//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 sirlemonhead, Nuke.YKT This file is part of PCExhumed. PCExhumed is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. */ //------------------------------------------------------------------------- #include "ns.h" #include "engine.h" #include "player.h" #include "aistuff.h" #include "status.h" #include "exhumed.h" #include "sequence.h" #include "names.h" #include "view.h" #include "v_2ddrawer.h" #include "multipatchtexture.h" #include "texturemanager.h" #include "statusbar.h" #include "v_draw.h" #include "automap.h" #include #include #include #include BEGIN_PS_NS // All this must be moved into the status bar once it is made persistent! const int kMaxStatusAnims = 50; short word_9AD54[kMaxPlayers] = { 0, 0, 0, 0, 0, 0, 0, 0 }; int dword_9AD64[kMaxPlayers] = { 0, 0, 0, 0, 0, 0, 0, 0 }; short nStatusSeqOffset; short nHealthFrames; short nMagicFrames; short nHealthLevel; short nMagicLevel; short nHealthFrame; short nMagicFrame; short nMaskY; static short nAnimsFree = 0; short statusmask[MAXXDIM]; char message_text[80]; int magicperline; int airperline; int healthperline; int nAirFrames; int nCounter; int nCounterDest; short nItemFrames; int16_t nItemSeq; short nDigit[3]; short nItemFrame; short nMeterRange; short statusx; short statusy; short airframe; int16_t nFirstAnim; int16_t nLastAnim; short nItemAltSeq; short airpages = 0; short ammodelay = 3; short nCounterBullet = -1; // 8 bytes struct statusAnim { int16_t s1; int16_t s2; // int16_t nPage; int8_t nPrevAnim; int8_t nNextAnim; }; statusAnim StatusAnim[kMaxStatusAnims]; uint8_t StatusAnimsFree[kMaxStatusAnims]; uint8_t StatusAnimFlags[kMaxStatusAnims]; short nItemSeqOffset[] = {91, 72, 76, 79, 68, 87, 83}; void SetCounterDigits(); void SetItemSeq(); void SetItemSeq2(int nSeqOffset); void DestroyStatusAnim(short nAnim); void InitStatus() { nStatusSeqOffset = SeqOffsets[kSeqStatus]; nHealthFrames = SeqSize[nStatusSeqOffset + 1]; int nPicNum = seq_GetSeqPicnum(kSeqStatus, 1, 0); nMagicFrames = SeqSize[nStatusSeqOffset + 129]; nHealthFrame = 0; nMagicFrame = 0; nHealthLevel = 0; nMagicLevel = 0; nMeterRange = tilesiz[nPicNum].y; magicperline = 1000 / nMeterRange; healthperline = 800 / nMeterRange; nAirFrames = SeqSize[nStatusSeqOffset + 133]; airperline = 100 / nAirFrames; nCounter = 0; nCounterDest = 0; memset(nDigit, 0, sizeof(nDigit)); SetCounter(0); SetHealthFrame(0); SetMagicFrame(); for (int i = 0; i < kMaxStatusAnims; i++) { StatusAnimsFree[i] = i; } nLastAnim = -1; nFirstAnim = -1; nItemSeq = -1; nAnimsFree = kMaxStatusAnims; statusx = xdim - 320; statusy = ydim - 200; } int BuildStatusAnim(int val, int nFlags) { // destroy this anim if it already exists for (int i = nFirstAnim; i >= 0; i = StatusAnim[i].nPrevAnim) { if (StatusAnim[i].s1 == val) { DestroyStatusAnim(i); break; } } if (nAnimsFree <= 0) { return -1; } nAnimsFree--; uint8_t nStatusAnim = StatusAnimsFree[nAnimsFree]; StatusAnim[nStatusAnim].nPrevAnim = -1; StatusAnim[nStatusAnim].nNextAnim = nLastAnim; if (nLastAnim < 0) { nFirstAnim = nStatusAnim; } else { StatusAnim[nLastAnim].nPrevAnim = nStatusAnim; } nLastAnim = nStatusAnim; StatusAnim[nStatusAnim].s1 = val; StatusAnim[nStatusAnim].s2 = 0; StatusAnimFlags[nStatusAnim] = nFlags; return nStatusAnim; } void RefreshStatus() { short nLives = nPlayerLives[nLocalPlayer]; if (nLives < 0 || nLives > kMaxPlayerLives) { //Error("illegal value for nPlayerLives #%d\n", nLocalPlayer); nLives = 0; } // draws the red dots that indicate the lives amount BuildStatusAnim(145 + (2 * nLives), 0); uint16_t nKeys = PlayerList[nLocalPlayer].keys; int val = 37; for (int i = 0; i < 4; i++) { if (nKeys & 0x1000) { BuildStatusAnim(val, 0); } nKeys >>= 1; val += 2; } SetPlayerItem(nLocalPlayer, nPlayerItem[nLocalPlayer]); SetHealthFrame(0); SetMagicFrame(); SetAirFrame(); } void MoveStatusAnims() { for (int i = nFirstAnim; i >= 0; i = StatusAnim[i].nPrevAnim) { seq_MoveSequence(-1, nStatusSeqOffset + StatusAnim[i].s1, StatusAnim[i].s2); StatusAnim[i].s2++; short nSize = SeqSize[nStatusSeqOffset + StatusAnim[i].s1]; if (StatusAnim[i].s2 >= nSize) { if (StatusAnimFlags[i] & 0x10) { StatusAnim[i].s2 = 0; } else { StatusAnim[i].s2 = nSize - 1; // restart it } } } } void DestroyStatusAnim(short nAnim) { int8_t nPrev = StatusAnim[nAnim].nPrevAnim; int8_t nNext = StatusAnim[nAnim].nNextAnim; if (nNext >= 0) { StatusAnim[nNext].nPrevAnim = nPrev; } if (nPrev >= 0) { StatusAnim[nPrev].nNextAnim = nNext; } if (nAnim == nFirstAnim) { nFirstAnim = nPrev; } if (nAnim == nLastAnim) { nLastAnim = nNext; } StatusAnimsFree[nAnimsFree] = (uint8_t)nAnim; nAnimsFree++; } void SetMagicFrame() { nMagicLevel = (1000 - PlayerList[nLocalPlayer].nMagic) / magicperline; if (nMagicLevel >= nMeterRange) { nMagicLevel = nMeterRange - 1; } if (nMagicLevel < 0) { nMagicLevel = 0; } SetItemSeq(); } void SetHealthFrame(short nVal) { nHealthLevel = (800 - PlayerList[nLocalPlayer].nHealth) / healthperline; if (nHealthLevel >= nMeterRange ) { nHealthLevel = nMeterRange - 1; } if (nHealthLevel < 0) { nHealthLevel = 0; } if (nVal < 0) { BuildStatusAnim(4, 0); } } void SetAirFrame() { airframe = PlayerList[nLocalPlayer].nAir / airperline; if (airframe >= nAirFrames) { airframe = nAirFrames - 1; } else if (airframe < 0) { airframe = 0; } } void SetCounter(short nVal) { if (nVal <= 999) { if (nVal < 0) { nVal = 0; } } else { nVal = 999; } nCounterDest = nVal; } void SetCounterImmediate(short nVal) { SetCounter(nVal); nCounter = nCounterDest; SetCounterDigits(); } void SetCounterDigits() { nDigit[2] = 3 * (nCounter / 100 % 10); nDigit[1] = 3 * (nCounter / 10 % 10); nDigit[0] = 3 * (nCounter % 10); } void SetItemSeq() { short nItem = nPlayerItem[nLocalPlayer]; if (nItem < 0) { nItemSeq = -1; return; } short nOffset = nItemSeqOffset[nItem]; SetItemSeq2(nOffset); } void SetItemSeq2(int nSeqOffset) { short nItem = nPlayerItem[nLocalPlayer]; if (nItemMagic[nItem] <= PlayerList[nLocalPlayer].nMagic) { nItemAltSeq = 0; } else { nItemAltSeq = 2; } nItemFrame = 0; nItemSeq = nSeqOffset + nItemAltSeq; nItemFrames = SeqSize[nItemSeq + nStatusSeqOffset]; } void SetPlayerItem(short nPlayer, short nItem) { nPlayerItem[nPlayer] = nItem; if (nPlayer == nLocalPlayer) { SetItemSeq(); if (nItem >= 0) { BuildStatusAnim(156 + (2 * PlayerList[nLocalPlayer].items[nItem]), 0); } } } void MoveStatus() { if (nItemSeq >= 0) { nItemFrame++; if (nItemFrame >= nItemFrames) { if (nItemSeq == 67) { SetItemSeq(); } else { nItemSeq -= nItemAltSeq; if (nItemAltSeq || totalmoves & 0x1F) { if (nItemSeq < 2) { nItemAltSeq = 0; } } else { nItemAltSeq = 1; } nItemFrame = 0; nItemSeq += nItemAltSeq; nItemFrames = SeqSize[nStatusSeqOffset + nItemSeq]; } } } nHealthFrame++; if (nHealthFrame >= nHealthFrames) { nHealthFrame = 0; } nMagicFrame++; if (nMagicFrame >= nMagicFrames) { nMagicFrame = 0; } MoveStatusAnims(); if (nCounter == nCounterDest) { nCounter = nCounterDest; ammodelay = 3; return; } else { ammodelay--; if (ammodelay > 0) { return; } } int eax = nCounterDest - nCounter; if (eax <= 0) { if (eax >= -30) { for (int i = 0; i < 3; i++) { nDigit[i]--; if (nDigit[i] < 0) { nDigit[i] += 30; } if (nDigit[i] < 27) { break; } } } else { nCounter += (nCounterDest - nCounter) >> 1; SetCounterDigits(); return; } } else { if (eax <= 30) { for (int i = 0; i < 3; i++) { nDigit[i]++; if (nDigit[i] <= 27) { break; } if (nDigit[i] >= 30) { nDigit[i] -= 30; } } } else { nCounter += (nCounterDest - nCounter) >> 1; SetCounterDigits(); return; } } if (!(nDigit[0] % 3)) { nCounter = nDigit[0] / 3 + 100 * (nDigit[2] / 3) + 10 * (nDigit[1] / 3); } eax = nCounterDest - nCounter; if (eax < 0) { eax = -eax; } ammodelay = 4 - (eax >> 1); if (ammodelay < 1) { ammodelay = 1; } } class DExhumedStatusBar : public DBaseStatusBar { DHUDFont textfont, numberFont; public: DExhumedStatusBar() { textfont = { SmallFont, 1, Off, 1, 1 }; numberFont = { BigFont, 0, Off, 1, 1 }; } private: //--------------------------------------------------------------------------- // // draws a sequence animation to the status bar // //--------------------------------------------------------------------------- void DrawStatusSequence(short nSequence, uint16_t edx, short ebx, int xoffset = 0) { edx += SeqBase[nSequence]; short nFrameBase = FrameBase[edx]; int16_t nFrameSize = FrameSize[edx]; while (1) { nFrameSize--; if (nFrameSize < 0) break; int flags = DI_ITEM_RELCENTER; double x = ChunkXpos[nFrameBase]; double y = ChunkYpos[nFrameBase] + ebx; if (x > 0) { if (xoffset == 0) { x += 0.5; y += 0.5; } } if (hud_size <= Hud_StbarOverlay) { x += 160; y += 100; } else { if (x < 0) { x += 160; flags |= DI_SCREEN_LEFT_BOTTOM; } else if (x > 0) { x -= 159; // graphics do not match up precisely. flags |= DI_SCREEN_RIGHT_BOTTOM; } y -= 100; if (hud_size == Hud_full) { x += xoffset; } } int tile = ChunkPict[nFrameBase]; short chunkFlag = ChunkFlag[nFrameBase]; if (chunkFlag & 1) flags |= DI_MIRROR; if (chunkFlag & 2) flags |= DI_MIRRORY; DrawGraphic(tileGetTexture(tile), x, y, flags, 1, -1, -1, 1, 1); nFrameBase++; } } //--------------------------------------------------------------------------- // // draws a sequence animation to the status bar // //--------------------------------------------------------------------------- FGameTexture * GetStatusSequencePic(short nSequence, uint16_t edx) { edx += SeqBase[nSequence]; int nFrameBase = FrameBase[edx]; return tileGetTexture(ChunkPict[nFrameBase]); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawStatusAnims() { for (int i = nFirstAnim; i >= 0; i = StatusAnim[i].nPrevAnim) { int nSequence = nStatusSeqOffset + StatusAnim[i].s1; int xoffs = 0; if (StatusAnim[i].s1 == 132) xoffs = -32; DrawStatusSequence(nSequence, StatusAnim[i].s2, 0, xoffs); /* if (StatusAnim[nAnim].s2 >= (SeqSize[nSequence] - 1)) { if (!(StatusAnimFlags[nAnim] & 0x10)) { StatusAnim[nAnim].nPage--; if (StatusAnim[nAnim].nPage <= 0) { DestroyStatusAnim(nAnim); } } } */ } } //--------------------------------------------------------------------------- // // Frag display - very ugly and may have to be redone if multiplayer support gets added. // //--------------------------------------------------------------------------- void DrawMulti() { char stringBuf[30]; if (nNetPlayerCount) { BeginHUD(320, 200, 1); int shade; if ((leveltime / 30) & 1) { shade = -100; } else { shade = 127; } int nTile = kTile3593; int xx = 320 / (nTotalPlayers + 1); int x = xx - 160; for (int i = 0; i < nTotalPlayers; i++) { int nScore = nPlayerScore[i]; if (word_9AD54[i] == nScore) { int v9 = dword_9AD64[i]; if (v9 && v9 <= leveltime*4) { dword_9AD64[i] = 0; } } else { word_9AD54[i] = nScore; dword_9AD64[i] = leveltime*4 + 30; } DrawGraphic(tileGetTexture(nTile), x, 7, DI_ITEM_CENTER, 1, -1, -1, 1, 1); if (i != nLocalPlayer) { shade = -100; } sprintf(stringBuf, "%d", nPlayerScore[i]); SBar_DrawString(this, &textfont, stringBuf, x, 0, DI_ITEM_TOP|DI_TEXT_ALIGN_CENTER, i != nLocalPlayer ? CR_UNTRANSLATED : CR_GOLD, 1, -1, 0, 1, 1); x += xx; nTile++; } if (nNetTime >= 0) { int y = 0; if (nNetTime) { int v12 = (nNetTime + 29) / 30 % 60; int v13 = (nNetTime + 29) / 1800; nNetTime += 29; sprintf(stringBuf, "%d.%02d", v13, v12); y += 20; nNetTime -= 29; SBar_DrawString(this, &textfont, stringBuf, 0, 10, DI_ITEM_TOP | DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, -1, 0, 1, 1); } } } } //========================================================================== // // Fullscreen HUD variant #1 // //========================================================================== void DrawHUD2() { BeginHUD(320, 200, 1); auto pp = &PlayerList[nLocalPlayer]; FString format; FGameTexture* img; double imgScale; double baseScale = numberFont.mFont->GetHeight() * 0.75; // // Health // img = GetStatusSequencePic(nStatusSeqOffset + 125, 0); imgScale = baseScale / img->GetDisplayHeight(); DrawGraphic(img, 1.5, -1, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, imgScale, imgScale); if (!althud_flashing || pp->nHealth > 150 || (leveltime & 8)) { int s = -8; if (althud_flashing && pp->nHealth > 800) s += (sintable[(leveltime << 7) & 2047] >> 10); int intens = clamp(255 - 4 * s, 0, 255); auto pe = PalEntry(255, intens, intens, intens); format.Format("%d", pp->nHealth >> 3); SBar_DrawString(this, &numberFont, format, 13, -numberFont.mFont->GetHeight()+3, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1); } // // Air // if (SectFlag[nPlayerViewSect[nLocalPlayer]] & kSectUnderwater) { img = GetStatusSequencePic(nStatusSeqOffset + 133, airframe); imgScale = baseScale / img->GetDisplayHeight(); DrawGraphic(img, -4, -22, DI_ITEM_RIGHT_BOTTOM, 1., -1, -1, imgScale, imgScale); } // // Magic // if (nItemSeq >= 0) { img = GetStatusSequencePic(nItemSeq + nStatusSeqOffset, nItemFrame); imgScale = baseScale / img->GetDisplayHeight(); DrawGraphic(img, 70, -1, DI_ITEM_CENTER_BOTTOM, 1., -1, -1, imgScale, imgScale); format.Format("%d", pp->nMagic / 10); SBar_DrawString(this, &numberFont, format, 79.5, -numberFont.mFont->GetHeight()+3, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1); } // // Weapon // const short ammo_sprites[] = { -1, -1 }; int weapon = pp->nCurrentWeapon; int wicon = 0;// ammo_sprites[weapon]; int ammo = nCounterDest;// pp->WpnAmmo[weapon]; if (ammo > 0) // wicon > 0 { format.Format("%d", ammo); img = tileGetTexture(wicon); imgScale = baseScale / img->GetDisplayHeight(); auto imgX = 21.125; auto strlen = format.Len(); if (strlen > 1) { imgX += (imgX * 0.855) * (strlen - 1); } if ((!althud_flashing || leveltime & 8 || ammo > 10))// (DamageData[weapon].max_ammo / 10))) { SBar_DrawString(this, &numberFont, format, -3, -numberFont.mFont->GetHeight()+3, DI_TEXT_ALIGN_RIGHT, CR_UNTRANSLATED, 1, 0, 0, 1, 1); } //DrawGraphic(img, -imgX, -1, DI_ITEM_RIGHT_BOTTOM, 1, -1, -1, imgScale, imgScale); } #if 0 // // Selected inventory item // img = tileGetTexture(icons[pp->InventoryNum]); imgScale = baseScale / img->GetDisplayHeight(); int x = 165; DrawGraphic(img, x, -1, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, imgScale, imgScale); PlayerUpdateInventoryState(pp, x + 3.0, -18.0, 1, 1); PlayerUpdateInventoryPercent(pp, x + 3.5, -20.5, 1, 1); #endif // // keys // uint16_t nKeys = PlayerList[nLocalPlayer].keys; int val = 675; int x = -134; for (int i = 0; i < 4; i++) { if (nKeys & 0x1000) { auto tex = tileGetTexture(val); if (tex && tex->isValid()) { DrawGraphic(tex, x, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, 1, 1); } } nKeys >>= 1; val += 4; x += 20; } } //--------------------------------------------------------------------------- // // draw the full status bar // //--------------------------------------------------------------------------- void DrawStatus() { if (hud_size <= Hud_StbarOverlay) { // draw the main bar itself BeginStatusBar(320, 200, 40); if (hud_size == Hud_StbarOverlay) Set43ClipRect(); DrawGraphic(tileGetTexture(kTileStatusBar), 160, 200, DI_ITEM_CENTER_BOTTOM, 1, -1, -1, 1, 1); twod->ClearClipRect(); } else if (hud_size == Hud_Mini) { auto lh = TexMan.GetGameTextureByName("hud_l"); auto rh = TexMan.GetGameTextureByName("hud_r"); BeginHUD(320, 200, 1); if (lh) DrawGraphic(lh, 0, 0, DI_ITEM_LEFT_BOTTOM | DI_SCREEN_LEFT_BOTTOM, 1, -1, -1, 1, 1); if (rh) DrawGraphic(rh, 0, 0, DI_ITEM_RIGHT_BOTTOM | DI_SCREEN_RIGHT_BOTTOM, 1, -1, -1, 1, 1); } else if (hud_size == Hud_full) { DrawHUD2(); return; } if (/*!bFullScreen &&*/ nNetTime) { DrawStatusSequence(nStatusSeqOffset + 127, 0, 0, -4); DrawStatusSequence(nStatusSeqOffset + 129, nMagicFrame, nMagicLevel, -4); DrawStatusSequence(nStatusSeqOffset + 131, 0, 0, -4); // magic pool frame (bottom) DrawStatusSequence(nStatusSeqOffset + 128, 0, 0, 4); DrawStatusSequence(nStatusSeqOffset + 1, nHealthFrame, nHealthLevel, 4); DrawStatusSequence(nStatusSeqOffset + 125, 0, 0, 4); // draw ankh on health pool DrawStatusSequence(nStatusSeqOffset + 130, 0, 0, 4); // draw health pool frame (top) if (nItemSeq >= 0) { DrawStatusSequence(nItemSeq + nStatusSeqOffset, nItemFrame, 0); } // draws health level dots, animates breathing lungs and other things DrawStatusAnims(); // draw the blue air level meter when underwater (but not responsible for animating the breathing lungs otherwise) if (SectFlag[nPlayerViewSect[nLocalPlayer]] & kSectUnderwater) { DrawStatusSequence(nStatusSeqOffset + 133, airframe, 0, -32); } // draw compass if (hud_size <= Hud_StbarOverlay) DrawStatusSequence(nStatusSeqOffset + 35, ((inita + 128) & kAngleMask) >> 8, 0); //if (hud_size < Hud_full) { // draw ammo count DrawStatusSequence(nStatusSeqOffset + 44, nDigit[2], 0, -35); DrawStatusSequence(nStatusSeqOffset + 45, nDigit[1], 0, -35); DrawStatusSequence(nStatusSeqOffset + 46, nDigit[0], 0, -35); } } DrawMulti(); if (nSnakeCam >= 0) { BeginHUD(320, 200, 1); SBar_DrawString(this, &textfont, "S E R P E N T C A M", 0, 0, DI_TEXT_ALIGN_CENTER | DI_SCREEN_CENTER_TOP, CR_UNTRANSLATED, 1, -1, 0, 1, 1); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void PrintLevelStats(int bottomy) { FLevelStats stats{}; stats.fontscale = 1.; stats.spacing = SmallFont->GetHeight(); stats.screenbottomspace = bottomy; stats.font = SmallFont; stats.letterColor = CR_RED; stats.standardColor = CR_UNTRANSLATED; stats.time = Scale(leveltime, 1000, 30); am_textfont = true; // Exhumed has no fallback. if (automapMode == am_full) { DBaseStatusBar::PrintAutomapInfo(stats); } else if (hud_stats) { stats.completeColor = CR_DARKGREEN; stats.kills = nCreaturesKilled; stats.maxkills = nCreaturesTotal; stats.frags = -1; stats.secrets = 0; stats.maxsecrets = 0; DBaseStatusBar::PrintLevelStats(stats); } } public: void Draw() { if (hud_size <= Hud_full) { DrawStatus(); } PrintLevelStats(hud_size == Hud_Nothing ? 0 : hud_size == Hud_full? 22 : 40); } }; void UpdateFrame() { auto tex = tileGetTexture(nBackgroundPic); twod->AddFlatFill(0, 0, xdim, windowxy1.y - 3, tex); twod->AddFlatFill(0, windowxy2.y + 4, xdim, ydim, tex); twod->AddFlatFill(0, windowxy1.y - 3, windowxy1.x - 3, windowxy2.y + 4, tex); twod->AddFlatFill(windowxy2.x + 4, windowxy1.y - 3, xdim, windowxy2.y + 4, tex); twod->AddFlatFill(windowxy1.x - 3, windowxy1.y - 3, windowxy1.x, windowxy2.y + 1, tex, 0, 1, 0xff545454); twod->AddFlatFill(windowxy1.x, windowxy1.y - 3, windowxy2.x + 4, windowxy1.y, tex, 0, 1, 0xff545454); twod->AddFlatFill(windowxy2.x + 1, windowxy1.y, windowxy2.x + 4, windowxy2.y + 4, tex, 0, 1, 0xff2a2a2a); twod->AddFlatFill(windowxy1.x - 3, windowxy2.y + 1, windowxy2.x + 1, windowxy2.y + 4, tex, 0, 1, 0xff2a2a2a); } void StatusMessage(int messageTime, const char* fmt, ...) { va_list ap; va_start(ap, fmt); VPrintf(PRINT_NOTIFY, fmt, ap); Printf(PRINT_NOTIFY, "\n"); va_end(ap); } void DrawStatusBar() { if (nFreeze == 2) return; // Hide when Ramses is talking. if (hud_size <= Hud_Stbar) { UpdateFrame(); } DExhumedStatusBar sbar; sbar.Draw(); } // I'm not sure this really needs to be saved. static SavegameHelper sgh("status", SV(nMaskY), SV(nAnimsFree), SV(magicperline), SV(airperline), SV(healthperline), SV(nAirFrames), SV(nCounter), SV(nCounterDest), SV(nItemFrames), SV(nItemSeq), SV(nMagicFrames), SV(nHealthLevel), SV(nItemFrame), SV(nMeterRange), SV(nMagicLevel), SV(nHealthFrame), SV(nMagicFrame), SV(statusx), SV(statusy), SV(airframe), SV(nFirstAnim), SV(nLastAnim), SV(nItemAltSeq), SV(airpages), SV(ammodelay), SV(nCounterBullet), SA(statusmask), SA(message_text), SA(nDigit), SA(StatusAnim), SA(StatusAnimsFree), SA(StatusAnimFlags), SA(nItemSeqOffset), SA(word_9AD54), SA(dword_9AD64), nullptr); END_PS_NS