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authorDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
committerDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
commit47f4a458d636a889e955e68f896708f1276febc0 (patch)
tree99f770c02ef606f0abbdcd332ac39e69830d8007 /apps/plugins/doom/st_stuff.c
parentfff7d6157d56f233cad5c2003475e47a5ff809a7 (diff)
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Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins/doom/st_stuff.c')
-rw-r--r--apps/plugins/doom/st_stuff.c1153
1 files changed, 1153 insertions, 0 deletions
diff --git a/apps/plugins/doom/st_stuff.c b/apps/plugins/doom/st_stuff.c
new file mode 100644
index 0000000..5d9244d
--- /dev/null
+++ b/apps/plugins/doom/st_stuff.c
@@ -0,0 +1,1153 @@
+/* Emacs style mode select -*- C++ -*-
+ *-----------------------------------------------------------------------------
+ *
+ *
+ * PrBoom a Doom port merged with LxDoom and LSDLDoom
+ * based on BOOM, a modified and improved DOOM engine
+ * Copyright (C) 1999 by
+ * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
+ * Copyright (C) 1999-2000 by
+ * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
+ *
+ * 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 "doomdef.h"
+#include "doomstat.h"
+#include "m_random.h"
+#include "i_video.h"
+#include "w_wad.h"
+#include "st_stuff.h"
+#include "st_lib.h"
+#include "r_main.h"
+#include "am_map.h"
+#include "m_cheat.h"
+#include "s_sound.h"
+#include "sounds.h"
+#include "dstrings.h"
+#include "r_draw.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_X2 104
+
+// proff 08/18/98: Changed for high-res
+#define ST_FX (ST_X+143)
+#define ST_FY (ST_Y+1)
+//#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)
+
+// proff 08/18/98: Changed for high-res
+#define ST_FACESX (ST_X+143)
+#define ST_FACESY (ST_Y)
+//#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?
+// I dunno, why don't you go and find out!!! killough
+
+// AMMO number pos.
+#define ST_AMMOWIDTH 3
+// proff 08/18/98: Changed for high-res
+#define ST_AMMOX (ST_X+44)
+#define ST_AMMOY (ST_Y+3)
+//#define ST_AMMOX 44
+//#define ST_AMMOY 171
+
+// HEALTH number pos.
+#define ST_HEALTHWIDTH 3
+// proff 08/18/98: Changed for high-res
+#define ST_HEALTHX (ST_X+90)
+#define ST_HEALTHY (ST_Y+3)
+//#define ST_HEALTHX 90
+//#define ST_HEALTHY 171
+
+// Weapon pos.
+// proff 08/18/98: Changed for high-res
+#define ST_ARMSX (ST_X+111)
+#define ST_ARMSY (ST_Y+4)
+#define ST_ARMSBGX (ST_X+104)
+#define ST_ARMSBGY (ST_Y)
+//#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.
+// proff 08/18/98: Changed for high-res
+#define ST_FRAGSX (ST_X+138)
+#define ST_FRAGSY (ST_Y+3)
+//#define ST_FRAGSX 138
+//#define ST_FRAGSY 171
+#define ST_FRAGSWIDTH 2
+
+// ARMOR number pos.
+#define ST_ARMORWIDTH 3
+// proff 08/18/98: Changed for high-res
+#define ST_ARMORX (ST_X+221)
+#define ST_ARMORY (ST_Y+3)
+//#define ST_ARMORX 221
+//#define ST_ARMORY 171
+
+// Key icon positions.
+#define ST_KEY0WIDTH 8
+#define ST_KEY0HEIGHT 5
+// proff 08/18/98: Changed for high-res
+#define ST_KEY0X (ST_X+239)
+#define ST_KEY0Y (ST_Y+3)
+//#define ST_KEY0X 239
+//#define ST_KEY0Y 171
+#define ST_KEY1WIDTH ST_KEY0WIDTH
+// proff 08/18/98: Changed for high-res
+#define ST_KEY1X (ST_X+239)
+#define ST_KEY1Y (ST_Y+13)
+//#define ST_KEY1X 239
+//#define ST_KEY1Y 181
+#define ST_KEY2WIDTH ST_KEY0WIDTH
+// proff 08/18/98: Changed for high-res
+#define ST_KEY2X (ST_X+239)
+#define ST_KEY2Y (ST_Y+23)
+//#define ST_KEY2X 239
+//#define ST_KEY2Y 191
+
+// Ammunition counter.
+#define ST_AMMO0WIDTH 3
+#define ST_AMMO0HEIGHT 6
+// proff 08/18/98: Changed for high-res
+#define ST_AMMO0X (ST_X+288)
+#define ST_AMMO0Y (ST_Y+5)
+//#define ST_AMMO0X 288
+//#define ST_AMMO0Y 173
+#define ST_AMMO1WIDTH ST_AMMO0WIDTH
+// proff 08/18/98: Changed for high-res
+#define ST_AMMO1X (ST_X+288)
+#define ST_AMMO1Y (ST_Y+11)
+//#define ST_AMMO1X 288
+//#define ST_AMMO1Y 179
+#define ST_AMMO2WIDTH ST_AMMO0WIDTH
+// proff 08/18/98: Changed for high-res
+#define ST_AMMO2X (ST_X+288)
+#define ST_AMMO2Y (ST_Y+23)
+//#define ST_AMMO2X 288
+//#define ST_AMMO2Y 191
+#define ST_AMMO3WIDTH ST_AMMO0WIDTH
+// proff 08/18/98: Changed for high-res
+#define ST_AMMO3X (ST_X+288)
+#define ST_AMMO3Y (ST_Y+17)
+//#define ST_AMMO3X 288
+//#define ST_AMMO3Y 185
+
+// Indicate maximum ammunition.
+// Only needed because backpack exists.
+#define ST_MAXAMMO0WIDTH 3
+#define ST_MAXAMMO0HEIGHT 5
+// proff 08/18/98: Changed for high-res
+#define ST_MAXAMMO0X (ST_X+314)
+#define ST_MAXAMMO0Y (ST_Y+5)
+//#define ST_MAXAMMO0X 314
+//#define ST_MAXAMMO0Y 173
+#define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH
+// proff 08/18/98: Changed for high-res
+#define ST_MAXAMMO1X (ST_X+314)
+#define ST_MAXAMMO1Y (ST_Y+11)
+//#define ST_MAXAMMO1X 314
+//#define ST_MAXAMMO1Y 179
+#define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH
+// proff 08/18/98: Changed for high-res
+#define ST_MAXAMMO2X (ST_X+314)
+#define ST_MAXAMMO2Y (ST_Y+23)
+//#define ST_MAXAMMO2X 314
+//#define ST_MAXAMMO2Y 191
+#define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH
+// proff 08/18/98: Changed for high-res
+#define ST_MAXAMMO3X (ST_X+314)
+#define ST_MAXAMMO3Y (ST_Y+17)
+//#define ST_MAXAMMO3X 314
+//#define ST_MAXAMMO3Y 185
+
+// killough 2/8/98: weapon info position macros UNUSED, removed here
+
+// 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;
+
+// CPhipps - no longer do direct PLAYPAL handling here
+
+// 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
+// CPhipps - convert to a bitmap
+static byte *sbar;
+static unsigned short sbar_width, sbar_height;
+
+// 0-9, tall numbers
+static patchnum_t tallnum[10];
+
+// tall % sign
+static patchnum_t tallpercent;
+
+// 0-9, short, yellow (,different!) numbers
+static patchnum_t shortnum[10];
+
+// 3 key-cards, 3 skulls, 3 card/skull combos
+// jff 2/24/98 extend number of patches by three skull/card combos
+static patchnum_t keys[NUMCARDS+3];
+
+// face status patches
+static patchnum_t faces[ST_NUMFACES];
+
+// face background
+static patchnum_t faceback; // CPhipps - single background, translated for different players
+
+// main bar right
+static patchnum_t armsbg;
+
+// weapon ownership patches
+static patchnum_t arms[6][2];
+
+// ready-weapon widget
+static st_number_t w_ready;
+
+//jff 2/16/98 status color change levels
+int ammo_red; // ammo percent less than which status is red
+int ammo_yellow; // ammo percent less is yellow more green
+int health_red; // health amount less than which status is red
+int health_yellow; // health amount less than which status is yellow
+int health_green; // health amount above is blue, below is green
+int armor_red; // armor amount less than which status is red
+int armor_yellow; // armor amount less than which status is yellow
+int armor_green; // armor amount above is blue, below is green
+
+// 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;
+
+extern char *mapnames[];
+
+
+//
+// STATUS BAR CODE
+//
+void ST_Stop(void);
+
+void ST_refreshBackground(void)
+{
+ int y=0;
+ int screen=BG;
+
+ if (st_statusbaron)
+ {
+ V_DrawNamePatch(ST_X, y, screen, "STBAR", CR_DEFAULT, VPT_STRETCH);
+
+ // killough 3/7/98: make face background change with displayplayer
+ if (netgame)
+ {
+ V_DrawNumPatch(ST_FX, y, BG, faceback.lumpnum,
+ displayplayer ? CR_LIMIT+displayplayer : CR_DEFAULT,
+ displayplayer ? (VPT_TRANS | VPT_STRETCH) : VPT_STRETCH);
+ }
+
+ V_CopyRect(ST_X, y, screen, ST_SCALED_WIDTH, ST_SCALED_HEIGHT, ST_X, ST_SCALED_Y, FG, VPT_NONE);
+ }
+}
+
+
+// Respond to keyboard input events,
+// intercept cheats.
+boolean ST_Responder(event_t *ev)
+{
+ // 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:
+ st_gamestate = FirstPersonState;
+ break;
+ }
+ }
+// else // if a user keypress...
+// if (ev->type == ev_keydown) // Try cheat responder in m_cheat.c
+// return M_FindCheats(ev->data1); // killough 4/17/98, 5/2/98
+ return false;
+}
+
+int ST_calcPainOffset(void)
+{
+ static int lastcalc;
+ static int oldhealth = -1;
+ int 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--;
+
+}
+
+int sts_traditional_keys; // killough 2/28/98: traditional status bar keys
+
+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;
+
+ //jff 2/24/98 select double key
+ //killough 2/28/98: preserve traditional keys by config option
+
+ if (plyr->cards[i+3])
+ keyboxes[i] = keyboxes[i]==-1 || sts_traditional_keys ? i+3 : i+6;
+ }
+
+ // 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 != displayplayer) // killough 3/7/98
+ 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;
+ int cnt = plyr->damagecount;
+
+ if (plyr->powers[pw_strength])
+ {
+ // slowly fade the berzerk out
+ int 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)
+ V_SetPalette(st_palette = palette); // CPhipps - use new palette function
+}
+
+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;
+
+ //jff 2/16/98 make color of ammo depend on amount
+ if (*w_ready.num*100 < ammo_red*plyr->maxammo[weaponinfo[w_ready.data].ammo])
+ STlib_updateNum(&w_ready, CR_RED, refresh);
+ else
+ if (*w_ready.num*100 <
+ ammo_yellow*plyr->maxammo[weaponinfo[w_ready.data].ammo])
+ STlib_updateNum(&w_ready, CR_GOLD, refresh);
+ else
+ STlib_updateNum(&w_ready, CR_GREEN, refresh);
+
+ for (i=0;i<4;i++)
+ {
+ STlib_updateNum(&w_ammo[i], CR_DEFAULT, refresh);
+ STlib_updateNum(&w_maxammo[i], CR_DEFAULT, refresh);
+ }
+
+ //jff 2/16/98 make color of health depend on amount
+ if (*w_health.n.num<health_red)
+ STlib_updatePercent(&w_health, CR_RED, refresh);
+ else if (*w_health.n.num<health_yellow)
+ STlib_updatePercent(&w_health, CR_GOLD, refresh);
+ else if (*w_health.n.num<=health_green)
+ STlib_updatePercent(&w_health, CR_GREEN, refresh);
+ else
+ STlib_updatePercent(&w_health, CR_BLUE2, refresh); //killough 2/28/98
+
+ //jff 2/16/98 make color of armor depend on amount
+ if (*w_armor.n.num<armor_red)
+ STlib_updatePercent(&w_armor, CR_RED, refresh);
+ else if (*w_armor.n.num<armor_yellow)
+ STlib_updatePercent(&w_armor, CR_GOLD, refresh);
+ else if (*w_armor.n.num<=armor_green)
+ STlib_updatePercent(&w_armor, CR_GREEN, refresh);
+ else
+ STlib_updatePercent(&w_armor, CR_BLUE2, refresh); //killough 2/28/98
+
+ 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, CR_DEFAULT, 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 st_statusbaron, boolean refresh)
+{
+ /* cph - let status bar on be controlled
+ * completely by the call from D_Display
+ * proff - really do it
+ */
+ st_firsttime = st_firsttime || refresh;
+
+ ST_doPaletteStuff(); // Do red-/gold-shifts from damage/items
+
+ if (st_statusbaron) {
+ if (st_firsttime)
+ ST_doRefresh(); /* If just after ST_Start(), refresh all */
+ else
+ ST_diffDraw(); /* Otherwise, update as little as possible */
+ }
+}
+
+//
+// ST_loadGraphics
+//
+// CPhipps - Loads graphics needed for status bar if doload is true,
+// unloads them otherwise
+//
+static void ST_loadGraphics(boolean doload)
+{
+
+ int i,facenum;
+
+ char namebuf[9];
+ // cph - macro that either acquires a pointer and lock for a lump, or
+ // unlocks it. var is referenced exactly once in either case, so ++ in arg works
+ /*
+ #define LOADORFREE(var,name) \
+ if (!doload) { W_UnlockLumpName(name); var = NULL; } \
+ else var = (const patch_t*)W_CacheLumpName(name)
+ */
+
+ // Load the numbers, tall and short
+ for (i=0;i<10;i++)
+ {
+ snprintf(namebuf, sizeof(namebuf),"STTNUM%d", i);
+ R_SetPatchNum(&tallnum[i],namebuf);
+
+ snprintf(namebuf, sizeof(namebuf),"STYSNUM%d", i);
+ R_SetPatchNum(&shortnum[i],namebuf);
+ }
+
+ // Load percent key.
+ R_SetPatchNum(&tallpercent,"STTPRCNT");
+
+ // key cards
+ for (i=0;i<NUMCARDS+3;i++) //jff 2/23/98 show both keys too
+ {
+ snprintf(namebuf, sizeof(namebuf), "STKEYS%d", i);
+ R_SetPatchNum(&keys[i], namebuf);
+ }
+
+ // arms background
+ R_SetPatchNum(&armsbg, "STARMS");
+
+ // arms ownership widgets
+ for (i=0;i<6;i++)
+ {
+ snprintf(namebuf, sizeof(namebuf),"STGNUM%d", i+2);
+ // gray #
+ R_SetPatchNum(&arms[i][0], namebuf);
+
+ // yellow #
+ arms[i][1] = shortnum[i+2];
+ }
+
+ // face backgrounds for different color players
+ // killough 3/7/98: add better support for spy mode by loading all
+ // player face backgrounds and using displayplayer to choose them:
+ R_SetPatchNum(&faceback, "STFB0");
+
+ // status bar background bits
+ if (doload)
+ sbar = V_PatchToBlock("STBAR", CR_DEFAULT, VPT_NONE,
+ &sbar_width, &sbar_height);
+ else {
+ free(sbar); sbar=NULL;
+ }
+
+ // face states
+ facenum = 0;
+ for (i=0;i<ST_NUMPAINFACES;i++)
+ {
+ int j;
+ for (j=0;j<ST_NUMSTRAIGHTFACES;j++)
+ {
+ snprintf(namebuf, sizeof(namebuf), "STFST%d%d", i, j);
+ R_SetPatchNum(&faces[facenum++], namebuf);
+ }
+ snprintf(namebuf, sizeof(namebuf), "STFTR%d0", i); // turn right
+ R_SetPatchNum(&faces[facenum++], namebuf);
+ snprintf(namebuf, sizeof(namebuf), "STFTL%d0", i); // turn left
+ R_SetPatchNum(&faces[facenum++], namebuf);
+ snprintf(namebuf, sizeof(namebuf), "STFOUCH%d", i); // ouch!
+ R_SetPatchNum(&faces[facenum++], namebuf);
+ snprintf(namebuf, sizeof(namebuf), "STFEVL%d", i); // evil grin ;)
+ R_SetPatchNum(&faces[facenum++], namebuf);
+ snprintf(namebuf, sizeof(namebuf), "STFKILL%d", i); // pissed off
+ R_SetPatchNum(&faces[facenum++], namebuf);
+ }
+ R_SetPatchNum(&faces[facenum++], "STFGOD0");
+ R_SetPatchNum(&faces[facenum++], "STFDEAD0");
+}
+
+void ST_loadData(void)
+{
+ ST_loadGraphics(true);
+}
+
+void ST_unloadData(void)
+{
+ ST_loadGraphics(false);
+}
+
+void ST_initData(void)
+{
+ int i;
+
+ st_firsttime = true;
+ plyr = &players[displayplayer]; // killough 3/7/98
+
+ 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;
+ V_SetPalette(0);
+ st_stopped = true;
+}
+
+void ST_Init(void)
+{
+ veryfirsttime = 0;
+ ST_loadData();
+ // proff 08/18/98: Changed for high-res
+ screens[4] = Z_Malloc(SCREENWIDTH*(ST_SCALED_HEIGHT+1), PU_STATIC, 0);
+ // screens[4] = Z_Malloc(ST_WIDTH*ST_HEIGHT, PU_STATIC, 0);
+}