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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id: st_stuff.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// 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.
+//
+// $Log$
+// Revision 1.1 2005/07/23 16:20:07 fraggle
+// Initial revision
+//
+//
+// 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 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include <stdio.h>
+
+#include "i_system.h"
+#include "i_video.h"
+#include "z_zone.h"
+#include "m_random.h"
+#include "w_wad.h"
+
+#include "doomdef.h"
+
+#include "g_game.h"
+
+#include "st_stuff.h"
+#include "st_lib.h"
+#include "r_local.h"
+
+#include "p_local.h"
+#include "p_inter.h"
+
+#include "am_map.h"
+#include "m_cheat.h"
+
+#include "s_sound.h"
+
+// Needs access to LFB.
+#include "v_video.h"
+
+// State.
+#include "doomstat.h"
+
+// Data.
+#include "dstrings.h"
+#include "sounds.h"
+
+//
+// STATUS BAR DATA
+//
+
+
+// Palette indices.
+// For damage/bonus red-/gold-shifts
+#define STARTREDPALS 1
+#define STARTBONUSPALS 9
+#define NUMREDPALS 8
+#define NUMBONUSPALS 4
+// Radiation suit, green shift.
+#define RADIATIONPAL 13
+
+// N/256*100% probability
+// that the normal face state will change
+#define ST_FACEPROBABILITY 96
+
+// For Responder
+#define ST_TOGGLECHAT KEY_ENTER
+
+// Location of status bar
+#define ST_X 0
+#define ST_X2 104
+
+#define ST_FX 143
+#define ST_FY 169
+
+// Should be set to patch width
+// for tall numbers later on
+#define ST_TALLNUMWIDTH (tallnum[0]->width)
+
+// Number of status faces.
+#define ST_NUMPAINFACES 5
+#define ST_NUMSTRAIGHTFACES 3
+#define ST_NUMTURNFACES 2
+#define ST_NUMSPECIALFACES 3
+
+#define ST_FACESTRIDE \
+ (ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)
+
+#define ST_NUMEXTRAFACES 2
+
+#define ST_NUMFACES \
+ (ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)
+
+#define ST_TURNOFFSET (ST_NUMSTRAIGHTFACES)
+#define ST_OUCHOFFSET (ST_TURNOFFSET + ST_NUMTURNFACES)
+#define ST_EVILGRINOFFSET (ST_OUCHOFFSET + 1)
+#define ST_RAMPAGEOFFSET (ST_EVILGRINOFFSET + 1)
+#define ST_GODFACE (ST_NUMPAINFACES*ST_FACESTRIDE)
+#define ST_DEADFACE (ST_GODFACE+1)
+
+#define ST_FACESX 143
+#define ST_FACESY 168
+
+#define ST_EVILGRINCOUNT (2*TICRATE)
+#define ST_STRAIGHTFACECOUNT (TICRATE/2)
+#define ST_TURNCOUNT (1*TICRATE)
+#define ST_OUCHCOUNT (1*TICRATE)
+#define ST_RAMPAGEDELAY (2*TICRATE)
+
+#define ST_MUCHPAIN 20
+
+
+// Location and size of statistics,
+// justified according to widget type.
+// Problem is, within which space? STbar? Screen?
+// Note: this could be read in by a lump.
+// Problem is, is the stuff rendered
+// into a buffer,
+// or into the frame buffer?
+
+// AMMO number pos.
+#define ST_AMMOWIDTH 3
+#define ST_AMMOX 44
+#define ST_AMMOY 171
+
+// HEALTH number pos.
+#define ST_HEALTHWIDTH 3
+#define ST_HEALTHX 90
+#define ST_HEALTHY 171
+
+// Weapon pos.
+#define ST_ARMSX 111
+#define ST_ARMSY 172
+#define ST_ARMSBGX 104
+#define ST_ARMSBGY 168
+#define ST_ARMSXSPACE 12
+#define ST_ARMSYSPACE 10
+
+// Frags pos.
+#define ST_FRAGSX 138
+#define ST_FRAGSY 171
+#define ST_FRAGSWIDTH 2
+
+// ARMOR number pos.
+#define ST_ARMORWIDTH 3
+#define ST_ARMORX 221
+#define ST_ARMORY 171
+
+// Key icon positions.
+#define ST_KEY0WIDTH 8
+#define ST_KEY0HEIGHT 5
+#define ST_KEY0X 239
+#define ST_KEY0Y 171
+#define ST_KEY1WIDTH ST_KEY0WIDTH
+#define ST_KEY1X 239
+#define ST_KEY1Y 181
+#define ST_KEY2WIDTH ST_KEY0WIDTH
+#define ST_KEY2X 239
+#define ST_KEY2Y 191
+
+// Ammunition counter.
+#define ST_AMMO0WIDTH 3
+#define ST_AMMO0HEIGHT 6
+#define ST_AMMO0X 288
+#define ST_AMMO0Y 173
+#define ST_AMMO1WIDTH ST_AMMO0WIDTH
+#define ST_AMMO1X 288
+#define ST_AMMO1Y 179
+#define ST_AMMO2WIDTH ST_AMMO0WIDTH
+#define ST_AMMO2X 288
+#define ST_AMMO2Y 191
+#define ST_AMMO3WIDTH ST_AMMO0WIDTH
+#define ST_AMMO3X 288
+#define ST_AMMO3Y 185
+
+// Indicate maximum ammunition.
+// Only needed because backpack exists.
+#define ST_MAXAMMO0WIDTH 3
+#define ST_MAXAMMO0HEIGHT 5
+#define ST_MAXAMMO0X 314
+#define ST_MAXAMMO0Y 173
+#define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH
+#define ST_MAXAMMO1X 314
+#define ST_MAXAMMO1Y 179
+#define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH
+#define ST_MAXAMMO2X 314
+#define ST_MAXAMMO2Y 191
+#define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH
+#define ST_MAXAMMO3X 314
+#define ST_MAXAMMO3Y 185
+
+// pistol
+#define ST_WEAPON0X 110
+#define ST_WEAPON0Y 172
+
+// shotgun
+#define ST_WEAPON1X 122
+#define ST_WEAPON1Y 172
+
+// chain gun
+#define ST_WEAPON2X 134
+#define ST_WEAPON2Y 172
+
+// missile launcher
+#define ST_WEAPON3X 110
+#define ST_WEAPON3Y 181
+
+// plasma gun
+#define ST_WEAPON4X 122
+#define ST_WEAPON4Y 181
+
+ // bfg
+#define ST_WEAPON5X 134
+#define ST_WEAPON5Y 181
+
+// WPNS title
+#define ST_WPNSX 109
+#define ST_WPNSY 191
+
+ // DETH title
+#define ST_DETHX 109
+#define ST_DETHY 191
+
+//Incoming messages window location
+//UNUSED
+// #define ST_MSGTEXTX (viewwindowx)
+// #define ST_MSGTEXTY (viewwindowy+viewheight-18)
+#define ST_MSGTEXTX 0
+#define ST_MSGTEXTY 0
+// Dimensions given in characters.
+#define ST_MSGWIDTH 52
+// Or shall I say, in lines?
+#define ST_MSGHEIGHT 1
+
+#define ST_OUTTEXTX 0
+#define ST_OUTTEXTY 6
+
+// Width, in characters again.
+#define ST_OUTWIDTH 52
+ // Height, in lines.
+#define ST_OUTHEIGHT 1
+
+#define ST_MAPWIDTH \
+ (strlen(mapnames[(gameepisode-1)*9+(gamemap-1)]))
+
+#define ST_MAPTITLEX \
+ (SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH)
+
+#define ST_MAPTITLEY 0
+#define ST_MAPHEIGHT 1
+
+
+// main player in game
+static player_t* plyr;
+
+// ST_Start() has just been called
+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 = mus_runnin + (buf[0]-'0')*10 + buf[1]-'0' - 1;
+
+ if (((buf[0]-'0')*10 + buf[1]-'0') > 35)
+ plyr->message = 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 = STSTR_NOMUS;
+ else
+ S_ChangeMusic(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 = 0;
+ 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 (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;
+
+ 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);
+}