gzdoom/wadsrc/static/zscript/statusbar/statusbar.txt

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struct MugShot
{
enum StateFlags
{
STANDARD = 0x0,
XDEATHFACE = 0x1,
ANIMATEDGODMODE = 0x2,
DISABLEGRIN = 0x4,
DISABLEOUCH = 0x8,
DISABLEPAIN = 0x10,
DISABLERAMPAGE = 0x20,
CUSTOM = 0x40,
}
}
class BaseStatusBar native ui
{
enum EPop
{
POP_NoChange = -1,
POP_None,
POP_Log,
POP_Keys,
POP_Status
}
// Status face stuff
enum EMug
{
ST_NUMPAINFACES = 5,
ST_NUMSTRAIGHTFACES = 3,
ST_NUMTURNFACES = 2,
ST_NUMSPECIALFACES = 3,
ST_NUMEXTRAFACES = 2,
ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
ST_DEADFACE = ST_GODFACE + 1
}
enum EHudState
{
HUD_StatusBar,
HUD_Fullscreen,
HUD_None,
HUD_AltHud // Used for passing through popups to the alt hud
}
enum DI_Flags
{
DI_SKIPICON = 0x1,
DI_SKIPALTICON = 0x2,
DI_SKIPSPAWN = 0x4,
DI_SKIPREADY = 0x8,
DI_ALTICONFIRST = 0x10,
DI_TRANSLATABLE = 0x20,
DI_FORCESCALE = 0x40,
DI_DIM = 0x80,
};
enum IconType
{
ITYPE_PLAYERICON = 1000,
ITYPE_AMMO1,
ITYPE_AMMO2,
ITYPE_ARMOR,
ITYPE_WEAPON,
ITYPE_SIGIL,
ITYPE_WEAPONSLOT,
ITYPE_SELECTEDINVENTORY,
}
enum HexArmorType
{
HEXENARMOR_ARMOR,
HEXENARMOR_SHIELD,
HEXENARMOR_HELM,
HEXENARMOR_AMULET,
};
enum EAlign
{
ALIGN_TOP = 0,
ALIGN_VCENTER = 1,
ALIGN_BOTTOM = 2,
ALIGN_VOFFSET = 3,
ALIGN_VMASK = 3,
ALIGN_LEFT = 0,
ALIGN_HCENTER = 4,
ALIGN_RIGHT = 8,
ALIGN_HOFFSET = 12,
ALIGN_HMASK = 12,
ALIGN_CENTER = ALIGN_VCENTER|ALIGN_HCENTER,
ALIGN_CENTER_BOTTOM = ALIGN_BOTTOM|ALIGN_HCENTER,
ALIGN_OFFSETS = ALIGN_HOFFSET|ALIGN_VOFFSET
};
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enum ETextAlign
{
TEXT_LEFT = 0,
TEXT_CENTER = 1,
TEXT_RIGHT = 2
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};
enum SBGameModes
{
GAMEMODE_SINGLEPLAYER = 0x1,
GAMEMODE_COOPERATIVE = 0x2,
GAMEMODE_DEATHMATCH = 0x4,
GAMEMODE_TEAMGAME = 0x8
};
enum AmmoModes
{
AMMO_PRIMARY,
AMMO_SECONDARY,
AMMO_ANY,
AMMO_BOTH
};
enum EHudDraw
{
HUD_Normal,
HUD_HorizCenter
}
enum ENumFlags
{
FNF_FILLZEROS,
FNF_WHENNOTZERO,
}
const XHAIRSHRINKSIZE =(1./18);
const XHAIRPICKUPSIZE = (2+XHAIRSHRINKSIZE);
const POWERUPICONSIZE = 32;
native int ST_X, ST_Y;
native int RelTop;
native int HorizontalResolution, VerticalResolution;
native bool Scaled;
native bool Centering;
native bool FixedOrigin;
native bool CompleteBorder;
native double CrosshairSize;
native double Displacement;
native PlayerInfo CPlayer;
native bool ShowLog;
native Vector2 defaultScale; // factor for fully scaled fullscreen display.
// These are block properties for the drawers. A child class can set them to have a block of items use the same settings.
native double Alpha;
native Vector2 drawOffset; // can be set by subclasses to offset drawing operations
native double drawClip[4]; // defines a clipping rectangle (not used yet)
native bool fullscreenOffsets; // current screen is displayed with fullscreen behavior.
native void SetSize(int height, int vwidth, int vheight);
native Vector2 GetHUDScale();
native void BeginStatusBar(int resW, int resH, int relTop, bool completeborder = false, bool forceScaled = false);
native void BeginHUD(int resW, int resH, double Alpha, bool forcescaled = false);
virtual void Init() {}
native virtual void SetScaled(bool scale, bool force = false);
native virtual void Tick ();
native virtual void Draw (int state, double TicFrac);
native virtual void ScreenSizeChanged ();
native virtual clearscope void ReceivedWeapon (Weapon weapn);
native virtual clearscope void SetMugShotState (String state_name, bool wait_till_done=false, bool reset=false);
virtual void FlashItem (class<Inventory> itemtype) {}
virtual void AttachToPlayer (PlayerInfo player) { CPlayer = player; }
virtual void FlashCrosshair () { CrosshairSize = XHAIRPICKUPSIZE; }
virtual void NewGame () {}
virtual void ShowPop (int popnum) { ShowLog = (popnum == POP_Log && !ShowLog); }
virtual bool MustDrawLog(int state) { return true; }
native void RefreshBackground () const;
native TextureID GetMugshot(PlayerInfo player, String default_face, int accuracy, int stateflags=MugShot.STANDARD);
// These functions are kept native solely for performance reasons. They get called repeatedly and can drag down performance easily if they get too slow.
native Inventory ValidateInvFirst (int numVisible) const;
native static TextureID, bool GetInventoryIcon(Inventory item, int flags);
native void DrawGraphic(TextureID texture, bool animate, Vector2 pos, double Alpha, bool translatable, bool dim, int imgAlign, int screenalign, bool alphamap, Vector2 box);
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native void DrawString(Font font, String string, Vector2 pos , double Alpha, int translation, int align, int screenalign, int spacing=0, bool monospaced = false, int shadowX=0, int shadowY=0, int wrapwidth = -1, int linespacing = 4);
native static String FormatNumber(int number, int minsize, int maxsize, int format, String prefix = "");
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//============================================================================
//
// DBaseStatusBar :: GetCurrentAmmo
//
// Returns the types and amounts of ammo used by the current weapon. If the
// weapon only uses one type of ammo, it is always returned as ammo1.
//
//============================================================================
Inventory, Inventory, int, int GetCurrentAmmo () const
{
Ammo ammo1, ammo2;
if (CPlayer.ReadyWeapon != NULL)
{
ammo1 = CPlayer.ReadyWeapon.Ammo1;
ammo2 = CPlayer.ReadyWeapon.Ammo2;
if (ammo1 == NULL)
{
ammo1 = ammo2;
ammo2 = NULL;
}
}
else
{
ammo1 = ammo2 = NULL;
}
let ammocount1 = ammo1 != NULL ? ammo1.Amount : 0;
let ammocount2 = ammo2 != NULL ? ammo2.Amount : 0;
return ammo1, ammo2, ammocount1, ammocount2;
}
//============================================================================
//
// Get an icon
//
//============================================================================
TextureID, Vector2 GetIcon(Inventory item, int flags, bool showdepleted = false)
{
TextureID icon;
Vector2 scale = (1,1);
icon.SetInvalid();
if (item != null)
{
bool applyscale;
[icon, applyscale] = GetInventoryIcon(item, flags);
if (item.Amount == 0 && !showdepleted) return icon;
if (applyscale)
scale = item.Scale;
}
return icon;
}
//============================================================================
//
// Convenience functions to retrieve item tags
//
//============================================================================
String GetAmmoTag(bool secondary = false)
{
let w = CPlayer.ReadyWeapon;
if (w == null) return "";
let ammo = secondary? w.ammo2 : w.ammo1;
return ammo.GetTag();
}
String GetWeaponTag()
{
let w = CPlayer.ReadyWeapon;
if (w == null) return "";
return w.GetTag();
}
String GetSelectedInventoryTag()
{
let w = CPlayer.mo.InvSel;
if (w == null) return "";
return w.GetTag();
}
// These cannot be done in ZScript.
native String GetGlobalACSString(int index);
native String GetGlobalACSArrayString(int arrayno, int index);
native int GetGlobalACSValue(int index);
native int GetGlobalACSArrayValue(int arrayno, int index);
//============================================================================
//
// Convenience functions to retrieve some numbers
//
//============================================================================
int GetArmorAmount()
{
let armor = CPlayer.mo.FindInventory("BasicArmor");
return armor? armor.Amount : 0;
}
int GetMaxAmount(class<Inventory> item)
{
let it = CPlayer.mo.FindInventory(item);
return it? it.MaxAmount : GetDefaultByType(item).MaxAmount;
}
int GetArmorSavePercent()
{
double add = 0;
let harmor = HexenArmor(CPlayer.mo.FindInventory("HexenArmor"));
if(harmor != NULL)
{
add = harmor.Slots[0] + harmor.Slots[1] + harmor.Slots[2] + harmor.Slots[3] + harmor.Slots[4];
}
//Hexen counts basic armor also so we should too.
let armor = BasicArmor(CPlayer.mo.FindInventory("BasicArmor"));
if(armor != NULL)
{
add += armor.SavePercent * 100;
}
return int(add);
}
// Note that this retrieves the value in tics, not seconds like the equivalent SBARINFO function.
// The idea is to let the caller decide what to do with it instead of destroying accuracy here.
int GetAirTime()
{
if(CPlayer.mo.waterlevel < 3)
return level.airsupply;
else
return max(CPlayer.air_finished - level.time, 0);
}
int GetSelectedInventoryAmount()
{
if(CPlayer.mo.InvSel != NULL) return CPlayer.mo.InvSel.Amount;
return 0;
}
int GetKeyCount()
{
int num = 0;
for(Inventory item = CPlayer.mo.Inv;item != NULL;item = item.Inv)
{
if(item is "Key") num++;
}
return num;
}
//============================================================================
//
// various checker functions, based on SBARINFOs condition nodes.
//
//============================================================================
//============================================================================
//
// checks current game mode against a flag mask
//
//============================================================================
bool CheckGameMode(int ValidModes)
{
return (!multiplayer && (ValidModes & GAMEMODE_SINGLEPLAYER)) ||
(deathmatch && (ValidModes & GAMEMODE_DEATHMATCH)) ||
(multiplayer && !deathmatch && (ValidModes & GAMEMODE_COOPERATIVE)) ||
(teamplay && (ValidModes & GAMEMODE_TEAMGAME));
}
//============================================================================
//
// checks ammo use of current weapon
//
//============================================================================
bool WeaponUsesAmmo(int ValidModes)
{
if (CPlayer == null) return false;
let w = CPlayer.ReadyWeapon;
if (w == null) return false;
bool usesammo1 = w.AmmoType1 != NULL;
bool usesammo2 = w.AmmoType2 != NULL;
if (ValidModes == AMMO_PRIMARY) return usesammo1;
if (ValidModes == AMMO_SECONDARY) return usesammo2;
if (ValidModes == AMMO_ANY) return (usesammo1 || usesammo2);
if (ValidModes == AMMO_BOTH) return (usesammo1 && usesammo2);
return false;
}
//============================================================================
//
// checks if inventory bar is visible
//
//============================================================================
bool isInventoryBarVisible()
{
if (CPlayer == null) return false;
return (CPlayer.inventorytics <= 0 || level.NoInventoryBar);
}
//============================================================================
//
// checks if aspect ratio is in a given range
//
//============================================================================
bool CheckAspectRatio(double min, double max)
{
if (CPlayer == null) return false;
double aspect = screen.GetAspectRatio();
return (aspect >= min && aspect < max);
}
//============================================================================
//
// checks if weapon is selected.
//
//============================================================================
bool CheckWeaponSelected(class<Weapon> weap, bool checksister = true)
{
if (CPlayer == null) return false;
let w = CPlayer.ReadyWeapon;
if (w == null) return false;
if (w.GetClass() == weap) return true;
if (checksister && w.SisterWeapon != null && w.SisterWeapon.GetClass() == weap) return true;
return false;
}
//============================================================================
//
// checks if player has the given display name
//
//============================================================================
bool CheckDiplayName(String displayname)
{
if (CPlayer == null) return false;
return displayname == PlayerPawn.GetPrintableDisplayName(CPlayer.mo.GetClass());
}
//============================================================================
//
// checks if player has the given weapon piece
//
//============================================================================
bool CheckWeaponPiece(class<Weapon> weap, int piecenum)
{
if (CPlayer == null) return false;
for(let inv = CPlayer.mo.Inv; inv != NULL; inv = inv.Inv)
{
let wh = WeaponHolder(inv);
if (wh != null && wh.PieceWeapon == weap)
{
return (!!(wh.PieceMask & (1 << (PieceNum-1))));
}
}
return false;
}
//============================================================================
//
// checks if player has the given weapon piece
//
//============================================================================
bool WeaponUsesAmmoType(class<Ammo> ammotype)
{
if (CPlayer == null) return false;
let w = CPlayer.ReadyWeapon;
if (w == NULL) return false;
return w.AmmoType1 == ammotype || w.AmmoType2 == ammotype;
}
//============================================================================
//
// checks if player has the required health
//
//============================================================================
bool CheckHealth(int Amount, bool percentage = false)
{
if (CPlayer == null) return false;
int phealth = percentage ? CPlayer.mo.health * 100 / CPlayer.mo.GetMaxHealth() : CPlayer.mo.health;
return (phealth >= Amount);
}
//============================================================================
//
// checks if player is invulnerable
//
//============================================================================
bool isInvulnerable()
{
if (CPlayer == null) return false;
return ((CPlayer.mo.bInvulnerable) || (CPlayer.cheats & (CF_GODMODE | CF_GODMODE2)));
}
//============================================================================
//
// checks if player owns enough of the item
//
//============================================================================
bool CheckInventory(class<Inventory> item, int amount = 1)
{
if (CPlayer == null) return false;
let it = CPlayer.mo.FindInventory(item);
return it != null && it.Amount >= amount;
}
//---------------------------------------------------------------------------
//
// DrawPowerups
//
//---------------------------------------------------------------------------
virtual void DrawPowerups ()
{
// The AltHUD specific adjustments have been removed here, because the AltHUD uses its own variant of this function
// that can obey AltHUD rules - which this cannot.
Vector2 pos = (-20, POWERUPICONSIZE * 5 / 4);
double maxpos = screen.GetWidth() / 2;
for (let item = CPlayer.mo.Inv; item != NULL; item = item.Inv)
{
let icon = item.GetPowerupIcon();
if (icon.IsValid())
{
// Each icon gets a 32x32 block.
DrawTexture(icon, pos, true, 1.0, ALIGN_TOP|ALIGN_RIGHT, (POWERUPICONSIZE, POWERUPICONSIZE), ALIGN_CENTER_BOTTOM);
pos.x -= POWERUPICONSIZE;
if (pos.x < -maxpos)
{
pos.x = -20;
pos.y += POWERUPICONSIZE * 3 / 2;
}
}
}
}
//============================================================================
//
// draw stuff
//
//============================================================================
int GetTranslation() const
{
if(gameinfo.gametype & GAME_Raven)
return Translation.MakeID(TRANSLATION_PlayersExtra, CPlayer.mo.PlayerNumber());
else
return Translation.MakeID(TRANSLATION_Players, CPlayer.mo.PlayerNumber());
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DrawTexture(TextureID texture, Vector2 pos, bool animated = false, double alpha = 1.0, int screenalign = ALIGN_TOP|ALIGN_LEFT, Vector2 boxsize = (-1, -1), int itemAlign = ALIGN_TOP|ALIGN_LEFT, int flags = 0, Vector2 scale = (1., 1.) )
{
if (!texture.IsValid()) return; // nothing to draw
alpha *= self.alpha;
if (alpha <= 0) return; // invisible
Vector2 texsize = TexMan.GetScaledSize(texture);
texsize.X *= scale.X;
texsize.Y *= scale.Y;
if (boxsize.X > 0 || boxsize.Y > 0)
{
double scale1 = 1., scale2 = 1.;
if (boxsize.X != -1 && (boxsize.X < texsize.X || (flags & DI_FORCESCALE)))
{
scale1 = boxsize.X / texsize.X;
}
if (boxsize.Y != -1 && (boxsize.Y < texsize.Y || (flags & DI_FORCESCALE)))
{
scale2 = boxsize.Y / texsize.Y;
}
if (flags & DI_FORCESCALE)
{
if (boxsize.X == -1 || (boxsize.Y != -1 && scale2 < scale1))
scale1 = scale2;
}
else scale1 = min(scale1, scale2);
boxsize = texsize * scale1;
}
else
{
boxsize = texsize;
}
DrawGraphic(texture, animated, pos, Alpha, !!(flags & DI_TRANSLATABLE), !!(flags & DI_DIM), itemAlign, screenAlign, false, boxsize);
}
//============================================================================
//
//
//
//============================================================================
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void DrawImage(String imagename, Vector2 pos, bool animated = false, double alpha = 1.0, int screenalign = ALIGN_TOP|ALIGN_LEFT, Vector2 boxsize = (-1, -1), int itemAlign = ALIGN_TOP|ALIGN_LEFT, int flags = 0, Vector2 scale = (1., 1.) )
{
let tex = TexMan.CheckForTexture(imagename, TexMan.TYPE_MiscPatch);
DrawTexture(tex, pos, animated, screenalign, alpha, boxsize, itemAlign, flags, scale);
}
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//============================================================================
//
//
//
//============================================================================
void DrawIcon(int icontype, Vector2 pos, bool animated = false, double alpha = 1.0, int screenalign = ALIGN_TOP|ALIGN_LEFT, Vector2 boxsize = (-1, -1), int itemAlign = ALIGN_TOP|ALIGN_LEFT, int flags = 0)
{
TextureID texture;
Vector2 applyscale = (1, 1);
Inventory atype1, atype2;
switch (icontype)
{
case ITYPE_PLAYERICON:
texture = CPlayer.mo.ScoreIcon;
break;
case ITYPE_AMMO1:
case ITYPE_AMMO2:
[atype1, atype2] = GetCurrentAmmo();
[texture, applyscale] = GetIcon(icontype == ITYPE_AMMO1? atype1 : atype2, flags, true);
break;
case ITYPE_ARMOR:
[texture, applyscale] = GetIcon(CPlayer.mo.FindInventory("BasicArmor"), flags, false);
break;
case ITYPE_WEAPON:
[texture, applyscale] = GetIcon(CPlayer.ReadyWeapon, flags, false);
break;
case ITYPE_SIGIL:
[texture, applyscale] = GetIcon(CPlayer.mo.FindInventory("Sigil"), flags, false);
break;
case ITYPE_SELECTEDINVENTORY:
if (CPlayer.mo.InvSel != NULL)
texture = CPlayer.mo.InvSel.Icon;
break;
}
DrawTexture(texture, pos, animated, screenalign, alpha, boxsize, itemAlign, flags, applyscale);
}
//============================================================================
//
//
//
//============================================================================
void DrawHexenArmor(int armortype, String image, Vector2 pos, bool animated = false, double alpha = 1.0, int screenalign = ALIGN_TOP|ALIGN_LEFT, Vector2 boxsize = (-1, -1), int itemAlign = ALIGN_TOP|ALIGN_LEFT, int flags = 0)
{
let harmor = HexenArmor(statusBar.CPlayer.mo.FindInventory("HexenArmor"));
if (harmor != NULL)
{
let slotval = harmor.Slots[armorType];
let slotincr = harmor.SlotsIncrement[armorType];
if (slotval > 0 && slotincr > 0)
{
//combine the alpha values
alpha *= MIN(1., slotval / slotincr);
}
else return;
}
DrawImage(image, pos, animated, screenalign, alpha, boxsize, itemAlign, flags);
}
//============================================================================
//
//
//
//============================================================================
void DrawInventoryIcon(class<Inventory> item, String image, Vector2 pos, bool animated = false, double alpha = 1.0, int screenalign = ALIGN_TOP|ALIGN_LEFT, Vector2 boxsize = (-1, -1), int itemAlign = ALIGN_TOP|ALIGN_LEFT, int flags = 0)
{
let texture = GetDefaultByType(item).Icon;
if (texture.IsValid())
{
DrawTexture(texture, pos, animated, screenalign, alpha, boxsize, itemAlign, flags);
}
}
}
//============================================================================
//
// a generic value interpolator for status bar elements that can change
// gradually to their new value.
//
//============================================================================
class LinearValueInterpolator : Object
{
int mCurrentValue;
int mMaxChange;
static LinearValueInterpolator Create(int startval, int maxchange)
{
let v = new("LinearValueInterpolator");
v.mCurrentValue = startval;
v.mMaxChange = maxchange;
return v;
}
// This must be called peroiodically in the status bar's Tick function.
// Do not call this in the Draw function because that may skip some frames!
void Update(int destvalue)
{
if (mCurrentValue > destvalue)
{
mCurrentValue = max(destvalue, mCurrentValue - mMaxChange);
}
else
{
mCurrentValue = min(destvalue, mCurrentValue + mMaxChange);
}
}
// This must be called in the draw function to retrieve the value for output.
int GetValue()
{
return mCurrentValue;
}
}
class DynamicValueInterpolator : Object
{
int mCurrentValue;
int mMinChange;
double mChangeFactor;
static DynamicValueInterpolator Create(int startval, double changefactor, int minchange)
{
let v = new("DynamicValueInterpolator");
v.mCurrentValue = startval;
v.mMinChange = minchange;
v.mChangeFactor = changefactor;
return v;
}
// This must be called peroiodically in the status bar's Tick function.
// Do not call this in the Draw function because that may skip some frames!
void Update(int destvalue)
{
int diff = int(max(abs(destvalue - mCurrentValue) * mChangeFactor, mMinChange));
if (mCurrentValue > destvalue)
{
mCurrentValue = max(destvalue, mCurrentValue - diff);
}
else
{
mCurrentValue = min(destvalue, mCurrentValue + diff);
}
}
// This must be called in the draw function to retrieve the value for output.
int GetValue()
{
return mCurrentValue;
}
}