gzdoom-gles/src/g_shared/shared_hud.cpp
Christoph Oelckers 4b723beddd - Bumped netgame, demo and min demo version for the weapon slot changes.
- changed weapon slots to be stored per player. Information is now transmitted
  across the network so that all machines know each player's current weapon
  configuration so that it can be used by cheats or HUD display routines.


SVN r1430 (trunk)
2009-02-20 22:28:48 +00:00

969 lines
29 KiB
C++
Raw Blame History

/*
** 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.
**---------------------------------------------------------------------------
**
*/
// NOTE: Some stuff in here might seem a little redundant but I wanted this
// to be as true as possible to my original intent which means that it
// only uses that code from ZDoom's status bar that is the same as any
// copy would be.
#include "doomtype.h"
#include "v_video.h"
#include "gi.h"
#include "c_cvars.h"
#include "w_wad.h"
#include "a_keys.h"
#include "sbar.h"
#include "sc_man.h"
#include "templates.h"
#include "p_local.h"
#include "doomstat.h"
#include "g_level.h"
#define HUMETA_AltIcon 0x10f000
EXTERN_CVAR(Bool,am_follow)
EXTERN_CVAR (Int, con_scaletext)
EXTERN_CVAR (Bool, idmypos)
EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
CVAR(Int,hud_althudscale, 2, CVAR_ARCHIVE) // Scale the hud to 640x400?
CVAR(Bool,hud_althud, false, CVAR_ARCHIVE) // Enable/Disable the alternate HUD
// These are intentionally not the same as in the automap!
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 (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
CVAR (Int, hud_health_red, 25, CVAR_ARCHIVE) // health amount less than which status is red
CVAR (Int, hud_health_yellow, 50, CVAR_ARCHIVE) // health amount less than which status is yellow
CVAR (Int, hud_health_green, 100, CVAR_ARCHIVE) // health amount above is blue, below is green
CVAR (Int, hud_armor_red, 25, CVAR_ARCHIVE) // armor amount less than which status is red
CVAR (Int, hud_armor_yellow, 50, CVAR_ARCHIVE) // armor amount less than which status is yellow
CVAR (Int, hud_armor_green, 100, CVAR_ARCHIVE) // armor amount above is blue, below is green
CVAR (Int, hudcolor_titl, CR_YELLOW, CVAR_ARCHIVE) // color of automap title
CVAR (Int, hudcolor_time, CR_RED, CVAR_ARCHIVE) // color of level/hub time
CVAR (Int, hudcolor_ltim, CR_ORANGE, CVAR_ARCHIVE) // color of single level time
CVAR (Int, hudcolor_ttim, CR_GOLD, CVAR_ARCHIVE) // color of total time
CVAR (Int, hudcolor_xyco, CR_GREEN, CVAR_ARCHIVE) // color of coordinates
CVAR (Int, hudcolor_statnames, CR_RED, CVAR_ARCHIVE) // For the letters bef<65>re the stats
CVAR (Int, hudcolor_stats, CR_GREEN, CVAR_ARCHIVE) // For the stats values themselves
CVAR(Bool, map_point_coordinates, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // show player or map coordinates?
static FFont * HudFont; // The font for the health and armor display
static FFont * IndexFont; // The font for the inventory indices
// Icons
static FTexture * healthpic; // Health icon
static FTexture * fragpic; // Frags icon
static FTexture * invgems[4]; // Inventory arrows
static int hudwidth, hudheight; // current width/height for HUD display
void AM_GetPosition(fixed_t & x, fixed_t & y);
FTextureID GetHUDIcon(const PClass *cls)
{
FTextureID tex;
tex.texnum = cls->Meta.GetMetaInt(HUMETA_AltIcon, 0);
return tex;
}
void SetHUDIcon(PClass *cls, FTextureID tex)
{
cls->Meta.SetMetaInt(HUMETA_AltIcon, tex.GetIndex());
}
//---------------------------------------------------------------------------
//
// 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
//
//---------------------------------------------------------------------------
static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, int trans=0xc000)
{
float scale1, scale2;
if (tex)
{
int texwidth=tex->GetWidth();
int texheight=tex->GetHeight();
if (w<texwidth) scale1=(float)w/texwidth;
else scale1=1.0f;
if (h<texheight) scale2=(float)h/texheight;
else scale2=1.0f;
if (scale2<scale1) scale1=scale2;
x+=w>>1;
y+=h;
w=(int)(texwidth*scale1);
h=(int)(texheight*scale1);
screen->DrawTexture(tex, x, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1, TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// Draws a text but uses a fixed width for all characters
//
//---------------------------------------------------------------------------
static void DrawHudText(FFont *font, int color, char * text, int x, int y, int trans=0xc000)
{
int zerowidth = font->GetCharWidth('0');
x+=zerowidth/2;
for(int i=0;text[i];i++)
{
screen->DrawChar(font, color, x, y, text[i],
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_CenterBottomOffset, 1, TAG_DONE);
x+=zerowidth;
}
}
//---------------------------------------------------------------------------
//
// Draws a numberses a fixed widh for all characters
//
//---------------------------------------------------------------------------
static void DrawHudNumber(FFont *font, int color, int num, int x, int y, int trans=0xc000)
{
char text[15];
mysnprintf(text, countof(text), "%d", num);
DrawHudText(font, color, text, x, y, trans);
}
//===========================================================================
//
// draw the status (number of kills etc)
//
//===========================================================================
static void DrawStatus(player_t * CPlayer, int x, int y)
{
char tempstr[50];
int space;
if (hud_showstats)
{
space = SmallFont->StringWidth("Ac: ");
y -= SmallFont->GetHeight()-1;
screen->DrawText(SmallFont, hudcolor_statnames, x, y, "Ac:",
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,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
}
else
space=SmallFont->StringWidth("K: ");
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)
{
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);
}
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);
}
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);
}
}
}
//===========================================================================
//
// draw health
//
//===========================================================================
static void DrawHealth(int health, int x, int y)
{
// decide on the color first
int fontcolor =
health < hud_health_red ? CR_RED :
health < hud_health_yellow ? CR_GOLD :
health <= hud_health_green ? CR_GREEN :
CR_BLUE;
DrawImageToBox(healthpic, x, y, 31, 17);
DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
}
//===========================================================================
//
// Draw Armor.
// very similar to drawhealth.
//
//===========================================================================
static void DrawArmor(AInventory * armor, int x, int y)
{
if (armor)
{
int ap=armor->Amount;
// decide on color
int fontcolor =
ap < hud_armor_red ? CR_RED :
ap < hud_armor_yellow ? CR_GOLD :
ap <= hud_armor_green ? CR_GREEN :
CR_BLUE;
if (ap)
{
DrawImageToBox(TexMan[armor->Icon], x, y, 31, 17);
DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
}
}
}
//===========================================================================
//
// KEYS
//
//===========================================================================
//---------------------------------------------------------------------------
//
// create a sorted list of the defined keys so
// this doesn't have to be done each frame
//
//---------------------------------------------------------------------------
static TArray<const PClass*> KeyTypes, UnassignedKeyTypes;
static int STACK_ARGS ktcmp(const void * a, const void * b)
{
AKey * key1 = (AKey*)GetDefaultByType ( *(const PClass**)a );
AKey * key2 = (AKey*)GetDefaultByType ( *(const PClass**)b );
return key1->KeyNumber - key2->KeyNumber;
}
static void SetKeyTypes()
{
for(unsigned int i=0;i<PClass::m_Types.Size();i++)
{
const PClass * ti = PClass::m_Types[i];
if (ti->IsDescendantOf(RUNTIME_CLASS(AKey)))
{
AKey * key = (AKey*)GetDefaultByType(ti);
if (key->Icon.isValid() && key->KeyNumber>0)
{
KeyTypes.Push(ti);
}
else
{
UnassignedKeyTypes.Push(ti);
}
}
}
if (KeyTypes.Size())
{
qsort(&KeyTypes[0], KeyTypes.Size(), sizeof(KeyTypes[0]), ktcmp);
}
else
{
// Don't leave the list empty
const PClass * ti = RUNTIME_CLASS(AKey);
KeyTypes.Push(ti);
}
}
//---------------------------------------------------------------------------
//
// 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.
//
//---------------------------------------------------------------------------
static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
{
FTextureID icon = FNullTextureID();
FTextureID AltIcon = GetHUDIcon(inv->GetClass());
if (!AltIcon.Exists()) return;
if (AltIcon.isValid())
{
icon = AltIcon;
}
else if (inv->SpawnState && inv->SpawnState->sprite!=0)
{
FState * state = inv->SpawnState;
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
icon = sprframe->Texture[0];
}
}
if (icon.isNull()) icon = inv->Icon;
if (icon.isValid())
{
x -= 9;
DrawImageToBox(TexMan[icon], x, y, 8, 10);
c++;
if (c>=10)
{
x=xo;
y-=11;
c=0;
}
}
}
//---------------------------------------------------------------------------
//
// Draw all keys
//
//---------------------------------------------------------------------------
static int DrawKeys(player_t * CPlayer, int x, int y)
{
int yo=y;
int xo=x;
int i;
int c=0;
AInventory * inv;
if (!deathmatch)
{
if (KeyTypes.Size()==0) SetKeyTypes();
// First all keys that are assigned to locks (in reverse order of definition)
for(i=KeyTypes.Size()-1;i>=0;i--)
{
if ((inv=CPlayer->mo->FindInventory(KeyTypes[i])))
{
DrawOneKey(xo, x, y, c, inv);
}
}
// And now the rest
for(i=UnassignedKeyTypes.Size()-1;i>=0;i--)
{
if ((inv=CPlayer->mo->FindInventory(UnassignedKeyTypes[i])))
{
DrawOneKey(xo, x, y, c, inv);
}
}
}
if (x==xo && y!=yo) y+=11;
return y-11;
}
//---------------------------------------------------------------------------
//
// Drawing Ammo
//
//---------------------------------------------------------------------------
static TArray<const PClass *> orderedammos;
static void AddAmmoToList(AWeapon * weapdef)
{
for(int i=0; i<2;i++)
{
const PClass * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
if (ti)
{
AAmmo * ammodef=(AAmmo*)GetDefaultByType(ti);
if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
{
unsigned int j;
for(j=0;j<orderedammos.Size();j++)
{
if (ti == orderedammos[j]) break;
}
if (j==orderedammos.Size()) orderedammos.Push(ti);
}
}
}
}
static int DrawAmmo(player_t *CPlayer, int x, int y)
{
int i,j,k;
char buf[256];
AInventory *inv;
AWeapon *wi=CPlayer->ReadyWeapon;
orderedammos.Clear();
// Order ammo by use of weapons in the weapon slots
// Do not check for actual presence in the inventory!
// We want to show all ammo types that can be used by
// the weapons in the weapon slots.
for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
{
const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
if (weap) AddAmmoToList((AWeapon*)GetDefaultByType(weap));
}
// Now check for the remaining weapons that are in the inventory but not in the weapon slots
for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
{
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
AddAmmoToList((AWeapon*)inv);
}
}
// ok, we got all ammo types. Now draw the list back to front (bottom to top)
int def_width = ConFont->StringWidth("000/000");
x-=def_width;
int yadd = ConFont->GetHeight();
for(i=orderedammos.Size()-1;i>=0;i--)
{
const PClass * type = orderedammos[i];
AAmmo * ammoitem = (AAmmo*)CPlayer->mo->FindInventory(type);
AAmmo * inv = ammoitem? ammoitem : (AAmmo*)GetDefaultByType(orderedammos[i]);
FTextureID AltIcon = GetHUDIcon(type);
FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
if (!icon.isValid()) continue;
int trans= (wi && (type==wi->AmmoType1 || type==wi->AmmoType2)) ? 0xc000:0x6000;
int maxammo = inv->MaxAmount;
int ammo = ammoitem? ammoitem->Amount : 0;
mysnprintf(buf, countof(buf), "%3d/%3d", ammo, maxammo);
int tex_width= clamp<int>(ConFont->StringWidth(buf)-def_width, 0, 1000);
int fontcolor=( !maxammo ? CR_GRAY :
ammo < ( (maxammo * hud_ammo_red) / 100) ? CR_RED :
ammo < ( (maxammo * hud_ammo_yellow) / 100) ? CR_GOLD : CR_GREEN );
DrawHudText(ConFont, fontcolor, buf, x-tex_width, y+yadd, trans);
DrawImageToBox(TexMan[icon], x-20, y, 16, 8, trans);
y-=10;
}
return y;
}
//---------------------------------------------------------------------------
//
// Weapons List
//
//---------------------------------------------------------------------------
static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
{
int trans;
FTextureID picnum;
// Powered up weapons and inherited sister weapons are not displayed.
if (weapon->WeaponFlags & WIF_POWERED_UP) return;
if (weapon->SisterWeapon && weapon->IsKindOf(RUNTIME_TYPE(weapon->SisterWeapon))) return;
trans=0x6666;
if (CPlayer->ReadyWeapon)
{
if (weapon==CPlayer->ReadyWeapon || weapon==CPlayer->ReadyWeapon->SisterWeapon) trans=0xd999;
}
FState * state=NULL, *ReadyState;
FTextureID AltIcon = GetHUDIcon(weapon->GetClass());
picnum = !AltIcon.isNull()? AltIcon : weapon->Icon;
if (picnum.isNull())
{
if (weapon->SpawnState && weapon->SpawnState->sprite!=0)
{
state = weapon->SpawnState;
}
// no spawn state - now try the ready state
else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite!=0)
{
state = ReadyState;
}
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
picnum = sprframe->Texture[0];
}
}
if (picnum.isValid())
{
FTexture * tex = TexMan[picnum];
int w = tex->GetWidth();
int h = tex->GetHeight();
int rh;
if (w>h) rh=8;
else rh=16,y-=8; // don't draw tall sprites too small!
DrawImageToBox(tex, x-24, y, 20, rh, trans);
y-=10;
}
}
static void DrawWeapons(player_t * CPlayer, int x, int y)
{
int k,j;
AInventory * inv;
// First draw all weapons in the inventory that are not assigned to a weapon slot
for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
{
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)) &&
!CPlayer->weapons.LocateWeapon(RUNTIME_TYPE(inv), NULL, NULL))
{
DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(inv));
}
}
// And now everything in the weapon slots back to front
for (k = NUM_WEAPON_SLOTS - 1; k >= 0; k--) for(j = CPlayer->weapons.Slots[k].Size() - 1; j >= 0; j--)
{
const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
if (weap)
{
inv=CPlayer->mo->FindInventory(weap);
if (inv)
{
DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(inv));
}
}
}
}
//---------------------------------------------------------------------------
//
// Draw the Inventory
//
//---------------------------------------------------------------------------
static void DrawInventory(player_t * CPlayer, int x,int y)
{
AInventory * rover;
int numitems = (hudwidth - 2*x) / 32;
int i;
CPlayer->mo->InvFirst = rover = StatusBar->ValidateInvFirst(numitems);
if (rover!=NULL)
{
if(rover->PrevInv())
{
screen->DrawTexture(invgems[!!(level.time&4)], x-10, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0x6666, TAG_DONE);
}
for(i=0;i<numitems && rover;rover=rover->NextInv())
{
if (rover->Amount>0)
{
FTextureID AltIcon = GetHUDIcon(rover->GetClass());
if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) )
{
int trans = rover==CPlayer->mo->InvSel ? FRACUNIT : 0x6666;
DrawImageToBox(TexMan[AltIcon.isValid()? AltIcon : rover->Icon], x, y, 19, 25, trans);
if (rover->Amount>1)
{
char buffer[10];
int xx;
mysnprintf(buffer, countof(buffer), "%d", rover->Amount);
if (rover->Amount>=1000) xx = 32 - IndexFont->StringWidth(buffer);
else xx = 22;
screen->DrawText(IndexFont, CR_GOLD, x+xx, y+20, buffer,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans, TAG_DONE);
}
x+=32;
i++;
}
}
}
if(rover)
{
screen->DrawTexture(invgems[2 + !!(level.time&4)], x-10, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0x6666, TAG_DONE);
}
}
}
//---------------------------------------------------------------------------
//
// Draw the Frags
//
//---------------------------------------------------------------------------
static void DrawFrags(player_t * CPlayer, int x, int y)
{
DrawImageToBox(fragpic, x, y, 31, 17);
DrawHudNumber(HudFont, CR_GRAY, CPlayer->fragcount, x + 33, y + 17);
}
//---------------------------------------------------------------------------
//
// PROC DrawCoordinates
//
//---------------------------------------------------------------------------
static void DrawCoordinates(player_t * CPlayer)
{
fixed_t x;
fixed_t y;
fixed_t z;
char coordstr[18];
int h = SmallFont->GetHeight()+1;
if (!map_point_coordinates || !automapactive)
{
x=CPlayer->mo->x;
y=CPlayer->mo->y;
z=CPlayer->mo->z;
}
else
{
AM_GetPosition(x,y);
z = P_PointInSector(x, y)->floorplane.ZatPoint(x, y);
}
int vwidth = con_scaletext==0? SCREENWIDTH : SCREENWIDTH/2;
int vheight = con_scaletext==0? SCREENHEIGHT : SCREENHEIGHT/2;
int xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
int ypos = 18;
mysnprintf(coordstr, countof(coordstr), "X: %d", x>>FRACBITS);
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
mysnprintf(coordstr, countof(coordstr), "Y: %d", y>>FRACBITS);
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos+h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
mysnprintf(coordstr, countof(coordstr), "Z: %d", z>>FRACBITS);
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos+2*h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
}
//---------------------------------------------------------------------------
//
// draw the overlay
//
//---------------------------------------------------------------------------
void HUD_InitHud();
void DrawHUD()
{
player_t * CPlayer = StatusBar->CPlayer;
if (HudFont==NULL) HUD_InitHud();
players[consoleplayer].inventorytics = 0;
if (hud_althudscale && SCREENWIDTH>640)
{
hudwidth=SCREENWIDTH/2;
if (hud_althudscale == 2)
{
// Optionally just double the pixels to reduce scaling artifacts.
hudheight=SCREENHEIGHT/2;
}
else
{
if (WidescreenRatio == 4)
{
hudheight = hudwidth * 30 / BaseRatioSizes[WidescreenRatio][3]; // BaseRatioSizes is inverted for this mode
}
else
{
hudheight = hudwidth * 30 / (48*48/BaseRatioSizes[WidescreenRatio][3]);
}
}
}
else
{
hudwidth=SCREENWIDTH;
hudheight=SCREENHEIGHT;
}
if (!automapactive)
{
int i;
// No HUD in the title level!
if (gamestate == GS_TITLELEVEL || !CPlayer) return;
if (!deathmatch) DrawStatus(CPlayer, 5, hudheight-50);
else
{
DrawStatus(CPlayer, 5, hudheight-75);
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);
i=DrawKeys(CPlayer, hudwidth-4, hudheight-10);
i=DrawAmmo(CPlayer, hudwidth-5, i);
DrawWeapons(CPlayer, hudwidth-5, i);
DrawInventory(CPlayer, 144, hudheight-28);
if (CPlayer->camera && CPlayer->camera->player)
{
StatusBar->DrawCrosshair();
}
if (idmypos) DrawCoordinates(CPlayer);
}
else
{
char printstr[256];
int seconds;
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
bool hub = !!(thiscluster->flags&CLUSTER_HUB);
int length=8*SmallFont->GetCharWidth('0');
int fonth=SmallFont->GetHeight()+1;
int bottom=hudheight-1;
if (am_showtotaltime)
{
seconds = level.totaltime / TICRATE;
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
DrawHudText(SmallFont, hudcolor_ttim, printstr, hudwidth-length, bottom, FRACUNIT);
bottom -= fonth;
}
if (am_showtime)
{
seconds = level.time /TICRATE;
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
DrawHudText(SmallFont, hudcolor_time, printstr, hudwidth-length, bottom, FRACUNIT);
bottom -= fonth;
// Single level time for hubs
if (level.clusterflags&CLUSTER_HUB)
{
seconds= level.maptime /TICRATE;
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
DrawHudText(SmallFont, hudcolor_ltim, printstr, hudwidth-length, bottom, FRACUNIT);
}
}
mysnprintf(printstr, countof(printstr), "%s: %s", level.mapname, level.LevelName.GetChars());
screen->DrawText(SmallFont, hudcolor_titl, 1, hudheight-fonth-1, printstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
DrawCoordinates(CPlayer);
}
}
/////////////////////////////////////////////////////////////////////////
//
// Initialize the fonts and other data
//
/////////////////////////////////////////////////////////////////////////
void HUD_InitHud()
{
switch (gameinfo.gametype)
{
case GAME_Heretic:
case GAME_Hexen:
healthpic = TexMan.FindTexture("ARTIPTN2");
HudFont=FFont::FindFont("HUDFONT_RAVEN");
break;
case GAME_Strife:
healthpic = TexMan.FindTexture("I_MDKT");
HudFont=BigFont; // Strife doesn't have anything nice so use the standard font
break;
default:
healthpic = TexMan.FindTexture("MEDIA0");
HudFont=FFont::FindFont("HUDFONT_DOOM");
break;
}
IndexFont = V_GetFont("INDEXFONT");
if (HudFont == NULL) HudFont = BigFont;
if (IndexFont == NULL) IndexFont = ConFont; // Emergency fallback
invgems[0] = TexMan.FindTexture("INVGEML1");
invgems[1] = TexMan.FindTexture("INVGEML2");
invgems[2] = TexMan.FindTexture("INVGEMR1");
invgems[3] = TexMan.FindTexture("INVGEMR2");
fragpic = TexMan.FindTexture("HU_FRAGS"); // Sadly, I don't have anything usable for this. :(
KeyTypes.Clear();
UnassignedKeyTypes.Clear();
// Now read custom icon overrides
int lump, lastlump = 0;
while ((lump = Wads.FindLump ("ALTHUDCF", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetString())
{
if (sc.Compare("Health"))
{
sc.MustGetString();
FTextureID tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
if (tex.isValid()) healthpic = TexMan[tex];
}
else
{
const PClass * ti = PClass::FindClass(sc.String);
if (!ti)
{
Printf("Unknown item class '%s' in ALTHUDCF\n", sc.String);
}
else if (!ti->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
Printf("Invalid item class '%s' in ALTHUDCF\n", sc.String);
ti=NULL;
}
sc.MustGetString();
FTextureID tex;
if (!sc.Compare("0") && !sc.Compare("NULL") && !sc.Compare(""))
{
tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
}
else tex.SetInvalid();
if (ti) SetHUDIcon(const_cast<PClass*>(ti), tex);
}
}
}
}