[56] | 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 | * |
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| 5 | * This software was released into the Public Domain. As with most public |
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| 6 | * domain software, no warranty is made or implied by Crack dot Com or |
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| 7 | * Jonathan Clark. |
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| 8 | */ |
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| 9 | |
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| 10 | #include "config.h" |
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| 11 | |
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[2] | 12 | #include "sbar.hpp" |
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| 13 | #include "view.hpp" |
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| 14 | #include "lisp.hpp" |
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| 15 | #include "cache.hpp" |
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| 16 | #include "demo.hpp" |
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| 17 | #include "chars.hpp" |
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| 18 | #include "objects.hpp" |
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| 19 | #include "game.hpp" |
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| 20 | #include "clisp.hpp" |
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| 21 | |
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| 22 | status_bar sbar; |
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| 23 | |
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| 24 | status_bar::status_bar() |
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| 25 | { |
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| 26 | v=NULL; |
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| 27 | need_rf=1; |
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| 28 | changed_cursor=0; |
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| 29 | icon_in_selection=-1; // the weapon the mouse cursor is on top of, -1 if none |
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| 30 | currently_selected_weapon=-1; |
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| 31 | } |
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| 32 | |
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| 33 | // defined in dev.c |
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| 34 | void scale_put_trans(image *im, image *screen, int x, int y, short new_width, short new_height); |
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| 35 | void scale_put(image *im, image *screen, int x, int y, short new_width, short new_height); |
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| 36 | extern image *small_render; |
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| 37 | |
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| 38 | |
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| 39 | void status_bar::load() |
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| 40 | { |
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| 41 | char sbname[100]; |
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| 42 | char iname[20]; |
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| 43 | void *l_name=make_find_symbol("sbar_file"); |
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| 44 | if (symbol_value(l_name)!=l_undefined) |
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| 45 | strcpy(sbname,lstring_value(symbol_value(l_name))); |
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| 46 | else strcpy(sbname,"art/statbar.spe"); |
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| 47 | |
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| 48 | int i; |
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| 49 | for (i=0;i<TOTAL_WEAPONS;i++) |
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| 50 | { |
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| 51 | sprintf(iname,"bweap%04d.pcx",i+1); |
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| 52 | bweap[i]=cash.reg(sbname,iname,SPEC_IMAGE); |
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| 53 | |
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| 54 | sprintf(iname,"dweap%04d.pcx",i+1); |
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| 55 | dweap[i]=cash.reg(sbname,iname,SPEC_IMAGE); |
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| 56 | } |
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| 57 | |
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| 58 | for (i=0;i<30;i++) |
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| 59 | { |
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| 60 | sprintf(iname,"bnum%02d",i); |
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| 61 | bnum[i]=cash.reg(sbname,iname,SPEC_IMAGE); |
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| 62 | } |
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| 63 | |
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| 64 | |
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| 65 | sbar=cash.reg(sbname,"sbar",SPEC_IMAGE); |
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| 66 | sbar_select=cash.reg(sbname,"sbar_select",SPEC_IMAGE); |
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| 67 | sbar_numpad=cash.reg(sbname,"sbar_numpad",SPEC_IMAGE); |
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| 68 | } |
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| 69 | |
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| 70 | void status_bar::draw_num(image *screen, int x, int y, int num, int *offset) |
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| 71 | { |
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| 72 | if (num<0 || num>999) |
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| 73 | { |
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| 74 | printf("bad number for statbar\n"); |
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| 75 | return ; |
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| 76 | } |
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| 77 | |
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| 78 | image *im=cash.img(*offset); |
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| 79 | int dw=small_render ? im->width()*2 : im->width(); |
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| 80 | int dh=small_render ? im->height()*2 : im->height(); |
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| 81 | |
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| 82 | int n=num/100; |
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| 83 | scale_put(cash.img(offset[n]),screen,x,y,dw,dh); |
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| 84 | num-=n*100; |
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| 85 | |
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| 86 | x+=dw; n=num/10; |
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| 87 | scale_put(cash.img(offset[n]),screen,x,y,dw,dh); |
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| 88 | num-=n*10; |
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| 89 | |
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| 90 | x+=dw; |
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| 91 | scale_put(cash.img(offset[num]),screen,x,y,dw,dh); |
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| 92 | } |
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| 93 | |
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| 94 | void status_bar::redraw(image *screen) |
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| 95 | { |
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| 96 | need_rf=0; |
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| 97 | if (!v) return ; |
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| 98 | |
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| 99 | if (total_weapons) |
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| 100 | { |
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| 101 | if (!playing_state(the_game->state)) return ; |
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| 102 | |
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| 103 | image *sb=cash.img(sbar); |
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| 104 | |
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| 105 | // status bar width & height |
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| 106 | int sb_w=(small_render ? sb->width()*2 : sb->width()), |
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| 107 | sb_h=(small_render ? sb->height()*2 : sb->height()); |
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| 108 | |
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| 109 | // status bar x & y position |
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| 110 | int sx=xres/2-sb_w/2,sy=yres-sb_h; |
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| 111 | |
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| 112 | // weapon x offset, and x add increment |
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| 113 | int wx=small_render ? 80 : 40,wa=small_render ? 34*2 : 34; |
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| 114 | |
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| 115 | // weapon icon width & height |
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| 116 | int ww=small_render ? cash.img(bweap[0])->width()*2 : cash.img(bweap[0])->width(); |
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| 117 | int wh=small_render ? cash.img(bweap[0])->height()*2 : cash.img(bweap[0])->height(); |
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| 118 | |
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| 119 | |
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| 120 | // numpad y offset |
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| 121 | int np_yo=small_render ? 42 : 21; |
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| 122 | int np_w=small_render ? cash.img(sbar_numpad)->width()*2 : cash.img(sbar_numpad)->width(); |
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| 123 | int np_h=small_render ? cash.img(sbar_numpad)->height()*2 : cash.img(sbar_numpad)->height(); |
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| 124 | |
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| 125 | // selection bar width * height |
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| 126 | int sel_w=small_render ? cash.img(sbar_select)->width()*2 : cash.img(sbar_select)->width(); |
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| 127 | int sel_h=small_render ? cash.img(sbar_select)->height()*2 : cash.img(sbar_select)->height(); |
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| 128 | |
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| 129 | int sel_off=small_render ? 8 : 4; |
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| 130 | scale_put(sb,screen,sx,sy,sb_w,sb_h); |
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| 131 | |
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| 132 | if (v->focus) |
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| 133 | draw_num(screen,sx+(small_render ? 17*2 : 17),sy+(small_render ? 11*2 : 11),v->focus->hp(),bnum); |
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| 134 | |
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| 135 | int ammo_x,ammo_y; |
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| 136 | if (small_render) |
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| 137 | { |
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| 138 | ammo_x=sx+52*2; |
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| 139 | ammo_y=sy+25*2; |
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| 140 | } else {ammo_x=sx+52; ammo_y=sy+25; } |
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| 141 | |
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| 142 | int i,x_on=sx+wx,t=TOTAL_WEAPONS; |
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| 143 | if (t>=total_weapons) t=total_weapons; |
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| 144 | for (i=0;i<t;i++,x_on+=wa,ammo_x+=wa) |
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| 145 | { |
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| 146 | if (v->has_weapon(i)) |
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| 147 | { |
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| 148 | if (v->current_weapon==i) |
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| 149 | scale_put_trans(cash.img(bweap[i]),screen,x_on,sy,ww,wh); |
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| 150 | else |
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| 151 | scale_put_trans(cash.img(dweap[i]),screen,x_on,sy,ww,wh); |
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| 152 | |
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| 153 | scale_put_trans(cash.img(sbar_numpad),screen,x_on-2,sy+np_yo,np_w,np_h); |
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| 154 | |
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| 155 | if (v->current_weapon==i) |
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| 156 | draw_num(screen,ammo_x,ammo_y,v->weapon_total(i),bnum+20); |
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| 157 | else |
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| 158 | draw_num(screen,ammo_x,ammo_y,v->weapon_total(i),bnum+10); |
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| 159 | |
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| 160 | if (i==icon_in_selection) |
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| 161 | scale_put_trans(cash.img(sbar_select),screen,x_on+sel_off,sy,sel_w,sel_h); |
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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 | |
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| 167 | void status_bar::area(int &x1, int &y1, int &x2, int &y2) |
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| 168 | { |
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| 169 | if (sbar<=0 || !total_weapons) |
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| 170 | { |
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| 171 | x2=xres; |
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| 172 | y2=yres; |
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| 173 | x1=x2; |
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| 174 | y1=y2; |
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| 175 | return ; |
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| 176 | } |
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| 177 | |
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| 178 | image *sb=cash.img(sbar); |
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| 179 | |
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| 180 | // status bar width & height |
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| 181 | int sb_w=sb->width(), |
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| 182 | sb_h=sb->height(); |
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| 183 | |
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| 184 | if (small_render) { sb_w*=2; sb_h*=2; } |
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| 185 | |
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| 186 | x1=xres/2-sb_w/2; |
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| 187 | x2=xres/2+sb_w/2; |
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| 188 | y1=yres-sb_h; |
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| 189 | y2=yres; |
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| 190 | } |
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| 191 | |
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| 192 | |
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| 193 | void status_bar::draw_health(image *screen,int amount) |
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| 194 | { |
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| 195 | if (total_weapons) |
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| 196 | { |
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| 197 | int x1,y1,x2,y2; |
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| 198 | area(x1,y1,x2,y2); |
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| 199 | draw_num(screen,x1+(small_render ? 17*2 : 17),y1+(small_render ? 11*2 : 11),amount,bnum); |
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| 200 | } |
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| 201 | } |
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| 202 | |
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| 203 | |
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| 204 | void status_bar::draw_ammo(image *screen, int weapon_num, int amount, int light) |
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| 205 | { |
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| 206 | if (total_weapons) |
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| 207 | { |
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| 208 | int x1,y1,x2,y2; |
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| 209 | area(x1,y1,x2,y2); |
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| 210 | draw_num(screen, |
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| 211 | x1+(small_render ? 52*2+weapon_num*34*2 : 52+weapon_num*34), |
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| 212 | y1+(small_render ? 25*2 : 25),amount,bnum+(light ? 20 : 10)); |
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| 213 | } |
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| 214 | } |
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| 215 | |
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| 216 | |
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| 217 | int status_bar::mouse_in_area() |
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| 218 | { |
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| 219 | if (!v) return 0; |
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| 220 | int x1,y1,x2,y2; |
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| 221 | area(x1,y1,x2,y2); |
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| 222 | |
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| 223 | int mx,my; |
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| 224 | if (small_render) |
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| 225 | { |
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| 226 | mx=(v->pointer_x-v->cx1)*2+v->cx1; |
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| 227 | my=(v->pointer_y-v->cy1)*2+v->cy1; |
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| 228 | } else |
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| 229 | { |
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| 230 | mx=v->pointer_x; |
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| 231 | my=v->pointer_y; |
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| 232 | } |
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| 233 | |
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| 234 | if (mx>=x1 && my>=y1 && mx<=x2 && my<=y2) |
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| 235 | return 1; |
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| 236 | else return 0; |
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| 237 | } |
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| 238 | |
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| 239 | |
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| 240 | void status_bar::draw_update() |
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| 241 | { |
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| 242 | if (total_weapons && v) |
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| 243 | { |
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| 244 | if (DEFINEDP(symbol_value(l_mouse_can_switch)) && symbol_value(l_mouse_can_switch) && |
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| 245 | mouse_in_area()) |
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| 246 | { |
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| 247 | if ((current_level->tick_counter()&4)==0) |
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| 248 | eh->set_mouse_shape(cash.img(c_mouse1)->copy(),4,4); |
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| 249 | else eh->set_mouse_shape(cash.img(c_mouse2)->copy(),4,4); |
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| 250 | changed_cursor=1; |
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| 251 | } else if (changed_cursor) |
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| 252 | { |
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| 253 | if (!(dev&EDIT_MODE)) |
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| 254 | eh->set_mouse_shape(cash.img(c_target)->copy(),8,8); |
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| 255 | else |
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| 256 | eh->set_mouse_shape(cash.img(c_normal)->copy(),1,1); |
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| 257 | changed_cursor=0; |
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| 258 | } |
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| 259 | |
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| 260 | if (need_rf) |
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| 261 | redraw(screen); |
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| 262 | } |
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| 263 | } |
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| 264 | |
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| 265 | |
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| 266 | void status_bar::step() |
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| 267 | { |
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| 268 | if (!v) return ; |
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| 269 | if (!DEFINEDP(symbol_value(l_mouse_can_switch)) || !symbol_value(l_mouse_can_switch)) return ; |
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| 270 | |
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| 271 | int sb_w,sb_h; |
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| 272 | if (sbar>0 && total_weapons) |
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| 273 | { |
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| 274 | image *sb=cash.img(sbar); |
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| 275 | |
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| 276 | // status bar width & height |
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| 277 | sb_w=sb->width(); |
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| 278 | sb_h=sb->height(); |
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| 279 | } |
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| 280 | |
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| 281 | // see if the mouse is in the sbar region (demo_x already corrected for small_render) |
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| 282 | int sx1,sy1,sx2,sy2; |
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| 283 | area(sx1,sy1,sx2,sy2); |
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| 284 | |
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| 285 | int view_y2=small_render ? (v->cy2-v->cy1+1)*2+v->cy1 : v->cy2; |
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| 286 | if (sy1<view_y2) // tell view to shrink if it is overlapping the status bar |
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| 287 | { |
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| 288 | v->suggest.send_view=1; |
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| 289 | v->suggest.cx1=v->cx1; |
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| 290 | v->suggest.cy1=v->cy1; |
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| 291 | v->suggest.cx2=v->cx2; |
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| 292 | v->suggest.cy2=small_render ? (sy1-v->cy1-2)/2+v->cy1 : sy1-2; |
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| 293 | } |
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| 294 | |
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| 295 | if (sbar<=0 || !total_weapons) return ; |
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| 296 | |
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| 297 | |
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| 298 | int mx=small_render ? (last_demo_mx-v->cx1)*2+v->cx1 : last_demo_mx; |
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| 299 | int my=small_render ? (last_demo_my-v->cy1)*2+v->cy1 : last_demo_my; |
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| 300 | |
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| 301 | |
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| 302 | if (mx>sx1 && my>sy1 && mx<sx2 && my<sy2) |
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| 303 | { |
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| 304 | |
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| 305 | int new_target; |
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| 306 | |
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| 307 | mx-=sx1; |
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| 308 | if (small_render) mx/=2; |
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| 309 | |
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| 310 | |
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| 311 | mx-=47; |
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| 312 | if (mx<0) new_target=0; |
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| 313 | else |
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| 314 | { |
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| 315 | new_target=mx/33; |
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| 316 | if (new_target>=TOTAL_WEAPONS) |
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| 317 | new_target=TOTAL_WEAPONS-1; |
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| 318 | if (new_target>=total_weapons) |
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| 319 | new_target=total_weapons-1; |
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| 320 | } |
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| 321 | |
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| 322 | if (v->has_weapon(new_target) && new_target!=icon_in_selection) |
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| 323 | { |
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| 324 | icon_in_selection=new_target; |
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| 325 | need_refresh(); |
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| 326 | } |
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| 327 | |
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| 328 | if (last_demo_mbut==2 && icon_in_selection!=v->current_weapon && |
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| 329 | icon_in_selection!=-1) // the user requested a weapon change |
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| 330 | { |
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| 331 | v->suggest.send_weapon_change=1; |
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| 332 | v->suggest.new_weapon=icon_in_selection; |
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| 333 | } |
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| 334 | |
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| 335 | } else |
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| 336 | { |
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| 337 | if (icon_in_selection!=-1) |
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| 338 | { |
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| 339 | icon_in_selection=-1; |
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| 340 | need_refresh(); |
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| 341 | } |
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| 342 | } |
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| 343 | |
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| 344 | // see if a new weapon has been selected other than the one |
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| 345 | // we think is selected, if so redraw the status bar |
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| 346 | if (currently_selected_weapon!=v->current_weapon) |
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| 347 | { |
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| 348 | currently_selected_weapon=v->current_weapon; |
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| 349 | need_refresh(); |
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| 350 | } |
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| 351 | |
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| 352 | |
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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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