CGDoom/cgdoom/st_stuff.c

1183 lines
26 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Status bar code.
// Does the face/direction indicator animatin.
// Does palette indicators as well (red pain/berserk, bright pickup)
//
//-----------------------------------------------------------------------------
//static const char
#include "os.h"
#include "cgdoom.h"
#include "i_system.h"
#include "i_video.h"
#include "z_zone.h"
#include "m_random.h"
#include "w_wad.h"
#include "doomdef.h"
#include "g_game.h"
#include "st_stuff.h"
#include "st_lib.h"
#include "r_local.h"
#include "p_local.h"
#include "p_inter.h"
#include "am_map.h"
//#include "m_cheat.h"
//#include "s_sound.h"
// Needs access to LFB.
#include "v_video.h"
// State.
#include "doomstat.h"
// Data.
#include "dstrings.h"
//#include "sounds.h"
//
// STATUS BAR DATA
//
// Palette indices.
// For damage/bonus red-/gold-shifts
#define STARTREDPALS 1
#define STARTBONUSPALS 9
#define NUMREDPALS 8
#define NUMBONUSPALS 4
// Radiation suit, green shift.
#define RADIATIONPAL 13
// N/256*100% probability
// that the normal face state will change
#define ST_FACEPROBABILITY 96
// For Responder
#define ST_TOGGLECHAT KEY_ENTER
// Location of status bar
#define ST_X 0
#define ST_X2 104
#define ST_FX 143
#define ST_FY 169
// Should be set to patch width
// for tall numbers later on
#define ST_TALLNUMWIDTH (tallnum[0]->width)
// Number of status faces.
#define ST_NUMPAINFACES 5
#define ST_NUMSTRAIGHTFACES 3
#define ST_NUMTURNFACES 2
#define ST_NUMSPECIALFACES 3
#define ST_FACESTRIDE \
(ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)
#define ST_NUMEXTRAFACES 2
#define ST_NUMFACES \
(ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)
#define ST_TURNOFFSET (ST_NUMSTRAIGHTFACES)
#define ST_OUCHOFFSET (ST_TURNOFFSET + ST_NUMTURNFACES)
#define ST_EVILGRINOFFSET (ST_OUCHOFFSET + 1)
#define ST_RAMPAGEOFFSET (ST_EVILGRINOFFSET + 1)
#define ST_GODFACE (ST_NUMPAINFACES*ST_FACESTRIDE)
#define ST_DEADFACE (ST_GODFACE+1)
#define ST_FACESX 143
#define ST_FACESY 168
#define ST_EVILGRINCOUNT (2*TICRATE)
#define ST_STRAIGHTFACECOUNT (TICRATE/2)
#define ST_TURNCOUNT (1*TICRATE)
#define ST_OUCHCOUNT (1*TICRATE)
#define ST_RAMPAGEDELAY (2*TICRATE)
#define ST_MUCHPAIN 20
// Location and size of statistics,
// justified according to widget type.
// Problem is, within which space? STbar? Screen?
// Note: this could be read in by a lump.
// Problem is, is the stuff rendered
// into a buffer,
// or into the frame buffer?
// AMMO number pos.
#define ST_AMMOWIDTH 3
#define ST_AMMOX 44
#define ST_AMMOY 171
// HEALTH number pos.
#define ST_HEALTHWIDTH 3
#define ST_HEALTHX 90
#define ST_HEALTHY 171
// Weapon pos.
#define ST_ARMSX 111
#define ST_ARMSY 172
#define ST_ARMSBGX 104
#define ST_ARMSBGY 168
#define ST_ARMSXSPACE 12
#define ST_ARMSYSPACE 10
// Frags pos.
#define ST_FRAGSX 138
#define ST_FRAGSY 171
#define ST_FRAGSWIDTH 2
// ARMOR number pos.
#define ST_ARMORWIDTH 3
#define ST_ARMORX 221
#define ST_ARMORY 171
// Key icon positions.
#define ST_KEY0WIDTH 8
#define ST_KEY0HEIGHT 5
#define ST_KEY0X 239
#define ST_KEY0Y 171
#define ST_KEY1WIDTH ST_KEY0WIDTH
#define ST_KEY1X 239
#define ST_KEY1Y 181
#define ST_KEY2WIDTH ST_KEY0WIDTH
#define ST_KEY2X 239
#define ST_KEY2Y 191
// Ammunition counter.
#define ST_AMMO0WIDTH 3
#define ST_AMMO0HEIGHT 6
#define ST_AMMO0X 288
#define ST_AMMO0Y 173
#define ST_AMMO1WIDTH ST_AMMO0WIDTH
#define ST_AMMO1X 288
#define ST_AMMO1Y 179
#define ST_AMMO2WIDTH ST_AMMO0WIDTH
#define ST_AMMO2X 288
#define ST_AMMO2Y 191
#define ST_AMMO3WIDTH ST_AMMO0WIDTH
#define ST_AMMO3X 288
#define ST_AMMO3Y 185
// Indicate maximum ammunition.
// Only needed because backpack exists.
#define ST_MAXAMMO0WIDTH 3
#define ST_MAXAMMO0HEIGHT 5
#define ST_MAXAMMO0X 314
#define ST_MAXAMMO0Y 173
#define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH
#define ST_MAXAMMO1X 314
#define ST_MAXAMMO1Y 179
#define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH
#define ST_MAXAMMO2X 314
#define ST_MAXAMMO2Y 191
#define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH
#define ST_MAXAMMO3X 314
#define ST_MAXAMMO3Y 185
// pistol
#define ST_WEAPON0X 110
#define ST_WEAPON0Y 172
// shotgun
#define ST_WEAPON1X 122
#define ST_WEAPON1Y 172
// chain gun
#define ST_WEAPON2X 134
#define ST_WEAPON2Y 172
// missile launcher
#define ST_WEAPON3X 110
#define ST_WEAPON3Y 181
// plasma gun
#define ST_WEAPON4X 122
#define ST_WEAPON4Y 181
// bfg
#define ST_WEAPON5X 134
#define ST_WEAPON5Y 181
// WPNS title
#define ST_WPNSX 109
#define ST_WPNSY 191
// DETH title
#define ST_DETHX 109
#define ST_DETHY 191
//Incoming messages window location
//UNUSED
// #define ST_MSGTEXTX (viewwindowx)
// #define ST_MSGTEXTY (viewwindowy+viewheight-18)
#define ST_MSGTEXTX 0
#define ST_MSGTEXTY 0
// Dimensions given in characters.
#define ST_MSGWIDTH 52
// Or shall I say, in lines?
#define ST_MSGHEIGHT 1
#define ST_OUTTEXTX 0
#define ST_OUTTEXTY 6
// Width, in characters again.
#define ST_OUTWIDTH 52
// Height, in lines.
#define ST_OUTHEIGHT 1
#define ST_MAPWIDTH (strlen(mapnames[(gameepisode-1)*9+(gamemap-1)]))
#define ST_MAPTITLEX (SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH)
#define ST_MAPTITLEY 0
#define ST_MAPHEIGHT 1
// main player in game
static player_t* plyr;
// ST_Start() has just been called
boolean st_firsttime;
// used to execute ST_Init() only once
static int veryfirsttime = 1;
// lump number for PLAYPAL
static int lu_palette;
// used for timing
static unsigned int st_clock;
// used for making messages go away
static int st_msgcounter=0;
// used when in chat
static st_chatstateenum_t st_chatstate;
// whether in automap or first-person
static st_stateenum_t st_gamestate;
// whether left-side main status bar is active
static boolean st_statusbaron;
// whether status bar chat is active
static boolean st_chat;
// value of st_chat before message popped up
static boolean st_oldchat;
// whether chat window has the cursor on
static boolean st_cursoron;
// !deathmatch
static boolean st_notdeathmatch;
// !deathmatch && st_statusbaron
static boolean st_armson;
// !deathmatch
static boolean st_fragson;
// main bar left
static const patch_t* sbar;
// 0-9, tall numbers
static const patch_t* tallnum[10];
// tall % sign
static const patch_t* tallpercent;
// 0-9, short, yellow (,different!) numbers
static const patch_t* shortnum[10];
// 3 key-cards, 3 skulls
static const patch_t* keys[6];
// face status patches
static const patch_t* faces[ST_NUMFACES];
// face background
static const patch_t* faceback;
// main bar right
static const patch_t* armsbg;
// weapon ownership patches
static const patch_t* arms_0;
static const patch_t* arms_1;
static const patch_t* arms_2;
static const patch_t* arms_3;
static const patch_t* arms_4;
static const patch_t* arms_5;
// ready-weapon widget
static st_number_t w_ready;
// in deathmatch only, summary of frags stats
static st_number_t w_frags;
// health widget
static st_percent_t w_health;
// arms background
static st_binicon_t w_armsbg;
// weapon ownership widgets
static st_binicon_t w_arms_0;
static st_binicon_t w_arms_1;
static st_binicon_t w_arms_2;
static st_binicon_t w_arms_3;
static st_binicon_t w_arms_4;
static st_binicon_t w_arms_5;
// face status widget
static st_multicon_t w_faces;
// keycard widgets
static st_multicon_t w_keyboxes_0;
static st_multicon_t w_keyboxes_1;
static st_multicon_t w_keyboxes_2;
// armor widget
static st_percent_t w_armor;
// ammo widgets
static st_number_t w_ammo[4];
// max ammo widgets
static st_number_t w_maxammo[4];
// number of frags so far in deathmatch
static int st_fragscount;
// used to use appopriately pained face
static int st_oldhealth = -1;
// used for evil grin
static boolean oldweaponsowned[NUMWEAPONS];
// count until face changes
static int st_facecount = 0;
// current face index, used by w_faces
static int st_faceindex = 0;
// holds key-type for each key box on bar
static int keyboxes_0;
static int keyboxes_1;
static int keyboxes_2;
// a random number per tick
static int st_randomnumber;
//
extern const char mapnames[45][35];
//
// STATUS BAR CODE
//
void ST_Stop(void);
void ST_refreshBackground(void)
{
if (st_statusbaron)
{
V_DrawPatch(ST_X, 0, BG, sbar);
if (netgame)
{
V_DrawPatch(ST_FX, 0, BG, faceback);
}
V_CopyRect(ST_X, 0, BG, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y, FG);
}
}
void CGD_Cheat()
{
int i;
plyr->cheats ^= CF_GODMODE;
if (plyr->cheats & CF_GODMODE)
{
//if (plyr->mo)plyr->mo->health = 100;
plyr->health = 200;
//plyr->message = STSTR_DQDON;
}
plyr->armorpoints = 200;
plyr->armortype = 2;
for (i=0;i<NUMWEAPONS;i++)
plyr->weaponowned[i] = true;
for (i=0;i<NUMAMMO;i++)
plyr->ammo[i] = plyr->maxammo[i];
for (i=0;i<NUMCARDS;i++)
plyr->cards[i] = true;
plyr->message = STSTR_KFAADDED;
}
void CGD_SwitchClip()
{
plyr->cheats ^= CF_NOCLIP;
if(plyr->cheats & CF_NOCLIP)
{
plyr->message = STSTR_NCON;
}
else
{
plyr->message = STSTR_NCOFF;
}
}
void CGD_FreeMem()
{
static char message[64];
sprintf(message, "Free: ");
for (int i = 0;; i++)
{
int size;
byte *ptr = I_ZoneBase(&size, i);
if (!ptr)
break;
sprintf(message+strlen(message), "%s%d/%dk", (i ? ", " : ""),
Z_FreeMemory(i) >> 10, size >> 10);
}
plyr->message = message;
}
void CGD_CycleFrameskip()
{
CGD_Frameskip = (CGD_Frameskip + 1) % 4;
static char message[16];
sprintf(message, "Frameskip: %d", CGD_Frameskip);
plyr->message = message;
}
void CGD_CycleGamma()
{
extern int usegamma;
usegamma = (usegamma + 1) % 5;
I_SetPalette(NULL);
extern char gammamsg[5][26];
plyr->message = gammamsg[usegamma];
}
void CGD_ProfilerResults()
{
static char message[72];
sprintf(message, "DA:%ums GR:%ums DI:%ums LL:%ums ULL:%ums",
((unsigned int)prof_time(CGD_Perf.DynamicAllocation) + 500) / 1000,
((unsigned int)prof_time(CGD_Perf.GraphicsRendering) + 500) / 1000,
((unsigned int)prof_time(CGD_Perf.DisplayInterface) + 500) / 1000,
((unsigned int)prof_time(CGD_Perf.LumpLoading) + 500) / 1000,
((unsigned int)prof_time(CGD_Perf.UnalignedLumpLoading) + 500) / 1000);
plyr->message = message;
}
// Respond to keyboard input events,
// intercept cheats.
boolean ST_Responder (event_t* ev)
{
// Filter automap on/off.
if (ev->type == ev_keyup && ((ev->data1 & 0xffff0000) == AM_MSGHEADER))
{
switch(ev->data1)
{
case AM_MSGENTERED:
st_gamestate = AutomapState;
st_firsttime = true;
break;
case AM_MSGEXITED:
// fprintf(stderr, "AM exited\n");
st_gamestate = FirstPersonState;
break;
}
}
return false;
}
int ST_calcPainOffset(void)
{
int health;
static int lastcalc;
static int oldhealth = -1;
health = plyr->health > 100 ? 100 : plyr->health;
if (health != oldhealth)
{
lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
oldhealth = health;
}
return lastcalc;
}
//
// This is a not-very-pretty routine which handles
// the face states and their timing.
// the precedence of expressions is:
// dead > evil grin > turned head > straight ahead
//
void ST_updateFaceWidget(void)
{
int i;
angle_t badguyangle;
angle_t diffang;
static int lastattackdown = -1;
static int priority = 0;
boolean doevilgrin;
if (priority < 10)
{
// dead
if (!plyr->health)
{
priority = 9;
st_faceindex = ST_DEADFACE;
st_facecount = 1;
}
}
if (priority < 9)
{
if (plyr->bonuscount)
{
// picking up bonus
doevilgrin = false;
for (i=0;i<NUMWEAPONS;i++)
{
if (oldweaponsowned[i] != plyr->weaponowned[i])
{
doevilgrin = true;
oldweaponsowned[i] = plyr->weaponowned[i];
}
}
if (doevilgrin)
{
// evil grin if just picked up weapon
priority = 8;
st_facecount = ST_EVILGRINCOUNT;
st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET;
}
}
}
if (priority < 8)
{
if (plyr->damagecount && plyr->attacker && plyr->attacker != plyr->mo)
{
// being attacked
priority = 7;
if (st_oldhealth - plyr->health > ST_MUCHPAIN)
{
st_facecount = ST_TURNCOUNT;
st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
}
else
{
badguyangle = R_PointToAngle2(plyr->mo->x,plyr->mo->y,plyr->attacker->x,plyr->attacker->y);
if (badguyangle > plyr->mo->angle)
{
// whether right or left
diffang = badguyangle - plyr->mo->angle;
i = diffang > ANG180;
}
else
{
// whether left or right
diffang = plyr->mo->angle - badguyangle;
i = diffang <= ANG180;
} // confusing, aint it?
st_facecount = ST_TURNCOUNT;
st_faceindex = ST_calcPainOffset();
if (diffang < ANG45)
{
// head-on
st_faceindex += ST_RAMPAGEOFFSET;
}
else if (i)
{
// turn face right
st_faceindex += ST_TURNOFFSET;
}
else
{
// turn face left
st_faceindex += ST_TURNOFFSET+1;
}
}
}
}
if (priority < 7)
{
// getting hurt because of your own damn stupidity
if (plyr->damagecount)
{
if (st_oldhealth - plyr->health > ST_MUCHPAIN)
{
priority = 7;
st_facecount = ST_TURNCOUNT;
st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
}
else
{
priority = 6;
st_facecount = ST_TURNCOUNT;
st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
}
}
}
if (priority < 6)
{
// rapid firing
if (plyr->attackdown)
{
if (lastattackdown==-1)
lastattackdown = ST_RAMPAGEDELAY;
else if (!--lastattackdown)
{
priority = 5;
st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
st_facecount = 1;
lastattackdown = 1;
}
}
else
lastattackdown = -1;
}
if (priority < 5)
{
// invulnerability
if ((plyr->cheats & CF_GODMODE) || plyr->powers[pw_invulnerability])
{
priority = 4;
st_faceindex = ST_GODFACE;
st_facecount = 1;
}
}
// look left or look right if the facecount has timed out
if (!st_facecount)
{
st_faceindex = ST_calcPainOffset() + (st_randomnumber % 3);
st_facecount = ST_STRAIGHTFACECOUNT;
priority = 0;
}
st_facecount--;
}
void ST_updateWidgets(void)
{
static int largeammo = 1994; // means "n/a"
int i;
// must redirect the pointer if the ready weapon has changed.
// if (w_ready.data != plyr->readyweapon)
// {
if (weaponinfo[plyr->readyweapon].ammo == am_noammo)
w_ready.num = &largeammo;
else
w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo];
w_ready.data = plyr->readyweapon;
// update keycard multiple widgets
keyboxes_0 = plyr->cards[0] ? 0 : -1;
if (plyr->cards[3]) keyboxes_0 = 3;
keyboxes_1 = plyr->cards[1] ? 1 : -1;
if (plyr->cards[4]) keyboxes_1 = 4;
keyboxes_2 = plyr->cards[2] ? 2 : -1;
if (plyr->cards[5]) keyboxes_2 = 5;
// refresh everything if this is him coming back to life
ST_updateFaceWidget();
// used by the w_armsbg widget
st_notdeathmatch = 1;//!deathmatch;
// used by w_arms[] widgets
st_armson = st_statusbaron && !deathmatch;
// used by w_frags widget
st_fragson = deathmatch && st_statusbaron;
st_fragscount = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (i != consoleplayer)
st_fragscount += plyr->frags[i];
else
st_fragscount -= plyr->frags[i];
}
// get rid of chat window if up because of message
if (!--st_msgcounter)
st_chat = st_oldchat;
}
void ST_Ticker (void)
{
st_clock++;
st_randomnumber = M_Random();
ST_updateWidgets();
st_oldhealth = plyr->health;
}
static int st_palette = 0;
void ST_doPaletteStuff(void)
{
int palette;
byte* pal;
int cnt;
int bzc;
cnt = plyr->damagecount;
if (plyr->powers[pw_strength])
{
// slowly fade the berzerk out
bzc = 12 - (plyr->powers[pw_strength]>>6);
if (bzc > cnt)
cnt = bzc;
}
if (cnt)
{
palette = (cnt+7)>>3;
if (palette >= NUMREDPALS)
palette = NUMREDPALS-1;
palette += STARTREDPALS;
}
else if (plyr->bonuscount)
{
palette = (plyr->bonuscount+7)>>3;
if (palette >= NUMBONUSPALS)
palette = NUMBONUSPALS-1;
palette += STARTBONUSPALS;
}
else if ( plyr->powers[pw_ironfeet] > 4*32
|| plyr->powers[pw_ironfeet]&8)
palette = RADIATIONPAL;
else
palette = 0;
if (palette != st_palette)
{
st_palette = palette;
pal = (byte *) W_CacheLumpNumConst (lu_palette, PU_CACHE)+palette*768;
I_SetPalette (pal);
}
}
void ST_drawWidgets(boolean refresh)
{
int i;
//used by w_arms[] widgets
st_armson = st_statusbaron && 1;// && !deathmatch;
// used by w_frags widget
//st_fragson = deathmatch && st_statusbaron;
STlib_updateNum(&w_ready, refresh);
for (i=0;i<4;i++)
{
STlib_updateNum(&w_ammo[i], refresh);
STlib_updateNum(&w_maxammo[i], refresh);
}
STlib_updatePercent(&w_health, refresh);
STlib_updatePercent(&w_armor, refresh);
STlib_updateBinIcon(&w_armsbg, refresh);
STlib_updateBinIcon(&w_arms_0, refresh);
STlib_updateBinIcon(&w_arms_1, refresh);
STlib_updateBinIcon(&w_arms_2, refresh);
STlib_updateBinIcon(&w_arms_3, refresh);
STlib_updateBinIcon(&w_arms_4, refresh);
STlib_updateBinIcon(&w_arms_5, refresh);
//I_Error("STlib4...");
STlib_updateMultIcon(&w_faces, refresh);
STlib_updateMultIcon(&w_keyboxes_0, refresh);
STlib_updateMultIcon(&w_keyboxes_1, refresh);
STlib_updateMultIcon(&w_keyboxes_2, refresh);
}
void ST_doRefresh(void)
{
st_firsttime = false;
// draw status bar background to off-screen buff
ST_refreshBackground();
// and refresh all widgets
ST_drawWidgets(true);
}
void ST_diffDraw(void)
{
// update all widgets
ST_drawWidgets(false);
}
void ST_Drawer (boolean fullscreen, boolean refresh)
{
st_statusbaron = (!fullscreen) || automapactive;
st_firsttime = st_firsttime || refresh;
// Do red-/gold-shifts from damage/items
ST_doPaletteStuff();
// If just after ST_Start(), refresh all
if (st_firsttime)
ST_doRefresh();
// Otherwise, update as little as possible
else ST_diffDraw();
}
void ST_loadGraphics(void)
{
int i;
int j;
int facenum;
char namebuf[9];
// Load the numbers, tall and short
for (i=0;i<10;i++)
{
sprintf(namebuf, "STTNUM%d", i);
tallnum[i] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
sprintf(namebuf, "STYSNUM%d", i);
shortnum[i] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
}
// Load percent key.
//Note: why not load STMINUS here, too?
tallpercent = W_CacheLumpNamePatch("STTPRCNT", PU_STATIC);
keys[0] = W_CacheLumpNamePatch("STKEYS0", PU_STATIC);
keys[1] = W_CacheLumpNamePatch("STKEYS1", PU_STATIC);
keys[2] = W_CacheLumpNamePatch("STKEYS2", PU_STATIC);
if(W_CheckNumForName("STKEYS3") >= 0)
keys[3] = W_CacheLumpNamePatch("STKEYS3", PU_STATIC);
if(W_CheckNumForName("STKEYS4") >= 0)
keys[4] = W_CacheLumpNamePatch("STKEYS4", PU_STATIC);
if(W_CheckNumForName("STKEYS5") >= 0)
keys[5] = W_CacheLumpNamePatch("STKEYS5", PU_STATIC);
// arms background
armsbg = W_CacheLumpNamePatch("STARMS", PU_STATIC);
// Arms ownership widgets
arms_0 = shortnum[2];
arms_1 = shortnum[3];
arms_2 = shortnum[4];
arms_3 = shortnum[5];
arms_4 = shortnum[6];
arms_5 = shortnum[7];
// face backgrounds for different color players
sprintf(namebuf, "STFB%d", consoleplayer);
if (netgame)
{
faceback = W_CacheLumpNamePatch(namebuf, PU_STATIC);
}
// status bar background bits
sbar = (const patch_t *) W_CacheLumpNameConst("STBAR", PU_STATIC);
// face states
facenum = 0;
for (i=0;i<ST_NUMPAINFACES;i++)
{
for (j=0;j<ST_NUMSTRAIGHTFACES;j++)
{
sprintf(namebuf, "STFST%d%d", i, j);
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
}
sprintf(namebuf, "STFTR%d0", i); // turn right
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
sprintf(namebuf, "STFTL%d0", i); // turn left
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
sprintf(namebuf, "STFOUCH%d", i); // ouch!
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
sprintf(namebuf, "STFEVL%d", i); // evil grin ;)
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
sprintf(namebuf, "STFKILL%d", i); // pissed off
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
}
faces[facenum++] = W_CacheLumpNamePatch("STFGOD0", PU_STATIC);
faces[facenum++] = W_CacheLumpNamePatch("STFDEAD0", PU_STATIC);
}
void ST_loadData(void)
{
lu_palette = W_GetNumForName ("PLAYPAL");
ST_loadGraphics();
}
void ST_unloadGraphics(void)
{
int i;
// unload the numbers, tall and short
for (i=0;i<10;i++)
{
Z_ChangeTag(tallnum[i], PU_CACHE);
Z_ChangeTag(shortnum[i], PU_CACHE);
}
// unload tall percent
Z_ChangeTag(tallpercent, PU_CACHE);
// unload arms background
Z_ChangeTag(armsbg, PU_CACHE);
// unload the key cards
for (i=0;i<NUMCARDS;i++)
Z_ChangeTag(keys[i], PU_CACHE);
Z_ChangeTag(sbar, PU_CACHE);
if (netgame)
{
Z_ChangeTag(faceback, PU_CACHE);
}
for (i=0;i<ST_NUMFACES;i++)
Z_ChangeTag(faces[i], PU_CACHE);
// Note: nobody ain't seen no unloading
// of stminus yet. Dude.
}
void ST_unloadData(void)
{
ST_unloadGraphics();
}
void ST_initData(void)
{
int i;
st_firsttime = true;
plyr = &players[consoleplayer];
st_clock = 0;
st_chatstate = StartChatState;
st_gamestate = FirstPersonState;
st_statusbaron = true;
st_oldchat = st_chat = false;
st_cursoron = false;
st_faceindex = 0;
st_palette = -1;
st_oldhealth = -1;
for (i=0;i<NUMWEAPONS;i++)
oldweaponsowned[i] = plyr->weaponowned[i];
//for (i=0;i<3;i++)
//keyboxes[i] = -1;
keyboxes_0 = -1;
keyboxes_1 = -1;
keyboxes_2 = -1;
STlib_init();
}
void ST_createWidgets(void)
{
// ready weapon ammo
STlib_initNum(&w_ready,ST_AMMOX,ST_AMMOY,tallnum,&plyr->ammo[weaponinfo[plyr->readyweapon].ammo],&st_statusbaron,ST_AMMOWIDTH );
// the last weapon type
w_ready.data = plyr->readyweapon;
// health percentage
STlib_initPercent(&w_health,ST_HEALTHX,ST_HEALTHY,tallnum,&plyr->health,&st_statusbaron,tallpercent);
// arms background
STlib_initBinIcon(&w_armsbg,ST_ARMSBGX,ST_ARMSBGY,armsbg,&st_notdeathmatch,&st_statusbaron);
// weapons owned
STlib_initBinIcon(&w_arms_0,ST_ARMSX+(0*ST_ARMSXSPACE),ST_ARMSY+(0*ST_ARMSYSPACE),arms_0, &plyr->weaponowned[1],&st_armson);
STlib_initBinIcon(&w_arms_1,ST_ARMSX+(1*ST_ARMSXSPACE),ST_ARMSY+(0*ST_ARMSYSPACE),arms_1, &plyr->weaponowned[2],&st_armson);
STlib_initBinIcon(&w_arms_2,ST_ARMSX+(2*ST_ARMSXSPACE),ST_ARMSY+(0*ST_ARMSYSPACE),arms_2, &plyr->weaponowned[3],&st_armson);
STlib_initBinIcon(&w_arms_3,ST_ARMSX+(0*ST_ARMSXSPACE),ST_ARMSY+(1*ST_ARMSYSPACE),arms_3, &plyr->weaponowned[4],&st_armson);
STlib_initBinIcon(&w_arms_4,ST_ARMSX+(1*ST_ARMSXSPACE),ST_ARMSY+(1*ST_ARMSYSPACE),arms_4, &plyr->weaponowned[5],&st_armson);
STlib_initBinIcon(&w_arms_5,ST_ARMSX+(2*ST_ARMSXSPACE),ST_ARMSY+(1*ST_ARMSYSPACE),arms_5, &plyr->weaponowned[6],&st_armson);
// frags sum
STlib_initNum(&w_frags,ST_FRAGSX,ST_FRAGSY,tallnum,&st_fragscount,&st_fragson,ST_FRAGSWIDTH);
// faces
STlib_initMultIcon(&w_faces,ST_FACESX,ST_FACESY,faces,&st_faceindex,&st_statusbaron);
// armor percentage - should be colored later
STlib_initPercent(&w_armor,ST_ARMORX,ST_ARMORY,tallnum,&plyr->armorpoints,&st_statusbaron, tallpercent);
// keyboxes 0-2
STlib_initMultIcon(&w_keyboxes_0,ST_KEY0X,ST_KEY0Y,keys,&keyboxes_0,&st_statusbaron);
STlib_initMultIcon(&w_keyboxes_1,ST_KEY1X,ST_KEY1Y,keys,&keyboxes_1,&st_statusbaron);
STlib_initMultIcon(&w_keyboxes_2,ST_KEY2X,ST_KEY2Y,keys,&keyboxes_2,&st_statusbaron);
// ammo count (all four kinds)
STlib_initNum(&w_ammo[0],ST_AMMO0X,ST_AMMO0Y,shortnum,&plyr->ammo[0],&st_statusbaron,ST_AMMO0WIDTH);
STlib_initNum(&w_ammo[1],ST_AMMO1X,ST_AMMO1Y,shortnum,&plyr->ammo[1],&st_statusbaron,ST_AMMO1WIDTH);
STlib_initNum(&w_ammo[2],ST_AMMO2X,ST_AMMO2Y,shortnum,&plyr->ammo[2],&st_statusbaron,ST_AMMO2WIDTH);
STlib_initNum(&w_ammo[3],ST_AMMO3X,ST_AMMO3Y,shortnum,&plyr->ammo[3],&st_statusbaron,ST_AMMO3WIDTH);
// max ammo count (all four kinds)
STlib_initNum(&w_maxammo[0],ST_MAXAMMO0X,ST_MAXAMMO0Y,shortnum,&plyr->maxammo[0],&st_statusbaron,ST_MAXAMMO0WIDTH);
STlib_initNum(&w_maxammo[1],ST_MAXAMMO1X,ST_MAXAMMO1Y,shortnum,&plyr->maxammo[1],&st_statusbaron,ST_MAXAMMO1WIDTH);
STlib_initNum(&w_maxammo[2],ST_MAXAMMO2X,ST_MAXAMMO2Y,shortnum,&plyr->maxammo[2],&st_statusbaron,ST_MAXAMMO2WIDTH);
STlib_initNum(&w_maxammo[3],ST_MAXAMMO3X,ST_MAXAMMO3Y,shortnum,&plyr->maxammo[3],&st_statusbaron,ST_MAXAMMO3WIDTH);
}
static boolean st_stopped = true;
void ST_Start (void)
{
if (!st_stopped)
ST_Stop();
ST_initData();
ST_createWidgets();
st_stopped = false;
}
void ST_Stop (void)
{
if (st_stopped)
return;
st_stopped = true;
}
void ST_Init (void)
{
veryfirsttime = 0;
ST_loadData();
screens[4] = I_ScreenBase(4);
}