- added a secret sector color to automap overlay.

- added a score display to both alt HUD and sbarinfo.
- simplified code for AltHud status values display.


SVN r2141 (trunk)
This commit is contained in:
Christoph Oelckers 2010-01-30 09:17:44 +00:00
parent 787c16301c
commit 0997c608f2
4 changed files with 40 additions and 47 deletions

View file

@ -167,6 +167,7 @@ CVAR (Color, am_ovtelecolor, 0xffff00, CVAR_ARCHIVE);
CVAR (Color, am_intralevelcolor, 0x0000ff, CVAR_ARCHIVE);
CVAR (Color, am_interlevelcolor, 0xff0000, CVAR_ARCHIVE);
CVAR (Color, am_secretsectorcolor, 0xff00ff, CVAR_ARCHIVE);
CVAR (Color, am_ovsecretsectorcolor,0x00ffff, CVAR_ARCHIVE);
CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE);
CVAR (Bool, am_drawmapback, true, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_friend, 0xfcfcfc, CVAR_ARCHIVE);
@ -770,7 +771,8 @@ static void AM_initColors (bool overlayed)
{
YourColor.FromCVar (am_ovyourcolor);
WallColor.FromCVar (am_ovwallcolor);
SecretSectorColor = SecretWallColor = WallColor;
SecretWallColor = WallColor;
SecretSectorColor.FromCVar (am_ovsecretsectorcolor);
ThingColor_Item.FromCVar (am_ovthingcolor_item);
ThingColor_Friend.FromCVar (am_ovthingcolor_friend);
ThingColor_Monster.FromCVar (am_ovthingcolor_monster);

View file

@ -599,6 +599,8 @@ class CommandDrawNumber : public CommandDrawString
value = AMMO1;
else if(sc.Compare("ammo2"))
value = AMMO2;
else if(sc.Compare("score"))
value = SCORE;
else if(sc.Compare("ammo")) //request the next string to be an ammo type
{
value = AMMO;
@ -798,6 +800,9 @@ class CommandDrawNumber : public CommandDrawString
case SECRETS:
num = level.found_secrets;
break;
case SCORE:
num = statusBar->CPlayer->mo->Score;
break;
case TOTALSECRETS:
num = level.total_secrets;
break;
@ -925,6 +930,7 @@ class CommandDrawNumber : public CommandDrawString
POWERUPTIME,
AIRTIME,
SELECTEDINVENTORY,
SCORE,
CONSTANT
};

View file

@ -67,6 +67,7 @@ CVAR (Bool, hud_showsecrets, true,CVAR_ARCHIVE); // Show secrets on HUD
CVAR (Bool, hud_showmonsters, true,CVAR_ARCHIVE); // Show monster stats on HUD
CVAR (Bool, hud_showitems, false,CVAR_ARCHIVE); // Show item stats on HUD
CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score
CVAR (Int, hud_ammo_red, 25, CVAR_ARCHIVE) // ammo percent less than which status is red
CVAR (Int, hud_ammo_yellow, 50, CVAR_ARCHIVE) // ammo percent less is yellow more green
@ -98,6 +99,7 @@ static FTexture * fragpic; // Frags icon
static FTexture * invgems[4]; // Inventory arrows
static int hudwidth, hudheight; // current width/height for HUD display
static int statspace;
void AM_GetPosition(fixed_t & x, fixed_t & y);
@ -198,37 +200,35 @@ static void DrawHudNumber(FFont *font, int color, int num, int x, int y, int tra
//
//===========================================================================
static void DrawStatus(player_t * CPlayer, int x, int y)
static void DrawStatLine(int x, int &y, const char *prefix, const char *string)
{
char tempstr[50];
int space;
if (hud_showstats)
{
space = SmallFont->StringWidth("Ac: ");
y -= SmallFont->GetHeight()-1;
screen->DrawText(SmallFont, hudcolor_statnames, x, y, "Ac:",
screen->DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->accuracy);
screen->DrawText(SmallFont, hudcolor_stats, x+space, y, tempstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
y-=SmallFont->GetHeight()-1;
screen->DrawText(SmallFont, hudcolor_statnames, x, y, "St:",
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->stamina);
screen->DrawText(SmallFont, hudcolor_stats, x+space, y, tempstr,
screen->DrawText(SmallFont, hudcolor_stats, x+statspace, y, string,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
}
else
space=SmallFont->StringWidth("K: ");
static void DrawStatus(player_t * CPlayer, int x, int y)
{
char tempstr[50];
if (hud_showscore)
{
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->Score);
DrawStatLine(x, y, "Sc:", tempstr);
}
if (hud_showstats)
{
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->accuracy);
DrawStatLine(x, y, "Ac:", tempstr);
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->stamina);
DrawStatLine(x, y, "St:", tempstr);
}
if (!deathmatch)
{
@ -236,41 +236,20 @@ static void DrawStatus(player_t * CPlayer, int x, int y)
// work in cooperative hub games
if (hud_showsecrets)
{
y -= SmallFont->GetHeight()-1;
screen->DrawText(SmallFont, hudcolor_statnames, x, y, "S:",
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->secretcount : level.found_secrets, level.total_secrets);
screen->DrawText(SmallFont, hudcolor_stats, x+space, y, tempstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
DrawStatLine(x, y, "S:", tempstr);
}
if (hud_showitems)
{
y -= SmallFont->GetHeight()-1;
screen->DrawText(SmallFont, hudcolor_statnames, x, y, "I:",
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->itemcount : level.found_items, level.total_items);
screen->DrawText(SmallFont, hudcolor_stats, x+space, y, tempstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
DrawStatLine(x, y, "I:", tempstr);
}
if (hud_showmonsters)
{
y -= SmallFont->GetHeight()-1;
screen->DrawText(SmallFont, hudcolor_statnames, x, y, "K:",
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->killcount : level.killed_monsters, level.total_monsters);
screen->DrawText(SmallFont, hudcolor_stats, x+space, y, tempstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
DrawStatLine(x, y, "K:", tempstr);
}
}
}
@ -931,6 +910,10 @@ void HUD_InitHud()
KeyTypes.Clear();
UnassignedKeyTypes.Clear();
statspace = SmallFont->StringWidth("Ac:");
// Now read custom icon overrides
int lump, lastlump = 0;

View file

@ -609,6 +609,7 @@ EXTERN_CVAR (Color, am_ovtelecolor)
EXTERN_CVAR (Color, am_intralevelcolor)
EXTERN_CVAR (Color, am_interlevelcolor)
EXTERN_CVAR (Color, am_secretsectorcolor)
EXTERN_CVAR (Color, am_ovsecretsectorcolor)
EXTERN_CVAR (Color, am_thingcolor_friend)
EXTERN_CVAR (Color, am_thingcolor_monster)
EXTERN_CVAR (Color, am_thingcolor_item)
@ -644,6 +645,7 @@ static menuitem_t MapColorsItems[] = {
{ colorpicker, "2-sided walls (overlay)", {&am_ovotherwallscolor},{0}, {0}, {0}, {0} },
{ colorpicker, "Not-yet-seen walls (overlay)", {&am_ovunseencolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Teleporter (overlay)", {&am_ovtelecolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Secret sector (overlay)", {&am_ovsecretsectorcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Actors (overlay) (for cheat)", {&am_ovthingcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Monsters (overlay) (for cheat)", {&am_ovthingcolor_monster}, {0}, {0}, {0}, {0} },
{ colorpicker, "Friends (overlay) (for cheat)", {&am_ovthingcolor_friend}, {0}, {0}, {0}, {0} },