ref: 8761422d31fdceb685b292a780727f3ad1d950db
dir: /src/strife/st_stuff.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 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. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // 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_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 // Location of status bar #define ST_X 0 #define ST_FX 143 // 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. // haleyjd 09/01/10: [STRIFE] Adjusted. #define ST_AMMOWIDTH 3 #define ST_AMMOX 311 #define ST_AMMOY 162 // HEALTH number pos. // haleyjd 09/01/10: [STRIFE] Adjusted. #define ST_HEALTHWIDTH 3 #define ST_HEALTHX 79 #define ST_HEALTHY 162 // 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 // Dimensions given in characters. #define ST_MSGWIDTH 52 // haleyjd 08/31/10: [STRIFE] // * Removed faces. // haleyjd 09/01/10: // * Removed DOOM pre-beta cruft. // * Removed deathmatch frags/arms-related stuff. // * Removed arms panel stuff. // * Removed unused widgets. // * Removed more faces, keyboxes, st_randomnumber // graphics are drawn to a backing screen and blitted to the real screen byte *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; // whether in automap or first-person static st_stateenum_t st_gamestate; // whether left-side main status bar is active static boolean st_statusbaron; // haleyjd 09/01/10: [STRIFE] // Whether or not a popup is currently displayed static boolean st_displaypopup; // haleyjd 09/01/10: [STRIFE] sbar -> invback // main inventory background and other bits static patch_t* invback; // main bar static patch_t* invtop; // top bit static patch_t* invpop; // popup frame with text static patch_t* invpop2; // plain popup frame static patch_t* invpbak; // popup background w/details static patch_t* invpbak2; // plain popup background // haleyjd 09/01/10: [STRIFE] Replaced tallnum, shortnum w/inv fonts // 0-9, green numbers static patch_t* invfontg[10]; // 0-9, yellow numbers static patch_t* invfonty[10]; // 3 key-cards, 3 skulls -- STRIFE-TODO: This is handled differently static patch_t* keys[NUMCARDS]; // ready-weapon widget static st_number_t w_ready; // haleyjd [STRIFE]: This is still used. // haleyjd: [STRIFE] This is still used but was changed to a st_number_t. // health widget static st_number_t w_health; // ammo widgets static st_number_t w_ammo[NUMAMMO]; // haleyjd [STRIFE]: Still used. // max ammo widgets static st_number_t w_maxammo[NUMAMMO]; // haleyjd [STRIFE]: Still used. // number of frags so far in deathmatch static int st_fragscount; 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, invback); // haleyjd 09/01/10: STRIFE-TODO: status bar stuff /* 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); if (gamemode == commercial) { musnum = mus_logo + (buf[0]-'0')*10 + buf[1]-'0' - 1; // villsa [STRIFE] TODO - fix music if (((buf[0]-'0')*10 + buf[1]-'0') > 35) plyr->message = DEH_String(STSTR_NOMUS); else S_ChangeMusic(musnum, 1); } else { musnum = mus_logo + (buf[0]-'1')*9 + (buf[1]-'1'); // villsa [STRIFE] TODO - fix music if (((buf[0]-'1')*9 + buf[1]-'1') > 31) plyr->message = DEH_String(STSTR_NOMUS); else S_ChangeMusic(musnum, 1); } } else if ( (gamemission == doom && cht_CheckCheat(&cheat_noclip, ev->data2)) || (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)) { // villsa [STRIFE] unused //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]; 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 (!netgame && cht_CheckCheat(&cheat_clev, ev->data2)) { 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'; } // haleyjd 09/01/10: Removed Chex Quest stuff. // 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 = DEH_String(STSTR_CLEV); G_DeferedInitNew(gameskill, epsd, map); } } return false; } /* int ST_calcPainOffset(void) { // haleyjd 08/31/10: [STRIFE] Removed. } */ // // 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) { // haleyjd 08/31/10: [STRIFE] Removed. } */ /* void ST_updateWidgets(void) { // haleyjd 09/01/10: [STRIFE] Rogue merged this into ST_Ticker below. } */ // // ST_Ticker // // haleyjd 09/01/10: [STRIFE] // * Removed st_clock and st_randomnumber. // * Merged ST_updateWidgets here. Wasn't inlined, as doesn't exist separately // in the binary as inlined functions normally do. // void ST_Ticker (void) { static int largeammo = 1994; // means "n/a" int i; // must redirect the pointer if the ready weapon has changed. 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; // STRIFE-TODO: Gobbledeegunk. /* v2 = dword_88490-- == 1; // no clue yet... if(v2) dword_DC7F4 = dword_DC7F0; v1 = st_popupdisplaytics; if(st_popupdisplaytics) { --st_popupdisplaytics; if(v1 == 1) { st_displaypopup = false; st_showkeys = false; dword_88484 = -1; // unknown var if(st_dosizedisplay) M_SizeDisplay(); // mondo hack? st_dosizedisplay = false; } } */ // haleyjd 09/01/10: [STRIFE] Keys are handled on a popup // haleyjd 08/31/10: [STRIFE] No face widget // haleyjd 09/01/10: [STRIFE] Armor, weapons, frags, etc. handled elsewhere // haleyjd: This is from the PRE-BETA! Left here because it amuses me ;) // get rid of chat window if up because of message //if (!--st_msgcounter) // st_chat = st_oldchat; } static int st_palette = 0; // // ST_doPaletteStuff // // haleyjd 08/31/10: [STRIFE] // * Changed radsuit palette handling for Strife nukagecount. // * All other logic verified to be unmodified. // 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; } // haleyjd 08/31/10: [STRIFE] Flash green when in nukage, not when has // an environment suit (a breathing sound is played to indicate that // instead). else if ( plyr->nukagecount > 16*TICRATE || (plyr->nukagecount & 8)) palette = RADIATIONPAL; else palette = 0; // haleyjd 08/31/10: Removed Chex Quest 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) { haleyjd 09/01/10: [STRIFE] Removed } */ void ST_doRefresh(void) { st_firsttime = false; // draw status bar background to off-screen buff ST_refreshBackground(); } void ST_diffDraw(void) { // haleyjd: STRIFE-TODO: Needed? } 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(); // haleyjd 09/01/10: STRIFE-TODO: work out statbar details // If just after ST_Start(), refresh all if (st_firsttime) ST_doRefresh(); // Otherwise, update as little as possible else ST_diffDraw(); } // // ST_DrawExternal // // haleyjd 09/01/10: [STRIFE] New function. // * Draws external portions of the status bar such the top bar and popups. // boolean ST_DrawExternal(void) { if (st_statusbaron) { V_DrawPatchDirect(0, 160, invtop); STlib_drawNumPositive(&w_health); STlib_drawNumPositive(&w_ready); } else { // STRIFE-TODO: // ST_drawNumFontY2(15, 194, plyr->health); // v5 = weaponinfo[plyr->readyweapon].ammo; // if (v5 != am_noammo) // ST_drawNumFontY2(310, 194, plyr->ammo[v5]); } if(!st_displaypopup) return false; // STRIFE-TODO: Shitloads more stuff: // * showobjective shit // * keys/frags popup // * weapons/ammo/stats popup // * etc etc etc return true; } typedef void (*load_callback_t)(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]; // haleyjd 09/01/10: [STRIFE] // Load the numbers, green and yellow for (i=0;i<10;i++) { sprintf(namebuf, DEH_String("INVFONG%d"), i); callback(namebuf, &invfontg[i]); sprintf(namebuf, DEH_String("INVFONY%d"), i); callback(namebuf, &invfonty[i]); } // haleyjd 08/31/10: [STRIFE] // * No face - STRIFE-TODO: but there are similar color patches, which appear behind the armor in deathmatch... // 09/01/10: // * Removed all unused DOOM stuff (arms, numbers, %, etc). // haleyjd 09/01/10: [STRIFE]: stbar -> invback, added new patches // status bar background bits callback(DEH_String("INVBACK"), &invback); callback(DEH_String("INVTOP"), &invtop); callback(DEH_String("INVPOP"), &invpop); callback(DEH_String("INVPOP2"), &invpop2); callback(DEH_String("INVPBAK"), &invpbak); callback(DEH_String("INVPBAK2"), &invpbak2); } static void ST_loadCallback(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(char *lumpname, patch_t **variable) { W_ReleaseLumpName(lumpname); *variable = NULL; } void ST_unloadGraphics(void) { ST_loadUnloadGraphics(ST_unloadCallback); } void ST_unloadData(void) { ST_unloadGraphics(); } // // ST_initData // // haleyjd 09/01/10: [STRIFE] // * Removed prebeta cruft, face stuff, keyboxes, and oldwe // void ST_initData(void) { st_firsttime = true; plyr = &players[consoleplayer]; st_gamestate = FirstPersonState; st_statusbaron = true; st_palette = -1; STlib_init(); } void ST_createWidgets(void) { int i; // ready weapon ammo STlib_initNum(&w_ready, ST_AMMOX, ST_AMMOY, invfontg, &plyr->ammo[weaponinfo[plyr->readyweapon].ammo], ST_AMMOWIDTH); // the last weapon type w_ready.data = plyr->readyweapon; // health percentage STlib_initNum(&w_health, ST_HEALTHX, ST_HEALTHY, invfontg, &plyr->health, ST_HEALTHWIDTH); // haleyjd 08/31/10: [STRIFE] // * No face. // 09/01/10: // * No arms, weaponsowned, frags, armor, keyboxes // haleyjd 09/01/10: STRIFE-TODO: Ammo Widgets!!! /* // 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 = (byte *) Z_Malloc(ST_WIDTH * ST_HEIGHT, PU_STATIC, 0); }