- Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it

failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
  for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
  submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.


SVN r1304 (trunk)
This commit is contained in:
Christoph Oelckers 2008-12-06 10:22:37 +00:00
commit 153a2a4c2c
26 changed files with 367 additions and 1019 deletions

View file

@ -13,8 +13,7 @@
// PIT_VileCheck
// Detect a corpse that could be raised.
//
DECLARE_ACTION(A_Fire)
void A_Fire(AActor *self, int height);
//
@ -33,16 +32,24 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
{
S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
CALL_ACTION(A_Fire, self);
A_Fire (self, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
{
S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
CALL_ACTION(A_Fire, self);
A_Fire (self, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_Fire)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(height,0);
A_Fire(self, height);
}
void A_Fire(AActor *self, int height)
{
AActor *dest;
angle_t an;
@ -59,7 +66,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Fire)
self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]),
dest->y + FixedMul (24*FRACUNIT, finesine[an]),
dest->z);
dest->z + height);
}
@ -68,8 +75,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_Fire)
// A_VileTarget
// Spawn the hellfire
//
DEFINE_ACTION_FUNCTION(AActor, A_VileTarget)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(fire,0);
AActor *fog;
if (!self->target)
@ -77,13 +86,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileTarget)
A_FaceTarget (self);
fog = Spawn ("ArchvileFire", self->target->x, self->target->y,
fog = Spawn (fire, self->target->x, self->target->y,
self->target->z, ALLOW_REPLACE);
self->tracer = fog;
fog->target = self;
fog->tracer = self->target;
CALL_ACTION(A_Fire, fog);
A_Fire(fog, 0);
}

View file

@ -11,9 +11,9 @@
//
// A_KeenDie
// DOOM II special, map 32.
// Uses special tag 666.
// Uses special tag 666 by default.
//
DEFINE_ACTION_FUNCTION(AActor, A_KeenDie)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KeenDie)
{
CALL_ACTION(A_NoBlocking, self);
@ -31,7 +31,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_KeenDie)
}
}
EV_DoDoor (DDoor::doorOpen, NULL, NULL, 666, 2*FRACUNIT, 0, 0, 0);
ACTION_PARAM_START(1);
ACTION_PARAM_INT(doortag, 0);
EV_DoDoor (DDoor::doorOpen, NULL, NULL, doortag, 2*FRACUNIT, 0, 0, 0);
}

View file

@ -1,907 +0,0 @@
#include "doomtype.h"
#include "doomstat.h"
#include "v_font.h"
#include "v_video.h"
#include "sbar.h"
#include "r_defs.h"
#include "w_wad.h"
#include "m_random.h"
#include "d_player.h"
#include "st_stuff.h"
#include "r_local.h"
#include "m_swap.h"
#include "a_keys.h"
#include "templates.h"
#include "i_system.h"
#include "r_translate.h"
#include "sbarinfo.h"
#include "g_level.h"
#include "v_palette.h"
#define ST_EVILGRINCOUNT (2*TICRATE)
#define ST_STRAIGHTFACECOUNT (TICRATE/2)
#define ST_TURNCOUNT (1*TICRATE)
#define ST_OUCHCOUNT (1*TICRATE)
EXTERN_CVAR (Bool, vid_fps)
class DDoomStatusBar : public DBaseStatusBar
{
DECLARE_CLASS(DDoomStatusBar, DBaseStatusBar)
public:
DDoomStatusBar () : DBaseStatusBar (32)
{
static const char *sharedLumpNames[] =
{
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, "STTMINUS", "STTNUM0", "STTNUM1",
"STTNUM2", "STTNUM3", "STTNUM4", "STTNUM5", "STTNUM6",
"STTNUM7", "STTNUM8", "STTNUM9", "STYSNUM0", "STYSNUM1",
"STYSNUM2", "STYSNUM3", "STYSNUM4", "STYSNUM5", "STYSNUM6",
"STYSNUM7", "STYSNUM8", "STYSNUM9"
};
FTexture *tex;
DBaseStatusBar::Images.Init (sharedLumpNames, NUM_BASESB_IMAGES);
tex = DBaseStatusBar::Images[imgBNumbers];
BigWidth = tex->GetWidth();
BigHeight = tex->GetHeight();
DoCommonInit ();
}
~DDoomStatusBar ()
{
}
void NewGame ()
{
Images.Uninit ();
DoCommonInit ();
if (CPlayer != NULL)
{
AttachToPlayer (CPlayer);
}
}
void AddFaceToImageCollection (void *skn, FImageCollection *images)
{
AddFaceToImageCollectionActual (skn, images, true);
}
void MultiplayerChanged ()
{
DBaseStatusBar::MultiplayerChanged ();
if (multiplayer)
{
// set face background color
StatusBarTex.SetPlayerRemap(translationtables[TRANSLATION_Players][int(CPlayer - players)]);
}
}
void AttachToPlayer (player_t *player)
{
player_t *oldplayer = CPlayer;
DBaseStatusBar::AttachToPlayer (player);
if (oldplayer != CPlayer || savegamerestore/*added for morphing*/)
{
SetFace (&skins[CPlayer->morphTics ? CPlayer->MorphedPlayerClass : CPlayer->userinfo.skin]);
}
if (multiplayer)
{
// set face background color
StatusBarTex.SetPlayerRemap(translationtables[TRANSLATION_Players][int(CPlayer - players)]);
}
MugShot.bEvilGrin = false;
}
void Tick ()
{
DBaseStatusBar::Tick ();
RandomNumber = M_Random ();
//Do some stuff related to the mug shot that has to be done at 35fps
MugShot.Tick(CPlayer);
}
void Draw (EHudState state)
{
DBaseStatusBar::Draw (state);
if (state == HUD_Fullscreen)
{
SB_state = screen->GetPageCount ();
DrawFullScreenStuff ();
}
else if (state == HUD_StatusBar)
{
if (SB_state != 0)
{
SB_state--;
DrawImage (&StatusBarTex, 0, 0);
memset (OldArms, 255, sizeof(OldArms));
OldKeys = -1;
memset (OldAmmo, 255, sizeof(OldAmmo));
memset (OldMaxAmmo, 255, sizeof(OldMaxAmmo));
OldHealth = -1;
OldArmor = -1;
OldActiveAmmo = -1;
OldFrags = -9999;
}
DrawMainBar ();
if (CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR))
{
DrawInventoryBar ();
SB_state = screen->GetPageCount ();
}
}
}
private:
struct FDoomStatusBarTexture : public FTexture
{
void DrawToBar (const char *name, int x, int y, const BYTE *colormap_in = NULL);
public:
FDoomStatusBarTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
~FDoomStatusBarTexture ();
void SetPlayerRemap(FRemapTable *remap);
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL);
FTextureFormat GetFormat()
{
return TEX_RGB;
}
protected:
void MakeTexture ();
FTexture *BaseTexture;
BYTE *Pixels;
FRemapTable *STFBRemap;
}
StatusBarTex;
void DoCommonInit ()
{
static const char *doomLumpNames[] =
{
"STKEYS0", "STKEYS1", "STKEYS2", "STKEYS3", "STKEYS4",
"STKEYS5", "STKEYS6", "STKEYS7", "STKEYS8",
"STGNUM2", "STGNUM3", "STGNUM4", "STGNUM5", "STGNUM6",
"STGNUM7", "MEDIA0", "ARTIBOX", "SELECTBO", "INVGEML1",
"INVGEML2", "INVGEMR1", "INVGEMR2",
};
Images.Init (doomLumpNames, NUM_DOOMSB_IMAGES);
// In case somebody wants to use the Heretic status bar graphics...
{
FTexture *artibox = Images[imgARTIBOX];
FTexture *selectbox = Images[imgSELECTBOX];
if (artibox != NULL && selectbox != NULL)
{
selectbox->LeftOffset = artibox->LeftOffset;
selectbox->TopOffset = artibox->TopOffset;
}
}
StatusBarTex.Unload ();
SB_state = screen->GetPageCount ();
}
void DrawMainBar ()
{
int amount;
DrawAmmoStats ();
DrawFace ();
DrawKeys ();
if (!deathmatch)
{
DrawArms ();
}
else
{
if (OldFrags != CPlayer->fragcount)
{
OldFrags = CPlayer->fragcount;
FragsRefresh = screen->GetPageCount ();
}
if (FragsRefresh)
{
FragsRefresh--;
DrawNumber (OldFrags, 138/*110*/, 3, 2);
}
}
if (CPlayer->health != OldHealth)
{
OldHealth = CPlayer->health;
HealthRefresh = screen->GetPageCount ();
}
if (HealthRefresh)
{
HealthRefresh--;
DrawNumber (OldHealth, 90/*48*/, 3);
}
AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
int armorpoints = armor != NULL ? armor->Amount : 0;
if (armorpoints != OldArmor)
{
OldArmor = armorpoints;
ArmorRefresh = screen->GetPageCount ();
}
if (ArmorRefresh)
{
ArmorRefresh--;
DrawNumber (OldArmor, 221/*179*/, 3);
}
if (CPlayer->ReadyWeapon != NULL)
{
AAmmo *ammo = CPlayer->ReadyWeapon->Ammo1;
amount = ammo != NULL ? ammo->Amount : -9999;
}
else
{
amount = -9999;
}
if (amount != OldActiveAmmo)
{
OldActiveAmmo = amount;
ActiveAmmoRefresh = screen->GetPageCount ();
}
if (ActiveAmmoRefresh)
{
ActiveAmmoRefresh--;
if (OldActiveAmmo != -9999)
{
DrawNumber (OldActiveAmmo, 44/*2*/, 3);
}
else
{
DrawPartialImage (&StatusBarTex, 2, BigWidth*3);
}
}
}
void DrawArms ()
{
BYTE arms[6];
int i, j;
// Catalog the weapons the player owns
memset (arms, 0, sizeof(arms));
for (i = 0; i < 6; i++)
{
for (j = 0; j < MAX_WEAPONS_PER_SLOT; j++)
{
const PClass *weap = LocalWeapons.Slots[i+2].GetWeapon (j);
if (weap != NULL && CPlayer->mo->FindInventory (weap) != NULL)
{
arms[i] = 1;
break;
}
}
}
// Draw slots that have changed ownership since last time
for (i = 0; i < 6; i++)
{
if (arms[i] != OldArms[i])
{
ArmsRefresh[i%3] = screen->GetPageCount ();
}
}
// Remember the arms state for next time
memcpy (OldArms, arms, sizeof(arms));
for (i = 0; i < 3; i++)
{
if (ArmsRefresh[i])
{
ArmsRefresh[i]--;
int x = 111 + i * 12;
DrawArm (arms[i], i, x, 4, true);
DrawArm (arms[i+3], i+3, x, 14, false);
}
}
}
void DrawArm (int on, int picnum, int x, int y, bool drawBackground)
{
int w;
FTexture *pic = on ? DBaseStatusBar::Images[imgSmNumbers + 2 + picnum] : Images[imgGNUM2 + picnum];
if (pic != NULL)
{
w = pic->GetWidth();
x -= pic->LeftOffset;
y -= pic->TopOffset;
if (drawBackground)
{
DrawPartialImage (&StatusBarTex, x, w);
}
DrawImage (pic, x, y);
}
}
void DrawAmmoStats ()
{
static const ENamedName ammoTypes[4] =
{
NAME_Clip,
NAME_Shell,
NAME_RocketAmmo,
NAME_Cell
};
int ammo[4], maxammo[4];
int i;
// Catalog the player's ammo
for (i = 0; i < 4; i++)
{
const PClass *type = PClass::FindClass (ammoTypes[i]);
AInventory *item = CPlayer->mo->FindInventory (type);
if (item != NULL)
{
ammo[i] = item->Amount;
maxammo[i] = item->MaxAmount;
}
else
{
ammo[i] = 0;
maxammo[i] = ((AInventory *)GetDefaultByType (type))->MaxAmount;
}
}
// Draw ammo amounts that have changed since last time
for (i = 0; i < 4; i++)
{
if (ammo[i] != OldAmmo[i])
{
AmmoRefresh = screen->GetPageCount ();
}
if (maxammo[i] != OldMaxAmmo[i])
{
MaxAmmoRefresh = screen->GetPageCount ();
}
}
// Remember ammo counts for next time
memcpy (OldAmmo, ammo, sizeof(ammo));
memcpy (OldMaxAmmo, maxammo, sizeof(ammo));
if (AmmoRefresh)
{
AmmoRefresh--;
DrawPartialImage (&StatusBarTex, 276, 4*3);
for (i = 0; i < 4; i++)
{
DrSmallNumber (ammo[i], 276, 5 + 6*i);
}
}
if (MaxAmmoRefresh)
{
MaxAmmoRefresh--;
DrawPartialImage (&StatusBarTex, 302, 4*3);
for (i = 0; i < 4; i++)
{
DrSmallNumber (maxammo[i], 302, 5 + 6*i);
}
}
}
void DrawKeys ()
{
AInventory *item;
int keys;
// Catalog the player's current keys
keys = 0;
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
{
int keynum = static_cast<AKey*>(item)->KeyNumber;
if (keynum >= 1 && keynum <= 6)
{
keys |= 1 << (keynum-1);
}
}
}
// Remember keys for next time
if (OldKeys != keys)
{
OldKeys = keys;
KeysRefresh = screen->GetPageCount ();
}
// Draw keys that have changed since last time
if (KeysRefresh)
{
KeysRefresh--;
DrawPartialImage (&StatusBarTex, 239, 8);
// Blue Keys
switch (keys & (2|16))
{
case 2: DrawImage (Images[imgKEYS0], 239, 3); break;
case 16: DrawImage (Images[imgKEYS3], 239, 3); break;
case 18: DrawImage (Images[imgKEYS6], 239, 3); break;
}
// Yellow Keys
switch (keys & (4|32))
{
case 4: DrawImage (Images[imgKEYS1], 239, 13); break;
case 32: DrawImage (Images[imgKEYS4], 239, 13); break;
case 36: DrawImage (Images[imgKEYS7], 239, 13); break;
}
// Red Keys
switch (keys & (1|8))
{
case 1: DrawImage (Images[imgKEYS2], 239, 23); break;
case 8: DrawImage (Images[imgKEYS5], 239, 23); break;
case 9: DrawImage (Images[imgKEYS8], 239, 23); break;
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawInventoryBar
//
//---------------------------------------------------------------------------
void DrawInventoryBar ()
{
AInventory *item;
int i;
// If the player has no artifacts, don't draw the bar
CPlayer->mo->InvFirst = ValidateInvFirst (7);
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
{
DrawImage (Images[imgARTIBOX], 50+i*31, 2);
DrawDimImage (TexMan(item->Icon), 50+i*31, 2, item->Amount <= 0);
if (item->Amount != 1)
{
DrSmallNumber (item->Amount, 66+i*31, 24);
}
if (item == CPlayer->mo->InvSel)
{
DrawImage (Images[imgSELECTBOX], 50+i*31, 2);
}
}
for (; i < 7; ++i)
{
DrawImage (Images[imgARTIBOX], 50+i*31, 2);
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
DrawImage (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], 38, 2);
}
// Is there something to the right?
if (item != NULL)
{
DrawImage (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 269, 2);
}
}
}
void DrawNumber (int val, int x, int y, int size=3)
{
DrawPartialImage (&StatusBarTex, x-BigWidth*size, size*BigWidth);
DrBNumber (val, x, y, size);
}
void DrawFullScreenStuff ()
{
AInventory *item;
int i;
int ammotop;
// Draw health
screen->DrawTexture (Images[imgMEDI], 20, -2,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
DrBNumberOuter (CPlayer->health, 40, -BigHeight-4);
// Draw armor
ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
if (armor != NULL && armor->Amount != 0)
{
screen->DrawTexture (TexMan(armor->Icon), 20, -24,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
DrBNumberOuter (armor->Amount, 40, -39);
}
// Draw ammo
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
ammotop = -1;
if (ammo1 != NULL)
{
FTexture *ammoIcon = TexMan(ammo1->Icon);
// Draw primary ammo in the bottom-right corner
screen->DrawTexture (ammoIcon, -14, -4,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
DrBNumberOuter (ammo1->Amount, -67, -4 - BigHeight);
ammotop = -4 - BigHeight;
if (ammo2 != NULL && ammo2!=ammo1)
{
// Draw secondary ammo just above the primary ammo
int y = MIN (-6 - BigHeight, -6 - (ammoIcon != NULL ? ammoIcon->GetHeight() : 0));
screen->DrawTexture (TexMan(ammo2->Icon), -14, y,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
DrBNumberOuter (ammo2->Amount, -67, y - BigHeight);
ammotop = y - BigHeight;
}
}
if (deathmatch)
{ // Draw frags (in DM)
DrBNumberOuter (CPlayer->fragcount, -44, 1);
}
else
{ // Draw keys (not DM)
int maxw = 0;
int count = 0;
int x = -2;
int y = vid_fps? 12 : 2;
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
if (item->Icon.isValid() && item->IsKindOf (RUNTIME_CLASS(AKey)))
{
FTexture *keypic = TexMan(item->Icon);
if (keypic != NULL)
{
int w = keypic->GetWidth ();
int h = keypic->GetHeight ();
if (w > maxw)
{
maxw = w;
}
screen->DrawTexture (keypic, x, y,
DTA_LeftOffset, w,
DTA_TopOffset, 0,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
if (++count == 3)
{
count = 0;
y = vid_fps? 12 : 2;
x -= maxw + 2;
maxw = 0;
}
else
{
y += h + 2;
}
}
}
}
}
// Draw inventory
if (!(level.flags & LEVEL_NOINVENTORYBAR))
{
if (CPlayer->inventorytics == 0)
{
if (CPlayer->mo->InvSel != NULL)
{
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -14, ammotop - 1/*-24*/,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
DTA_ColorOverlay, CPlayer->mo->InvSel->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
DrBNumberOuter (CPlayer->mo->InvSel->Amount, -68, ammotop - 18/*-41*/);
}
}
else
{
CPlayer->mo->InvFirst = ValidateInvFirst (7);
i = 0;
if (CPlayer->mo->InvFirst != NULL)
{
for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
{
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
screen->DrawTexture (TexMan(item->Icon), -105+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_ColorOverlay, item->Amount > 0 ? 0 : DIM_OVERLAY,
TAG_DONE);
if (item->Amount != 1)
{
DrSmallNumberOuter (item->Amount, -90+i*31, -10, true);
}
if (item == CPlayer->mo->InvSel)
{
screen->DrawTexture (Images[imgSELECTBOX], -91+i*31, -2,
DTA_HUDRules, HUD_HorizCenter,
DTA_CenterBottomOffset, true,
TAG_DONE);
}
}
for (; i < 7; i++)
{
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, HX_SHADOW,
TAG_DONE);
}
// Is there something to the left?
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVLFGEM1 : imgINVLFGEM2], -118, -33,
DTA_HUDRules, HUD_HorizCenter,
TAG_DONE);
}
// Is there something to the right?
if (item != NULL)
{
screen->DrawTexture (Images[!(gametic & 4) ?
imgINVRTGEM1 : imgINVRTGEM2], 113, -33,
DTA_HUDRules, HUD_HorizCenter,
TAG_DONE);
}
}
}
}
}
int CalcPainOffset ()
{
int health;
static int lastcalc;
static int oldhealth = -1;
health = CPlayer->health > 100 ? 100 : CPlayer->health;
if (health != oldhealth)
{
lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
oldhealth = health;
}
return lastcalc;
}
void ReceivedWeapon (AWeapon *weapon)
{
MugShot.bEvilGrin = true;
}
void DrawFace()
{
// If a player has an inventory item selected, it takes the place of the
// face, for lack of a better place to put it.
if (CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
{
FTexture *face = MugShot.GetFace(CPlayer, "STF", 5);
if (face != NULL)
{
DrawPartialImage(&StatusBarTex, 142, 37);
DrawImage(face, 143, 0);
}
}
else
{
DrawDimImage(TexMan(CPlayer->mo->InvSel->Icon), 144, 0, CPlayer->mo->InvSel->Amount <= 0);
if (CPlayer->mo->InvSel->Amount != 1)
{
DrSmallNumber(CPlayer->mo->InvSel->Amount, 165, 24);
}
}
}
void SetMugShotState (const char *state_name, bool wait_till_done, bool reset)
{
MugShot.SetState(state_name, wait_till_done, reset);
}
enum
{
imgKEYS0,
imgKEYS1,
imgKEYS2,
imgKEYS3,
imgKEYS4,
imgKEYS5,
imgKEYS6,
imgKEYS7,
imgKEYS8,
imgGNUM2,
imgGNUM3,
imgGNUM4,
imgGNUM5,
imgGNUM6,
imgGNUM7,
imgMEDI,
imgARTIBOX,
imgSELECTBOX,
imgINVLFGEM1,
imgINVLFGEM2,
imgINVRTGEM1,
imgINVRTGEM2,
NUM_DOOMSB_IMAGES
};
FImageCollection Images;
int BigWidth;
int BigHeight;
int RandomNumber;
BYTE OldArms[6];
int OldKeys;
int OldAmmo[4];
int OldMaxAmmo[4];
int OldHealth;
int OldArmor;
int OldActiveAmmo;
int OldFrags;
char HealthRefresh;
char ArmorRefresh;
char ActiveAmmoRefresh;
char FragsRefresh;
char ArmsRefresh[3];
char AmmoRefresh;
char MaxAmmoRefresh;
char KeysRefresh;
FMugShot MugShot;
};
IMPLEMENT_CLASS(DDoomStatusBar)
DDoomStatusBar::FDoomStatusBarTexture::FDoomStatusBarTexture ()
{
BaseTexture = TexMan["STBAR"];
if (BaseTexture==NULL)
{
I_Error("Fatal error: STBAR not found");
}
UseType = FTexture::TEX_MiscPatch;
Name[0]=0; // doesn't need a name
// now copy all the properties from the base texture
CopySize(BaseTexture);
Pixels = NULL;
STFBRemap = NULL;
}
const BYTE *DDoomStatusBar::FDoomStatusBarTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
BaseTexture->GetColumn(column, spans_out);
return Pixels + column*Height;
}
const BYTE *DDoomStatusBar::FDoomStatusBarTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void DDoomStatusBar::FDoomStatusBarTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
DDoomStatusBar::FDoomStatusBarTexture::~FDoomStatusBarTexture ()
{
Unload ();
}
void DDoomStatusBar::FDoomStatusBarTexture::MakeTexture ()
{
Pixels = new BYTE[Width*Height];
const BYTE *pix = BaseTexture->GetPixels();
memcpy(Pixels, pix, Width*Height);
if (!deathmatch) DrawToBar("STARMS", 104, 0, NULL);
DrawToBar("STTPRCNT", 90, 3, NULL);
DrawToBar("STTPRCNT", 221, 3, NULL);
if (multiplayer) DrawToBar("STFBANY", 143, 1, STFBRemap? STFBRemap->Remap : NULL);
}
int DDoomStatusBar::FDoomStatusBarTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
FTexture *tex;
// rotate and inf are never used here
BaseTexture->CopyTrueColorPixels(bmp, x, y);
if (!deathmatch)
{
tex = TexMan["STARMS"];
if (tex != NULL)
{
tex->CopyTrueColorPixels(bmp, x+104, y);
}
}
tex = TexMan["STTPRCNT"];
if (tex != NULL)
{
tex->CopyTrueColorPixels(bmp, x+90, y+3);
tex->CopyTrueColorPixels(bmp, x+221, y+3);
}
if (multiplayer)
{
tex = TexMan["STFBANY"];
if (tex != NULL)
{
tex->CopyTrueColorTranslated(bmp, x+143, y+1, 0, STFBRemap);
}
}
return -1;
}
void DDoomStatusBar::FDoomStatusBarTexture::DrawToBar (const char *name, int x, int y, const BYTE *colormap)
{
FTexture *pic = TexMan[name];
if (pic != NULL)
{
x -= pic->LeftOffset;
pic->CopyToBlock (Pixels, Width, Height, x, y, colormap);
}
}
void DDoomStatusBar::FDoomStatusBarTexture::SetPlayerRemap(FRemapTable *remap)
{
Unload();
KillNative();
STFBRemap = remap;
}
DBaseStatusBar *CreateDoomStatusBar ()
{
return new DDoomStatusBar;
}