1 | /* |
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2 | * Abuse - dark 2D side-scrolling platform game |
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3 | * Copyright (c) 1995 Crack dot Com |
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4 | * Copyright (c) 2005-2013 Sam Hocevar <sam@hocevar.net> |
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5 | * |
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6 | * This software was released into the Public Domain. As with most public |
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7 | * domain software, no warranty is made or implied by Crack dot Com, by |
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8 | * Jonathan Clark, or by Sam Hocevar. |
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9 | */ |
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10 | |
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11 | #if HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include "common.h" |
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16 | |
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17 | #include "lisp/lisp.h" |
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18 | |
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19 | #include "statbar.h" |
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20 | #include "view.h" |
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21 | #include "cache.h" |
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22 | #include "demo.h" |
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23 | #include "chars.h" |
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24 | #include "objects.h" |
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25 | #include "game.h" |
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26 | #include "clisp.h" |
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27 | |
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28 | status_bar sbar; |
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29 | |
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30 | status_bar::status_bar() |
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31 | { |
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32 | v=NULL; |
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33 | need_rf=1; |
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34 | changed_cursor=0; |
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35 | icon_in_selection=-1; // the weapon the mouse cursor is on top of, -1 if none |
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36 | currently_selected_weapon=-1; |
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37 | } |
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38 | |
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39 | // defined in dev.c |
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40 | void scale_put_trans(AImage *im, AImage *screen, int x, int y, short new_width, short new_height); |
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41 | void scale_put(AImage *im, AImage *screen, int x, int y, short new_width, short new_height); |
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42 | |
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43 | void status_bar::load() |
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44 | { |
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45 | char sbname[100]; |
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46 | char iname[20]; |
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47 | void *l_name = LSymbol::FindOrCreate("sbar_file"); |
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48 | if (symbol_value(l_name)!=l_undefined) |
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49 | strcpy(sbname,lstring_value(symbol_value(l_name))); |
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50 | else strcpy(sbname,"art/statbar.spe"); |
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51 | |
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52 | int i; |
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53 | for (i=0; i<TOTAL_WEAPONS; i++) |
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54 | { |
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55 | sprintf(iname,"bweap%04d.pcx",i+1); |
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56 | bweap[i]=cache.reg(sbname,iname,SPEC_IMAGE); |
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57 | |
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58 | sprintf(iname,"dweap%04d.pcx",i+1); |
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59 | dweap[i]=cache.reg(sbname,iname,SPEC_IMAGE); |
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60 | } |
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61 | |
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62 | for (i=0; i<30; i++) |
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63 | { |
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64 | sprintf(iname,"bnum%02d",i); |
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65 | bnum[i]=cache.reg(sbname,iname,SPEC_IMAGE); |
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66 | } |
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67 | |
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68 | |
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69 | sbar=cache.reg(sbname,"sbar",SPEC_IMAGE); |
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70 | sbar_select=cache.reg(sbname,"sbar_select",SPEC_IMAGE); |
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71 | sbar_numpad=cache.reg(sbname,"sbar_numpad",SPEC_IMAGE); |
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72 | } |
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73 | |
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74 | void status_bar::draw_num(AImage *screen, int x, int y, int num, int *offset) |
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75 | { |
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76 | if (num<0 || num>999) |
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77 | { |
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78 | printf("bad number for statbar\n"); |
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79 | return ; |
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80 | } |
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81 | |
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82 | AImage *im=cache.img(*offset); |
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83 | int dw = im->Size().x; |
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84 | int dh = im->Size().y; |
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85 | |
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86 | int n=num/100; |
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87 | scale_put(cache.img(offset[n]),main_screen,x,y,dw,dh); |
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88 | num-=n*100; |
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89 | |
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90 | x+=dw; n=num/10; |
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91 | scale_put(cache.img(offset[n]),main_screen,x,y,dw,dh); |
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92 | num-=n*10; |
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93 | |
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94 | x+=dw; |
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95 | scale_put(cache.img(offset[num]),main_screen,x,y,dw,dh); |
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96 | } |
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97 | |
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98 | void status_bar::redraw(AImage *screen) |
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99 | { |
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100 | need_rf=0; |
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101 | if (!v) return ; |
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102 | |
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103 | if (total_weapons) |
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104 | { |
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105 | if (!playing_state(the_game->state)) return ; |
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106 | |
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107 | AImage *sb=cache.img(sbar); |
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108 | |
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109 | // status bar width & height |
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110 | int sb_w = sb->Size().x; |
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111 | int sb_h = sb->Size().y; |
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112 | |
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113 | // status bar x & y position |
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114 | int sx=xres/2-sb_w/2,sy=yres-sb_h; |
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115 | |
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116 | // weapon x offset, and x add increment |
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117 | int wx = 40, wa = 34; |
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118 | |
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119 | // weapon icon width & height |
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120 | int ww = cache.img(bweap[0])->Size().x; |
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121 | int wh = cache.img(bweap[0])->Size().y; |
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122 | |
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123 | |
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124 | // numpad y offset |
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125 | int np_yo = 21; |
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126 | int np_w = cache.img(sbar_numpad)->Size().x; |
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127 | int np_h = cache.img(sbar_numpad)->Size().y; |
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128 | |
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129 | // selection bar width * height |
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130 | int sel_w = cache.img(sbar_select)->Size().x; |
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131 | int sel_h = cache.img(sbar_select)->Size().y; |
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132 | |
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133 | int sel_off = 4; |
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134 | scale_put(sb,screen,sx,sy,sb_w,sb_h); |
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135 | |
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136 | if (v->m_focus) |
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137 | draw_num(screen, sx + 17, sy + 11, v->m_focus->hp(), bnum); |
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138 | |
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139 | int ammo_x = sx + 52, ammo_y = sy + 25; |
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140 | |
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141 | int i,x_on=sx+wx,t=TOTAL_WEAPONS; |
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142 | if (t>=total_weapons) t=total_weapons; |
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143 | for (i=0; i<t; i++,x_on+=wa,ammo_x+=wa) |
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144 | { |
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145 | if (v->has_weapon(i)) |
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146 | { |
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147 | if (v->current_weapon==i) |
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148 | scale_put_trans(cache.img(bweap[i]),screen,x_on,sy,ww,wh); |
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149 | else |
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150 | scale_put_trans(cache.img(dweap[i]),screen,x_on,sy,ww,wh); |
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151 | |
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152 | scale_put_trans(cache.img(sbar_numpad),screen,x_on-2,sy+np_yo,np_w,np_h); |
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153 | |
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154 | if (v->current_weapon==i) |
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155 | draw_num(screen,ammo_x,ammo_y,v->weapon_total(i),bnum+20); |
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156 | else |
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157 | draw_num(screen,ammo_x,ammo_y,v->weapon_total(i),bnum+10); |
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158 | |
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159 | if (i==icon_in_selection) |
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160 | scale_put_trans(cache.img(sbar_select),screen,x_on+sel_off,sy,sel_w,sel_h); |
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161 | } |
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162 | } |
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163 | } |
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164 | } |
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165 | |
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166 | ibox2 status_bar::GetArea() |
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167 | { |
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168 | if (sbar <= 0 || !total_weapons) |
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169 | return ibox2(xres, yres, xres, yres); |
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170 | |
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171 | AImage *sb = cache.img(sbar); |
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172 | |
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173 | // status bar width & height |
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174 | int sb_w = sb->Size().x; |
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175 | int sb_h = sb->Size().y; |
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176 | |
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177 | return ibox2(xres / 2 - sb_w / 2, yres - sb_h, |
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178 | xres / 2 + sb_w / 2, yres); |
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179 | } |
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180 | |
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181 | void status_bar::draw_health(AImage *screen,int amount) |
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182 | { |
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183 | if (total_weapons) |
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184 | { |
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185 | ibox2 area = GetArea(); |
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186 | draw_num(screen, area.A.x + 17, area.A.y + 11, amount, bnum); |
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187 | } |
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188 | } |
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189 | |
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190 | |
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191 | void status_bar::draw_ammo(AImage *screen, int weapon_num, int amount, int light) |
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192 | { |
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193 | if (total_weapons) |
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194 | { |
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195 | ibox2 area = GetArea(); |
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196 | draw_num(screen, area.A.x + 52 + weapon_num * 34, area.A.y + 25, |
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197 | amount, bnum + (light ? 20 : 10)); |
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198 | } |
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199 | } |
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200 | |
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201 | |
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202 | int status_bar::mouse_in_area() |
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203 | { |
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204 | if (!v) |
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205 | return 0; |
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206 | |
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207 | ibox2 area = GetArea(); |
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208 | ivec2 mouse(v->pointer_x, v->pointer_y); |
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209 | |
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210 | return mouse >= area.A && mouse <= area.B; |
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211 | } |
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212 | |
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213 | |
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214 | void status_bar::draw_update() |
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215 | { |
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216 | if (total_weapons && v) |
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217 | { |
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218 | if (DEFINEDP(symbol_value(l_mouse_can_switch)) && symbol_value(l_mouse_can_switch) && mouse_in_area()) |
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219 | { |
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220 | if ((g_current_level->tick_counter()&4)==0) |
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221 | wm->SetMouseShape(cache.img(c_mouse1)->copy(), ivec2(4, 4)); |
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222 | else wm->SetMouseShape(cache.img(c_mouse2)->copy(), ivec2(4, 4)); |
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223 | changed_cursor=1; |
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224 | } |
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225 | else if (changed_cursor) |
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226 | { |
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227 | if (!(dev&EDIT_MODE)) |
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228 | wm->SetMouseShape(cache.img(c_target)->copy(), ivec2(8, 8)); |
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229 | else |
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230 | wm->SetMouseShape(cache.img(c_normal)->copy(), ivec2(1, 1)); |
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231 | changed_cursor=0; |
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232 | } |
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233 | |
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234 | if (need_rf) |
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235 | redraw(main_screen); |
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236 | } |
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237 | } |
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238 | |
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239 | |
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240 | void status_bar::step() |
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241 | { |
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242 | if (!v) return ; |
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243 | if (!DEFINEDP(symbol_value(l_mouse_can_switch)) || !symbol_value(l_mouse_can_switch)) return ; |
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244 | |
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245 | int sb_w,sb_h; |
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246 | if (sbar>0 && total_weapons) |
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247 | { |
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248 | AImage *sb=cache.img(sbar); |
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249 | |
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250 | // status bar width & height |
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251 | sb_w=sb->Size().x; |
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252 | sb_h=sb->Size().y; |
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253 | } |
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254 | |
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255 | // see if the mouse is in the sbar region |
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256 | ibox2 area = GetArea(); |
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257 | |
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258 | int view_y2 = v->m_bb.y; |
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259 | if (area.A.y < view_y2) // tell view to shrink if it is overlapping the status bar |
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260 | { |
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261 | v->suggest.send_view=1; |
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262 | v->suggest.cx1 = v->m_aa.x; |
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263 | v->suggest.cy1 = v->m_aa.y; |
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264 | v->suggest.cx2 = v->m_bb.x; |
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265 | v->suggest.cy2 = area.A.y - 2; |
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266 | } |
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267 | |
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268 | if (sbar<=0 || !total_weapons) return ; |
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269 | |
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270 | ivec2 mouse = last_demo_mpos; |
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271 | |
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272 | if (mouse >= area.A && mouse <= area.B) |
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273 | { |
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274 | int new_target; |
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275 | |
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276 | mouse.x -= area.A.x; |
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277 | mouse.x -= 47; |
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278 | if (mouse.x < 0) |
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279 | new_target = 0; |
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280 | else |
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281 | { |
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282 | new_target = mouse.x / 33; |
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283 | if (new_target>=TOTAL_WEAPONS) |
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284 | new_target=TOTAL_WEAPONS-1; |
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285 | if (new_target>=total_weapons) |
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286 | new_target=total_weapons-1; |
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287 | } |
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288 | |
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289 | if (v->has_weapon(new_target) && new_target!=icon_in_selection) |
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290 | { |
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291 | icon_in_selection=new_target; |
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292 | need_refresh(); |
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293 | } |
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294 | |
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295 | if (last_demo_mbut==2 && icon_in_selection!=v->current_weapon && |
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296 | icon_in_selection!=-1) // the user requested a weapon change |
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297 | { |
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298 | v->suggest.send_weapon_change=1; |
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299 | v->suggest.new_weapon=icon_in_selection; |
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300 | } |
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301 | |
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302 | } else |
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303 | { |
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304 | if (icon_in_selection!=-1) |
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305 | { |
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306 | icon_in_selection=-1; |
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307 | need_refresh(); |
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308 | } |
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309 | } |
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310 | |
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311 | // see if a new weapon has been selected other than the one |
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312 | // we think is selected, if so redraw the status bar |
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313 | if (currently_selected_weapon!=v->current_weapon) |
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314 | { |
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315 | currently_selected_weapon=v->current_weapon; |
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316 | need_refresh(); |
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317 | } |
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318 | |
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319 | |
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320 | } |
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321 | |
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322 | |
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323 | |
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324 | |
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325 | |
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