gzdoom-gles/src/g_shared/shared_hud.cpp
Christoph Oelckers f4c07c45ec - Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
  into misc1 with SF_BIGTIC anymore. 
- Changed sprite processing so that sprite names are converted to indices 
  during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the 
  internal property parser which is no longer needed.


SVN r1146 (trunk)
2008-08-10 14:19:47 +00:00

979 lines
29 KiB
C++
Raw Blame History

/*
** Enhanced heads up 'overlay' for fullscreen
**
**---------------------------------------------------------------------------
** Copyright 2003-2008 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// NOTE: Some stuff in here might seem a little redundant but I wanted this
// to be as true as possible to my original intent which means that it
// only uses that code from ZDoom's status bar that is the same as any
// copy would be.
#include "doomtype.h"
#include "v_video.h"
#include "gi.h"
#include "c_cvars.h"
#include "w_wad.h"
#include "a_keys.h"
#include "sbar.h"
#include "sc_man.h"
#include "templates.h"
#include "p_local.h"
#define HUMETA_AltIcon 0x10f000
EXTERN_CVAR(Bool,am_follow)
EXTERN_CVAR (Int, con_scaletext)
EXTERN_CVAR (Bool, idmypos)
EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
CVAR(Int,hud_althudscale, 2, CVAR_ARCHIVE) // Scale the hud to 640x400?
CVAR(Bool,hud_althud, false, CVAR_ARCHIVE) // Enable/Disable the alternate HUD
// These are intentionally not the same as in the automap!
CVAR (Bool, hud_showsecrets, true,CVAR_ARCHIVE); // Show secrets on HUD
CVAR (Bool, hud_showmonsters, true,CVAR_ARCHIVE); // Show monster stats on HUD
CVAR (Bool, hud_showitems, false,CVAR_ARCHIVE); // Show item stats on HUD
CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
CVAR (Int, hud_ammo_red, 25, CVAR_ARCHIVE) // ammo percent less than which status is red
CVAR (Int, hud_ammo_yellow, 50, CVAR_ARCHIVE) // ammo percent less is yellow more green
CVAR (Int, hud_health_red, 25, CVAR_ARCHIVE) // health amount less than which status is red
CVAR (Int, hud_health_yellow, 50, CVAR_ARCHIVE) // health amount less than which status is yellow
CVAR (Int, hud_health_green, 100, CVAR_ARCHIVE) // health amount above is blue, below is green
CVAR (Int, hud_armor_red, 25, CVAR_ARCHIVE) // armor amount less than which status is red
CVAR (Int, hud_armor_yellow, 50, CVAR_ARCHIVE) // armor amount less than which status is yellow
CVAR (Int, hud_armor_green, 100, CVAR_ARCHIVE) // armor amount above is blue, below is green
CVAR (Int, hudcolor_titl, CR_YELLOW, CVAR_ARCHIVE) // color of automap title
CVAR (Int, hudcolor_time, CR_RED, CVAR_ARCHIVE) // color of level/hub time
CVAR (Int, hudcolor_ltim, CR_ORANGE, CVAR_ARCHIVE) // color of single level time
CVAR (Int, hudcolor_ttim, CR_GOLD, CVAR_ARCHIVE) // color of total time
CVAR (Int, hudcolor_xyco, CR_GREEN, CVAR_ARCHIVE) // color of coordinates
CVAR (Int, hudcolor_statnames, CR_RED, CVAR_ARCHIVE) // For the letters bef<65>re the stats
CVAR (Int, hudcolor_stats, CR_GREEN, CVAR_ARCHIVE) // For the stats values themselves
CVAR(Bool, map_point_coordinates, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // show player or map coordinates?
static FFont * HudFont; // The font for the health and armor display
static FFont * IndexFont; // The font for the inventory indices
// Icons
static FTexture * healthpic; // Health icon
static FTexture * fragpic; // Frags icon
static FTexture * invgems[4]; // Inventory arrows
static int hudwidth, hudheight; // current width/height for HUD display
void AM_GetPosition(fixed_t & x, fixed_t & y);
FTextureID GetHUDIcon(const PClass *cls)
{
FTextureID tex;
tex.texnum = cls->Meta.GetMetaInt(HUMETA_AltIcon, 0);
return tex;
}
void SetHUDIcon(PClass *cls, FTextureID tex)
{
cls->Meta.SetMetaInt(HUMETA_AltIcon, tex.GetIndex());
}
//---------------------------------------------------------------------------
//
// Draws an image into a box with its bottom center at the bottom
// center of the box. The image is scaled down if it doesn't fit
//
//---------------------------------------------------------------------------
static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, int trans=0xc000)
{
float scale1, scale2;
if (tex)
{
int texwidth=tex->GetWidth();
int texheight=tex->GetHeight();
if (w<texwidth) scale1=(float)w/texwidth;
else scale1=1.0f;
if (h<texheight) scale2=(float)h/texheight;
else scale2=1.0f;
if (scale2<scale1) scale1=scale2;
x+=w>>1;
y+=h;
w=(int)(texwidth*scale1);
h=(int)(texheight*scale1);
screen->DrawTexture(tex, x, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1, TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// Draws a text but uses a fixed width for all characters
//
//---------------------------------------------------------------------------
static void DrawHudText(int color, char * text, int x, int y, int trans=0xc000)
{
int zerowidth = screen->Font->GetCharWidth('0');
x+=zerowidth/2;
for(int i=0;text[i];i++)
{
screen->DrawChar(color, x, y, text[i],
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_CenterBottomOffset, 1, TAG_DONE);
x+=zerowidth;
}
}
//---------------------------------------------------------------------------
//
// Draws a numberses a fixed widh for all characters
//
//---------------------------------------------------------------------------
static void DrawHudNumber(int color, int num, int x, int y, int trans=0xc000)
{
char text[15];
mysnprintf(text, countof(text), "%d", num);
DrawHudText(color, text, x, y, trans);
}
//===========================================================================
//
// draw the status (number of kills etc)
//
//===========================================================================
static void DrawStatus(player_t * CPlayer, int x, int y)
{
char tempstr[50];
int space;
screen->SetFont(SmallFont);
if (hud_showstats)
{
space=SmallFont->StringWidth("Ac: ");
y-=SmallFont->GetHeight()-1;
screen->DrawText(hudcolor_statnames, x, y, "Ac:",
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->accuracy);
screen->DrawText(hudcolor_stats, x+space, y, tempstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
y-=SmallFont->GetHeight()-1;
screen->DrawText(hudcolor_statnames, x, y, "St:",
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->stamina);
screen->DrawText(hudcolor_stats, x+space, y, tempstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
}
else
space=SmallFont->StringWidth("K: ");
if (!deathmatch)
{
// FIXME: ZDoom doesn't preserve the player's stat counters across hubs so this doesn't
// work in cooperative hub games
if (hud_showsecrets)
{
y-=SmallFont->GetHeight()-1;
screen->DrawText(hudcolor_statnames, x, y, "S:",
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->secretcount : level.found_secrets, level.total_secrets);
screen->DrawText(hudcolor_stats, x+space, y, tempstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
}
if (hud_showitems)
{
y-=SmallFont->GetHeight()-1;
screen->DrawText(hudcolor_statnames, x, y, "I:",
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->itemcount : level.found_items, level.total_items);
screen->DrawText(hudcolor_stats, x+space, y, tempstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
}
if (hud_showmonsters)
{
y-=SmallFont->GetHeight()-1;
screen->DrawText(hudcolor_statnames, x, y, "K:",
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->killcount : level.killed_monsters, level.total_monsters);
screen->DrawText(hudcolor_stats, x+space, y, tempstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
}
}
}
//===========================================================================
//
// draw health
//
//===========================================================================
static void DrawHealth(int health, int x, int y)
{
// decide on the color first
int fontcolor =
health < hud_health_red ? CR_RED :
health < hud_health_yellow ? CR_GOLD :
health <= hud_health_green ? CR_GREEN :
CR_BLUE;
DrawImageToBox(healthpic, x, y, 31, 17);
screen->SetFont(HudFont);
DrawHudNumber(fontcolor, health, x + 33, y + 17);
}
//===========================================================================
//
// Draw Armor.
// very similar to drawhealth.
//
//===========================================================================
static void DrawArmor(AInventory * armor, int x, int y)
{
if (armor)
{
int ap=armor->Amount;
// decide on color
int fontcolor =
ap < hud_armor_red ? CR_RED :
ap < hud_armor_yellow ? CR_GOLD :
ap <= hud_armor_green ? CR_GREEN :
CR_BLUE;
if (ap)
{
DrawImageToBox(TexMan[armor->Icon], x, y, 31, 17);
screen->SetFont(HudFont);
DrawHudNumber(fontcolor, ap, x + 33, y + 17);
}
}
}
//===========================================================================
//
// KEYS
//
//===========================================================================
//---------------------------------------------------------------------------
//
// create a sorted list of the defined keys so
// this doesn't have to be done each frame
//
//---------------------------------------------------------------------------
static TArray<const PClass*> KeyTypes, UnassignedKeyTypes;
static int STACK_ARGS ktcmp(const void * a, const void * b)
{
AKey * key1 = (AKey*)GetDefaultByType ( *(const PClass**)a );
AKey * key2 = (AKey*)GetDefaultByType ( *(const PClass**)b );
return key1->KeyNumber - key2->KeyNumber;
}
static void SetKeyTypes()
{
for(unsigned int i=0;i<PClass::m_Types.Size();i++)
{
const PClass * ti = PClass::m_Types[i];
if (ti->IsDescendantOf(RUNTIME_CLASS(AKey)))
{
AKey * key = (AKey*)GetDefaultByType(ti);
if (key->Icon.isValid() && key->KeyNumber>0)
{
KeyTypes.Push(ti);
}
else
{
UnassignedKeyTypes.Push(ti);
}
}
}
if (KeyTypes.Size())
{
qsort(&KeyTypes[0], KeyTypes.Size(), sizeof(KeyTypes[0]), ktcmp);
}
else
{
// Don't leave the list empty
const PClass * ti = RUNTIME_CLASS(AKey);
KeyTypes.Push(ti);
}
}
//---------------------------------------------------------------------------
//
// Draw one key
//
// Regarding key icons, Doom's are too small, Heretic doesn't have any,
// for Hexen the in-game sprites look better and for Strife it doesn't matter
// so always use the spawn state's sprite instead of the icon here unless an
// override is specified in ALTHUDCF.
//
//---------------------------------------------------------------------------
static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
{
FTextureID icon = FNullTextureID();
FTextureID AltIcon = GetHUDIcon(inv->GetClass());
if (!AltIcon.Exists()) return;
if (AltIcon.isValid())
{
icon = AltIcon;
}
else if (inv->SpawnState && inv->SpawnState->sprite!=0)
{
FState * state = inv->SpawnState;
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
icon = sprframe->Texture[0];
}
}
if (icon.isNull()) icon = inv->Icon;
if (icon.isValid())
{
x -= 9;
DrawImageToBox(TexMan[icon], x, y, 8, 10);
c++;
if (c>=10)
{
x=xo;
y-=11;
c=0;
}
}
}
//---------------------------------------------------------------------------
//
// Draw all keys
//
//---------------------------------------------------------------------------
static int DrawKeys(player_t * CPlayer, int x, int y)
{
int yo=y;
int xo=x;
int i;
int c=0;
AInventory * inv;
if (!deathmatch)
{
if (KeyTypes.Size()==0) SetKeyTypes();
// First all keys that are assigned to locks (in reverse order of definition)
for(i=KeyTypes.Size()-1;i>=0;i--)
{
if ((inv=CPlayer->mo->FindInventory(KeyTypes[i])))
{
DrawOneKey(xo, x, y, c, inv);
}
}
// And now the rest
for(i=UnassignedKeyTypes.Size()-1;i>=0;i--)
{
if ((inv=CPlayer->mo->FindInventory(UnassignedKeyTypes[i])))
{
DrawOneKey(xo, x, y, c, inv);
}
}
}
if (x==xo && y!=yo) y+=11;
return y-11;
}
//---------------------------------------------------------------------------
//
// Drawing Ammo
//
//---------------------------------------------------------------------------
static TArray<const PClass *> orderedammos;
static void AddAmmoToList(AWeapon * weapdef)
{
for(int i=0; i<2;i++)
{
const PClass * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
if (ti)
{
AAmmo * ammodef=(AAmmo*)GetDefaultByType(ti);
if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
{
unsigned int j;
for(j=0;j<orderedammos.Size();j++)
{
if (ti == orderedammos[j]) break;
}
if (j==orderedammos.Size()) orderedammos.Push(ti);
}
}
}
}
static int DrawAmmo(player_t * CPlayer, int x, int y)
{
int i,j,k;
char buf[256];
AInventory * inv;
AWeapon * wi=CPlayer->ReadyWeapon;
orderedammos.Clear();
// Order ammo by use of weapons in the weapon slots
// Do not check for actual presence in the inventory!
// We want to show all ammo types that can be used by
// the weapons in the weapon slots.
for (k=0;k<NUM_WEAPON_SLOTS;k++) for(j=0;j<MAX_WEAPONS_PER_SLOT;j++)
{
const PClass * weap = LocalWeapons.Slots[k].GetWeapon(j);
if (weap) AddAmmoToList((AWeapon*)GetDefaultByType(weap));
}
// Now check for the remaining weapons that are in the inventory but not in the weapon slots
for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
{
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
AddAmmoToList((AWeapon*)inv);
}
}
// ok, we got all ammo types. Now draw the list back to front (bottom to top)
int def_width=ConFont->StringWidth("000/000");
x-=def_width;
screen->SetFont(ConFont);
int yadd=ConFont->GetHeight();
for(i=orderedammos.Size()-1;i>=0;i--)
{
const PClass * type = orderedammos[i];
AAmmo * ammoitem = (AAmmo*)CPlayer->mo->FindInventory(type);
AAmmo * inv = ammoitem? ammoitem : (AAmmo*)GetDefaultByType(orderedammos[i]);
FTextureID AltIcon = GetHUDIcon(type);
FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
if (!icon.isValid()) continue;
int trans= (wi && (type==wi->AmmoType1 || type==wi->AmmoType2)) ? 0xc000:0x6000;
int maxammo = inv->MaxAmount;
int ammo = ammoitem? ammoitem->Amount : 0;
mysnprintf(buf, countof(buf), "%3d/%3d", ammo, maxammo);
int tex_width= clamp<int>(ConFont->StringWidth(buf)-def_width, 0, 1000);
int fontcolor=( !maxammo ? CR_GRAY :
ammo < ( (maxammo * hud_ammo_red) / 100) ? CR_RED :
ammo < ( (maxammo * hud_ammo_yellow) / 100) ? CR_GOLD : CR_GREEN );
DrawHudText(fontcolor, buf, x-tex_width, y+yadd, trans);
DrawImageToBox(TexMan[icon], x-20, y, 16, 8, trans);
y-=10;
}
return y;
}
//---------------------------------------------------------------------------
//
// Weapons List
//
//---------------------------------------------------------------------------
static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
{
int trans;
FTextureID picnum;
// Powered up weapons and inherited sister weapons are not displayed.
if (weapon->WeaponFlags & WIF_POWERED_UP) return;
if (weapon->SisterWeapon && weapon->IsKindOf(RUNTIME_TYPE(weapon->SisterWeapon))) return;
trans=0x6666;
if (CPlayer->ReadyWeapon)
{
if (weapon==CPlayer->ReadyWeapon || weapon==CPlayer->ReadyWeapon->SisterWeapon) trans=0xd999;
}
FState * state=NULL, *ReadyState;
FTextureID AltIcon = GetHUDIcon(weapon->GetClass());
picnum = !AltIcon.isNull()? AltIcon : weapon->Icon;
if (picnum.isNull())
{
if (weapon->SpawnState && weapon->SpawnState->sprite!=0)
{
state = weapon->SpawnState;
}
// no spawn state - now try the ready state
else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite!=0)
{
state = ReadyState;
}
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
picnum = sprframe->Texture[0];
}
}
if (picnum.isValid())
{
FTexture * tex = TexMan[picnum];
int w = tex->GetWidth();
int h = tex->GetHeight();
int rh;
if (w>h) rh=8;
else rh=16,y-=8; // don't draw tall sprites too small!
DrawImageToBox(tex, x-24, y, 20, rh, trans);
y-=10;
}
}
static void DrawWeapons(player_t * CPlayer, int x, int y)
{
int k,j;
AInventory * inv;
// First draw all weapons in the inventory that are not assigned to a weapon slot
for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
{
int slot, index;
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)) && !LocalWeapons.LocateWeapon(RUNTIME_TYPE(inv), &slot, &index))
{
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=MAX_WEAPONS_PER_SLOT-1;j>=0;j--)
{
const PClass * weap = LocalWeapons.Slots[k].GetWeapon(j);
if (weap)
{
inv=CPlayer->mo->FindInventory(weap);
if (inv)
{
DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(inv));
}
}
}
}
//---------------------------------------------------------------------------
//
// Draw the Inventory
//
//---------------------------------------------------------------------------
static void DrawInventory(player_t * CPlayer, int x,int y)
{
AInventory * rover;
int numitems = (hudwidth - 2*x) / 32;
int i;
CPlayer->mo->InvFirst = rover = StatusBar->ValidateInvFirst(numitems);
if (rover!=NULL)
{
if(rover->PrevInv())
{
screen->DrawTexture(invgems[!!(level.time&4)], x-10, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0x6666, TAG_DONE);
}
for(i=0;i<numitems && rover;rover=rover->NextInv())
{
if (rover->Amount>0)
{
FTextureID AltIcon = GetHUDIcon(rover->GetClass());
if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) )
{
int trans = rover==CPlayer->mo->InvSel ? FRACUNIT : 0x6666;
DrawImageToBox(TexMan[AltIcon.isValid()? AltIcon : rover->Icon], x, y, 19, 25, trans);
if (rover->Amount>1)
{
char buffer[10];
int xx;
mysnprintf(buffer, countof(buffer), "%d", rover->Amount);
if (rover->Amount>=1000) xx = 32 - IndexFont->StringWidth(buffer);
else xx = 22;
screen->SetFont(IndexFont);
screen->DrawText(CR_GOLD, x+xx, y+20, buffer,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans, TAG_DONE);
}
x+=32;
i++;
}
}
}
if(rover)
{
screen->DrawTexture(invgems[2 + !!(level.time&4)], x-10, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0x6666, TAG_DONE);
}
}
}
//---------------------------------------------------------------------------
//
// Draw the Frags
//
//---------------------------------------------------------------------------
static void DrawFrags(player_t * CPlayer, int x, int y)
{
DrawImageToBox(fragpic, x, y, 31, 17);
screen->SetFont(HudFont);
DrawHudNumber(CR_GRAY, CPlayer->fragcount, x + 33, y + 17);
}
//---------------------------------------------------------------------------
//
// PROC DrawCoordinates
//
//---------------------------------------------------------------------------
static void DrawCoordinates(player_t * CPlayer)
{
fixed_t x;
fixed_t y;
fixed_t z;
char coordstr[18];
int h=SmallFont->GetHeight()+1;
if (!map_point_coordinates || !automapactive)
{
x=CPlayer->mo->x;
y=CPlayer->mo->y;
z=CPlayer->mo->z;
}
else
{
AM_GetPosition(x,y);
z = P_PointInSector(x, y)->floorplane.ZatPoint(x, y);
}
int vwidth = con_scaletext==0? SCREENWIDTH : SCREENWIDTH/2;
int vheight = con_scaletext==0? SCREENHEIGHT : SCREENHEIGHT/2;
int xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
int ypos = 18;
mysnprintf(coordstr, countof(coordstr), "X: %d", x>>FRACBITS);
screen->DrawText(hudcolor_xyco, xpos, ypos, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
mysnprintf(coordstr, countof(coordstr), "Y: %d", y>>FRACBITS);
screen->DrawText(hudcolor_xyco, xpos, ypos+h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
mysnprintf(coordstr, countof(coordstr), "Z: %d", z>>FRACBITS);
screen->DrawText(hudcolor_xyco, xpos, ypos+2*h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
}
//---------------------------------------------------------------------------
//
// draw the overlay
//
//---------------------------------------------------------------------------
void HUD_InitHud();
void DrawHUD()
{
player_t * CPlayer = StatusBar->CPlayer;
if (HudFont==NULL) HUD_InitHud();
players[consoleplayer].inventorytics = 0;
if (hud_althudscale && SCREENWIDTH>640)
{
hudwidth=SCREENWIDTH/2;
if (hud_althudscale == 2)
{
// Optionally just double the pixels to reduce scaling artifacts.
hudheight=SCREENHEIGHT/2;
}
else
{
if (WidescreenRatio == 4)
{
hudheight = hudwidth * 30 / BaseRatioSizes[WidescreenRatio][3]; // BaseRatioSizes is inverted for this mode
}
else
{
hudheight = hudwidth * 30 / (48*48/BaseRatioSizes[WidescreenRatio][3]);
}
}
}
else
{
hudwidth=SCREENWIDTH;
hudheight=SCREENHEIGHT;
}
if (!automapactive)
{
int i;
// No HUD in the title level!
if (gamestate == GS_TITLELEVEL || !CPlayer) return;
if (!deathmatch) DrawStatus(CPlayer, 5, hudheight-50);
else
{
DrawStatus(CPlayer, 5, hudheight-75);
DrawFrags(CPlayer, 5, hudheight-70);
}
DrawHealth(CPlayer->health, 5, hudheight-45);
// Yes, that doesn't work properly for Hexen but frankly, I have no
// idea how to make a meaningful value out of Hexen's armor system!
DrawArmor(CPlayer->mo->FindInventory(RUNTIME_CLASS(ABasicArmor)), 5, hudheight-20);
i=DrawKeys(CPlayer, hudwidth-4, hudheight-10);
i=DrawAmmo(CPlayer, hudwidth-5, i);
DrawWeapons(CPlayer, hudwidth-5, i);
DrawInventory(CPlayer, 144, hudheight-28);
screen->SetFont(SmallFont);
if (CPlayer->camera && CPlayer->camera->player)
{
StatusBar->DrawCrosshair();
}
if (idmypos) DrawCoordinates(CPlayer);
}
else
{
char printstr[256];
int seconds;
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
bool hub = !!(thiscluster->flags&CLUSTER_HUB);
int length=8*SmallFont->GetCharWidth('0');
int fonth=SmallFont->GetHeight()+1;
int bottom=hudheight-1;
screen->SetFont(SmallFont);
if (am_showtotaltime)
{
seconds = level.totaltime / TICRATE;
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
DrawHudText(hudcolor_ttim, printstr, hudwidth-length, bottom, FRACUNIT);
bottom -= fonth;
}
if (am_showtime)
{
seconds = level.time /TICRATE;
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
DrawHudText(hudcolor_time, printstr, hudwidth-length, bottom, FRACUNIT);
bottom -= fonth;
// Single level time for hubs
if (level.clusterflags&CLUSTER_HUB)
{
seconds= level.maptime /TICRATE;
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
DrawHudText(hudcolor_ltim, printstr, hudwidth-length, bottom, FRACUNIT);
}
}
mysnprintf(printstr, countof(printstr), "%s: %s", level.mapname, level.level_name);
screen->DrawText(hudcolor_titl, 1, hudheight-fonth-1, printstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
DrawCoordinates(CPlayer);
}
}
/////////////////////////////////////////////////////////////////////////
//
// Initialize the fonts and other data
//
/////////////////////////////////////////////////////////////////////////
void HUD_InitHud()
{
switch (gameinfo.gametype)
{
case GAME_Heretic:
case GAME_Hexen:
healthpic = TexMan.FindTexture("ARTIPTN2");
HudFont=FFont::FindFont("HUDFONT_RAVEN");
break;
case GAME_Strife:
healthpic = TexMan.FindTexture("I_MDKT");
HudFont=BigFont; // Strife doesn't have anything nice so use the standard font
break;
default:
healthpic = TexMan.FindTexture("MEDIA0");
HudFont=FFont::FindFont("HUDFONT_DOOM");
break;
}
IndexFont = V_GetFont("INDEXFONT");
if (HudFont == NULL) HudFont = BigFont;
if (IndexFont == NULL) IndexFont = ConFont; // Emergency fallback
invgems[0] = TexMan.FindTexture("INVGEML1");
invgems[1] = TexMan.FindTexture("INVGEML2");
invgems[2] = TexMan.FindTexture("INVGEMR1");
invgems[3] = TexMan.FindTexture("INVGEMR2");
fragpic = TexMan.FindTexture("HU_FRAGS"); // Sadly, I don't have anything usable for this. :(
KeyTypes.Clear();
UnassignedKeyTypes.Clear();
// Now read custom icon overrides
int lump, lastlump = 0;
while ((lump = Wads.FindLump ("ALTHUDCF", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetString())
{
if (sc.Compare("Health"))
{
sc.MustGetString();
FTextureID tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
if (tex.isValid()) healthpic = TexMan[tex];
}
else
{
const PClass * ti = PClass::FindClass(sc.String);
if (!ti)
{
Printf("Unknown item class '%s' in ALTHUDCF\n", sc.String);
}
else if (!ti->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
Printf("Invalid item class '%s' in ALTHUDCF\n", sc.String);
ti=NULL;
}
sc.MustGetString();
FTextureID tex;
if (!sc.Compare("0") && !sc.Compare("NULL") && !sc.Compare(""))
{
tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
}
else tex.SetInvalid();
if (ti) SetHUDIcon(const_cast<PClass*>(ti), tex);
}
}
}
}