Files
Doom2DosOriginal/ST_STUFF.C
T

1 line
22 KiB
C++

// ST_stuff.c : the status bar code
#include <stdio.h>
#include "doomdef.h"
#include "st_stuff.h"
#include "st_lib.h"
#include "r_local.h"
#include "p_local.h"
#include "am_map.h"
#include "dutils.h"
/*
*
* STATUS BAR DATA
*
*/
static player_t *plyr; // main player in game
static boolean st_firsttime; // ST_Start() has just been called
static int lu_palette; // lump number for PLAYPAL
static int veryfirsttime = 1; // used to execute ST_Init() only once
static unsigned int st_clock; // used for timing
static int st_msgcounter=0; // used for making messages go away
static st_chatstateenum_t st_chatstate; // used when in chat
static st_stateenum_t st_gamestate; // whether in automap or first-person
static boolean st_statusbaron; // whether left-side main status bar is active
static boolean st_chat; // whether status bar chat is active
static boolean st_oldchat; // value of st_chat before message popped up
static boolean st_cursoron; // whether chat window has the cursor on
static boolean st_notdeathmatch; // !deathmatch
static boolean st_armson; // !deathmatch && st_statusbaron
static boolean st_fragson; // !deathmatch
static patch_t *sbar; // main bar left
static patch_t *tallnum[10]; // 0-9, tall numbers
static patch_t *tallpercent; // tall % sign
static patch_t *shortnum[10]; // 0-9, short, yellow (,different!) numbers
static patch_t *keys[NUMCARDS]; // 3 key-cards, 3 skulls
static patch_t *faces[ST_NUMFACES]; // face status patches
static patch_t *faceback; // face background
static patch_t *armsbg; // main bar right
static patch_t *arms[6][2]; // weapon ownership patches
static st_number_t w_ready; // ready-weapon widget
static st_number_t w_frags; // in deathmatch only, summary of frags stats
static st_percent_t w_health; // health widget
static st_binicon_t w_armsbg; // arms background
static st_multicon_t w_arms[6]; // weapon ownership widgets
static st_multicon_t w_faces; // face status widget
static st_multicon_t w_keyboxes[3]; // keycard widgets
static st_percent_t w_armor; // armor widget
static st_number_t w_ammo[4]; // ammo widgets
static st_number_t w_maxammo[4]; // max ammo widgets
static int st_fragscount; // number of frags so far in deathmatch
static int st_oldhealth = -1; // used to use appopriately pained face
static boolean oldweaponsowned[NUMWEAPONS]; // used for evil grin
static int st_facecount = 0; // count until face changes
static int st_faceindex = 0; // current face index, used by w_faces
static int keyboxes[3]; // holds key-type for each key box on bar
static int st_randomnumber; // a random number per tick
// massive bunches of cheat shit to keep it from being easy
// to figure 'em out.
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 };
unsigned char cheat_god_seq[] = { 0xb2, 0x26, 0x26, 0xaa, 0x26, 0xff }; // dqd
unsigned char cheat_ammo_seq[] = { 0xb2, 0x26, 0xf2, 0x66, 0xa2, 0xff }; // kfa
unsigned char cheat_ammonokey_seq[] = { 0xb2, 0x26, 0x66, 0xa2, 0xff }; // kfa
unsigned char cheat_noclip_seq[] = { 0xb2, 0x26, 0xea, 0x2a, 0xb2,
0xea, 0x2a, 0xf6, 0x2a, 0x26,
0xff }; // spispopd
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 }; // clev
unsigned char cheat_mypos_seq[] =
{ 0xb2, 0x26, 0xb6, 0xba, 0x2a, 0xf6, 0xea, 0xff }; // my position cheat
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);
}
}
boolean ST_Responder (event_t *ev)
{
int i;
boolean P_GivePower(player_t *, int);
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 exited\n");
st_gamestate = FirstPersonState;
break;
}
}
// if a user keypress...
else if (ev->type == ev_keydown)
{
if (!netgame)
{
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 killer fucking arsenal
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);
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);
}
// no clipping mode cheat
else if (!commercial && cht_CheckCheat(&cheat_noclip, ev->data1))
{
plyr->cheats ^= CF_NOCLIP;
if (plyr->cheats & CF_NOCLIP) plyr->message = STSTR_NCON;
else plyr->message = STSTR_NCOFF;
}
else if (commercial && 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, map;
cht_GetParam(&cheat_clev, buf);
if (commercial)
{
epsd = 0;
map = (buf[0] - '0')*10 + buf[1] - '0';
}
else
{
epsd = buf[0] - '0';
map = buf[1] - '0';
}
if ( (!commercial && (epsd > 0 && epsd < 4 && map > 0 && map < 10))
|| (commercial && (map > 0 && map <= 40)))
{
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, 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) {
// picking up bonus
if (plyr->bonuscount)
{
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) {
// being attacked
if (plyr->damagecount && plyr->attacker && plyr->attacker != plyr->mo) {
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)
{
diffang = badguyangle - plyr->mo->angle;
i = diffang > ANG180; // whether right or left
} else {
diffang = plyr->mo->angle - badguyangle;
i = diffang <= ANG180; // whether left or right
} // confusing, aint it?
st_facecount = ST_TURNCOUNT;
st_faceindex = ST_calcPainOffset();
if (diffang < ANG45) st_faceindex += ST_RAMPAGEOFFSET; // head-on
else if (i) st_faceindex += ST_TURNOFFSET; // turn face right
else st_faceindex += ST_TURNOFFSET+1; // turn face left
}
}
}
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();
st_notdeathmatch = !deathmatch; // used by the w_armsbg widget
st_armson = st_statusbaron && !deathmatch; // used by w_arms[] widgets
st_fragson = deathmatch && st_statusbaron; // used by w_frags widget
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();
ST_updateWidgets();
st_oldhealth = plyr->health;
}
static int st_palette = 0;
void ST_doPaletteStuff(void)
{
int palette;
byte *pal;
int cnt, 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;
st_armson = st_statusbaron && !deathmatch; // used by w_arms[] widgets
st_fragson = deathmatch && st_statusbaron; // used by w_frags widget
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
ST_refreshBackground();
// and refresh all widgets
ST_drawWidgets(true);
}
void ST_diffDraw(void)
{
// update all widgets
ST_drawWidgets(false);
}
void ST_Drawer (boolean fullscreen, boolean refresh)
{
st_statusbaron = (!fullscreen) || automapactive;
st_firsttime = st_firsttime || refresh;
// Do red-/gold-shifts from damage/items
ST_doPaletteStuff();
// If just after ST_Start(), refresh all
if (st_firsttime) ST_doRefresh();
// Otherwise, update as little as possible
else ST_diffDraw();
}
void ST_loadGraphics(void)
{
int i, j, 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);
}
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);
arms[i][0] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC); // gray #
arms[i][1] = shortnum[i+2]; // yellow #
}
// 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);
}
Z_ChangeTag(tallpercent, PU_CACHE); // unload tall percent
Z_ChangeTag(armsbg, PU_CACHE); // unload arms background
for (i=0;i<6;i++) Z_ChangeTag(arms[i][0], PU_CACHE); // unload gray #'s
// 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);
}
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);
w_ready.data = plyr->readyweapon; // the last weapon type
// 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);
}