1119 lines
24 KiB
C
1119 lines
24 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Status bar code.
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// Does the face/direction indicator animatin.
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// Does palette indicators as well (red pain/berserk, bright pickup)
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//
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//-----------------------------------------------------------------------------
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//static const char
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#include "os.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "z_zone.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "g_game.h"
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#include "st_stuff.h"
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#include "st_lib.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "p_inter.h"
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#include "am_map.h"
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//#include "m_cheat.h"
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//#include "s_sound.h"
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// Needs access to LFB.
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#include "v_video.h"
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// State.
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#include "doomstat.h"
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// Data.
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#include "dstrings.h"
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//#include "sounds.h"
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//
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// STATUS BAR DATA
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//
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// Palette indices.
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// For damage/bonus red-/gold-shifts
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#define STARTREDPALS 1
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#define STARTBONUSPALS 9
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#define NUMREDPALS 8
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#define NUMBONUSPALS 4
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// Radiation suit, green shift.
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#define RADIATIONPAL 13
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// N/256*100% probability
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// that the normal face state will change
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#define ST_FACEPROBABILITY 96
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// For Responder
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#define ST_TOGGLECHAT KEY_ENTER
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// Location of status bar
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#define ST_X 0
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#define ST_X2 104
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#define ST_FX 143
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#define ST_FY 169
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// Should be set to patch width
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// for tall numbers later on
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#define ST_TALLNUMWIDTH (tallnum[0]->width)
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// Number of status faces.
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#define ST_NUMPAINFACES 5
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#define ST_NUMSTRAIGHTFACES 3
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#define ST_NUMTURNFACES 2
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#define ST_NUMSPECIALFACES 3
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#define ST_FACESTRIDE \
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(ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)
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#define ST_NUMEXTRAFACES 2
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#define ST_NUMFACES \
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(ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)
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#define ST_TURNOFFSET (ST_NUMSTRAIGHTFACES)
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#define ST_OUCHOFFSET (ST_TURNOFFSET + ST_NUMTURNFACES)
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#define ST_EVILGRINOFFSET (ST_OUCHOFFSET + 1)
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#define ST_RAMPAGEOFFSET (ST_EVILGRINOFFSET + 1)
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#define ST_GODFACE (ST_NUMPAINFACES*ST_FACESTRIDE)
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#define ST_DEADFACE (ST_GODFACE+1)
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#define ST_FACESX 143
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#define ST_FACESY 168
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#define ST_EVILGRINCOUNT (2*TICRATE)
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#define ST_STRAIGHTFACECOUNT (TICRATE/2)
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#define ST_TURNCOUNT (1*TICRATE)
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#define ST_OUCHCOUNT (1*TICRATE)
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#define ST_RAMPAGEDELAY (2*TICRATE)
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#define ST_MUCHPAIN 20
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// Location and size of statistics,
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// justified according to widget type.
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// Problem is, within which space? STbar? Screen?
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// Note: this could be read in by a lump.
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// Problem is, is the stuff rendered
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// into a buffer,
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// or into the frame buffer?
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// AMMO number pos.
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#define ST_AMMOWIDTH 3
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#define ST_AMMOX 44
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#define ST_AMMOY 171
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// HEALTH number pos.
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#define ST_HEALTHWIDTH 3
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#define ST_HEALTHX 90
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#define ST_HEALTHY 171
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// Weapon pos.
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#define ST_ARMSX 111
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#define ST_ARMSY 172
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#define ST_ARMSBGX 104
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#define ST_ARMSBGY 168
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#define ST_ARMSXSPACE 12
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#define ST_ARMSYSPACE 10
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// Frags pos.
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#define ST_FRAGSX 138
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#define ST_FRAGSY 171
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#define ST_FRAGSWIDTH 2
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// ARMOR number pos.
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#define ST_ARMORWIDTH 3
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#define ST_ARMORX 221
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#define ST_ARMORY 171
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// Key icon positions.
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#define ST_KEY0WIDTH 8
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#define ST_KEY0HEIGHT 5
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#define ST_KEY0X 239
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#define ST_KEY0Y 171
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#define ST_KEY1WIDTH ST_KEY0WIDTH
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#define ST_KEY1X 239
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#define ST_KEY1Y 181
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#define ST_KEY2WIDTH ST_KEY0WIDTH
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#define ST_KEY2X 239
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#define ST_KEY2Y 191
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// Ammunition counter.
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#define ST_AMMO0WIDTH 3
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#define ST_AMMO0HEIGHT 6
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#define ST_AMMO0X 288
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#define ST_AMMO0Y 173
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#define ST_AMMO1WIDTH ST_AMMO0WIDTH
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#define ST_AMMO1X 288
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#define ST_AMMO1Y 179
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#define ST_AMMO2WIDTH ST_AMMO0WIDTH
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#define ST_AMMO2X 288
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#define ST_AMMO2Y 191
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#define ST_AMMO3WIDTH ST_AMMO0WIDTH
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#define ST_AMMO3X 288
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#define ST_AMMO3Y 185
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// Indicate maximum ammunition.
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// Only needed because backpack exists.
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#define ST_MAXAMMO0WIDTH 3
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#define ST_MAXAMMO0HEIGHT 5
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#define ST_MAXAMMO0X 314
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#define ST_MAXAMMO0Y 173
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#define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH
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#define ST_MAXAMMO1X 314
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#define ST_MAXAMMO1Y 179
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#define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH
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#define ST_MAXAMMO2X 314
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#define ST_MAXAMMO2Y 191
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#define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH
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#define ST_MAXAMMO3X 314
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#define ST_MAXAMMO3Y 185
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// pistol
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#define ST_WEAPON0X 110
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#define ST_WEAPON0Y 172
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// shotgun
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#define ST_WEAPON1X 122
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#define ST_WEAPON1Y 172
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// chain gun
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#define ST_WEAPON2X 134
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#define ST_WEAPON2Y 172
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// missile launcher
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#define ST_WEAPON3X 110
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#define ST_WEAPON3Y 181
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// plasma gun
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#define ST_WEAPON4X 122
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#define ST_WEAPON4Y 181
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// bfg
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#define ST_WEAPON5X 134
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#define ST_WEAPON5Y 181
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// WPNS title
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#define ST_WPNSX 109
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#define ST_WPNSY 191
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// DETH title
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#define ST_DETHX 109
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#define ST_DETHY 191
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//Incoming messages window location
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//UNUSED
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// #define ST_MSGTEXTX (viewwindowx)
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// #define ST_MSGTEXTY (viewwindowy+viewheight-18)
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#define ST_MSGTEXTX 0
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#define ST_MSGTEXTY 0
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// Dimensions given in characters.
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#define ST_MSGWIDTH 52
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// Or shall I say, in lines?
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#define ST_MSGHEIGHT 1
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#define ST_OUTTEXTX 0
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#define ST_OUTTEXTY 6
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// Width, in characters again.
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#define ST_OUTWIDTH 52
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// Height, in lines.
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#define ST_OUTHEIGHT 1
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#define ST_MAPWIDTH (CGDstrlen(mapnames[(gameepisode-1)*9+(gamemap-1)]))
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#define ST_MAPTITLEX (SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH)
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#define ST_MAPTITLEY 0
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#define ST_MAPHEIGHT 1
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// main player in game
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static player_t* plyr;
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// ST_Start() has just been called
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static boolean st_firsttime;
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// used to execute ST_Init() only once
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static int veryfirsttime = 1;
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// lump number for PLAYPAL
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static int lu_palette;
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// used for timing
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static unsigned int st_clock;
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// used for making messages go away
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static int st_msgcounter=0;
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// used when in chat
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static st_chatstateenum_t st_chatstate;
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// whether in automap or first-person
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static st_stateenum_t st_gamestate;
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// whether left-side main status bar is active
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static boolean st_statusbaron;
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// whether status bar chat is active
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static boolean st_chat;
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// value of st_chat before message popped up
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static boolean st_oldchat;
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// whether chat window has the cursor on
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static boolean st_cursoron;
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// !deathmatch
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static boolean st_notdeathmatch;
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// !deathmatch && st_statusbaron
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static boolean st_armson;
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// !deathmatch
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static boolean st_fragson;
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// main bar left
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static const patch_t* sbar;
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// 0-9, tall numbers
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static const patch_t* tallnum[10];
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// tall % sign
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static const patch_t* tallpercent;
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// 0-9, short, yellow (,different!) numbers
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static const patch_t* shortnum[10];
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// 3 key-cards, 3 skulls
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static const patch_t* keys[3];
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// face status patches
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static const patch_t* faces[ST_NUMFACES];
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// face background
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static const patch_t* faceback;
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// main bar right
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static const patch_t* armsbg;
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// weapon ownership patches
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static const patch_t* arms_0;
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static const patch_t* arms_1;
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static const patch_t* arms_2;
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static const patch_t* arms_3;
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static const patch_t* arms_4;
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static const patch_t* arms_5;
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// ready-weapon widget
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static st_number_t w_ready;
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// in deathmatch only, summary of frags stats
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static st_number_t w_frags;
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// health widget
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static st_percent_t w_health;
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// arms background
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static st_binicon_t w_armsbg;
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// weapon ownership widgets
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static st_binicon_t w_arms_0;
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static st_binicon_t w_arms_1;
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static st_binicon_t w_arms_2;
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static st_binicon_t w_arms_3;
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static st_binicon_t w_arms_4;
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static st_binicon_t w_arms_5;
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// face status widget
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static st_multicon_t w_faces;
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// keycard widgets
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static st_multicon_t w_keyboxes_0;
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static st_multicon_t w_keyboxes_1;
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static st_multicon_t w_keyboxes_2;
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// armor widget
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static st_percent_t w_armor;
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// ammo widgets
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static st_number_t w_ammo[4];
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// max ammo widgets
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static st_number_t w_maxammo[4];
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// number of frags so far in deathmatch
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static int st_fragscount;
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// used to use appopriately pained face
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static int st_oldhealth = -1;
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// used for evil grin
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static boolean oldweaponsowned[NUMWEAPONS];
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// count until face changes
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static int st_facecount = 0;
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// current face index, used by w_faces
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static int st_faceindex = 0;
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// holds key-type for each key box on bar
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static int keyboxes_0;
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static int keyboxes_1;
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static int keyboxes_2;
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// a random number per tick
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static int st_randomnumber;
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//
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extern const char mapnames[45][35];
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//
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// STATUS BAR CODE
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//
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void ST_Stop(void);
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void ST_refreshBackground(void)
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{
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if (st_statusbaron)
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{
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V_DrawPatch(ST_X, 0, BG, sbar);
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if (netgame)
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{
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V_DrawPatch(ST_FX, 0, BG, faceback);
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}
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V_CopyRect(ST_X, 0, BG, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y, FG);
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}
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}
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void CGCheat()
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{
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int i;
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plyr->cheats ^= CF_GODMODE;
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if (plyr->cheats & CF_GODMODE)
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{
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//if (plyr->mo)plyr->mo->health = 100;
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plyr->health = 200;
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//plyr->message = STSTR_DQDON;
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}
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plyr->armorpoints = 200;
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plyr->armortype = 2;
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for (i=0;i<NUMWEAPONS;i++)
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plyr->weaponowned[i] = true;
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for (i=0;i<NUMAMMO;i++)
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plyr->ammo[i] = plyr->maxammo[i];
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for (i=0;i<NUMCARDS;i++)
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plyr->cards[i] = true;
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plyr->message = STSTR_KFAADDED;
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}
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void CGSwitchClip()
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{
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plyr->cheats ^= CF_NOCLIP;
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if(plyr->cheats & CF_NOCLIP)
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{
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plyr->message = STSTR_NCON;
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}
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else
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{
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plyr->message = STSTR_NCOFF;
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}
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}
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void CGFreeMem()
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{
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static char cRAMBuff[16];
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int iFree = Z_FreeMemory();
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CGDAppendNum0_999("Free:",iFree,0,cRAMBuff);
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plyr->message = cRAMBuff;
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}
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int giRefreshMask = 1;
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void CGRefreshSwitch()
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{
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giRefreshMask ^= 2;
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if(giRefreshMask & 2)
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{
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plyr->message = "Fast";
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}
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else
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{
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plyr->message = "Smooth";
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}
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}
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void CGCycleGamma()
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{
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extern int usegamma;
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usegamma = (usegamma + 1) % 5;
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I_SetPalette(usegamma);
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static char message[32];
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sprintf(message, GAMMALV, usegamma);
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plyr->message = message;
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}
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// Respond to keyboard input events,
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// intercept cheats.
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boolean ST_Responder (event_t* ev)
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{
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// Filter automap on/off.
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if (ev->type == ev_keyup && ((ev->data1 & 0xffff0000) == AM_MSGHEADER))
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{
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switch(ev->data1)
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{
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case AM_MSGENTERED:
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st_gamestate = AutomapState;
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st_firsttime = true;
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break;
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case AM_MSGEXITED:
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// fprintf(stderr, "AM exited\n");
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st_gamestate = FirstPersonState;
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break;
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}
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}
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return false;
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}
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int ST_calcPainOffset(void)
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{
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int health;
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static int lastcalc;
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static int oldhealth = -1;
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health = plyr->health > 100 ? 100 : plyr->health;
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if (health != oldhealth)
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{
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lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
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oldhealth = health;
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}
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return lastcalc;
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}
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//
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// This is a not-very-pretty routine which handles
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// the face states and their timing.
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// the precedence of expressions is:
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// dead > evil grin > turned head > straight ahead
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//
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void ST_updateFaceWidget(void)
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{
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int i;
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angle_t badguyangle;
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angle_t diffang;
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static int lastattackdown = -1;
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static int priority = 0;
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boolean doevilgrin;
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if (priority < 10)
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{
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// dead
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if (!plyr->health)
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{
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priority = 9;
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st_faceindex = ST_DEADFACE;
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st_facecount = 1;
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}
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}
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if (priority < 9)
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{
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if (plyr->bonuscount)
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{
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// picking up bonus
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doevilgrin = false;
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for (i=0;i<NUMWEAPONS;i++)
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{
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if (oldweaponsowned[i] != plyr->weaponowned[i])
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{
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doevilgrin = true;
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oldweaponsowned[i] = plyr->weaponowned[i];
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}
|
|
}
|
|
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; //would crash
|
|
keyboxes_1 = plyr->cards[1] ? 1 : -1;
|
|
//if (plyr->cards[4]) keyboxes_1 = 4; //would crash
|
|
keyboxes_2 = plyr->cards[2] ? 2 : -1;
|
|
//if (plyr->cards[5]) keyboxes_2 = 5; //would crash
|
|
|
|
// 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;
|
|
|
|
#define ST_doPaletteStuff()
|
|
|
|
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);
|
|
CGDAppendNum09("STTNUM",i,namebuf);
|
|
tallnum[i] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
|
|
|
|
//sprintf(namebuf, "STYSNUM%d", i);
|
|
CGDAppendNum09("STYSNUM",i,namebuf);
|
|
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);
|
|
|
|
|
|
// 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);
|
|
CGDAppendNum09("STFB",consoleplayer,namebuf);
|
|
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);
|
|
//CGD: use big, really big hammer
|
|
CGDAppendNum0_999("STFST",i*10+j,2,namebuf);
|
|
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
|
|
}
|
|
//CGD: now the previous, smaller one
|
|
//sprintf(namebuf, "STFTR%d0", i); // turn right
|
|
CGDAppendNum0_999("STFTR",i*10,2,namebuf);
|
|
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
|
|
//sprintf(namebuf, "STFTL%d0", i); // turn left
|
|
CGDAppendNum0_999("STFTL",i*10,2,namebuf);
|
|
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
|
|
//sprintf(namebuf, "STFOUCH%d", i); // ouch!
|
|
CGDAppendNum09("STFOUCH",i,namebuf);
|
|
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
|
|
//sprintf(namebuf, "STFEVL%d", i); // evil grin ;)
|
|
CGDAppendNum09("STFEVL",i,namebuf);
|
|
faces[facenum++] = W_CacheLumpNamePatch(namebuf, PU_STATIC);
|
|
//sprintf(namebuf, "STFKILL%d", i); // pissed off
|
|
CGDAppendNum09("STFKILL",i,namebuf);
|
|
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_1,&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] = CGDOOM_SCREENS_4;
|
|
}
|