1 | #include "sbar.hpp" |
---|
2 | #include "view.hpp" |
---|
3 | #include "lisp.hpp" |
---|
4 | #include "cache.hpp" |
---|
5 | #include "demo.hpp" |
---|
6 | #include "chars.hpp" |
---|
7 | #include "objects.hpp" |
---|
8 | #include "game.hpp" |
---|
9 | #include "clisp.hpp" |
---|
10 | |
---|
11 | status_bar sbar; |
---|
12 | |
---|
13 | status_bar::status_bar() |
---|
14 | { |
---|
15 | v=NULL; |
---|
16 | need_rf=1; |
---|
17 | changed_cursor=0; |
---|
18 | icon_in_selection=-1; // the weapon the mouse cursor is on top of, -1 if none |
---|
19 | currently_selected_weapon=-1; |
---|
20 | } |
---|
21 | |
---|
22 | // defined in dev.c |
---|
23 | void scale_put_trans(image *im, image *screen, int x, int y, short new_width, short new_height); |
---|
24 | void scale_put(image *im, image *screen, int x, int y, short new_width, short new_height); |
---|
25 | extern image *small_render; |
---|
26 | |
---|
27 | |
---|
28 | void status_bar::load() |
---|
29 | { |
---|
30 | char sbname[100]; |
---|
31 | char iname[20]; |
---|
32 | void *l_name=make_find_symbol("sbar_file"); |
---|
33 | if (symbol_value(l_name)!=l_undefined) |
---|
34 | strcpy(sbname,lstring_value(symbol_value(l_name))); |
---|
35 | else strcpy(sbname,"art/statbar.spe"); |
---|
36 | |
---|
37 | int i; |
---|
38 | for (i=0;i<TOTAL_WEAPONS;i++) |
---|
39 | { |
---|
40 | sprintf(iname,"bweap%04d.pcx",i+1); |
---|
41 | bweap[i]=cash.reg(sbname,iname,SPEC_IMAGE); |
---|
42 | |
---|
43 | sprintf(iname,"dweap%04d.pcx",i+1); |
---|
44 | dweap[i]=cash.reg(sbname,iname,SPEC_IMAGE); |
---|
45 | } |
---|
46 | |
---|
47 | for (i=0;i<30;i++) |
---|
48 | { |
---|
49 | sprintf(iname,"bnum%02d",i); |
---|
50 | bnum[i]=cash.reg(sbname,iname,SPEC_IMAGE); |
---|
51 | } |
---|
52 | |
---|
53 | |
---|
54 | sbar=cash.reg(sbname,"sbar",SPEC_IMAGE); |
---|
55 | sbar_select=cash.reg(sbname,"sbar_select",SPEC_IMAGE); |
---|
56 | sbar_numpad=cash.reg(sbname,"sbar_numpad",SPEC_IMAGE); |
---|
57 | } |
---|
58 | |
---|
59 | void status_bar::draw_num(image *screen, int x, int y, int num, int *offset) |
---|
60 | { |
---|
61 | if (num<0 || num>999) |
---|
62 | { |
---|
63 | printf("bad number for statbar\n"); |
---|
64 | return ; |
---|
65 | } |
---|
66 | |
---|
67 | image *im=cash.img(*offset); |
---|
68 | int dw=small_render ? im->width()*2 : im->width(); |
---|
69 | int dh=small_render ? im->height()*2 : im->height(); |
---|
70 | |
---|
71 | int n=num/100; |
---|
72 | scale_put(cash.img(offset[n]),screen,x,y,dw,dh); |
---|
73 | num-=n*100; |
---|
74 | |
---|
75 | x+=dw; n=num/10; |
---|
76 | scale_put(cash.img(offset[n]),screen,x,y,dw,dh); |
---|
77 | num-=n*10; |
---|
78 | |
---|
79 | x+=dw; |
---|
80 | scale_put(cash.img(offset[num]),screen,x,y,dw,dh); |
---|
81 | } |
---|
82 | |
---|
83 | void status_bar::redraw(image *screen) |
---|
84 | { |
---|
85 | need_rf=0; |
---|
86 | if (!v) return ; |
---|
87 | |
---|
88 | if (total_weapons) |
---|
89 | { |
---|
90 | if (!playing_state(the_game->state)) return ; |
---|
91 | |
---|
92 | image *sb=cash.img(sbar); |
---|
93 | |
---|
94 | // status bar width & height |
---|
95 | int sb_w=(small_render ? sb->width()*2 : sb->width()), |
---|
96 | sb_h=(small_render ? sb->height()*2 : sb->height()); |
---|
97 | |
---|
98 | // status bar x & y position |
---|
99 | int sx=xres/2-sb_w/2,sy=yres-sb_h; |
---|
100 | |
---|
101 | // weapon x offset, and x add increment |
---|
102 | int wx=small_render ? 80 : 40,wa=small_render ? 34*2 : 34; |
---|
103 | |
---|
104 | // weapon icon width & height |
---|
105 | int ww=small_render ? cash.img(bweap[0])->width()*2 : cash.img(bweap[0])->width(); |
---|
106 | int wh=small_render ? cash.img(bweap[0])->height()*2 : cash.img(bweap[0])->height(); |
---|
107 | |
---|
108 | |
---|
109 | // numpad y offset |
---|
110 | int np_yo=small_render ? 42 : 21; |
---|
111 | int np_w=small_render ? cash.img(sbar_numpad)->width()*2 : cash.img(sbar_numpad)->width(); |
---|
112 | int np_h=small_render ? cash.img(sbar_numpad)->height()*2 : cash.img(sbar_numpad)->height(); |
---|
113 | |
---|
114 | // selection bar width * height |
---|
115 | int sel_w=small_render ? cash.img(sbar_select)->width()*2 : cash.img(sbar_select)->width(); |
---|
116 | int sel_h=small_render ? cash.img(sbar_select)->height()*2 : cash.img(sbar_select)->height(); |
---|
117 | |
---|
118 | int sel_off=small_render ? 8 : 4; |
---|
119 | scale_put(sb,screen,sx,sy,sb_w,sb_h); |
---|
120 | |
---|
121 | if (v->focus) |
---|
122 | draw_num(screen,sx+(small_render ? 17*2 : 17),sy+(small_render ? 11*2 : 11),v->focus->hp(),bnum); |
---|
123 | |
---|
124 | int ammo_x,ammo_y; |
---|
125 | if (small_render) |
---|
126 | { |
---|
127 | ammo_x=sx+52*2; |
---|
128 | ammo_y=sy+25*2; |
---|
129 | } else {ammo_x=sx+52; ammo_y=sy+25; } |
---|
130 | |
---|
131 | int i,x_on=sx+wx,t=TOTAL_WEAPONS; |
---|
132 | if (t>=total_weapons) t=total_weapons; |
---|
133 | for (i=0;i<t;i++,x_on+=wa,ammo_x+=wa) |
---|
134 | { |
---|
135 | if (v->has_weapon(i)) |
---|
136 | { |
---|
137 | if (v->current_weapon==i) |
---|
138 | scale_put_trans(cash.img(bweap[i]),screen,x_on,sy,ww,wh); |
---|
139 | else |
---|
140 | scale_put_trans(cash.img(dweap[i]),screen,x_on,sy,ww,wh); |
---|
141 | |
---|
142 | scale_put_trans(cash.img(sbar_numpad),screen,x_on-2,sy+np_yo,np_w,np_h); |
---|
143 | |
---|
144 | if (v->current_weapon==i) |
---|
145 | draw_num(screen,ammo_x,ammo_y,v->weapon_total(i),bnum+20); |
---|
146 | else |
---|
147 | draw_num(screen,ammo_x,ammo_y,v->weapon_total(i),bnum+10); |
---|
148 | |
---|
149 | if (i==icon_in_selection) |
---|
150 | scale_put_trans(cash.img(sbar_select),screen,x_on+sel_off,sy,sel_w,sel_h); |
---|
151 | } |
---|
152 | } |
---|
153 | } |
---|
154 | } |
---|
155 | |
---|
156 | void status_bar::area(int &x1, int &y1, int &x2, int &y2) |
---|
157 | { |
---|
158 | if (sbar<=0 || !total_weapons) |
---|
159 | { |
---|
160 | x2=xres; |
---|
161 | y2=yres; |
---|
162 | x1=x2; |
---|
163 | y1=y2; |
---|
164 | return ; |
---|
165 | } |
---|
166 | |
---|
167 | image *sb=cash.img(sbar); |
---|
168 | |
---|
169 | // status bar width & height |
---|
170 | int sb_w=sb->width(), |
---|
171 | sb_h=sb->height(); |
---|
172 | |
---|
173 | if (small_render) { sb_w*=2; sb_h*=2; } |
---|
174 | |
---|
175 | x1=xres/2-sb_w/2; |
---|
176 | x2=xres/2+sb_w/2; |
---|
177 | y1=yres-sb_h; |
---|
178 | y2=yres; |
---|
179 | } |
---|
180 | |
---|
181 | |
---|
182 | void status_bar::draw_health(image *screen,int amount) |
---|
183 | { |
---|
184 | if (total_weapons) |
---|
185 | { |
---|
186 | int x1,y1,x2,y2; |
---|
187 | area(x1,y1,x2,y2); |
---|
188 | draw_num(screen,x1+(small_render ? 17*2 : 17),y1+(small_render ? 11*2 : 11),amount,bnum); |
---|
189 | } |
---|
190 | } |
---|
191 | |
---|
192 | |
---|
193 | void status_bar::draw_ammo(image *screen, int weapon_num, int amount, int light) |
---|
194 | { |
---|
195 | if (total_weapons) |
---|
196 | { |
---|
197 | int x1,y1,x2,y2; |
---|
198 | area(x1,y1,x2,y2); |
---|
199 | draw_num(screen, |
---|
200 | x1+(small_render ? 52*2+weapon_num*34*2 : 52+weapon_num*34), |
---|
201 | y1+(small_render ? 25*2 : 25),amount,bnum+(light ? 20 : 10)); |
---|
202 | } |
---|
203 | } |
---|
204 | |
---|
205 | |
---|
206 | int status_bar::mouse_in_area() |
---|
207 | { |
---|
208 | if (!v) return 0; |
---|
209 | int x1,y1,x2,y2; |
---|
210 | area(x1,y1,x2,y2); |
---|
211 | |
---|
212 | int mx,my; |
---|
213 | if (small_render) |
---|
214 | { |
---|
215 | mx=(v->pointer_x-v->cx1)*2+v->cx1; |
---|
216 | my=(v->pointer_y-v->cy1)*2+v->cy1; |
---|
217 | } else |
---|
218 | { |
---|
219 | mx=v->pointer_x; |
---|
220 | my=v->pointer_y; |
---|
221 | } |
---|
222 | |
---|
223 | if (mx>=x1 && my>=y1 && mx<=x2 && my<=y2) |
---|
224 | return 1; |
---|
225 | else return 0; |
---|
226 | } |
---|
227 | |
---|
228 | |
---|
229 | void status_bar::draw_update() |
---|
230 | { |
---|
231 | if (total_weapons && v) |
---|
232 | { |
---|
233 | if (DEFINEDP(symbol_value(l_mouse_can_switch)) && symbol_value(l_mouse_can_switch) && |
---|
234 | mouse_in_area()) |
---|
235 | { |
---|
236 | if ((current_level->tick_counter()&4)==0) |
---|
237 | eh->set_mouse_shape(cash.img(c_mouse1)->copy(),4,4); |
---|
238 | else eh->set_mouse_shape(cash.img(c_mouse2)->copy(),4,4); |
---|
239 | changed_cursor=1; |
---|
240 | } else if (changed_cursor) |
---|
241 | { |
---|
242 | if (!(dev&EDIT_MODE)) |
---|
243 | eh->set_mouse_shape(cash.img(c_target)->copy(),8,8); |
---|
244 | else |
---|
245 | eh->set_mouse_shape(cash.img(c_normal)->copy(),1,1); |
---|
246 | changed_cursor=0; |
---|
247 | } |
---|
248 | |
---|
249 | if (need_rf) |
---|
250 | redraw(screen); |
---|
251 | } |
---|
252 | } |
---|
253 | |
---|
254 | |
---|
255 | void status_bar::step() |
---|
256 | { |
---|
257 | if (!v) return ; |
---|
258 | if (!DEFINEDP(symbol_value(l_mouse_can_switch)) || !symbol_value(l_mouse_can_switch)) return ; |
---|
259 | |
---|
260 | int sb_w,sb_h; |
---|
261 | if (sbar>0 && total_weapons) |
---|
262 | { |
---|
263 | image *sb=cash.img(sbar); |
---|
264 | |
---|
265 | // status bar width & height |
---|
266 | sb_w=sb->width(); |
---|
267 | sb_h=sb->height(); |
---|
268 | } |
---|
269 | |
---|
270 | // see if the mouse is in the sbar region (demo_x already corrected for small_render) |
---|
271 | int sx1,sy1,sx2,sy2; |
---|
272 | area(sx1,sy1,sx2,sy2); |
---|
273 | |
---|
274 | int view_y2=small_render ? (v->cy2-v->cy1+1)*2+v->cy1 : v->cy2; |
---|
275 | if (sy1<view_y2) // tell view to shrink if it is overlapping the status bar |
---|
276 | { |
---|
277 | v->suggest.send_view=1; |
---|
278 | v->suggest.cx1=v->cx1; |
---|
279 | v->suggest.cy1=v->cy1; |
---|
280 | v->suggest.cx2=v->cx2; |
---|
281 | v->suggest.cy2=small_render ? (sy1-v->cy1-2)/2+v->cy1 : sy1-2; |
---|
282 | } |
---|
283 | |
---|
284 | if (sbar<=0 || !total_weapons) return ; |
---|
285 | |
---|
286 | |
---|
287 | int mx=small_render ? (last_demo_mx-v->cx1)*2+v->cx1 : last_demo_mx; |
---|
288 | int my=small_render ? (last_demo_my-v->cy1)*2+v->cy1 : last_demo_my; |
---|
289 | |
---|
290 | |
---|
291 | if (mx>sx1 && my>sy1 && mx<sx2 && my<sy2) |
---|
292 | { |
---|
293 | |
---|
294 | int new_target; |
---|
295 | |
---|
296 | mx-=sx1; |
---|
297 | if (small_render) mx/=2; |
---|
298 | |
---|
299 | |
---|
300 | mx-=47; |
---|
301 | if (mx<0) new_target=0; |
---|
302 | else |
---|
303 | { |
---|
304 | new_target=mx/33; |
---|
305 | if (new_target>=TOTAL_WEAPONS) |
---|
306 | new_target=TOTAL_WEAPONS-1; |
---|
307 | if (new_target>=total_weapons) |
---|
308 | new_target=total_weapons-1; |
---|
309 | } |
---|
310 | |
---|
311 | if (v->has_weapon(new_target) && new_target!=icon_in_selection) |
---|
312 | { |
---|
313 | icon_in_selection=new_target; |
---|
314 | need_refresh(); |
---|
315 | } |
---|
316 | |
---|
317 | if (last_demo_mbut==2 && icon_in_selection!=v->current_weapon && |
---|
318 | icon_in_selection!=-1) // the user requested a weapon change |
---|
319 | { |
---|
320 | v->suggest.send_weapon_change=1; |
---|
321 | v->suggest.new_weapon=icon_in_selection; |
---|
322 | } |
---|
323 | |
---|
324 | } else |
---|
325 | { |
---|
326 | if (icon_in_selection!=-1) |
---|
327 | { |
---|
328 | icon_in_selection=-1; |
---|
329 | need_refresh(); |
---|
330 | } |
---|
331 | } |
---|
332 | |
---|
333 | // see if a new weapon has been selected other than the one |
---|
334 | // we think is selected, if so redraw the status bar |
---|
335 | if (currently_selected_weapon!=v->current_weapon) |
---|
336 | { |
---|
337 | currently_selected_weapon=v->current_weapon; |
---|
338 | need_refresh(); |
---|
339 | } |
---|
340 | |
---|
341 | |
---|
342 | } |
---|
343 | |
---|
344 | |
---|
345 | |
---|
346 | |
---|
347 | |
---|