//------------------------------------------------------------------------- /* Copyright (C) 2020-2021 Christoph Oelckers This file is part of Raze. This 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include #include #include "build.h" #include "v_font.h" #include "blood.h" #include "zstring.h" #include "v_2ddrawer.h" #include "v_video.h" #include "v_font.h" #include "statusbar.h" #include "automap.h" #include "v_draw.h" #include "gamecvars.h" CVARD(Bool, hud_powerupduration, true, CVAR_ARCHIVE/*|CVAR_FRONTEND_BLOOD*/, "enable/disable displaying the remaining seconds for power-ups") CVAR(Bool, hud_ctf_vanilla, false, CVAR_ARCHIVE) BEGIN_BLD_NS static void UpdateFrame(void) { auto tex = tileGetTexture(kBackTile); int width = twod->GetWidth(); int height = twod->GetHeight(); twod->AddFlatFill(0, 0, width, windowxy1.y - 3, tex); twod->AddFlatFill(0, windowxy2.y + 4, width, height, tex); twod->AddFlatFill(0, windowxy1.y - 3, windowxy1.x - 3, windowxy2.y + 4, tex); twod->AddFlatFill(windowxy2.x + 4, windowxy1.y - 3, width, windowxy2.y + 4, tex); twod->AddFlatFill(windowxy1.x - 3, windowxy1.y - 3, windowxy1.x, windowxy2.y + 1, tex, 0, 1, 0xff545454); twod->AddFlatFill(windowxy1.x, windowxy1.y - 3, windowxy2.x + 4, windowxy1.y, tex, 0, 1, 0xff545454); twod->AddFlatFill(windowxy2.x + 1, windowxy1.y, windowxy2.x + 4, windowxy2.y + 4, tex, 0, 1, 0xff2a2a2a); twod->AddFlatFill(windowxy1.x - 3, windowxy2.y + 1, windowxy2.x + 1, windowxy2.y + 4, tex, 0, 1, 0xff2a2a2a); } void UpdateStatusBar() { if (automapMode == am_off && hud_size <= Hud_Stbar) { UpdateFrame(); } SummaryInfo sum; if (gGameOptions.nGameType == 3) { sum.kills = gView ? gView->fragCount : 0; sum.maxkills = -3; } else { sum.kills = gKillMgr.Kills; sum.maxkills = gKillMgr.TotalKills; } sum.secrets = gSecretMgr.Founds; sum.supersecrets = gSecretMgr.Super; sum.maxsecrets = max(gSecretMgr.Founds, gSecretMgr.Total); // If we found more than there are, increase the total. Some levels have a bugged counter. sum.time = Scale(PlayClock, 1000, 120); UpdateStatusBar(&sum); } END_BLD_NS