/* ** 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" #include "doomstat.h" #include "g_level.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 (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score 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 befóre 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 static int statspace; 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) { double scale1, scale2; if (tex) { int texwidth=tex->GetWidth(); int texheight=tex->GetHeight(); if (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(FFont *font, int color, char * text, int x, int y, int trans=0xc000) { int zerowidth; FTexture *tex_zero = font->GetChar('0', &zerowidth); x+=zerowidth/2; for(int i=0;text[i];i++) { int width; FTexture *texc = font->GetChar(text[i], &width); if (texc != NULL) { double offset = texc->GetScaledTopOffsetDouble() - tex_zero->GetScaledTopOffsetDouble() + tex_zero->GetScaledHeightDouble(); screen->DrawChar(font, color, x, y, text[i], DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans, DTA_LeftOffset, width/2, DTA_TopOffsetF, offset, /*DTA_CenterBottomOffset, 1,*/ TAG_DONE); } x += zerowidth; } } //--------------------------------------------------------------------------- // // Draws a number with a fixed width for all digits // //--------------------------------------------------------------------------- static void DrawHudNumber(FFont *font, int color, int num, int x, int y, int trans=0xc000) { char text[15]; mysnprintf(text, countof(text), "%d", num); DrawHudText(font, color, text, x, y, trans); } //=========================================================================== // // draw the status (number of kills etc) // //=========================================================================== static void DrawStatLine(int x, int &y, const char *prefix, const char *string) { y -= SmallFont->GetHeight()-1; screen->DrawText(SmallFont, hudcolor_statnames, x, y, prefix, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE); screen->DrawText(SmallFont, hudcolor_stats, x+statspace, y, string, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE); } static void DrawStatus(player_t * CPlayer, int x, int y) { char tempstr[50]; if (hud_showscore) { mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->Score); DrawStatLine(x, y, "Sc:", tempstr); } if (hud_showstats) { mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->accuracy); DrawStatLine(x, y, "Ac:", tempstr); mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->stamina); DrawStatLine(x, y, "St:", tempstr); } 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) { mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->secretcount : level.found_secrets, level.total_secrets); DrawStatLine(x, y, "S:", tempstr); } if (hud_showitems) { mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->itemcount : level.found_items, level.total_items); DrawStatLine(x, y, "I:", tempstr); } if (hud_showmonsters) { mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->killcount : level.killed_monsters, level.total_monsters); DrawStatLine(x, y, "K:", tempstr); } } } //=========================================================================== // // 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); DrawHudNumber(HudFont, 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); DrawHudNumber(HudFont, 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 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;iIsDescendantOf(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 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;jReadyWeapon; 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 < CPlayer->weapons.Slots[k].Size(); j++) { const PClass *weap = CPlayer->weapons.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; 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(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(ConFont, 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) { if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)) && !CPlayer->weapons.LocateWeapon(RUNTIME_TYPE(inv), NULL, NULL)) { DrawOneWeapon(CPlayer, x, y, static_cast(inv)); } } // And now everything in the weapon slots back to front for (k = NUM_WEAPON_SLOTS - 1; k >= 0; k--) for(j = CPlayer->weapons.Slots[k].Size() - 1; j >= 0; j--) { const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j); if (weap) { inv=CPlayer->mo->FindInventory(weap); if (inv) { DrawOneWeapon(CPlayer, x, y, static_cast(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;iNextInv()) { 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->DrawText(IndexFont, 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); DrawHudNumber(HudFont, 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(SmallFont, 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(SmallFont, 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(SmallFont, hudcolor_xyco, xpos, ypos+2*h, coordstr, DTA_KeepRatio, true, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE); } //--------------------------------------------------------------------------- // // draw the overlay // //--------------------------------------------------------------------------- void DrawHUD() { player_t * CPlayer = StatusBar->CPlayer; 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); if (CPlayer->camera && CPlayer->camera->player) { StatusBar->DrawCrosshair(); } if (idmypos) DrawCoordinates(CPlayer); } else { FString mapname; char printstr[256]; int seconds; int length=8*SmallFont->GetCharWidth('0'); int fonth=SmallFont->GetHeight()+1; int bottom=hudheight-1; if (am_showtotaltime) { seconds = level.totaltime / TICRATE; mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60); DrawHudText(SmallFont, 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(SmallFont, 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(SmallFont, hudcolor_ltim, printstr, hudwidth-length, bottom, FRACUNIT); } } ST_FormatMapName(mapname); screen->DrawText(SmallFont, hudcolor_titl, 1, hudheight-fonth-1, mapname, 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(); statspace = SmallFont->StringWidth("Ac:"); // 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(ti), tex); } } } }