raze/source/games/duke/src/sbar.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "v_font.h"
#include "duke3d.h"
#include "compat.h"
#include "sbar.h"
#include "v_draw.h"
#include "texturemanager.h"
BEGIN_DUKE_NS
//==========================================================================
//
// very much a dummy to access the methods.
// The goal is to export this to a script.
//
//==========================================================================
DDukeCommonStatusBar::DDukeCommonStatusBar()
: numberFont(BigFont, 1, Off, 1, 1),
indexFont(IndexFont, 4, CellRight, 1, 1),
miniFont(SmallFont2, 1, Off, 1, 1),
digiFont(DigiFont, 1 , Off, 1, 1)
{
drawOffset.Y = 0;
}
//==========================================================================
//
// Frag bar - todo
//
//==========================================================================
#if 0
void DDukeCommonStatusBar::displayfragbar(void)
{
short i, j;
j = 0;
for (i = connecthead; i >= 0; i = connectpoint2[i])
if (i > j) j = i;
rotatesprite(0, 0, 65600L, 0, TILE_FRAGBAR, 0, 0, 2 + 8 + 16 + 64 + 128, 0, 0, xdim - 1, ydim - 1);
if (j >= 4) rotatesprite(319, (8) << 16, 65600L, 0, TILE_FRAGBAR, 0, 0, 10 + 16 + 64 + 128, 0, 0, xdim - 1, ydim - 1);
if (j >= 8) rotatesprite(319, (16) << 16, 65600L, 0, TILE_FRAGBAR, 0, 0, 10 + 16 + 64 + 128, 0, 0, xdim - 1, ydim - 1);
if (j >= 12) rotatesprite(319, (24) << 16, 65600L, 0, TILE_FRAGBAR, 0, 0, 10 + 16 + 64 + 128, 0, 0, xdim - 1, ydim - 1);
for (i = connecthead; i >= 0; i = connectpoint2[i])
{
minitext(21 + (73 * (i & 3)), 2 + ((i & 28) << 1), &ud.user_name[i][0], sprite[ps[i].i].pal, 2 + 8 + 16 + 128);
sprintf(tempbuf, "%d", ps[i].frag - ps[i].fraggedself);
minitext(17 + 50 + (73 * (i & 3)), 2 + ((i & 28) << 1), tempbuf, sprite[ps[i].i].pal, 2 + 8 + 16 + 128);
}
}
#endif
//==========================================================================
//
// Common inventory icon code for all styles
//
//==========================================================================
std::pair<const char*, EColorRange> DDukeCommonStatusBar::ontext(DukePlayer_t *p)
{
std::pair<const char*, EColorRange> retval(nullptr, CR_RED);
int onstate = 0x80000000;
switch (p->inven_icon)
{
case ICON_HOLODUKE:
onstate = p->holoduke_on;
case ICON_JETPACK:
onstate = p->jetpack_on;
case ICON_HEATS:
onstate = p->heat_on;
}
// Texts are intentionally not translated because the font is too small for making localization work and the translated words are too long.
if ((unsigned)onstate != 0x80000000 && !(g_gameType & (GAMEFLAG_WW2GI|GAMEFLAG_RRALL)))
{
retval.second = onstate > 0 ? CR_LIGHTBLUE : CR_RED;
retval.first = onstate > 0 ? "ON" : "OFF";
}
if (p->inven_icon >= ICON_SCUBA)
{
retval.second = CR_ORANGE;
retval.first = "AUTO";
}
return retval;
}
//==========================================================================
//
// draws the inventory selector
//
//==========================================================================
void DDukeCommonStatusBar::DrawInventory(const DukePlayer_t* p, double x, double y, int align)
{
if (p->invdisptime <= 0)return;
int n = 0, j = 0;
if (p->inv_amount[GET_FIRSTAID] > 0) n |= 1, j++;
if (p->inv_amount[GET_STEROIDS] > 0) n |= 2, j++;
if (p->inv_amount[GET_HOLODUKE] > 0) n |= 4, j++;
if (p->inv_amount[GET_JETPACK] > 0) n |= 8, j++;
if (p->inv_amount[GET_HEATS] > 0) n |= 16, j++;
if (p->inv_amount[GET_SCUBA] > 0) n |= 32, j++;
if (p->inv_amount[GET_BOOTS] > 0) n |= 64, j++;
x -= (j * 11);
y -= 6;
; align |= DI_ITEM_CENTER;
for(int bit = 0; bit < 7; bit++)
{
int i = 1 << bit;
if (n & i)
{
int select = 1 << (p->inven_icon - 1);
double alpha = select == i ? 1.0 : 0.7;
DrawGraphic(tileGetTexture(item_icons[bit+1]), x, y, align, alpha, 0, 0, scale, scale);
if (select == i) DrawGraphic(tileGetTexture(TILE_ARROW), x, y, align, alpha, 0, 0, scale, scale);
x += 22;
}
}
}
//==========================================================================
//
// Helper
//
//==========================================================================
PalEntry DDukeCommonStatusBar::LightForShade(int shade)
{
int ll = clamp((numshades - shade) * 255 / numshades, 0, 255);
return PalEntry(255, ll, ll, ll);
}
END_DUKE_NS