raze/source/games/duke/src/sbar.cpp
2020-07-25 16:43:03 +02:00

348 lines
9.9 KiB
C++

//-------------------------------------------------------------------------
/*
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()
{
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<const char*, EColorRange> DDukeCommonStatusBar::ontext(struct player_struct *p)
{
std::pair<const char*, EColorRange> retval(nullptr, CR_RED);
int onstate = 0x80000000;
switch (p->inven_icon)
{
case ICON_HOLODUKE:
onstate = p->holoduke_on;
break;
case ICON_JETPACK:
onstate = p->jetpack_on;
break;
case ICON_HEATS:
onstate = p->heat_on;
break;
}
// 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