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dda5ddd3c2
registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. SVN r1134 (trunk)
1820 lines
43 KiB
C++
1820 lines
43 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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IMPLEMENT_POINTY_CLASS(DBaseStatusBar)
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DECLARE_POINTER(Messages)
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END_POINTERS
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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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EXTERN_CVAR (Int, con_scaletext)
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DBaseStatusBar *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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mysnprintf (name, countof(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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mysnprintf (name, countof(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 DBaseStatusBar::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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DBaseStatusBar::DBaseStatusBar (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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ShowLog = false;
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SetScaled (st_scale);
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}
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//---------------------------------------------------------------------------
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//
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// PROP Destroy
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::Destroy ()
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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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msg->Destroy();
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msg = next;
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}
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Super::Destroy();
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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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//[BL] Added force argument to have forcescaled mean forcescaled.
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void DBaseStatusBar::SetScaled (bool scale, bool force)
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{
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Scaled = (RelTop != 0 || force) && (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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ST_X = 0;
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ST_Y = 200 - RelTop;
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if (CheckRatio(SCREENWIDTH, SCREENHEIGHT) != 4)
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{ // Normal resolution
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::ST_Y = Scale (ST_Y, SCREENHEIGHT, 200);
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}
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else
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{ // 5:4 resolution
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::ST_Y = Scale(ST_Y - 100, SCREENHEIGHT*3, BaseRatioSizes[4][1]) + SCREENHEIGHT/2
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+ (SCREENHEIGHT - SCREENHEIGHT * BaseRatioSizes[4][3] / 48) / 2;
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}
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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 DBaseStatusBar::AttachToPlayer (player_t *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 DBaseStatusBar::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 DBaseStatusBar::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 DBaseStatusBar::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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msg->Destroy();
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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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// If the crosshair has been enlarged, shrink it.
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if (CrosshairSize > FRACUNIT)
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{
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CrosshairSize -= XHAIRSHRINKSIZE;
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if (CrosshairSize < FRACUNIT)
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{
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CrosshairSize = FRACUNIT;
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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 AttachMessage
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::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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DObject *container = this;
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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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old->Destroy();
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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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container = *prev;
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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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GC::WriteBarrier(container, 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 *DBaseStatusBar::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 *DBaseStatusBar::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 DBaseStatusBar::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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probe->Destroy();
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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 DBaseStatusBar::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 DBaseStatusBar::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 DBaseStatusBar::DrawImage (FTexture *img,
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int x, int y, FRemapTable *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_Bottom320x200, 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 an optionally dimmed image with the status bar's upper-left corner
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// as the origin.
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::DrawDimImage (FTexture *img,
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int x, int y, bool dimmed) 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_ColorOverlay, dimmed ? DIM_OVERLAY : 0,
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DTA_Bottom320x200, 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 DBaseStatusBar::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_Bottom320x200, Scaled,
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TAG_DONE);
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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.
|
|
// Used for Doom's status bar.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawPartialImage (FTexture *img, int wx, int ww) const
|
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{
|
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if (img != NULL)
|
|
{
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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_Bottom320x200, Scaled,
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TAG_DONE);
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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 DBaseStatusBar::DrINumber (signed int val, int x, int y, int imgBase) const
|
|
{
|
|
int oldval;
|
|
|
|
if (val > 999)
|
|
val = 999;
|
|
oldval = val;
|
|
if (val < 0)
|
|
{
|
|
if (val < -9)
|
|
{
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|
DrawImage (Images[imgLAME], x+1, y+1);
|
|
return;
|
|
}
|
|
val = -val;
|
|
DrawImage (Images[imgBase+val], x+18, y);
|
|
DrawImage (Images[imgNEGATIVE], x+9, y);
|
|
return;
|
|
}
|
|
if (val > 99)
|
|
{
|
|
DrawImage (Images[imgBase+val/100], x, y);
|
|
}
|
|
val = val % 100;
|
|
if (val > 9 || oldval > 99)
|
|
{
|
|
DrawImage (Images[imgBase+val/10], x+9, y);
|
|
}
|
|
val = val % 10;
|
|
DrawImage (Images[imgBase+val], x+18, y);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DrBNumber
|
|
//
|
|
// Draws an x digit number using the big font.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrBNumber (signed int val, int x, int y, int size) const
|
|
{
|
|
bool neg;
|
|
int i, w;
|
|
int power;
|
|
FTexture *pic;
|
|
|
|
pic = Images[imgBNumbers];
|
|
w = (pic != NULL) ? pic->GetWidth() : 0;
|
|
|
|
if (val == 0)
|
|
{
|
|
if (pic != NULL)
|
|
{
|
|
DrawImage (pic, x - w, y);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( (neg = val < 0) )
|
|
{
|
|
val = -val;
|
|
size--;
|
|
}
|
|
for (i = size-1, power = 10; i > 0; i--)
|
|
{
|
|
power *= 10;
|
|
}
|
|
if (val >= power)
|
|
{
|
|
val = power - 1;
|
|
}
|
|
while (val != 0 && size--)
|
|
{
|
|
x -= w;
|
|
pic = Images[imgBNumbers + val % 10];
|
|
val /= 10;
|
|
if (pic != NULL)
|
|
{
|
|
DrawImage (pic, x, y);
|
|
}
|
|
}
|
|
if (neg)
|
|
{
|
|
pic = Images[imgBNEGATIVE];
|
|
if (pic != NULL)
|
|
{
|
|
DrawImage (pic, x - w, y);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DrSmallNumber
|
|
//
|
|
// Draws a small three digit number.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrSmallNumber (int val, int x, int y) const
|
|
{
|
|
int digit = 0;
|
|
|
|
if (val > 999)
|
|
{
|
|
val = 999;
|
|
}
|
|
if (val > 99)
|
|
{
|
|
digit = val / 100;
|
|
DrawImage (Images[imgSmNumbers + digit], x, y);
|
|
val -= digit * 100;
|
|
}
|
|
if (val > 9 || digit)
|
|
{
|
|
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 DBaseStatusBar::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 DBaseStatusBar::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 DBaseStatusBar::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 DBaseStatusBar::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 DBaseStatusBar::RefreshBackground () const
|
|
{
|
|
int x, x2, y, 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 (setblocks >= 10)
|
|
{
|
|
const gameborder_t *border = gameinfo.border;
|
|
FTexture *p;
|
|
|
|
p = TexMan[border->b];
|
|
screen->FlatFill(0, y, x, y + p->GetHeight(), p, true);
|
|
screen->FlatFill(x2, y, SCREENWIDTH, y + p->GetHeight(), p, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawCrosshair
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawCrosshair ()
|
|
{
|
|
static DWORD prevcolor = 0xffffffff;
|
|
static int palettecolor = 0;
|
|
|
|
DWORD color;
|
|
fixed_t size;
|
|
int w, h;
|
|
|
|
// 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 = Scale(CPlayer->health, 100, CPlayer->mo->GetDefault()->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,
|
|
viewwidth / 2 + viewwindowx,
|
|
viewheight / 2 + viewwindowy,
|
|
DTA_DestWidth, w,
|
|
DTA_DestHeight, h,
|
|
DTA_AlphaChannel, true,
|
|
DTA_FillColor, (palettecolor << 24) | (color & 0xFFFFFF),
|
|
TAG_DONE);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FlashCrosshair
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::FlashCrosshair ()
|
|
{
|
|
CrosshairSize = XHAIRPICKUPSIZE;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawMessages
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawMessages (int bottom)
|
|
{
|
|
DHUDMessage *msg = Messages;
|
|
while (msg)
|
|
{
|
|
DHUDMessage *next = msg->Next;
|
|
msg->Draw (bottom);
|
|
msg = next;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draw
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::Draw (EHudState state)
|
|
{
|
|
char line[64+10];
|
|
|
|
if ((SB_state != 0 || BorderNeedRefresh) && state == HUD_StatusBar)
|
|
{
|
|
RefreshBackground ();
|
|
}
|
|
|
|
if (idmypos)
|
|
{ // Draw current coordinates
|
|
int height = screen->Font->GetHeight();
|
|
char labels[3] = { 'X', 'Y', 'Z' };
|
|
fixed_t *value;
|
|
int i;
|
|
|
|
int vwidth;
|
|
int vheight;
|
|
int xpos;
|
|
int y;
|
|
|
|
if (con_scaletext == 0)
|
|
{
|
|
vwidth = SCREENWIDTH;
|
|
vheight = SCREENHEIGHT;
|
|
xpos = vwidth - 80;
|
|
y = ::ST_Y - height;
|
|
}
|
|
else
|
|
{
|
|
vwidth = SCREENWIDTH/2;
|
|
vheight = SCREENHEIGHT/2;
|
|
xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
|
|
y = ::ST_Y/2 - height;
|
|
}
|
|
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
if (con_scaletext == 0)
|
|
y -= height * 4;
|
|
else
|
|
y -= height * 2;
|
|
}
|
|
|
|
value = &CPlayer->mo->z;
|
|
for (i = 2, value = &CPlayer->mo->z; i >= 0; y -= height, --value, --i)
|
|
{
|
|
mysnprintf (line, countof(line), "%c: %d", labels[i], *value >> FRACBITS);
|
|
screen->DrawText (CR_GREEN, xpos, y, line,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
|
|
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)
|
|
{
|
|
mysnprintf (line, countof(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)
|
|
{
|
|
mysnprintf (line, countof(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 = mysnprintf (line, countof(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)
|
|
{
|
|
mysnprintf (line, countof(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)
|
|
{
|
|
mysnprintf (line, countof(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)
|
|
{
|
|
mysnprintf (line, countof(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 ();
|
|
}
|
|
}
|
|
|
|
|
|
void DBaseStatusBar::DrawLog ()
|
|
{
|
|
int hudwidth, hudheight;
|
|
|
|
if (CPlayer->LogText && *CPlayer->LogText)
|
|
{
|
|
// This uses the same scaling as regular HUD messages
|
|
switch (con_scaletext)
|
|
{
|
|
default:
|
|
hudwidth = SCREENWIDTH;
|
|
hudheight = SCREENHEIGHT;
|
|
break;
|
|
|
|
case 1:
|
|
hudwidth = SCREENWIDTH / CleanXfac;
|
|
hudheight = SCREENHEIGHT / CleanYfac;
|
|
break;
|
|
|
|
case 2:
|
|
hudwidth = SCREENWIDTH / 2;
|
|
hudheight = SCREENHEIGHT / 2;
|
|
break;
|
|
}
|
|
|
|
int linelen = hudwidth<640? Scale(hudwidth,9,10)-40 : 560;
|
|
FBrokenLines *lines = V_BreakLines (SmallFont, linelen, CPlayer->LogText);
|
|
int height = 20;
|
|
|
|
for (int i = 0; lines[i].Width != -1; i++) height += SmallFont->GetHeight () + 1;
|
|
|
|
int x,y,w;
|
|
|
|
if (linelen<560)
|
|
{
|
|
x=hudwidth/20;
|
|
y=hudheight/8;
|
|
w=hudwidth-2*x;
|
|
}
|
|
else
|
|
{
|
|
x=(hudwidth>>1)-300;
|
|
y=hudheight*3/10-(height>>1);
|
|
if (y<0) y=0;
|
|
w=600;
|
|
}
|
|
screen->Dim(0, 0.5f, Scale(x, SCREENWIDTH, hudwidth), Scale(y, SCREENHEIGHT, hudheight),
|
|
Scale(w, SCREENWIDTH, hudwidth), Scale(height, SCREENHEIGHT, hudheight));
|
|
x+=20;
|
|
y+=10;
|
|
screen->SetFont(SmallFont);
|
|
for (int i = 0; lines[i].Width != -1; i++)
|
|
{
|
|
|
|
screen->DrawText (CR_UNTRANSLATED, x, y, lines[i].Text,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
|
|
y += SmallFont->GetHeight ()+1;
|
|
}
|
|
|
|
V_FreeBrokenLines (lines);
|
|
}
|
|
}
|
|
|
|
bool DBaseStatusBar::MustDrawLog(EHudState)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, bool reset)
|
|
{
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawTopStuff
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::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 ();
|
|
if (ShowLog && MustDrawLog(state)) DrawLog ();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawPowerups
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::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 DBaseStatusBar::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 DBaseStatusBar::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;
|
|
|
|
APlayerPawn *mo = players[consoleplayer].mo;
|
|
|
|
// [CW] If no damage fade is specified, assume defaults.
|
|
if (!mo->HasDamageFade)
|
|
{
|
|
mo->HasDamageFade = true;
|
|
mo->RedDamageFade = 255;
|
|
mo->GreenDamageFade = 0;
|
|
mo->BlueDamageFade = 0;
|
|
}
|
|
|
|
AddBlend (mo->RedDamageFade / 255, mo->GreenDamageFade / 255, mo->BlueDamageFade / 255, 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 == NAME_Ice)
|
|
{
|
|
AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
|
|
}
|
|
|
|
if (screen->Accel2D || (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 DBaseStatusBar::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);
|
|
}
|
|
}
|
|
screen->DrawText (CR_GREEN,
|
|
(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
|
|
0, conbuff, DTA_CleanNoMove, true, TAG_DONE);
|
|
BorderTopRefresh = screen->GetPageCount ();
|
|
}
|
|
}
|
|
|
|
void DBaseStatusBar::FlashItem (const PClass *itemtype)
|
|
{
|
|
}
|
|
|
|
void DBaseStatusBar::SetFace (void *skn)
|
|
{
|
|
}
|
|
|
|
void DBaseStatusBar::AddFaceToImageCollection (void *skn, FImageCollection *images)
|
|
{
|
|
AddFaceToImageCollectionActual (skn, images, false);
|
|
}
|
|
|
|
void DBaseStatusBar::NewGame ()
|
|
{
|
|
}
|
|
|
|
void DBaseStatusBar::SetInteger (int pname, int param)
|
|
{
|
|
}
|
|
|
|
void DBaseStatusBar::ShowPop (int popnum)
|
|
{
|
|
ShowLog = (popnum == POP_Log && !ShowLog);
|
|
}
|
|
|
|
void DBaseStatusBar::ReceivedWeapon (AWeapon *weapon)
|
|
{
|
|
}
|
|
|
|
void DBaseStatusBar::Serialize (FArchive &arc)
|
|
{
|
|
arc << Messages;
|
|
}
|
|
|
|
void DBaseStatusBar::ScreenSizeChanged ()
|
|
{
|
|
st_scale.Callback ();
|
|
SB_state = screen->GetPageCount ();
|
|
|
|
DHUDMessage *message = Messages;
|
|
while (message != NULL)
|
|
{
|
|
message->ScreenSizeChanged ();
|
|
message = message->Next;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// AddFaceToImageCollectionActual
|
|
//
|
|
// Adds face graphics for specified skin to the specified image collection.
|
|
// If not in DOOM statusbar and no face in current skin, do NOT default STF*
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::AddFaceToImageCollectionActual (void *skn, FImageCollection *images, bool isDoom)
|
|
{
|
|
const char *nameptrs[ST_NUMFACES];
|
|
char names[ST_NUMFACES][9];
|
|
char prefix[4];
|
|
int i, j;
|
|
int namespc;
|
|
int facenum;
|
|
FPlayerSkin *skin = (FPlayerSkin *)skn;
|
|
|
|
if ((skin->face[0] == 0) && !isDoom)
|
|
{
|
|
return;
|
|
}
|
|
|
|
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] = 'S';
|
|
prefix[1] = 'T';
|
|
prefix[2] = 'F';
|
|
prefix[3] = 0;
|
|
namespc = ns_global;
|
|
}
|
|
|
|
facenum = 0;
|
|
|
|
for (i = 0; i < ST_NUMPAINFACES; i++)
|
|
{
|
|
for (j = 0; j < ST_NUMSTRAIGHTFACES; j++)
|
|
{
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sST%d%d", prefix, i, j);
|
|
}
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sTR%d0", prefix, i); // turn right
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sTL%d0", prefix, i); // turn left
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sOUCH%d", prefix, i); // ouch!
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sEVL%d", prefix, i); // evil grin ;)
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sKILL%d", prefix, i); // pissed off
|
|
}
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sGOD0", prefix);
|
|
mysnprintf (names[facenum++], countof(names[0]), "%sDEAD0", prefix);
|
|
|
|
images->Add (nameptrs, ST_NUMFACES, namespc);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// ValidateInvFirst
|
|
//
|
|
// Returns an inventory item that, when drawn as the first item, is sure to
|
|
// include the selected item in the inventory bar.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AInventory *DBaseStatusBar::ValidateInvFirst (int numVisible) const
|
|
{
|
|
AInventory *item;
|
|
int i;
|
|
|
|
if (CPlayer->mo->InvFirst == NULL)
|
|
{
|
|
CPlayer->mo->InvFirst = CPlayer->mo->FirstInv();
|
|
if (CPlayer->mo->InvFirst == NULL)
|
|
{ // Nothing to show
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
assert (CPlayer->mo->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->mo->InvFirst; item != NULL && i < numVisible; ++i, item = item->NextInv())
|
|
{ }
|
|
|
|
while (i < numVisible)
|
|
{
|
|
item = CPlayer->mo->InvFirst->PrevInv ();
|
|
if (item == NULL)
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
CPlayer->mo->InvFirst = item;
|
|
++i;
|
|
}
|
|
}
|
|
|
|
if (CPlayer->mo->InvSel == NULL)
|
|
{
|
|
// Nothing selected, so don't move the view.
|
|
return CPlayer->mo->InvFirst == NULL ? CPlayer->mo->Inventory : CPlayer->mo->InvFirst;
|
|
}
|
|
else
|
|
{
|
|
// Check if InvSel is already visible
|
|
for (item = CPlayer->mo->InvFirst, i = numVisible;
|
|
item != NULL && i != 0;
|
|
item = item->NextInv(), --i)
|
|
{
|
|
if (item == CPlayer->mo->InvSel)
|
|
{
|
|
return CPlayer->mo->InvFirst;
|
|
}
|
|
}
|
|
// Check if InvSel is to the right of the visible range
|
|
for (i = 1; item != NULL; item = item->NextInv(), ++i)
|
|
{
|
|
if (item == CPlayer->mo->InvSel)
|
|
{
|
|
// Found it. Now advance InvFirst
|
|
for (item = CPlayer->mo->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->mo->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->mo->InvFirst;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// DBaseStatusBar :: 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 DBaseStatusBar::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);
|
|
}
|
|
}
|