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////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// 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.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// toolbar.cpp
// Project: Nostril (aka Postal)
//
// This module augments the CDude class, which used to be soley responsible for
// updating player and weapon status. It currently graphically manages the
// toolbars and sound reactions. (Still need to add sounds)
////////////////////////////////////////////////////////////////////////////////
//
// History:
//
// 08/06/97 JRD Started. Set bars to load in the realm
//
// 08/08/97 JRD Changed methodology to a proprietary data format and abandoning
// attempts of a one to one interface with postal. Tollbar will
// update an internal map of the weapon states based on events
// passed.
//
// 08/08/97 JRD Completely revamped and finalized the class structure.
// Added the first hook to draw the entire bar.
// Added aliased functions to reduce header dependencies.
// 08/09/97 JRD Added all functionality except a hook to refresh on event.
//
// 08/10/97 JRD Added two deferred update modes. One limits updates to a
// given time interval, and the other only updates when a
// change of value or state has occurred. All this occurs
// without any interaction with the app.
//
// 08/10/97 JRD Added hook so powerup values resetting due to time would
// be a valid draw event.
//
// 08/10/97 JRD Based on Steve Wik's opinion, I set health and vest to
// show well over 100%. Since people liked it, it was actually
// my opinion and I shall keep it.
//
// 08/10/97 JRD Added a dangerous cross file help to poor old score in order
// to easily color map the top toolbar. Poor score. Set to Steve
// colors. If you think their cool, then I too agreed with Steve.
// If not, then Steve forced me to use them.
//
// 08/12/97 JRD Changed the class o the Mac can deal with it.
//
// 08/29/97 JRD Patched Render to not display amount of bullets.
//
// 09/27/99 JMI Eliminated boolean performance warnings.
//
////////////////////////////////////////////////////////////////////////////////
#include "RSPiX.h"
#include "dude.h"
#include "StockPile.h"
#include "hood.h"
#include "toolbar.h"
#include "ORANGE/color/colormatch.h"
#include "ORANGE/color/dithermatch.h"
////////////////////////////////////////////////////////////////////////////////
// TOOLBAR Graphic parameters:
////////////////////////////////////////////////////////////////////////////////
//=================== toolbar templates (loaded each level) ====================
//===================== General Toolbar Parameters ===========================
#define TB_BAR_X 0 // where to draw the entire bar
#define TB_BAR_Y 440
#define TB_TWEAK_FONT_Y -5
#define TB_TWEAK_FONT_X -3
#define TB_SMALL_FONT 11 // pixel height for ammo font
#define TB_LARGE_FONT 15 // for health and armour
#define TB_AMMOW_LOW 3 // ammo changes color as warning
#define TB_MILLI_TO_LITE 3000 // after you get a powerup.
//#ifdef MOBILE
#if 1
#define TB_MILLI_INTERVAL_TIME 100 //500ms lag is pretty annoying!
#else
#define TB_MILLI_INTERVAL_TIME 500 // maximum update rate, unless forced
#endif
extern int wideScreenWidth;
extern RFont g_fontBig; // I hope this one is OK....
typedef struct { uint8_t r; uint8_t g; uint8_t b; } MatchColor;
MatchColor gmcSmallFont = { 255,255,0 }; // yellow
MatchColor gmcLargeFont = { 255,255,0 }; // yellow
MatchColor gmcWarningFont = { 255,0,0 }; // red
MatchColor gmcAmmoGoneFont = { 96,0,0 }; // dark red
MatchColor gmcAttentionFont = { 255,255,128 }; // saturated yellow
//------------------ Top Bar:
MatchColor gmcSolidScore = { 40,34,13 }; // saturated yellow
MatchColor gmcShadowScore = { 138,123,65 }; // saturated yellow
//MatchColor gmcShadowScore = { 119,102,60 }; // saturated yellow
//MatchColor gmcSolidScore = { 0,0,255 }; // saturated yellow
//MatchColor gmcShadowScore = { 255,0,0 }; // saturated yellow
//------------------ So Score can access these:
int16_t gsStatusFontForeIndex = 251;
int16_t gsStatusFontBackIndex = 0;
int16_t gsStatusFontShadowIndex = 0;
int16_t gsStatusFontForeDeadIndex = 252;
//=====================================================================
//=========== INTERNAL VISUAL STOCKPILE CONTROLS ====================
//=====================================================================
// I am abandoning the previous idea of linking my own definition
// of weapons and ammo to postal's, as they are too incompatible
// for a direct interface. I am therefor switching to a proprietary one.
// Local definition of a "WEAPON": Does NOT have an associated number
// Local definition of an "AMMO": Has a number amount.
// Proprietary formats:
typedef enum
{
NotWeapon = 0,
MachineGun,
ShotGun,
SprayCannon,
MissileLauncher,
NapalmLauncher,
FlameThrower,
NumberOfWeapons
} ToolWeaponType;
typedef enum
{
NotAmmo = 0,
Health,
KevlarVest,
Bullets,
Shells,
Spray, // proprietary = Bullets
Grenades,
Rockets,
HeatSeekers,// proprietary = Heatseekers
Cocktails,
Napalm,
Fuel,
ProximityMine, // all three alias to the same amount of mines!
TimedMine,
BouncingBettyMine,
NumberOfAmmos
} ToolAmmoType;
// NOTE: The concept is that, in general, you select an AMMO, and the weapon
// highlights dependently.
//
class CToolItem
{
public:
//----------------------------------------------------------------------
typedef enum { Uninitialized = 0, Weapon , Ammo } Type;
typedef enum { Bar = 0, BarSel = 1, Full = 2, FullSel = 3 } State;
typedef enum { Small = 0, Large } Size;
//----------------------------------------------------------------------
Type m_eType;
bool m_bExists; // bar or full?
bool m_bSelected; // selected or not?
bool m_bTreasure; // found in a power up
int32_t m_lMilli; // relative time in milliseconds for timing stuff
State m_eState; // short cut for applying state
State m_ePrevState; // Stored for event triggering
double m_dValue; // if ammo
double m_dPrevValue; // if ammo
double m_dLow; // value change
Size m_eFontType; // for color and display
RRect m_rImage; // location of icon, if applicable
RRect m_rText; // location of text, if applicable
//----------------------------------------------------------------------
CToolItem* m_pWeapon; // Links to associated weapon
CToolItem* m_pAmmo1; // Links to associated ammo for drawing order
CToolItem* m_pAmmo2; // Links to associated ammo for drawing order
//----------------------------------------------------------------------
ToolWeaponType m_eWeaponType;
ToolAmmoType m_eAmmoType;
CDude::WeaponType m_eStockPile; // Postal app equivalent from Dude.h
//----------------------------------------------------------------------
static CToolItem* ms_aWeapons; // [NumberOfWeapons];
static CToolItem* ms_aAmmo; //[NumberOfAmmos];
static RFont* ms_pfntTool; // General font and print
static RPrint ms_pntTool;
static int16_t ms_sSmallFontColor; // color index
static int16_t ms_sLargeFontColor;
static int16_t ms_sWarningColor;
static int16_t ms_sAmmoGoneColor;
static int16_t ms_sAttentionColor;
static RImage* ms_pimCompositeBuffer;
static RImage* ms_pimCompositeBufferScaled;
static int32_t ms_lLastTime;
//----------------------------------------------------------------------
CToolItem()
{
m_eType = Uninitialized;
m_bExists = false;
m_bSelected = false;
m_bTreasure = false;
m_lMilli = 0;
m_eState = Bar;
m_dValue = 0.0;
m_dPrevValue = 0.0;
m_dLow = 0;
m_eFontType = Small;
m_pWeapon = m_pAmmo1 = m_pAmmo2 = NULL;
m_eWeaponType = NotWeapon;
m_eAmmoType = NotAmmo;
m_eStockPile = CDude::NoWeapon;
}
~CToolItem()
{
}
// This sets most members in a generic way for a weapon
// It can add members if more differentiation is needed
void ArrangeWeapon(
ToolWeaponType eType,
CDude::WeaponType eStock,
const RRect &prImage,
CToolItem* pAmmo1,
CToolItem* pAmmo2 = NULL,
CToolItem* pAmmo3 = NULL)
{
m_eWeaponType = eType;
m_eStockPile = eStock;
m_rImage = prImage;
m_pWeapon = pAmmo1;
m_pAmmo1 = pAmmo2;
m_pAmmo2 = pAmmo3;
//-------------------- Weapon specific:
m_eType = Weapon;
}
void ArrangeAmmo(
ToolAmmoType eType,
CDude::WeaponType eStock,
const RRect &prImage,
int16_t sTextX,
int16_t sTextY,
CToolItem* pWeapon,
Size eSize = Small)
{
m_eAmmoType = eType;
m_eStockPile = eStock;
m_rImage = prImage;
m_pWeapon = pWeapon;
m_rText.sX = sTextX;
m_rText.sY = sTextY;
m_eFontType = eSize;
//-------------------- Weapon specific:
m_eType = Ammo;
m_dLow = 3.0; // General state for alert point
}
//=======================================================================
static int16_t Init(CHood* pHood) // do color matching & asset loading
{
// Use the current hood palette to color match the text indicies
ms_sSmallFontColor = rspMatchColorRGB(
gmcSmallFont.r,gmcSmallFont.g,gmcSmallFont.b,10,236,
pHood->m_pimBackground->m_pPalette->Red(),
pHood->m_pimBackground->m_pPalette->Green(),
pHood->m_pimBackground->m_pPalette->Blue(),4);
ms_sLargeFontColor = rspMatchColorRGB(
gmcLargeFont.r,gmcLargeFont.g,gmcLargeFont.b,10,236,
pHood->m_pimBackground->m_pPalette->Red(),
pHood->m_pimBackground->m_pPalette->Green(),
pHood->m_pimBackground->m_pPalette->Blue(),4);
ms_sWarningColor = rspMatchColorRGB(
gmcWarningFont.r,gmcWarningFont.g,gmcWarningFont.b,10,236,
pHood->m_pimBackground->m_pPalette->Red(),
pHood->m_pimBackground->m_pPalette->Green(),
pHood->m_pimBackground->m_pPalette->Blue(),4);
ms_sAmmoGoneColor = rspMatchColorRGB(
gmcAmmoGoneFont.r,gmcAmmoGoneFont.g,gmcAmmoGoneFont.b,10,236,
pHood->m_pimBackground->m_pPalette->Red(),
pHood->m_pimBackground->m_pPalette->Green(),
pHood->m_pimBackground->m_pPalette->Blue(),4);
ms_sAttentionColor = rspMatchColorRGB(
gmcAttentionFont.r,gmcAttentionFont.g,gmcAttentionFont.b,10,236,
pHood->m_pimBackground->m_pPalette->Red(),
pHood->m_pimBackground->m_pPalette->Green(),
pHood->m_pimBackground->m_pPalette->Blue(),4);
//----------------------------- Match Top bar stuff:
gsStatusFontForeIndex = rspMatchColorRGB(
gmcSolidScore.r,gmcSolidScore.g,gmcSolidScore.b,10,236,
pHood->m_pimBackground->m_pPalette->Red(),
pHood->m_pimBackground->m_pPalette->Green(),
pHood->m_pimBackground->m_pPalette->Blue(),4);
gsStatusFontShadowIndex = rspMatchColorRGB(
gmcShadowScore.r,gmcShadowScore.g,gmcShadowScore.b,10,236,
pHood->m_pimBackground->m_pPalette->Red(),
pHood->m_pimBackground->m_pPalette->Green(),
pHood->m_pimBackground->m_pPalette->Blue(),4);
#if 0 // checking for palette errors:
rspSetWindowColors();
U8 r[256],g[256],b[256]; // for palette checking:
rspGetPaletteEntries(0,256,r,g,b,1);
short i;
for (i=0;i < 256;i++)
{
if ( (*pHood->m_pimBackground->m_pPalette->Red(i) != r[i]) ||
(*pHood->m_pimBackground->m_pPalette->Green(i) != g[i]) ||
(*pHood->m_pimBackground->m_pPalette->Blue(i) != b[i]) )
{
TRACE("INDEX %d: POST(%d,%d,%d),WIN(%d,%d,%d)\n",i,
(short)*pHood->m_pimBackground->m_pPalette->Red(i),
(short)*pHood->m_pimBackground->m_pPalette->Green(i),
(short)*pHood->m_pimBackground->m_pPalette->Blue(i),
(short)r[i],(short)g[i],(short)b[i]
);
}
}
#endif
ms_pfntTool = &g_fontBig;
if (!ms_pimCompositeBuffer)
{
ms_pimCompositeBuffer = new RImage;
ms_pimCompositeBuffer->CreateImage(
pHood->m_pimEmptyBar->m_sWidth,
pHood->m_pimEmptyBar->m_sHeight,
RImage::BMP8);
ms_pimCompositeBufferScaled = new RImage;
ms_pimCompositeBufferScaled->CreateImage(
wideScreenWidth, //HACK HACK
pHood->m_pimEmptyBar->m_sHeight,
RImage::BMP8);
}
ms_pntTool.SetFont(TB_SMALL_FONT,ms_pfntTool);
ms_pntTool.SetDestination(ms_pimCompositeBuffer);
// Set up the bar to a neutral background:
rspBlit(pHood->m_pimEmptyBar,ms_pimCompositeBuffer,0,0,0,0,
ms_pimCompositeBuffer->m_sWidth,
ms_pimCompositeBuffer->m_sHeight);
return SUCCESS;
}
// Assume the entire bar needs to be redrawn.
static void RenderBar(CHood* pHood,RImage* pimDst,int16_t sDstX,int16_t sDstY)
{
// First Draw all the weapons...
int16_t i;
RImage* pimPlane = NULL;
// Set up the bar to a neutral background:
rspBlit(pHood->m_pimEmptyBar,ms_pimCompositeBuffer,0,0,0,0,
ms_pimCompositeBuffer->m_sWidth,
ms_pimCompositeBuffer->m_sHeight);
for (i = NotWeapon + 1; i < NumberOfWeapons; i++)
{
switch (ms_aWeapons[i].m_eState)
{
case Bar: pimPlane = pHood->m_pimEmptyBar; break;
case BarSel: pimPlane = pHood->m_pimEmptyBarSelected; break;
case Full: pimPlane = pHood->m_pimFullBar; break;
case FullSel: pimPlane = pHood->m_pimFullBarSelected; break;
}
// copy the graphic:
rspBlit(pimPlane,ms_pimCompositeBuffer,
ms_aWeapons[i].m_rImage.sX,
ms_aWeapons[i].m_rImage.sY,
ms_aWeapons[i].m_rImage.sX,
ms_aWeapons[i].m_rImage.sY,
ms_aWeapons[i].m_rImage.sW,
ms_aWeapons[i].m_rImage.sH);
}
// Then, draw all the ammo...
for (i = NotAmmo + 1; i < NumberOfAmmos; i++)
{
switch (ms_aAmmo[i].m_eState)
{
case Bar: pimPlane = pHood->m_pimEmptyBar; break;
case BarSel: pimPlane = pHood->m_pimEmptyBarSelected; break;
case Full: pimPlane = pHood->m_pimFullBar; break;
case FullSel: pimPlane = pHood->m_pimFullBarSelected; break;
}
if (ms_aAmmo[i].m_rImage.sW && ms_aAmmo[i].m_rImage.sH)
rspBlit(pimPlane,ms_pimCompositeBuffer,
ms_aAmmo[i].m_rImage.sX,
ms_aAmmo[i].m_rImage.sY,
ms_aAmmo[i].m_rImage.sX,
ms_aAmmo[i].m_rImage.sY,
ms_aAmmo[i].m_rImage.sW,
ms_aAmmo[i].m_rImage.sH);
}
// Finally, print all the values...
for (i = NotAmmo + 1; i < NumberOfAmmos; i++)
{
int16_t sFontSize;
int16_t sFontColor;
// choose the correct font.
if (ms_aAmmo[i].m_eFontType == Small)
{
sFontSize = TB_SMALL_FONT;
sFontColor = ms_sSmallFontColor;
}
else
{
sFontSize = TB_LARGE_FONT;
sFontColor = ms_sLargeFontColor;
}
// Update the attention color time:
if (ms_aAmmo[i].m_bTreasure)
{
if ( (rspGetMilliseconds() - ms_aAmmo[i].m_lMilli) >
TB_MILLI_TO_LITE)
{
// no longer highlighted:
ms_aAmmo[i].m_bTreasure = false;
}
}
// check for special color conditions:
if (ms_aAmmo[i].m_dValue <= 0.1) sFontColor = ms_sAmmoGoneColor;
else if (ms_aAmmo[i].m_bTreasure) sFontColor = ms_sAttentionColor;
else if (ms_aAmmo[i].m_dValue <= ms_aAmmo[i].m_dLow)
sFontColor = ms_sWarningColor;
// select the correct font and draw the amount:
ms_pntTool.SetFont(sFontSize,ms_pfntTool);
ms_pntTool.SetColor(sFontColor);
if (i != Bullets) // nolonger print the amount of bullets...
{
ms_pntTool.print(ms_aAmmo[i].m_rText.sX,ms_aAmmo[i].m_rText.sY,
"%3ld",int32_t(ms_aAmmo[i].m_dValue));
}
}
//Really nasty, scale the image incase its widescreen
if (ms_pimCompositeBuffer->m_sWidth != ms_pimCompositeBufferScaled->m_sWidth)
{
float widthScale = (float)ms_pimCompositeBuffer->m_sWidth / (float)ms_pimCompositeBufferScaled->m_sWidth;
for (int n=0;n<ms_pimCompositeBuffer->m_sHeight;n++)
{
for (int x=0;x<ms_pimCompositeBufferScaled->m_sWidth;x++)
{
uint8_t* dest = ms_pimCompositeBufferScaled->m_pData + n * ms_pimCompositeBufferScaled->m_lPitch + x;
uint8_t* src = ms_pimCompositeBuffer->m_pData + n * ms_pimCompositeBuffer->m_lPitch + (int)((float)x * widthScale);
*dest = *src;
}
//memcpy(ms_pimCompositeBufferScaled->m_pData + n * ms_pimCompositeBufferScaled->m_lPitch,
// ms_pimCompositeBuffer->m_pData + n * ms_pimCompositeBuffer->m_lPitch,ms_pimCompositeBuffer->m_sWidth);
}
rspBlit(ms_pimCompositeBufferScaled,pimDst,0,0,sDstX,sDstY,
ms_pimCompositeBufferScaled->m_sWidth,
ms_pimCompositeBufferScaled->m_sHeight);
}
else //No scaling needed
{
// put into background
rspBlit(ms_pimCompositeBuffer,pimDst,0,0,sDstX,sDstY,
ms_pimCompositeBuffer->m_sWidth,
ms_pimCompositeBuffer->m_sHeight);
}
}
// Handle dude events, including graphical updates
// Wil return true if a change of state has occurred
static bool UpdateStatus(CDude* pDude)
{
// Fist, try to get all the status possible from the CDude:
// Use the stockpile for most:
int16_t i;
// Get the current values from the stockpile:
// Because GetWeaponInfo goes by weapon to recieve ammo,
// we need to check ammo directly:
//==========================================================================
// Save the old ammo amounts and ammo state:
for (i = NotAmmo + 1; i < NumberOfAmmos; i++)
{
// do this to catch powerups or ammot changes:
ms_aAmmo[i].m_dPrevValue = ms_aAmmo[i].m_dValue;
ms_aAmmo[i].m_ePrevState = ms_aAmmo[i].m_eState;
}
// Save the states of all the weapons:
for (i = NotWeapon + 1; i < NumberOfWeapons; i++)
{
// do this to catch powerups or ammot changes:
ms_aWeapons[i].m_ePrevState = ms_aWeapons[i].m_eState;
}
//==========================================================================
// Hit points must be translated into a percentage of the whole:
ms_aAmmo[Health].m_dValue = double(pDude->m_stockpile.m_sHitPoints)*100/
pDude->m_sOrigHitPoints;
if ( (ms_aAmmo[Health].m_dValue > 0.0) && (ms_aAmmo[Health].m_dValue < 1.0) )
{
ms_aAmmo[Health].m_dValue = 1.0;
}
if (pDude->IsDead()) ms_aAmmo[Health].m_dValue = 0.0;
ms_aAmmo[KevlarVest].m_dValue = double(pDude->m_stockpile.m_sKevlarLayers)/5.0;
//if (ms_aAmmo[KevlarVest].m_dValue > 100.0) ms_aAmmo[KevlarVest].m_dValue = 100.0;
ms_aAmmo[Bullets].m_dValue = pDude->m_stockpile.m_sNumBullets;
ms_aAmmo[Shells].m_dValue = pDude->m_stockpile.m_sNumShells;
ms_aAmmo[Spray].m_dValue = pDude->m_stockpile.m_sNumShells;
ms_aAmmo[Grenades].m_dValue = pDude->m_stockpile.m_sNumGrenades;
ms_aAmmo[Rockets].m_dValue = pDude->m_stockpile.m_sNumMissiles;
ms_aAmmo[HeatSeekers].m_dValue = pDude->m_stockpile.m_sNumHeatseekers;
ms_aAmmo[Cocktails].m_dValue = pDude->m_stockpile.m_sNumFireBombs;
ms_aAmmo[Napalm].m_dValue = pDude->m_stockpile.m_sNumNapalms;
ms_aAmmo[Fuel].m_dValue = double(pDude->m_stockpile.m_sNumFuel)/2.50;
ms_aAmmo[ProximityMine].m_dValue = pDude->m_stockpile.m_sNumMines;
ms_aAmmo[TimedMine].m_dValue = pDude->m_stockpile.m_sNumMines;
ms_aAmmo[BouncingBettyMine].m_dValue = pDude->m_stockpile.m_sNumMines;
// Which weapons do I have?
ms_aWeapons[MachineGun].m_bExists = (pDude->m_stockpile.m_sMachineGun) ? true : false;
ms_aWeapons[ShotGun].m_bExists = (pDude->m_stockpile.m_sShotGun) ? true : false;
ms_aWeapons[SprayCannon].m_bExists = (pDude->m_stockpile.m_sSprayCannon) ? true : false;
ms_aWeapons[MissileLauncher].m_bExists = (pDude->m_stockpile.m_sMissileLauncher) ? true : false;
ms_aWeapons[NapalmLauncher].m_bExists = (pDude->m_stockpile.m_sNapalmLauncher) ? true : false;
ms_aWeapons[FlameThrower].m_bExists = (pDude->m_stockpile.m_sFlameThrower) ? true : false;
// Mark those ammos that have gone up
for (i = NotAmmo + 1; i < NumberOfAmmos; i++)
{
// do this to catch powerups or ammot changes:
if (ms_aAmmo[i].m_dPrevValue < ms_aAmmo[i].m_dValue)
{
ms_aAmmo[i].m_bTreasure = true;
ms_aAmmo[i].m_lMilli = rspGetMilliseconds();
}
}
// Note that throwing ammo exists if ammo is not zero
for (i = NotAmmo + 1; i < NumberOfAmmos; i++)
{
ms_aAmmo[i].m_bExists = (ms_aAmmo[i].m_dValue > 0.01);
ms_aAmmo[i].m_bSelected = FALSE; // initializing
}
// Clear out all selections:
for (i = NotWeapon + 1; i < NumberOfWeapons; i++)
{
ms_aWeapons[i].m_bSelected = FALSE;
}
// Which weapon is currently selected?
// (I guess this is a scheme)
CDude::WeaponType CurWeapon = pDude->GetCurrentWeapon();
switch (CurWeapon)
{
case CDude::SemiAutomatic:
ms_aWeapons[MachineGun].m_bSelected = true;
ms_aAmmo[Bullets].m_bSelected = true;
break;
case CDude::ShotGun:
ms_aWeapons[ShotGun].m_bSelected = true;
ms_aAmmo[Shells].m_bSelected = true;
break;
case CDude::SprayCannon:
ms_aWeapons[SprayCannon].m_bSelected = true;
ms_aAmmo[Spray].m_bSelected = true;
break;
case CDude::Grenade:
ms_aAmmo[Grenades].m_bSelected = true;
break;
case CDude::Rocket:
ms_aWeapons[MissileLauncher].m_bSelected = true;
ms_aAmmo[Rockets].m_bSelected = true;
break;
case CDude::Heatseeker:
ms_aWeapons[MissileLauncher].m_bSelected = true;
ms_aAmmo[HeatSeekers].m_bSelected = true;
break;
case CDude::FireBomb:
ms_aAmmo[Cocktails].m_bSelected = true;
break;
case CDude::Napalm:
ms_aWeapons[NapalmLauncher].m_bSelected = true;
ms_aAmmo[Napalm].m_bSelected = true;
break;
case CDude::FlameThrower:
ms_aWeapons[FlameThrower].m_bSelected = true;
ms_aAmmo[Fuel].m_bSelected = true;
break;
case CDude::ProximityMine:
ms_aAmmo[ProximityMine].m_bSelected = true;
break;
case CDude::TimedMine:
ms_aAmmo[TimedMine].m_bSelected = true;
break;
case CDude::BouncingBettyMine:
ms_aAmmo[BouncingBettyMine].m_bSelected = true;
break;
case CDude::DeathWad:
ms_aWeapons[MachineGun].m_bSelected = true;
ms_aWeapons[ShotGun].m_bSelected = true;
ms_aWeapons[SprayCannon].m_bSelected = true;
ms_aWeapons[MissileLauncher].m_bSelected = true;
ms_aWeapons[NapalmLauncher].m_bSelected = true;
ms_aWeapons[FlameThrower].m_bSelected = true;
ms_aAmmo[Bullets].m_bSelected = true;
ms_aAmmo[Shells].m_bSelected = true;
ms_aAmmo[Spray].m_bSelected = true;
ms_aAmmo[Grenades].m_bSelected = true;
ms_aAmmo[Rockets].m_bSelected = true;
ms_aAmmo[HeatSeekers].m_bSelected = true;
ms_aAmmo[Cocktails].m_bSelected = true;
ms_aAmmo[Napalm].m_bSelected = true;
ms_aAmmo[Fuel].m_bSelected = true;
break;
case CDude::DoubleBarrel:
ms_aWeapons[ShotGun].m_bSelected = true;
ms_aAmmo[Shells].m_bSelected = true;
break;
}
// Light everything that would be selected by this "scheme"
// Now set all the situation codes for drawing!
for (i = NotAmmo + 1; i < NumberOfAmmos; i++)
{
if (!ms_aAmmo[i].m_bExists && !ms_aAmmo[i].m_bSelected)
ms_aAmmo[i].m_eState = Bar;
else if (!ms_aAmmo[i].m_bExists && ms_aAmmo[i].m_bSelected)
ms_aAmmo[i].m_eState = BarSel;
else if (ms_aAmmo[i].m_bExists && !ms_aAmmo[i].m_bSelected)
ms_aAmmo[i].m_eState = Full;
else if (ms_aAmmo[i].m_bExists && ms_aAmmo[i].m_bSelected)
ms_aAmmo[i].m_eState = FullSel;
}
for (i = NotWeapon + 1; i < NumberOfWeapons; i++)
{
if (!ms_aWeapons[i].m_bExists && !ms_aWeapons[i].m_bSelected)
ms_aWeapons[i].m_eState = Bar;
else if (!ms_aWeapons[i].m_bExists && ms_aWeapons[i].m_bSelected)
ms_aWeapons[i].m_eState = BarSel;
else if (ms_aWeapons[i].m_bExists && !ms_aWeapons[i].m_bSelected)
ms_aWeapons[i].m_eState = Full;
else if (ms_aWeapons[i].m_bExists && ms_aWeapons[i].m_bSelected)
ms_aWeapons[i].m_eState = FullSel;
}
//======================== CHECK FOR CHANGE IN AMMO OR STATUS:
bool bChange = false;
for (i = NotAmmo + 1; i < NumberOfAmmos; i++)
{
if (ms_aAmmo[i].m_eState != ms_aAmmo[i].m_ePrevState)
{
bChange = true;
break;
}
if (ms_aAmmo[i].m_dValue != ms_aAmmo[i].m_dPrevValue)
{
bChange = true;
break;
}
// This hook is when the tellow numbers become white.
if (ms_aAmmo[i].m_bTreasure)
{
if ( (rspGetMilliseconds() - ms_aAmmo[i].m_lMilli) >
TB_MILLI_TO_LITE)
{
// no longer highlighted:
bChange = true;
}
}
}
if (bChange == false)
{
for (i = NotWeapon + 1; i < NumberOfWeapons; i++)
{
if (ms_aWeapons[i].m_eState != ms_aWeapons[i].m_ePrevState)
{
bChange = true;
break;
}
}
}
return bChange;
}
};
//----------------------------------------------------------------------
// I am hoping that before any instance of a class
// exists, that the staic members must also exist.
CToolItem* CToolItem::ms_aWeapons = NULL;
CToolItem* CToolItem::ms_aAmmo = NULL;
RFont* CToolItem::ms_pfntTool = NULL; // General font and print
RPrint CToolItem::ms_pntTool;
int16_t CToolItem::ms_sSmallFontColor = 255; // color index
int16_t CToolItem::ms_sLargeFontColor = 255;
int16_t CToolItem::ms_sWarningColor = 255;
int16_t CToolItem::ms_sAmmoGoneColor = 255;
int16_t CToolItem::ms_sAttentionColor = 255;
RImage* CToolItem::ms_pimCompositeBuffer = NULL;
RImage* CToolItem::ms_pimCompositeBufferScaled = NULL;
int32_t CToolItem::ms_lLastTime = 0;
// Time to arrange the basic bar relationhips:
class CInitToolBar
{
public:
CInitToolBar()
{
// arrange the patterns of weapons and ammo:
CToolItem::ms_aWeapons = new CToolItem[NumberOfWeapons];
CToolItem::ms_aAmmo = new CToolItem[NumberOfAmmos];
//************* WEAPONS **************
CToolItem::ms_aWeapons[MachineGun].ArrangeWeapon(
MachineGun,CDude::SemiAutomatic,
RRect(123,443,48,23),
&CToolItem::ms_aAmmo[Bullets]);
CToolItem::ms_aWeapons[ShotGun].ArrangeWeapon(
ShotGun,CDude::ShotGun,
RRect(176,444,42,19),
&CToolItem::ms_aAmmo[Shells]);
CToolItem::ms_aWeapons[SprayCannon].ArrangeWeapon(
SprayCannon,CDude::SprayCannon,
RRect(221,442,44,22),
&CToolItem::ms_aAmmo[Spray]);
CToolItem::ms_aWeapons[MissileLauncher].ArrangeWeapon(
MissileLauncher,CDude::Rocket,
RRect(306,442,54,21),
&CToolItem::ms_aAmmo[Rockets],
&CToolItem::ms_aAmmo[HeatSeekers]); // double whammy
CToolItem::ms_aWeapons[NapalmLauncher].ArrangeWeapon(
NapalmLauncher,CDude::Napalm,
RRect(413,441,49,23),
&CToolItem::ms_aAmmo[Napalm]);
CToolItem::ms_aWeapons[FlameThrower].ArrangeWeapon(
FlameThrower,CDude::FlameThrower,
RRect(464,442,52,22),
&CToolItem::ms_aAmmo[Fuel]);
//************** AMMO ****************
CToolItem::ms_aAmmo[Health].ArrangeAmmo(
Health,CDude::NoWeapon,
RRect(0,440,58,40),
42,457,
NULL,
CToolItem::Large);
CToolItem::ms_aAmmo[KevlarVest].ArrangeAmmo(
KevlarVest,CDude::NoWeapon,
RRect(61,445,35,34),
97,457,
NULL,
CToolItem::Large);
//-------------------------------------
CToolItem::ms_aAmmo[Bullets].ArrangeAmmo(
Bullets,CDude::SemiAutomatic,
RRect(129,461,16,16),
149,467,
&CToolItem::ms_aWeapons[MachineGun],
CToolItem::Small);
CToolItem::ms_aAmmo[Shells].ArrangeAmmo(
Shells,CDude::ShotGun,
RRect(182,463,16,15),
202,467,
&CToolItem::ms_aWeapons[ShotGun],
CToolItem::Small);
CToolItem::ms_aAmmo[Spray].ArrangeAmmo(
Spray,CDude::SprayCannon,
RRect(228,463,16,15),
247,467,
&CToolItem::ms_aWeapons[SprayCannon],
CToolItem::Small);
CToolItem::ms_aAmmo[Grenades].ArrangeAmmo(
Grenades,CDude::Grenade,
RRect(272,443,19,23),
276,467,
NULL,
CToolItem::Small);
CToolItem::ms_aAmmo[Rockets].ArrangeAmmo(
Rockets,CDude::Rocket,
RRect(295,462,24,17),
321,467,
&CToolItem::ms_aWeapons[MissileLauncher],
CToolItem::Small);
CToolItem::ms_aAmmo[HeatSeekers].ArrangeAmmo(
HeatSeekers,CDude::Heatseeker,
RRect(337,464,26,13),
364,467,
&CToolItem::ms_aWeapons[MissileLauncher],
CToolItem::Small);
CToolItem::ms_aAmmo[Cocktails].ArrangeAmmo(
Cocktails,CDude::FireBomb,
RRect(390,442,20,24),
394,467,
NULL,
CToolItem::Small);
CToolItem::ms_aAmmo[Napalm].ArrangeAmmo(
Napalm,CDude::Napalm,
RRect(414,464,28,13),
447,466,
&CToolItem::ms_aWeapons[NapalmLauncher],
CToolItem::Small);
CToolItem::ms_aAmmo[Fuel].ArrangeAmmo(
Fuel,CDude::FlameThrower,
RRect(476,465,14,13),
494,466,
&CToolItem::ms_aWeapons[FlameThrower],
CToolItem::Small);
//----------------------------------------
CToolItem::ms_aAmmo[ProximityMine].ArrangeAmmo(
ProximityMine,CDude::ProximityMine,
RRect(567,443,30,23),
575,467, // redundantly repeated
NULL,
CToolItem::Small);
CToolItem::ms_aAmmo[TimedMine].ArrangeAmmo(
TimedMine,CDude::TimedMine,
RRect(599,443,30,26),
575,467, // redundantly repeated
NULL,
CToolItem::Small);
CToolItem::ms_aAmmo[BouncingBettyMine].ArrangeAmmo(
BouncingBettyMine,CDude::BouncingBettyMine,
RRect(538,444,28,28),
575,467, // redundantly repeated
NULL,
CToolItem::Small);
// Now, factor out the bar location from all the coordinates:
int16_t i;
for (i = NotWeapon + 1; i < NumberOfWeapons; i++)
{
CToolItem::ms_aWeapons[i].m_rImage.sY -= TB_BAR_Y;
CToolItem::ms_aWeapons[i].m_rText.sY -= TB_BAR_Y;
CToolItem::ms_aWeapons[i].m_rText.sY += TB_TWEAK_FONT_Y;
CToolItem::ms_aWeapons[i].m_rText.sX += TB_TWEAK_FONT_X;
}
for (i = NotAmmo + 1; i < NumberOfAmmos; i++)
{
CToolItem::ms_aAmmo[i].m_rImage.sY -= TB_BAR_Y;
CToolItem::ms_aAmmo[i].m_rText.sY -= TB_BAR_Y;
CToolItem::ms_aAmmo[i].m_rText.sY += TB_TWEAK_FONT_Y;
CToolItem::ms_aAmmo[i].m_rText.sX += TB_TWEAK_FONT_X;
}
// Set differect "low" values for each item:
CToolItem::ms_aAmmo[Health].m_dLow = 20.0;
CToolItem::ms_aAmmo[KevlarVest].m_dLow = 9.0;
CToolItem::ms_aAmmo[Shells].m_dLow = 3.0;
CToolItem::ms_aAmmo[Spray].m_dLow = 15.0;
CToolItem::ms_aAmmo[Grenades].m_dLow = 2.0;
CToolItem::ms_aAmmo[Rockets].m_dLow = 2.0;
CToolItem::ms_aAmmo[HeatSeekers].m_dLow = 2.0;
CToolItem::ms_aAmmo[Cocktails].m_dLow = 2.0;
CToolItem::ms_aAmmo[Napalm].m_dLow = 2.0;
CToolItem::ms_aAmmo[Fuel].m_dLow = 10.0;
CToolItem::ms_aAmmo[ProximityMine].m_dLow = 2.0;
CToolItem::ms_aAmmo[BouncingBettyMine].m_dLow = 2.0;
CToolItem::ms_aAmmo[TimedMine].m_dLow = 1.0;
}
~CInitToolBar()
{
delete [] CToolItem::ms_aWeapons;
delete [] CToolItem::ms_aAmmo;
delete CToolItem::ms_pimCompositeBuffer;
}
} DoInitToolBar;
/////////////////////////////////////////
// aliased functions "for her pleasure."
/////////////////////////////////////////
int16_t ToolBarInit(CHood* pHood)
{
return CToolItem::Init(pHood);
}
bool ToolBarRender(CHood* pHood,RImage* pimDst,int16_t sDstX,int16_t sDstY,
CDude* pDude,bool bForceRender)
{
bool bRender = true;
if (pDude == NULL)
{
TRACE("ToolBarRender: Dude doesn't exist!\n");
return false;
}
// First check for minimum interval time:
if (!bForceRender) // unless forced to render
{
if ( (rspGetMilliseconds() - CToolItem::ms_lLastTime)
> TB_MILLI_INTERVAL_TIME)
{
CToolItem::ms_lLastTime = rspGetMilliseconds();
// see if anything has truly changed - if not, don't update:
bool bRender = false;
bRender = CToolItem::UpdateStatus(pDude);
if (bRender) CToolItem::RenderBar(pHood,pimDst,sDstX,sDstY);
return bRender;
}
}
else
{
// force the render
CToolItem::UpdateStatus(pDude);
CToolItem::RenderBar(pHood,pimDst,sDstX,sDstY); // don't care about update
}
return bRender;
}
////////////////////////////////////////////////
// Use events which change the state of the bar
////////////////////////////////////////////////
|