//------------------------------------------------------------------------- /* 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; auto tex = tileGetTexture(TILE_FRAGBAR); for (int y = 0; y < 32; y += 8) DrawTexture(twod, tex, 0, 0, DTA_FullscreenScale, 3, DTA_ViewportWidth, 320, DTA_ViewportHeight, 200, DTA_ScaleX, 1.001, DTA_ScaleY, 1.001, TAG_Done); for (i = connecthead; i >= 0; i = connectpoint2[i]) { m initext(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); m initext(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 DDukeCommonStatusBar::ontext(struct player_struct *p) { std::pair 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 struct player_struct* p, double x, double y, int align) { if (p->invdisptime <= 0)return; int n = 0, j = 0; if (p->firstaid_amount > 0) n |= 1, j++; if (p->steroids_amount > 0) n |= 2, j++; if (p->holoduke_amount > 0) n |= 4, j++; if (p->jetpack_amount > 0) n |= 8, j++; if (p->heat_amount > 0) n |= 16, j++; if (p->scuba_amount > 0) n |= 32, j++; if (p->boot_amount > 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); } //========================================================================== // // Statistics output // //========================================================================== void DDukeCommonStatusBar::PrintLevelStats(int bottomy) { // JBF 20040124: display level stats in screen corner if (ud.overhead_on != 2 && hud_stats) { FLevelStats stats{}; auto pp = &ps[myconnectindex]; stats.fontscale = isRR() ? 0.5 : 1.; stats.spacing = isRR() ? 10 : 7; stats.screenbottomspace = bottomy; stats.time = Scale(pp->player_par, 1000, REALGAMETICSPERSEC); stats.kills = pp->actors_killed; stats.maxkills = !isRR() && ud.player_skill > 3 ? -2 : pp->max_actors_killed; stats.frags = ud.multimode > 1 && !ud.coop ? pp->frag - pp->fraggedself : -1; stats.secrets = pp->secret_rooms; stats.maxsecrets = pp->max_secret_rooms; stats.font = SmallFont; if (isNamWW2GI()) { // The stock font of these games is totally unusable for this. stats.font = ConFont; stats.spacing = ConFont->GetHeight() + 2; stats.letterColor = CR_ORANGE; stats.standardColor = CR_YELLOW; stats.completeColor = CR_FIRE; } else if (!isRR()) { stats.letterColor = CR_ORANGE; stats.standardColor = CR_CREAM; stats.completeColor = CR_FIRE; } else { stats.letterColor = CR_ORANGE; stats.standardColor = stats.completeColor = CR_UNTRANSLATED; } DBaseStatusBar::PrintLevelStats(stats); } } //========================================================================== // // 3D viewport size management // //========================================================================== void DrawBorder() { auto tex = tileGetTexture(TILE_SCREENBORDER); if (tex != nullptr && tex->isValid()) { if (windowxy1.y > 0) { twod->AddFlatFill(0, 0, twod->GetWidth(), windowxy1.y, tex, false, 1); } if (windowxy2.y + 1 < twod->GetHeight()) { twod->AddFlatFill(0, windowxy2.y + 1, twod->GetWidth(), twod->GetHeight(), tex, false, 1); } if (windowxy1.x > 0) { twod->AddFlatFill(0, windowxy1.y, windowxy1.x, windowxy2.y + 1, tex, false, 1); } if (windowxy2.x + 1 < twod->GetWidth()) { twod->AddFlatFill(windowxy2.x + 1, windowxy1.y, twod->GetWidth(), windowxy2.y + 1, tex, false, 1); } auto vb = tileGetTexture(TILE_VIEWBORDER); auto ve = tileGetTexture(TILE_VIEWBORDER + 1); int x1 = windowxy1.x - 4; int y1 = windowxy1.y - 4; int x2 = windowxy2.x + 5; int y2 = windowxy2.y + 5; twod->AddFlatFill(x1, y1, x2, y1 + 4, vb, 5); twod->AddFlatFill(x1, y2 - 4, x2, y2, vb, 6); twod->AddFlatFill(x1, y1, x1 + 4, y2, vb, 1); twod->AddFlatFill(x2 - 4, y1, x2, y2, vb, 3); twod->AddFlatFill(x1, y1, x1 + 4, y1 + 4, ve, 1); twod->AddFlatFill(x2 - 4, y1, x2, y1 + 4, ve, 3); twod->AddFlatFill(x1, y2 - 4, x1 + 4, y2, ve, 2); twod->AddFlatFill(x2 - 4, y2 - 4, x2, y2, ve, 4); } else { // If we got no frame just clear the screen. twod->ClearScreen(); } } //--------------------------------------------------------------------------- // // calculate size of 3D viewport. // Fixme: this needs to be adjusted to the new status bar code, // once the status bar is a persistent queriable object // (it should also be moved out of the game code then. // //--------------------------------------------------------------------------- void updateviewport(void) { static const uint8_t size_vals[] = { 60, 54, 48, 40, 32, 24, 16, 8, 8, 4, 4, 0 }; static const uint8_t size_vals_rr[] = { 56, 48, 40, 32, 24, 16, 12, 8, 8, 4, 4, 0 }; int ss = isRR() ? size_vals_rr[hud_size] : size_vals[hud_size]; ss = std::max(ss - 8, 0); int x1 = scale(ss, xdim, 160); int x2 = xdim - x1; int y1 = scale(ss, (200 * 100) - ((tilesiz[TILE_BOTTOMSTATUSBAR].y >> (isRR() ? 1 : 0)) * hud_scale), 200 - tilesiz[TILE_BOTTOMSTATUSBAR].y); int y2 = 200 * 100 - y1; if (isRR() && hud_size > 6) { x1 = 0; x2 = xdim; y1 = 0; if (hud_size >= 8) y2 = 200 * 100; } int fbh = 0; if (hud_size < 11 && ud.coop != 1 && ud.multimode > 1) { int j = 0; for (int i = connecthead; i >= 0; i = connectpoint2[i]) if (i > j) j = i; if (j >= 1) fbh += 8; if (j >= 4) fbh += 8; if (j >= 8) fbh += 8; if (j >= 12) fbh += 8; } y1 += fbh * 100; if (hud_size <= 7) y2 -= (tilesiz[TILE_BOTTOMSTATUSBAR].y >> (isRR() ? 1 : 0)) * hud_scale; y1 = scale(y1, ydim, 200 * 100); y2 = scale(y2, ydim, 200 * 100); videoSetViewableArea(x1, y1, x2 - 1, y2 - 1); } //========================================================================== // // view sizing game interface // //========================================================================== void GameInterface::set_hud_layout(int layout) { if (xdim > 0 && ydim > 0) updateviewport(); } void GameInterface::PlayHudSound() { S_PlaySound(isRR() ? 341 : THUD, CHAN_AUTO, CHANF_UI); } void GameInterface::UpdateScreenSize() { updateviewport(); } END_DUKE_NS