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ref: fd0c011dcc9d56d366d62c38695d5e8dd47643c7
dir: /src/strife/st_stuff.c/

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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// 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.
//
// DESCRIPTION:
//	Status bar code.
//	Does the face/direction indicator animatin.
//	Does palette indicators as well (red pain/berserk, bright pickup)
//
//-----------------------------------------------------------------------------



#include <stdio.h>

#include "i_system.h"
#include "i_video.h"
#include "z_zone.h"
#include "m_random.h"
#include "w_wad.h"

#include "deh_main.h"
#include "deh_misc.h"
#include "doomdef.h"
#include "doomkeys.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
//


// 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

// Location of status bar
#define ST_X                    0

#define ST_FX                   143

// 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.
// haleyjd 09/01/10: [STRIFE] Adjusted.
#define ST_AMMOWIDTH            3
#define ST_AMMOX                311
#define ST_AMMOY                162

// HEALTH number pos.
// haleyjd 09/01/10: [STRIFE] Adjusted.
#define ST_HEALTHWIDTH          3
#define ST_HEALTHX              79
#define ST_HEALTHY              162

// Weapon pos.
#define ST_ARMSX		111
#define ST_ARMSY		172
#define ST_ARMSBGX		104
#define ST_ARMSBGY		168
#define ST_ARMSXSPACE		12
#define ST_ARMSYSPACE		10

// Frags pos.
#define ST_FRAGSX			138
#define ST_FRAGSY			171	
#define ST_FRAGSWIDTH		2

// ARMOR number pos.
#define ST_ARMORWIDTH		3
#define ST_ARMORX			221
#define ST_ARMORY			171

// Key icon positions.
#define ST_KEY0WIDTH		8
#define ST_KEY0HEIGHT		5
#define ST_KEY0X			239
#define ST_KEY0Y			171
#define ST_KEY1WIDTH		ST_KEY0WIDTH
#define ST_KEY1X			239
#define ST_KEY1Y			181
#define ST_KEY2WIDTH		ST_KEY0WIDTH
#define ST_KEY2X			239
#define ST_KEY2Y			191

// Ammunition counter.
#define ST_AMMO0WIDTH		3
#define ST_AMMO0HEIGHT		6
#define ST_AMMO0X			288
#define ST_AMMO0Y			173
#define ST_AMMO1WIDTH		ST_AMMO0WIDTH
#define ST_AMMO1X			288
#define ST_AMMO1Y			179
#define ST_AMMO2WIDTH		ST_AMMO0WIDTH
#define ST_AMMO2X			288
#define ST_AMMO2Y			191
#define ST_AMMO3WIDTH		ST_AMMO0WIDTH
#define ST_AMMO3X			288
#define ST_AMMO3Y			185

// Indicate maximum ammunition.
// Only needed because backpack exists.
#define ST_MAXAMMO0WIDTH		3
#define ST_MAXAMMO0HEIGHT		5
#define ST_MAXAMMO0X		314
#define ST_MAXAMMO0Y		173
#define ST_MAXAMMO1WIDTH		ST_MAXAMMO0WIDTH
#define ST_MAXAMMO1X		314
#define ST_MAXAMMO1Y		179
#define ST_MAXAMMO2WIDTH		ST_MAXAMMO0WIDTH
#define ST_MAXAMMO2X		314
#define ST_MAXAMMO2Y		191
#define ST_MAXAMMO3WIDTH		ST_MAXAMMO0WIDTH
#define ST_MAXAMMO3X		314
#define ST_MAXAMMO3Y		185

// pistol
#define ST_WEAPON0X			110 
#define ST_WEAPON0Y			172

// shotgun
#define ST_WEAPON1X			122 
#define ST_WEAPON1Y			172

// chain gun
#define ST_WEAPON2X			134 
#define ST_WEAPON2Y			172

// missile launcher
#define ST_WEAPON3X			110 
#define ST_WEAPON3Y			181

// plasma gun
#define ST_WEAPON4X			122 
#define ST_WEAPON4Y			181

 // bfg
#define ST_WEAPON5X			134
#define ST_WEAPON5Y			181

// WPNS title
#define ST_WPNSX			109 
#define ST_WPNSY			191

 // DETH title
#define ST_DETHX			109
#define ST_DETHY			191

// Dimensions given in characters.
#define ST_MSGWIDTH			52

// haleyjd 08/31/10: [STRIFE] 
// * Removed faces.
// haleyjd 09/01/10:
// * Removed DOOM pre-beta cruft.
// * Removed deathmatch frags/arms-related stuff.
// * Removed arms panel stuff.
// * Removed unused widgets.
// * Removed more faces, keyboxes, st_randomnumber

// graphics are drawn to a backing screen and blitted to the real screen
byte                   *st_backing_screen;
	    
// main player in game
static player_t*        plyr; 

// ST_Start() has just been called
static boolean          st_firsttime;

// lump number for PLAYPAL
static int              lu_palette;

// whether in automap or first-person
static st_stateenum_t   st_gamestate;

// whether left-side main status bar is active
static boolean          st_statusbaron;

// haleyjd 09/01/10: [STRIFE]
// Whether or not a popup is currently displayed
static boolean          st_displaypopup;

// haleyjd 09/01/10: [STRIFE] sbar -> invback
// main inventory background and other bits
static patch_t*         invback;  // main bar
static patch_t*         invtop;   // top bit
static patch_t*         invpop;   // popup frame with text
static patch_t*         invpop2;  // plain popup frame
static patch_t*         invpbak;  // popup background w/details
static patch_t*         invpbak2; // plain popup background

// haleyjd 09/01/10: [STRIFE] Replaced tallnum, shortnum w/inv fonts
// 0-9, green numbers
static patch_t*         invfontg[10];

// 0-9, yellow numbers
static patch_t*         invfonty[10];

// 3 key-cards, 3 skulls -- STRIFE-TODO: This is handled differently
static patch_t*         keys[NUMCARDS]; 

// ready-weapon widget
static st_number_t      w_ready; // haleyjd [STRIFE]: This is still used.

// haleyjd: [STRIFE] This is still used but was changed to a st_number_t.
// health widget
static st_number_t      w_health;

// ammo widgets
static st_number_t      w_ammo[NUMAMMO];     // haleyjd [STRIFE]: Still used.

// max ammo widgets
static st_number_t      w_maxammo[NUMAMMO];  // haleyjd [STRIFE]: Still used.

// number of frags so far in deathmatch
static int              st_fragscount;


cheatseq_t cheat_mus = CHEAT("spin", 2);       // [STRIFE]: idmus -> spin
cheatseq_t cheat_god = CHEAT("omnipotent", 0); // [STRIFE]: iddqd -> omnipotent
cheatseq_t cheat_ammo = CHEAT("idkfa", 0);     // STRIFE-TODO
cheatseq_t cheat_ammonokey = CHEAT("idfa", 0); // STRIFE-TODO
cheatseq_t cheat_noclip = CHEAT("elvis", 0);   // [STRIFE]: idclip -> elvis
cheatseq_t cheat_clev = CHEAT("rift", 2);      // [STRIFE]: idclev -> rift
cheatseq_t cheat_mypos = CHEAT("gps", 0);      // [STRIFE]: idmypos -> gps
cheatseq_t cheat_scoot = CHEAT("scoot", 1);    // [STRIFE]: new cheat scoot

cheatseq_t	cheat_powerup[7] = // STRIFE-TODO
{
    CHEAT("idbeholdv", 0),
    CHEAT("idbeholds", 0),
    CHEAT("idbeholdi", 0),
    CHEAT("idbeholdr", 0),
    CHEAT("idbeholda", 0),
    CHEAT("idbeholdl", 0),
    CHEAT("idbehold", 0),
};

//cheatseq_t cheat_choppers = CHEAT("idchoppers", 0); [STRIFE] no such thing


//
// STATUS BAR CODE
//
void ST_Stop(void);

void ST_refreshBackground(void)
{
    if (st_statusbaron)
    {
        V_UseBuffer(st_backing_screen);

        V_DrawPatch(ST_X, 0, invback);

        // haleyjd 09/01/10: STRIFE-TODO: status bar stuff
        /*
        if (netgame)
            V_DrawPatch(ST_FX, 0, faceback);
        */
        V_RestoreBuffer();

        V_CopyRect(ST_X, 0, st_backing_screen, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y);
    }
}


// Respond to keyboard input events,
//  intercept cheats.
boolean
ST_Responder (event_t* ev)
{
    int         i;

    // Filter automap on/off.
    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;
        }
    }

    // STRIFE-TODO: this is branched on for handling key ups/key downs
    // with regard to raising/lowering popups

    // if a user keypress...
    if(ev->type != ev_keydown)
        return false;

    //
    // [STRIFE] Cheats which are allowed in netgames/demos:
    //

    // 'spin' cheat for changing music
    if (cht_CheckCheat(&cheat_mus, ev->data2))
    {
        char        buf[3];
        int         musnum;

        plyr->message = DEH_String(STSTR_MUS);
        cht_GetParam(&cheat_mus, buf);

        musnum = (buf[0] - '0') * 10 + buf[1] - '0';

        if (((buf[0]-'0')*10 + buf[1]-'0') > 35)
            plyr->message = DEH_String(STSTR_NOMUS);
        else
            S_ChangeMusic(musnum, 1);
    }
    /*
    // STRIFE-TODO: "dev" cheat - is this the "DOTS" cheat?
    else if (cht_CheckCheat(&cheat_dev, ev->data2))
    {
        debugmode = !debugmode;
        if (debugmode)
            plyr->message = DEH_String("devparm ON");
        else
            plyr->message = DEH_String("devparm OFF");
    }
    */

    // [STRIFE] Cheats below are not allowed in netgames or demos
    if(netgame || !usergame)
        return false;

    if (cht_CheckCheat(&cheat_god, ev->data2))
    {
        // 'omnipotent' cheat for toggleable god mode
        plyr->cheats ^= CF_GODMODE;
        if (plyr->cheats & CF_GODMODE)
        {
            if (plyr->mo)
                plyr->mo->health = 100;

            plyr->health = deh_god_mode_health;
            plyr->st_update = true; // [STRIFE]
            plyr->message = DEH_String(STSTR_DQDON);
        }
        else 
            plyr->message = DEH_String(STSTR_DQDOFF);
    }
    //
    // STRIFE-TODO: IDFA, IDKFA equivs are unfinished
    //
    else if (cht_CheckCheat(&cheat_ammonokey, ev->data2))
    {
        // 'fa' cheat for killer fucking arsenal
        plyr->armorpoints = deh_idfa_armor;
        plyr->armortype = deh_idfa_armor_class;

        for (i=0;i<NUMWEAPONS;i++)
            plyr->weaponowned[i] = true;

        for (i=0;i<NUMAMMO;i++)
            plyr->ammo[i] = plyr->maxammo[i];

        plyr->message = DEH_String(STSTR_FAADDED);
    }
    else if (cht_CheckCheat(&cheat_ammo, ev->data2))
    {
        // 'kfa' cheat for key full ammo
        plyr->armorpoints = deh_idkfa_armor;
        plyr->armortype = deh_idkfa_armor_class;

        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 = DEH_String(STSTR_KFAADDED);
    }
    else if (cht_CheckCheat(&cheat_noclip, ev->data2))
    {
        // [STRIFE] Verified unmodified, except no idspispopd shit:
        // Noclip cheat - "ELVIS" (hah-hah :P )

        plyr->cheats ^= CF_NOCLIP;

        if (plyr->cheats & CF_NOCLIP)
            plyr->message = DEH_String(STSTR_NCON);
        else
            plyr->message = DEH_String(STSTR_NCOFF);
    }
    //
    // STRIFE-TODO: Stealth Cheat
    //
    /*
    else if (cht_CheckCheat(&cheat_stealth, ev->data2))
    {
        plyr->cheats ^= 4;
        if(plyr->cheats & 4)
            plyr->message = DEH_String("STEALTH BOOTS ON");
        else
            plyr->message = DEH_String("STEALTH BOOTS OFF");
    }
    */

    //
    // STRIFE-TODO: Fix idbehold equivalent
    //
    for (i=0;i<6;i++)
    {
        // 'behold?' power-up cheats
        if (cht_CheckCheat(&cheat_powerup[i], ev->data2))
        {
            if (!plyr->powers[i])
                P_GivePower( plyr, i);
            else if (i!=pw_strength)
                plyr->powers[i] = 1;
            else
                plyr->powers[i] = 0;

            plyr->message = DEH_String(STSTR_BEHOLDX);
        }
    }
    // STRIFE-TODO:
    if (cht_CheckCheat(&cheat_powerup[6], ev->data2))
    {
        // 'behold' power-up menu
        plyr->message = DEH_String(STSTR_BEHOLD);
    }
    
    //
    // STRIFE-TODO: 
    // * Give medical items cheat (what code???)
    // * Ammo cheat
    // * Stats cheat
    // * Unknown power-giving cheat
    /*
    if(cht_CheckCheat(&cheat_meditems, ev->data2))
    {
        P_GiveItemToPlayer(plyr, SPR_STMP, MT_INV_MED1);
        P_GiveItemToPlayer(plyr, SPR_MDKT, MT_INV_MED2);
        P_GiveItemToPlayer(plyr, SPR_FULL, MT_INV_MED3);
        plyr->message = DEH_String("you got the stuff!");
    }
    if (cht_CheckCheat(&off_885E4, ev->data2))
    {
        if(!plyr->backpack)
        {
            for(i = 0; i < NUMAMMO; i++)
                plyr->maxammo[i] = 2 * plyr->maxammo[i];
            plyr->backpack = true;
        }
        for(i = 0; i < NUMAMMO; i++)
            P_GiveAmmo(plyr, i, 1);
        plyr->message = DEH_String("you got the stuff!");
    }
    if(cht_CheckCheat(&cheat_stats, ev->data2))
    {
        P_GiveItemToPlayer(plyr, SPR_TOKN, MT_TOKEN_STAMINA);
        P_GiveItemToPlayer(plyr, SPR_TOKN, MT_TOKEN_NEW_ACCURACY);
        plyr->message = DEH_String("you got the stuff!");
    }
    //
    // UNKNOWN POWER GIVING CHEAT HERE...
    //
    */
   
    // STRIFE-TODO: weird isdemoversion check

    if (cht_CheckCheat(&cheat_mypos, ev->data2))
    {
        // [STRIFE] 'GPS' for player position
        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;
    }
    

    // 'rift' change-level cheat
    if (cht_CheckCheat(&cheat_clev, ev->data2))
    {
        char            buf[3];
        int             map;

        cht_GetParam(&cheat_clev, buf);

        map = (buf[0] - '0') * 10 + buf[1] - '0';

        // haleyjd 09/01/10: Removed Chex Quest stuff.
        // haleyjd 09/15/10: Removed retail/registered/shareware stuff

        // Ohmygod - this is not going to work.
        if (map <= 0 || map > 40)
            return false;

        // So be it.
        plyr->message = DEH_String(STSTR_CLEV);
        G_RiftExitLevel(map, 0, plyr->mo->angle);
    }
    else if(cht_CheckCheat(&cheat_scoot, ev->data2))
    {
        char            buf[3];
        int             spot;
        
        cht_GetParam(&cheat_scoot, buf);

        spot = buf[0] - '0';

        // BUG: should be <= 9. Shouldn't do anything bad though...
        if(spot <= 10) 
        {
            plyr->message = DEH_String("Spawning to spot");
            G_RiftCheat(spot);
        }
    }

    //
    // STRIFE-TODO:
    // * stonecold cheat
    // * LEGO cheat
    //

    return false;
}


/*
int ST_calcPainOffset(void)
{
    // haleyjd 08/31/10: [STRIFE] Removed.
}
*/

//
// 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)
{
    // haleyjd 08/31/10: [STRIFE] Removed.
}
*/

/*
void ST_updateWidgets(void)
{
    // haleyjd 09/01/10: [STRIFE] Rogue merged this into ST_Ticker below.
}
*/

//
// ST_Ticker
//
// haleyjd 09/01/10: [STRIFE]
// * Removed st_clock and st_randomnumber.
// * Merged ST_updateWidgets here. Wasn't inlined, as doesn't exist separately 
//   in the binary as inlined functions normally do.
//
void ST_Ticker (void)
{
    static int  largeammo = 1994; // means "n/a"

    // must redirect the pointer if the ready weapon has changed.
    if (weaponinfo[plyr->readyweapon].ammo == am_noammo)
        w_ready.num = &largeammo;
    else
        w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo];

    w_ready.data = plyr->readyweapon;

    // STRIFE-TODO: Gobbledeegunk.
    /*
    v2 = dword_88490-- == 1; // no clue yet...
    if(v2)
        dword_DC7F4 = dword_DC7F0;
    v1 = st_popupdisplaytics;
    if(st_popupdisplaytics)
    {
        --st_popupdisplaytics;
        if(v1 == 1)
        {
            st_displaypopup = false;
            st_showkeys = false;
            dword_88484 = -1;     // unknown var
            if(st_dosizedisplay)
                M_SizeDisplay();  // mondo hack?
            st_dosizedisplay = false;
        }
    }
    */

    // haleyjd 09/01/10: [STRIFE] Keys are handled on a popup
    // haleyjd 08/31/10: [STRIFE] No face widget
    // haleyjd 09/01/10: [STRIFE] Armor, weapons, frags, etc. handled elsewhere

    // haleyjd: This is from the PRE-BETA! Left here because it amuses me ;)
    // get rid of chat window if up because of message
    //if (!--st_msgcounter)
    //    st_chat = st_oldchat;
}

static int st_palette = 0;

//
// ST_doPaletteStuff
//
// haleyjd 08/31/10: [STRIFE]
// * Changed radsuit palette handling for Strife nukagecount.
// * All other logic verified to be unmodified.
//
void ST_doPaletteStuff(void)
{

    int		palette;
    byte*	pal;
    int		cnt;
    int		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;
    }
    // haleyjd 08/31/10: [STRIFE] Flash green when in nukage, not when has
    // an environment suit (a breathing sound is played to indicate that
    // instead).
    else if ( plyr->nukagecount > 16*TICRATE || 
              (plyr->nukagecount & 8))
        palette = RADIATIONPAL;
    else
        palette = 0;

    // haleyjd 08/31/10: Removed Chex Quest

    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)
{
    haleyjd 09/01/10: [STRIFE] Removed
}
*/

void ST_doRefresh(void)
{
    st_firsttime = false;

    // draw status bar background to off-screen buff
    ST_refreshBackground();
}

void ST_diffDraw(void)
{
    // haleyjd: STRIFE-TODO: Needed?
}

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();

    // haleyjd 09/01/10: STRIFE-TODO: work out statbar details

    // If just after ST_Start(), refresh all
    if (st_firsttime) ST_doRefresh();
    // Otherwise, update as little as possible
    else ST_diffDraw();
}

//
// ST_DrawExternal
//
// haleyjd 09/01/10: [STRIFE] New function.
// * Draws external portions of the status bar such the top bar and popups.
//
boolean ST_DrawExternal(void)
{
    if (st_statusbaron)
    {
        V_DrawPatchDirect(0, 160, invtop);
        STlib_drawNumPositive(&w_health);
        STlib_drawNumPositive(&w_ready);
    }
    else
    {
        // STRIFE-TODO:
        // ST_drawNumFontY2(15, 194, plyr->health);
        // v5 = weaponinfo[plyr->readyweapon].ammo;
        // if (v5 != am_noammo)
        //     ST_drawNumFontY2(310, 194, plyr->ammo[v5]);
    }

    if(!st_displaypopup)
        return false;

    // STRIFE-TODO: Shitloads more stuff:
    // * showobjective shit
    // * keys/frags popup
    // * weapons/ammo/stats popup
    // * etc etc etc

    return true;
}

typedef void (*load_callback_t)(char *lumpname, patch_t **variable); 

// Iterates through all graphics to be loaded or unloaded, along with
// the variable they use, invoking the specified callback function.

static void ST_loadUnloadGraphics(load_callback_t callback)
{

    int		i;
    
    char	namebuf[9];

    // haleyjd 09/01/10: [STRIFE]
    // Load the numbers, green and yellow
    for (i=0;i<10;i++)
    {
        DEH_snprintf(namebuf, 9, "INVFONG%d", i);
        callback(namebuf, &invfontg[i]);

        DEH_snprintf(namebuf, 9, "INVFONY%d", i);
        callback(namebuf, &invfonty[i]);
    }

    // haleyjd 08/31/10: [STRIFE] 
    // * No face - STRIFE-TODO: but there are similar color patches, which appear behind the armor in deathmatch...
    // 09/01/10:
    // * Removed all unused DOOM stuff (arms, numbers, %, etc).

    // haleyjd 09/01/10: [STRIFE]: stbar -> invback, added new patches
    // status bar background bits
    callback(DEH_String("INVBACK"),  &invback);
    callback(DEH_String("INVTOP"),   &invtop);
    callback(DEH_String("INVPOP"),   &invpop);
    callback(DEH_String("INVPOP2"),  &invpop2);
    callback(DEH_String("INVPBAK"),  &invpbak);
    callback(DEH_String("INVPBAK2"), &invpbak2);
}

static void ST_loadCallback(char *lumpname, patch_t **variable)
{
    *variable = W_CacheLumpName(lumpname, PU_STATIC);
}

void ST_loadGraphics(void)
{
    ST_loadUnloadGraphics(ST_loadCallback);
}

void ST_loadData(void)
{
    lu_palette = W_GetNumForName (DEH_String("PLAYPAL"));
    ST_loadGraphics();
}

static void ST_unloadCallback(char *lumpname, patch_t **variable)
{
    W_ReleaseLumpName(lumpname);
    *variable = NULL;
}

void ST_unloadGraphics(void)
{
    ST_loadUnloadGraphics(ST_unloadCallback);
}

void ST_unloadData(void)
{
    ST_unloadGraphics();
}

//
// ST_initData
//
// haleyjd 09/01/10: [STRIFE]
// * Removed prebeta cruft, face stuff, keyboxes, and oldwe
//
void ST_initData(void)
{
    st_firsttime = true;
    plyr = &players[consoleplayer];

    st_gamestate = FirstPersonState;

    st_statusbaron = true;

    st_palette = -1;

    STlib_init();
}



void ST_createWidgets(void)
{
    // ready weapon ammo
    STlib_initNum(&w_ready,
                  ST_AMMOX,
                  ST_AMMOY,
                  invfontg,
                  &plyr->ammo[weaponinfo[plyr->readyweapon].ammo],
                  ST_AMMOWIDTH);

    // the last weapon type
    w_ready.data = plyr->readyweapon; 

    // health percentage
    STlib_initNum(&w_health,
                  ST_HEALTHX,
                  ST_HEALTHY,
                  invfontg,
                  &plyr->health,
                  ST_HEALTHWIDTH);

    // haleyjd 08/31/10: [STRIFE] 
    // * No face.
    // 09/01/10:
    // * No arms, weaponsowned, frags, armor, keyboxes

    // haleyjd 09/01/10: STRIFE-TODO: Ammo Widgets!!!
    /*
    // 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)
{
    ST_loadData();
    st_backing_screen = (byte *) Z_Malloc(ST_WIDTH * ST_HEIGHT, PU_STATIC, 0);
}