From bd0378a44bdef0e64bf0b8661cfe53498b1b3fc4 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 20 Dec 2010 10:07:44 +0000 Subject: [PATCH] - added Gez's Hexenarmor on AltHud submission. SVN r3061 (trunk) --- src/g_shared/shared_hud.cpp | 59 ++++++++++++++++++++++++++++++------- 1 file changed, 48 insertions(+), 11 deletions(-) diff --git a/src/g_shared/shared_hud.cpp b/src/g_shared/shared_hud.cpp index 9901c7940..72e780f52 100644 --- a/src/g_shared/shared_hud.cpp +++ b/src/g_shared/shared_hud.cpp @@ -283,16 +283,42 @@ static void DrawHealth(int health, int x, int y) //=========================================================================== // // Draw Armor. -// very similar to drawhealth. +// very similar to drawhealth, but adapted to handle Hexen armor too // //=========================================================================== -static void DrawArmor(AInventory * armor, int x, int y) +static void DrawArmor(ABasicArmor * barmor, AHexenArmor * harmor, int x, int y) { - if (armor) - { - int ap=armor->Amount; + int ap = 0; + int bestslot = 4; + if (harmor) + { + int ac = (harmor->Slots[0] + harmor->Slots[1] + harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4]); + ac >>= FRACBITS; + ap += 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 ? CR_RED : @@ -301,11 +327,23 @@ static void DrawArmor(AInventory * armor, int x, int y) CR_BLUE; - if (ap) + // 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) { - DrawImageToBox(TexMan[armor->Icon], x, y, 31, 17); - DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17); + char icon[] = "AR_1A0"; + switch (bestslot) + { + case 1: icon[3] = '2'; break; + case 2: icon[3] = '3'; break; + case 3: icon[3] = '4'; break; + default: break; + } + DrawImageToBox(TexMan.FindTexture(icon, FTexture::TEX_Sprite), x, y, 31, 17); } + else if (barmor) DrawImageToBox(TexMan[barmor->Icon], x, y, 31, 17); + DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17); } } @@ -815,9 +853,8 @@ void DrawHUD() DrawFrags(CPlayer, 5, hudheight-70); } DrawHealth(CPlayer->health, 5, hudheight-45); - // Yes, that doesn't work properly for Hexen but frankly, I have no - // idea how to make a meaningful value out of Hexen's armor system! - DrawArmor(CPlayer->mo->FindInventory(RUNTIME_CLASS(ABasicArmor)), 5, hudheight-20); + DrawArmor(CPlayer->mo->FindInventory(), + CPlayer->mo->FindInventory(), 5, hudheight-20); i=DrawKeys(CPlayer, hudwidth-4, hudheight-10); i=DrawAmmo(CPlayer, hudwidth-5, i); DrawWeapons(CPlayer, hudwidth-5, i);