📄 st_stuff.c
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// 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
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