mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-14 14:21:17 +00:00
2ae8d39441
Automatically optimized by CLion IDE with manual corrections
1320 lines
36 KiB
C++
1320 lines
36 KiB
C++
/*
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** Enhanced heads up 'overlay' for fullscreen
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// NOTE: Some stuff in here might seem a little redundant but I wanted this
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// to be as true as possible to my original intent which means that it
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// only uses that code from ZDoom's status bar that is the same as any
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// copy would be.
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#include "doomtype.h"
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#include "doomdef.h"
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#include "v_video.h"
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#include "gi.h"
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#include "w_wad.h"
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#include "a_keys.h"
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#include "sbar.h"
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#include "sc_man.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "d_player.h"
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#include "r_utility.h"
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#include "cmdlib.h"
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#include "g_levellocals.h"
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#include "vm.h"
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#include <time.h>
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#define HUMETA_AltIcon 0x10f000
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EXTERN_CVAR(Bool,am_follow)
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EXTERN_CVAR (Int, con_scaletext)
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EXTERN_CVAR (Bool, idmypos)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR(Bool, hud_aspectscale)
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EXTERN_CVAR (Bool, am_showtime)
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EXTERN_CVAR (Bool, am_showtotaltime)
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CVAR(Int,hud_althudscale, 0, CVAR_ARCHIVE) // Scale the hud to 640x400?
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CVAR(Bool,hud_althud, false, CVAR_ARCHIVE) // Enable/Disable the alternate HUD
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// These are intentionally not the same as in the automap!
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CVAR (Bool, hud_showsecrets, true,CVAR_ARCHIVE); // Show secrets on HUD
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CVAR (Bool, hud_showmonsters, true,CVAR_ARCHIVE); // Show monster stats on HUD
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CVAR (Bool, hud_showitems, false,CVAR_ARCHIVE); // Show item stats on HUD
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CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
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CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score
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CVAR (Bool, hud_showweapons, true, CVAR_ARCHIVE); // Show weapons collected
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CVAR (Int , hud_showammo, 2, CVAR_ARCHIVE); // Show ammo collected
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CVAR (Int , hud_showtime, 0, CVAR_ARCHIVE); // Show time on HUD
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CVAR (Int , hud_timecolor, CR_GOLD,CVAR_ARCHIVE); // Color of in-game time on HUD
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CVAR (Int , hud_showlag, 0, CVAR_ARCHIVE); // Show input latency (maketic - gametic difference)
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CVAR (Int, hud_ammo_order, 0, CVAR_ARCHIVE); // ammo image and text order
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CVAR (Int, hud_ammo_red, 25, CVAR_ARCHIVE) // ammo percent less than which status is red
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CVAR (Int, hud_ammo_yellow, 50, CVAR_ARCHIVE) // ammo percent less is yellow more green
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CVAR (Int, hud_health_red, 25, CVAR_ARCHIVE) // health amount less than which status is red
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CVAR (Int, hud_health_yellow, 50, CVAR_ARCHIVE) // health amount less than which status is yellow
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CVAR (Int, hud_health_green, 100, CVAR_ARCHIVE) // health amount above is blue, below is green
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CVAR (Int, hud_armor_red, 25, CVAR_ARCHIVE) // armor amount less than which status is red
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CVAR (Int, hud_armor_yellow, 50, CVAR_ARCHIVE) // armor amount less than which status is yellow
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CVAR (Int, hud_armor_green, 100, CVAR_ARCHIVE) // armor amount above is blue, below is green
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CVAR (Bool, hud_berserk_health, true, CVAR_ARCHIVE); // when found berserk pack instead of health box
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CVAR (Bool, hud_showangles, false, CVAR_ARCHIVE) // show player's pitch, yaw, roll
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CVAR (Int, hudcolor_titl, CR_YELLOW, CVAR_ARCHIVE) // color of automap title
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CVAR (Int, hudcolor_time, CR_RED, CVAR_ARCHIVE) // color of level/hub time
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CVAR (Int, hudcolor_ltim, CR_ORANGE, CVAR_ARCHIVE) // color of single level time
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CVAR (Int, hudcolor_ttim, CR_GOLD, CVAR_ARCHIVE) // color of total time
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CVAR (Int, hudcolor_xyco, CR_GREEN, CVAR_ARCHIVE) // color of coordinates
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CVAR (Int, hudcolor_statnames, CR_RED, CVAR_ARCHIVE) // For the letters before the stats
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CVAR (Int, hudcolor_stats, CR_GREEN, CVAR_ARCHIVE) // For the stats values themselves
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CVAR(Bool, map_point_coordinates, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // show player or map coordinates?
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static FFont * HudFont; // The font for the health and armor display
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static FFont * IndexFont; // The font for the inventory indices
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// Icons
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static FTexture * healthpic; // Health icon
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static FTexture * berserkpic; // Berserk icon (Doom only)
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static FTexture * fragpic; // Frags icon
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static FTexture * invgems[2]; // Inventory arrows
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static int hudwidth, hudheight; // current width/height for HUD display
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static int statspace;
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DVector2 AM_GetPosition();
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//---------------------------------------------------------------------------
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//
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// Draws an image into a box with its bottom center at the bottom
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// center of the box. The image is scaled down if it doesn't fit
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//
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//---------------------------------------------------------------------------
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static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, double trans = 0.75)
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{
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double scale1, scale2;
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if (tex)
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{
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double texwidth=tex->GetScaledWidthDouble();
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double texheight=tex->GetScaledHeightDouble();
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if (w<texwidth) scale1=w/texwidth;
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else scale1=1.0f;
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if (h<texheight) scale2=h/texheight;
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else scale2=1.0f;
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if (scale2<scale1) scale1=scale2;
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x+=w>>1;
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y+=h;
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w=(int)(texwidth*scale1);
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h=(int)(texheight*scale1);
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screen->DrawTexture(tex, x, y,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
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DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1, TAG_DONE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draws a text but uses a fixed width for all characters
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//
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//---------------------------------------------------------------------------
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static void DrawHudText(FFont *font, int color, char * text, int x, int y, double trans = 0.75)
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{
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int zerowidth;
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FTexture *tex_zero = font->GetChar('0', &zerowidth);
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x+=zerowidth/2;
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for(int i=0;text[i];i++)
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{
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int width;
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FTexture *texc = font->GetChar(text[i], &width);
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if (texc != NULL)
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{
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double offset = texc->GetScaledTopOffsetDouble(0)
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- tex_zero->GetScaledTopOffsetDouble(0)
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+ tex_zero->GetScaledHeightDouble();
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screen->DrawChar(font, color, x, y, text[i],
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
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DTA_LeftOffset, width/2, DTA_TopOffsetF, offset,
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/*DTA_CenterBottomOffset, 1,*/ TAG_DONE);
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}
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x += zerowidth;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draws a number with a fixed width for all digits
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//
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//---------------------------------------------------------------------------
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static void DrawHudNumber(FFont *font, int color, int num, int x, int y, double trans = 0.75)
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{
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char text[15];
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mysnprintf(text, countof(text), "%d", num);
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DrawHudText(font, color, text, x, y, trans);
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}
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//===========================================================================
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//
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// draw the status (number of kills etc)
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//
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//===========================================================================
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static void DrawStatLine(int x, int &y, const char *prefix, const char *string)
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{
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y -= SmallFont->GetHeight()-1;
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screen->DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75, TAG_DONE);
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screen->DrawText(SmallFont, hudcolor_stats, x+statspace, y, string,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75, TAG_DONE);
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}
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static void DrawStatus(player_t * CPlayer, int x, int y)
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{
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char tempstr[50];
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if (hud_showscore)
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{
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->Score);
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DrawStatLine(x, y, "Sc:", tempstr);
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}
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if (hud_showstats)
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{
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->accuracy);
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DrawStatLine(x, y, "Ac:", tempstr);
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->stamina);
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DrawStatLine(x, y, "St:", tempstr);
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}
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if (!deathmatch)
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{
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// FIXME: ZDoom doesn't preserve the player's stat counters across hubs so this doesn't
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// work in cooperative hub games
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if (hud_showsecrets)
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{
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mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->secretcount : level.found_secrets, level.total_secrets);
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DrawStatLine(x, y, "S:", tempstr);
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}
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if (hud_showitems)
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{
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mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->itemcount : level.found_items, level.total_items);
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DrawStatLine(x, y, "I:", tempstr);
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}
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if (hud_showmonsters)
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{
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mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->killcount : level.killed_monsters, level.total_monsters);
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DrawStatLine(x, y, "K:", tempstr);
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}
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}
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}
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//===========================================================================
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//
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// draw health
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//
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//===========================================================================
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static void DrawHealth(player_t *CPlayer, int x, int y)
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{
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int health = CPlayer->health;
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// decide on the color first
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int fontcolor =
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health < hud_health_red ? CR_RED :
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health < hud_health_yellow ? CR_GOLD :
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health <= hud_health_green ? CR_GREEN :
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CR_BLUE;
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const bool haveBerserk = hud_berserk_health
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&& nullptr != berserkpic
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&& nullptr != CPlayer->mo->FindInventory(NAME_PowerStrength);
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DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
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}
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//===========================================================================
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//
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// Draw Armor.
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// very similar to drawhealth, but adapted to handle Hexen armor too
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//
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//===========================================================================
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static void DrawArmor(AInventory * barmor, AInventory * harmor, int x, int y)
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{
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int ap = 0;
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int bestslot = 4;
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if (harmor)
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{
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double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
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auto ac = (Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4]);
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ap += int(ac);
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if (ac)
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{
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// Find the part of armor that protects the most
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bestslot = 0;
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for (int i = 1; i < 4; ++i)
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{
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if (Slots[i] > Slots[bestslot])
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{
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bestslot = i;
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}
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}
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}
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}
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if (barmor)
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{
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ap += barmor->Amount;
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}
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if (ap)
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{
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// decide on color
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int fontcolor =
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ap < hud_armor_red ? CR_RED :
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ap < hud_armor_yellow ? CR_GOLD :
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ap <= hud_armor_green ? CR_GREEN :
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CR_BLUE;
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// Use the sprite of one of the predefined Hexen armor bonuses.
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// This is not a very generic approach, but it is not possible
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// to truly create new types of Hexen armor bonus items anyway.
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if (harmor && bestslot < 4)
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{
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char icon[] = "AR_1A0";
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switch (bestslot)
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{
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case 1: icon[3] = '2'; break;
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case 2: icon[3] = '3'; break;
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case 3: icon[3] = '4'; break;
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default: break;
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}
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DrawImageToBox(TexMan.FindTexture(icon, ETextureType::Sprite), x, y, 31, 17);
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}
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else if (barmor) DrawImageToBox(TexMan[barmor->Icon], x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
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}
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}
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//===========================================================================
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//
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// KEYS
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//
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//===========================================================================
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//---------------------------------------------------------------------------
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//
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// create a sorted list of the defined keys so
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// this doesn't have to be done each frame
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//
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//---------------------------------------------------------------------------
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static TArray<PClassActor *> KeyTypes, UnassignedKeyTypes;
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static int ktcmp(const void * a, const void * b)
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{
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auto key1 = GetDefaultByType ( *(PClassActor **)a );
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auto key2 = GetDefaultByType ( *(PClassActor **)b );
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return key1->special1 - key2->special1;
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}
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static void SetKeyTypes()
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{
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for(unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); i++)
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{
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PClassActor *ti = PClassActor::AllActorClasses[i];
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auto kt = PClass::FindActor(NAME_Key);
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if (ti->IsDescendantOf(kt))
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{
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AInventory *key = (AInventory*)(GetDefaultByType(ti));
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if (key->Icon.isValid() && key->special1 > 0)
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{
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KeyTypes.Push(ti);
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}
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else
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{
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UnassignedKeyTypes.Push(ti);
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}
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}
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}
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if (KeyTypes.Size())
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{
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qsort(&KeyTypes[0], KeyTypes.Size(), sizeof(KeyTypes[0]), ktcmp);
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}
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else
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{
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// Don't leave the list empty
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KeyTypes.Push(PClass::FindActor(NAME_Key));
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draw one key
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//
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// Regarding key icons, Doom's are too small, Heretic doesn't have any,
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// for Hexen the in-game sprites look better and for Strife it doesn't matter
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// so always use the spawn state's sprite instead of the icon here unless an
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// override is specified in ALTHUDCF.
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//
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//---------------------------------------------------------------------------
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static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
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{
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FTextureID icon = FNullTextureID();
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FTextureID AltIcon = inv->AltHUDIcon;
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if (!AltIcon.Exists()) return;
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if (AltIcon.isValid())
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{
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icon = AltIcon;
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}
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else if (inv->SpawnState && inv->SpawnState->sprite!=0)
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{
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FState * state = inv->SpawnState;
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if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
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{
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spritedef_t * sprdef = &sprites[state->sprite];
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spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
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icon = sprframe->Texture[0];
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}
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}
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if (icon.isNull()) icon = inv->Icon;
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if (icon.isValid())
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{
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x -= 9;
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DrawImageToBox(TexMan[icon], x, y, 8, 10);
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c++;
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if (c>=10)
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{
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x=xo;
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y-=11;
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c=0;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draw all keys
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//
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//---------------------------------------------------------------------------
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static int DrawKeys(player_t * CPlayer, int x, int y)
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{
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int yo=y;
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int xo=x;
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int i;
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int c=0;
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AInventory *inv;
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if (!deathmatch)
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{
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if (KeyTypes.Size() == 0) SetKeyTypes();
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// First all keys that are assigned to locks (in reverse order of definition)
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for (i = KeyTypes.Size()-1; i >= 0; i--)
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{
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if ((inv = CPlayer->mo->FindInventory(KeyTypes[i])))
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{
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DrawOneKey(xo, x, y, c, inv);
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}
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}
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// And now the rest
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for (i = UnassignedKeyTypes.Size()-1; i >= 0; i--)
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{
|
|
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<PClassActor *> orderedammos;
|
|
|
|
static void AddAmmoToList(AWeapon * weapdef)
|
|
{
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
auto ti = i == 0 ? weapdef->AmmoType1 : weapdef->AmmoType2;
|
|
if (ti)
|
|
{
|
|
auto ammodef = (AInventory*)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 GetDigitCount(int value)
|
|
{
|
|
int digits = 0;
|
|
|
|
do
|
|
{
|
|
value /= 10;
|
|
++digits;
|
|
}
|
|
while (0 != value);
|
|
|
|
return digits;
|
|
}
|
|
|
|
static void GetAmmoTextLengths(player_t *CPlayer, int& ammocur, int& ammomax)
|
|
{
|
|
for (auto type : orderedammos)
|
|
{
|
|
auto ammoitem = CPlayer->mo->FindInventory(type);
|
|
auto inv = nullptr == ammoitem
|
|
? static_cast<AInventory*>(GetDefaultByType(type))
|
|
: ammoitem;
|
|
assert(nullptr != inv);
|
|
|
|
ammocur = MAX(ammocur, nullptr == ammoitem ? 0 : ammoitem->Amount);
|
|
ammomax = MAX(ammomax, inv->MaxAmount);
|
|
}
|
|
|
|
ammocur = GetDigitCount(ammocur);
|
|
ammomax = GetDigitCount(ammomax);
|
|
}
|
|
|
|
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();
|
|
|
|
if (0 == hud_showammo)
|
|
{
|
|
// Show ammo for current weapon if any
|
|
if (wi) AddAmmoToList(wi);
|
|
}
|
|
else
|
|
{
|
|
// Order ammo by use of weapons in the weapon slots
|
|
for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
|
|
{
|
|
PClassActor *weap = CPlayer->weapons.Slots[k].GetWeapon(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((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(NAME_Weapon))
|
|
{
|
|
AddAmmoToList((AWeapon*)inv);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ok, we got all ammo types. Now draw the list back to front (bottom to top)
|
|
|
|
int ammocurlen = 0;
|
|
int ammomaxlen = 0;
|
|
GetAmmoTextLengths(CPlayer, ammocurlen, ammomaxlen);
|
|
|
|
mysnprintf(buf, countof(buf), "%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--)
|
|
{
|
|
|
|
auto type = orderedammos[i];
|
|
auto ammoitem = CPlayer->mo->FindInventory(type);
|
|
|
|
auto inv = ammoitem? ammoitem : (AInventory*)GetDefaultByType(orderedammos[i]);
|
|
FTextureID AltIcon = inv->AltHUDIcon;
|
|
FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
|
|
if (!icon.isValid()) continue;
|
|
|
|
double trans= (wi && (type==wi->AmmoType1 || type==wi->AmmoType2)) ? 0.75 : 0.375;
|
|
|
|
int maxammo = inv->MaxAmount;
|
|
int ammo = ammoitem? ammoitem->Amount : 0;
|
|
|
|
mysnprintf(buf, countof(buf), "%*d/%*d", ammocurlen, ammo, ammomaxlen, 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, xtext-tex_width, y+yadd, trans);
|
|
DrawImageToBox(TexMan[icon], ximage, y, 16, 8, trans);
|
|
y-=10;
|
|
}
|
|
return y;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Weapons List
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
FTextureID GetInventoryIcon(AInventory *item, uint32_t flags, bool *applyscale=NULL) // This function is also used by SBARINFO
|
|
{
|
|
if (applyscale != NULL)
|
|
{
|
|
*applyscale = false;
|
|
}
|
|
|
|
if (item == nullptr) return FNullTextureID();
|
|
|
|
FTextureID picnum, AltIcon = item->AltHUDIcon;
|
|
FState * state=NULL, *ReadyState;
|
|
|
|
picnum.SetNull();
|
|
if (flags & DI_ALTICONFIRST)
|
|
{
|
|
if (!(flags & DI_SKIPALTICON) && AltIcon.isValid())
|
|
picnum = AltIcon;
|
|
else if (!(flags & DI_SKIPICON))
|
|
picnum = item->Icon;
|
|
}
|
|
else
|
|
{
|
|
if (!(flags & DI_SKIPICON) && item->Icon.isValid())
|
|
picnum = item->Icon;
|
|
else if (!(flags & DI_SKIPALTICON))
|
|
picnum = AltIcon;
|
|
}
|
|
|
|
if (!picnum.isValid()) //isNull() is bad for checking, because picnum could be also invalid (-1)
|
|
{
|
|
if (!(flags & DI_SKIPSPAWN) && item->SpawnState && item->SpawnState->sprite!=0)
|
|
{
|
|
state = item->SpawnState;
|
|
|
|
if (applyscale != NULL && !(flags & DI_FORCESCALE))
|
|
{
|
|
*applyscale = true;
|
|
}
|
|
}
|
|
// no spawn state - now try the ready state if it's weapon
|
|
else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(NAME_Weapon) && (ReadyState = item->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];
|
|
}
|
|
}
|
|
return picnum;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DBaseStatusBar, GetInventoryIcon)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_OBJECT(item, AInventory);
|
|
PARAM_INT(flags);
|
|
bool applyscale;
|
|
FTextureID icon = GetInventoryIcon(item, flags, &applyscale);
|
|
if (numret >= 1) ret[0].SetInt(icon.GetIndex());
|
|
if (numret >= 2) ret[1].SetInt(applyscale);
|
|
return MIN(numret, 2);
|
|
}
|
|
|
|
static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
|
|
{
|
|
double trans;
|
|
|
|
// Powered up weapons and inherited sister weapons are not displayed.
|
|
if (weapon->WeaponFlags & WIF_POWERED_UP) return;
|
|
if (weapon->SisterWeapon && weapon->IsKindOf(weapon->SisterWeapon->GetClass())) return;
|
|
|
|
trans=0.4;
|
|
if (CPlayer->ReadyWeapon)
|
|
{
|
|
if (weapon==CPlayer->ReadyWeapon || weapon==CPlayer->ReadyWeapon->SisterWeapon) trans = 0.85;
|
|
}
|
|
|
|
FTextureID picnum = GetInventoryIcon(weapon, DI_ALTICONFIRST);
|
|
|
|
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(NAME_Weapon) &&
|
|
!CPlayer->weapons.LocateWeapon(static_cast<AWeapon*>(inv)->GetClass(), 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--)
|
|
{
|
|
PClassActor *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[0], x-10, y,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.4, TAG_DONE);
|
|
}
|
|
|
|
for(i=0;i<numitems && rover;rover=rover->NextInv())
|
|
{
|
|
if (rover->Amount>0)
|
|
{
|
|
FTextureID AltIcon = rover->AltHUDIcon;
|
|
|
|
if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) )
|
|
{
|
|
double trans = rover==CPlayer->mo->InvSel ? 1.0 : 0.4;
|
|
|
|
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[1], x-10, y,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.4, 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)
|
|
{
|
|
DVector3 pos;
|
|
char coordstr[18];
|
|
int h = SmallFont->GetHeight()+1;
|
|
|
|
|
|
if (!map_point_coordinates || !automapactive)
|
|
{
|
|
pos = CPlayer->mo->Pos();
|
|
}
|
|
else
|
|
{
|
|
DVector2 apos = AM_GetPosition();
|
|
double z = P_PointInSector(apos)->floorplane.ZatPoint(apos);
|
|
pos = DVector3(apos, z);
|
|
}
|
|
|
|
int xpos = hudwidth - SmallFont->StringWidth("X: -00000")-6;
|
|
int ypos = 18;
|
|
|
|
screen->DrawText(SmallFont, hudcolor_titl, hudwidth - 6 - SmallFont->StringWidth(level.MapName), ypos, level.MapName,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
|
|
|
|
screen->DrawText(SmallFont, hudcolor_titl, hudwidth - 6 - SmallFont->StringWidth(level.LevelName), ypos + h, level.LevelName,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
|
|
|
|
int linenum = 3;
|
|
|
|
typedef struct CoordEntry
|
|
{
|
|
const char* const format;
|
|
double value;
|
|
}
|
|
CoordEntryList[3];
|
|
|
|
const auto drawentries = [&](CoordEntryList&& entries)
|
|
{
|
|
for (const auto& entry : entries)
|
|
{
|
|
mysnprintf(coordstr, countof(coordstr), entry.format, entry.value);
|
|
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos + linenum * h, coordstr,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
|
|
++linenum;
|
|
}
|
|
};
|
|
|
|
drawentries({
|
|
{ "X: %.0f", pos.X },
|
|
{ "Y: %.0f", pos.Y },
|
|
{ "Z: %.0f", pos.Z }
|
|
});
|
|
|
|
if (hud_showangles)
|
|
{
|
|
const DRotator& angles = CPlayer->mo->Angles;
|
|
++linenum;
|
|
|
|
drawentries({
|
|
{ "P: %.1f", angles.Pitch.Degrees },
|
|
{ "Y: %.1f", (90.0 - angles.Yaw).Normalized360().Degrees },
|
|
{ "R: %.1f", angles.Roll.Degrees },
|
|
});
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draw in-game time
|
|
//
|
|
// Check AltHUDTime option value in wadsrc/static/menudef.txt
|
|
// for meaning of all display modes
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void DrawTime()
|
|
{
|
|
if (!ST_IsTimeVisible())
|
|
{
|
|
return;
|
|
}
|
|
|
|
int hours = 0;
|
|
int minutes = 0;
|
|
int seconds = 0;
|
|
|
|
if (hud_showtime < 8)
|
|
{
|
|
const int timeTicks =
|
|
hud_showtime < 4
|
|
? level.maptime
|
|
: (hud_showtime < 6
|
|
? level.time
|
|
: level.totaltime);
|
|
const int timeSeconds = Tics2Seconds(timeTicks);
|
|
|
|
hours = timeSeconds / 3600;
|
|
minutes = (timeSeconds % 3600) / 60;
|
|
seconds = timeSeconds % 60;
|
|
}
|
|
else
|
|
{
|
|
time_t now;
|
|
time(&now);
|
|
|
|
struct tm* timeinfo = localtime(&now);
|
|
|
|
if (NULL != timeinfo)
|
|
{
|
|
hours = timeinfo->tm_hour;
|
|
minutes = timeinfo->tm_min;
|
|
seconds = timeinfo->tm_sec;
|
|
}
|
|
}
|
|
|
|
const bool showMillis = 1 == hud_showtime;
|
|
const bool showSeconds = showMillis || (0 == hud_showtime % 2);
|
|
|
|
char timeString[sizeof "HH:MM:SS.MMM"];
|
|
|
|
if (showMillis)
|
|
{
|
|
const int millis = (level.time % TICRATE) * (1000 / TICRATE);
|
|
|
|
mysnprintf(timeString, sizeof(timeString), "%02i:%02i:%02i.%03i", hours, minutes, seconds, millis);
|
|
}
|
|
else if (showSeconds)
|
|
{
|
|
mysnprintf(timeString, sizeof(timeString), "%02i:%02i:%02i", hours, minutes, seconds);
|
|
}
|
|
else
|
|
{
|
|
mysnprintf(timeString, sizeof(timeString), "%02i:%02i", hours, minutes);
|
|
}
|
|
|
|
const int characterCount = static_cast<int>( sizeof "HH:MM" - 1
|
|
+ (showSeconds ? sizeof ":SS" - 1 : 0)
|
|
+ (showMillis ? sizeof ".MMM" - 1 : 0) );
|
|
const int width = SmallFont->GetCharWidth('0') * characterCount + 2; // small offset from screen's border
|
|
const int height = SmallFont->GetHeight();
|
|
|
|
DrawHudText(SmallFont, hud_timecolor, timeString, hudwidth - width, height, 0x10000);
|
|
}
|
|
|
|
static bool IsAltHUDTextVisible()
|
|
{
|
|
return hud_althud
|
|
&& !automapactive
|
|
&& (SCREENHEIGHT == viewheight)
|
|
&& (11 == screenblocks);
|
|
}
|
|
|
|
bool ST_IsTimeVisible()
|
|
{
|
|
return IsAltHUDTextVisible()
|
|
&& (hud_showtime > 0)
|
|
&& (hud_showtime <= 9);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draw in-game latency
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void DrawLatency()
|
|
{
|
|
if (!ST_IsLatencyVisible())
|
|
{
|
|
return;
|
|
}
|
|
int i, localdelay = 0, arbitratordelay = 0;
|
|
for (i = 0; i < BACKUPTICS; i++) localdelay += netdelay[0][i];
|
|
for (i = 0; i < BACKUPTICS; i++) arbitratordelay += netdelay[nodeforplayer[Net_Arbitrator]][i];
|
|
localdelay = ((localdelay / BACKUPTICS) * ticdup) * (1000 / TICRATE);
|
|
arbitratordelay = ((arbitratordelay / BACKUPTICS) * ticdup) * (1000 / TICRATE);
|
|
int color = CR_GREEN;
|
|
if (MAX(localdelay, arbitratordelay) > 200)
|
|
{
|
|
color = CR_YELLOW;
|
|
}
|
|
if (MAX(localdelay, arbitratordelay) > 400)
|
|
{
|
|
color = CR_ORANGE;
|
|
}
|
|
if (MAX(localdelay, arbitratordelay) >= ((BACKUPTICS / 2 - 1) * ticdup) * (1000 / TICRATE))
|
|
{
|
|
color = CR_RED;
|
|
}
|
|
|
|
char tempstr[32];
|
|
|
|
const int millis = (level.time % TICRATE) * (1000 / TICRATE);
|
|
mysnprintf(tempstr, sizeof(tempstr), "a:%dms - l:%dms", arbitratordelay, localdelay);
|
|
|
|
const int characterCount = (int)strlen(tempstr);
|
|
const int width = SmallFont->GetCharWidth('0') * characterCount + 2; // small offset from screen's border
|
|
const int height = SmallFont->GetHeight() * (ST_IsTimeVisible() ? 2 : 1);
|
|
|
|
DrawHudText(SmallFont, color, tempstr, hudwidth - width, height, 0x10000);
|
|
}
|
|
|
|
bool ST_IsLatencyVisible()
|
|
{
|
|
return IsAltHUDTextVisible()
|
|
&& (hud_showlag > 0)
|
|
&& (hud_showlag != 1 || netgame)
|
|
&& (hud_showlag <= 2);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// draw the overlay
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void DrawPowerups(player_t *CPlayer)
|
|
{
|
|
// Each icon gets a 32x32 block to draw itself in.
|
|
int x, y;
|
|
AInventory *item;
|
|
const int yshift = SmallFont->GetHeight();
|
|
const int POWERUPICONSIZE = 32;
|
|
|
|
x = hudwidth -20;
|
|
y = POWERUPICONSIZE * 5/4
|
|
+ (ST_IsTimeVisible() ? yshift : 0)
|
|
+ (ST_IsLatencyVisible() ? yshift : 0);
|
|
|
|
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (item->IsKindOf(NAME_Powerup))
|
|
{
|
|
IFVIRTUALPTRNAME(item, NAME_Powerup, GetPowerupIcon)
|
|
{
|
|
VMValue param[] = { item };
|
|
int rv;
|
|
VMReturn ret(&rv);
|
|
VMCall(func, param, 1, &ret, 1);
|
|
auto tex = FSetTextureID(rv);
|
|
if (!tex.isValid()) continue;
|
|
auto texture = TexMan(tex);
|
|
|
|
IFVIRTUALPTRNAME(item, NAME_Powerup, IsBlinking)
|
|
{
|
|
// Reuse the parameters from GetPowerupIcon
|
|
VMCall(func, param, 1, &ret, 1);
|
|
if (!rv)
|
|
{
|
|
|
|
screen->DrawTexture(texture, x, y, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_CenterBottomOffset, true, TAG_DONE);
|
|
|
|
x -= POWERUPICONSIZE;
|
|
if (x < -hudwidth / 2)
|
|
{
|
|
x = -20;
|
|
y += POWERUPICONSIZE * 3 / 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// draw the overlay
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DrawHUD()
|
|
{
|
|
player_t * CPlayer = StatusBar->CPlayer;
|
|
|
|
players[consoleplayer].inventorytics = 0;
|
|
int scale = GetUIScale(hud_althudscale);
|
|
hudwidth = SCREENWIDTH / scale;
|
|
hudheight = hud_aspectscale ? int(SCREENHEIGHT / (scale*1.2)) : SCREENHEIGHT / scale;
|
|
|
|
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, 5, hudheight-45);
|
|
DrawArmor(CPlayer->mo->FindInventory(NAME_BasicArmor), CPlayer->mo->FindInventory(NAME_HexenArmor), 5, hudheight-20);
|
|
i=DrawKeys(CPlayer, hudwidth-4, hudheight-10);
|
|
i=DrawAmmo(CPlayer, hudwidth-5, i);
|
|
if (hud_showweapons) DrawWeapons(CPlayer, hudwidth - 5, i);
|
|
DrawInventory(CPlayer, 144, hudheight-28);
|
|
if (idmypos) DrawCoordinates(CPlayer);
|
|
|
|
DrawTime();
|
|
DrawLatency();
|
|
DrawPowerups(CPlayer);
|
|
}
|
|
else
|
|
{
|
|
FString mapname;
|
|
char printstr[256];
|
|
int seconds;
|
|
int length=8*SmallFont->GetCharWidth('0');
|
|
int fonth=SmallFont->GetHeight()+1;
|
|
int bottom=hudheight-1;
|
|
|
|
if (am_showtotaltime)
|
|
{
|
|
seconds = Tics2Seconds(level.totaltime);
|
|
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
|
|
DrawHudText(SmallFont, hudcolor_ttim, printstr, hudwidth-length, bottom, 0x10000);
|
|
bottom -= fonth;
|
|
}
|
|
|
|
if (am_showtime)
|
|
{
|
|
if (level.clusterflags&CLUSTER_HUB)
|
|
{
|
|
seconds = Tics2Seconds(level.time);
|
|
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
|
|
DrawHudText(SmallFont, hudcolor_time, printstr, hudwidth-length, bottom, 0x10000);
|
|
bottom -= fonth;
|
|
}
|
|
|
|
// Single level time for hubs
|
|
seconds= Tics2Seconds(level.maptime);
|
|
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
|
|
DrawHudText(SmallFont, hudcolor_ltim, printstr, hudwidth-length, bottom, 0x10000);
|
|
}
|
|
|
|
ST_FormatMapName(mapname);
|
|
screen->DrawText(SmallFont, hudcolor_titl, 1, hudheight-fonth-1, mapname,
|
|
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");
|
|
berserkpic = TexMan.FindTexture("PSTRA0");
|
|
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("INVGEMR1");
|
|
|
|
fragpic = TexMan.FindTexture("HU_FRAGS"); // Sadly, I don't have anything usable for this. :(
|
|
|
|
KeyTypes.Clear();
|
|
UnassignedKeyTypes.Clear();
|
|
|
|
statspace = SmallFont->StringWidth("Ac:");
|
|
|
|
|
|
|
|
// 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, ETextureType::MiscPatch);
|
|
if (tex.isValid()) healthpic = TexMan[tex];
|
|
}
|
|
else if (sc.Compare("Berserk"))
|
|
{
|
|
sc.MustGetString();
|
|
FTextureID tex = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch);
|
|
if (tex.isValid()) berserkpic = TexMan[tex];
|
|
}
|
|
else
|
|
{
|
|
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, ETextureType::MiscPatch);
|
|
}
|
|
else tex.SetInvalid();
|
|
|
|
if (ti) ((AInventory*)GetDefaultByType(ti))->AltHUDIcon = tex;
|
|
}
|
|
}
|
|
}
|
|
}
|