mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-17 10:00:54 +00:00
f5421491ec
The idea is, when status bars are moved to ZScript that only this small wrapper class needs to be dealt with and the implementation can be left alone. SBARINFO is far too complex to be scriptified, but having it inherit directly from DBaseStatusBar and access its member variables severely limits the options of dealing with the status bar code. This way, it only accesses some globally visible functions in DBaseStatusBar and no variables. - renamed the global ST_X and ST_Y variables because it is far too confusing and error-prone to have the same names inside and outside DBaseStatusBar.
503 lines
14 KiB
C++
503 lines
14 KiB
C++
/*
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** hu_scores.cpp
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** Routines for drawing the scoreboards.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** Copyright 2007-2008 Christopher Westley
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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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// HEADER FILES ------------------------------------------------------------
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#include "c_console.h"
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#include "st_stuff.h"
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#include "teaminfo.h"
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#include "templates.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "d_netinf.h"
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#include "v_font.h"
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#include "v_palette.h"
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#include "d_player.h"
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#include "hu_stuff.h"
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#include "gstrings.h"
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#include "d_net.h"
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#include "c_dispatch.h"
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#include "g_levellocals.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void HU_DoDrawScores (player_t *, player_t *[MAXPLAYERS]);
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static void HU_DrawTimeRemaining (int y);
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static void HU_DrawPlayer(player_t *, bool, int, int, int, int, int, int, int, int, int);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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EXTERN_CVAR (Float, timelimit)
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CVAR (Bool, sb_cooperative_enable, true, CVAR_ARCHIVE)
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CVAR (Int, sb_cooperative_headingcolor, CR_RED, CVAR_ARCHIVE)
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CVAR (Int, sb_cooperative_yourplayercolor, CR_GREEN, CVAR_ARCHIVE)
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CVAR (Int, sb_cooperative_otherplayercolor, CR_GREY, CVAR_ARCHIVE)
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CVAR (Bool, sb_deathmatch_enable, true, CVAR_ARCHIVE)
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CVAR (Int, sb_deathmatch_headingcolor, CR_RED, CVAR_ARCHIVE)
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CVAR (Int, sb_deathmatch_yourplayercolor, CR_GREEN, CVAR_ARCHIVE)
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CVAR (Int, sb_deathmatch_otherplayercolor, CR_GREY, CVAR_ARCHIVE)
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CVAR (Bool, sb_teamdeathmatch_enable, true, CVAR_ARCHIVE)
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CVAR (Int, sb_teamdeathmatch_headingcolor, CR_RED, CVAR_ARCHIVE)
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int comparepoints (const void *arg1, const void *arg2)
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{
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// Compare first be frags/kills, then by name.
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player_t *p1 = *(player_t **)arg1;
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player_t *p2 = *(player_t **)arg2;
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int diff;
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diff = deathmatch ? p2->fragcount - p1->fragcount : p2->killcount - p1->killcount;
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if (diff == 0)
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{
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diff = stricmp(p1->userinfo.GetName(), p2->userinfo.GetName());
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}
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return diff;
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}
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int compareteams (const void *arg1, const void *arg2)
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{
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// Compare first by teams, then by frags, then by name.
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player_t *p1 = *(player_t **)arg1;
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player_t *p2 = *(player_t **)arg2;
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int diff;
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diff = p1->userinfo.GetTeam() - p2->userinfo.GetTeam();
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if (diff == 0)
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{
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diff = p2->fragcount - p1->fragcount;
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if (diff == 0)
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{
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diff = stricmp (p1->userinfo.GetName(), p2->userinfo.GetName());
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}
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}
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return diff;
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}
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bool SB_ForceActive = false;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// HU_DrawScores
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//
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//==========================================================================
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void HU_DrawScores (player_t *player)
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{
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if (deathmatch)
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{
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if (teamplay)
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{
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if (!sb_teamdeathmatch_enable)
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return;
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}
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else
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{
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if (!sb_deathmatch_enable)
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return;
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}
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}
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else
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{
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if (!sb_cooperative_enable || !multiplayer)
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return;
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}
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int i, j;
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player_t *sortedplayers[MAXPLAYERS];
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if (player->camera && player->camera->player)
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player = player->camera->player;
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sortedplayers[MAXPLAYERS-1] = player;
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for (i = 0, j = 0; j < MAXPLAYERS - 1; i++, j++)
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{
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if (&players[i] == player)
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i++;
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sortedplayers[j] = &players[i];
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}
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if (teamplay && deathmatch)
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qsort (sortedplayers, MAXPLAYERS, sizeof(player_t *), compareteams);
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else
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qsort (sortedplayers, MAXPLAYERS, sizeof(player_t *), comparepoints);
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HU_DoDrawScores (player, sortedplayers);
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V_SetBorderNeedRefresh();
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}
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//==========================================================================
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//
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// HU_GetPlayerWidths
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//
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// Returns the widest player name and class icon.
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//
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//==========================================================================
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void HU_GetPlayerWidths(int &maxnamewidth, int &maxscorewidth, int &maxiconheight)
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{
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maxnamewidth = SmallFont->StringWidth("Name");
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maxscorewidth = 0;
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maxiconheight = 0;
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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int width = SmallFont->StringWidth(players[i].userinfo.GetName());
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if (width > maxnamewidth)
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{
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maxnamewidth = width;
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}
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if (players[i].mo->ScoreIcon.isValid())
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{
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FTexture *pic = TexMan[players[i].mo->ScoreIcon];
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width = pic->GetScaledWidth() - pic->GetScaledLeftOffset() + 2;
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if (width > maxscorewidth)
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{
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maxscorewidth = width;
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}
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// The icon's top offset does not count toward its height, because
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// zdoom.pk3's standard Hexen class icons are designed that way.
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int height = pic->GetScaledHeight() - pic->GetScaledTopOffset();
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if (height > maxiconheight)
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{
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maxiconheight = height;
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}
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}
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}
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}
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}
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//==========================================================================
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//
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// HU_DoDrawScores
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//
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//==========================================================================
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static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYERS])
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{
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int color;
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int height, lineheight;
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unsigned int i;
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int maxnamewidth, maxscorewidth, maxiconheight;
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int numTeams = 0;
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int x, y, ypadding, bottom;
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int col2, col3, col4, col5;
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if (deathmatch)
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{
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if (teamplay)
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color = sb_teamdeathmatch_headingcolor;
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else
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color = sb_deathmatch_headingcolor;
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}
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else
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{
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color = sb_cooperative_headingcolor;
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}
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HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight);
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height = SmallFont->GetHeight() * CleanYfac;
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lineheight = MAX(height, maxiconheight * CleanYfac);
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ypadding = (lineheight - height + 1) / 2;
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bottom = gST_Y;
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y = MAX(48*CleanYfac, (bottom - MAXPLAYERS * (height + CleanYfac + 1)) / 2);
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HU_DrawTimeRemaining (bottom - height);
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if (teamplay && deathmatch)
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{
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y -= (BigFont->GetHeight() + 8) * CleanYfac;
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for (i = 0; i < Teams.Size (); i++)
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{
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Teams[i].m_iPlayerCount = 0;
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Teams[i].m_iScore = 0;
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}
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[sortedplayers[i]-players] && TeamLibrary.IsValidTeam (sortedplayers[i]->userinfo.GetTeam()))
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{
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if (Teams[sortedplayers[i]->userinfo.GetTeam()].m_iPlayerCount++ == 0)
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{
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numTeams++;
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}
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Teams[sortedplayers[i]->userinfo.GetTeam()].m_iScore += sortedplayers[i]->fragcount;
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}
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}
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int scorexwidth = SCREENWIDTH / MAX(8, numTeams);
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int numscores = 0;
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int scorex;
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for (i = 0; i < Teams.Size(); ++i)
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{
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if (Teams[i].m_iPlayerCount)
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{
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numscores++;
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}
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}
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scorex = (SCREENWIDTH - scorexwidth * (numscores - 1)) / 2;
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for (i = 0; i < Teams.Size(); ++i)
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{
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if (Teams[i].m_iPlayerCount)
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{
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char score[80];
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mysnprintf (score, countof(score), "%d", Teams[i].m_iScore);
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screen->DrawText (BigFont, Teams[i].GetTextColor(),
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scorex - BigFont->StringWidth(score)*CleanXfac/2, y, score,
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DTA_CleanNoMove, true, TAG_DONE);
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scorex += scorexwidth;
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}
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}
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y += (BigFont->GetHeight() + 8) * CleanYfac;
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}
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const char *text_color = GStrings("SCORE_COLOR"),
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*text_frags = GStrings(deathmatch ? "SCORE_FRAGS" : "SCORE_KILLS"),
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*text_name = GStrings("SCORE_NAME"),
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*text_delay = GStrings("SCORE_DELAY");
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col2 = (SmallFont->StringWidth(text_color) + 8) * CleanXfac;
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col3 = col2 + (SmallFont->StringWidth(text_frags) + 8) * CleanXfac;
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col4 = col3 + maxscorewidth * CleanXfac;
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col5 = col4 + (maxnamewidth + 8) * CleanXfac;
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x = (SCREENWIDTH >> 1) - (((SmallFont->StringWidth(text_delay) * CleanXfac) + col5) >> 1);
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screen->DrawText (SmallFont, color, x, y, text_color,
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DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText (SmallFont, color, x + col2, y, text_frags,
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DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText (SmallFont, color, x + col4, y, text_name,
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DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, x + col5, y, text_delay,
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DTA_CleanNoMove, true, TAG_DONE);
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y += height + 6 * CleanYfac;
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bottom -= height;
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for (i = 0; i < MAXPLAYERS && y <= bottom; i++)
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{
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if (playeringame[sortedplayers[i] - players])
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{
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HU_DrawPlayer(sortedplayers[i], player == sortedplayers[i], x, col2, col3, col4, col5, maxnamewidth, y, ypadding, lineheight);
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y += lineheight + CleanYfac;
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}
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}
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}
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//==========================================================================
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//
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// HU_DrawTimeRemaining
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//
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//==========================================================================
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static void HU_DrawTimeRemaining (int y)
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{
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if (deathmatch && timelimit && gamestate == GS_LEVEL)
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{
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char str[80];
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int timeleft = (int)(timelimit * TICRATE * 60) - level.maptime;
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int hours, minutes, seconds;
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if (timeleft < 0)
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timeleft = 0;
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hours = timeleft / (TICRATE * 3600);
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timeleft -= hours * TICRATE * 3600;
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minutes = timeleft / (TICRATE * 60);
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timeleft -= minutes * TICRATE * 60;
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seconds = timeleft / TICRATE;
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if (hours)
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mysnprintf (str, countof(str), "Level ends in %d:%02d:%02d", hours, minutes, seconds);
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else
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mysnprintf (str, countof(str), "Level ends in %d:%02d", minutes, seconds);
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screen->DrawText (SmallFont, CR_GREY, SCREENWIDTH/2 - SmallFont->StringWidth (str)/2*CleanXfac,
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y, str, DTA_CleanNoMove, true, TAG_DONE);
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}
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}
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//==========================================================================
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//
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// HU_DrawPlayer
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//
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//==========================================================================
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static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, int col3, int col4, int col5, int maxnamewidth, int y, int ypadding, int height)
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{
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int color;
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char str[80];
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if (highlight)
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{
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// The teamplay mode uses colors to show teams, so we need some
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// other way to do highlighting. And it may as well be used for
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// all modes for the sake of consistancy.
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screen->Dim(MAKERGB(200,245,255), 0.125f, col1 - 12*CleanXfac, y - 1, col5 + (maxnamewidth + 24)*CleanXfac, height + 2);
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}
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col2 += col1;
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col3 += col1;
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col4 += col1;
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col5 += col1;
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color = HU_GetRowColor(player, highlight);
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HU_DrawColorBar(col1, y, height, (int)(player - players));
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mysnprintf (str, countof(str), "%d", deathmatch ? player->fragcount : player->killcount);
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screen->DrawText (SmallFont, color, col2, y + ypadding, player->playerstate == PST_DEAD && !deathmatch ? "DEAD" : str,
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DTA_CleanNoMove, true, TAG_DONE);
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if (player->mo->ScoreIcon.isValid())
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{
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FTexture *pic = TexMan[player->mo->ScoreIcon];
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screen->DrawTexture (pic, col3, y,
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DTA_CleanNoMove, true,
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TAG_DONE);
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}
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screen->DrawText (SmallFont, color, col4, y + ypadding, player->userinfo.GetName(),
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DTA_CleanNoMove, true, TAG_DONE);
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int avgdelay = 0;
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for (int i = 0; i < BACKUPTICS; i++)
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{
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avgdelay += netdelay[nodeforplayer[(int)(player - players)]][i];
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}
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avgdelay /= BACKUPTICS;
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mysnprintf(str, countof(str), "%d", (avgdelay * ticdup) * (1000 / TICRATE));
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screen->DrawText(SmallFont, color, col5, y + ypadding, str,
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DTA_CleanNoMove, true, TAG_DONE);
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if (teamplay && Teams[player->userinfo.GetTeam()].GetLogo().IsNotEmpty ())
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{
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FTexture *pic = TexMan[Teams[player->userinfo.GetTeam()].GetLogo().GetChars ()];
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screen->DrawTexture (pic, col1 - (pic->GetScaledWidth() + 2) * CleanXfac, y,
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DTA_CleanNoMove, true, TAG_DONE);
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}
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}
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//==========================================================================
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//
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// HU_DrawColorBar
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//
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//==========================================================================
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void HU_DrawColorBar(int x, int y, int height, int playernum)
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{
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float h, s, v, r, g, b;
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D_GetPlayerColor (playernum, &h, &s, &v, NULL);
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HSVtoRGB (&r, &g, &b, h, s, v);
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screen->Clear (x, y, x + 24*CleanXfac, y + height, -1,
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MAKEARGB(255,clamp(int(r*255.f),0,255),
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clamp(int(g*255.f),0,255),
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clamp(int(b*255.f),0,255)));
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}
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//==========================================================================
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//
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// HU_GetRowColor
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//
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//==========================================================================
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int HU_GetRowColor(player_t *player, bool highlight)
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{
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if (teamplay && deathmatch)
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{
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if (TeamLibrary.IsValidTeam (player->userinfo.GetTeam()))
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return Teams[player->userinfo.GetTeam()].GetTextColor();
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else
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return CR_GREY;
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}
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else
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{
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if (!highlight)
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{
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if (demoplayback && player == &players[consoleplayer])
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{
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return CR_GOLD;
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}
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else
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{
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return deathmatch ? sb_deathmatch_otherplayercolor : sb_cooperative_otherplayercolor;
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}
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}
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else
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{
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return deathmatch ? sb_deathmatch_yourplayercolor : sb_cooperative_yourplayercolor;
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}
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}
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}
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CCMD (togglescoreboard)
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{
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SB_ForceActive = !SB_ForceActive;
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}
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