gzdoom-gles/wadsrc/static/zscript/statusbar/alt_hud.txt

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/*
** Enhanced heads up 'overlay' for fullscreen
**
**---------------------------------------------------------------------------
** Copyright 2003-2008 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
/*
// Icons
static FTexture * fragpic; // Frags icon
static FTexture * invgems[2]; // Inventory arrows
DVector2 AM_GetPosition();
*/
class AltHud ui
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{
TextureID healthPic, berserkPic;
TextureID tnt1a0;
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int hudwidth, hudheight;
int statspace;
Font HudFont; // The font for the health and armor display
Font IndexFont; // The font for the inventory indices
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Array< Class<Ammo> > orderedammos;
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//---------------------------------------------------------------------------
//
// Draws an image into a box with its bottom center at the bottom
// center of the box. The image is scaled down if it doesn't fit
//
//---------------------------------------------------------------------------
void DrawImageToBox(TextureID tex, int x, int y, int w, int h, double trans = 0.75)
{
double scale1, scale2;
if (tex)
{
let texsize = TexMan.GetScaledSize(tex);
if (w < texsize.X) scale1 = w / texsize.X;
else scale1 = 1.0;
if (h < texsize.Y) scale2 = h / texsize.Y;
else scale2 = 1.0;
scale1 = min(scale1, scale2);
if (scale2 < scale1) scale1=scale2;
x += w >> 1;
y += h;
w = (int)(texsize.X * scale1);
h = (int)(texsize.Y * scale1);
screen.DrawTexture(tex, false, x, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1);
}
}
//---------------------------------------------------------------------------
//
// Draws a text but uses a fixed width for all characters
//
//---------------------------------------------------------------------------
void DrawHudText(Font fnt, int color, String text, int x, int y, double trans = 0.75)
{
int zerowidth = fnt.GetCharWidth("0");
x += zerowidth / 2;
for(int i=0; i < text.length(); i++)
{
int c = text.CharCodeAt(i);
int width = fnt.GetCharWidth(c);
double offset = fnt.GetBottomAlignOffset(c);
screen.DrawChar(fnt, color, x, y, c,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_LeftOffset, width/2, DTA_TopOffsetF, offset);
x += zerowidth;
}
}
//---------------------------------------------------------------------------
//
// Draws a number with a fixed width for all digits
//
//---------------------------------------------------------------------------
void DrawHudNumber(Font fnt, int color, int num, int x, int y, double trans = 0.75)
{
DrawHudText(fnt, color, String.Format("%d", num), x, y, trans);
}
//===========================================================================
//
// draw the status (number of kills etc)
//
//===========================================================================
void DrawStatLine(int x, in out int y, String prefix, String text)
{
y -= SmallFont.GetHeight()-1;
screen.DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
screen.DrawText(SmallFont, hudcolor_stats, x+statspace, y, text,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
}
void DrawStatus(PlayerInfo CPlayer, int x, int y)
{
let mo = CPlayer.mo;
if (hud_showscore)
{
DrawStatLine(x, y, "Sc:", String.Format("%d ", mo.Score));
}
if (hud_showstats)
{
DrawStatLine(x, y, "Ac:", String.Format("%i ", mo.accuracy));
DrawStatLine(x, y, "St:", String.Format("%i ", mo.stamina));
}
if (!deathmatch)
{
// FIXME: ZDoom doesn't preserve the player's stat counters across hubs so this doesn't
// work in cooperative hub games
if (hud_showsecrets)
{
DrawStatLine(x, y, "S:", String.Format("%i/%i ", multiplayer? CPlayer.secretcount : level.found_secrets, level.total_secrets));
}
if (hud_showitems)
{
DrawStatLine(x, y, "I:", String.Format("%i/%i ", multiplayer? CPlayer.itemcount : level.found_items, level.total_items));
}
if (hud_showmonsters)
{
DrawStatLine(x, y, "K:", String.Format("%i/%i ", multiplayer? CPlayer.killcount : level.killed_monsters, level.total_monsters));
}
}
}
//===========================================================================
//
// draw health
//
//===========================================================================
void DrawHealth(PlayerInfo CPlayer, int x, int y)
{
int health = CPlayer.health;
// decide on the color first
int fontcolor =
health < hud_health_red ? Font.CR_RED :
health < hud_health_yellow ? Font.CR_GOLD :
health <= hud_health_green ? Font.CR_GREEN :
Font.CR_BLUE;
bool haveBerserk = hud_berserk_health
&& !berserkpic.IsNull()
&& CPlayer.mo.FindInventory('PowerStrength');
DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
}
//===========================================================================
//
// Draw Armor.
// very similar to drawhealth, but adapted to handle Hexen armor too
//
//===========================================================================
void DrawArmor(BasicArmor barmor, HexenArmor harmor, int x, int y)
{
int ap = 0;
int bestslot = 4;
if (harmor)
{
let ac = (harmor.Slots[0] + harmor.Slots[1] + harmor.Slots[2] + harmor.Slots[3] + harmor.Slots[4]);
ap += int(ac);
if (ac)
{
// Find the part of armor that protects the most
bestslot = 0;
for (int i = 1; i < 4; ++i)
{
if (harmor.Slots[i] > harmor.Slots[bestslot])
{
bestslot = i;
}
}
}
}
if (barmor)
{
ap += barmor.Amount;
}
if (ap)
{
// decide on color
int fontcolor =
ap < hud_armor_red ? Font.CR_RED :
ap < hud_armor_yellow ? Font.CR_GOLD :
ap <= hud_armor_green ? Font.CR_GREEN :
Font.CR_BLUE;
// Use the sprite of one of the predefined Hexen armor bonuses.
// This is not a very generic approach, but it is not possible
// to truly create new types of Hexen armor bonus items anyway.
if (harmor && bestslot < 4)
{
static const String harmorIcons[] = { "AR_1A0", "AR_2A0", "AR_3A0", "AR_4A0" };
DrawImageToBox(TexMan.CheckForTexture(harmorIcons[bestslot], TexMan.Type_Sprite), x, y, 31, 17);
}
else if (barmor) DrawImageToBox(barmor.Icon, x, y, 31, 17);
DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
}
}
//===========================================================================
//
// KEYS
//
//===========================================================================
//---------------------------------------------------------------------------
//
// Draw one key
//
// Regarding key icons, Doom's are too small, Heretic doesn't have any,
// for Hexen the in-game sprites look better and for Strife it doesn't matter
// so always use the spawn state's sprite instead of the icon here unless an
// override is specified in ALTHUDCF.
//
//---------------------------------------------------------------------------
bool DrawOneKey(int xo, int x, int y, in out int c, Key inv)
{
TextureID icon;
if (!inv) return false;
TextureID AltIcon = inv.AltHUDIcon;
if (!AltIcon.Exists()) return false; // Setting a non-existent AltIcon hides this key.
if (AltIcon.isValid())
{
icon = AltIcon;
}
else if (inv.SpawnState && inv.SpawnState.sprite!=0)
{
let state = inv.SpawnState;
if (state != null) icon = state.GetSpriteTexture(0);
else icon.SetNull();
}
// missing sprites map to TNT1A0. So if that gets encountered, use the default icon instead.
if (icon.isNull() || icon == tnt1a0) icon = inv.Icon;
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if (icon.isValid())
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{
DrawImageToBox(icon, x, y, 8, 10);
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
// Draw all keys
//
//---------------------------------------------------------------------------
int DrawKeys(PlayerInfo CPlayer, int x, int y)
{
int yo = y;
int xo = x;
int i;
int c = 0;
Key inv;
if (!deathmatch)
{
int count = Key.GetKeyTypeCount();
// Go through the key in reverse order of definition, because we start at the right.
for(int i = count-1; i >= 0; i--)
{
if ((inv = Key(CPlayer.mo.FindInventory(Key.GetKeyType(i)))))
{
if (DrawOneKey(xo, x - 9, y, c, inv))
{
x -= 9;
if (++c >= 10)
{
x = xo;
y -= 11;
c = 0;
}
}
}
}
}
if (x == xo && y != yo) y += 11; // undo the last wrap if the current line is empty.
return y - 11;
}
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//---------------------------------------------------------------------------
//
// Drawing Ammo helpers
//
//---------------------------------------------------------------------------
void AddAmmoToList(readonly<Weapon> weapdef)
{
for (int i = 0; i < 2; i++)
{
let ti = i == 0? weapdef.AmmoType1 : weapdef.AmmoType2;
if (ti)
{
let ammodef = GetDefaultByType(ti);
if (ammodef && !ammodef.bInvBar)
{
if (orderedAmmos.Find(ti) == orderedAmmos.Size())
{
orderedammos.Push(ti);
}
}
}
}
}
static int GetDigitCount(int value)
{
int digits = 0;
do
{
value /= 10;
++digits;
}
while (0 != value);
return digits;
}
int, int GetAmmoTextLengths(PlayerInfo CPlayer)
{
int tammomax = 0, tammocur = 0;
for(int i = 0; i < orderedammos.Size(); i++)
{
let type = orderedammos[i];
let ammoitem = CPlayer.mo.FindInventory(type);
int ammomax, ammocur;
if (ammoitem == null)
{
ammomax = GetDefaultByType(type).MaxAmount;
ammocur = 0;
}
else
{
ammomax = ammoitem.MaxAmount;
ammocur = ammoItem.Amount;
}
tammocur = MAX(ammocur, tammocur);
tammomax = MAX(ammomax, tammomax);
}
return GetDigitCount(tammocur), GetDigitCount(tammomax);
}
//---------------------------------------------------------------------------
//
// Drawing Ammo
//
//---------------------------------------------------------------------------
int DrawAmmo(PlayerInfo CPlayer, int x, int y)
{
int i,j,k;
String buf;
Inventory inv;
let wi = CPlayer.ReadyWeapon;
orderedammos.Clear();
if (0 == hud_showammo)
{
// Show ammo for current weapon if any
if (wi) AddAmmoToList(wi.default);
}
else
{
// Order ammo by use of weapons in the weapon slots
for (k = 0; k < PlayerPawn.NUM_WEAPON_SLOTS; k++)
{
int slotsize = CPlayer.weapons.SlotSize(k);
for(j = 0; j < slotsize; j++)
{
let weap = CPlayer.weapons.GetWeapon(k, j);
if (weap)
{
// Show ammo for available weapons if hud_showammo CVAR is 1
// or show ammo for all weapons if hud_showammo is greater than 1
if (hud_showammo > 1 || CPlayer.mo.FindInventory(weap))
{
AddAmmoToList(GetDefaultByType(weap));
}
}
}
}
// Now check for the remaining weapons that are in the inventory but not in the weapon slots
for(inv = CPlayer.mo.Inv; inv; inv = inv.Inv)
{
let weap = Weapon(inv);
if (weap)
{
AddAmmoToList(weap.default);
}
}
}
// ok, we got all ammo types. Now draw the list back to front (bottom to top)
int ammocurlen = 0;
int ammomaxlen = 0;
[ammocurlen, ammomaxlen] = GetAmmoTextLengths(CPlayer);
//buf = String.Format("%0d/%0d", 0, 0);
buf = String.Format("%0*d/%0*d", ammocurlen, 0, ammomaxlen, 0);
int def_width = ConFont.StringWidth(buf);
int yadd = ConFont.GetHeight();
int xtext = x - def_width;
int ximage = x;
if (hud_ammo_order > 0)
{
xtext -= 24;
ximage -= 20;
}
else
{
ximage -= def_width + 20;
}
for(i = orderedammos.Size() - 1; i >= 0; i--)
{
let type = orderedammos[i];
let ammoitem = CPlayer.mo.FindInventory(type);
let inv = GetDefaultByType(type);
let AltIcon = inv.AltHUDIcon;
int maxammo = inv.MaxAmount;
let icon = !AltIcon.isNull()? AltIcon : inv.Icon;
if (!icon.isValid()) continue;
double trans= (wi && (type == wi.AmmoType1 || type == wi.AmmoType2)) ? 0.75 : 0.375;
int ammo = ammoitem? ammoitem.Amount : 0;
// buf = String.Format("%d/%d", ammo, maxammo);
buf = String.Format("%*d/%*d", ammocurlen, ammo, ammomaxlen, maxammo);
int tex_width= clamp(ConFont.StringWidth(buf) - def_width, 0, 1000);
int fontcolor=( !maxammo ? Font.CR_GRAY :
ammo < ( (maxammo * hud_ammo_red) / 100) ? Font.CR_RED :
ammo < ( (maxammo * hud_ammo_yellow) / 100) ? Font.CR_GOLD : Font.CR_GREEN );
DrawHudText(ConFont, fontcolor, buf, xtext-tex_width, y+yadd, trans);
DrawImageToBox(icon, ximage, y, 16, 8, trans);
y-=10;
}
return y;
}
//---------------------------------------------------------------------------
//
// Drawing weapons
//
//---------------------------------------------------------------------------
void DrawOneWeapon(PlayerInfo CPlayer, int x, in out int y, Weapon weapon)
{
double trans;
// Powered up weapons and inherited sister weapons are not displayed.
if (weapon.bPOWERED_UP) return;
let SisterWeapon = weapon.SisterWeapon;
if (SisterWeapon && (weapon is SisterWeapon.GetClass())) return;
trans=0.4;
let ReadyWeapon = CPlayer.ReadyWeapon;
if (ReadyWeapon)
{
if (weapon == CPlayer.ReadyWeapon || SisterWeapon == CPlayer.ReadyWeapon) trans = 0.85;
}
TextureID picnum = StatusBar.GetInventoryIcon(weapon, StatusBar.DI_ALTICONFIRST);
if (picnum.isValid())
{
// don't draw tall sprites too small.
int w, h;
[w, h] = TexMan.GetSize(picnum);
int rh;
if (w > h) rh = 8;
else
{
rh = 16;
y -= 8;
}
DrawImageToBox(picnum, x-24, y, 20, rh, trans);
y-=10;
}
}
void DrawWeapons(PlayerInfo CPlayer, int x, int y)
{
int k,j;
Inventory inv;
// First draw all weapons in the inventory that are not assigned to a weapon slot
for(inv = CPlayer.mo.Inv; inv; inv = inv.Inv)
{
let weap = Weapon(inv);
if (weap &&
!CPlayer.weapons.LocateWeapon(weap.GetClass()))
{
DrawOneWeapon(CPlayer, x, y, weap);
}
}
// And now everything in the weapon slots back to front
for (k = PlayerPawn.NUM_WEAPON_SLOTS - 1; k >= 0; k--) for(j = CPlayer.weapons.SlotSize(k) - 1; j >= 0; j--)
{
let weap = CPlayer.weapons.GetWeapon(k, j);
if (weap)
{
let weapitem = Weapon(CPlayer.mo.FindInventory(weap));
if (weapitem)
{
DrawOneWeapon(CPlayer, x, y, weapitem);
}
}
}
}
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}