class DoomStatusBar : BaseStatusBar { HUDFont mHUDFont; HUDFont mIndexFont; HUDFont mAmountFont; InventoryBarState diparms; override void Init() { Super.Init(); SetSize(32, 320, 200); // Create the font used for the fullscreen HUD Font fnt = "HUDFONT_DOOM"; mHUDFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true, 1, 1); fnt = "INDEXFONT_DOOM"; mIndexFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true); mAmountFont = HUDFont.Create("INDEXFONT"); diparms = InventoryBarState.Create(); } override void DrawAutomapHUD(double ticFrac) { // This uses the normal automap HUD but just changes the highlight color. DoDrawAutomapHUD(Font.CR_GREY, Font.CR_UNTRANSLATED); } override void Draw (int state, double TicFrac) { Super.Draw (state, TicFrac); if (state == HUD_StatusBar) { BeginStatusBar(); DrawMainBar (TicFrac); } else if (state == HUD_Fullscreen) { BeginHUD(); DrawFullScreenStuff (); } } protected void DrawMainBar (double TicFrac) { DrawImage("STBAR", (0, 168), DI_ITEM_OFFSETS); DrawImage("STTPRCNT", (90, 171), DI_ITEM_OFFSETS); DrawImage("STTPRCNT", (221, 171), DI_ITEM_OFFSETS); Inventory a1, a2; int amt1; [a1, a2, amt1] = GetCurrentAmmo(); DrawString(mHUDFont, FormatNumber(amt1, 3), (44, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW); DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (90, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW); DrawString(mHUDFont, FormatNumber(GetArmorAmount(), 3), (221, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW); bool locks[6]; String image; for(int i = 0; i < 6; i++) locks[i] = CPlayer.mo.CheckKeys(i + 1, false, true); // key 1 if (locks[1] && locks[4]) image = "STKEYS6"; else if (locks[1]) image = "STKEYS0"; else if (locks[4]) image = "STKEYS3"; DrawImage(image, (239, 171), DI_ITEM_OFFSETS); // key 2 if (locks[2] && locks[5]) image = "STKEYS7"; else if (locks[2]) image = "STKEYS1"; else if (locks[5]) image = "STKEYS4"; else image = ""; DrawImage(image, (239, 181), DI_ITEM_OFFSETS); // key 3 if (locks[0] && locks[3]) image = "STKEYS8"; else if (locks[0]) image = "STKEYS2"; else if (locks[3]) image = "STKEYS5"; else image = ""; DrawImage(image, (239, 191), DI_ITEM_OFFSETS); int maxamt; [amt1, maxamt] = GetAmount("Clip"); DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 173), DI_TEXT_ALIGN_RIGHT); DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 173), DI_TEXT_ALIGN_RIGHT); [amt1, maxamt] = GetAmount("Shell"); DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 179), DI_TEXT_ALIGN_RIGHT); DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 179), DI_TEXT_ALIGN_RIGHT); [amt1, maxamt] = GetAmount("RocketAmmo"); DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 185), DI_TEXT_ALIGN_RIGHT); DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 185), DI_TEXT_ALIGN_RIGHT); [amt1, maxamt] = GetAmount("Cell"); DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 191), DI_TEXT_ALIGN_RIGHT); DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 191), DI_TEXT_ALIGN_RIGHT); if (deathmatch || teamplay) { DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (138, 171), DI_TEXT_ALIGN_RIGHT); } else { DrawImage("STARMS", (104, 168), DI_ITEM_OFFSETS); DrawImage(CPlayer.HasWeaponsInSlot(2)? "STYSNUM2" : "STGNUM2", (111, 171), DI_ITEM_OFFSETS); DrawImage(CPlayer.HasWeaponsInSlot(3)? "STYSNUM3" : "STGNUM3", (123, 171), DI_ITEM_OFFSETS); DrawImage(CPlayer.HasWeaponsInSlot(4)? "STYSNUM4" : "STGNUM4", (135, 171), DI_ITEM_OFFSETS); DrawImage(CPlayer.HasWeaponsInSlot(5)? "STYSNUM5" : "STGNUM5", (111, 181), DI_ITEM_OFFSETS); DrawImage(CPlayer.HasWeaponsInSlot(6)? "STYSNUM6" : "STGNUM6", (123, 181), DI_ITEM_OFFSETS); DrawImage(CPlayer.HasWeaponsInSlot(7)? "STYSNUM7" : "STGNUM7", (135, 181), DI_ITEM_OFFSETS); } if (multiplayer) { DrawImage("STFBANY", (143, 168), DI_ITEM_OFFSETS|DI_TRANSLATABLE); } if (CPlayer.mo.InvSel != null && !level.NoInventoryBar) { DrawInventoryIcon(CPlayer.mo.InvSel, (160, 198)); if (CPlayer.mo.InvSel.Amount > 1) { DrawString(mAmountFont, FormatNumber(CPlayer.mo.InvSel.Amount), (175, 198-mIndexFont.mFont.GetHeight()), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD); } } else { DrawTexture(GetMugShot(5), (143, 168), DI_ITEM_OFFSETS); } if (isInventoryBarVisible()) { DrawInventoryBar(diparms, (48, 169), 7, DI_ITEM_LEFT_TOP); } } protected void DrawFullScreenStuff () { Vector2 iconbox = (40, 20); // Draw health let berserk = CPlayer.mo.FindInventory("PowerStrength"); DrawImage(berserk? "PSTRA0" : "MEDIA0", (20, -2)); DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20)); let armor = CPlayer.mo.FindInventory("BasicArmor"); if (armor != null) { DrawInventoryIcon(armor, (20, -22)); DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40)); } Inventory ammotype1, ammotype2; [ammotype1, ammotype2] = GetCurrentAmmo(); int invY = -20; if (ammotype1 != null) { DrawInventoryIcon(ammotype1, (-14, -4)); DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT); invY -= 20; } if (ammotype2 != null && ammotype2 != ammotype1) { DrawInventoryIcon(ammotype2, (-14, invY + 17)); DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT); invY -= 20; } if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null) { DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17)); DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT); } if (deathmatch) { DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD); } // Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod // so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution. Vector2 keypos = (-10, 2); int rowc = 0; double roww = 0; for(let i = CPlayer.mo.Inv; i != null; i = i.Inv) { if (i is "Key" && i.Icon.IsValid()) { DrawTexture(i.Icon, keypos, DI_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP); Vector2 size = TexMan.GetScaledSize(i.Icon); keypos.Y += size.Y + 2; roww = max(roww, size.X); if (++rowc == 3) { keypos.Y = 2; keypos.X -= roww + 2; roww = 0; rowc = 0; } } } if (isInventoryBarVisible()) { DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW); } } }