mirror of
https://github.com/DrBeef/Raze.git
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348 lines
9.9 KiB
C++
348 lines
9.9 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "v_font.h"
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#include "duke3d.h"
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#include "compat.h"
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#include "sbar.h"
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#include "v_draw.h"
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#include "texturemanager.h"
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BEGIN_DUKE_NS
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//==========================================================================
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//
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// very much a dummy to access the methods.
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// The goal is to export this to a script.
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//
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//==========================================================================
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DDukeCommonStatusBar::DDukeCommonStatusBar()
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{
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drawOffset.Y = 0;
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}
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//==========================================================================
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//
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// Frag bar - todo
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//
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//==========================================================================
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#if 0
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void DDukeCommonStatusBar::displayfragbar(void)
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{
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short i, j;
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j = 0;
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for (i = connecthead; i >= 0; i = connectpoint2[i])
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if (i > j) j = i;
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auto tex = tileGetTexture(TILE_FRAGBAR);
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for (int y = 0; y < 32; y += 8)
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DrawTexture(twod, tex, 0, 0, DTA_FullscreenScale, 3, DTA_ViewportWidth, 320, DTA_ViewportHeight, 200, DTA_ScaleX, 1.001, DTA_ScaleY, 1.001, TAG_Done);
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for (i = connecthead; i >= 0; i = connectpoint2[i])
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{
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m initext(21 + (73 * (i & 3)), 2 + ((i & 28) << 1), &ud.user_name[i][0], sprite[ps[i].i].pal, 2 + 8 + 16 + 128);
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sprintf(tempbuf, "%d", ps[i].frag - ps[i].fraggedself);
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m initext(17 + 50 + (73 * (i & 3)), 2 + ((i & 28) << 1), tempbuf, sprite[ps[i].i].pal, 2 + 8 + 16 + 128);
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}
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}
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#endif
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//==========================================================================
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//
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// Common inventory icon code for all styles
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//
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//==========================================================================
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std::pair<const char*, EColorRange> DDukeCommonStatusBar::ontext(struct player_struct *p)
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{
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std::pair<const char*, EColorRange> retval(nullptr, CR_RED);
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int onstate = 0x80000000;
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switch (p->inven_icon)
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{
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case ICON_HOLODUKE:
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onstate = p->holoduke_on;
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break;
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case ICON_JETPACK:
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onstate = p->jetpack_on;
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break;
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case ICON_HEATS:
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onstate = p->heat_on;
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break;
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}
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// Texts are intentionally not translated because the font is too small for making localization work and the translated words are too long.
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if ((unsigned)onstate != 0x80000000 && !(g_gameType & (GAMEFLAG_WW2GI|GAMEFLAG_RRALL)))
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{
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retval.second = onstate > 0 ? CR_LIGHTBLUE : CR_RED;
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retval.first = onstate > 0 ? "ON" : "OFF";
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}
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if (p->inven_icon >= ICON_SCUBA)
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{
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retval.second = CR_ORANGE;
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retval.first = "AUTO";
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}
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return retval;
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}
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//==========================================================================
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//
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// draws the inventory selector
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//
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//==========================================================================
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void DDukeCommonStatusBar::DrawInventory(const struct player_struct* p, double x, double y, int align)
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{
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if (p->invdisptime <= 0)return;
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int n = 0, j = 0;
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if (p->firstaid_amount > 0) n |= 1, j++;
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if (p->steroids_amount > 0) n |= 2, j++;
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if (p->holoduke_amount > 0) n |= 4, j++;
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if (p->jetpack_amount > 0) n |= 8, j++;
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if (p->heat_amount > 0) n |= 16, j++;
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if (p->scuba_amount > 0) n |= 32, j++;
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if (p->boot_amount > 0) n |= 64, j++;
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x -= (j * 11);
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y -= 6;
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; align |= DI_ITEM_CENTER;
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for(int bit = 0; bit < 7; bit++)
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{
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int i = 1 << bit;
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if (n & i)
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{
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int select = 1 << (p->inven_icon - 1);
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double alpha = select == i ? 1.0 : 0.7;
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DrawGraphic(tileGetTexture(item_icons[bit+1]), x, y, align, alpha, 0, 0, scale, scale);
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if (select == i) DrawGraphic(tileGetTexture(TILE_ARROW), x, y, align, alpha, 0, 0, scale, scale);
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x += 22;
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}
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}
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}
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//==========================================================================
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//
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// Helper
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//
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//==========================================================================
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PalEntry DDukeCommonStatusBar::LightForShade(int shade)
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{
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int ll = clamp((numshades - shade) * 255 / numshades, 0, 255);
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return PalEntry(255, ll, ll, ll);
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}
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//==========================================================================
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//
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// Statistics output
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//
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//==========================================================================
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void DDukeCommonStatusBar::PrintLevelStats(int bottomy)
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{
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// JBF 20040124: display level stats in screen corner
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if (ud.overhead_on != 2 && hud_stats)
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{
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FLevelStats stats{};
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auto pp = &ps[myconnectindex];
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stats.fontscale = isRR() ? 0.5 : 1.;
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stats.spacing = isRR() ? 10 : 7;
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stats.screenbottomspace = bottomy;
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stats.time = Scale(pp->player_par, 1000, REALGAMETICSPERSEC);
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stats.kills = pp->actors_killed;
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stats.maxkills = !isRR() && ud.player_skill > 3 ? -2 : pp->max_actors_killed;
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stats.frags = ud.multimode > 1 && !ud.coop ? pp->frag - pp->fraggedself : -1;
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stats.secrets = pp->secret_rooms;
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stats.maxsecrets = pp->max_secret_rooms;
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stats.font = SmallFont;
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if (isNamWW2GI())
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{
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// The stock font of these games is totally unusable for this.
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stats.font = ConFont;
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stats.spacing = ConFont->GetHeight() + 2;
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stats.letterColor = CR_ORANGE;
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stats.standardColor = CR_YELLOW;
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stats.completeColor = CR_FIRE;
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}
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else if (!isRR())
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{
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stats.letterColor = CR_ORANGE;
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stats.standardColor = CR_CREAM;
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stats.completeColor = CR_FIRE;
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}
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else
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{
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stats.letterColor = CR_ORANGE;
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stats.standardColor =
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stats.completeColor = CR_UNTRANSLATED;
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}
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DBaseStatusBar::PrintLevelStats(stats);
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}
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}
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//==========================================================================
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//
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// 3D viewport size management
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//
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//==========================================================================
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void DrawBorder()
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{
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auto tex = tileGetTexture(TILE_SCREENBORDER);
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if (tex != nullptr && tex->isValid())
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{
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if (windowxy1.y > 0)
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{
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twod->AddFlatFill(0, 0, twod->GetWidth(), windowxy1.y, tex, false, 1);
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}
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if (windowxy2.y + 1 < twod->GetHeight())
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{
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twod->AddFlatFill(0, windowxy2.y + 1, twod->GetWidth(), twod->GetHeight(), tex, false, 1);
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}
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if (windowxy1.x > 0)
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{
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twod->AddFlatFill(0, windowxy1.y, windowxy1.x, windowxy2.y + 1, tex, false, 1);
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}
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if (windowxy2.x + 1 < twod->GetWidth())
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{
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twod->AddFlatFill(windowxy2.x + 1, windowxy1.y, twod->GetWidth(), windowxy2.y + 1, tex, false, 1);
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}
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auto vb = tileGetTexture(TILE_VIEWBORDER);
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auto ve = tileGetTexture(TILE_VIEWBORDER + 1);
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int x1 = windowxy1.x - 4;
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int y1 = windowxy1.y - 4;
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int x2 = windowxy2.x + 5;
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int y2 = windowxy2.y + 5;
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twod->AddFlatFill(x1, y1, x2, y1 + 4, vb, 5);
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twod->AddFlatFill(x1, y2 - 4, x2, y2, vb, 6);
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twod->AddFlatFill(x1, y1, x1 + 4, y2, vb, 1);
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twod->AddFlatFill(x2 - 4, y1, x2, y2, vb, 3);
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twod->AddFlatFill(x1, y1, x1 + 4, y1 + 4, ve, 1);
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twod->AddFlatFill(x2 - 4, y1, x2, y1 + 4, ve, 3);
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twod->AddFlatFill(x1, y2 - 4, x1 + 4, y2, ve, 2);
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twod->AddFlatFill(x2 - 4, y2 - 4, x2, y2, ve, 4);
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}
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else
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{
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// If we got no frame just clear the screen.
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twod->ClearScreen();
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}
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}
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//---------------------------------------------------------------------------
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//
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// calculate size of 3D viewport.
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// Fixme: this needs to be adjusted to the new status bar code,
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// once the status bar is a persistent queriable object
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// (it should also be moved out of the game code then.
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//
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//---------------------------------------------------------------------------
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void updateviewport(void)
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{
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static const uint8_t size_vals[] = { 60, 54, 48, 40, 32, 24, 16, 8, 8, 4, 4, 0 };
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static const uint8_t size_vals_rr[] = { 56, 48, 40, 32, 24, 16, 12, 8, 8, 4, 4, 0 };
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int ss = isRR() ? size_vals_rr[hud_size] : size_vals[hud_size];
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ss = std::max(ss - 8, 0);
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int x1 = scale(ss, xdim, 160);
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int x2 = xdim - x1;
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int y1 = scale(ss, (200 * 100) - ((tilesiz[TILE_BOTTOMSTATUSBAR].y >> (isRR() ? 1 : 0)) * hud_scale), 200 - tilesiz[TILE_BOTTOMSTATUSBAR].y);
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int y2 = 200 * 100 - y1;
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if (isRR() && hud_size > 6)
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{
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x1 = 0;
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x2 = xdim;
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y1 = 0;
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if (hud_size >= 8)
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y2 = 200 * 100;
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}
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int fbh = 0;
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if (hud_size < 11 && ud.coop != 1 && ud.multimode > 1)
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{
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int j = 0;
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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if (i > j) j = i;
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if (j >= 1) fbh += 8;
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if (j >= 4) fbh += 8;
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if (j >= 8) fbh += 8;
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if (j >= 12) fbh += 8;
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}
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y1 += fbh * 100;
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if (hud_size <= 7)
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y2 -= (tilesiz[TILE_BOTTOMSTATUSBAR].y >> (isRR() ? 1 : 0)) * hud_scale;
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y1 = scale(y1, ydim, 200 * 100);
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y2 = scale(y2, ydim, 200 * 100);
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videoSetViewableArea(x1, y1, x2 - 1, y2 - 1);
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}
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//==========================================================================
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//
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// view sizing game interface
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//
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//==========================================================================
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void GameInterface::set_hud_layout(int layout)
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{
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if (xdim > 0 && ydim > 0) updateviewport();
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}
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void GameInterface::PlayHudSound()
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{
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S_PlaySound(isRR() ? 341 : THUD, CHAN_AUTO, CHANF_UI);
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}
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void GameInterface::UpdateScreenSize()
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{
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updateviewport();
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}
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END_DUKE_NS
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