raze/source/sw/src/inv.cpp

1080 lines
28 KiB
C++
Raw Normal View History

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#undef MAIN
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "pal.h"
#include "text.h"
#include "colormap.h"
#include "player.h"
BEGIN_SW_NS
//#define SAVE_EXTERN
//#include "_save.h"
//#undef SAVE_EXTERN
extern short NormalVisibility;
// indexed by gs.BorderNum 130,172
short InventoryBarXpos[] = {110, 110, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80};
short InventoryBarYpos[] = {172, 172, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130};
void PlayerUpdateInventory(PLAYERp pp, short InventoryNum);
void SpawnInventoryBar(PLAYERp pp);
void InventoryBarUpdatePosition(PLAYERp pp);
void InvBorderRefresh(PLAYERp pp);
void InventoryUse(PLAYERp pp);
void InventoryStop(PLAYERp pp, short InventoryNum);
void KillInventoryBar(PLAYERp pp);
void PlayerUpdateInventoryPercent(PLAYERp pp);
void PlayerUpdateInventoryPic(PLAYERp pp);
void PlayerUpdateInventoryState(PLAYERp pp);
//#define INVENTORY_ICON_WIDTH 32
#define INVENTORY_ICON_WIDTH 28
void UseInventoryRepairKit(PLAYERp pp);
void UseInventoryMedkit(PLAYERp pp);
void UseInventoryRepairKit(PLAYERp pp);
void UseInventoryCloak(PLAYERp pp);
void UseInventoryEnvironSuit(PLAYERp pp);
void UseInventoryNightVision(PLAYERp pp);
void UseInventoryChemBomb(PLAYERp pp);
void UseInventoryFlashBomb(PLAYERp pp);
void UseInventoryCaltrops(PLAYERp pp);
void StopInventoryRepairKit(PLAYERp pp, short);
void StopInventoryMedkit(PLAYERp pp, short);
void StopInventoryRepairKit(PLAYERp pp, short);
void StopInventoryCloak(PLAYERp pp, short);
void StopInventoryEnvironSuit(PLAYERp pp, short);
void StopInventoryNightVision(PLAYERp pp, short);
extern PANEL_STATE ps_PanelEnvironSuit[];
extern PANEL_STATE ps_PanelCloak[];
extern PANEL_STATE ps_PanelMedkit[];
extern PANEL_STATE ps_PanelRepairKit[];
extern PANEL_STATE ps_PanelSelectionBox[];
extern PANEL_STATE ps_PanelNightVision[];
extern PANEL_STATE ps_PanelChemBomb[];
extern PANEL_STATE ps_PanelFlashBomb[];
extern PANEL_STATE ps_PanelCaltrops[];
INVENTORY_DATA InventoryData[MAX_INVENTORY+1] =
{
{"PORTABLE MEDKIT", UseInventoryMedkit, NULL, ps_PanelMedkit, 0, 1, (1<<16), 0},
{"REPAIR KIT", NULL, NULL, ps_PanelRepairKit, 100, 1, (1<<16), INVF_AUTO_USE},
{"SMOKE BOMB", UseInventoryCloak, StopInventoryCloak, ps_PanelCloak, 4, 1, (1<<16), INVF_TIMED},
{"NIGHT VISION", UseInventoryNightVision, StopInventoryNightVision, ps_PanelNightVision,3, 1, (1<<16), INVF_TIMED},
{"GAS BOMB", UseInventoryChemBomb, NULL, ps_PanelChemBomb, 0, 1, (1<<16), INVF_COUNT},
{"FLASH BOMB", UseInventoryFlashBomb, NULL, ps_PanelFlashBomb, 0, 2, (1<<16), INVF_COUNT},
{"CALTROPS", UseInventoryCaltrops, NULL, ps_PanelCaltrops, 0, 3, (1<<16), INVF_COUNT},
{NULL, NULL, NULL, NULL, 0, 0, 0, 0}
};
void PanelInvTestSuicide(PANEL_SPRITEp psp);
void UpdateMiniBar(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
int x,y;
INVENTORY_DATAp id;
extern SWBOOL PanelUpdateMode;
#define MINI_BAR_Y 174
#define MINI_BAR_HEALTH_BOX_PIC 2437
#define MINI_BAR_AMMO_BOX_PIC 2437
#define MINI_BAR_INVENTORY_BOX_PIC 2438
#define MINI_BAR_HEALTH_BOX_X 4
#define MINI_BAR_AMMO_BOX_X 32
#define MINI_BAR_INVENTORY_BOX_X 64
#define MINI_BAR_INVENTORY_BOX_Y MINI_BAR_Y
2020-01-21 21:03:04 +00:00
if (!PanelUpdateMode || !u)
return;
if (gs.BorderNum != BORDER_MINI_BAR)
return;
x = MINI_BAR_HEALTH_BOX_X;
y = 200 - 26;
rotatesprite(x << 16, y << 16, (1 << 16), 0,
MINI_BAR_HEALTH_BOX_PIC, 0, 0,
ROTATE_SPRITE_SCREEN_CLIP | ROTATE_SPRITE_CORNER | RS_ALIGN_L,
0, 0, xdim - 1, ydim - 1);
x = MINI_BAR_HEALTH_BOX_X+3;
DisplayMiniBarNumber(x, y+5, u->Health);
if (u->WeaponNum != WPN_SWORD && u->WeaponNum != WPN_FIST)
{
x = MINI_BAR_AMMO_BOX_X;
rotatesprite(x << 16, y << 16, (1 << 16), 0,
MINI_BAR_AMMO_BOX_PIC, 0, 0,
ROTATE_SPRITE_SCREEN_CLIP | ROTATE_SPRITE_CORNER | RS_ALIGN_L,
0, 0, xdim - 1, ydim - 1);
x = MINI_BAR_AMMO_BOX_X+3;
DisplayMiniBarNumber(x, y+5, pp->WpnAmmo[u->WeaponNum]);
}
if (!pp->InventoryAmount[pp->InventoryNum])
return;
// Inventory Box
x = MINI_BAR_INVENTORY_BOX_X;
rotatesprite(x << 16, y << 16, (1 << 16), 0,
MINI_BAR_INVENTORY_BOX_PIC, 0, 0,
ROTATE_SPRITE_SCREEN_CLIP | ROTATE_SPRITE_CORNER | RS_ALIGN_L,
0, 0, xdim - 1, ydim - 1);
id = &InventoryData[pp->InventoryNum];
// Inventory pic
x = MINI_BAR_INVENTORY_BOX_X + 2;
y += 2;
rotatesprite(x << 16, y << 16, (1 << 16), 0,
id->State->picndx, 0, 0,
ROTATE_SPRITE_SCREEN_CLIP | ROTATE_SPRITE_CORNER | RS_ALIGN_L,
0, 0, xdim - 1, ydim - 1);
// will update the AUTO and % inventory values
PlayerUpdateInventory(pp, pp->InventoryNum);
}
void PanelInvTestSuicide(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_SUICIDE))
{
pKillSprite(psp);
}
}
PANEL_SPRITEp SpawnInventoryIcon(PLAYERp pp, short InventoryNum)
{
PANEL_SPRITEp psp;
short x,y;
// check invalid value
ASSERT(InventoryNum < MAX_INVENTORY);
// check to see if its already spawned
if (pp->InventorySprite[InventoryNum])
return NULL;
// check for Icon panel state
if (!InventoryData[InventoryNum].State)
return NULL;
x = InventoryBarXpos[gs.BorderNum] + (InventoryNum*INVENTORY_ICON_WIDTH);
y = InventoryBarYpos[gs.BorderNum];
psp = pSpawnSprite(pp, InventoryData[InventoryNum].State, PRI_FRONT, x, y);
pp->InventorySprite[InventoryNum] = psp;
psp->x1 = 0;
psp->y1 = 0;
psp->x2 = xdim - 1;
psp->y2 = ydim - 1;
psp->scale = InventoryData[InventoryNum].Scale;
SET(psp->flags, PANF_STATUS_AREA | PANF_SCREEN_CLIP);
return psp;
}
void KillPanelInv(PLAYERp pp, short InventoryNum)
{
ASSERT(pp->InventorySprite[InventoryNum]);
ASSERT(InventoryNum < MAX_INVENTORY);
pp->InventoryTics[InventoryNum] = 0;
SET(pp->InventorySprite[InventoryNum]->flags, PANF_SUICIDE);
pp->InventorySprite[InventoryNum] = NULL;
}
void
KillPlayerIcon(PANEL_SPRITEp *pspp)
{
SET((*pspp)->flags, PANF_SUICIDE);
(*pspp) = NULL;
}
void KillAllPanelInv(PLAYERp pp)
{
short i;
for (i = 0; i < MAX_INVENTORY; i++)
{
if (!pp->InventorySprite[i])
continue;
pp->InventoryTics[i] = 0;
SET(pp->InventorySprite[i]->flags, PANF_SUICIDE);
pp->InventorySprite[i]->numpages = 0;
pp->InventorySprite[i] = NULL;
}
}
PANEL_SPRITEp SpawnIcon(PLAYERp pp, PANEL_STATEp state)
{
PANEL_SPRITEp psp;
psp = pSpawnSprite(pp, state, PRI_FRONT, 0, 0);
psp->x1 = 0;
psp->y1 = 0;
psp->x2 = xdim - 1;
psp->y2 = ydim - 1;
SET(psp->flags, PANF_STATUS_AREA | PANF_SCREEN_CLIP);
return psp;
}
//////////////////////////////////////////////////////////////////////
//
// MEDKIT
//
//////////////////////////////////////////////////////////////////////
void AutoPickInventory(PLAYERp pp)
{
int i;
// auto pick only if run out of currently selected one
if (pp->InventoryAmount[pp->InventoryNum] <= 0)
{
for (i = 0; i < MAX_INVENTORY; i++)
{
if (i == INVENTORY_REPAIR_KIT)
continue;
if (pp->InventoryAmount[i])
{
pp->InventoryNum = i;
return;
}
}
// only take this if there is nothing else
if (pp->InventoryAmount[INVENTORY_REPAIR_KIT])
pp->InventoryNum = INVENTORY_REPAIR_KIT;
}
}
void UseInventoryMedkit(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short diff;
short inv = INVENTORY_MEDKIT;
short amt;
if (!pp->InventoryAmount[inv])
return;
diff = 100 - u->Health;
if (diff <= 0)
return;
if (diff > pp->InventoryPercent[inv]) // If not enough to get to 100, use what's left
amt = pp->InventoryPercent[inv];
else
amt = diff;
PlayerUpdateHealth(pp, amt);
pp->InventoryPercent[inv] -= diff;
if (pp->InventoryPercent[inv] < 0)
{
pp->InventoryPercent[inv] = 0;
pp->InventoryAmount[inv]--;
}
AutoPickInventory(pp);
//percent
PlayerUpdateInventory(pp, pp->InventoryNum);
if (pp == Player+myconnectindex)
{
if (amt >= 30)
PlayerSound(DIGI_GETMEDKIT, v3df_follow|v3df_dontpan,pp);
else
PlayerSound(DIGI_AHH, v3df_follow|v3df_dontpan,pp);
}
}
//////////////////////////////////////////////////////////////////////
//
// CHEMICAL WARFARE CANISTERS
//
//////////////////////////////////////////////////////////////////////
void UseInventoryChemBomb(PLAYERp pp)
{
short inv = INVENTORY_CHEMBOMB;
if (!pp->InventoryAmount[inv])
return;
PlayerInitChemBomb(pp); // Throw a chemical bomb out there
pp->InventoryPercent[inv] = 0;
if (--pp->InventoryAmount[inv] < 0)
pp->InventoryAmount[inv] = 0;
AutoPickInventory(pp);
PlayerUpdateInventory(pp, pp->InventoryNum);
}
//////////////////////////////////////////////////////////////////////
//
// FLASH BOMBS
//
//////////////////////////////////////////////////////////////////////
void UseInventoryFlashBomb(PLAYERp pp)
{
short inv = INVENTORY_FLASHBOMB;
if (!pp->InventoryAmount[inv])
return;
PlayerInitFlashBomb(pp);
pp->InventoryPercent[inv] = 0;
if (--pp->InventoryAmount[inv] < 0)
pp->InventoryAmount[inv] = 0;
AutoPickInventory(pp);
PlayerUpdateInventory(pp, pp->InventoryNum);
}
//////////////////////////////////////////////////////////////////////
//
// CALTROPS
//
//////////////////////////////////////////////////////////////////////
void UseInventoryCaltrops(PLAYERp pp)
{
short inv = INVENTORY_CALTROPS;
if (!pp->InventoryAmount[inv])
return;
PlayerInitCaltrops(pp);
pp->InventoryPercent[inv] = 0;
if (--pp->InventoryAmount[inv] < 0)
pp->InventoryAmount[inv] = 0;
AutoPickInventory(pp);
PlayerUpdateInventory(pp, pp->InventoryNum);
}
//////////////////////////////////////////////////////////////////////
//
// REPAIR KIT
//
//////////////////////////////////////////////////////////////////////
void UseInventoryRepairKit(PLAYERp pp)
{
short inv = INVENTORY_REPAIR_KIT;
//PlaySound(DIGI_TOOLBOX, pp, v3df_none);
if (pp == Player + myconnectindex)
{
if (STD_RANDOM_RANGE(1000) > 500)
PlayerSound(DIGI_NOREPAIRMAN, v3df_follow|v3df_dontpan,pp);
else
PlayerSound(DIGI_NOREPAIRMAN2, v3df_follow|v3df_dontpan,pp);
}
pp->InventoryPercent[inv] = 0;
pp->InventoryAmount[inv] = 0;
AutoPickInventory(pp);
//percent
PlayerUpdateInventory(pp, pp->InventoryNum);
}
//////////////////////////////////////////////////////////////////////
//
// CLOAK
//
//////////////////////////////////////////////////////////////////////
void UseInventoryCloak(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
if (pp->InventoryActive[pp->InventoryNum])
{
// StopInventoryCloak(pp, pp->InventoryNum);
return;
}
pp->InventoryActive[pp->InventoryNum] = TRUE;
AutoPickInventory(pp);
// on/off
PlayerUpdateInventory(pp, pp->InventoryNum);
SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
sp->shade = 100;
PlaySound(DIGI_GASPOP, pp, v3df_none);
//if(RANDOM_RANGE(1000) > 950)
if (pp == Player+myconnectindex)
PlayerSound(DIGI_IAMSHADOW, v3df_follow|v3df_dontpan,pp);
}
void StopInventoryCloak(PLAYERp pp, short InventoryNum)
{
SPRITEp sp = pp->SpriteP;
pp->InventoryActive[InventoryNum] = FALSE;
if (pp->InventoryPercent[InventoryNum] <= 0)
{
pp->InventoryPercent[InventoryNum] = 0;
if (--pp->InventoryAmount[InventoryNum] < 0)
pp->InventoryAmount[InventoryNum] = 0;
}
// on/off
PlayerUpdateInventory(pp, InventoryNum);
RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
sp->shade = 0;
PlaySound(DIGI_GASPOP, pp, v3df_none);
}
//////////////////////////////////////////////////////////////////////
//
// ENVIRONMENT SUIT
//
//////////////////////////////////////////////////////////////////////
#if 0
void UseInventoryEnvironSuit(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
short inv = INVENTORY_ENVIRON_SUIT;
// only activate if you have one
if (pp->InventoryAmount[inv])
{
pp->InventoryActive[inv] = TRUE;
// on/off
PlayerUpdateInventory(pp, inv);
}
}
void StopInventoryEnvironSuit(PLAYERp pp, short InventoryNum)
{
SPRITEp sp = pp->SpriteP;
short inv = INVENTORY_ENVIRON_SUIT;
pp->InventoryActive[InventoryNum] = FALSE;
if (pp->InventoryPercent[InventoryNum] <= 0)
{
pp->InventoryPercent[InventoryNum] = 0;
if (--pp->InventoryAmount[InventoryNum] < 0)
pp->InventoryAmount[InventoryNum] = 0;
}
// on/off
PlayerUpdateInventory(pp, InventoryNum);
PlaySound(DIGI_SWCLOAKUNCLOAK, pp, v3df_none);
}
#endif
//////////////////////////////////////////////////////////////////////
//
// NIGHT VISION
//
//////////////////////////////////////////////////////////////////////
static char sectorfloorpals[MAXSECTORS], sectorceilingpals[MAXSECTORS], wallpals[MAXWALLS];
void
DoPlayerNightVisionPalette(PLAYERp pp)
{
if (pp != Player + screenpeek) return;
if (pp->InventoryActive[INVENTORY_NIGHT_VISION])
{
// if (pp->NightVision && pp->StartColor == 148)
// return;
SetFadeAmt(pp,-1005,148); // Night vision green tint
pp->NightVision = TRUE;
}
else
{
// Put it all back to normal
if (pp->StartColor == 148)
{
memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
memcpy(palookup[PALETTE_DEFAULT], DefaultPalette, 256 * 32);
pp->FadeAmt = 0;
if (videoGetRenderMode() < REND_POLYMOST)
COVERsetbrightness(0, &palette_data[0][0]);
else
videoFadePalette(0,0,0,0);
}
pp->NightVision = FALSE;
}
}
void
UseInventoryNightVision(PLAYERp pp)
{
#define NIGHT_INVENTORY_TIME 30
if (pp->InventoryActive[pp->InventoryNum])
{
StopInventoryNightVision(pp, pp->InventoryNum);
return;
}
pp->InventoryActive[pp->InventoryNum] = TRUE;
// on/off
PlayerUpdateInventory(pp, pp->InventoryNum);
DoPlayerNightVisionPalette(pp);
PlaySound(DIGI_NIGHTON, pp, v3df_dontpan|v3df_follow);
}
void
StopInventoryNightVision(PLAYERp pp, short InventoryNum)
{
pp->InventoryActive[InventoryNum] = FALSE;
if (pp->InventoryPercent[InventoryNum] <= 0)
{
pp->InventoryPercent[InventoryNum] = 0;
if (--pp->InventoryAmount[InventoryNum] < 0)
pp->InventoryAmount[InventoryNum] = 0;
}
AutoPickInventory(pp);
// on/off
PlayerUpdateInventory(pp, pp->InventoryNum);
DoPlayerNightVisionPalette(pp);
DoPlayerDivePalette(pp);
PlaySound(DIGI_NIGHTOFF, pp, v3df_dontpan|v3df_follow);
}
//////////////////////////////////////////////////////////////////////
//
// INVENTORY KEYS
//
//////////////////////////////////////////////////////////////////////
void InventoryKeys(PLAYERp pp)
{
short inv_hotkey;
// scroll SPELLs left
if (TEST_SYNC_KEY(pp, SK_INV_LEFT))
{
if (FLAG_KEY_PRESSED(pp, SK_INV_LEFT))
{
FLAG_KEY_RELEASE(pp, SK_INV_LEFT);
SpawnInventoryBar(pp);
PlayerUpdateInventory(pp, pp->InventoryNum - 1);
PutStringInfo(pp, InventoryData[pp->InventoryNum].Name);
InventoryBarUpdatePosition(pp);
InvBorderRefresh(pp);
}
}
else
{
FLAG_KEY_RESET(pp, SK_INV_LEFT);
}
// scroll SPELLs right
if (TEST_SYNC_KEY(pp, SK_INV_RIGHT))
{
if (FLAG_KEY_PRESSED(pp, SK_INV_RIGHT))
{
FLAG_KEY_RELEASE(pp, SK_INV_RIGHT);
SpawnInventoryBar(pp);
PlayerUpdateInventory(pp, pp->InventoryNum + 1);
PutStringInfo(pp, InventoryData[pp->InventoryNum].Name);
InventoryBarUpdatePosition(pp);
InvBorderRefresh(pp);
}
}
else
{
FLAG_KEY_RESET(pp, SK_INV_RIGHT);
}
if (TEST_SYNC_KEY(pp, SK_INV_USE))
{
if (FLAG_KEY_PRESSED(pp, SK_INV_USE))
{
FLAG_KEY_RELEASE(pp, SK_INV_USE);
if (InventoryData[pp->InventoryNum].Init)
{
if (pp->InventoryAmount[pp->InventoryNum])
{
InventoryUse(pp);
}
else
{
sprintf(ds,"No %s",InventoryData[pp->InventoryNum].Name);
PutStringInfo(pp,ds); // DONT have message
}
}
}
}
else
{
FLAG_KEY_RESET(pp, SK_INV_USE);
}
// get hotkey number out of input bits
inv_hotkey = TEST(pp->input.bits, SK_INV_HOTKEY_MASK) >> SK_INV_HOTKEY_BIT0;
if (inv_hotkey)
{
if (FLAG_KEY_PRESSED(pp, SK_INV_HOTKEY_BIT0))
{
FLAG_KEY_RELEASE(pp, SK_INV_HOTKEY_BIT0);
inv_hotkey -= 1;
////DSPRINTF(ds,"inv_hotkey %d",inv_hotkey);
//MONO_PRINT(ds);
// switches you to this inventory item
//PlayerUpdateInventory(pp, inv_hotkey);
pp->InventoryNum = inv_hotkey;
if (InventoryData[pp->InventoryNum].Init && !TEST(pp->Flags, PF_CLIMBING))
{
if (pp->InventoryAmount[pp->InventoryNum])
{
InventoryUse(pp);
}
#if 0
else
{
sprintf(ds,"No %s",InventoryData[pp->InventoryNum].Name);
PutStringInfo(pp,ds); // DONT have message
}
#endif
}
//PlayerUpdateInventory(pp, pp->InventoryNum);
}
}
else
{
FLAG_KEY_RESET(pp, SK_INV_HOTKEY_BIT0);
}
}
void InvBorderRefresh(PLAYERp pp)
{
// int x,y;
if (pp != Player + myconnectindex)
return;
// x = InventoryBarXpos[gs.BorderNum];
// y = InventoryBarYpos[gs.BorderNum];
SetRedrawScreen(pp);
//BorderRefreshClip(pp, x-5, y-5, x + (MAX_INVENTORY * INVENTORY_ICON_WIDTH), y + 24);
}
void InventoryTimer(PLAYERp pp)
{
// called every time through loop
short inv = 0;
INVENTORY_DATAp id;
// if bar is up
if (pp->InventoryBarTics)
{
InventoryBarUpdatePosition(pp);
pp->InventoryBarTics -= synctics;
// if bar time has elapsed
if (pp->InventoryBarTics <= 0)
{
// get rid of the bar
KillInventoryBar(pp);
// don't update bar anymore
pp->InventoryBarTics = 0;
InvBorderRefresh(pp);
//BorderRefresh(pp);
}
}
for (id = InventoryData; id->Name; id++, inv++)
{
// if timed and active
if (TEST(id->Flags, INVF_TIMED) && pp->InventoryActive[inv])
{
// dec tics
pp->InventoryTics[inv] -= synctics;
if (pp->InventoryTics[inv] <= 0)
{
// take off a percentage
pp->InventoryPercent[inv] -= id->DecPerSec;
if (pp->InventoryPercent[inv] <= 0)
{
// ALL USED UP
pp->InventoryPercent[inv] = 0;
InventoryStop(pp, inv);
pp->InventoryActive[inv] = FALSE;
}
else
{
// reset 1 sec tic clock
pp->InventoryTics[inv] = SEC(1);
}
//PlayerUpdateInventoryPercent(pp);
PlayerUpdateInventory(pp, pp->InventoryNum);
}
}
else
// the idea behind this is that the USE function will get called
// every time the player is in an AUTO_USE situation.
// This code will decrement the timer and set the Item to InActive
// EVERY SINGLE TIME. Relies on the USE function getting called!
if (TEST(id->Flags, INVF_AUTO_USE) && pp->InventoryActive[inv])
{
pp->InventoryTics[inv] -= synctics;
if (pp->InventoryTics[inv] <= 0)
{
// take off a percentage
pp->InventoryPercent[inv] -= id->DecPerSec;
if (pp->InventoryPercent[inv] <= 0)
{
// ALL USED UP
pp->InventoryPercent[inv] = 0;
// should get rid if Amount - stop it for good
InventoryStop(pp, inv);
}
else
{
// reset 1 sec tic clock
pp->InventoryTics[inv] = SEC(1);
// set to InActive EVERY TIME THROUGH THE LOOP!
pp->InventoryActive[inv] = FALSE;
}
//PlayerUpdateInventoryPercent(pp);
PlayerUpdateInventory(pp, pp->InventoryNum);
}
}
}
}
//////////////////////////////////////////////////////////////////////
//
// INVENTORY BAR
//
//////////////////////////////////////////////////////////////////////
void SpawnInventoryBar(PLAYERp pp)
{
short inv = 0;
INVENTORY_DATAp id;
PANEL_SPRITEp psp;
// its already up
if (pp->InventoryBarTics)
{
pp->InventoryBarTics = SEC(2);
return;
}
pp->InventorySelectionBox = SpawnIcon(pp, ps_PanelSelectionBox);
for (id = InventoryData; id->Name; id++, inv++)
{
psp = SpawnInventoryIcon(pp, inv);
if (!pp->InventoryAmount[inv])
{
//SET(psp->flags, PANF_TRANSLUCENT);
//SET(psp->flags, PANF_TRANS_FLIP);
psp->shade = 100; //Darken it
}
}
pp->InventoryBarTics = SEC(2);
}
void KillInventoryBar(PLAYERp pp)
{
KillAllPanelInv(pp);
KillPlayerIcon(&pp->InventorySelectionBox);
}
// In case the BorderNum changes - move the postions
void InventoryBarUpdatePosition(PLAYERp pp)
{
short inv = 0;
short x,y;
INVENTORY_DATAp id;
x = InventoryBarXpos[gs.BorderNum] + (pp->InventoryNum * INVENTORY_ICON_WIDTH);
y = InventoryBarYpos[gs.BorderNum];
pp->InventorySelectionBox->x = x - 5;
pp->InventorySelectionBox->y = y - 5;
for (id = InventoryData; id->Name && inv < MAX_INVENTORY; id++, inv++)
{
x = InventoryBarXpos[gs.BorderNum] + (inv * INVENTORY_ICON_WIDTH);
y = InventoryBarYpos[gs.BorderNum];
pp->InventorySprite[inv]->x = x;
pp->InventorySprite[inv]->y = y;
}
}
void InventoryUse(PLAYERp pp)
{
INVENTORY_DATAp id = &InventoryData[pp->InventoryNum];
if (id->Init)
(*id->Init)(pp);
}
void InventoryStop(PLAYERp pp, short InventoryNum)
{
INVENTORY_DATAp id = &InventoryData[InventoryNum];
if (id->Stop)
(*id->Stop)(pp, InventoryNum);
}
/////////////////////////////////////////////////////////////////
//
// Inventory Console Area
//
/////////////////////////////////////////////////////////////////
#define INVENTORY_BOX_X 231
#define INVENTORY_BOX_Y (176-8)
#define INVENTORY_BOX_ERASE 2403
short InventoryBoxX;
short InventoryBoxY;
short InventoryXoff;
short InventoryYoff;
void (*InventoryDisplayString)(PLAYERp, short, short, short, const char *);
#define INVENTORY_PIC_XOFF 1
#define INVENTORY_PIC_YOFF 1
#define INVENTORY_PERCENT_XOFF 19
#define INVENTORY_PERCENT_YOFF 13
#define INVENTORY_STATE_XOFF 19
#define INVENTORY_STATE_YOFF 1
void PlayerUpdateInventory(PLAYERp pp, short InventoryNum)
{
// Check for items that need to go translucent from use
if (pp->InventoryBarTics)
{
short inv = 0;
INVENTORY_DATAp id;
PANEL_SPRITEp psp;
// Go translucent if used
for (id = InventoryData; id->Name && inv < MAX_INVENTORY; id++, inv++)
{
psp = pp->InventorySprite[inv];
if (!psp)
continue;
if (!pp->InventoryAmount[inv])
{
//SET(psp->flags, PANF_TRANSLUCENT);
//SET(psp->flags, PANF_TRANS_FLIP);
psp->shade = 100; // Darken it
}
else
{
//RESET(psp->flags, PANF_TRANSLUCENT);
//RESET(psp->flags, PANF_TRANS_FLIP);
psp->shade = 0;
}
}
}
pp->InventoryNum = InventoryNum;
if (pp->InventoryNum < 0)
pp->InventoryNum = MAX_INVENTORY-1;
if (pp->InventoryNum >= MAX_INVENTORY)
pp->InventoryNum = 0;
if (pp - Player != screenpeek)
return;
if (gs.BorderNum == BORDER_MINI_BAR)
{
InventoryBoxX = MINI_BAR_INVENTORY_BOX_X;
InventoryBoxY = MINI_BAR_INVENTORY_BOX_Y;
InventoryXoff = 1;
InventoryYoff = 1;
InventoryDisplayString = DisplayMiniBarSmString;
}
else
{
if (gs.BorderNum < BORDER_BAR)
return;
InventoryBoxX = INVENTORY_BOX_X;
InventoryBoxY = INVENTORY_BOX_Y;
InventoryXoff = 0;
InventoryYoff = 0;
InventoryDisplayString = DisplaySmString;
// erase old info
pSpawnFullScreenSprite(pp, INVENTORY_BOX_ERASE, PRI_MID, INVENTORY_BOX_X, INVENTORY_BOX_Y);
// put pic
if (pp->InventoryAmount[pp->InventoryNum])
PlayerUpdateInventoryPic(pp);
}
if (pp->InventoryAmount[pp->InventoryNum])
{
// Auto/On/Off
PlayerUpdateInventoryState(pp);
// Percent count/Item count
PlayerUpdateInventoryPercent(pp);
}
}
void PlayerUpdateInventoryPercent(PLAYERp pp)
{
short x,y;
INVENTORY_DATAp id = &InventoryData[pp->InventoryNum];
x = InventoryBoxX + INVENTORY_PERCENT_XOFF + InventoryXoff;
y = InventoryBoxY + INVENTORY_PERCENT_YOFF + InventoryYoff;
if (TEST(id->Flags, INVF_COUNT))
{
sprintf(ds,"%d", pp->InventoryAmount[pp->InventoryNum]);
InventoryDisplayString(pp, x, y, 0, ds);
}
else
{
sprintf(ds,"%d%c", pp->InventoryPercent[pp->InventoryNum],'%');
InventoryDisplayString(pp, x, y, 0, ds);
}
}
void PlayerUpdateInventoryPic(PLAYERp pp)
{
PANEL_SPRITEp psp;
short pic;
short x,y;
INVENTORY_DATAp id = &InventoryData[pp->InventoryNum];
x = InventoryBoxX + INVENTORY_PIC_XOFF + InventoryXoff;
y = InventoryBoxY + INVENTORY_PIC_YOFF + InventoryYoff;
pic = id->State->picndx;
psp = pSpawnFullScreenSprite(pp, pic, PRI_FRONT_MAX, x, y);
psp->scale = id->Scale;
}
void PlayerUpdateInventoryState(PLAYERp pp)
{
short x,y;
INVENTORY_DATAp id = &InventoryData[pp->InventoryNum];
x = InventoryBoxX + INVENTORY_STATE_XOFF + InventoryXoff;
y = InventoryBoxY + INVENTORY_STATE_YOFF + InventoryYoff;
if (TEST(id->Flags, INVF_AUTO_USE))
{
sprintf(ds,"%s", "AUTO");
InventoryDisplayString(pp, x, y, 0, ds);
}
else if (TEST(id->Flags, INVF_TIMED))
{
sprintf(ds,"%s", pp->InventoryActive[pp->InventoryNum] ? "ON" : "OFF");
InventoryDisplayString(pp, x, y, 0, ds);
}
}
END_SW_NS