sbar.c
来自「quake1 dos源代码最新版本」· C语言 代码 · 共 1,324 行 · 第 1/2 页
C
1,324 行
/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sbar.c -- status bar code
#include "quakedef.h"
int sb_updates; // if >= vid.numpages, no update needed
#define STAT_MINUS 10 // num frame for '-' stats digit
qpic_t *sb_nums[2][11];
qpic_t *sb_colon, *sb_slash;
qpic_t *sb_ibar;
qpic_t *sb_sbar;
qpic_t *sb_scorebar;
qpic_t *sb_weapons[7][8]; // 0 is active, 1 is owned, 2-5 are flashes
qpic_t *sb_ammo[4];
qpic_t *sb_sigil[4];
qpic_t *sb_armor[3];
qpic_t *sb_items[32];
qpic_t *sb_faces[7][2]; // 0 is gibbed, 1 is dead, 2-6 are alive
// 0 is static, 1 is temporary animation
qpic_t *sb_face_invis;
qpic_t *sb_face_quad;
qpic_t *sb_face_invuln;
qpic_t *sb_face_invis_invuln;
qboolean sb_showscores;
int sb_lines; // scan lines to draw
qpic_t *rsb_invbar[2];
qpic_t *rsb_weapons[5];
qpic_t *rsb_items[2];
qpic_t *rsb_ammo[3];
qpic_t *rsb_teambord; // PGM 01/19/97 - team color border
//MED 01/04/97 added two more weapons + 3 alternates for grenade launcher
qpic_t *hsb_weapons[7][5]; // 0 is active, 1 is owned, 2-5 are flashes
//MED 01/04/97 added array to simplify weapon parsing
int hipweapons[4] = {HIT_LASER_CANNON_BIT,HIT_MJOLNIR_BIT,4,HIT_PROXIMITY_GUN_BIT};
//MED 01/04/97 added hipnotic items array
qpic_t *hsb_items[2];
void Sbar_MiniDeathmatchOverlay (void);
void Sbar_DeathmatchOverlay (void);
void M_DrawPic (int x, int y, qpic_t *pic);
/*
===============
Sbar_ShowScores
Tab key down
===============
*/
void Sbar_ShowScores (void)
{
if (sb_showscores)
return;
sb_showscores = true;
sb_updates = 0;
}
/*
===============
Sbar_DontShowScores
Tab key up
===============
*/
void Sbar_DontShowScores (void)
{
sb_showscores = false;
sb_updates = 0;
}
/*
===============
Sbar_Changed
===============
*/
void Sbar_Changed (void)
{
sb_updates = 0; // update next frame
}
/*
===============
Sbar_Init
===============
*/
void Sbar_Init (void)
{
int i;
for (i=0 ; i<10 ; i++)
{
sb_nums[0][i] = Draw_PicFromWad (va("num_%i",i));
sb_nums[1][i] = Draw_PicFromWad (va("anum_%i",i));
}
sb_nums[0][10] = Draw_PicFromWad ("num_minus");
sb_nums[1][10] = Draw_PicFromWad ("anum_minus");
sb_colon = Draw_PicFromWad ("num_colon");
sb_slash = Draw_PicFromWad ("num_slash");
sb_weapons[0][0] = Draw_PicFromWad ("inv_shotgun");
sb_weapons[0][1] = Draw_PicFromWad ("inv_sshotgun");
sb_weapons[0][2] = Draw_PicFromWad ("inv_nailgun");
sb_weapons[0][3] = Draw_PicFromWad ("inv_snailgun");
sb_weapons[0][4] = Draw_PicFromWad ("inv_rlaunch");
sb_weapons[0][5] = Draw_PicFromWad ("inv_srlaunch");
sb_weapons[0][6] = Draw_PicFromWad ("inv_lightng");
sb_weapons[1][0] = Draw_PicFromWad ("inv2_shotgun");
sb_weapons[1][1] = Draw_PicFromWad ("inv2_sshotgun");
sb_weapons[1][2] = Draw_PicFromWad ("inv2_nailgun");
sb_weapons[1][3] = Draw_PicFromWad ("inv2_snailgun");
sb_weapons[1][4] = Draw_PicFromWad ("inv2_rlaunch");
sb_weapons[1][5] = Draw_PicFromWad ("inv2_srlaunch");
sb_weapons[1][6] = Draw_PicFromWad ("inv2_lightng");
for (i=0 ; i<5 ; i++)
{
sb_weapons[2+i][0] = Draw_PicFromWad (va("inva%i_shotgun",i+1));
sb_weapons[2+i][1] = Draw_PicFromWad (va("inva%i_sshotgun",i+1));
sb_weapons[2+i][2] = Draw_PicFromWad (va("inva%i_nailgun",i+1));
sb_weapons[2+i][3] = Draw_PicFromWad (va("inva%i_snailgun",i+1));
sb_weapons[2+i][4] = Draw_PicFromWad (va("inva%i_rlaunch",i+1));
sb_weapons[2+i][5] = Draw_PicFromWad (va("inva%i_srlaunch",i+1));
sb_weapons[2+i][6] = Draw_PicFromWad (va("inva%i_lightng",i+1));
}
sb_ammo[0] = Draw_PicFromWad ("sb_shells");
sb_ammo[1] = Draw_PicFromWad ("sb_nails");
sb_ammo[2] = Draw_PicFromWad ("sb_rocket");
sb_ammo[3] = Draw_PicFromWad ("sb_cells");
sb_armor[0] = Draw_PicFromWad ("sb_armor1");
sb_armor[1] = Draw_PicFromWad ("sb_armor2");
sb_armor[2] = Draw_PicFromWad ("sb_armor3");
sb_items[0] = Draw_PicFromWad ("sb_key1");
sb_items[1] = Draw_PicFromWad ("sb_key2");
sb_items[2] = Draw_PicFromWad ("sb_invis");
sb_items[3] = Draw_PicFromWad ("sb_invuln");
sb_items[4] = Draw_PicFromWad ("sb_suit");
sb_items[5] = Draw_PicFromWad ("sb_quad");
sb_sigil[0] = Draw_PicFromWad ("sb_sigil1");
sb_sigil[1] = Draw_PicFromWad ("sb_sigil2");
sb_sigil[2] = Draw_PicFromWad ("sb_sigil3");
sb_sigil[3] = Draw_PicFromWad ("sb_sigil4");
sb_faces[4][0] = Draw_PicFromWad ("face1");
sb_faces[4][1] = Draw_PicFromWad ("face_p1");
sb_faces[3][0] = Draw_PicFromWad ("face2");
sb_faces[3][1] = Draw_PicFromWad ("face_p2");
sb_faces[2][0] = Draw_PicFromWad ("face3");
sb_faces[2][1] = Draw_PicFromWad ("face_p3");
sb_faces[1][0] = Draw_PicFromWad ("face4");
sb_faces[1][1] = Draw_PicFromWad ("face_p4");
sb_faces[0][0] = Draw_PicFromWad ("face5");
sb_faces[0][1] = Draw_PicFromWad ("face_p5");
sb_face_invis = Draw_PicFromWad ("face_invis");
sb_face_invuln = Draw_PicFromWad ("face_invul2");
sb_face_invis_invuln = Draw_PicFromWad ("face_inv2");
sb_face_quad = Draw_PicFromWad ("face_quad");
Cmd_AddCommand ("+showscores", Sbar_ShowScores);
Cmd_AddCommand ("-showscores", Sbar_DontShowScores);
sb_sbar = Draw_PicFromWad ("sbar");
sb_ibar = Draw_PicFromWad ("ibar");
sb_scorebar = Draw_PicFromWad ("scorebar");
//MED 01/04/97 added new hipnotic weapons
if (hipnotic)
{
hsb_weapons[0][0] = Draw_PicFromWad ("inv_laser");
hsb_weapons[0][1] = Draw_PicFromWad ("inv_mjolnir");
hsb_weapons[0][2] = Draw_PicFromWad ("inv_gren_prox");
hsb_weapons[0][3] = Draw_PicFromWad ("inv_prox_gren");
hsb_weapons[0][4] = Draw_PicFromWad ("inv_prox");
hsb_weapons[1][0] = Draw_PicFromWad ("inv2_laser");
hsb_weapons[1][1] = Draw_PicFromWad ("inv2_mjolnir");
hsb_weapons[1][2] = Draw_PicFromWad ("inv2_gren_prox");
hsb_weapons[1][3] = Draw_PicFromWad ("inv2_prox_gren");
hsb_weapons[1][4] = Draw_PicFromWad ("inv2_prox");
for (i=0 ; i<5 ; i++)
{
hsb_weapons[2+i][0] = Draw_PicFromWad (va("inva%i_laser",i+1));
hsb_weapons[2+i][1] = Draw_PicFromWad (va("inva%i_mjolnir",i+1));
hsb_weapons[2+i][2] = Draw_PicFromWad (va("inva%i_gren_prox",i+1));
hsb_weapons[2+i][3] = Draw_PicFromWad (va("inva%i_prox_gren",i+1));
hsb_weapons[2+i][4] = Draw_PicFromWad (va("inva%i_prox",i+1));
}
hsb_items[0] = Draw_PicFromWad ("sb_wsuit");
hsb_items[1] = Draw_PicFromWad ("sb_eshld");
}
if (rogue)
{
rsb_invbar[0] = Draw_PicFromWad ("r_invbar1");
rsb_invbar[1] = Draw_PicFromWad ("r_invbar2");
rsb_weapons[0] = Draw_PicFromWad ("r_lava");
rsb_weapons[1] = Draw_PicFromWad ("r_superlava");
rsb_weapons[2] = Draw_PicFromWad ("r_gren");
rsb_weapons[3] = Draw_PicFromWad ("r_multirock");
rsb_weapons[4] = Draw_PicFromWad ("r_plasma");
rsb_items[0] = Draw_PicFromWad ("r_shield1");
rsb_items[1] = Draw_PicFromWad ("r_agrav1");
// PGM 01/19/97 - team color border
rsb_teambord = Draw_PicFromWad ("r_teambord");
// PGM 01/19/97 - team color border
rsb_ammo[0] = Draw_PicFromWad ("r_ammolava");
rsb_ammo[1] = Draw_PicFromWad ("r_ammomulti");
rsb_ammo[2] = Draw_PicFromWad ("r_ammoplasma");
}
}
//=============================================================================
// drawing routines are relative to the status bar location
/*
=============
Sbar_DrawPic
=============
*/
void Sbar_DrawPic (int x, int y, qpic_t *pic)
{
if (cl.gametype == GAME_DEATHMATCH)
Draw_Pic (x /* + ((vid.width - 320)>>1)*/, y + (vid.height-SBAR_HEIGHT), pic);
else
Draw_Pic (x + ((vid.width - 320)>>1), y + (vid.height-SBAR_HEIGHT), pic);
}
/*
=============
Sbar_DrawTransPic
=============
*/
void Sbar_DrawTransPic (int x, int y, qpic_t *pic)
{
if (cl.gametype == GAME_DEATHMATCH)
Draw_TransPic (x /*+ ((vid.width - 320)>>1)*/, y + (vid.height-SBAR_HEIGHT), pic);
else
Draw_TransPic (x + ((vid.width - 320)>>1), y + (vid.height-SBAR_HEIGHT), pic);
}
/*
================
Sbar_DrawCharacter
Draws one solid graphics character
================
*/
void Sbar_DrawCharacter (int x, int y, int num)
{
if (cl.gametype == GAME_DEATHMATCH)
Draw_Character ( x /*+ ((vid.width - 320)>>1) */ + 4 , y + vid.height-SBAR_HEIGHT, num);
else
Draw_Character ( x + ((vid.width - 320)>>1) + 4 , y + vid.height-SBAR_HEIGHT, num);
}
/*
================
Sbar_DrawString
================
*/
void Sbar_DrawString (int x, int y, char *str)
{
if (cl.gametype == GAME_DEATHMATCH)
Draw_String (x /*+ ((vid.width - 320)>>1)*/, y+ vid.height-SBAR_HEIGHT, str);
else
Draw_String (x + ((vid.width - 320)>>1), y+ vid.height-SBAR_HEIGHT, str);
}
/*
=============
Sbar_itoa
=============
*/
int Sbar_itoa (int num, char *buf)
{
char *str;
int pow10;
int dig;
str = buf;
if (num < 0)
{
*str++ = '-';
num = -num;
}
for (pow10 = 10 ; num >= pow10 ; pow10 *= 10)
;
do
{
pow10 /= 10;
dig = num/pow10;
*str++ = '0'+dig;
num -= dig*pow10;
} while (pow10 != 1);
*str = 0;
return str-buf;
}
/*
=============
Sbar_DrawNum
=============
*/
void Sbar_DrawNum (int x, int y, int num, int digits, int color)
{
char str[12];
char *ptr;
int l, frame;
l = Sbar_itoa (num, str);
ptr = str;
if (l > digits)
ptr += (l-digits);
if (l < digits)
x += (digits-l)*24;
while (*ptr)
{
if (*ptr == '-')
frame = STAT_MINUS;
else
frame = *ptr -'0';
Sbar_DrawTransPic (x,y,sb_nums[color][frame]);
x += 24;
ptr++;
}
}
//=============================================================================
int fragsort[MAX_SCOREBOARD];
char scoreboardtext[MAX_SCOREBOARD][20];
int scoreboardtop[MAX_SCOREBOARD];
int scoreboardbottom[MAX_SCOREBOARD];
int scoreboardcount[MAX_SCOREBOARD];
int scoreboardlines;
/*
===============
Sbar_SortFrags
===============
*/
void Sbar_SortFrags (void)
{
int i, j, k;
// sort by frags
scoreboardlines = 0;
for (i=0 ; i<cl.maxclients ; i++)
{
if (cl.scores[i].name[0])
{
fragsort[scoreboardlines] = i;
scoreboardlines++;
}
}
for (i=0 ; i<scoreboardlines ; i++)
for (j=0 ; j<scoreboardlines-1-i ; j++)
if (cl.scores[fragsort[j]].frags < cl.scores[fragsort[j+1]].frags)
{
k = fragsort[j];
fragsort[j] = fragsort[j+1];
fragsort[j+1] = k;
}
}
int Sbar_ColorForMap (int m)
{
return m < 128 ? m + 8 : m + 8;
}
/*
===============
Sbar_UpdateScoreboard
===============
*/
void Sbar_UpdateScoreboard (void)
{
int i, k;
int top, bottom;
scoreboard_t *s;
Sbar_SortFrags ();
// draw the text
memset (scoreboardtext, 0, sizeof(scoreboardtext));
for (i=0 ; i<scoreboardlines; i++)
{
k = fragsort[i];
s = &cl.scores[k];
sprintf (&scoreboardtext[i][1], "%3i %s", s->frags, s->name);
top = s->colors & 0xf0;
bottom = (s->colors & 15) <<4;
scoreboardtop[i] = Sbar_ColorForMap (top);
scoreboardbottom[i] = Sbar_ColorForMap (bottom);
}
}
/*
===============
Sbar_SoloScoreboard
===============
*/
void Sbar_SoloScoreboard (void)
{
char str[80];
int minutes, seconds, tens, units;
int l;
sprintf (str,"Monsters:%3i /%3i", cl.stats[STAT_MONSTERS], cl.stats[STAT_TOTALMONSTERS]);
Sbar_DrawString (8, 4, str);
sprintf (str,"Secrets :%3i /%3i", cl.stats[STAT_SECRETS], cl.stats[STAT_TOTALSECRETS]);
Sbar_DrawString (8, 12, str);
// time
minutes = cl.time / 60;
seconds = cl.time - 60*minutes;
tens = seconds / 10;
units = seconds - 10*tens;
sprintf (str,"Time :%3i:%i%i", minutes, tens, units);
Sbar_DrawString (184, 4, str);
// draw level name
l = strlen (cl.levelname);
Sbar_DrawString (232 - l*4, 12, cl.levelname);
}
/*
===============
Sbar_DrawScoreboard
===============
*/
void Sbar_DrawScoreboard (void)
{
Sbar_SoloScoreboard ();
if (cl.gametype == GAME_DEATHMATCH)
Sbar_DeathmatchOverlay ();
#if 0
int i, j, c;
int x, y;
int l;
int top, bottom;
scoreboard_t *s;
if (cl.gametype != GAME_DEATHMATCH)
{
Sbar_SoloScoreboard ();
return;
}
Sbar_UpdateScoreboard ();
l = scoreboardlines <= 6 ? scoreboardlines : 6;
for (i=0 ; i<l ; i++)
{
x = 20*(i&1);
y = i/2 * 8;
s = &cl.scores[fragsort[i]];
if (!s->name[0])
continue;
// draw background
top = s->colors & 0xf0;
bottom = (s->colors & 15)<<4;
top = Sbar_ColorForMap (top);
bottom = Sbar_ColorForMap (bottom);
Draw_Fill ( x*8+10 + ((vid.width - 320)>>1), y + vid.height - SBAR_HEIGHT, 28, 4, top);
Draw_Fill ( x*8+10 + ((vid.width - 320)>>1), y+4 + vid.height - SBAR_HEIGHT, 28, 4, bottom);
// draw text
for (j=0 ; j<20 ; j++)
{
c = scoreboardtext[i][j];
if (c == 0 || c == ' ')
continue;
Sbar_DrawCharacter ( (x+j)*8, y, c);
}
}
#endif
}
//=============================================================================
/*
===============
Sbar_DrawInventory
===============
*/
void Sbar_DrawInventory (void)
{
int i;
char num[6];
float time;
int flashon;
if (rogue)
{
if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
Sbar_DrawPic (0, -24, rsb_invbar[0]);
else
Sbar_DrawPic (0, -24, rsb_invbar[1]);
}
else
{
Sbar_DrawPic (0, -24, sb_ibar);
}
// weapons
for (i=0 ; i<7 ; i++)
{
if (cl.items & (IT_SHOTGUN<<i) )
{
time = cl.item_gettime[i];
flashon = (int)((cl.time - time)*10);
if (flashon >= 10)
{
if ( cl.stats[STAT_ACTIVEWEAPON] == (IT_SHOTGUN<<i) )
flashon = 1;
else
flashon = 0;
}
else
flashon = (flashon%5) + 2;
Sbar_DrawPic (i*24, -16, sb_weapons[flashon][i]);
if (flashon > 1)
sb_updates = 0; // force update to remove flash
}
}
// MED 01/04/97
// hipnotic weapons
if (hipnotic)
{
int grenadeflashing=0;
for (i=0 ; i<4 ; i++)
{
if (cl.items & (1<<hipweapons[i]) )
{
time = cl.item_gettime[hipweapons[i]];
flashon = (int)((cl.time - time)*10);
if (flashon >= 10)
{
if ( cl.stats[STAT_ACTIVEWEAPON] == (1<<hipweapons[i]) )
flashon = 1;
else
flashon = 0;
}
else
flashon = (flashon%5) + 2;
// check grenade launcher
if (i==2)
{
if (cl.items & HIT_PROXIMITY_GUN)
{
if (flashon)
{
grenadeflashing = 1;
Sbar_DrawPic (96, -16, hsb_weapons[flashon][2]);
}
}
}
else if (i==3)
{
if (cl.items & (IT_SHOTGUN<<4))
{
if (flashon && !grenadeflashing)
{
Sbar_DrawPic (96, -16, hsb_weapons[flashon][3]);
}
else if (!grenadeflashing)
{
Sbar_DrawPic (96, -16, hsb_weapons[0][3]);
}
}
else
Sbar_DrawPic (96, -16, hsb_weapons[flashon][4]);
}
else
Sbar_DrawPic (176 + (i*24), -16, hsb_weapons[flashon][i]);
if (flashon > 1)
sb_updates = 0; // force update to remove flash
}
}
}
if (rogue)
{
// check for powered up weapon.
if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
{
for (i=0;i<5;i++)
{
if (cl.stats[STAT_ACTIVEWEAPON] == (RIT_LAVA_NAILGUN << i))
{
Sbar_DrawPic ((i+2)*24, -16, rsb_weapons[i]);
}
}
}
}
// ammo counts
for (i=0 ; i<4 ; i++)
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