mirror of
https://github.com/ZDoom/qzdoom.git
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9611e7310a
- Fixed: Mug shot was not reset at the start of a new game. SVN r2332 (trunk)
389 lines
11 KiB
C++
389 lines
11 KiB
C++
/*
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** sbar.h
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** Base status bar definition
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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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#ifndef __SBAR_H__
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#define __SBAR_H__
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#include "dobject.h"
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#include "v_collection.h"
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#include "v_text.h"
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class player_t;
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struct FRemapTable;
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extern int SB_state;
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enum EHudState
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{
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HUD_StatusBar,
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HUD_Fullscreen,
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HUD_None
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};
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class AWeapon;
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// HUD Message base object --------------------------------------------------
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class DHUDMessage : public DObject
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{
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DECLARE_CLASS (DHUDMessage, DObject)
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HAS_OBJECT_POINTERS
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public:
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DHUDMessage (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime);
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virtual ~DHUDMessage ();
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virtual void Serialize (FArchive &arc);
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void Draw (int bottom);
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virtual void ResetText (const char *text);
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virtual void DrawSetup ();
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick (); // Returns true to indicate time for removal
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virtual void ScreenSizeChanged ();
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protected:
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FBrokenLines *Lines;
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int Width, Height, NumLines;
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float Left, Top;
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bool CenterX;
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int HoldTics;
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int Tics;
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int State;
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int HUDWidth, HUDHeight;
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EColorRange TextColor;
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FFont *Font;
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DHUDMessage () : SourceText(NULL) {}
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private:
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TObjPtr<DHUDMessage> Next;
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DWORD SBarID;
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char *SourceText;
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friend class DBaseStatusBar;
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};
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// HUD Message; appear instantly, then fade out type ------------------------
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class DHUDMessageFadeOut : public DHUDMessage
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{
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DECLARE_CLASS (DHUDMessageFadeOut, DHUDMessage)
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public:
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DHUDMessageFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime, float fadeOutTime);
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virtual void Serialize (FArchive &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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protected:
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int FadeOutTics;
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DHUDMessageFadeOut() {}
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};
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// HUD Message; fade in, then fade out type ---------------------------------
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class DHUDMessageFadeInOut : public DHUDMessageFadeOut
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{
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DECLARE_CLASS (DHUDMessageFadeInOut, DHUDMessageFadeOut)
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public:
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DHUDMessageFadeInOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime, float fadeInTime, float fadeOutTime);
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virtual void Serialize (FArchive &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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protected:
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int FadeInTics;
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DHUDMessageFadeInOut() {}
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};
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// HUD Message; type on, then fade out type ---------------------------------
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class DHUDMessageTypeOnFadeOut : public DHUDMessageFadeOut
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{
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DECLARE_CLASS (DHUDMessageTypeOnFadeOut, DHUDMessageFadeOut)
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public:
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DHUDMessageTypeOnFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float typeTime, float holdTime, float fadeOutTime);
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virtual void Serialize (FArchive &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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virtual void ScreenSizeChanged ();
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protected:
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float TypeOnTime;
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int CurrLine;
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int LineVisible;
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int LineLen;
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DHUDMessageTypeOnFadeOut() {}
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};
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// Mug shots ----------------------------------------------------------------
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struct FMugShotFrame
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{
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TArray<FString> Graphic;
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int Delay;
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FMugShotFrame();
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~FMugShotFrame();
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FTexture *GetTexture(const char *default_face, const char *skin_face, int random, int level=0,
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int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false,
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bool directional=false);
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};
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struct FMugShotState
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{
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BYTE bUsesLevels:1;
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BYTE bHealth2:1; // Health level is the 2nd character from the end.
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BYTE bHealthSpecial:1; // Like health2 only the 2nd frame gets the normal health type.
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BYTE bDirectional:1; // Faces direction of damage.
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BYTE bFinished:1;
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unsigned int Position;
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int Time;
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int Random;
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FName State;
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TArray<FMugShotFrame> Frames;
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FMugShotState(FName name);
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~FMugShotState();
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void Tick();
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void Reset();
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FMugShotFrame &GetCurrentFrame() { return Frames[Position]; }
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FTexture *GetCurrentFrameTexture(const char *default_face, const char *skin_face, int level=0, int direction=0)
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{
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return GetCurrentFrame().GetTexture(default_face, skin_face, Random, level, direction, bUsesLevels, bHealth2, bHealthSpecial, bDirectional);
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}
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private:
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FMugShotState();
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};
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class player_t;
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class FMugShot
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{
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public:
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enum StateFlags
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{
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STANDARD = 0x0,
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XDEATHFACE = 0x1,
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ANIMATEDGODMODE = 0x2,
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DISABLEGRIN = 0x4,
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DISABLEOUCH = 0x8,
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DISABLEPAIN = 0x10,
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DISABLERAMPAGE = 0x20,
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};
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FMugShot();
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void Grin(bool grin=true) { bEvilGrin = grin; }
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void Reset();
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void Tick(player_t *player);
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bool SetState(const char *state_name, bool wait_till_done=false, bool reset=false);
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int UpdateState(player_t *player, StateFlags stateflags=STANDARD);
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FTexture *GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags=STANDARD);
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private:
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FMugShotState *CurrentState;
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int RampageTimer;
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int LastDamageAngle;
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int FaceHealth;
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bool bEvilGrin;
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bool bDamageFaceActive;
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bool bNormal;
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bool bOuchActive;
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};
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extern TArray<FMugShotState> MugShotStates;
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FMugShotState *FindMugShotState(FName state);
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int FindMugShotStateIndex(FName state);
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// Base Status Bar ----------------------------------------------------------
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class FTexture;
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class AAmmo;
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class DBaseStatusBar : public DObject
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{
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DECLARE_CLASS (DBaseStatusBar, DObject)
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HAS_OBJECT_POINTERS
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public:
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// Popup screens for Strife's status bar
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enum
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{
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POP_NoChange = -1,
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POP_None,
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POP_Log,
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POP_Keys,
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POP_Status
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};
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// Status face stuff
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enum
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{
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ST_NUMPAINFACES = 5,
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ST_NUMSTRAIGHTFACES = 3,
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ST_NUMTURNFACES = 2,
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ST_NUMSPECIALFACES = 3,
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ST_NUMEXTRAFACES = 2,
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ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
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ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
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ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
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ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
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ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
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ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
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ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
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ST_DEADFACE = ST_GODFACE + 1
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};
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DBaseStatusBar (int reltop, int hres=320, int vres=200);
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void Destroy ();
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void SetScaled (bool scale, bool force=false);
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void AttachMessage (DHUDMessage *msg, uint32 id=0);
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DHUDMessage *DetachMessage (DHUDMessage *msg);
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DHUDMessage *DetachMessage (uint32 id);
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void DetachAllMessages ();
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bool CheckMessage (DHUDMessage *msg);
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void ShowPlayerName ();
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fixed_t GetDisplacement () { return Displacement; }
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int GetPlayer ();
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static void AddBlend (float r, float g, float b, float a, float v_blend[4]);
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virtual void Serialize (FArchive &arc);
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virtual void Tick ();
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virtual void Draw (EHudState state);
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void DrawTopStuff (EHudState state);
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virtual void FlashItem (const PClass *itemtype);
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virtual void AttachToPlayer (player_t *player);
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virtual void FlashCrosshair ();
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virtual void BlendView (float blend[4]);
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virtual void NewGame ();
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virtual void ScreenSizeChanged ();
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virtual void MultiplayerChanged ();
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virtual void SetInteger (int pname, int param);
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virtual void ShowPop (int popnum);
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virtual void ReceivedWeapon (AWeapon *weapon);
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virtual bool MustDrawLog(EHudState state);
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virtual void SetMugShotState (const char *state_name, bool wait_till_done=false, bool reset=false);
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void DrawLog();
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protected:
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void DrawPowerups ();
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void UpdateRect (int x, int y, int width, int height) const;
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void DrawImage (FTexture *image, int x, int y, FRemapTable *translation=NULL) const;
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void DrawDimImage (FTexture *image, int x, int y, bool dimmed) const;
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void DrawFadedImage (FTexture *image, int x, int y, fixed_t shade) const;
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void DrawPartialImage (FTexture *image, int wx, int ww) const;
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void DrINumber (signed int val, int x, int y, int imgBase=imgINumbers) const;
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void DrBNumber (signed int val, int x, int y, int w=3) const;
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void DrSmallNumber (int val, int x, int y) const;
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void DrINumberOuter (signed int val, int x, int y, bool center=false, int w=9) const;
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void DrBNumberOuter (signed int val, int x, int y, int w=3) const;
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void DrBNumberOuterFont (signed int val, int x, int y, int w=3) const;
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void DrSmallNumberOuter (int val, int x, int y, bool center) const;
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void RefreshBackground () const;
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void GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&ammo2, int &ammocount1, int &ammocount2) const;
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public:
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AInventory *ValidateInvFirst (int numVisible) const;
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void DrawCrosshair ();
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int ST_X, ST_Y;
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int RelTop;
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int HorizontalResolution, VirticalResolution;
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bool Scaled;
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bool Centering;
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bool FixedOrigin;
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fixed_t CrosshairSize;
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fixed_t Displacement;
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enum
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{
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imgLAME = 0,
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imgNEGATIVE = 1,
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imgINumbers = 2,
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imgBNEGATIVE = 12,
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imgBNumbers = 13,
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imgSmNumbers = 23,
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NUM_BASESB_IMAGES = 33
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};
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FImageCollection Images;
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player_t *CPlayer;
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private:
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DBaseStatusBar() {}
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bool RepositionCoords (int &x, int &y, int xo, int yo, const int w, const int h) const;
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void DrawMessages (int bottom);
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void DrawConsistancy () const;
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static BYTE DamageToAlpha[114];
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TObjPtr<DHUDMessage> Messages;
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bool ShowLog;
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};
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extern DBaseStatusBar *StatusBar;
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// Status bar factories -----------------------------------------------------
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DBaseStatusBar *CreateHereticStatusBar();
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DBaseStatusBar *CreateHexenStatusBar();
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DBaseStatusBar *CreateStrifeStatusBar();
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DBaseStatusBar *CreateCustomStatusBar(int script=0);
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// Crosshair stuff ----------------------------------------------------------
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void ST_LoadCrosshair(bool alwaysload=false);
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extern FTexture *CrosshairImage;
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#endif /* __SBAR_H__ */
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