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

193 lines
6.4 KiB
Text

class DoomStatusBar : BaseStatusBar
{
HUDFont mHUDFont;
HUDFont mIndexFont;
HUDFont mAmountFont;
InventoryBarState diparms;
override void Init()
{
Super.Init();
SetSize(32, 320, 200);
// Create the font used for the fullscreen HUD
Font fnt = "HUDFONT_DOOM";
mHUDFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true, 1, 1);
fnt = "INDEXFONT_DOOM";
mIndexFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true);
mAmountFont = HUDFont.Create("INDEXFONT");
diparms = InventoryBarState.Create();
}
override void Draw (int state, double TicFrac)
{
Super.Draw (state, TicFrac);
if (state == HUD_StatusBar)
{
BeginStatusBar();
DrawMainBar (TicFrac);
}
else if (state == HUD_Fullscreen)
{
BeginHUD();
DrawFullScreenStuff ();
}
}
protected void DrawMainBar (double TicFrac)
{
DrawImage("STBAR", (0, 168), DI_ITEM_OFFSETS);
DrawImage("STTPRCNT", (90, 171), DI_ITEM_OFFSETS);
DrawImage("STTPRCNT", (221, 171), DI_ITEM_OFFSETS);
Inventory a1 = GetCurrentAmmo();
if (a1 != null) DrawString(mHUDFont, FormatNumber(a1.Amount, 3), (44, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (90, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
DrawString(mHUDFont, FormatNumber(GetArmorAmount(), 3), (221, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
bool locks[6];
String image;
for(int i = 0; i < 6; i++) locks[i] = CPlayer.mo.CheckKeys(i + 1, false, true);
// key 1
if (locks[1] && locks[4]) image = "STKEYS6";
else if (locks[1]) image = "STKEYS0";
else if (locks[4]) image = "STKEYS3";
DrawImage(image, (239, 171), DI_ITEM_OFFSETS);
// key 2
if (locks[2] && locks[5]) image = "STKEYS7";
else if (locks[2]) image = "STKEYS1";
else if (locks[5]) image = "STKEYS4";
else image = "";
DrawImage(image, (239, 181), DI_ITEM_OFFSETS);
// key 3
if (locks[0] && locks[3]) image = "STKEYS8";
else if (locks[0]) image = "STKEYS2";
else if (locks[3]) image = "STKEYS5";
else image = "";
DrawImage(image, (239, 191), DI_ITEM_OFFSETS);
int amt1, maxamt;
[amt1, maxamt] = GetAmount("Clip");
DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 173), DI_TEXT_ALIGN_RIGHT);
DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 173), DI_TEXT_ALIGN_RIGHT);
[amt1, maxamt] = GetAmount("Shell");
DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 179), DI_TEXT_ALIGN_RIGHT);
DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 179), DI_TEXT_ALIGN_RIGHT);
[amt1, maxamt] = GetAmount("RocketAmmo");
DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 185), DI_TEXT_ALIGN_RIGHT);
DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 185), DI_TEXT_ALIGN_RIGHT);
[amt1, maxamt] = GetAmount("Cell");
DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 191), DI_TEXT_ALIGN_RIGHT);
DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 191), DI_TEXT_ALIGN_RIGHT);
if (deathmatch || teamplay)
{
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (138, 171), DI_TEXT_ALIGN_RIGHT);
}
else
{
DrawImage("STARMS", (104, 168), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(2)? "STYSNUM2" : "STGNUM2", (111, 172), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(3)? "STYSNUM3" : "STGNUM3", (123, 172), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(4)? "STYSNUM4" : "STGNUM4", (135, 172), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(5)? "STYSNUM5" : "STGNUM5", (111, 182), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(6)? "STYSNUM6" : "STGNUM6", (123, 182), DI_ITEM_OFFSETS);
DrawImage(CPlayer.HasWeaponsInSlot(7)? "STYSNUM7" : "STGNUM7", (135, 182), DI_ITEM_OFFSETS);
}
if (multiplayer)
{
DrawImage("STFBANY", (143, 168), DI_ITEM_OFFSETS|DI_TRANSLATABLE);
}
if (CPlayer.mo.InvSel != null && !level.NoInventoryBar)
{
DrawInventoryIcon(CPlayer.mo.InvSel, (160, 198));
if (CPlayer.mo.InvSel.Amount > 1)
{
DrawString(mAmountFont, FormatNumber(CPlayer.mo.InvSel.Amount), (175, 198-mIndexFont.mFont.GetHeight()), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
}
}
else
{
DrawTexture(GetMugShot(5), (143, 168), DI_ITEM_OFFSETS);
}
if (isInventoryBarVisible())
{
DrawInventoryBar(diparms, (48, 169), 7, DI_ITEM_LEFT_TOP);
}
}
protected void DrawFullScreenStuff ()
{
Vector2 iconbox = (40, 20);
// Draw health
let berserk = CPlayer.mo.FindInventory("PowerStrength");
DrawImage(berserk? "PSTRA0" : "MEDIA0", (20, -2));
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20));
let armor = CPlayer.mo.FindInventory("BasicArmor");
if (armor != null && armor.Amount > 0)
{
DrawInventoryIcon(armor, (20, -22));
DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40));
}
Inventory ammotype1, ammotype2;
[ammotype1, ammotype2] = GetCurrentAmmo();
int invY = -20;
if (ammotype1 != null)
{
DrawInventoryIcon(ammotype1, (-14, -4));
DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT);
invY -= 20;
}
if (ammotype2 != null && ammotype2 != ammotype1)
{
DrawInventoryIcon(ammotype2, (-14, invY + 17));
DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
invY -= 20;
}
if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null)
{
DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17));
DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
}
if (deathmatch)
{
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
}
// Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod
// so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution.
Vector2 keypos = (-10, 2);
int rowc = 0;
double roww = 0;
for(let i = CPlayer.mo.Inv; i != null; i = i.Inv)
{
if (i is "Key" && i.Icon.IsValid())
{
DrawTexture(i.Icon, keypos, DI_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP);
Vector2 size = TexMan.GetScaledSize(i.Icon);
keypos.Y += size.Y + 2;
roww = max(roww, size.X);
if (++rowc == 3)
{
keypos.Y = 2;
keypos.X -= roww + 2;
roww = 0;
rowc = 0;
}
}
}
if (isInventoryBarVisible())
{
DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
}
}
}