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) 2005-2011 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 defined 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 "sbar.h" |
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18 | #include "view.h" |
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19 | #include "lisp.h" |
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20 | #include "cache.h" |
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21 | #include "demo.h" |
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22 | #include "chars.h" |
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23 | #include "objects.h" |
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24 | #include "game.h" |
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25 | #include "clisp.h" |
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26 | |
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27 | status_bar sbar; |
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28 | |
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29 | status_bar::status_bar() |
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30 | { |
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31 | v=NULL; |
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32 | need_rf=1; |
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33 | changed_cursor=0; |
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34 | icon_in_selection=-1; // the weapon the mouse cursor is on top of, -1 if none |
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35 | currently_selected_weapon=-1; |
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36 | } |
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37 | |
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38 | // defined in dev.c |
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39 | void scale_put_trans(image *im, image *screen, int x, int y, short new_width, short new_height); |
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40 | void scale_put(image *im, image *screen, int x, int y, short new_width, short new_height); |
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41 | extern image *small_render; |
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42 | |
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43 | |
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44 | void status_bar::load() |
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45 | { |
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46 | char sbname[100]; |
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47 | char iname[20]; |
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48 | void *l_name = LSymbol::FindOrCreate("sbar_file"); |
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49 | if (symbol_value(l_name)!=l_undefined) |
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50 | strcpy(sbname,lstring_value(symbol_value(l_name))); |
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51 | else strcpy(sbname,"art/statbar.spe"); |
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52 | |
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53 | int i; |
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54 | for (i=0; i<TOTAL_WEAPONS; i++) |
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55 | { |
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56 | sprintf(iname,"bweap%04d.pcx",i+1); |
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57 | bweap[i]=cache.reg(sbname,iname,SPEC_IMAGE); |
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58 | |
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59 | sprintf(iname,"dweap%04d.pcx",i+1); |
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60 | dweap[i]=cache.reg(sbname,iname,SPEC_IMAGE); |
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61 | } |
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62 | |
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63 | for (i=0; i<30; i++) |
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64 | { |
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65 | sprintf(iname,"bnum%02d",i); |
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66 | bnum[i]=cache.reg(sbname,iname,SPEC_IMAGE); |
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67 | } |
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68 | |
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69 | |
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70 | sbar=cache.reg(sbname,"sbar",SPEC_IMAGE); |
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71 | sbar_select=cache.reg(sbname,"sbar_select",SPEC_IMAGE); |
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72 | sbar_numpad=cache.reg(sbname,"sbar_numpad",SPEC_IMAGE); |
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73 | } |
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74 | |
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75 | void status_bar::draw_num(image *screen, int x, int y, int num, int *offset) |
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76 | { |
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77 | if (num<0 || num>999) |
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78 | { |
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79 | printf("bad number for statbar\n"); |
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80 | return ; |
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81 | } |
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82 | |
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83 | image *im=cache.img(*offset); |
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84 | int dw=small_render ? im->Size().x*2 : im->Size().x; |
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85 | int dh=small_render ? im->Size().y*2 : im->Size().y; |
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86 | |
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87 | int n=num/100; |
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88 | scale_put(cache.img(offset[n]),main_screen,x,y,dw,dh); |
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89 | num-=n*100; |
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90 | |
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91 | x+=dw; n=num/10; |
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92 | scale_put(cache.img(offset[n]),main_screen,x,y,dw,dh); |
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93 | num-=n*10; |
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94 | |
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95 | x+=dw; |
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96 | scale_put(cache.img(offset[num]),main_screen,x,y,dw,dh); |
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97 | } |
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98 | |
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99 | void status_bar::redraw(image *screen) |
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100 | { |
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101 | need_rf=0; |
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102 | if (!v) return ; |
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103 | |
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104 | if (total_weapons) |
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105 | { |
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106 | if (!playing_state(the_game->state)) return ; |
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107 | |
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108 | image *sb=cache.img(sbar); |
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109 | |
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110 | // status bar width & height |
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111 | int sb_w=(small_render ? sb->Size().x*2 : sb->Size().x), |
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112 | sb_h=(small_render ? sb->Size().y*2 : sb->Size().y); |
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113 | |
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114 | // status bar x & y position |
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115 | int sx=xres/2-sb_w/2,sy=yres-sb_h; |
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116 | |
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117 | // weapon x offset, and x add increment |
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118 | int wx=small_render ? 80 : 40,wa=small_render ? 34*2 : 34; |
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119 | |
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120 | // weapon icon width & height |
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121 | int ww=small_render ? cache.img(bweap[0])->Size().x*2 : cache.img(bweap[0])->Size().x; |
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122 | int wh=small_render ? cache.img(bweap[0])->Size().y*2 : cache.img(bweap[0])->Size().y; |
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123 | |
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124 | |
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125 | // numpad y offset |
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126 | int np_yo=small_render ? 42 : 21; |
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127 | int np_w=small_render ? cache.img(sbar_numpad)->Size().x*2 : cache.img(sbar_numpad)->Size().x; |
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128 | int np_h=small_render ? cache.img(sbar_numpad)->Size().y*2 : cache.img(sbar_numpad)->Size().y; |
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129 | |
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130 | // selection bar width * height |
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131 | int sel_w=small_render ? cache.img(sbar_select)->Size().x*2 : cache.img(sbar_select)->Size().x; |
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132 | int sel_h=small_render ? cache.img(sbar_select)->Size().y*2 : cache.img(sbar_select)->Size().y; |
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133 | |
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134 | int sel_off=small_render ? 8 : 4; |
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135 | scale_put(sb,screen,sx,sy,sb_w,sb_h); |
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136 | |
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137 | if (v->m_focus) |
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138 | draw_num(screen,sx+(small_render ? 17*2 : 17),sy+(small_render ? 11*2 : 11),v->m_focus->hp(),bnum); |
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139 | |
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140 | int ammo_x,ammo_y; |
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141 | if (small_render) |
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142 | { |
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143 | ammo_x=sx+52*2; |
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144 | ammo_y=sy+25*2; |
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145 | } else { ammo_x=sx+52; ammo_y=sy+25; } |
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146 | |
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147 | int i,x_on=sx+wx,t=TOTAL_WEAPONS; |
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148 | if (t>=total_weapons) t=total_weapons; |
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149 | for (i=0; i<t; i++,x_on+=wa,ammo_x+=wa) |
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150 | { |
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151 | if (v->has_weapon(i)) |
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152 | { |
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153 | if (v->current_weapon==i) |
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154 | scale_put_trans(cache.img(bweap[i]),screen,x_on,sy,ww,wh); |
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155 | else |
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156 | scale_put_trans(cache.img(dweap[i]),screen,x_on,sy,ww,wh); |
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157 | |
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158 | scale_put_trans(cache.img(sbar_numpad),screen,x_on-2,sy+np_yo,np_w,np_h); |
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159 | |
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160 | if (v->current_weapon==i) |
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161 | draw_num(screen,ammo_x,ammo_y,v->weapon_total(i),bnum+20); |
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162 | else |
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163 | draw_num(screen,ammo_x,ammo_y,v->weapon_total(i),bnum+10); |
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164 | |
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165 | if (i==icon_in_selection) |
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166 | scale_put_trans(cache.img(sbar_select),screen,x_on+sel_off,sy,sel_w,sel_h); |
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167 | } |
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168 | } |
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169 | } |
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170 | } |
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171 | |
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172 | void status_bar::area(int &x1, int &y1, int &x2, int &y2) |
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173 | { |
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174 | if (sbar<=0 || !total_weapons) |
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175 | { |
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176 | x2=xres; |
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177 | y2=yres; |
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178 | x1=x2; |
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179 | y1=y2; |
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180 | return ; |
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181 | } |
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182 | |
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183 | image *sb=cache.img(sbar); |
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184 | |
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185 | // status bar width & height |
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186 | int sb_w=sb->Size().x, |
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187 | sb_h=sb->Size().y; |
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188 | |
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189 | if (small_render) { sb_w*=2; sb_h*=2; } |
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190 | |
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191 | x1=xres/2-sb_w/2; |
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192 | x2=xres/2+sb_w/2; |
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193 | y1=yres-sb_h; |
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194 | y2=yres; |
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195 | } |
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196 | |
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197 | |
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198 | void status_bar::draw_health(image *screen,int amount) |
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199 | { |
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200 | if (total_weapons) |
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201 | { |
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202 | int x1,y1,x2,y2; |
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203 | area(x1,y1,x2,y2); |
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204 | draw_num(screen,x1+(small_render ? 17*2 : 17),y1+(small_render ? 11*2 : 11),amount,bnum); |
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205 | } |
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206 | } |
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207 | |
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208 | |
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209 | void status_bar::draw_ammo(image *screen, int weapon_num, int amount, int light) |
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210 | { |
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211 | if (total_weapons) |
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212 | { |
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213 | int x1,y1,x2,y2; |
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214 | area(x1,y1,x2,y2); |
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215 | draw_num(screen, |
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216 | x1+(small_render ? 52*2+weapon_num*34*2 : 52+weapon_num*34), |
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217 | y1+(small_render ? 25*2 : 25),amount,bnum+(light ? 20 : 10)); |
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218 | } |
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219 | } |
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220 | |
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221 | |
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222 | int status_bar::mouse_in_area() |
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223 | { |
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224 | if (!v) return 0; |
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225 | int x1,y1,x2,y2; |
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226 | area(x1,y1,x2,y2); |
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227 | |
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228 | int mx,my; |
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229 | if (small_render) |
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230 | { |
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231 | mx = v->pointer_x * 2 - v->m_aa.x; |
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232 | my = v->pointer_y * 2 - v->m_aa.y; |
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233 | } else |
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234 | { |
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235 | mx = v->pointer_x; |
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236 | my = v->pointer_y; |
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237 | } |
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238 | |
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239 | if (mx>=x1 && my>=y1 && mx<=x2 && my<=y2) |
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240 | return 1; |
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241 | else return 0; |
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242 | } |
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243 | |
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244 | |
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245 | void status_bar::draw_update() |
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246 | { |
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247 | if (total_weapons && v) |
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248 | { |
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249 | if (DEFINEDP(symbol_value(l_mouse_can_switch)) && symbol_value(l_mouse_can_switch) && |
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250 | mouse_in_area()) |
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251 | { |
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252 | if ((current_level->tick_counter()&4)==0) |
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253 | wm->SetMouseShape(cache.img(c_mouse1)->copy(), ivec2(4, 4)); |
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254 | else wm->SetMouseShape(cache.img(c_mouse2)->copy(), ivec2(4, 4)); |
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255 | changed_cursor=1; |
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256 | } else if (changed_cursor) |
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257 | { |
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258 | if (!(dev&EDIT_MODE)) |
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259 | wm->SetMouseShape(cache.img(c_target)->copy(), ivec2(8, 8)); |
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260 | else |
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261 | wm->SetMouseShape(cache.img(c_normal)->copy(), ivec2(1, 1)); |
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262 | changed_cursor=0; |
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263 | } |
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264 | |
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265 | if (need_rf) |
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266 | redraw(main_screen); |
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267 | } |
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268 | } |
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269 | |
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270 | |
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271 | void status_bar::step() |
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272 | { |
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273 | if (!v) return ; |
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274 | if (!DEFINEDP(symbol_value(l_mouse_can_switch)) || !symbol_value(l_mouse_can_switch)) return ; |
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275 | |
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276 | int sb_w,sb_h; |
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277 | if (sbar>0 && total_weapons) |
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278 | { |
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279 | image *sb=cache.img(sbar); |
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280 | |
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281 | // status bar width & height |
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282 | sb_w=sb->Size().x; |
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283 | sb_h=sb->Size().y; |
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284 | } |
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285 | |
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286 | // see if the mouse is in the sbar region (demo_x already corrected for small_render) |
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287 | int sx1,sy1,sx2,sy2; |
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288 | area(sx1,sy1,sx2,sy2); |
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289 | |
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290 | int view_y2=small_render ? (v->m_bb.y-v->m_aa.y+1)*2+v->m_aa.y : v->m_bb.y; |
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291 | if (sy1<view_y2) // tell view to shrink if it is overlapping the status bar |
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292 | { |
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293 | v->suggest.send_view=1; |
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294 | v->suggest.cx1 = v->m_aa.x; |
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295 | v->suggest.cy1 = v->m_aa.y; |
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296 | v->suggest.cx2 = v->m_bb.x; |
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297 | v->suggest.cy2 = small_render ? (sy1 - v->m_aa.y - 2) / 2 + v->m_aa.y : sy1 - 2; |
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298 | } |
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299 | |
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300 | if (sbar<=0 || !total_weapons) return ; |
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301 | |
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302 | int mx = small_render ? last_demo_mpos.x * 2 - v->m_aa.x : last_demo_mpos.x; |
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303 | int my = small_render ? last_demo_mpos.y * 2 - v->m_aa.y : last_demo_mpos.y; |
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304 | |
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305 | if (mx>sx1 && my>sy1 && mx<sx2 && my<sy2) |
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306 | { |
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307 | |
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308 | int new_target; |
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309 | |
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310 | mx-=sx1; |
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311 | if (small_render) mx/=2; |
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312 | |
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313 | |
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314 | mx-=47; |
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315 | if (mx<0) new_target=0; |
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316 | else |
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317 | { |
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318 | new_target=mx/33; |
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319 | if (new_target>=TOTAL_WEAPONS) |
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320 | new_target=TOTAL_WEAPONS-1; |
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321 | if (new_target>=total_weapons) |
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322 | new_target=total_weapons-1; |
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323 | } |
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324 | |
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325 | if (v->has_weapon(new_target) && new_target!=icon_in_selection) |
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326 | { |
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327 | icon_in_selection=new_target; |
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328 | need_refresh(); |
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329 | } |
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330 | |
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331 | if (last_demo_mbut==2 && icon_in_selection!=v->current_weapon && |
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332 | icon_in_selection!=-1) // the user requested a weapon change |
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333 | { |
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334 | v->suggest.send_weapon_change=1; |
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335 | v->suggest.new_weapon=icon_in_selection; |
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336 | } |
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337 | |
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338 | } else |
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339 | { |
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340 | if (icon_in_selection!=-1) |
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341 | { |
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342 | icon_in_selection=-1; |
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343 | need_refresh(); |
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344 | } |
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345 | } |
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346 | |
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347 | // see if a new weapon has been selected other than the one |
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348 | // we think is selected, if so redraw the status bar |
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349 | if (currently_selected_weapon!=v->current_weapon) |
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350 | { |
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351 | currently_selected_weapon=v->current_weapon; |
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352 | need_refresh(); |
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353 | } |
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354 | |
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355 | |
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356 | } |
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357 | |
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358 | |
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359 | |
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360 | |
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361 | |
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