st_stuff.c
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文件大小:34k
源码类别:
射击游戏
开发平台:
Visual C++
- // Emacs style mode select -*- C++ -*-
- //-----------------------------------------------------------------------------
- //
- // $Id:$
- //
- // Copyright (C) 1993-1996 by id Software, Inc.
- //
- // This source is available for distribution and/or modification
- // only under the terms of the DOOM Source Code License as
- // published by id Software. All rights reserved.
- //
- // The source is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
- // for more details.
- //
- // $Log:$
- //
- // DESCRIPTION:
- // Status bar code.
- // Does the face/direction indicator animatin.
- // Does palette indicators as well (red pain/berserk, bright pickup)
- //
- //-----------------------------------------------------------------------------
- static const char
- rcsid[] = "$Id: st_stuff.c,v 1.6 1997/02/03 22:45:13 b1 Exp $";
- #include <stdio.h>
- #include "i_system.h"
- #include "i_video.h"
- #include "z_zone.h"
- #include "m_random.h"
- #include "w_wad.h"
- #include "doomdef.h"
- #include "g_game.h"
- #include "st_stuff.h"
- #include "st_lib.h"
- #include "r_local.h"
- #include "p_local.h"
- #include "p_inter.h"
- #include "am_map.h"
- #include "m_cheat.h"
- #include "s_sound.h"
- // Needs access to LFB.
- #include "v_video.h"
- // State.
- #include "doomstat.h"
- // Data.
- #include "dstrings.h"
- #include "sounds.h"
- //
- // STATUS BAR DATA
- //
- char MsgText[256];
- void WriteDebug(char *);
- // Palette indices.
- // For damage/bonus red-/gold-shifts
- #define STARTREDPALS 1
- #define STARTBONUSPALS 9
- #define NUMREDPALS 8
- #define NUMBONUSPALS 4
- // Radiation suit, green shift.
- #define RADIATIONPAL 13
- // N/256*100% probability
- // that the normal face state will change
- #define ST_FACEPROBABILITY 96
- // For Responder
- #define ST_TOGGLECHAT KEY_ENTER
- // Location of status bar
- //#define ST_X 0
- #define ST_X ((SCREENWIDTH-ST_WIDTH)/2)
- //#define ST_X2 104
- #define ST_X2 ((SCREENWIDTH/2)-56)
- //#define ST_FX 143
- #define ST_FX ((SCREENWIDTH/2)-17)
- //#define ST_FY 169
- #define ST_FY (SCREENHEIGHT-31)
- // Should be set to patch width
- // for tall numbers later on
- #define ST_TALLNUMWIDTH (tallnum[0]->width)
- // Number of status faces.
- #define ST_NUMPAINFACES 5
- #define ST_NUMSTRAIGHTFACES 3
- #define ST_NUMTURNFACES 2
- #define ST_NUMSPECIALFACES 3
- #define ST_FACESTRIDE
- (ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)
- #define ST_NUMEXTRAFACES 2
- #define ST_NUMFACES
- (ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)
- #define ST_TURNOFFSET (ST_NUMSTRAIGHTFACES)
- #define ST_OUCHOFFSET (ST_TURNOFFSET + ST_NUMTURNFACES)
- #define ST_EVILGRINOFFSET (ST_OUCHOFFSET + 1)
- #define ST_RAMPAGEOFFSET (ST_EVILGRINOFFSET + 1)
- #define ST_GODFACE (ST_NUMPAINFACES*ST_FACESTRIDE)
- #define ST_DEADFACE (ST_GODFACE+1)
- //#define ST_FACESX 143
- #define ST_FACESX ((SCREENWIDTH/2)-17)
- //#define ST_FACESY 168
- #define ST_FACESY (SCREENHEIGHT-32)
- #define ST_EVILGRINCOUNT (2*TICRATE)
- #define ST_STRAIGHTFACECOUNT (TICRATE/2)
- #define ST_TURNCOUNT (1*TICRATE)
- #define ST_OUCHCOUNT (1*TICRATE)
- #define ST_RAMPAGEDELAY (2*TICRATE)
- #define ST_MUCHPAIN 20
- // Location and size of statistics,
- // justified according to widget type.
- // Problem is, within which space? STbar? Screen?
- // Note: this could be read in by a lump.
- // Problem is, is the stuff rendered
- // into a buffer,
- // or into the frame buffer?
- // AMMO number pos.
- #define ST_AMMOWIDTH 3
- //#define ST_AMMOX 44
- #define ST_AMMOX ((SCREENWIDTH/2)-116)
- //#define ST_AMMOY 171
- #define ST_AMMOY (SCREENHEIGHT-29)
- // HEALTH number pos.
- #define ST_HEALTHWIDTH 3
- //#define ST_HEALTHX 90
- #define ST_HEALTHX ((SCREENWIDTH/2)-70)
- //#define ST_HEALTHY 171
- #define ST_HEALTHY (SCREENHEIGHT-29)
- // Weapon pos.
- //#define ST_ARMSX 111
- #define ST_ARMSX ((SCREENWIDTH/2)-49)
- //#define ST_ARMSY 172
- #define ST_ARMSY (SCREENHEIGHT-28)
- //#define ST_ARMSBGX 104
- #define ST_ARMSBGX ((SCREENWIDTH/2)-56)
- //#define ST_ARMSBGY 168
- #define ST_ARMSBGY (SCREENHEIGHT-32)
- #define ST_ARMSXSPACE 12
- #define ST_ARMSYSPACE 10
- // Frags pos.
- //#define ST_FRAGSX 138
- #define ST_FRAGSX ((SCREENWIDTH/2)-22)
- //#define ST_FRAGSY 171
- #define ST_FRAGSY (SCREENHEIGHT-29)
- #define ST_FRAGSWIDTH 2
- // ARMOR number pos.
- #define ST_ARMORWIDTH 3
- //#define ST_ARMORX 221
- #define ST_ARMORX ((SCREENWIDTH/2)+61)
- //#define ST_ARMORY 171
- #define ST_ARMORY (SCREENHEIGHT-29)
- // Key icon positions.
- #define ST_KEY0WIDTH 8
- #define ST_KEY0HEIGHT 5
- //#define ST_KEY0X 239
- #define ST_KEY0X ((SCREENWIDTH/2)+79)
- //#define ST_KEY0Y 171
- #define ST_KEY0Y (SCREENHEIGHT-29)
- #define ST_KEY1WIDTH ST_KEY0WIDTH
- //#define ST_KEY1X 239
- #define ST_KEY1X ((SCREENWIDTH/2)+79)
- //#define ST_KEY1Y 181
- #define ST_KEY1Y (SCREENHEIGHT-19)
- #define ST_KEY2WIDTH ST_KEY0WIDTH
- //#define ST_KEY2X 239
- #define ST_KEY2X ((SCREENWIDTH/2)+79)
- //#define ST_KEY2Y 191
- #define ST_KEY2Y (SCREENHEIGHT-9)
- // Ammunition counter.
- #define ST_AMMO0WIDTH 3
- #define ST_AMMO0HEIGHT 6
- //#define ST_AMMO0X 288
- #define ST_AMMO0X ((SCREENWIDTH/2)+128)
- //#define ST_AMMO0Y 173
- #define ST_AMMO0Y (SCREENHEIGHT-27)
- #define ST_AMMO1WIDTH ST_AMMO0WIDTH
- //#define ST_AMMO1X 288
- #define ST_AMMO1X ((SCREENWIDTH/2)+128)
- //#define ST_AMMO1Y 179
- #define ST_AMMO1Y (SCREENHEIGHT-21)
- #define ST_AMMO2WIDTH ST_AMMO0WIDTH
- //#define ST_AMMO2X 288
- #define ST_AMMO2X ((SCREENWIDTH/2)+128)
- //#define ST_AMMO2Y 191
- #define ST_AMMO2Y (SCREENHEIGHT-9)
- #define ST_AMMO3WIDTH ST_AMMO0WIDTH
- //#define ST_AMMO3X 288
- #define ST_AMMO3X ((SCREENWIDTH/2)+128)
- //#define ST_AMMO3Y 185
- #define ST_AMMO3Y (SCREENHEIGHT-15)
- // Indicate maximum ammunition.
- // Only needed because backpack exists.
- #define ST_MAXAMMO0WIDTH 3
- #define ST_MAXAMMO0HEIGHT 5
- //#define ST_MAXAMMO0X 314
- #define ST_MAXAMMO0X ((SCREENWIDTH/2)+154)
- //#define ST_MAXAMMO0Y 173
- #define ST_MAXAMMO0Y (SCREENHEIGHT-27)
- #define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH
- //#define ST_MAXAMMO1X 314
- #define ST_MAXAMMO1X ((SCREENWIDTH/2)+154)
- //#define ST_MAXAMMO1Y 179
- #define ST_MAXAMMO1Y (SCREENHEIGHT-21)
- #define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH
- //#define ST_MAXAMMO2X 314
- #define ST_MAXAMMO2X ((SCREENWIDTH/2)+154)
- //#define ST_MAXAMMO2Y 191
- #define ST_MAXAMMO2Y (SCREENHEIGHT-9)
- #define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH
- //#define ST_MAXAMMO3X 314
- #define ST_MAXAMMO3X ((SCREENWIDTH/2)+154)
- //#define ST_MAXAMMO3Y 185
- #define ST_MAXAMMO3Y (SCREENHEIGHT-15)
- // pistol
- //#define ST_WEAPON0X 110
- #define ST_WEAPON0X ((SCREENWIDTH/2)-50)
- //#define ST_WEAPON0Y 172
- #define ST_WEAPON0Y (SCREENHEIGHT-28)
- // shotgun
- //#define ST_WEAPON1X 122
- #define ST_WEAPON1X ((SCREENWIDTH/2)-38)
- //#define ST_WEAPON1Y 172
- #define ST_WEAPON1Y (SCREENHEIGHT-28)
- // chain gun
- //#define ST_WEAPON2X 134
- #define ST_WEAPON2X ((SCREENWIDTH/2)-26)
- //#define ST_WEAPON2Y 172
- #define ST_WEAPON2Y (SCREENHEIGHT-28)
- // missile launcher
- //#define ST_WEAPON3X 110
- #define ST_WEAPON3X ((SCREENWIDTH/2)-50)
- //#define ST_WEAPON3Y 181
- #define ST_WEAPON3Y (SCREENHEIGHT-19)
- // plasma gun
- //#define ST_WEAPON4X 122
- #define ST_WEAPON4X ((SCREENWIDTH/2)-38)
- //#define ST_WEAPON4Y 181
- #define ST_WEAPON4Y (SCREENHEIGHT-19)
- // bfg
- //#define ST_WEAPON5X 134
- #define ST_WEAPON5X ((SCREENWIDTH/2)-26)
- //#define ST_WEAPON5Y 181
- #define ST_WEAPON5Y (SCREENHEIGHT-19)
- // WPNS title
- //#define ST_WPNSX 109
- #define ST_WPNSX ((SCREENWIDTH/2)-51)
- //#define ST_WPNSY 191
- #define ST_WPNSY (SCREENHEIGHT-9)
- // DETH title
- //#define ST_DETHX 109
- #define ST_DETHX ((SCREENWIDTH/2)-51)
- //#define ST_DETHY 191
- #define ST_DETHY (SCREENHEIGHT-9)
- //Incoming messages window location
- //UNUSED
- // #define ST_MSGTEXTX (viewwindowx)
- // #define ST_MSGTEXTY (viewwindowy+viewheight-18)
- #define ST_MSGTEXTX 0
- #define ST_MSGTEXTY 0
- // Dimensions given in characters.
- #define ST_MSGWIDTH 52
- // Or shall I say, in lines?
- #define ST_MSGHEIGHT 1
- #define ST_OUTTEXTX 0
- #define ST_OUTTEXTY 6
- // Width, in characters again.
- #define ST_OUTWIDTH 52
- // Height, in lines.
- #define ST_OUTHEIGHT 1
- #define ST_MAPWIDTH
- (strlen(mapnames[(gameepisode-1)*9+(gamemap-1)]))
- #define ST_MAPTITLEX
- (SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH)
- #define ST_MAPTITLEY 0
- #define ST_MAPHEIGHT 1
- // main player in game
- static player_t* plyr;
- // ST_Start() has just been called
- static boolean st_firsttime;
- // used to execute ST_Init() only once
- static int veryfirsttime = 1;
- // lump number for PLAYPAL
- static int lu_palette;
- // used for timing
- static unsigned int st_clock;
- // used for making messages go away
- static int st_msgcounter=0;
- // used when in chat
- static st_chatstateenum_t st_chatstate;
- // whether in automap or first-person
- static st_stateenum_t st_gamestate;
- // whether left-side main status bar is active
- static boolean st_statusbaron;
- // whether status bar chat is active
- static boolean st_chat;
- // value of st_chat before message popped up
- static boolean st_oldchat;
- // whether chat window has the cursor on
- static boolean st_cursoron;
- // !deathmatch
- static boolean st_notdeathmatch;
- // !deathmatch && st_statusbaron
- static boolean st_armson;
- // !deathmatch
- static boolean st_fragson;
- // main bar left
- static patch_t* sbar;
- // 0-9, tall numbers
- static patch_t* tallnum[10];
- // tall % sign
- static patch_t* tallpercent;
- // 0-9, short, yellow (,different!) numbers
- static patch_t* shortnum[10];
- // 3 key-cards, 3 skulls
- static patch_t* keys[NUMCARDS];
- // face status patches
- static patch_t* faces[ST_NUMFACES];
- // face background
- static patch_t* faceback;
- // main bar right
- static patch_t* armsbg;
- // weapon ownership patches
- static patch_t* arms[6][2];
- // ready-weapon widget
- static st_number_t w_ready;
- // in deathmatch only, summary of frags stats
- static st_number_t w_frags;
- // health widget
- static st_percent_t w_health;
- // arms background
- static st_binicon_t w_armsbg;
- // weapon ownership widgets
- static st_multicon_t w_arms[6];
- // face status widget
- static st_multicon_t w_faces;
- // keycard widgets
- static st_multicon_t w_keyboxes[3];
- // armor widget
- static st_percent_t w_armor;
- // ammo widgets
- static st_number_t w_ammo[4];
- // max ammo widgets
- static st_number_t w_maxammo[4];
- // number of frags so far in deathmatch
- static int st_fragscount;
- // used to use appopriately pained face
- static int st_oldhealth = -1;
- // used for evil grin
- static boolean oldweaponsowned[NUMWEAPONS];
- // count until face changes
- static int st_facecount = 0;
- // current face index, used by w_faces
- static int st_faceindex = 0;
- // holds key-type for each key box on bar
- static int keyboxes[3];
- // a random number per tick
- static int st_randomnumber;
- // Massive bunches of cheat shit
- // to keep it from being easy to figure them out.
- // Yeah, right...
- unsigned char cheat_mus_seq[] =
- {
- 0xb2, 0x26, 0xb6, 0xae, 0xea, 1, 0, 0, 0xff
- };
- unsigned char cheat_choppers_seq[] =
- {
- 0xb2, 0x26, 0xe2, 0x32, 0xf6, 0x2a, 0x2a, 0xa6, 0x6a, 0xea, 0xff // id...
- };
- unsigned char cheat_god_seq[] =
- {
- 0xb2, 0x26, 0x26, 0xaa, 0x26, 0xff // iddqd
- };
- unsigned char cheat_ammo_seq[] =
- {
- 0xb2, 0x26, 0xf2, 0x66, 0xa2, 0xff // idkfa
- };
- unsigned char cheat_ammonokey_seq[] =
- {
- 0xb2, 0x26, 0x66, 0xa2, 0xff // idfa
- };
- // Smashing Pumpkins Into Samml Piles Of Putried Debris.
- unsigned char cheat_noclip_seq[] =
- {
- 0xb2, 0x26, 0xea, 0x2a, 0xb2, // idspispopd
- 0xea, 0x2a, 0xf6, 0x2a, 0x26, 0xff
- };
- //
- unsigned char cheat_commercial_noclip_seq[] =
- {
- 0xb2, 0x26, 0xe2, 0x36, 0xb2, 0x2a, 0xff // idclip
- };
- unsigned char cheat_powerup_seq[7][10] =
- {
- { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6e, 0xff }, // beholdv
- { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xea, 0xff }, // beholds
- { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xb2, 0xff }, // beholdi
- { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6a, 0xff }, // beholdr
- { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xa2, 0xff }, // beholda
- { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x36, 0xff }, // beholdl
- { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xff } // behold
- };
- unsigned char cheat_clev_seq[] =
- {
- 0xb2, 0x26, 0xe2, 0x36, 0xa6, 0x6e, 1, 0, 0, 0xff // idclev
- };
- // my position cheat
- unsigned char cheat_mypos_seq[] =
- {
- 0xb2, 0x26, 0xb6, 0xba, 0x2a, 0xf6, 0xea, 0xff // idmypos
- };
- // Now what?
- cheatseq_t cheat_mus = { cheat_mus_seq, 0 };
- cheatseq_t cheat_god = { cheat_god_seq, 0 };
- cheatseq_t cheat_ammo = { cheat_ammo_seq, 0 };
- cheatseq_t cheat_ammonokey = { cheat_ammonokey_seq, 0 };
- cheatseq_t cheat_noclip = { cheat_noclip_seq, 0 };
- cheatseq_t cheat_commercial_noclip = { cheat_commercial_noclip_seq, 0 };
- cheatseq_t cheat_powerup[7] =
- {
- { cheat_powerup_seq[0], 0 },
- { cheat_powerup_seq[1], 0 },
- { cheat_powerup_seq[2], 0 },
- { cheat_powerup_seq[3], 0 },
- { cheat_powerup_seq[4], 0 },
- { cheat_powerup_seq[5], 0 },
- { cheat_powerup_seq[6], 0 }
- };
- cheatseq_t cheat_choppers = { cheat_choppers_seq, 0 };
- cheatseq_t cheat_clev = { cheat_clev_seq, 0 };
- cheatseq_t cheat_mypos = { cheat_mypos_seq, 0 };
- //
- extern char* mapnames[];
- //
- // STATUS BAR CODE
- //
- void ST_Stop(void);
- void ST_refreshBackground(void)
- {
- if (st_statusbaron)
- {
- V_DrawPatch(ST_X, 0, BG, sbar);
- if (netgame)
- {
- V_DrawPatch(ST_FX, 0, BG, faceback);
- }
- V_CopyRect(ST_X, 0, BG, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y, FG);
- }
- }
- // Respond to keyboard input events,
- // intercept cheats.
- boolean
- ST_Responder (event_t* ev)
- {
- int i;
- // Filter automap on/off.
- if (ev->type == ev_keyup
- && ((ev->data1 & 0xffff0000) == AM_MSGHEADER))
- {
- switch(ev->data1)
- {
- case AM_MSGENTERED:
- st_gamestate = AutomapState;
- st_firsttime = true;
- break;
- case AM_MSGEXITED:
- // fprintf(stderr, "AM exitedn");
- st_gamestate = FirstPersonState;
- break;
- }
- }
- // if a user keypress...
- else if (ev->type == ev_keydown)
- {
- if (!netgame)
- {
- // b. - enabled for more debug fun.
- // if (gameskill != sk_nightmare) {
- // 'dqd' cheat for toggleable god mode
- if (cht_CheckCheat(&cheat_god, ev->data1))
- {
- plyr->cheats ^= CF_GODMODE;
- if (plyr->cheats & CF_GODMODE)
- {
- if (plyr->mo)
- plyr->mo->health = 100;
- plyr->health = 100;
- plyr->message = STSTR_DQDON;
- }
- else
- plyr->message = STSTR_DQDOFF;
- }
- // 'fa' cheat for killer fucking arsenal
- else if (cht_CheckCheat(&cheat_ammonokey, ev->data1))
- {
- plyr->armorpoints = 200;
- plyr->armortype = 2;
- for (i=0;i<NUMWEAPONS;i++)
- plyr->weaponowned[i] = true;
- for (i=0;i<NUMAMMO;i++)
- plyr->ammo[i] = plyr->maxammo[i];
- plyr->message = STSTR_FAADDED;
- }
- // 'kfa' cheat for key full ammo
- else if (cht_CheckCheat(&cheat_ammo, ev->data1))
- {
- plyr->armorpoints = 200;
- plyr->armortype = 2;
- for (i=0;i<NUMWEAPONS;i++)
- plyr->weaponowned[i] = true;
- for (i=0;i<NUMAMMO;i++)
- plyr->ammo[i] = plyr->maxammo[i];
- for (i=0;i<NUMCARDS;i++)
- plyr->cards[i] = true;
- plyr->message = STSTR_KFAADDED;
- }
- // 'mus' cheat for changing music
- else if (cht_CheckCheat(&cheat_mus, ev->data1))
- {
- char buf[3];
- int musnum;
- plyr->message = STSTR_MUS;
- cht_GetParam(&cheat_mus, buf);
- if (gamemode == commercial)
- {
- musnum = mus_runnin + (buf[0]-'0')*10 + buf[1]-'0' - 1;
- if (((buf[0]-'0')*10 + buf[1]-'0') > 35)
- plyr->message = STSTR_NOMUS;
- else
- S_ChangeMusic(musnum, 1);
- }
- else
- {
- musnum = mus_e1m1 + (buf[0]-'1')*9 + (buf[1]-'1');
- if (((buf[0]-'1')*9 + buf[1]-'1') > 31)
- plyr->message = STSTR_NOMUS;
- else
- S_ChangeMusic(musnum, 1);
- }
- }
- // Simplified, accepting both "noclip" and "idspispopd".
- // no clipping mode cheat
- else if ( cht_CheckCheat(&cheat_noclip, ev->data1)
- || cht_CheckCheat(&cheat_commercial_noclip,ev->data1) )
- {
- plyr->cheats ^= CF_NOCLIP;
- if (plyr->cheats & CF_NOCLIP)
- plyr->message = STSTR_NCON;
- else
- plyr->message = STSTR_NCOFF;
- }
- // 'behold?' power-up cheats
- for (i=0;i<6;i++)
- {
- if (cht_CheckCheat(&cheat_powerup[i], ev->data1))
- {
- if (!plyr->powers[i])
- P_GivePower( plyr, i);
- else if (i!=pw_strength)
- plyr->powers[i] = 1;
- else
- plyr->powers[i] = 0;
- plyr->message = STSTR_BEHOLDX;
- }
- }
- // 'behold' power-up menu
- if (cht_CheckCheat(&cheat_powerup[6], ev->data1))
- {
- plyr->message = STSTR_BEHOLD;
- }
- // 'choppers' invulnerability & chainsaw
- else if (cht_CheckCheat(&cheat_choppers, ev->data1))
- {
- plyr->weaponowned[wp_chainsaw] = true;
- plyr->powers[pw_invulnerability] = true;
- plyr->message = STSTR_CHOPPERS;
- }
- // 'mypos' for player position
- else if (cht_CheckCheat(&cheat_mypos, ev->data1))
- {
- static char buf[ST_MSGWIDTH];
- sprintf(buf, "ang=0x%x;x,y=(0x%x,0x%x)",
- players[consoleplayer].mo->angle,
- players[consoleplayer].mo->x,
- players[consoleplayer].mo->y);
- plyr->message = buf;
- }
- }
- // 'clev' change-level cheat
- if (cht_CheckCheat(&cheat_clev, ev->data1))
- {
- char buf[3];
- int epsd;
- int map;
- cht_GetParam(&cheat_clev, buf);
- if (gamemode == commercial)
- {
- epsd = 1;
- map = (buf[0] - '0')*10 + buf[1] - '0';
- }
- else
- {
- epsd = buf[0] - '0';
- map = buf[1] - '0';
- }
- // Catch invalid maps.
- if (epsd < 1)
- return false;
- if (map < 1)
- return false;
- // Ohmygod - this is not going to work.
- if ((gamemode == retail)
- && ((epsd > 4) || (map > 9)))
- return false;
- if ((gamemode == registered)
- && ((epsd > 3) || (map > 9)))
- return false;
- if ((gamemode == shareware)
- && ((epsd > 1) || (map > 9)))
- return false;
- if ((gamemode == commercial)
- && (( epsd > 1) || (map > 34)))
- return false;
- // So be it.
- plyr->message = STSTR_CLEV;
- G_DeferedInitNew(gameskill, epsd, map);
- }
- }
- return false;
- }
- int ST_calcPainOffset(void)
- {
- int health;
- static int lastcalc;
- static int oldhealth = -1;
- health = plyr->health > 100 ? 100 : plyr->health;
- if (health != oldhealth)
- {
- lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
- oldhealth = health;
- }
- return lastcalc;
- }
- //
- // This is a not-very-pretty routine which handles
- // the face states and their timing.
- // the precedence of expressions is:
- // dead > evil grin > turned head > straight ahead
- //
- void ST_updateFaceWidget(void)
- {
- int i;
- angle_t badguyangle;
- angle_t diffang;
- static int lastattackdown = -1;
- static int priority = 0;
- boolean doevilgrin;
- if (priority < 10)
- {
- // dead
- if (!plyr->health)
- {
- priority = 9;
- st_faceindex = ST_DEADFACE;
- st_facecount = 1;
- }
- }
- if (priority < 9)
- {
- if (plyr->bonuscount)
- {
- // picking up bonus
- doevilgrin = false;
- for (i=0;i<NUMWEAPONS;i++)
- {
- if (oldweaponsowned[i] != plyr->weaponowned[i])
- {
- doevilgrin = true;
- oldweaponsowned[i] = plyr->weaponowned[i];
- }
- }
- if (doevilgrin)
- {
- // evil grin if just picked up weapon
- priority = 8;
- st_facecount = ST_EVILGRINCOUNT;
- st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET;
- }
- }
- }
- if (priority < 8)
- {
- if (plyr->damagecount
- && plyr->attacker
- && plyr->attacker != plyr->mo)
- {
- // being attacked
- priority = 7;
- if (plyr->health - st_oldhealth > ST_MUCHPAIN)
- {
- st_facecount = ST_TURNCOUNT;
- st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
- }
- else
- {
- badguyangle = R_PointToAngle2(plyr->mo->x,
- plyr->mo->y,
- plyr->attacker->x,
- plyr->attacker->y);
- if (badguyangle > plyr->mo->angle)
- {
- // whether right or left
- diffang = badguyangle - plyr->mo->angle;
- i = diffang > ANG180;
- }
- else
- {
- // whether left or right
- diffang = plyr->mo->angle - badguyangle;
- i = diffang <= ANG180;
- } // confusing, aint it?
- st_facecount = ST_TURNCOUNT;
- st_faceindex = ST_calcPainOffset();
- if (diffang < ANG45)
- {
- // head-on
- st_faceindex += ST_RAMPAGEOFFSET;
- }
- else if (i)
- {
- // turn face right
- st_faceindex += ST_TURNOFFSET;
- }
- else
- {
- // turn face left
- st_faceindex += ST_TURNOFFSET+1;
- }
- }
- }
- }
- if (priority < 7)
- {
- // getting hurt because of your own damn stupidity
- if (plyr->damagecount)
- {
- if (plyr->health - st_oldhealth > ST_MUCHPAIN)
- {
- priority = 7;
- st_facecount = ST_TURNCOUNT;
- st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
- }
- else
- {
- priority = 6;
- st_facecount = ST_TURNCOUNT;
- st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
- }
- }
- }
- if (priority < 6)
- {
- // rapid firing
- if (plyr->attackdown)
- {
- if (lastattackdown==-1)
- lastattackdown = ST_RAMPAGEDELAY;
- else if (!--lastattackdown)
- {
- priority = 5;
- st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
- st_facecount = 1;
- lastattackdown = 1;
- }
- }
- else
- lastattackdown = -1;
- }
- if (priority < 5)
- {
- // invulnerability
- if ((plyr->cheats & CF_GODMODE)
- || plyr->powers[pw_invulnerability])
- {
- priority = 4;
- st_faceindex = ST_GODFACE;
- st_facecount = 1;
- }
- }
- // look left or look right if the facecount has timed out
- if (!st_facecount)
- {
- st_faceindex = ST_calcPainOffset() + (st_randomnumber % 3);
- st_facecount = ST_STRAIGHTFACECOUNT;
- priority = 0;
- }
- st_facecount--;
- }
- void ST_updateWidgets(void)
- {
- static int largeammo = 1994; // means "n/a"
- int i;
- // must redirect the pointer if the ready weapon has changed.
- // if (w_ready.data != plyr->readyweapon)
- // {
- if (weaponinfo[plyr->readyweapon].ammo == am_noammo)
- w_ready.num = &largeammo;
- else
- w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo];
- //{
- // static int tic=0;
- // static int dir=-1;
- // if (!(tic&15))
- // plyr->ammo[weaponinfo[plyr->readyweapon].ammo]+=dir;
- // if (plyr->ammo[weaponinfo[plyr->readyweapon].ammo] == -100)
- // dir = 1;
- // tic++;
- // }
- w_ready.data = plyr->readyweapon;
- // if (*w_ready.on)
- // STlib_updateNum(&w_ready, true);
- // refresh weapon change
- // }
- // update keycard multiple widgets
- for (i=0;i<3;i++)
- {
- keyboxes[i] = plyr->cards[i] ? i : -1;
- if (plyr->cards[i+3])
- keyboxes[i] = i+3;
- }
- // refresh everything if this is him coming back to life
- ST_updateFaceWidget();
- // used by the w_armsbg widget
- st_notdeathmatch = !deathmatch;
- // used by w_arms[] widgets
- st_armson = st_statusbaron && !deathmatch;
- // used by w_frags widget
- st_fragson = deathmatch && st_statusbaron;
- st_fragscount = 0;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (i != consoleplayer)
- st_fragscount += plyr->frags[i];
- else
- st_fragscount -= plyr->frags[i];
- }
- // get rid of chat window if up because of message
- if (!--st_msgcounter)
- st_chat = st_oldchat;
- }
- void ST_Ticker (void)
- {
- st_clock++;
- st_randomnumber = M_Random();
- // WriteDebug("ST_updateWidgets...n");
- ST_updateWidgets();
- st_oldhealth = plyr->health;
- }
- static int st_palette = 0;
- void ST_doPaletteStuff(void)
- {
- int palette;
- byte* pal;
- int cnt;
- int bzc;
- cnt = plyr->damagecount;
- if (plyr->powers[pw_strength])
- {
- // slowly fade the berzerk out
- bzc = 12 - (plyr->powers[pw_strength]>>6);
- if (bzc > cnt)
- cnt = bzc;
- }
- if (cnt)
- {
- palette = (cnt+7)>>3;
- if (palette >= NUMREDPALS)
- palette = NUMREDPALS-1;
- palette += STARTREDPALS;
- }
- else if (plyr->bonuscount)
- {
- palette = (plyr->bonuscount+7)>>3;
- if (palette >= NUMBONUSPALS)
- palette = NUMBONUSPALS-1;
- palette += STARTBONUSPALS;
- }
- else if ( plyr->powers[pw_ironfeet] > 4*32
- || plyr->powers[pw_ironfeet]&8)
- palette = RADIATIONPAL;
- else
- palette = 0;
- if (palette != st_palette)
- {
- st_palette = palette;
- pal = (byte *) W_CacheLumpNum (lu_palette, PU_CACHE)+palette*768;
- I_SetPalette (pal);
- }
- }
- void ST_drawWidgets(boolean refresh)
- {
- int i;
- // used by w_arms[] widgets
- st_armson = st_statusbaron && !deathmatch;
- // used by w_frags widget
- st_fragson = deathmatch && st_statusbaron;
- STlib_updateNum(&w_ready, refresh);
- for (i=0;i<4;i++)
- {
- STlib_updateNum(&w_ammo[i], refresh);
- STlib_updateNum(&w_maxammo[i], refresh);
- }
- STlib_updatePercent(&w_health, refresh);
- STlib_updatePercent(&w_armor, refresh);
- STlib_updateBinIcon(&w_armsbg, refresh);
- for (i=0;i<6;i++)
- STlib_updateMultIcon(&w_arms[i], refresh);
- STlib_updateMultIcon(&w_faces, refresh);
- for (i=0;i<3;i++)
- STlib_updateMultIcon(&w_keyboxes[i], refresh);
- STlib_updateNum(&w_frags, refresh);
- }
- void ST_doRefresh(void)
- {
- st_firsttime = false;
- // draw status bar background to off-screen buff
- // WriteDebug("ST_refreshBackground...n");
- ST_refreshBackground();
- // and refresh all widgets
- // WriteDebug("ST_drawWidgets...n");
- ST_drawWidgets(true);
- }
- void ST_diffDraw(void)
- {
- // update all widgets
- ST_drawWidgets(false);
- }
- void ST_Drawer (boolean fullscreen, boolean refresh)
- {
- // WriteDebug("ST_Drawer - 1...n");
- st_statusbaron = (!fullscreen) || automapactive;
- st_firsttime = st_firsttime || refresh;
- // WriteDebug("ST_Drawer - ST_doPaletteStuff...n");
- // Do red-/gold-shifts from damage/items
- ST_doPaletteStuff();
- // WriteDebug("ST_Drawer - ST_doRefresh...n");
- // If just after ST_Start(), refresh all
- if (st_firsttime) ST_doRefresh();
- // Otherwise, update as little as possible
- else
- {
- // WriteDebug("ST_Drawer - ST_diffDraw...n");
- ST_diffDraw();
- }
- }
- void ST_loadGraphics(void)
- {
- int i;
- int j;
- int facenum;
- char namebuf[9];
- // Load the numbers, tall and short
- for (i=0;i<10;i++)
- {
- sprintf(namebuf, "STTNUM%d", i);
- tallnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
- sprintf(namebuf, "STYSNUM%d", i);
- shortnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
- }
- // Load percent key.
- //Note: why not load STMINUS here, too?
- tallpercent = (patch_t *) W_CacheLumpName("STTPRCNT", PU_STATIC);
- // key cards
- for (i=0;i<NUMCARDS;i++)
- {
- sprintf(namebuf, "STKEYS%d", i);
- keys[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
- }
- // arms background
- armsbg = (patch_t *) W_CacheLumpName("STARMS", PU_STATIC);
- // arms ownership widgets
- for (i=0;i<6;i++)
- {
- sprintf(namebuf, "STGNUM%d", i+2);
- // gray #
- arms[i][0] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
- // yellow #
- arms[i][1] = shortnum[i+2];
- }
- // face backgrounds for different color players
- sprintf(namebuf, "STFB%d", consoleplayer);
- faceback = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
- // status bar background bits
- sbar = (patch_t *) W_CacheLumpName("STBAR", PU_STATIC);
- // face states
- facenum = 0;
- for (i=0;i<ST_NUMPAINFACES;i++)
- {
- for (j=0;j<ST_NUMSTRAIGHTFACES;j++)
- {
- sprintf(namebuf, "STFST%d%d", i, j);
- faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
- }
- sprintf(namebuf, "STFTR%d0", i); // turn right
- faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
- sprintf(namebuf, "STFTL%d0", i); // turn left
- faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
- sprintf(namebuf, "STFOUCH%d", i); // ouch!
- faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
- sprintf(namebuf, "STFEVL%d", i); // evil grin ;)
- faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
- sprintf(namebuf, "STFKILL%d", i); // pissed off
- faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
- }
- faces[facenum++] = W_CacheLumpName("STFGOD0", PU_STATIC);
- faces[facenum++] = W_CacheLumpName("STFDEAD0", PU_STATIC);
- }
- void ST_loadData(void)
- {
- lu_palette = W_GetNumForName ("PLAYPAL");
- ST_loadGraphics();
- }
- void ST_unloadGraphics(void)
- {
- int i;
- // unload the numbers, tall and short
- for (i=0;i<10;i++)
- {
- Z_ChangeTag(tallnum[i], PU_CACHE);
- Z_ChangeTag(shortnum[i], PU_CACHE);
- }
- // unload tall percent
- Z_ChangeTag(tallpercent, PU_CACHE);
- // unload arms background
- Z_ChangeTag(armsbg, PU_CACHE);
- // unload gray #'s
- for (i=0;i<6;i++)
- Z_ChangeTag(arms[i][0], PU_CACHE);
- // unload the key cards
- for (i=0;i<NUMCARDS;i++)
- Z_ChangeTag(keys[i], PU_CACHE);
- Z_ChangeTag(sbar, PU_CACHE);
- Z_ChangeTag(faceback, PU_CACHE);
- for (i=0;i<ST_NUMFACES;i++)
- Z_ChangeTag(faces[i], PU_CACHE);
- // Note: nobody ain't seen no unloading
- // of stminus yet. Dude.
- }
- void ST_unloadData(void)
- {
- ST_unloadGraphics();
- }
- void ST_initData(void)
- {
- int i;
- st_firsttime = true;
- plyr = &players[consoleplayer];
- st_clock = 0;
- st_chatstate = StartChatState;
- st_gamestate = FirstPersonState;
- st_statusbaron = true;
- st_oldchat = st_chat = false;
- st_cursoron = false;
- st_faceindex = 0;
- st_palette = -1;
- st_oldhealth = -1;
- for (i=0;i<NUMWEAPONS;i++)
- oldweaponsowned[i] = plyr->weaponowned[i];
- for (i=0;i<3;i++)
- keyboxes[i] = -1;
- STlib_init();
- }
- void ST_createWidgets(void)
- {
- int i;
- // ready weapon ammo
- STlib_initNum(&w_ready,
- ST_AMMOX,
- ST_AMMOY,
- tallnum,
- &plyr->ammo[weaponinfo[plyr->readyweapon].ammo],
- &st_statusbaron,
- ST_AMMOWIDTH );
- // the last weapon type
- w_ready.data = plyr->readyweapon;
- // health percentage
- STlib_initPercent(&w_health,
- ST_HEALTHX,
- ST_HEALTHY,
- tallnum,
- &plyr->health,
- &st_statusbaron,
- tallpercent);
- // arms background
- STlib_initBinIcon(&w_armsbg,
- ST_ARMSBGX,
- ST_ARMSBGY,
- armsbg,
- &st_notdeathmatch,
- &st_statusbaron);
- // weapons owned
- for(i=0;i<6;i++)
- {
- STlib_initMultIcon(&w_arms[i],
- ST_ARMSX+(i%3)*ST_ARMSXSPACE,
- ST_ARMSY+(i/3)*ST_ARMSYSPACE,
- arms[i], (int *) &plyr->weaponowned[i+1],
- &st_armson);
- }
- // frags sum
- STlib_initNum(&w_frags,
- ST_FRAGSX,
- ST_FRAGSY,
- tallnum,
- &st_fragscount,
- &st_fragson,
- ST_FRAGSWIDTH);
- // faces
- STlib_initMultIcon(&w_faces,
- ST_FACESX,
- ST_FACESY,
- faces,
- &st_faceindex,
- &st_statusbaron);
- // armor percentage - should be colored later
- STlib_initPercent(&w_armor,
- ST_ARMORX,
- ST_ARMORY,
- tallnum,
- &plyr->armorpoints,
- &st_statusbaron, tallpercent);
- // keyboxes 0-2
- STlib_initMultIcon(&w_keyboxes[0],
- ST_KEY0X,
- ST_KEY0Y,
- keys,
- &keyboxes[0],
- &st_statusbaron);
- STlib_initMultIcon(&w_keyboxes[1],
- ST_KEY1X,
- ST_KEY1Y,
- keys,
- &keyboxes[1],
- &st_statusbaron);
- STlib_initMultIcon(&w_keyboxes[2],
- ST_KEY2X,
- ST_KEY2Y,
- keys,
- &keyboxes[2],
- &st_statusbaron);
- // ammo count (all four kinds)
- STlib_initNum(&w_ammo[0],
- ST_AMMO0X,
- ST_AMMO0Y,
- shortnum,
- &plyr->ammo[0],
- &st_statusbaron,
- ST_AMMO0WIDTH);
- STlib_initNum(&w_ammo[1],
- ST_AMMO1X,
- ST_AMMO1Y,
- shortnum,
- &plyr->ammo[1],
- &st_statusbaron,
- ST_AMMO1WIDTH);
- STlib_initNum(&w_ammo[2],
- ST_AMMO2X,
- ST_AMMO2Y,
- shortnum,
- &plyr->ammo[2],
- &st_statusbaron,
- ST_AMMO2WIDTH);
- STlib_initNum(&w_ammo[3],
- ST_AMMO3X,
- ST_AMMO3Y,
- shortnum,
- &plyr->ammo[3],
- &st_statusbaron,
- ST_AMMO3WIDTH);
- // max ammo count (all four kinds)
- STlib_initNum(&w_maxammo[0],
- ST_MAXAMMO0X,
- ST_MAXAMMO0Y,
- shortnum,
- &plyr->maxammo[0],
- &st_statusbaron,
- ST_MAXAMMO0WIDTH);
- STlib_initNum(&w_maxammo[1],
- ST_MAXAMMO1X,
- ST_MAXAMMO1Y,
- shortnum,
- &plyr->maxammo[1],
- &st_statusbaron,
- ST_MAXAMMO1WIDTH);
- STlib_initNum(&w_maxammo[2],
- ST_MAXAMMO2X,
- ST_MAXAMMO2Y,
- shortnum,
- &plyr->maxammo[2],
- &st_statusbaron,
- ST_MAXAMMO2WIDTH);
- STlib_initNum(&w_maxammo[3],
- ST_MAXAMMO3X,
- ST_MAXAMMO3Y,
- shortnum,
- &plyr->maxammo[3],
- &st_statusbaron,
- ST_MAXAMMO3WIDTH);
- }
- static boolean st_stopped = true;
- void ST_Start (void)
- {
- if (!st_stopped)
- ST_Stop();
- ST_initData();
- ST_createWidgets();
- st_stopped = false;
- }
- void ST_Stop (void)
- {
- if (st_stopped)
- return;
- I_SetPalette (W_CacheLumpNum (lu_palette, PU_CACHE));
- st_stopped = true;
- }
- void ST_Init (void)
- {
- veryfirsttime = 0;
- ST_loadData();
- //screens[4] = (byte *) Z_Malloc(ST_WIDTH*ST_HEIGHT, PU_STATIC, 0);
- }