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https://github.com/ZDoom/gzdoom.git
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- Alt HUD scriptification, part 1.
This commit is contained in:
parent
edc05111cd
commit
4a1f011dc1
5 changed files with 399 additions and 228 deletions
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@ -121,6 +121,8 @@ static FTextureID tnt1a0; // We need this to check for empty sprites.
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static int hudwidth, hudheight; // current width/height for HUD display
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static int statspace;
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DObject *althud; // scripted parts. This is here to make a gradual transition
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DVector2 AM_GetPosition();
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//---------------------------------------------------------------------------
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@ -131,30 +133,10 @@ DVector2 AM_GetPosition();
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//---------------------------------------------------------------------------
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static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, double trans = 0.75)
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{
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double scale1, scale2;
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if (tex)
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IFVM(AltHud, DrawImageToBox)
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{
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double texwidth=tex->GetScaledWidthDouble();
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double texheight=tex->GetScaledHeightDouble();
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if (w<texwidth) scale1=w/texwidth;
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else scale1=1.0f;
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if (h<texheight) scale2=h/texheight;
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else scale2=1.0f;
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if (scale2<scale1) scale1=scale2;
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x+=w>>1;
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y+=h;
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w=(int)(texwidth*scale1);
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h=(int)(texheight*scale1);
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screen->DrawTexture(tex, x, y,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
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DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1, TAG_DONE);
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VMValue params[] = { althud, tex->id.GetIndex(), x, y, w, h, trans };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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@ -164,26 +146,14 @@ static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, double tr
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// Draws a text but uses a fixed width for all characters
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//
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//---------------------------------------------------------------------------
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double GetBottomAlignOffset(FFont *font, int c);
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static void DrawHudText(FFont *font, int color, char * text, int x, int y, double trans = 0.75)
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{
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int zerowidth;
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FTexture *tex_zero = font->GetChar('0', &zerowidth);
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x+=zerowidth/2;
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for(int i=0;text[i];i++)
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IFVM(AltHud, DrawHudText)
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{
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int width = font->GetCharWidth(text[i]);
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double offset = GetBottomAlignOffset(font, text[i]);
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screen->DrawChar(font, color, x, y, text[i],
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
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DTA_LeftOffset, width/2, DTA_TopOffsetF, offset,
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/*DTA_CenterBottomOffset, 1,*/ TAG_DONE);
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x += zerowidth;
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FString string = text;
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VMValue params[] = { althud, font, color, &string, x, y, trans };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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@ -196,10 +166,11 @@ static void DrawHudText(FFont *font, int color, char * text, int x, int y, doubl
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static void DrawHudNumber(FFont *font, int color, int num, int x, int y, double trans = 0.75)
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{
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char text[15];
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mysnprintf(text, countof(text), "%d", num);
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DrawHudText(font, color, text, x, y, trans);
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IFVM(AltHud, DrawHudNumber)
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{
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VMValue params[] = { althud, font, color, num, x, y, trans };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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@ -209,57 +180,12 @@ static void DrawHudNumber(FFont *font, int color, int num, int x, int y, double
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//
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//===========================================================================
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static void DrawStatLine(int x, int &y, const char *prefix, const char *string)
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{
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y -= SmallFont->GetHeight()-1;
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screen->DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75, TAG_DONE);
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screen->DrawText(SmallFont, hudcolor_stats, x+statspace, y, string,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75, TAG_DONE);
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}
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static void DrawStatus(player_t * CPlayer, int x, int y)
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{
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char tempstr[50];
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if (hud_showscore)
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IFVM(AltHud, DrawStatus)
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{
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->Score);
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DrawStatLine(x, y, "Sc:", tempstr);
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}
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if (hud_showstats)
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{
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->accuracy);
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DrawStatLine(x, y, "Ac:", tempstr);
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->stamina);
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DrawStatLine(x, y, "St:", tempstr);
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}
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if (!deathmatch)
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{
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// FIXME: ZDoom doesn't preserve the player's stat counters across hubs so this doesn't
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// work in cooperative hub games
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if (hud_showsecrets)
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{
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mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->secretcount : level.found_secrets, level.total_secrets);
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DrawStatLine(x, y, "S:", tempstr);
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}
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if (hud_showitems)
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{
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mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->itemcount : level.found_items, level.total_items);
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DrawStatLine(x, y, "I:", tempstr);
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}
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if (hud_showmonsters)
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{
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mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->killcount : level.killed_monsters, level.total_monsters);
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DrawStatLine(x, y, "K:", tempstr);
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}
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VMValue params[] = { althud, CPlayer, x, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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@ -272,21 +198,11 @@ static void DrawStatus(player_t * CPlayer, int x, int y)
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static void DrawHealth(player_t *CPlayer, int x, int y)
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{
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int health = CPlayer->health;
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// decide on the color first
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int fontcolor =
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health < hud_health_red ? CR_RED :
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health < hud_health_yellow ? CR_GOLD :
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health <= hud_health_green ? CR_GREEN :
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CR_BLUE;
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const bool haveBerserk = hud_berserk_health
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&& nullptr != berserkpic
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&& nullptr != CPlayer->mo->FindInventory(NAME_PowerStrength);
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DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
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IFVM(AltHud, DrawHealth)
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{
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VMValue params[] = { althud, CPlayer, x, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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//===========================================================================
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@ -298,61 +214,10 @@ static void DrawHealth(player_t *CPlayer, int x, int y)
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static void DrawArmor(AInventory * barmor, AInventory * harmor, int x, int y)
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{
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int ap = 0;
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int bestslot = 4;
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if (harmor)
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IFVM(AltHud, DrawArmor)
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{
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double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
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auto ac = (Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4]);
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ap += int(ac);
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if (ac)
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{
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// Find the part of armor that protects the most
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bestslot = 0;
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for (int i = 1; i < 4; ++i)
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{
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if (Slots[i] > Slots[bestslot])
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{
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bestslot = i;
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}
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}
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}
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}
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if (barmor)
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{
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ap += barmor->Amount;
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}
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if (ap)
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{
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// decide on color
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int fontcolor =
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ap < hud_armor_red ? CR_RED :
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ap < hud_armor_yellow ? CR_GOLD :
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ap <= hud_armor_green ? CR_GREEN :
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CR_BLUE;
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// Use the sprite of one of the predefined Hexen armor bonuses.
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// This is not a very generic approach, but it is not possible
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// to truly create new types of Hexen armor bonus items anyway.
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if (harmor && bestslot < 4)
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{
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char icon[] = "AR_1A0";
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switch (bestslot)
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{
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case 1: icon[3] = '2'; break;
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case 2: icon[3] = '3'; break;
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case 3: icon[3] = '4'; break;
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default: break;
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}
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DrawImageToBox(TexMan.FindTexture(icon, ETextureType::Sprite), x, y, 31, 17);
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}
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else if (barmor) DrawImageToBox(TexMan[barmor->Icon], x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
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VMValue params[] = { althud, barmor, harmor, x, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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@ -362,55 +227,6 @@ static void DrawArmor(AInventory * barmor, AInventory * harmor, int x, int y)
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//
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//===========================================================================
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//---------------------------------------------------------------------------
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//
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// Draw one key
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//
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// Regarding key icons, Doom's are too small, Heretic doesn't have any,
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// for Hexen the in-game sprites look better and for Strife it doesn't matter
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// so always use the spawn state's sprite instead of the icon here unless an
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// override is specified in ALTHUDCF.
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//
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//---------------------------------------------------------------------------
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static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
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{
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FTextureID icon = FNullTextureID();
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FTextureID AltIcon = inv->AltHUDIcon;
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if (!AltIcon.Exists()) return;
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if (AltIcon.isValid())
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{
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icon = AltIcon;
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}
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else if (inv->SpawnState && inv->SpawnState->sprite!=0)
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{
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FState * state = inv->SpawnState;
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if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
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{
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spritedef_t * sprdef = &sprites[state->sprite];
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spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
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if (sprframe->Texture[0] != tnt1a0)
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icon = sprframe->Texture[0];
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}
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}
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if (icon.isNull()) icon = inv->Icon;
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if (icon.isValid())
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{
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x -= 9;
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DrawImageToBox(TexMan[icon], x, y, 8, 10);
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c++;
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if (c>=10)
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{
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x=xo;
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y-=11;
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c=0;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draw all keys
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@ -419,27 +235,17 @@ static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
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static int DrawKeys(player_t * CPlayer, int x, int y)
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{
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int yo=y;
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int xo=x;
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int c=0;
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AInventory *inv;
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if (!deathmatch)
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IFVM(AltHud, DrawKeys)
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{
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int i = P_GetKeyTypeCount();
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for(i--; i >= 0; i--)
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{
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if ((inv = CPlayer->mo->FindInventory(P_GetKeyType(i))))
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{
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DrawOneKey(xo, x, y, c, inv);
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VMValue params[] = { althud, CPlayer, x, y };
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int retv;
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VMReturn ret(&retv);
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VMCall(func, params, countof(params), &ret, 1);
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return retv;
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}
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}
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}
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if (x == xo && y != yo) y+=11;
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return y-11;
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// Drawing Ammo
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@ -1029,6 +835,18 @@ void DrawHUD()
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hudwidth = SCREENWIDTH / scale;
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hudheight = hud_aspectscale ? int(SCREENHEIGHT / (scale*1.2)) : SCREENHEIGHT / scale;
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// Until the script export is complete we need to do some manual setup here
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auto cls = PClass::FindClass("AltHud");
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if (!cls) return;
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althud = cls->CreateNew();
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althud->IntVar("hudwidth") = hudwidth;
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althud->IntVar("hudheight") = hudheight;
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althud->IntVar("statspace") = statspace;
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althud->IntVar("healthpic") = healthpic? healthpic->id.GetIndex() : -1;
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althud->IntVar("berserkpic") = berserkpic? berserkpic->id.GetIndex() : -1;
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althud->PointerVar<FFont>("HUDFont") = HudFont;
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if (!automapactive)
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{
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int i;
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@ -1094,6 +912,9 @@ void DrawHUD()
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DrawCoordinates(CPlayer);
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}
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if (althud) althud->Destroy();
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althud = nullptr;
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}
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/////////////////////////////////////////////////////////////////////////
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@ -44,6 +44,7 @@ version "3.7"
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#include "zscript/statusbar/strife_sbar.txt"
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#include "zscript/statusbar/harm_sbar.txt"
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#include "zscript/statusbar/sbarinfowrapper.txt"
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#include "zscript/statusbar/alt_hud.txt"
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#include "zscript/inventory/inventory.txt"
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#include "zscript/inventory/inv_misc.txt"
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@ -288,7 +288,7 @@ struct Font native
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native String GetCursor();
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native static int FindFontColor(Name color);
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native static double GetBottomAlignOffset(int code);
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native double GetBottomAlignOffset(int code);
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native static Font FindFont(Name fontname);
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native static Font GetFont(Name fontname);
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native BrokenLines BreakLines(String text, int maxlen);
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@ -34,7 +34,7 @@ extend class PlayerPawn
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//===========================================================================
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//
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// APlayerPawn :: AddInventory
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// APlayerPawn :: InvPrev
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//
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//===========================================================================
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349
wadsrc/static/zscript/statusbar/alt_hud.txt
Normal file
349
wadsrc/static/zscript/statusbar/alt_hud.txt
Normal file
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@ -0,0 +1,349 @@
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/*
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** Enhanced heads up 'overlay' for fullscreen
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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/*
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// Icons
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static FTexture * fragpic; // Frags icon
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static FTexture * invgems[2]; // Inventory arrows
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DVector2 AM_GetPosition();
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*/
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class AltHud
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{
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TextureID healthPic, berserkPic;
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int hudwidth, hudheight;
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int statspace;
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Font HudFont; // The font for the health and armor display
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Font IndexFont; // The font for the inventory indices
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//---------------------------------------------------------------------------
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//
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// Draws an image into a box with its bottom center at the bottom
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// center of the box. The image is scaled down if it doesn't fit
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//
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//---------------------------------------------------------------------------
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void DrawImageToBox(TextureID tex, int x, int y, int w, int h, double trans = 0.75)
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{
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double scale1, scale2;
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if (tex)
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{
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let texsize = TexMan.GetScaledSize(tex);
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if (w < texsize.X) scale1 = w / texsize.X;
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else scale1 = 1.0;
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if (h < texsize.Y) scale2 = h / texsize.Y;
|
||||
else scale2 = 1.0;
|
||||
scale1 = min(scale1, scale2);
|
||||
if (scale2 < scale1) scale1=scale2;
|
||||
|
||||
x += w >> 1;
|
||||
y += h;
|
||||
|
||||
w = (int)(texsize.X * scale1);
|
||||
h = (int)(texsize.Y * scale1);
|
||||
|
||||
screen.DrawTexture(tex, false, x, y,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
|
||||
DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Draws a text but uses a fixed width for all characters
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DrawHudText(Font fnt, int color, String text, int x, int y, double trans = 0.75)
|
||||
{
|
||||
int zerowidth = fnt.GetCharWidth("0");
|
||||
|
||||
x += zerowidth / 2;
|
||||
for(int i=0; i < text.length(); i++)
|
||||
{
|
||||
int c = text.CharCodeAt(i);
|
||||
int width = fnt.GetCharWidth(c);
|
||||
double offset = fnt.GetBottomAlignOffset(c);
|
||||
|
||||
screen.DrawChar(fnt, color, x, y, c,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
|
||||
DTA_LeftOffset, width/2, DTA_TopOffsetF, offset);
|
||||
x += zerowidth;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Draws a number with a fixed width for all digits
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DrawHudNumber(Font fnt, int color, int num, int x, int y, double trans = 0.75)
|
||||
{
|
||||
DrawHudText(fnt, color, String.Format("%d", num), x, y, trans);
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// draw the status (number of kills etc)
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void DrawStatLine(int x, in out int y, String prefix, String text)
|
||||
{
|
||||
y -= SmallFont.GetHeight()-1;
|
||||
screen.DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
|
||||
|
||||
screen.DrawText(SmallFont, hudcolor_stats, x+statspace, y, text,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
|
||||
}
|
||||
|
||||
void DrawStatus(PlayerInfo CPlayer, int x, int y)
|
||||
{
|
||||
let mo = CPlayer.mo;
|
||||
if (hud_showscore)
|
||||
{
|
||||
DrawStatLine(x, y, "Sc:", String.Format("%d ", mo.Score));
|
||||
}
|
||||
|
||||
if (hud_showstats)
|
||||
{
|
||||
DrawStatLine(x, y, "Ac:", String.Format("%i ", mo.accuracy));
|
||||
DrawStatLine(x, y, "St:", String.Format("%i ", mo.stamina));
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
DrawStatLine(x, y, "S:", String.Format("%i/%i ", multiplayer? CPlayer.secretcount : level.found_secrets, level.total_secrets));
|
||||
}
|
||||
|
||||
if (hud_showitems)
|
||||
{
|
||||
DrawStatLine(x, y, "I:", String.Format("%i/%i ", multiplayer? CPlayer.itemcount : level.found_items, level.total_items));
|
||||
}
|
||||
|
||||
if (hud_showmonsters)
|
||||
{
|
||||
DrawStatLine(x, y, "K:", String.Format("%i/%i ", multiplayer? CPlayer.killcount : level.killed_monsters, level.total_monsters));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// draw health
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void DrawHealth(PlayerInfo CPlayer, int x, int y)
|
||||
{
|
||||
int health = CPlayer.health;
|
||||
|
||||
// decide on the color first
|
||||
int fontcolor =
|
||||
health < hud_health_red ? Font.CR_RED :
|
||||
health < hud_health_yellow ? Font.CR_GOLD :
|
||||
health <= hud_health_green ? Font.CR_GREEN :
|
||||
Font.CR_BLUE;
|
||||
|
||||
bool haveBerserk = hud_berserk_health
|
||||
&& !berserkpic.IsNull()
|
||||
&& CPlayer.mo.FindInventory('PowerStrength');
|
||||
|
||||
DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
|
||||
DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Draw Armor.
|
||||
// very similar to drawhealth, but adapted to handle Hexen armor too
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void DrawArmor(BasicArmor barmor, HexenArmor harmor, int x, int y)
|
||||
{
|
||||
int ap = 0;
|
||||
int bestslot = 4;
|
||||
|
||||
if (harmor)
|
||||
{
|
||||
let ac = (harmor.Slots[0] + harmor.Slots[1] + harmor.Slots[2] + harmor.Slots[3] + harmor.Slots[4]);
|
||||
ap += int(ac);
|
||||
|
||||
if (ac)
|
||||
{
|
||||
// Find the part of armor that protects the most
|
||||
bestslot = 0;
|
||||
for (int i = 1; i < 4; ++i)
|
||||
{
|
||||
if (harmor.Slots[i] > harmor.Slots[bestslot])
|
||||
{
|
||||
bestslot = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (barmor)
|
||||
{
|
||||
ap += barmor.Amount;
|
||||
}
|
||||
|
||||
if (ap)
|
||||
{
|
||||
// decide on color
|
||||
int fontcolor =
|
||||
ap < hud_armor_red ? Font.CR_RED :
|
||||
ap < hud_armor_yellow ? Font.CR_GOLD :
|
||||
ap <= hud_armor_green ? Font.CR_GREEN :
|
||||
Font.CR_BLUE;
|
||||
|
||||
|
||||
// Use the sprite of one of the predefined Hexen armor bonuses.
|
||||
// This is not a very generic approach, but it is not possible
|
||||
// to truly create new types of Hexen armor bonus items anyway.
|
||||
if (harmor && bestslot < 4)
|
||||
{
|
||||
static const String harmorIcons[] = { "AR_1A0", "AR_2A0", "AR_3A0", "AR_4A0" };
|
||||
DrawImageToBox(TexMan.CheckForTexture(harmorIcons[bestslot], TexMan.Type_Sprite), x, y, 31, 17);
|
||||
}
|
||||
else if (barmor) DrawImageToBox(barmor.Icon, x, y, 31, 17);
|
||||
DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// KEYS
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
bool DrawOneKey(int xo, int x, int y, in out int c, Key inv)
|
||||
{
|
||||
TextureID icon;
|
||||
|
||||
if (!inv) return false;
|
||||
|
||||
TextureID AltIcon = inv.AltHUDIcon;
|
||||
if (!AltIcon.Exists()) return false; // Setting a non-existent AltIcon hides this key.
|
||||
|
||||
if (AltIcon.isValid())
|
||||
{
|
||||
icon = AltIcon;
|
||||
}
|
||||
else if (inv.SpawnState && inv.SpawnState.sprite!=0)
|
||||
{
|
||||
let state = inv.SpawnState;
|
||||
if (state != null) icon = state.GetSpriteTexture(0);
|
||||
else icon.SetNull();
|
||||
}
|
||||
if (icon.isNull()) icon = inv.Icon;
|
||||
|
||||
if (icon.isValid())
|
||||
{
|
||||
DrawImageToBox(icon, x, y, 8, 10);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Draw all keys
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int DrawKeys(PlayerInfo CPlayer, int x, int y)
|
||||
{
|
||||
int yo = y;
|
||||
int xo = x;
|
||||
int i;
|
||||
int c = 0;
|
||||
Key inv;
|
||||
|
||||
if (!deathmatch)
|
||||
{
|
||||
int count = Key.GetKeyTypeCount();
|
||||
|
||||
// Go through the key in reverse order of definition, because we start at the right.
|
||||
for(int i = count-1; i >= 0; i--)
|
||||
{
|
||||
if ((inv = Key(CPlayer.mo.FindInventory(Key.GetKeyType(i)))))
|
||||
{
|
||||
if (DrawOneKey(xo, x - 9, y, c, inv))
|
||||
{
|
||||
x -= 9;
|
||||
if (++c >= 10)
|
||||
{
|
||||
x = xo;
|
||||
y -= 11;
|
||||
c = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (x == xo && y != yo) y += 11; // undo the last wrap if the current line is empty.
|
||||
return y - 11;
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in a new issue