static void draw_inventory_item( char *text, short count, short offset, boolean erase_first, boolean valid_in_this_environment) { screen_rectangle destination, text_destination; char count_text[10]; short color; calculate_inventory_rectangle_from_offset(&destination, offset); /* Select the color for the text.. */ color= (valid_in_this_environment) ? (_inventory_text_color) : (_invalid_weapon_color); /* Erase on items that changed only in count.. */ if(erase_first) { _fill_rect(&destination, _inventory_background_color); } else { /* Unfortunately, we must always erase the numbers.. */ text_destination= destination; text_destination.right= text_destination.left+NAME_OFFSET+TEXT_INSET; _fill_rect(&text_destination, _inventory_background_color); } /* Draw the text name.. */ text_destination= destination; text_destination.left+= NAME_OFFSET+TEXT_INSET; _draw_screen_text(text, &text_destination, _center_vertical, _interface_font, color); /* Draw the text count-> Change the font!! */ text_destination= destination; text_destination.left+= TEXT_INSET; sprintf(count_text, "%3d", count); _draw_screen_text(count_text, &text_destination, _center_vertical, _interface_item_count_font, color); }
/* far left. Headers also have their backgrounds erased first */ static void draw_inventory_header( char *text, short offset) { screen_rectangle destination; calculate_inventory_rectangle_from_offset(&destination, offset); /* Erase.. */ _fill_rect(&destination, _inventory_header_background_color); /* Now draw the text. */ destination.left+= TEXT_INSET; _draw_screen_text(text, &destination, _center_vertical, _interface_font, _inventory_text_color); return; }
/* This should probably go to a gworld first, or something */ static void update_inventory_panel( boolean force_redraw) { short section_items[NUMBER_OF_ITEMS]; short section_counts[NUMBER_OF_ITEMS]; short section_count, loop; short item_type, current_row; if(INVENTORY_IS_DIRTY(current_player) || force_redraw) { screen_rectangle *destination= get_interface_rectangle(_inventory_rect); screen_rectangle text_rectangle; short total_inventory_line_count= count_inventory_lines(current_player_index); short max_lines= max_displayable_inventory_lines(); /* Recalculate and redraw.. */ item_type= GET_CURRENT_INVENTORY_SCREEN(current_player); /* Reset the row.. */ current_row= 0; if(item_type!=_network_statistics) { /* Get the types and names */ calculate_player_item_array(current_player_index, item_type, section_items, section_counts, §ion_count); } /* Draw the header. */ get_header_name(temporary, item_type); draw_inventory_header(temporary, current_row++); /* Draw the network time elapsed if timed game. */ if (item_type==_network_statistics && dynamic_world->game_information.game_time_remaining<60*60*TICKS_PER_SECOND) { long seconds= dynamic_world->game_information.game_time_remaining/TICKS_PER_SECOND; screen_rectangle destination; sprintf(temporary, "% 2d:%02d", seconds/60, seconds%60); calculate_inventory_rectangle_from_offset(&destination, current_row-1); destination.top -= 2; //<6/17/96 AMR> Sick hack destination.bottom -= 2; /* Now draw the text. */ destination.left+= TEXT_INSET; _draw_screen_text(temporary, &destination, _right_justified, _interface_font, _inventory_text_color); } /* Erase the panel.. */ text_rectangle= *destination; text_rectangle.top+= _get_font_line_height(_interface_font); _fill_rect(&text_rectangle, _inventory_background_color); if(item_type==_network_statistics) { struct player_ranking_data rankings[MAXIMUM_NUMBER_OF_PLAYERS]; calculate_player_rankings(rankings); /* Calculate the network statistics. */ for(loop= 0; loop<dynamic_world->player_count; ++loop) { screen_rectangle dest_rect; struct player_data *player= get_player_data(rankings[loop].player_index); short width; calculate_inventory_rectangle_from_offset(&dest_rect, current_row++); calculate_ranking_text(temporary, rankings[loop].ranking); /* Draw the player name.. */ width= _text_width(temporary, _interface_font); dest_rect.right-= width; dest_rect.left+= TEXT_INSET; _draw_screen_text(player->name, &dest_rect, _center_vertical, _interface_font, PLAYER_COLOR_BASE_INDEX+player->color); /* Now draw the ranking_text */ dest_rect.right+= width; dest_rect.left= dest_rect.right-width; _draw_screen_text(temporary, &dest_rect, _center_vertical, _interface_font, PLAYER_COLOR_BASE_INDEX+player->color); } } else { /* Draw the items. */ for(loop= 0; loop<section_count && current_row<max_lines; ++loop) { boolean valid_in_this_environment; /* Draw the item */ get_item_name(temporary, section_items[loop], (section_counts[loop]!=1)); valid_in_this_environment= item_valid_in_current_environment(section_items[loop]); draw_inventory_item(temporary, section_counts[loop], current_row++, FALSE, valid_in_this_environment); } } SET_INVENTORY_DIRTY_STATE(current_player, FALSE); } return; }
/* A change of weapon has occurred, change the weapon display panel */ static void update_weapon_panel( boolean force_redraw) { if(force_redraw || interface_state.weapon_is_dirty) { char weapon_name[90]; struct weapon_interface_data *definition; screen_rectangle *destination= get_interface_rectangle(_weapon_display_rect); screen_rectangle source; short desired_weapon= get_player_desired_weapon(current_player_index); /* Now we have to erase, because the panel won't do it for us.. */ _fill_rect(destination, _inventory_background_color); if(desired_weapon != NONE) { assert(desired_weapon>=0 && desired_weapon<MAXIMUM_WEAPON_INTERFACE_DEFINITIONS); definition= weapon_interface_definitions+desired_weapon; /* Check if it is a multi weapon - actually special cased for the magnum... */ if(definition->multi_weapon) { #define MAGNUM_DELTA_X 97 if(definition->item_id==_i_magnum) { /* Either way, draw the single */ _draw_screen_shape_at_x_y(definition->weapon_panel_shape, definition->standard_weapon_panel_left, definition->standard_weapon_panel_top); if(current_player->items[definition->item_id]>1) { _draw_screen_shape_at_x_y( BUILD_DESCRIPTOR(_collection_interface, _left_magnum), definition->standard_weapon_panel_left-MAGNUM_DELTA_X, definition->standard_weapon_panel_top); } else { /* Draw the empty one.. */ _draw_screen_shape_at_x_y( BUILD_DESCRIPTOR(_collection_interface, _left_magnum_unusable), definition->standard_weapon_panel_left-MAGNUM_DELTA_X, definition->standard_weapon_panel_top); } } else if(definition->item_id==_i_shotgun) { if(current_player->items[definition->item_id]>1) { _draw_screen_shape_at_x_y( BUILD_DESCRIPTOR(_collection_interface, _double_shotgun), definition->standard_weapon_panel_left, definition->standard_weapon_panel_top-12); } else { _draw_screen_shape_at_x_y(definition->weapon_panel_shape, definition->standard_weapon_panel_left, definition->standard_weapon_panel_top); } } } else { /* Slam it to the screen! */ if(definition->weapon_panel_shape != NONE) { _draw_screen_shape_at_x_y(definition->weapon_panel_shape, definition->standard_weapon_panel_left, definition->standard_weapon_panel_top); } } /* Get the weapon name.. */ if(desired_weapon != _weapon_ball) { #define strWEAPON_NAME_LIST 137 getcstr(weapon_name, strWEAPON_NAME_LIST, desired_weapon); } else { short item_index; /* Which ball do they actually have? */ for(item_index= BALL_ITEM_BASE; item_index<BALL_ITEM_BASE+MAXIMUM_NUMBER_OF_PLAYERS; ++item_index) { if(current_player->items[item_index]>0) break; } assert(item_index != BALL_ITEM_BASE+MAXIMUM_NUMBER_OF_PLAYERS); get_item_name(weapon_name, item_index, FALSE); } /* Draw the weapon name.. */ source= *destination; source.top= definition->weapon_name_start_y; source.bottom= definition->weapon_name_end_y; if(definition->weapon_name_start_x != NONE) { source.left= definition->weapon_name_start_x; } if(definition->weapon_name_end_x != NONE) { source.right= definition->weapon_name_end_x; } _draw_screen_text(weapon_name, &source, _center_horizontal|_center_vertical|_wrap_text, _weapon_name_font, _inventory_text_color); /* And make sure that the ammo knows it needs to update */ interface_state.ammo_is_dirty= TRUE; } interface_state.weapon_is_dirty= FALSE; } }
static void draw_ammo_display_in_panel( short trigger_id) { struct weapon_interface_data *current_weapon_data; struct weapon_interface_ammo_data *current_ammo_data; struct player_data *player= get_player_data(current_player_index); short ammunition_count; short desired_weapon= get_player_desired_weapon(current_player_index); /* Based on desired weapon, so we can get ammo updates as soon as we change */ if(desired_weapon != NONE) { current_weapon_data= weapon_interface_definitions+desired_weapon; current_ammo_data= ¤t_weapon_data->ammo_data[trigger_id]; if(trigger_id==_primary_interface_ammo) { ammunition_count= get_player_weapon_ammo_count(current_player_index, desired_weapon, _primary_weapon); } else { ammunition_count= get_player_weapon_ammo_count(current_player_index, desired_weapon, _secondary_weapon); } /* IF we have ammo for this trigger.. */ if(current_ammo_data->type!=_unused_interface_data && ammunition_count!=NONE) { if(current_ammo_data->type==_uses_energy) { /* Energy beam weapon-> progress bar type.. */ short fill_height; screen_rectangle bounds; /* Pin it.. */ ammunition_count= PIN(ammunition_count, 0, current_ammo_data->ammo_across); fill_height= (ammunition_count*(current_ammo_data->delta_y-2))/current_ammo_data->ammo_across; /* Setup the energy left bar... */ bounds.left= current_ammo_data->screen_left; bounds.right= current_ammo_data->screen_left+current_ammo_data->delta_x; bounds.bottom= current_ammo_data->screen_top+current_ammo_data->delta_y; bounds.top= current_ammo_data->screen_top; /* Frame the rectangle */ _frame_rect(&bounds, current_ammo_data->bullet); /* Inset the rectangle.. */ bounds.left+=1; bounds.right-=1; bounds.bottom-= 1; bounds.top+=1; /* Fill with the full stuff.. */ bounds.top= bounds.bottom-fill_height; _fill_rect(&bounds, current_ammo_data->bullet); /* Now erase the rest of the rectangle */ bounds.bottom= bounds.top; bounds.top= current_ammo_data->screen_top+1; /* Fill it. */ _fill_rect(&bounds, current_ammo_data->empty_bullet); /* We be done.. */ } else { /* Uses ammunition, a little trickier.. */ short row, x, y; screen_rectangle destination, source; short max, partial_row_count; x= current_ammo_data->screen_left; y= current_ammo_data->screen_top; destination.left= x; destination.top= y; /* Pin it.. */ max= current_ammo_data->ammo_down*current_ammo_data->ammo_across; ammunition_count= PIN(ammunition_count, 0, max); /* Draw all of the full rows.. */ for(row=0; row<(ammunition_count/current_ammo_data->ammo_across); ++row) { _draw_screen_shape_at_x_y(current_ammo_data->bullet, x, y); y+= current_ammo_data->delta_y; } /* Draw the partially used row.. */ partial_row_count= ammunition_count%current_ammo_data->ammo_across; if(partial_row_count) { /* If we use ammo from right to left.. */ if(current_ammo_data->right_to_left) { /* Draw the unused part of the row.. */ destination.left= x, destination.top= y; destination.right= x+(partial_row_count*current_ammo_data->delta_x); destination.bottom= y+current_ammo_data->delta_y; source= destination; _offset_screen_rect(&source, -source.left, -source.top); _draw_screen_shape(current_ammo_data->bullet, &destination, &source); /* Draw the used part of the row.. */ destination.left= destination.right, destination.right= destination.left+(current_ammo_data->ammo_across-partial_row_count)*current_ammo_data->delta_x; source= destination; _offset_screen_rect(&source, -source.left, -source.top); _draw_screen_shape(current_ammo_data->empty_bullet, &destination, &source); } else { /* Draw the used part of the row.. */ destination.left= x, destination.top= y; destination.right= x+(current_ammo_data->ammo_across-partial_row_count)*current_ammo_data->delta_x; destination.bottom= y+current_ammo_data->delta_y; source= destination; _offset_screen_rect(&source, -source.left, -source.top); _draw_screen_shape(current_ammo_data->empty_bullet, &destination, &source); /* Draw the unused part of the row */ destination.left= destination.right; destination.right= destination.left+(partial_row_count*current_ammo_data->delta_x); source= destination; _offset_screen_rect(&source, -source.left, -source.top); _draw_screen_shape(current_ammo_data->bullet, &destination, &source); } y+= current_ammo_data->delta_y; } /* Draw the remaining rows. */ x= current_ammo_data->screen_left; for(row=0; row<(max-ammunition_count)/current_ammo_data->ammo_across; ++row) { _draw_screen_shape_at_x_y(current_ammo_data->empty_bullet, x, y); y+= current_ammo_data->delta_y; } } } } }
void HUD_SW_Class::FillRect(screen_rectangle *r, short color_index) { _fill_rect(r, color_index); }
void _erase_screen(short color_index) { _fill_rect(NULL, color_index); }
void _fill_screen_rectangle(screen_rectangle *rectangle, short color_index) { _fill_rect(rectangle, color_index); }