mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-02 17:11:51 +00:00
ef78e8602a
This is now being handled by the backend, except for the processing of the key bindings which cannot be done yet.
283 lines
8.3 KiB
C++
283 lines
8.3 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, FSMode_ScaleToFit43, 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();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// view sizing game interface
|
|
//
|
|
//==========================================================================
|
|
|
|
void GameInterface::PlayHudSound()
|
|
{
|
|
S_PlaySound(isRR() ? 341 : THUD, CHAN_AUTO, CHANF_UI);
|
|
}
|
|
|
|
|
|
END_DUKE_NS
|