ref: a599e667ad1e92b0f47cc4acec749bb3e35f94c1
dir: /src/doom/st_stuff.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // DESCRIPTION: // Status bar code. // Does the face/direction indicator animatin. // Does palette indicators as well (red pain/berserk, bright pickup) // #include <stdio.h> #include "i_system.h" #include "i_video.h" #include "z_zone.h" #include "m_misc.h" #include "m_random.h" #include "w_wad.h" #include "deh_main.h" #include "deh_misc.h" #include "doomdef.h" #include "doomkeys.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_MAPTITLEX \ (SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH) #define ST_MAPTITLEY 0 #define ST_MAPHEIGHT 1 // graphics are drawn to a backing screen and blitted to the real screen pixel_t *st_backing_screen; // main player in game static player_t* plyr; // ST_Start() has just been called static boolean st_firsttime; // 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; cheatseq_t cheat_mus = CHEAT("idmus", 2); cheatseq_t cheat_god = CHEAT("iddqd", 0); cheatseq_t cheat_ammo = CHEAT("idkfa", 0); cheatseq_t cheat_ammonokey = CHEAT("idfa", 0); cheatseq_t cheat_noclip = CHEAT("idspispopd", 0); cheatseq_t cheat_commercial_noclip = CHEAT("idclip", 0); cheatseq_t cheat_powerup[7] = { CHEAT("idbeholdv", 0), CHEAT("idbeholds", 0), CHEAT("idbeholdi", 0), CHEAT("idbeholdr", 0), CHEAT("idbeholda", 0), CHEAT("idbeholdl", 0), CHEAT("idbehold", 0), }; cheatseq_t cheat_choppers = CHEAT("idchoppers", 0); cheatseq_t cheat_clev = CHEAT("idclev", 2); cheatseq_t cheat_mypos = CHEAT("idmypos", 0); // // STATUS BAR CODE // void ST_Stop(void); void ST_refreshBackground(void) { if (st_statusbaron) { V_UseBuffer(st_backing_screen); V_DrawPatch(ST_X, 0, sbar); if (netgame) V_DrawPatch(ST_FX, 0, faceback); V_RestoreBuffer(); V_CopyRect(ST_X, 0, st_backing_screen, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y); } } // 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 && gameskill != sk_nightmare) { // 'dqd' cheat for toggleable god mode if (cht_CheckCheat(&cheat_god, ev->data2)) { plyr->cheats ^= CF_GODMODE; if (plyr->cheats & CF_GODMODE) { if (plyr->mo) plyr->mo->health = 100; plyr->health = deh_god_mode_health; plyr->message = DEH_String(STSTR_DQDON); } else plyr->message = DEH_String(STSTR_DQDOFF); } // 'fa' cheat for killer fucking arsenal else if (cht_CheckCheat(&cheat_ammonokey, ev->data2)) { plyr->armorpoints = deh_idfa_armor; plyr->armortype = deh_idfa_armor_class; for (i=0;i<NUMWEAPONS;i++) plyr->weaponowned[i] = true; for (i=0;i<NUMAMMO;i++) plyr->ammo[i] = plyr->maxammo[i]; plyr->message = DEH_String(STSTR_FAADDED); } // 'kfa' cheat for key full ammo else if (cht_CheckCheat(&cheat_ammo, ev->data2)) { plyr->armorpoints = deh_idkfa_armor; plyr->armortype = deh_idkfa_armor_class; 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 = DEH_String(STSTR_KFAADDED); } // 'mus' cheat for changing music else if (cht_CheckCheat(&cheat_mus, ev->data2)) { char buf[3]; int musnum; plyr->message = DEH_String(STSTR_MUS); cht_GetParam(&cheat_mus, buf); // Note: The original v1.9 had a bug that tried to play back // the Doom II music regardless of gamemode. This was fixed // in the Ultimate Doom executable so that it would work for // the Doom 1 music as well. if (gamemode == commercial || gameversion < exe_ultimate) { musnum = mus_runnin + (buf[0]-'0')*10 + buf[1]-'0' - 1; if (((buf[0]-'0')*10 + buf[1]-'0') > 35 && gameversion >= exe_doom_1_8) plyr->message = DEH_String(STSTR_NOMUS); else S_ChangeMusic(musnum, 1); } else { musnum = mus_e1m1 + (buf[0]-'1')*9 + (buf[1]-'1'); if (((buf[0]-'1')*9 + buf[1]-'1') > 31) plyr->message = DEH_String(STSTR_NOMUS); else S_ChangeMusic(musnum, 1); } } else if ( (logical_gamemission == doom && cht_CheckCheat(&cheat_noclip, ev->data2)) || (logical_gamemission != doom && cht_CheckCheat(&cheat_commercial_noclip,ev->data2))) { // Noclip cheat. // For Doom 1, use the idspipsopd cheat; for all others, use // idclip plyr->cheats ^= CF_NOCLIP; if (plyr->cheats & CF_NOCLIP) plyr->message = DEH_String(STSTR_NCON); else plyr->message = DEH_String(STSTR_NCOFF); } // 'behold?' power-up cheats for (i=0;i<6;i++) { if (cht_CheckCheat(&cheat_powerup[i], ev->data2)) { if (!plyr->powers[i]) P_GivePower( plyr, i); else if (i!=pw_strength) plyr->powers[i] = 1; else plyr->powers[i] = 0; plyr->message = DEH_String(STSTR_BEHOLDX); } } // 'behold' power-up menu if (cht_CheckCheat(&cheat_powerup[6], ev->data2)) { plyr->message = DEH_String(STSTR_BEHOLD); } // 'choppers' invulnerability & chainsaw else if (cht_CheckCheat(&cheat_choppers, ev->data2)) { plyr->weaponowned[wp_chainsaw] = true; plyr->powers[pw_invulnerability] = true; plyr->message = DEH_String(STSTR_CHOPPERS); } // 'mypos' for player position else if (cht_CheckCheat(&cheat_mypos, ev->data2)) { static char buf[ST_MSGWIDTH]; M_snprintf(buf, sizeof(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 (!netgame && cht_CheckCheat(&cheat_clev, ev->data2)) { char buf[3]; int epsd; int map; cht_GetParam(&cheat_clev, buf); if (gamemode == commercial) { epsd = 0; map = (buf[0] - '0')*10 + buf[1] - '0'; } else { epsd = buf[0] - '0'; map = buf[1] - '0'; // Chex.exe always warps to episode 1. if (gameversion == exe_chex) { if (epsd > 1) { epsd = 1; } if (map > 5) { map = 5; } } } // Catch invalid maps. if (gamemode != commercial) { if (epsd < 1) { return false; } if (epsd > 4) { return false; } if (epsd == 4 && gameversion < exe_ultimate) { return false; } if (map < 1) { return false; } if (map > 9) { return false; } } else { if (map < 1) { return false; } if (map > 40) { return false; } } // So be it. plyr->message = DEH_String(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 (plyr->health - st_oldhealth > 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 (plyr->health - st_oldhealth > 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; // In Chex Quest, the player never sees red. Instead, the // radiation suit palette is used to tint the screen green, // as though the player is being covered in goo by an // attacking flemoid. if (gameversion == exe_chex && palette >= STARTREDPALS && palette < STARTREDPALS + NUMREDPALS) { palette = RADIATIONPAL; } 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(); } typedef void (*load_callback_t)(const char *lumpname, patch_t **variable); // Iterates through all graphics to be loaded or unloaded, along with // the variable they use, invoking the specified callback function. static void ST_loadUnloadGraphics(load_callback_t callback) { int i; int j; int facenum; char namebuf[9]; // Load the numbers, tall and short for (i=0;i<10;i++) { DEH_snprintf(namebuf, 9, "STTNUM%d", i); callback(namebuf, &tallnum[i]); DEH_snprintf(namebuf, 9, "STYSNUM%d", i); callback(namebuf, &shortnum[i]); } // Load percent key. //Note: why not load STMINUS here, too? callback(DEH_String("STTPRCNT"), &tallpercent); // key cards for (i=0;i<NUMCARDS;i++) { DEH_snprintf(namebuf, 9, "STKEYS%d", i); callback(namebuf, &keys[i]); } // arms background callback(DEH_String("STARMS"), &armsbg); // arms ownership widgets for (i=0; i<6; i++) { DEH_snprintf(namebuf, 9, "STGNUM%d", i+2); // gray # callback(namebuf, &arms[i][0]); // yellow # arms[i][1] = shortnum[i+2]; } // face backgrounds for different color players DEH_snprintf(namebuf, 9, "STFB%d", consoleplayer); callback(namebuf, &faceback); // status bar background bits callback(DEH_String("STBAR"), &sbar); // face states facenum = 0; for (i=0; i<ST_NUMPAINFACES; i++) { for (j=0; j<ST_NUMSTRAIGHTFACES; j++) { DEH_snprintf(namebuf, 9, "STFST%d%d", i, j); callback(namebuf, &faces[facenum]); ++facenum; } DEH_snprintf(namebuf, 9, "STFTR%d0", i); // turn right callback(namebuf, &faces[facenum]); ++facenum; DEH_snprintf(namebuf, 9, "STFTL%d0", i); // turn left callback(namebuf, &faces[facenum]); ++facenum; DEH_snprintf(namebuf, 9, "STFOUCH%d", i); // ouch! callback(namebuf, &faces[facenum]); ++facenum; DEH_snprintf(namebuf, 9, "STFEVL%d", i); // evil grin ;) callback(namebuf, &faces[facenum]); ++facenum; DEH_snprintf(namebuf, 9, "STFKILL%d", i); // pissed off callback(namebuf, &faces[facenum]); ++facenum; } callback(DEH_String("STFGOD0"), &faces[facenum]); ++facenum; callback(DEH_String("STFDEAD0"), &faces[facenum]); ++facenum; } static void ST_loadCallback(const char *lumpname, patch_t **variable) { *variable = W_CacheLumpName(lumpname, PU_STATIC); } void ST_loadGraphics(void) { ST_loadUnloadGraphics(ST_loadCallback); } void ST_loadData(void) { lu_palette = W_GetNumForName (DEH_String("PLAYPAL")); ST_loadGraphics(); } static void ST_unloadCallback(const char *lumpname, patch_t **variable) { W_ReleaseLumpName(lumpname); *variable = NULL; } void ST_unloadGraphics(void) { ST_loadUnloadGraphics(ST_unloadCallback); } 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], &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) { ST_loadData(); st_backing_screen = (pixel_t *) Z_Malloc(ST_WIDTH * ST_HEIGHT * sizeof(*st_backing_screen), PU_STATIC, 0); }