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|
// 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);
}
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