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/***************************************************************************
 *             __________               __   ___.
 *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
 *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
 *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
 *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
 *                     \/            \/     \/    \/            \/
 * $Id: jackpot.c 14034 2007-07-28 05:42:55Z kevin $
 *
 * Copyright (C) 2007 Copyright Kévin Ferrare
 *
 * All files in this archive are subject to the GNU General Public License.
 * See the file COPYING in the source tree root for full license agreement.
 *
 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
 * KIND, either express or implied.
 *
 ****************************************************************************/

#include "clock.h"
#include "clock_draw.h"
#include "clock_draw_digital.h"
#include "clock_draw_analog.h"
#include "clock_draw_binary.h"
#include "clock_settings.h"

void black_background(struct screen* display){
#if (LCD_DEPTH > 1) || (defined(LCD_REMOTE_DEPTH) && (LCD_REMOTE_DEPTH > 1))
    if(display->depth>1){
        display->set_background(LCD_BLACK);
        display->clear_display();
    }else
#endif
    {
        display->clear_display();
        display->fillrect(0,0,display->width,display->height);
    }
}

void white_background(struct screen* display){
#if (LCD_DEPTH > 1) || (defined(LCD_REMOTE_DEPTH) && (LCD_REMOTE_DEPTH > 1))
    if(display->depth>1){
#if defined(HAVE_LCD_COLOR)
        if(display->is_color)/* restore to the bitmap's background */
            display->set_background(LCD_RGBPACK(180,200,230));
        else
#endif
            display->set_background(LCD_WHITE);
    }
#endif
    display->clear_display();
}

bool skin_require_black_background(int mode, int skin){
    return((mode==BINARY && skin==2) || (mode==DIGITAL && skin==1 ));
}

void skin_set_background(struct screen* display, int mode, int skin){
    if(skin_require_black_background(mode, skin) )
        black_background(display);
    else
        white_background(display);
}

void skin_restore_background(struct screen* display, int mode, int skin){
    if(skin_require_black_background(mode, skin) )
        white_background(display);
}

void clock_draw_set_colors(void){
    int i;
    FOR_NB_SCREENS(i)
        skin_set_background(rb->screens[i],
                            clock_settings.mode,
                            clock_settings.skin[clock_settings.mode]);
}

void clock_draw_restore_colors(void){
    int i;
    FOR_NB_SCREENS(i){
            skin_restore_background(rb->screens[i],
                                    clock_settings.mode,
                                    clock_settings.skin[clock_settings.mode]);
            rb->screens[i]->update();
    }
}

void clock_draw(struct screen* display, struct time* time,
                struct counter* counter){
    if(!clock_settings.general.show_counter)
        counter=0;
    int skin=clock_settings.skin[clock_settings.mode];
    skin_set_background(display, clock_settings.mode, skin);
    if(clock_settings.mode == ANALOG)
        analog_clock_draw(display, time, &clock_settings, counter, skin);

    else if(clock_settings.mode == DIGITAL)
        digital_clock_draw(display, time, &clock_settings, counter, skin);

    else if(clock_settings.mode == BINARY)
        binary_clock_draw(display, time, skin);
    display->update();
}
'#n471'>471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 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
   d_screens[4] = Z_Malloc(SCREENWIDTH*(ST_SCALED_HEIGHT+1), PU_STATIC, 0);
   //  d_screens[4] = Z_Malloc(ST_WIDTH*ST_HEIGHT, PU_STATIC, 0);
}