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-rw-r--r--src/strife/st_stuff.c1412
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diff --git a/src/strife/st_stuff.c b/src/strife/st_stuff.c
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--- a/src/strife/st_stuff.c
+++ /dev/null
@@ -1,1412 +0,0 @@
-// 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
-
-// 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
-
-// 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;
-
-// 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);
-
-
-//
-extern char* mapnames[];
-
-
-//
-// 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);
-
- 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 = 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 ( (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))
- {
- 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';
- }
-
- // Chex.exe always warps to episode 1.
-
- if (gameversion == exe_chex)
- {
- epsd = 1;
- }
-
- // 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)
-{
- 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();
-
-}
-
-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];
-
- // Load the numbers, tall and short
- for (i=0;i<10;i++)
- {
- sprintf(namebuf, DEH_String("STTNUM%d"), i);
- callback(namebuf, &tallnum[i]);
-
- sprintf(namebuf, DEH_String("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++)
- {
- sprintf(namebuf, DEH_String("STKEYS%d"), i);
- callback(namebuf, &keys[i]);
- }
-
- // arms background
- callback(DEH_String("STARMS"), &armsbg);
-
- // arms ownership widgets
- for (i=0; i<6; i++)
- {
- sprintf(namebuf, DEH_String("STGNUM%d"), i+2);
-
- // gray #
- callback(namebuf, &arms[i][0]);
-
- // yellow #
- arms[i][1] = shortnum[i+2];
- }
-
- // face backgrounds for different color players
- sprintf(namebuf, DEH_String("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++)
- {
- sprintf(namebuf, DEH_String("STFST%d%d"), i, j);
- callback(namebuf, &faces[facenum]);
- ++facenum;
- }
- sprintf(namebuf, DEH_String("STFTR%d0"), i); // turn right
- callback(namebuf, &faces[facenum]);
- ++facenum;
- sprintf(namebuf, DEH_String("STFTL%d0"), i); // turn left
- callback(namebuf, &faces[facenum]);
- ++facenum;
- sprintf(namebuf, DEH_String("STFOUCH%d"), i); // ouch!
- callback(namebuf, &faces[facenum]);
- ++facenum;
- sprintf(namebuf, DEH_String("STFEVL%d"), i); // evil grin ;)
- callback(namebuf, &faces[facenum]);
- ++facenum;
- sprintf(namebuf, DEH_String("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(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();
-}
-
-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)
-{
- ST_loadData();
- st_backing_screen = (byte *) Z_Malloc(ST_WIDTH * ST_HEIGHT, PU_STATIC, 0);
-}
-