ref: fb96a050f8a9d5f23da3557ba89251ffb73889bf
dir: /sys/src/games/doom/st_stuff.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 rcsid[] = "$Id: st_stuff.c,v 1.6 1997/02/03 22:45:13 b1 Exp $"; #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 static 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 patch_t* sbar; // 0-9, tall numbers static patch_t* tallnum[10]; // tall % sign static patch_t* tallpercent; // 0-9, short, yellow (,different!) numbers static patch_t* shortnum[10]; // 3 key-cards, 3 skulls static patch_t* keys[NUMCARDS]; // face status patches static patch_t* faces[ST_NUMFACES]; // face background static patch_t* faceback; // main bar right static patch_t* armsbg; // weapon ownership patches static patch_t* arms[6][2]; // 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_multicon_t w_arms[6]; // face status widget static st_multicon_t w_faces; // keycard widgets static st_multicon_t w_keyboxes[3]; // 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[3]; // a random number per tick static int st_randomnumber; // Massive bunches of cheat shit // to keep it from being easy to figure them out. // Yeah, right... unsigned char cheat_mus_seq[] = { 0xb2, 0x26, 0xb6, 0xae, 0xea, 1, 0, 0, 0xff }; unsigned char cheat_choppers_seq[] = { 0xb2, 0x26, 0xe2, 0x32, 0xf6, 0x2a, 0x2a, 0xa6, 0x6a, 0xea, 0xff // id... }; unsigned char cheat_god_seq[] = { 0xb2, 0x26, 0x26, 0xaa, 0x26, 0xff // iddqd }; unsigned char cheat_ammo_seq[] = { 0xb2, 0x26, 0xf2, 0x66, 0xa2, 0xff // idkfa }; unsigned char cheat_ammonokey_seq[] = { 0xb2, 0x26, 0x66, 0xa2, 0xff // idfa }; // Smashing Pumpkins Into Samml Piles Of Putried Debris. unsigned char cheat_noclip_seq[] = { 0xb2, 0x26, 0xea, 0x2a, 0xb2, // idspispopd 0xea, 0x2a, 0xf6, 0x2a, 0x26, 0xff }; // unsigned char cheat_commercial_noclip_seq[] = { 0xb2, 0x26, 0xe2, 0x36, 0xb2, 0x2a, 0xff // idclip }; unsigned char cheat_powerup_seq[7][10] = { { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6e, 0xff }, // beholdv { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xea, 0xff }, // beholds { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xb2, 0xff }, // beholdi { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6a, 0xff }, // beholdr { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xa2, 0xff }, // beholda { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x36, 0xff }, // beholdl { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xff } // behold }; unsigned char cheat_clev_seq[] = { 0xb2, 0x26, 0xe2, 0x36, 0xa6, 0x6e, 1, 0, 0, 0xff // idclev }; // my position cheat unsigned char cheat_mypos_seq[] = { 0xb2, 0x26, 0xb6, 0xba, 0x2a, 0xf6, 0xea, 0xff // idmypos }; // Now what? cheatseq_t cheat_mus = { cheat_mus_seq, 0 }; cheatseq_t cheat_god = { cheat_god_seq, 0 }; cheatseq_t cheat_ammo = { cheat_ammo_seq, 0 }; cheatseq_t cheat_ammonokey = { cheat_ammonokey_seq, 0 }; cheatseq_t cheat_noclip = { cheat_noclip_seq, 0 }; cheatseq_t cheat_commercial_noclip = { cheat_commercial_noclip_seq, 0 }; cheatseq_t cheat_powerup[7] = { { cheat_powerup_seq[0], 0 }, { cheat_powerup_seq[1], 0 }, { cheat_powerup_seq[2], 0 }, { cheat_powerup_seq[3], 0 }, { cheat_powerup_seq[4], 0 }, { cheat_powerup_seq[5], 0 }, { cheat_powerup_seq[6], 0 } }; cheatseq_t cheat_choppers = { cheat_choppers_seq, 0 }; cheatseq_t cheat_clev = { cheat_clev_seq, 0 }; cheatseq_t cheat_mypos = { cheat_mypos_seq, 0 }; // extern char* mapnames[]; // // 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); } } // Respond to keyboard input events, // intercept cheats. boolean ST_Responder (event_t* ev) { int i; // 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; } } // if a user keypress... else if (ev->type == ev_keydown) { if (!netgame) { // b. - enabled for more debug fun. // if (gameskill != sk_nightmare) { // 'dqd' cheat for toggleable god mode if (cht_CheckCheat(&cheat_god, ev->data1)) { plyr->cheats ^= CF_GODMODE; if (plyr->cheats & CF_GODMODE) { if (plyr->mo) plyr->mo->health = 100; plyr->health = 100; plyr->message = STSTR_DQDON; } else plyr->message = STSTR_DQDOFF; } // 'fa' cheat for killer fucking arsenal else if (cht_CheckCheat(&cheat_ammonokey, ev->data1)) { 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]; plyr->message = STSTR_FAADDED; } // 'kfa' cheat for key full ammo else if (cht_CheckCheat(&cheat_ammo, ev->data1)) { 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; } // 'mus' cheat for changing music else if (cht_CheckCheat(&cheat_mus, ev->data1)) { char buf[3]; int musnum; plyr->message = STSTR_MUS; cht_GetParam(&cheat_mus, buf); if (gamemode == commercial) { musnum = (buf[0]-'0')*10 + buf[1]-'0' - 1; if (musnum < 0 || musnum > 34) plyr->message = STSTR_NOMUS; else S_ChangeMusic(mus_runnin + musnum, 1); } else { musnum = (buf[0]-'1')*9 + buf[1]-'1'; if (musnum < 0 || musnum > 31) plyr->message = STSTR_NOMUS; else S_ChangeMusic(mus_e1m1 + musnum, 1); } } // Simplified, accepting both "noclip" and "idspispopd". // no clipping mode cheat else if ( cht_CheckCheat(&cheat_noclip, ev->data1) || cht_CheckCheat(&cheat_commercial_noclip,ev->data1) ) { plyr->cheats ^= CF_NOCLIP; if (plyr->cheats & CF_NOCLIP) plyr->message = STSTR_NCON; else plyr->message = STSTR_NCOFF; } // 'behold?' power-up cheats for (i=0;i<6;i++) { if (cht_CheckCheat(&cheat_powerup[i], ev->data1)) { if (!plyr->powers[i]) P_GivePower( plyr, i); else if (i!=pw_strength) plyr->powers[i] = 1; else plyr->powers[i] = 0; plyr->message = STSTR_BEHOLDX; } } // 'behold' power-up menu if (cht_CheckCheat(&cheat_powerup[6], ev->data1)) { plyr->message = STSTR_BEHOLD; } // 'choppers' invulnerability & chainsaw else if (cht_CheckCheat(&cheat_choppers, ev->data1)) { plyr->weaponowned[wp_chainsaw] = true; plyr->powers[pw_invulnerability] = true; plyr->message = STSTR_CHOPPERS; } // 'mypos' for player position else if (cht_CheckCheat(&cheat_mypos, ev->data1)) { static char buf[ST_MSGWIDTH]; sprintf(buf, "ang=0x%x;x,y=(0x%x,0x%x)", players[consoleplayer].mo->angle, players[consoleplayer].mo->x, players[consoleplayer].mo->y); plyr->message = buf; } } // 'clev' change-level cheat if (cht_CheckCheat(&cheat_clev, ev->data1)) { char buf[3]; int epsd; int map; cht_GetParam(&cheat_clev, buf); if (gamemode == commercial) { epsd = 1; map = (buf[0] - '0')*10 + buf[1] - '0'; } else { epsd = buf[0] - '0'; map = buf[1] - '0'; } // Catch invalid maps. if (epsd < 1) return false; if (map < 1) return false; // Ohmygod - this is not going to work. if ((gamemode == retail) && ((epsd > 4) || (map > 9))) return false; if ((gamemode == registered) && ((epsd > 3) || (map > 9))) return false; if ((gamemode == shareware) && ((epsd > 1) || (map > 9))) return false; if ((gamemode == commercial) && (( epsd > 1) || (map > 34))) return false; // So be it. plyr->message = STSTR_CLEV; G_DeferedInitNew(gameskill, epsd, map); } } 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]; //{ // static int tic=0; // static int dir=-1; // if (!(tic&15)) // plyr->ammo[weaponinfo[plyr->readyweapon].ammo]+=dir; // if (plyr->ammo[weaponinfo[plyr->readyweapon].ammo] == -100) // dir = 1; // tic++; // } w_ready.data = plyr->readyweapon; // if (*w_ready.on) // STlib_updateNum(&w_ready, true); // refresh weapon change // } // update keycard multiple widgets for (i=0;i<3;i++) { keyboxes[i] = plyr->cards[i] ? i : -1; if (plyr->cards[i+3]) keyboxes[i] = i+3; } // refresh everything if this is him coming back to life ST_updateFaceWidget(); // used by the w_armsbg widget st_notdeathmatch = !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_CacheLumpNum (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 && !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); for (i=0;i<6;i++) STlib_updateMultIcon(&w_arms[i], refresh); STlib_updateMultIcon(&w_faces, refresh); for (i=0;i<3;i++) STlib_updateMultIcon(&w_keyboxes[i], refresh); STlib_updateNum(&w_frags, 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] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC); sprintf(namebuf, "STYSNUM%d", i); shortnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC); } // Load percent key. //Note: why not load STMINUS here, too? tallpercent = (patch_t *) W_CacheLumpName("STTPRCNT", PU_STATIC); // key cards for (i=0;i<NUMCARDS;i++) { sprintf(namebuf, "STKEYS%d", i); keys[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC); } // arms background armsbg = (patch_t *) W_CacheLumpName("STARMS", PU_STATIC); // arms ownership widgets for (i=0;i<6;i++) { sprintf(namebuf, "STGNUM%d", i+2); // gray # arms[i][0] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC); // yellow # arms[i][1] = shortnum[i+2]; } // face backgrounds for different color players sprintf(namebuf, "STFB%d", consoleplayer); faceback = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC); // status bar background bits sbar = (patch_t *) W_CacheLumpName("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_CacheLumpName(namebuf, PU_STATIC); } sprintf(namebuf, "STFTR%d0", i); // turn right faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); sprintf(namebuf, "STFTL%d0", i); // turn left faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); sprintf(namebuf, "STFOUCH%d", i); // ouch! faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); sprintf(namebuf, "STFEVL%d", i); // evil grin ;) faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); sprintf(namebuf, "STFKILL%d", i); // pissed off faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); } faces[facenum++] = W_CacheLumpName("STFGOD0", PU_STATIC); faces[facenum ] = W_CacheLumpName("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 gray #'s for (i=0;i<6;i++) Z_ChangeTag(arms[i][0], PU_CACHE); // unload the key cards for (i=0;i<NUMCARDS;i++) Z_ChangeTag(keys[i], PU_CACHE); Z_ChangeTag(sbar, PU_CACHE); 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; STlib_init(); } void ST_createWidgets(void) { int i; // 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 for(i=0;i<6;i++) { STlib_initMultIcon(&w_arms[i], ST_ARMSX+(i%3)*ST_ARMSXSPACE, ST_ARMSY+(i/3)*ST_ARMSYSPACE, arms[i], (int *) &plyr->weaponowned[i+1], &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; I_SetPalette (W_CacheLumpNum (lu_palette, PU_CACHE)); st_stopped = true; } void ST_Init (void) { veryfirsttime = 0; ST_loadData(); screens[4] = (byte *) Z_Malloc(ST_WIDTH*ST_HEIGHT, PU_STATIC, 0); }