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

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class StrifeStatusBar : BaseStatusBar
{
// Number of tics to move the popscreen up and down.
const POP_TIME = (Thinker.TICRATE/8);
// Popscreen height when fully extended
const POP_HEIGHT = 104;
// Number of tics to scroll keys left
const KEY_TIME = (Thinker.TICRATE/3);
enum eImg
{
imgINVCURS,
imgCURSOR01,
imgINVBACK,
imgINVTOP,
imgINVPOP,
imgINVPOP2,
imgINVPBAK,
imgINVPBAK2,
imgFONG0,
imgFONG1,
imgFONG2,
imgFONG3,
imgFONG4,
imgFONG5,
imgFONG6,
imgFONG7,
imgFONG8,
imgFONG9,
imgFONG_PERCENT,
imgFONY0,
imgFONY1,
imgFONY2,
imgFONY3,
imgFONY4,
imgFONY5,
imgFONY6,
imgFONY7,
imgFONY8,
imgFONY9,
imgFONY_PERCENT,
imgCOMM,
imgMEDI,
imgARM1,
imgARM2,
imgNEGATIVE,
imgINumbers = imgFONG0,
};
TextureID Images[imgNEGATIVE + 1];
int CursorImage;
int CurrentPop, PendingPop, PopHeight, PopHeightChange;
int KeyPopPos, KeyPopScroll;
double ItemFlash;
override void Init()
{
DoCommonInit();
}
override void NewGame ()
{
DoCommonInit ();
if (CPlayer != NULL)
{
AttachToPlayer (CPlayer);
}
}
override void Draw (int state, double TicFrac)
{
Super.Draw (state, TicFrac);
if (state == HUD_StatusBar)
{
DrawMainBar (TicFrac);
}
else
{
if (state == HUD_Fullscreen)
{
DrawFullScreenStuff ();
}
// Draw pop screen (log, keys, and status)
if (CurrentPop != POP_None && PopHeight < 0)
{
DrawPopScreen (screen.GetHeight(), TicFrac);
}
}
}
override void ShowPop (int popnum)
{
Super.ShowPop(popnum);
if (popnum == CurrentPop)
{
if (popnum == POP_Keys)
{
Inventory item;
KeyPopPos += 10;
KeyPopScroll = 280;
int i = 0;
for (item = CPlayer.mo.Inv; item != NULL; item = item.Inv)
{
if (item is "Key")
{
if (i == KeyPopPos)
{
return;
}
i++;
}
}
}
PendingPop = POP_None;
// Do not scroll keys horizontally when dropping the popscreen
KeyPopScroll = 0;
KeyPopPos -= 10;
}
else
{
KeyPopPos = 0;
PendingPop = popnum;
}
}
override bool MustDrawLog(int state)
{
// Tell the base class to draw the log if the pop screen won't be displayed.
return false;
}
void DoCommonInit ()
{
static const String strifeLumpNames[] =
{
"INVCURS", "CURSOR01", "INVBACK", "INVTOP", "INVPOP", "INVPOP2",
"INVPBAK", "INVPBAK2",
"INVFONG0", "INVFONG1", "INVFONG2", "INVFONG3", "INVFONG4",
"INVFONG5", "INVFONG6", "INVFONG7", "INVFONG8", "INVFONG9",
"INVFONG%",
"INVFONY0", "INVFONY1", "INVFONY2", "INVFONY3", "INVFONY4",
"INVFONY5", "INVFONY6", "INVFONY7", "INVFONY8", "INVFONY9",
"INVFONY%",
"I_COMM", "I_MDKT", "I_ARM1", "I_ARM2", ""
};
for(int i = 0; i <= imgNEGATIVE; i++)
{
Images[i] = TexMan.CheckForTexture(strifeLumpNames[i], TexMan.TYPE_MiscPatch);
}
CursorImage = Images[imgINVCURS].IsValid() ? imgINVCURS : imgCURSOR01;
CurrentPop = POP_None;
PendingPop = POP_NoChange;
PopHeight = 0;
KeyPopPos = 0;
KeyPopScroll = 0;
ItemFlash = 0;
}
override void Tick ()
{
Super.Tick ();
if (ItemFlash > 0)
{
ItemFlash -= 1/14.;
if (ItemFlash < 0)
{
ItemFlash = 0;
}
}
PopHeightChange = 0;
if (PendingPop != POP_NoChange)
{
if (PopHeight < 0)
{
PopHeightChange = POP_HEIGHT / POP_TIME;
PopHeight += POP_HEIGHT / POP_TIME;
}
else
{
CurrentPop = PendingPop;
PendingPop = POP_NoChange;
}
}
else
{
if (CurrentPop == POP_None)
{
PopHeight = 0;
}
else if (PopHeight > -POP_HEIGHT)
{
PopHeight -= POP_HEIGHT / POP_TIME;
if (PopHeight < -POP_HEIGHT)
{
PopHeight = -POP_HEIGHT;
}
else
{
PopHeightChange = -POP_HEIGHT / POP_TIME;
}
}
if (KeyPopScroll > 0)
{
KeyPopScroll -= 280 / KEY_TIME;
if (KeyPopScroll < 0)
{
KeyPopScroll = 0;
}
}
}
}
override void FlashItem (Class<Inventory> itemtype)
{
ItemFlash = 0.75;
}
private void FillBar(int x, int y, int start, int stopp, Color color1, Color color2)
{
// right now there is no function to draw this.
// The old code used a crude texture hack to work arounf this omission.
}
protected void DrawHealthBar(int health, int x, int y)
{
Color green1 = Color(180, 228, 128); // light green
Color green2 = Color(128, 180, 80); // dark green
Color blue1 = Color(196, 204, 252); // light blue
Color blue2 = Color(148, 152, 200); // dark blue
Color gold1 = Color(224, 188, 0); // light gold
Color gold2 = Color(208, 128, 0); // dark gold
Color red1 = Color(216, 44, 44); // light red
Color red2 = Color(172, 28, 28); // dark red
if (health == 999)
{
FillBar (x, y, 0, 200, gold1, gold2);
}
else
{
if (health <= 100)
{
if (health <= 10)
{
FillBar (x, y, 0, health*2, red1, red2);
}
else if (health <= 20)
{
FillBar (x, y, 0, health*2, gold1, gold2);
}
else
{
FillBar (x, y, 0, health, green1, green2);
}
FillBar (x, y, health, 200, 0, 0);
}
else
{
int stopp = 100 - (health - 100);
FillBar (x, y, 0, stopp*2, green1, green2);
FillBar (x, y, stopp*2, 200, blue1, blue2);
}
}
}
protected void DrawMainBar (double TicFrac)
{
Inventory item;
int i;
// Pop screen (log, keys, and status)
if (CurrentPop != POP_None && PopHeight < 0)
{
DrawPopScreen (Scaled ? (ST_Y - 8) * screen.GetHeight() / 200 : ST_Y - 8, TicFrac);
}
DrawImage (Images[imgINVBACK], 0, 0);
DrawImage (Images[imgINVTOP], 0, -8);
// Health
DrINumber (CPlayer.health, 79, -6, imgFONG0);
int points;
if (CPlayer.cheats & CF_GODMODE)
{
points = 999;
}
else
{
points = min(CPlayer.health, 200);
}
DrawHealthBar (points, 49, 4);
DrawHealthBar (points, 49, 7);
// Armor
item = CPlayer.mo.FindInventory('BasicArmor');
if (item != NULL && item.Amount > 0)
{
DrawImage (item.Icon, 2, 9);
DrINumber (item.Amount, 27, 23, imgFONY0);
}
// Ammo
Inventory ammo1, ammo2;
int ammocount1, ammocount2;
[ammo1, ammo2, ammocount1, ammocount2] = GetCurrentAmmo ();
if (ammo1 != NULL)
{
DrINumber (ammo1.Amount, 311, -6, imgFONG0);
DrawImage (ammo1.Icon, 290, 13);
}
// Sigil
item = CPlayer.mo.FindInventory('Sigil');
if (item != NULL)
{
DrawImage (item.Icon, 253, 7);
}
// Inventory
CPlayer.inventorytics = 0;
CPlayer.mo.InvFirst = ValidateInvFirst (6);
i = 0;
for (item = CPlayer.mo.InvFirst; item != NULL && i < 6; item = item.NextInv())
{
if (item == CPlayer.mo.InvSel)
{
screen.DrawTexture (Images[CursorImage], true,
42 + 35*i + ST_X, 12 + ST_Y,
DTA_Bottom320x200, Scaled,
DTA_Alpha, 1. - ItemFlash);
}
if (item.Icon.isValid())
{
DrawDimImage (item.Icon, 48 + 35*i, 14, item.Amount <= 0);
}
DrINumber (item.Amount, 74 + 35*i, 23, imgFONY0);
i++;
}
}
protected void DrawFullScreenStuff ()
{
// Draw health
DrINumberOuter (CPlayer.health, 4, -10, false, 7);
screen.DrawTexture (Images[imgMEDI], true, 14, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true);
// Draw armor
let armor = CPlayer.mo.FindInventory('BasicArmor');
if (armor != NULL && armor.Amount != 0)
{
DrINumberOuter (armor.Amount, 35, -10, false, 7);
screen.DrawTexture (armor.Icon, true, 45, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true);
}
// Draw ammo
Inventory ammo1, ammo2;
int ammocount1, ammocount2;
[ammo1, ammo2, ammocount1, ammocount2] = GetCurrentAmmo ();
if (ammo1 != NULL)
{
// Draw primary ammo in the bottom-right corner
DrINumberOuter (ammo1.Amount, -23, -10, false, 7);
screen.DrawTexture (ammo1.Icon, true, -14, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true);
if (ammo2 != NULL && ammo1!=ammo2)
{
// Draw secondary ammo just above the primary ammo
DrINumberOuter (ammo2.Amount, -23, -48, false, 7);
screen.DrawTexture (ammo2.Icon, -14, -55,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true);
}
}
if (deathmatch)
{ // Draw frags (in DM)
DrBNumberOuterFont (CPlayer.fragcount, -44, 1);
}
// Draw inventory
if (CPlayer.inventorytics == 0)
{
if (CPlayer.mo.InvSel != null)
{
if (ItemFlash > 0)
{
vector2 size = TexMan.GetScaledSize(Images[CursorImage]);
screen.DrawTexture (Images[CursorImage], true, -28, -15,
DTA_HUDRules, HUD_Normal,
DTA_LeftOffsetF, size.X,
DTA_TopOffsetF, size.Y,
DTA_Alpha, ItemFlash);
}
DrINumberOuter (CPlayer.mo.InvSel.Amount, -51, -10, false, 7);
screen.DrawTexture (CPlayer.mo.InvSel.Icon, true, -42, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
DTA_ColorOverlay, CPlayer.mo.InvSel.Amount > 0 ? 0 : Color(170, 0, 0, 0));
}
}
else
{
CPlayer.mo.InvFirst = ValidateInvFirst (6);
int i = 0;
Inventory item;
if (CPlayer.mo.InvFirst != NULL)
{
for (item = CPlayer.mo.InvFirst; item != NULL && i < 6; item = item.NextInv())
{
if (item == CPlayer.mo.InvSel)
{
screen.DrawTexture (Images[CursorImage], true, -100+i*35, -21,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, 0.75);
}
if (item.Icon.isValid())
{
screen.DrawTexture (item.Icon, true, -94 + i*35, -19,
DTA_HUDRules, HUD_HorizCenter,
DTA_ColorOverlay, CPlayer.mo.InvSel.Amount > 0 ? 0 : Color(170, 0, 0, 0));
}
DrINumberOuter (item.Amount, -89 + i*35, -10, true, 7);
++i;
}
}
}
}
protected void DrawPopScreen (int bottom, double TicFrac)
{
String buff;
String label;
int i;
Inventory item;
int xscale, yscale, left, top;
int bars = (CurrentPop == POP_Status) ? imgINVPOP : imgINVPOP2;
int back = (CurrentPop == POP_Status) ? imgINVPBAK : imgINVPBAK2;
// Extrapolate the height of the popscreen for smoother movement
int height = clamp (PopHeight + int(TicFrac * PopHeightChange), -POP_HEIGHT, 0);
xscale = CleanXfac;
yscale = CleanYfac;
left = screen.GetWidth()/2 - 160*CleanXfac;
top = bottom + height * yscale;
screen.DrawTexture (Images[back], true, left, top, DTA_CleanNoMove, true, DTA_Alpha, 0.75);
screen.DrawTexture (Images[bars], true, left, top, DTA_CleanNoMove, true);
switch (CurrentPop)
{
case POP_Log:
{
int seconds = Thinker.Tics2Seconds(level.time);
// Draw the latest log message.
buff = String.Format("%02d:%02d:%02d",
seconds / 3600,
(seconds % 3600) / 60,
(seconds) % 60);
screen.DrawText(SmallFont2, Font.CR_UNTRANSLATED, left + 210 * xscale, top + 8 * yscale, buff,
DTA_CleanNoMove, true);
if (CPlayer.LogText.Length() > 0)
{
BrokenLines lines = SmallFont2.BreakLines(CPlayer.LogText, 272);
for (i = 0; i < lines.Count(); ++i)
{
screen.DrawText(SmallFont2, Font.CR_UNTRANSLATED, left + 24 * xscale, top + (18 + i * 12)*yscale,
lines.StringAt(i), DTA_CleanNoMove, true);
}
}
break;
}
case POP_Keys:
// List the keys the player has.
int pos, endpos, leftcol;
int clipleft, clipright;
pos = KeyPopPos;
endpos = pos + 10;
leftcol = 20;
clipleft = left + 17*xscale;
clipright = left + (320-17)*xscale;
if (KeyPopScroll > 0)
{
// Extrapolate the scroll position for smoother scrolling
int scroll = MAX (0, KeyPopScroll - int(TicFrac * (280./KEY_TIME)));
pos -= 10;
leftcol = leftcol - 280 + scroll;
}
i = 0;
for (item = CPlayer.mo.Inv; i < endpos && item != NULL; item = item.Inv)
{
if (!(item is "Key"))
continue;
if (i < pos)
{
i++;
continue;
}
label = item.GetTag();
int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1);
int rownum = (i % 5) * 18;
screen.DrawTexture (item.Icon, true,
left + (colnum * 140 + leftcol)*xscale,
top + (6 + rownum)*yscale,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright);
screen.DrawText (SmallFont2, Font.CR_UNTRANSLATED,
left + (colnum * 140 + leftcol + 17)*xscale,
top + (11 + rownum)*yscale,
label,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright);
i++;
}
break;
case POP_Status:
// Show miscellaneous status items.
// Print stats
DrINumber2 (CPlayer.mo.accuracy, left+268*xscale, top+28*yscale, 7*xscale, imgFONY0);
DrINumber2 (CPlayer.mo.stamina, left+268*xscale, top+52*yscale, 7*xscale, imgFONY0);
// How many keys does the player have?
i = 0;
for (item = CPlayer.mo.Inv; item != NULL; item = item.Inv)
{
if (item is "Key")
{
i++;
}
}
DrINumber2 (i, left+268*xscale, top+76*yscale, 7*xscale, imgFONY0);
// Does the player have a communicator?
item = CPlayer.mo.FindInventory ("Communicator");
if (item != NULL)
{
screen.DrawTexture (item.Icon, true,
left + 280*xscale,
top + 74*yscale,
DTA_CleanNoMove, true);
}
// How much ammo does the player have?
static const class<Ammo> AmmoList[] = {
"ClipOfBullets",
"PoisonBolts",
"ElectricBolts",
"HEGrenadeRounds",
"PhosphorusGrenadeRounds",
"MiniMissiles",
"EnergyPod"};
static const int AmmoY[] = {19, 35, 43, 59, 67, 75, 83};
for (i = 0; i < 7; ++i)
{
item = CPlayer.mo.FindInventory (AmmoList[i]);
if (item == NULL)
{
DrINumber2 (0, left+206*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
DrINumber2 (GetDefaultByType(AmmoList[i]).MaxAmount, left+239*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
}
else
{
DrINumber2 (item.Amount, left+206*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
DrINumber2 (item.MaxAmount, left+239*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
}
}
// What weapons does the player have?
static const class<Weapon> WeaponList[] =
{
"StrifeCrossbow",
"AssaultGun",
"FlameThrower",
"MiniMissileLauncher",
"StrifeGrenadeLauncher",
"Mauler"
};
static const int WeaponX[] = {23, 21, 57, 20, 55, 52};
static const int WeaponY[] = {19, 41, 50, 64, 20, 75};
for (i = 0; i < 6; ++i)
{
item = CPlayer.mo.FindInventory (WeaponList[i]);
if (item != NULL)
{
screen.DrawTexture (item.Icon, true,
left + WeaponX[i] * xscale,
top + WeaponY[i] * yscale,
DTA_CleanNoMove, true,
DTA_LeftOffset, 0,
DTA_TopOffset, 0);
}
}
break;
}
}
void DrINumber (int val, int x, int y, int imgBase) const
{
x -= 7;
if (val == 0)
{
DrawImage (Images[imgBase], x, y);
}
else
{
while (val != 0)
{
DrawImage (Images[imgBase+val%10], x, y);
val /= 10;
x -= 7;
}
}
}
void DrINumber2 (int val, int x, int y, int width, int imgBase) const
{
x -= width;
if (val == 0)
{
screen.DrawTexture (Images[imgBase], true, x, y, DTA_CleanNoMove, true);
}
else
{
while (val != 0)
{
screen.DrawTexture (Images[imgBase+val%10], true, x, y, DTA_CleanNoMove, true);
val /= 10;
x -= width;
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrINumberOuter
//
// Draws a number outside the status bar, possibly scaled.
//
//---------------------------------------------------------------------------
void DrINumberOuter(int val, int x, int y, bool center, int w) const
{
bool negative = false;
x += w * 2;
if (val < 0)
{
negative = true;
val = -val;
}
else if (val == 0)
{
screen.DrawTexture(Images[imgINumbers], true, x + 1, y + 1,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
screen.DrawTexture(Images[imgINumbers], true, x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
return;
}
int oval = val;
int ox = x;
// First the shadow
while (val != 0)
{
screen.DrawTexture(Images[imgINumbers + val % 10], true, x + 1, y + 1,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
x -= w;
val /= 10;
}
if (negative)
{
screen.DrawTexture(Images[imgNEGATIVE], true, x + 1, y + 1,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
}
// Then the real deal
val = oval;
x = ox;
while (val != 0)
{
screen.DrawTexture(Images[imgINumbers + val % 10], true, x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
x -= w;
val /= 10;
}
if (negative)
{
screen.DrawTexture(Images[imgNEGATIVE], true, x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
}
}
//---------------------------------------------------------------------------
//
// PROC DrBNumberOuter
//
// Draws a three digit number using the real big font outside the status bar.
//
//---------------------------------------------------------------------------
void DrBNumberOuterFont(int val, int x, int y, int size = 3) const
{
int v;
bool negative = false;
TextureID pic;
int w = BigFont.GetCharWidth("0");
int ww = w;
if (w > 1)
{
w--;
}
int xpos = x + w / 2 + (size - 1)*w;
if (val == 0)
{
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2 + 2, y + 2, "0",
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0);
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2, y, "0",
DTA_HUDRules, HUD_Normal);
return;
}
else if (val < 0)
{
negative = true;
val = -val;
}
int oval = val;
int oxpos = xpos;
// First the shadow
while (val != 0)
{
v = BigFont.GetCharWidth(int("0") + val % 10);
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0);
val /= 10;
xpos -= w;
}
if (negative)
{
v = BigFont.GetCharWidth("-");
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2 + 2, y + 2, "-",
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0);
}
// Then the foreground number
val = oval;
xpos = oxpos;
while (val != 0)
{
v = BigFont.GetCharWidth(int("0") + val % 10);
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2, y, "0", DTA_HUDRules, HUD_Normal);
val /= 10;
xpos -= w;
}
if (negative)
{
v = BigFont.GetCharWidth("-");
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2, y, "-", DTA_HUDRules, HUD_Normal);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawImage
//
// Draws an image with the status bar's upper-left corner as the origin.
//
//---------------------------------------------------------------------------
void DrawImage(TextureID img, int x, int y) const
{
if (img.IsValid())
{
screen.DrawTexture(img, true, x + ST_X, y + ST_Y, DTA_Bottom320x200, Scaled);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawImage
//
// Draws an optionally dimmed image with the status bar's upper-left corner
// as the origin.
//
//---------------------------------------------------------------------------
void DrawDimImage(TextureID img, int x, int y, bool dimmed) const
{
if (img.IsValid())
{
screen.DrawTexture(img, true, x + ST_X, y + ST_Y, DTA_ColorOverlay, dimmed ? Color(170, 0, 0, 0) : 0, DTA_Bottom320x200, Scaled);
}
}
}