPlayer = NULL;
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SetScaled (st_scale);
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}
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//---------------------------------------------------------------------------
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//
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// Destructor
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//
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//---------------------------------------------------------------------------
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FBaseStatusBar::~FBaseStatusBar ()
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{
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DHUDMessage *msg;
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msg = Messages;
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while (msg)
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{
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DHUDMessage *next = msg->Next;
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delete msg;
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msg = next;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC SetScaled
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::SetScaled (bool scale)
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{
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Scaled = RelTop != 0 && (SCREENWIDTH != 320 && scale);
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if (!Scaled)
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{
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ST_X = (SCREENWIDTH - 320) / 2;
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ST_Y = SCREENHEIGHT - RelTop;
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::ST_Y = ST_Y;
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if (RelTop > 0)
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{
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Displacement = ((ST_Y * 200 / SCREENHEIGHT) - (200 - RelTop))*FRACUNIT/RelTop;
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}
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else
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{
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Displacement = 0;
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}
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}
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else
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{
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bool wide = !(CheckRatio (SCREENWIDTH, SCREENHEIGHT) & 3);
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int basewidth = wide ? 1280 : 960;
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ST_X = 0;
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ST_Y = 200 - RelTop;
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::ST_Y = Scale (ST_Y, SCREENHEIGHT, 200);
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Displacement = 0;
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}
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::ST_X = ST_X;
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SB_state = screen->GetPageCount ();
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}
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//---------------------------------------------------------------------------
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//
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// PROC AttachToPlayer
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::AttachToPlayer (player_s *player)
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{
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CPlayer = player;
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SB_state = screen->GetPageCount ();
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}
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//---------------------------------------------------------------------------
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//
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// PROC GetPlayer
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//
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//---------------------------------------------------------------------------
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int FBaseStatusBar::GetPlayer ()
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{
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return int(CPlayer - players);
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}
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//---------------------------------------------------------------------------
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//
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// PROC MultiplayerChanged
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::MultiplayerChanged ()
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{
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SB_state = screen->GetPageCount ();
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}
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//---------------------------------------------------------------------------
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//
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// PROC Tick
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::Tick ()
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{
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DHUDMessage *msg = Messages;
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DHUDMessage **prev = &Messages;
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while (msg)
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{
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DHUDMessage *next = msg->Next;
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if (msg->Tick ())
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{
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*prev = next;
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delete msg;
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}
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else
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{
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prev = &msg->Next;
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}
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msg = next;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC AttachMessage
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::AttachMessage (DHUDMessage *msg, DWORD id)
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{
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DHUDMessage *old = NULL;
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DHUDMessage **prev;
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old = (id == 0 || id == 0xFFFFFFFF) ? NULL : DetachMessage (id);
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if (old != NULL)
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{
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delete old;
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}
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prev = &Messages;
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// The ID serves as a priority, where lower numbers appear in front of
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// higher numbers. (i.e. The list is sorted in descending order, since
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// it gets drawn back to front.)
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while (*prev != NULL && (*prev)->SBarID > id)
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{
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prev = &(*prev)->Next;
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}
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msg->Next = *prev;
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msg->SBarID = id;
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*prev = msg;
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}
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//---------------------------------------------------------------------------
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//
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// PROC DetachMessage
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//
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//---------------------------------------------------------------------------
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DHUDMessage *FBaseStatusBar::DetachMessage (DHUDMessage *msg)
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{
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DHUDMessage *probe = Messages;
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DHUDMessage **prev = &Messages;
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while (probe && probe != msg)
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{
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prev = &probe->Next;
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probe = probe->Next;
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}
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if (probe != NULL)
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{
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*prev = probe->Next;
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probe->Next = NULL;
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// Redraw the status bar in case it was covered
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SB_state = screen->GetPageCount ();
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}
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return probe;
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}
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DHUDMessage *FBaseStatusBar::DetachMessage (DWORD id)
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{
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DHUDMessage *probe = Messages;
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DHUDMessage **prev = &Messages;
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while (probe && probe->SBarID != id)
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{
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prev = &probe->Next;
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probe = probe->Next;
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}
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if (probe != NULL)
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{
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*prev = probe->Next;
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probe->Next = NULL;
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// Redraw the status bar in case it was covered
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SB_state = screen->GetPageCount ();
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}
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return probe;
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}
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//---------------------------------------------------------------------------
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//
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// PROC DetachAllMessages
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::DetachAllMessages ()
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{
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DHUDMessage *probe = Messages;
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Messages = NULL;
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while (probe != NULL)
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{
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DHUDMessage *next = probe->Next;
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delete probe;
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probe = next;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC CheckMessage
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//
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//---------------------------------------------------------------------------
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bool FBaseStatusBar::CheckMessage (DHUDMessage *msg)
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{
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DHUDMessage *probe = Messages;
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while (probe && probe != msg)
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{
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probe = probe->Next;
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}
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return (probe == msg);
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}
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//---------------------------------------------------------------------------
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//
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// PROC ShowPlayerName
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::ShowPlayerName ()
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{
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EColorRange color;
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color = (CPlayer == &players[consoleplayer]) ? CR_GOLD : CR_GREEN;
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AttachMessage (new DHUDMessageFadeOut (CPlayer->userinfo.netname,
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1.5f, 0.92f, 0, 0, color, 2.f, 0.35f), MAKE_ID('P','N','A','M'));
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}
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//---------------------------------------------------------------------------
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//
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// PROC DrawImage
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//
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// Draws an image with the status bar's upper-left corner as the origin.
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::DrawImage (FTexture *img,
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int x, int y, byte *translation) const
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{
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if (img != NULL)
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{
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screen->DrawTexture (img, x + ST_X, y + ST_Y,
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DTA_Translation, translation,
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DTA_320x200, Scaled,
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TAG_DONE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC DrawImage
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//
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// Draws a translucent image with the status bar's upper-left corner as the
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// origin.
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::DrawFadedImage (FTexture *img,
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int x, int y, fixed_t shade) const
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{
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if (img != NULL)
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{
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screen->DrawTexture (img, x + ST_X, y + ST_Y,
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DTA_Alpha, shade,
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DTA_320x200, Scaled,
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TAG_DONE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC DrawPartialImage
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//
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// Draws a portion of an image with the status bar's upper-left corner as
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// the origin. The image should be the same size as the status bar.
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// Used for Doom's status bar.
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::DrawPartialImage (FTexture *img, int wx, int ww) const
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{
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if (img != NULL)
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{
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screen->DrawTexture (img, ST_X, ST_Y,
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DTA_WindowLeft, wx,
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DTA_WindowRight, wx + ww,
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DTA_320x200, Scaled,
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TAG_DONE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC DrINumber
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//
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// Draws a three digit number.
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::DrINumber (signed int val, int x, int y, int imgBase) const
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{
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int oldval;
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if (val > 999)
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val = 999;
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oldval = val;
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if (val < 0)
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{
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if (val < -9)
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{
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DrawImage (Images[imgLAME], x+1, y+1);
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return;
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}
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val = -val;
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DrawImage (Images[imgBase+val], x+18, y);
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DrawImage (Images[imgNEGATIVE], x+9, y);
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return;
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}
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if (val > 99)
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{
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DrawImage (Images[imgBase+val/100], x, y);
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}
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val = val % 100;
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if (val > 9 || oldval > 99)
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{
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DrawImage (Images[imgBase+val/10], x+9, y);
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}
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val = val % 10;
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DrawImage (Images[imgBase+val], x+18, y);
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}
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//---------------------------------------------------------------------------
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//
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// PROC DrBNumber
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//
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// Draws an x digit number using the big font.
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::DrBNumber (signed int val, int x, int y, int size) const
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{
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bool neg;
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int i, w;
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int power;
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FTexture *pic;
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pic = Images[imgBNumbers];
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w = (pic != NULL) ? pic->GetWidth() : 0;
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if (val == 0)
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{
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if (pic != NULL)
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{
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DrawImage (pic, x - w, y);
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}
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return;
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}
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if ( (neg = val < 0) )
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{
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val = -val;
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size--;
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}
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for (i = size-1, power = 10; i > 0; i--)
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{
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power *= 10;
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}
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if (val >= power)
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{
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val = power - 1;
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}
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while (val != 0 && size--)
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{
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x -= w;
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pic = Images[imgBNumbers + val % 10];
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val /= 10;
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if (pic != NULL)
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{
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DrawImage (pic, x, y);
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}
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}
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if (neg)
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{
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pic = Images[imgBNEGATIVE];
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if (pic != NULL)
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{
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DrawImage (pic, x - w, y);
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}
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}
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}
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|
|
//---------------------------------------------------------------------------
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//
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// PROC DrSmallNumber
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//
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// Draws a small three digit number.
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//
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//---------------------------------------------------------------------------
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void FBaseStatusBar::DrSmallNumber (int val, int x, int y) const
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{
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int digit = 0;
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|
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if (val > 999)
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{
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val = 999;
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}
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if (val > 99)
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{
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digit = val / 100;
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DrawImage (Images[imgSmNumbers + digit], x, y);
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val -= digit * 100;
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}
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if (val > 9 || digit)
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{
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digit = val / 10;
|
|
DrawImage (Images[imgSmNumbers + digit], x+4, y);
|
|
val -= digit * 10;
|
|
}
|
|
DrawImage (Images[imgSmNumbers + val], x+8, y);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DrINumberOuter
|
|
//
|
|
// Draws a number outside the status bar, possibly scaled.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::DrINumberOuter (signed int val, int x, int y, bool center, int w) const
|
|
{
|
|
bool negative = false;
|
|
|
|
x += w*2;
|
|
if (val < 0)
|
|
{
|
|
negative = true;
|
|
val = -val;
|
|
}
|
|
else if (val == 0)
|
|
{
|
|
screen->DrawTexture (Images[imgINumbers], x + 1, y + 1,
|
|
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
|
screen->DrawTexture (Images[imgINumbers], x, y,
|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
|
return;
|
|
}
|
|
|
|
int oval = val;
|
|
int ox = x;
|
|
|
|
// First the shadow
|
|
while (val != 0)
|
|
{
|
|
screen->DrawTexture (Images[imgINumbers + val % 10], x + 1, y + 1,
|
|
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
|
x -= w;
|
|
val /= 10;
|
|
}
|
|
if (negative)
|
|
{
|
|
screen->DrawTexture (Images[imgNEGATIVE], x + 1, y + 1,
|
|
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
|
}
|
|
|
|
// Then the real deal
|
|
val = oval;
|
|
x = ox;
|
|
while (val != 0)
|
|
{
|
|
screen->DrawTexture (Images[imgINumbers + val % 10], x, y,
|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
|
x -= w;
|
|
val /= 10;
|
|
}
|
|
if (negative)
|
|
{
|
|
screen->DrawTexture (Images[imgNEGATIVE], x, y,
|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DrBNumberOuter
|
|
//
|
|
// Draws a three digit number using the big font outside the status bar.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::DrBNumberOuter (signed int val, int x, int y, int size) const
|
|
{
|
|
int xpos;
|
|
int w;
|
|
bool negative = false;
|
|
FTexture *pic;
|
|
|
|
pic = Images[imgBNumbers+3];
|
|
if (pic != NULL)
|
|
{
|
|
w = pic->GetWidth();
|
|
}
|
|
else
|
|
{
|
|
w = 0;
|
|
}
|
|
|
|
xpos = x + w/2 + (size-1)*w;
|
|
|
|
if (val == 0)
|
|
{
|
|
pic = Images[imgBNumbers];
|
|
if (pic != NULL)
|
|
{
|
|
screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_Alpha, HR_SHADOW,
|
|
DTA_FillColor, 0,
|
|
TAG_DONE);
|
|
screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
|
|
DTA_HUDRules, HUD_Normal,
|
|
TAG_DONE);
|
|
}
|
|
return;
|
|
}
|
|
else if (val < 0)
|
|
{
|
|
negative = true;
|
|
val = -val;
|
|
}
|
|
|
|
int oval = val;
|
|
int oxpos = xpos;
|
|
|
|
// Draw shadow first
|
|
while (val != 0)
|
|
{
|
|
pic = Images[val % 10 + imgBNumbers];
|
|
if (pic != NULL)
|
|
{
|
|
screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_Alpha, HR_SHADOW,
|
|
DTA_FillColor, 0,
|
|
TAG_DONE);
|
|
}
|
|
val /= 10;
|
|
xpos -= w;
|
|
}
|
|
if (negative)
|
|
{
|
|
pic = Images[imgBNEGATIVE];
|
|
if (pic != NULL)
|
|
{
|
|
screen->DrawTexture (pic, xpos - pic->GetWidth()/2 + 2, y + 2,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_Alpha, HR_SHADOW,
|
|
DTA_FillColor, 0,
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
|
|
// Then draw the real thing
|
|
val = oval;
|
|
xpos = oxpos;
|
|
while (val != 0)
|
|
{
|
|
pic = Images[val % 10 + imgBNumbers];
|
|
if (pic != NULL)
|
|
{
|
|
screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
|
|
DTA_HUDRules, HUD_Normal,
|
|
TAG_DONE);
|
|
}
|
|
val /= 10;
|
|
xpos -= w;
|
|
}
|
|
if (negative)
|
|
{
|
|
pic = Images[imgBNEGATIVE];
|
|
if (pic != NULL)
|
|
{
|
|
screen->DrawTexture (pic, xpos - pic->GetWidth()/2, y,
|
|
DTA_HUDRules, HUD_Normal,
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DrBNumberOuter
|
|
//
|
|
// Draws a three digit number using the real big font outside the status bar.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::DrBNumberOuterFont (signed int val, int x, int y, int size) const
|
|
{
|
|
int xpos;
|
|
int w, v;
|
|
bool negative = false;
|
|
FTexture *pic;
|
|
|
|
w = 0;
|
|
BigFont->GetChar ('0', &w);
|
|
|
|
if (w > 1)
|
|
{
|
|
w--;
|
|
}
|
|
xpos = x + w/2 + (size-1)*w;
|
|
|
|
if (val == 0)
|
|
{
|
|
pic = BigFont->GetChar ('0', &v);
|
|
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_Alpha, HR_SHADOW,
|
|
DTA_FillColor, 0,
|
|
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
|
|
TAG_DONE);
|
|
screen->DrawTexture (pic, xpos - v/2, y,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
|
|
TAG_DONE);
|
|
return;
|
|
}
|
|
else if (val < 0)
|
|
{
|
|
negative = true;
|
|
val = -val;
|
|
}
|
|
|
|
int oval = val;
|
|
int oxpos = xpos;
|
|
|
|
// First the shadow
|
|
while (val != 0)
|
|
{
|
|
pic = BigFont->GetChar ('0' + val % 10, &v);
|
|
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_Alpha, HR_SHADOW,
|
|
DTA_FillColor, 0,
|
|
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
|
|
TAG_DONE);
|
|
val /= 10;
|
|
xpos -= w;
|
|
}
|
|
if (negative)
|
|
{
|
|
pic = BigFont->GetChar ('-', &v);
|
|
if (pic != NULL)
|
|
{
|
|
screen->DrawTexture (pic, xpos - v/2 + 2, y + 2,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_Alpha, HR_SHADOW,
|
|
DTA_FillColor, 0,
|
|
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
|
|
// Then the foreground number
|
|
val = oval;
|
|
xpos = oxpos;
|
|
while (val != 0)
|
|
{
|
|
pic = BigFont->GetChar ('0' + val % 10, &v);
|
|
screen->DrawTexture (pic, xpos - v/2, y,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
|
|
TAG_DONE);
|
|
val /= 10;
|
|
xpos -= w;
|
|
}
|
|
if (negative)
|
|
{
|
|
pic = BigFont->GetChar ('-', &v);
|
|
if (pic != NULL)
|
|
{
|
|
screen->DrawTexture (pic, xpos - v/2, y,
|
|
DTA_HUDRules, HUD_Normal,
|
|
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED),
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DrSmallNumberOuter
|
|
//
|
|
// Draws a small three digit number outside the status bar.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::DrSmallNumberOuter (int val, int x, int y, bool center) const
|
|
{
|
|
int digit = 0;
|
|
|
|
if (val > 999)
|
|
{
|
|
val = 999;
|
|
}
|
|
if (val > 99)
|
|
{
|
|
digit = val / 100;
|
|
screen->DrawTexture (Images[imgSmNumbers + digit], x, y,
|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
|
val -= digit * 100;
|
|
}
|
|
if (val > 9 || digit)
|
|
{
|
|
digit = val / 10;
|
|
screen->DrawTexture (Images[imgSmNumbers + digit], x+4, y,
|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
|
val -= digit * 10;
|
|
}
|
|
screen->DrawTexture (Images[imgSmNumbers + val], x+8, y,
|
|
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal, TAG_DONE);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// RefreshBackground
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::RefreshBackground () const
|
|
{
|
|
int x, x2, y, i, ratio;
|
|
|
|
if (SCREENWIDTH > 320)
|
|
{
|
|
ratio = CheckRatio (SCREENWIDTH, SCREENHEIGHT);
|
|
x = !(ratio & 3) || !Scaled ? ST_X : SCREENWIDTH*(48-BaseRatioSizes[ratio][3])/(48*2);
|
|
if (x > 0)
|
|
{
|
|
y = x == ST_X ? ST_Y : ::ST_Y;
|
|
x2 = !(ratio & 3) || !Scaled ? ST_X+320 :
|
|
SCREENWIDTH - (SCREENWIDTH*(48-BaseRatioSizes[ratio][3])+48*2-1)/(48*2);
|
|
R_DrawBorder (0, y, x, SCREENHEIGHT);
|
|
R_DrawBorder (x2, y, SCREENWIDTH, SCREENHEIGHT);
|
|
|
|
if (Scaled && ::ST_Y + RelTop*SCREENHEIGHT/200 != SCREENHEIGHT)
|
|
{ // Fill the thin line beneath the status bar that we got thanks to rounding error
|
|
R_DrawBorder (x, SCREENHEIGHT-1, x2, SCREENHEIGHT);
|
|
}
|
|
|
|
if (setblocks >= 10)
|
|
{
|
|
const gameborder_t *border = gameinfo.border;
|
|
|
|
for (i = x - border->size; i > -border->size; i -= border->size)
|
|
{
|
|
screen->DrawTexture (TexMan[border->b], i, y, TAG_DONE);
|
|
}
|
|
for (i = x2; i < SCREENWIDTH; i += border->size)
|
|
{
|
|
screen->DrawTexture (TexMan[border->b], i, y, TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawCrosshair
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::DrawCrosshair ()
|
|
{
|
|
static DWORD prevcolor = 0xffffffff;
|
|
static int palettecolor = 0;
|
|
|
|
DWORD color;
|
|
fixed_t size;
|
|
int w, h;
|
|
|
|
if (CrosshairSize > FRACUNIT)
|
|
{
|
|
CrosshairSize -= XHAIRSHRINKSIZE;
|
|
if (CrosshairSize < FRACUNIT)
|
|
{
|
|
CrosshairSize = FRACUNIT;
|
|
}
|
|
}
|
|
|
|
// Don't draw the crosshair in chasecam mode
|
|
if (players[consoleplayer].cheats & CF_CHASECAM)
|
|
return;
|
|
|
|
// Don't draw the crosshair if there is none
|
|
if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (crosshairscale)
|
|
{
|
|
size = SCREENHEIGHT * FRACUNIT / 200;
|
|
}
|
|
else
|
|
{
|
|
size = FRACUNIT;
|
|
}
|
|
|
|
if (crosshairgrow)
|
|
{
|
|
size = FixedMul (size, CrosshairSize);
|
|
}
|
|
w = (CrosshairImage->GetWidth() * size) >> FRACBITS;
|
|
h = (CrosshairImage->GetHeight() * size) >> FRACBITS;
|
|
|
|
if (crosshairhealth)
|
|
{
|
|
int health = CPlayer->health;
|
|
|
|
if (health >= 85)
|
|
{
|
|
color = 0x00ff00;
|
|
}
|
|
else
|
|
{
|
|
int red, green;
|
|
health -= 25;
|
|
if (health < 0)
|
|
{
|
|
health = 0;
|
|
}
|
|
if (health < 30)
|
|
{
|
|
red = 255;
|
|
green = health * 255 / 30;
|
|
}
|
|
else
|
|
{
|
|
red = (60 - health) * 255 / 30;
|
|
green = 255;
|
|
}
|
|
color = (red<<16) | (green<<8);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
color = crosshaircolor;
|
|
}
|
|
|
|
if (color != prevcolor)
|
|
{
|
|
prevcolor = color;
|
|
palettecolor = ColorMatcher.Pick (RPART(color), GPART(color), BPART(color));
|
|
}
|
|
|
|
screen->DrawTexture (CrosshairImage,
|
|
realviewwidth / 2 + viewwindowx,
|
|
realviewheight / 2 + viewwindowy,
|
|
DTA_DestWidth, w,
|
|
DTA_DestHeight, h,
|
|
DTA_AlphaChannel, true,
|
|
DTA_FillColor, palettecolor,
|
|
TAG_DONE);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FlashCrosshair
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::FlashCrosshair ()
|
|
{
|
|
CrosshairSize = XHAIRPICKUPSIZE;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawMessages
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::DrawMessages (int bottom) const
|
|
{
|
|
DHUDMessage *msg = Messages;
|
|
while (msg)
|
|
{
|
|
DHUDMessage *next = msg->Next;
|
|
msg->Draw (bottom);
|
|
msg = next;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draw
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::Draw (EHudState state)
|
|
{
|
|
float blend[4];
|
|
char line[64+10];
|
|
|
|
blend[0] = blend[1] = blend[2] = blend[3] = 0;
|
|
BlendView (blend);
|
|
|
|
if ((SB_state != 0 || BorderNeedRefresh) && state == HUD_StatusBar)
|
|
{
|
|
RefreshBackground ();
|
|
}
|
|
|
|
if (idmypos)
|
|
{ // Draw current coordinates
|
|
int height = screen->Font->GetHeight();
|
|
int y = ::ST_Y - height;
|
|
char labels[3] = { 'X', 'Y', 'Z' };
|
|
fixed_t *value;
|
|
int i;
|
|
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
y -= height * 4;
|
|
}
|
|
|
|
value = &CPlayer->mo->z;
|
|
for (i = 2, value = &CPlayer->mo->z; i >= 0; y -= height, --value, --i)
|
|
{
|
|
sprintf (line, "%c: %ld", labels[i], *value >> FRACBITS);
|
|
screen->DrawText (CR_GREEN, SCREENWIDTH - 80, y, line, TAG_DONE);
|
|
BorderNeedRefresh = screen->GetPageCount();
|
|
}
|
|
}
|
|
|
|
if (viewactive)
|
|
{
|
|
if (CPlayer && CPlayer->camera && CPlayer->camera->player)
|
|
{
|
|
DrawCrosshair ();
|
|
}
|
|
}
|
|
else if (automapactive)
|
|
{
|
|
int y, i, time = level.time / TICRATE, height;
|
|
int totaltime = level.totaltime / TICRATE;
|
|
EColorRange highlight = (gameinfo.gametype == GAME_Doom) ?
|
|
CR_UNTRANSLATED : CR_YELLOW;
|
|
|
|
height = screen->Font->GetHeight () * CleanYfac;
|
|
|
|
// Draw timer
|
|
y = 8;
|
|
if (am_showtime)
|
|
{
|
|
sprintf (line, "%02d:%02d:%02d", time/3600, (time%3600)/60, time%60); // Time
|
|
screen->DrawText (CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
|
|
y+=8*CleanYfac;
|
|
}
|
|
if (am_showtotaltime)
|
|
{
|
|
sprintf (line, "%02d:%02d:%02d", totaltime/3600, (totaltime%3600)/60, totaltime%60); // Total time
|
|
screen->DrawText (CR_GREY, SCREENWIDTH - 80*CleanXfac, y, line, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
|
|
// Draw map name
|
|
y = ::ST_Y - height;
|
|
if (gameinfo.gametype == GAME_Heretic && SCREENWIDTH > 320 && !Scaled)
|
|
{
|
|
y -= 8;
|
|
}
|
|
else if (gameinfo.gametype == GAME_Hexen)
|
|
{
|
|
if (Scaled)
|
|
{
|
|
y -= Scale (10, SCREENHEIGHT, 200);
|
|
}
|
|
else
|
|
{
|
|
if (SCREENWIDTH < 640)
|
|
{
|
|
y -= 11;
|
|
}
|
|
else
|
|
{ // Get past the tops of the gargoyles' wings
|
|
y -= 26;
|
|
}
|
|
}
|
|
}
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
if (Scaled)
|
|
{
|
|
y -= Scale (8, SCREENHEIGHT, 200);
|
|
}
|
|
else
|
|
{
|
|
y -= 8;
|
|
}
|
|
}
|
|
cluster_info_t *cluster = FindClusterInfo (level.cluster);
|
|
i = 0;
|
|
if (cluster == NULL || !(cluster->flags & CLUSTER_HUB))
|
|
{
|
|
i = sprintf (line, "%s: ", level.mapname);
|
|
}
|
|
line[i] = TEXTCOLOR_ESCAPE;
|
|
line[i+1] = CR_GREY + 'A';
|
|
strcpy (&line[i+2], level.level_name);
|
|
screen->DrawText (highlight,
|
|
(SCREENWIDTH - SmallFont->StringWidth (line)*CleanXfac)/2, y, line,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
if (!deathmatch)
|
|
{
|
|
int y = 8;
|
|
|
|
// Draw monster count
|
|
if (am_showmonsters)
|
|
{
|
|
sprintf (line, "MONSTERS:"
|
|
TEXTCOLOR_GREY " %d/%d",
|
|
level.killed_monsters, level.total_monsters);
|
|
screen->DrawText (highlight, 8, y, line,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
y += height;
|
|
}
|
|
|
|
// Draw secret count
|
|
if (am_showsecrets)
|
|
{
|
|
sprintf (line, "SECRETS:"
|
|
TEXTCOLOR_GREY " %d/%d",
|
|
level.found_secrets, level.total_secrets);
|
|
screen->DrawText (highlight, 8, y, line,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
y += height;
|
|
}
|
|
|
|
// Draw item count
|
|
if (am_showitems)
|
|
{
|
|
sprintf (line, "ITEMS:"
|
|
TEXTCOLOR_GREY " %d/%d",
|
|
level.found_items, level.total_items);
|
|
screen->DrawText (highlight, 8, y, line,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (noisedebug)
|
|
{
|
|
S_NoiseDebug ();
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawTopStuff
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::DrawTopStuff (EHudState state)
|
|
{
|
|
if (demoplayback && demover != DEMOGAMEVERSION)
|
|
{
|
|
screen->DrawText (CR_TAN, 0, ST_Y - 40 * CleanYfac,
|
|
"Demo was recorded with a different version\n"
|
|
"of ZDoom. Expect it to go out of sync.",
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
|
|
DrawPowerups ();
|
|
|
|
if (state == HUD_StatusBar)
|
|
{
|
|
DrawMessages (::ST_Y);
|
|
}
|
|
else
|
|
{
|
|
DrawMessages (SCREENHEIGHT);
|
|
}
|
|
|
|
DrawConsistancy ();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawPowerups
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::DrawPowerups ()
|
|
{
|
|
// Each icon gets a 32x32 block to draw itself in.
|
|
int x, y;
|
|
AInventory *item;
|
|
|
|
x = -20;
|
|
y = 17;
|
|
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (item->DrawPowerup (x, y))
|
|
{
|
|
x -= POWERUPICONSIZE;
|
|
if (x < -POWERUPICONSIZE*5)
|
|
{
|
|
x = -20;
|
|
y += POWERUPICONSIZE*2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_AddBlend
|
|
[RH] This is from Q2.
|
|
=============
|
|
*/
|
|
void FBaseStatusBar::AddBlend (float r, float g, float b, float a, float v_blend[4])
|
|
{
|
|
float a2, a3;
|
|
|
|
if (a <= 0)
|
|
return;
|
|
a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
|
|
a3 = v_blend[3]/a2; // fraction of color from old
|
|
|
|
v_blend[0] = v_blend[0]*a3 + r*(1-a3);
|
|
v_blend[1] = v_blend[1]*a3 + g*(1-a3);
|
|
v_blend[2] = v_blend[2]*a3 + b*(1-a3);
|
|
v_blend[3] = a2;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// BlendView
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void FBaseStatusBar::BlendView (float blend[4])
|
|
{
|
|
int cnt;
|
|
|
|
AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, BaseBlendA, blend);
|
|
|
|
// [RH] All powerups can effect the screen blending now
|
|
for (AInventory *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
PalEntry color = item->GetBlend ();
|
|
if (color.a != 0)
|
|
{
|
|
AddBlend (color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f, blend);
|
|
}
|
|
}
|
|
if (CPlayer->bonuscount)
|
|
{
|
|
cnt = CPlayer->bonuscount << 3;
|
|
AddBlend (0.8431f, 0.7333f, 0.2706f, cnt > 128 ? 0.5f : cnt / 255.f, blend);
|
|
}
|
|
|
|
cnt = DamageToAlpha[MIN (113, CPlayer->damagecount)];
|
|
|
|
if (cnt)
|
|
{
|
|
if (cnt > 228)
|
|
cnt = 228;
|
|
|
|
AddBlend (1.f, 0.f, 0.f, cnt / 255.f, blend);
|
|
}
|
|
|
|
// Unlike Doom, I did not have any utility source to look at to find the
|
|
// exact numbers to use here, so I've had to guess by looking at how they
|
|
// affect the white color in Hexen's palette and picking an alpha value
|
|
// that seems reasonable.
|
|
|
|
if (CPlayer->poisoncount)
|
|
{
|
|
cnt = MIN (CPlayer->poisoncount, 64);
|
|
AddBlend (0.04f, 0.2571f, 0.f, cnt/93.2571428571f, blend);
|
|
}
|
|
if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8))
|
|
{
|
|
AddBlend (0.f, 1.f, 0.f, 0.125f, blend);
|
|
}
|
|
if (CPlayer->mo->DamageType == MOD_ICE)
|
|
{
|
|
AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
|
|
}
|
|
|
|
if (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up)
|
|
{
|
|
player_t *player = (CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
|
|
AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
|
|
}
|
|
|
|
V_SetBlend ((int)(blend[0] * 255.0f), (int)(blend[1] * 255.0f),
|
|
(int)(blend[2] * 255.0f), (int)(blend[3] * 256.0f));
|
|
}
|
|
|
|
void FBaseStatusBar::DrawConsistancy () const
|
|
{
|
|
static bool firsttime = true;
|
|
int i;
|
|
char conbuff[64], *buff_p;
|
|
|
|
if (!netgame)
|
|
return;
|
|
|
|
buff_p = NULL;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].inconsistant)
|
|
{
|
|
if (buff_p == NULL)
|
|
{
|
|
strcpy (conbuff, "Out of sync with:");
|
|
buff_p = conbuff + 17;
|
|
}
|
|
*buff_p++ = ' ';
|
|
*buff_p++ = '1' + i;
|
|
*buff_p = 0;
|
|
}
|
|
}
|
|
|
|
if (buff_p != NULL)
|
|
{
|
|
if (firsttime)
|
|
{
|
|
firsttime = false;
|
|
if (debugfile)
|
|
{
|
|
fprintf (debugfile, "%s as of tic %d (%d)\n", conbuff,
|
|
players[1-consoleplayer].inconsistant,
|
|
players[1-consoleplayer].inconsistant/ticdup);
|
|
}
|
|
#ifdef _DEBUG
|
|
AddCommandString ("showrngs");
|
|
#endif
|
|
}
|
|
screen->DrawText (CR_GREEN,
|
|
(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
|
|
0, conbuff, DTA_CleanNoMove, true, TAG_DONE);
|
|
BorderTopRefresh = screen->GetPageCount ();
|
|
}
|
|
}
|
|
|
|
void FBaseStatusBar::FlashItem (const PClass *itemtype)
|
|
{
|
|
}
|
|
|
|
void FBaseStatusBar::SetFace (void *)
|
|
{
|
|
}
|
|
|
|
void FBaseStatusBar::NewGame ()
|
|
{
|
|
}
|
|
|
|
void FBaseStatusBar::SetInteger (int pname, int param)
|
|
{
|
|
}
|
|
|
|
void FBaseStatusBar::ShowPop (int popnum)
|
|
{
|
|
}
|
|
|
|
void FBaseStatusBar::ReceivedWeapon (AWeapon *weapon)
|
|
{
|
|
}
|
|
|
|
void FBaseStatusBar::Serialize (FArchive &arc)
|
|
{
|
|
arc << Messages;
|
|
}
|
|
|
|
void FBaseStatusBar::ScreenSizeChanged ()
|
|
{
|
|
st_scale.Callback ();
|
|
SB_state = screen->GetPageCount ();
|
|
|
|
DHUDMessage *message = Messages;
|
|
while (message != NULL)
|
|
{
|
|
message->ScreenSizeChanged ();
|
|
message = message->Next;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// ValidateInvFirst
|
|
//
|
|
// Returns an inventory item that, when drawn as the first item, is sure to
|
|
// include the selected item in the inventory bar.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AInventory *FBaseStatusBar::ValidateInvFirst (int numVisible) const
|
|
{
|
|
AInventory *item;
|
|
int i;
|
|
|
|
if (CPlayer->InvFirst == NULL)
|
|
{
|
|
CPlayer->InvFirst = CPlayer->mo->FirstInv();
|
|
if (CPlayer->InvFirst == NULL)
|
|
{ // Nothing to show
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
assert (CPlayer->InvFirst->Owner == CPlayer->mo);
|
|
|
|
// If there are fewer than numVisible items shown, see if we can shift the
|
|
// view left to show more.
|
|
for (i = 0, item = CPlayer->InvFirst; item != NULL && i < numVisible; ++i, item = item->NextInv())
|
|
{ }
|
|
|
|
while (i < numVisible)
|
|
{
|
|
item = CPlayer->InvFirst->PrevInv ();
|
|
if (item == NULL)
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
CPlayer->InvFirst = item;
|
|
++i;
|
|
}
|
|
}
|
|
|
|
if (CPlayer->InvSel == NULL)
|
|
{
|
|
// Nothing selected, so don't move the view.
|
|
return CPlayer->InvFirst == NULL ? CPlayer->mo->Inventory : CPlayer->InvFirst;
|
|
}
|
|
else
|
|
{
|
|
// Check if InvSel is already visible
|
|
for (item = CPlayer->InvFirst, i = numVisible;
|
|
item != NULL && i != 0;
|
|
item = item->NextInv(), --i)
|
|
{
|
|
if (item == CPlayer->InvSel)
|
|
{
|
|
return CPlayer->InvFirst;
|
|
}
|
|
}
|
|
// Check if InvSel is to the right of the visible range
|
|
for (i = 1; item != NULL; item = item->NextInv(), ++i)
|
|
{
|
|
if (item == CPlayer->InvSel)
|
|
{
|
|
// Found it. Now advance InvFirst
|
|
for (item = CPlayer->InvFirst; i != 0; --i)
|
|
{
|
|
item = item->NextInv();
|
|
}
|
|
return item;
|
|
}
|
|
}
|
|
// Check if InvSel is to the left of the visible range
|
|
for (item = CPlayer->mo->Inventory;
|
|
item != CPlayer->InvSel;
|
|
item = item->NextInv())
|
|
{ }
|
|
if (item != NULL)
|
|
{
|
|
// Found it, so let it become the first item shown
|
|
return item;
|
|
}
|
|
// Didn't find the selected item, so don't move the view.
|
|
// This should never happen, so let debug builds assert.
|
|
assert (item != NULL);
|
|
return CPlayer->InvFirst;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// FBaseStatusBar :: GetCurrentAmmo
|
|
//
|
|
// Returns the types and amounts of ammo used by the current weapon. If the
|
|
// weapon only uses one type of ammo, it is always returned as ammo1.
|
|
//
|
|
//============================================================================
|
|
|
|
void FBaseStatusBar::GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&ammo2, int &ammocount1, int &ammocount2) const
|
|
{
|
|
if (CPlayer->ReadyWeapon != NULL)
|
|
{
|
|
ammo1 = CPlayer->ReadyWeapon->Ammo1;
|
|
ammo2 = CPlayer->ReadyWeapon->Ammo2;
|
|
if (ammo1 == NULL)
|
|
{
|
|
ammo1 = ammo2;
|
|
ammo2 = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ammo1 = ammo2 = NULL;
|
|
}
|
|
ammocount1 = ammo1 != NULL ? ammo1->Amount : 0;
|
|
ammocount2 = ammo2 != NULL ? ammo2->Amount : 0;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// CCMD showpop
|
|
//
|
|
// Asks the status bar to show a pop screen.
|
|
//
|
|
//============================================================================
|
|
|
|
CCMD (showpop)
|
|
{
|
|
if (argv.argc() != 2)
|
|
{
|
|
Printf ("Usage: showpop <popnumber>\n");
|
|
}
|
|
else if (StatusBar != NULL)
|
|
{
|
|
int popnum = atoi (argv[1]);
|
|
if (popnum < 0)
|
|
{
|
|
popnum = 0;
|
|
}
|
|
StatusBar->ShowPop (popnum);
|
|
}
|
|
}
|